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

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Methone

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starz

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Hello @Jamor, can you please look at the issue I keep having for the second patch in row? As follows: I go sythetic ascension as a Fanatic Purifier and after the first post-synth project pop modification the "assembling" of my newly modified pops automatically resets to "none" in a week or so, making the growing of population literaly impossible.
Many thanks in advance!
 

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The Founder

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Oh my god the stuttering is even worse. How could it even be?
Because there are not magic bullets, and x64 in particular was not one?
If only other Forum Users and the Devs have been telling you that. Oh wait, they did!

Turning x64 only means the game has slightly more memory to waste on chaching and other performance increases. But those are changes that are made long term.
Meanwhile it will show us all those bug that overflow bugs have been hiding before.
 

Illusive Man 321

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So I'm sure other people have already brought up this issue, but for some reason Mars can't be terraformed. You can click to terraform it but the days till completion countdown clock never progresses. Other steam users have said this is a problem with all barren planets but I haven't personally confirmed that. Do you think a fix for that can be included in the next patch or perhaps the following one?
 

Badesumofu

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Anyone else having an issue where auto-exploration just doesn't work with a mostly explored galaxy? There are a bunch of accessible unexplored systems which I can manually send my science ships to explore and yet if I just click auto-explore it tells me it can't reach any unexplored systems.

Also, is it intended that gateway construction sites and habitats count towards the megastructure build limit now? Because it's hard to see why I would ever construct a habitat if so, I guess if I didn't get Cybrex then I would build them early on before I could build better things. Squeezing in my gateways is going to be painful as well.
 
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The Founder

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Anyone else having an issue where auto-exploration just doesn't work with a mostly explored galaxy? There are a bunch of accessible unexplored systems which I can manually send my science ships to explore and yet if I just click auto-explore it tells me it can't reach any unexplored systems.
Oh yes, had that pretty much since the FTL rework. But it is a very rare and shortlived state and I do not think I ever reported it.

Also, is it intended that gateway construction sites and habitats count towards the megastructure build limit now? Because it's hard to see why I would ever construct a habitat if so, I guess if I didn't get Cybrex then I would build them early on before I could build better things. Squeezing in my gateways is going to be painful as well.
Habitats are unlocked with T3 Spaceforts, wich is a lot earlier then Megastructures.

Also it sounds like you have a case for those things that icnrease the megastructure limit.
 

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Yeah thanks that helped. Two observations:
(1) libatomic is always put into the game folder, even if it exists on the system (that could make sense anyway)
(2) the libatomic put there by Steam is of wrong architecture @Jamor
@Guraan will want to know about this too I think!
 

Guraan

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@Guraan will want to know about this too I think!
the libatomic that is in the game dir is obsolete and was not newked when we changed to 64bit, but since it is the wrong arch now it will not be used
 

The Founder

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There is this little issue with planets that have 0 pops somehow staying colonized. I attached a savegame where it happens. Look at "Port Karakosov" in the "Pyla" System.

It now became a warfare issue with severe implications for the AI. If troops are send to this planet:
- the troops become uncontrolable, as the Army tab is missing
- the planet never flips to captured
- the armies are just stuck on teh planet. Hopefully it is only till the end of the war, but of course a AI might continue to send in more troops. Stalling itself out on one System.
An example is in teh savegame.
 

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Major Malfunction

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Because there are not magic bullets, and x64 in particular was not one?
If only other Forum Users and the Devs have been telling you that. Oh wait, they did!

Turning x64 only means the game has slightly more memory to waste on chaching and other performance increases. But those are changes that are made long term.
Meanwhile it will show us all those bug that overflow bugs have been hiding before.
Are you...trying to make excuses for insane stuttering and slowdowns that plagued Stellaris for almost 2 years now? Really?
 

xrogaan

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the libatomic that is in the game dir is obsolete and was not newked when we changed to 64bit, but since it is the wrong arch now it will not be used
Under this 2.3.1 beta patch, launching stellaris through steam results in a CTD (somebody already reported it). However launching the game through the cli, outside of steam, works just fine. I suspect the steam runtime somehow forcing the wrong arch onto the game. CrashReporter does show the arch to be 32bit.
 

Von 9

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I'm also having the weird ground battles - armies disappearing in large groups, seemingly random patterns, army health rapidly going back and forth for weeks until someone finally dies, army strength counting up. My vassals seem to be doing fine, if they decide to land. For me spamming with landing reinforcements sometimes works.

It seemed to me invasions were okay until some point in mid game and me reaching repeatables, but that might be just timing coincidence.
 

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Oh yes, had that pretty much since the FTL rework. But it is a very rare and shortlived state and I do not think I ever reported it.

Hmm, this is the first time I’ve experienced it. It’s also the first time I’ve joined a federation so maybe that is something to do with it.

Habitats are unlocked with T3 Spaceforts, wich is a lot earlier then Megastructures.

Also it sounds like you have a case for those things that icnrease the megastructure limit.

Yeah, my experience is particular to getting Cybrex precursor. I got Mega-Engineering before I got Habitats tech. Still curious whether it is intended because I don’t recall it being mentioned in either a dev diary or the patch notes.
 

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Hmm, this is the first time I’ve experienced it. It’s also the first time I’ve joined a federation so maybe that is something to do with it.
No, Federations have nothing to do with it. This behavior is visible in every game, I guess most people don't really notice. After all, only a handful of systems remain unaccounted for.
 

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Yeah thanks that helped. Two observations:
(1) libatomic is always put into the game folder, even if it exists on the system (that could make sense anyway)
libatomic is a very close part to libstdc++, your dist or yourself can provide a better one so no need to include system libs with the game?
(2) the libatomic put there by Steam is of wrong architecture @Jamor
Yeah that one has been deleted
 

XT-489

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I don't quite understand what you are arguing. It's not that the game is displaying a message saying "libatomic" is missing when started from steam.

It simply does not start when the user selects it to start. You cannot expect a gamer to find the root cause and install the library.

I don't even want to say the average gamer is too stupid for that. But when they find out, it clearly looks like a broken installation process.