[Dev Team] 2.3.1 Beta Patch Released (checksum 7b85)

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Jamor

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Hi all, Jamor here, just want to let you know that we've been following your feedback after the release of 2.3.0 and were able to get some quick fixes in to a beta patch. In the interest of not forcing you all to wait through the full verification process, I'm putting that out now for interested parties who want to try out the test version.

The highest value change is we've got potential fixes for some of the failure to launch issues that were reported. Please give this version a try if you were affected by that and let us know how it goes. There are also some aggressive, experimental AI tweaks that we'd love you all to have a crack at. Here's the changelog:

#################################################################
######################### VERSION 2.3.1 ###########################
#################################################################


###################
# Ancient Relics Story Pack Features
###################

* Increased variety of introductory images for archaeology sites
* Added some missing SFX to archaeology site dig stages and random events

###################
# UI
###################

* Added alert if planet automation is low on resources and monthly transfer is lower than 10
* Fixed missing loc string in Zro deposits
* Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
* Grunur system spawn popup event now displays neighbouring system name instead of an empty string
* Fixed some missing text on the omnicodex arc site

###################
# AI
###################

* Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
* AI is much more willing to actually spend that alloy on ships
* Fixed AI wasting its Influence by constantly reforming government
* Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
* Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
* Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)

###################
# Bugfixes
###################

* Fixed failure to launch crossplay beta branch on Linux
* Fixed failure to launch the GOG version on Mac without using GOG Galaxy
* Fixed cases where victorious Force Ideology wars would not result in ethics shift
* Fixed an economy out of sync
* Fixed a potential crash in the cross-breeding game rule
* Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
* Fixed core sector being named after the initial planet name, before any homeworld name is applied
* When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
* Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
* Fixed unconscionable, unplayable typos and missing texts
* Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
* Fixed cases where General leader traits were wrongly applied to armies
* Added missing special portrait for the Nu-Baol, feat. Fred Durst
* Fixed new Ancient Relics SFX playing at way too loud a volume

Please note that 2.3.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> betas tab -> select stellaris_test branch.

This is also now the default version on GOG. This is the version you need to be on on Steam in order to crossplay with players from other distro platforms. We will get it out for Plaza versions as soon as possible. Please let us know your results.
 

Sigma 582

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* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
great to see that pre-2.3 issues/quirks are getting fixed too. thanks for the quick and great patch!
 

Spaceception

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###################
# AI
###################

* Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
* AI is much more willing to actually spend that alloy on ships
* Fixed AI wasting its Influence by constantly reforming government
* Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
* Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
* Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)
This sounds excellent for improving AI. Using edicts should give them a nice boost in the game. And I like that they seem a bit more competitive with expansion.
 

Jamor

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For those still failing to launch, try updating your .net framework to latest version, also disable your antivirus for the first run. That seems to help many who were affected.
 

akeean

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AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints

Important fix! I guess now it will be no longer possible to spread out a Hive / Machine Empire like bits of explosive diarrhea, blocking off ai empires near and far, then taking centuries to casually fill up a massive empire blob.

The alloy usage is probably also a gamechanger to the necrotic ai midgame in 2.2.
 

Methone

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AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
Oh dear god.

Any word on the whole 'AI declare wars without factoring in if they can get to the target' thing?
 

Alblaka

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Ah, none of the bugs I've actually encountered, but then again, none of them have been truly severe so far. Keep up the good work :D
 

HugsAndSnuggles

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Wow, that's quick for a patch.
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
Should have been there in 2.0, really. Still, makes closed border mean something again, so it's all good :p
* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
Yay! AI will start fighting pirates again! (it's only been half a year >.>)


PS: so far, seems to be less in-your-face bugs than usual for .0 release. That's good.
 

Methone

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Still, makes closed border mean something again, so it's all good
You can even toggle it if it's an empire you want to like you.

Like, "And now for my next trick, your science ship shall disappear!"
 

G S Palmer

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Cool, I think that's actually about all the bugs I've run into. I was a bit mystified by the Zro deposit one. Just quit out of my current session so I can apply the update.
 

G S Palmer

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* Fixed missing loc string in Zro deposits
So I just applied the patch and restarted my game and got this:
cNWS1vg.jpg
Will the patch not be retroactively applied to ongoing games?

Plus, the tooltip says "This habitat is built near an exploitable Zro deposit." So is the deposit only exploitable if you build a habitat in orbit?
 

Delta_Force

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There is an issue with the planetary relic decision, it adds culture worker output but spiritualist empires do not have culture worker (well, they have some but they are rather rare compared to other empires), they are replaced by priests in the temple buildings.
Is this supposed to be like that or just a little oversight?
 

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Those AI fixes look like changes I saw in the Starnet AI mod, which if you don't know, it's creator should be hired by paradox because it literally saved the game for me by making the AI incredibly competent and scary without giving them added bonuses(from the mod itself, still bonuses from difficulty).
 

EpicProGamer76

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Those AI fixes look like changes I saw in the Starnet AI mod, which if you don't know, it's creator should be hired by paradox because it literally saved the game for me by making the AI incredibly competent and scary without giving them added bonuses(from the mod itself, still bonuses from difficulty).

But what about our old lord and savior Glavius which doe's not make the pacifists warlords?