[Dev Team] 2.3.2 Beta Patch Released [checksum 8614]

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Jamor

PDS Producer
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Mar 7, 2017
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Hi all, Jamor here again. We've been busy processing the results of the 2.3.1 version, and are ready to roll out the next batch of fixes, which I'm making available as the 2.3.2 beta patch right now. If you want to get in on the new version early, please read the notes and instructions below.

Here's the list of fixes and changes:

#################################################################
######################### VERSION 2.3.2 ###########################
#################################################################

* Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.

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

* The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
* The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research

###################
# Balance
###################

* Added a new artifact action to discover a precursor site for 25 minor artifacts
* Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
* Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
* Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
* Scales of the Worm relic effect on unity replaced with +10% physics research speed
* Rubricator relic effect on unity replaced with +20 society research per month
* The Surveyor relic activation cost is now 500 energy instead of 150 influence

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

* You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
* Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
* Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box

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

* Fixed AI activating population control when it shouldn't
* Fixed colony automation spamming too many districts at once in multiplayer
* Lots of little tweaks to the AI's economic decision making

###################
# Modding
###################

* Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro

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

* Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
* Fixed barren worlds not terraforming
* Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
* Fixed synth ascended robots that were robomodded not being assembled on planets
* Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
* Fixed a crash when a planet building a robot template changes owner
* Fixed unplayable have/has typo atrocity in the Grand Herald event
* Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
* Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
* Inscrutable Power achievement now properly looks for the Galatron relic
* Planets shouldn't start with unemployed pops anymore
* Habitat specific orbital deposits should no longer rarely appear on non-habitats
* The "Givernor" skill is no longer a thing
* Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
* No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
* Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
* The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
* Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
* Did some more smoothing of SFX volume spikes in new Ancient Relics content
* Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
* Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
* Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space


Please note that 2.3.2 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.

The stellaris_test branch is also required if you want to crossplay with people playing on the Paradoxplaza or GoG versions of the game. 2.3.2 is the default version on those platforms.

Glad we were able to get this done in time for the weekend. Give it a spin, let us know your feedback, and we'll use that to help us improve the next build. Thanks all, and have fun.
 
Sweeeet. Sucks I don't have my computer at the moment though :( guess I'll be ready to play next week.
 
Oh, that was fast, I was expecting we'd have to wait till Thurs - it's Friday?!

Oh god what year is it?!

Reducing Nu-Baol to just the 150 upfront cost and not 350 total is a huge buff! I like it.
Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
Not gonna lie, I actually thought I was hallucinating when I read this.
Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
But that's the best part!
 
* The "Givernor" skill is no longer a thing
iu
 
###################
# Balance
###################

* Added a new artifact action to discover a precursor artifact for 25 minor artifacts
* Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
* Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
* Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
* Scales of the Worm relic effect on unity replaced with +10% physics research speed
* Rubricator relic effect on unity replaced with +20 society research per month
* The Surveyor relic activation cost is now 500 energy instead of 150 influence

So.....no nerf to the Cybrex Warforge then?

I get it. It should be awesome. +20% would be awesome. +50% to a relic you can get in the 30ties is "I win".

P.S.: Thanks for the quick bugfixes btw.
 
I literally just got on the forums to whinge about the armies gaining strength/regenerating in invasions problem... Thanks Devs!
 
Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls

Finally the game is literally playable! :)

Thanks for the patch!
 
Just expectation management, it's not 100% guaranteed all these fixes will take with a preexisting save, but it's worth giving it a shot. If you get bad results and want to finish the game in 2.3.1, make sure you don't save it in the 2.3.2 version or you might damage the file.
 
Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more." + "You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony"

Does this mean we can choose to leave a mysterious empty world with pre-existing districts, or does it mean removing the last pop will ALWAYS destroy the colony with all of its infrastructure and require a colony ship (rather than resettlement screen movements of pops)?
 
Good to see the patch. If the fixes listed work as claimed then a lot of the key bugs in 2.3.1 should be resolved now.

That said, there seem to be a few more minor details that I don't see among the patch notes (unless I missed them):

1.) Expansion traditions incorrectly grants Ringworlds +1 District (letting them get 6 instead of the intended 5).

2.) Gateways are blocked out from being built if you have the maximum number of major megastructures (up to 3) going, even though you historically could build an unlimited number of gateways in parallel and even though you still can do so if you have less than that limit (up to 2) in progress (suggesting that the intended behavior is that megastructure build limits aren't supposed to effect them)

3.) I've seen reports that supposedly Master Builders was still giving extra districts to habitants when its supposed to be Void Borne that does it. [EDIT: @FinellyTrained Tells me that this is not longer the case as of 2.3.1, as per their ironman run. I seem to have been mistaken.]

That said, these issues are ones that should be far less impactive than many of the big ones that were fixed in this patch, and indeed, #1 and #3 are bugs that are beneficial in the player's favor if they're building the relevant megastructures - only #2 is actively harmful when it manifests. [EDIT: Actually, it appears that #3 isn't applicable. The point remains that #1, while a bug, is beneficial, and #2 while harmful is more of an edge case.]

Still, it looks like the game will (hopefully ) be in a far better shape than 2.3.1 now, so I'll be looking forward to a 2.3.2 game tonight.
 
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I'm not sure if it was clearly stated, but did you fix the whole "AI hates tech" issue, since it makes them practically pathetic mid and late game?
 
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