[Dev Team] 2.6.3 Patch Released  [checksum ae56]

[Dev Team] 2.6.3 Patch Released [checksum ae56]

  • Crusader Kings III Available Now!

    The realm rejoices as Paradox Interactive announces the launch of Crusader Kings III, the latest entry in the publisher’s grand strategy role-playing game franchise. Advisors may now jockey for positions of influence and adversaries should save their schemes for another day, because on this day Crusader Kings III can be purchased on Steam, the Paradox Store, and other major online retailers.


    Real Strategy Requires Cunning

Obidobi

Producer - Stellaris
33 Badges
Aug 4, 2011
363
165
  • Crusader Kings II
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Way of Life
  • Sengoku
  • Europa Universalis IV: Res Publica
  • Magicka
  • Gettysburg
  • Europa Universalis IV: Art of War
  • Dungeonland
  • King Arthur II
  • Crusader Kings II: Charlemagne
  • Cities in Motion 2
  • Prison Architect
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Paradox Order
  • Victoria 2 Beta
  • Magicka: Wizard Wars Founder Wizard
  • 500k Club
  • War of the Roses
  • The Showdown Effect
  • Stellaris: Galaxy Edition
  • Stellaris Sign-up
  • Tyranny - Tales from the Tiers
Hello everyone,

Since the beta patch hasn't introduced any major issues, we've decided to put patch 2.6.3 live today/now :)

Here's the full changelog for 2.6.3:

#################################################################
######################### VERSION 2.6.3 ###########################
#################################################################

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

* Corporate Embassy and Disinformation Center branch office buildings now require 50 pops on the host planet, and now also require the Xeno Diplomacy tech.
* Starting with the Prosperous Unification origin now gives you the Planetary Unification tech option.
* Juggernauts will now automatically repair themselves after battle.
* Added extra crisis strength x10 and x25.
* Greater Good Resolutions now trigger breach events.
* Common Ground and Hegemony leader starts are now far less likely to be completely blocked off by their alliance partners, and will usually have direct access to at least unoccupied one system.
* Cybrex War Forge now increases empire alloy production by 5% and allows building Cybrex Warform armies at your capital. Its active ability now converts 10000 minerals into 5000 alloys on a shorter than normal relic cooldown.
* The Flesh is Weak assembly bonus reduced from 33% to 10%.
* The resolution to form the galactic market now also increases resource storage cap by +10000.
* The Rubricator Shard dragon will now wait two years before killing everyone on the planet, giving you the chance to fight her.
* Being the president of a Hegemony now also satisfies the Imperialist faction's desire to lead others.
* Diplomatic Stance can now only be changed while you are at peace. (Supremacist empires will thus no longer change out of Supremacist in the middle of a humiliation war if you blow up their fleet).
* Sentinels blocker is now a special deposit.
* Docile Migrating Forests modifier now decreases available planet districts by 1.
* Egalitarian empires will no longer draw leader enhancement technologies they cannot use.
* Roboticists now have 2 alloy upkeep instead of minerals.
* Trade Leagues now have access to the basic Wealth Creation trade policy as well, for empires that prefer cold hard energy credits to a combination of consumer goods and unity.

###################
# Stability & Performance
###################

* Fixed a possible OOS after hotjoin when a fleet is looking for a starbase to orbit around.
* Fixed the AI going OOS when the military strategy needs to be initialized. Also fixes ship angles going OOS because normalization was not applied everywhere correctly.
* Another AI related OOS fix.
* Fixed an OOS related to victory rankings.
* Fixed a FLEET_MODIFIER oos on hotjoin.
* Fixed an OOS with species when growing halfspecies.
* Fixed an OOS (POP_MODIFIERS, PLANET_MODIFIERS) when the values cached by planet (amenities, crime, housing, stability) changed but the modifiers weren't recalculated.
* Fixed a potential OOS when a pop joins or leave a faction.
* Fixed an OOS when sending repair building commands.
* Fixed technology status being read incorrectly, causing an OOS.
* Fixed tooltip in planet view colonization tab not clearing between updates and just adding lines each update until it crashes.
* Safed up some code that should keep a rare CTD from happening.
* Prevent Species from creating hybrids with their own sub species.
* Temporary modifiers added to a system are now also added to the fleet and ships inside that system.
* Increased threading scalability for when updating the ai attitudes.


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

* An interface for unassigning envoys has been added and can be opened through clicking on the envoy count in the top bar.
* Cohesion tooltip shows how it is impacted by each law separately now to make it more clear.
* Adjusted the decision elements in galactic community voting so the last one is fully shown.
* The Javorian Pox Sample modifier now has a modifier icon.
* Added modifiers tooltip to civics with custom desc.
* Show acceptance icon and tooltip also for non-possible actions.
* Made sure scroll bar works for city appearance and ship type in species creation view.
* Enclaves and Marauders now show their government names in the contacts list.
* Galactic Community scrollbar is now properly sized.

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

* The AI will no longer support resolutions it is in breach of, and will now more consistently support their repeal.
* AI gestalts should set purge policies correctly. Empathic AI hive minds should no longer use the full purge allowed policy.

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

* Added a trigger "galaxy_size" which returns true if the size of the galaxy is the one tested by the trigger. Usage= "galaxy_size = medium".
* set_owner now works on leader, but use this responsibly. Don't leave leaders hanging out where they shouldn't be able to go.
* Added systems and fleet modifiers to debug tooltips.
* Added external modifiers to systems so that fleet can receive modifiers from systems.
* Added pop_has_happiness = yes/no and species_has_happiness_with_owner = country triggers.
* Changed default behaviour of add_district to not add a district if the planet's district cap or planet size has been reached. This can still be forced by an added ignore_cap flag.
* Decluttered debugtooltip for countries by adding a print_flags console command.
* Added trigger in_breach_of = resolution.
* Added num_system_planets trigger.
* It is now possible to assign multiple solar system initializers to origins
* Origins can now have more system initializers
*** to define origin-specific initializers it is now possible in the origin
*** definition to use:
*** ```
*** initializers = {
*** some_initializer
*** another_initializer
*** even_more_initializer
*** }
*** ```
*** The old `initializer` key is not available anymore. Current scripts are updated.
* Added a flag "no_origins" to country_types to indicate they don't need/use an origin.
* Added a "restrictions" field to create_country/create_rebel that works like government restrictions described in "common\governments\readme_requirements.txt"

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

* Fixed federation diplo actions tooltip when other member is rivaling/rivaled by the one you are communicating with.
* The last selected envoy is no longer still selected when the envoy selection interface is closed and reopened.
* Federation tutorials shows up on initially opening the window and not only when switching tabs.
* Added missing localisation strings for d_ruin_bluelotus, part of the "Blue Lotus" event chain.
* Clarified descriptions for resolutions to denounce Fallen Empires in the War in Heaven.
* Blocked favor spending in the galactic community if issue is voted on and empire is abstaining or if resolution is proposed but empire is not supporting.
* Fixed a bug where advanced empires would sometimes start with more districts than fits on their planet.
* When unlocking new ship sizes, they will now use the best components even when auto-gen is turned off.
* You can no longer use the Hegemon origin as an egalitarian empire.
* All opinion tooltips show relations and the opinions of both empires.
* The Commonwealth of Man will no longer be spawned if you start as the UNE with 0 AI nations in the galaxy setup options.
* Added a cooldown to Migrating Forests event and made clearing them slightly less expensive.
* Added missing ai economic plans for empires without need for food and consumer goods.
* Fixed a case where some robot pops could be assimilated to get the cybernetic or psionic trait.
* Fixed the description for being demanded to become a tributary so it doesn't confuse who will become whose tributary.
* Made the description for "Offer Protectorate", when receiving the offer, fit on the screen.
* Fixed some placeholder text in the "Ruins" digsite.
* Banned users are now banned and do not start hotjoin and get stuck on savegame transfer if host accepts the request.
* Contested systems should not be eligible to be added to a sector by any party.
* Fixed a bug where casus belli for colossus weren't added.
* Fixed a case where you could get contradictory notifications about the foundation of the Galactic Community.
* Fixed a bug where while changing species rights, jobs weren't updated.
* Nonstandard strike craft updated to match new strike craft balance. Note that many of these intentionally do not operate in a PD role.
* Fixed some issues with tiny planets in the Resource Consolidation origin solar system.
* Made sure Mean Time To Happen works consistently over its various functions.
* Fixed a bug when envoys could be elected as country leaders.
* Hide governor title box in celestial object display if there is no governor title to show.
* Improved and harmed relation effects now decay separately if no envoy actively pushing them.
* Account for favors when displaying diplo value of supported motions in galactic community.
* You can no longer use Displacement or Neutering purge types on non-sentient robots.
* Removed scientist skill requirements from the last few special projects needing them.
* Hegemon Origin now starts with a 20 year term instead of Status Change.
* Fixed incorrect DLC flagging on the Public Relations Specialists Megacorp civic.
* Fixed the Metadata for Federations OST to feature the correct song names, same as the Original Soundtrack folder for Federations.
* Mega Shipyard now has the correct influence cost.
* Merchant Guilds no longer blocks Byzantine Bureaucracy.
* Non-homicidal gestalts now have access to the Displacement purge policy.
* Fixed a bug where you could build ships while rebuilding shipyards.
* Fixed a bug where you could replace starbase shipyards.
* The Shattered Ring starting system now cannot have any further megastructures in (as is the norm for ringworld systems).
* Fixed the location for building habitats, which sometimes broke.
* Minor Sanctions that have already been passed cannot be proposed again while they are already galactic law.
* Fixed the bug when planned colony or fleet templates weren't removed during starbase occupation/destruction.
* Re-added the description of ships in the shipyard tooltips.
* Fixed typo in Scion event.
* When pressing the close button or its shortcut in the diplo event window, ignore dialog only event options when trying to deduct the default one.
* Fleets with the Nanite Interdictor can now be upgraded.
* Buried Lithoids deposit now uses the correct icon.
* Added tooltip info about when the current federation presidential term will end on the active term length law.
* Fixed Shoulders of Giants sometimes lacking the planets needed to progress the chain.
* Secondary species of primary species with no preferred planet preference get the habitability of the home planet selected during empire creation.
* Job priorities for pops are recalculated when a planet changes controllers. Important on invasions.
* Removed a bunch of cases when we validate the government of countries that don't use governments.
* Made it so government restrictions respect species restriction.
* Blocked over-trading of favors.
* Added a restriction to the country created by the lost colony origin to exclude hiveminds and machine empires.
* Fixed the issue when starbase retaken from enemy could upgrade into nothing.
* Fixed the bug when ethics almost never shifted.
* The view for unassigning envoys are updated after switching empires using the play command.
* Fix ship design unique key (should be size + name).
* The Galactic Bureaucracy tech no longer displays a removed tier 3 bureaucratic building.
* Player can't use more than 10 favors per country per resolution.
* Fixed a bug when two research projects could be run at the same time.
* Fixed German description for Artisan jobs.
* The Juggernaut technology now requires Battleships instead of Titans.
* Adjusted allow triggers so AI does not build buildings that are supposed to be destroyed.
* Changed checksum to show the current one, coloring it yellow if the game has altered the checksum.
* Fixed an issue where you would not be able to build habitats as Void Dwellers without the Utopia DLC.
* Imposing ideology through war should not freeze the game anymore.
* Robots that are released from servitude should no longer occasionally decide to use their newfound freedom to purge themselves.

Save games shouldn't be adversely affected by the switch from 2.6.2 to 2.6.3, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version.

If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta, stellaris_test, by the same method.
 

Mescaline

Second Lieutenant
83 Badges
Jun 28, 2009
106
27
  • Stellaris: Apocalypse
  • Europa Universalis IV: Pre-order
  • Cities: Skylines Deluxe Edition
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Crusader Kings II: Horse Lords
  • 500k Club
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: El Dorado
  • Mount & Blade: Warband
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Conclave
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Cadet
  • Hearts of Iron IV: Colonel
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Cities: Skylines - Parklife Pre-Order
  • Europa Universalis IV: Dharma
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Imperator: Rome Deluxe Edition
  • Prison Architect
  • Cities: Skylines - Campus
  • Stellaris: Ancient Relics
  • Cities: Skylines - Parklife
  • Victoria 2
  • Hearts of Iron IV: Death or Dishonor
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Europa Universalis IV: Mandate of Heaven
  • Europa Universalis IV: Rule Britannia
  • Stellaris: Lithoids
  • Cities: Skylines - After Dark
  • Europa Universalis IV: Third Rome
  • Stellaris
  • Europa Universalis IV: Mare Nostrum
  • Cities: Skylines - Snowfall
  • Europa Universalis IV: Cossacks
  • Sengoku
Guys, I'm sorry to be the first to jump in and start complaining, but are Ethics ACTUALLY FIXED?

Reason I'm capsing is, it's the third announcement you guys have made stating they'd been fixed, and they still failed to shift towards the expected quotas.

More importantly, suppressing factions doesn't do a thing: my suppressed Spiritualist faction gets bigger than most other "minor" factions (aka the minor Ethic faction, and other minor factions like Xenophiles or Xenophobes that pop up due to bordering events, diplomacy, etc).

Edit: to clarify, I haven't tested it after this announcement yet, so I'll give it a shot later today through the Peaceful Unification origin, then Void-Dwellers for 100 years, and come back with the results. D:
 
Last edited:
  • 2
Reactions:

Krein81

Sergeant
27 Badges
Sep 7, 2016
71
23
39
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Crusader Kings II
  • Surviving Mars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
Any changes from beta patch?
 

commuterzombie

First Lieutenant
20 Badges
Feb 23, 2018
246
0
  • BATTLETECH - Backer
  • BATTLETECH: Heavy Metal
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Stellaris
  • BATTLETECH - Beta Backer
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • BATTLETECH - Initiate of the Order
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Synthetic Dawn
Thanks for the patch, looks like the Crisis AI is less screwy as well, the Unbidden behaved as normal rather than being hostile to their portal in my most recent game.

Any news yet on when the issue with 'phantom' ships clogging up the build queues in the Fleet Manager will be fixed? It's a massive pain when you're trying to manage several fleets and see that they are under fleet cap and can't be reinforced.
 

Dark Demise

Private
23 Badges
May 11, 2016
10
4
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Magicka
  • Europa Universalis IV: Res Publica
  • Crusader Kings II
  • Stellaris: Synthetic Dawn
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Mount & Blade: With Fire and Sword
  • Magicka: Wizard Wars Founder Wizard
According the beta and release checksum and comparing both patch notes I come to the conclusion that nothing has been changed since the beta patch. Beta patch = release patch.
I hope this isn't the case because rebel empires or event spawned ones like the khan had no name or ethics in weird cases.
 

Me_

Myself
65 Badges
Jan 14, 2011
8.226
5.416
  • Crusader Kings II
  • Crusader Kings II: Jade Dragon
  • Europa Universalis IV: Third Rome
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Pre-order
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Sengoku
  • Semper Fi
  • Europa Universalis: Rome
  • Europa Universalis IV: Res Publica
  • Hearts of Iron III Collection
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Europa Universalis IV: Wealth of Nations
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Republic
  • Europa Universalis IV: Call to arms event
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Europa Universalis III
  • Europa Universalis III: Chronicles
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II: Monks and Mystics
  • Stellaris - Path to Destruction bundle
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • Stellaris: Lithoids
  • 500k Club
  • Warlock: Master of the Arcane
* Roboticists now have 2 alloy upkeep instead of minerals.
The building tooltip was not updated in the beta patch. Was it updated for the full patch?
 

bluelotus

Field Marshal
74 Badges
May 18, 2004
2.527
58
  • Crusader Kings III
  • Tyranny: Archon Edition
  • Stellaris: Synthetic Dawn
  • BATTLETECH
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II: Monks and Mystics
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Reapers Due
  • Stellaris Sign-up
  • Stellaris
  • Crusader Kings II: Conclave
  • Cities: Skylines - After Dark
  • Crusader Kings II: Horse Lords
  • Humble Paradox Bundle
  • Surviving Mars: First Colony Edition
  • BATTLETECH: Season pass
  • Stellaris: Ancient Relics
  • Surviving Mars: First Colony Edition
  • Prison Architect
  • Crusader Kings II: Holy Fury
  • Stellaris: Megacorp
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Way of Life
  • Stellaris: Distant Stars
  • BATTLETECH - Backer
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Crusader Kings II: Sunset Invasion
  • For The Glory
  • Europa Universalis IV: Call to arms event
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Deus Vult
  • Crusader Kings II: Sword of Islam
  • Hearts of Iron III
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Crusader Kings II
  • Cities: Skylines
  • 500k Club
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
I might have outdated info, but does this mean that a big part of the AI empires not upgrading their spaceports doesn't count as a major issue?
 

Krein81

Sergeant
27 Badges
Sep 7, 2016
71
23
39
  • Stellaris - Path to Destruction bundle
  • Surviving Mars: First Colony Edition
  • Stellaris: Megacorp
  • Surviving Mars: First Colony Edition
  • Shadowrun Returns
  • Stellaris: Distant Stars
  • Surviving Mars: Digital Deluxe Edition
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Age of Wonders III
  • Crusader Kings II
  • Surviving Mars
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Crusader Kings II: Horse Lords
  • Pillars of Eternity
  • Warlock: Master of the Arcane
  • Imperator: Rome Sign Up
  • Age of Wonders: Planetfall Sign Up
  • Stellaris: Lithoids
  • Stellaris: Synthetic Dawn
  • Stellaris: Ancient Relics
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Old Gods
I might have outdated info, but does this mean that a big part of the AI empires not upgrading their spaceports doesn't count as a major issue?
No, this version have same bugs as beta branch.
 

KingoftheHillZA

Recruit
53 Badges
Apr 6, 2020
2
0
  • Hearts of Iron IV: Expansion Pass
  • Imperator: Rome
  • Stellaris: Megacorp
  • Europa Universalis IV: Rule Britannia
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Europa Universalis IV: Mandate of Heaven
  • Hearts of Iron IV: Death or Dishonor
  • Age of Wonders III
  • Europa Universalis IV: Cradle of Civilization
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Leviathans Story Pack
  • Stellaris: Distant Stars
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Holy Fury
  • Europa Universalis IV: Golden Century
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Season pass
  • Stellaris: Lithoids
  • Crusader Kings II: Way of Life
  • Age of Wonders: Planetfall - Revelations
  • Europa Universalis IV: El Dorado
  • Stellaris: Digital Anniversary Edition
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: La Resistance
  • Europa Universalis IV: Rights of Man
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Res Publica
  • Stellaris: Synthetic Dawn
  • Europa Universalis IV: Third Rome
* The AI will no longer support resolutions it is in breach of, and will now more consistently support their repeal
The AI still votes on resolutions seemingly at random, and despite the patch notes, still votes in favor of resolutions it would be in breach of.

Also juggernauts still have a tenancy to vanish when they jump from system to system or use hyper-lanes.
 

samsone700

Private
52 Badges
Aug 20, 2015
13
0
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Leviathan: Warships
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Prison Architect
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Europa Universalis IV: Third Rome
Hello. I'm thinking of updating my Stellaris with all the DLC's but I'm hearing there are huge stability issues, making the game almost unplayable after mid-game. Is that true?
 

LWE

Colonel
45 Badges
Jul 10, 2015
1.010
510
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: Sword of Islam
  • Victoria 2
  • Crusader Kings II: Jade Dragon
  • Stellaris
  • Warlock 2: The Exiled
  • Crusader Kings III
  • Imperator: Rome
  • Europa Universalis III
Hello. I'm thinking of updating my Stellaris with all the DLC's but I'm hearing there are huge stability issues, making the game almost unplayable after mid-game. Is that true?
Nope, although there are AI issues, the game doesn't crash and performs reasonably OK after the performance fixes. You probably heard complaints about multiplayer stability (OOS errors between multiplayer participants). If you don't plan on playing multiplayer, things are all right in this regard.
 

samsone700

Private
52 Badges
Aug 20, 2015
13
0
  • Crusader Kings II: Charlemagne
  • Europa Universalis IV: Mare Nostrum
  • Stellaris - Path to Destruction bundle
  • Victoria 2: Heart of Darkness
  • Victoria 2: A House Divided
  • Victoria 2
  • Victoria: Revolutions
  • Europa Universalis IV: Res Publica
  • Leviathan: Warships
  • Crusader Kings II
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Conquest of Paradise
  • Crusader Kings II: The Republic
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Europa Universalis IV: Art of War
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Sword of Islam
  • Dungeonland
  • Europa Universalis III
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Megacorp
  • Crusader Kings II: Monks and Mystics
  • Steel Division: Normandy 44
  • Europa Universalis IV: Mandate of Heaven
  • BATTLETECH
  • Prison Architect
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • BATTLETECH: Flashpoint
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Colonel
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Cossacks
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: El Dorado
  • War of the Roses
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Europa Universalis IV: Third Rome
Nope, although there are AI issues, the game doesn't crash and performs reasonably OK after the performance fixes. You probably heard complaints about multiplayer stability (OOS errors between multiplayer participants). If you don't plan on playing multiplayer, things are all right in this regard.
I am planning on playing multiplayer in the future. You think these problems will get patched up?
 

Dëzaël

Captain
12 Badges
Nov 12, 2016
494
21
  • Stellaris: Synthetic Dawn
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
* Origins can now have more system initializers
*** to define origin-specific initializers it is now possible in the origin
*** definition to use:
*** ```
*** initializers = {
*** some_initializer
*** another_initializer
*** even_more_initializer
*** }
*** ```
About this specifically, do additionnal initializers force system spawn at galaxy generation? Or do they behave like when chaining them in starting initializers, meaning they might not find suitable systems to initialize in some cases, like spawning on the edge of a galaxy? I'm currently working on a custom start that is a bit ambitious and fiddling with static galaxy things to avoid that problem, would be nice if I could go the origin route instead.
 

pliznobn

Second Lieutenant
May 24, 2019
174
490
Hello. I'm thinking of updating my Stellaris with all the DLC's but I'm hearing there are huge stability issues, making the game almost unplayable after mid-game. Is that true?
You may from last year. If so, and you go back, could you warn people not to eat bats?

The late-game performance has been improved a lot. It's not amazing but it's definitely playable unless you do something silly like running massive galaxies on minimum specs.
 
  • 1Haha
Reactions:

GeorgieBest

Colonel
42 Badges
Jul 31, 2014
1.007
1.252
  • Crusader Kings II: Charlemagne
  • Stellaris - Path to Destruction bundle
  • Crusader Kings II
  • Semper Fi
  • Hearts of Iron III: Their Finest Hour
  • Hearts of Iron III
  • For the Motherland
  • Crusader Kings II: Sword of Islam
  • Crusader Kings II: Sons of Abraham
  • Crusader Kings II: The Republic
  • Crusader Kings II: Rajas of India
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Legacy of Rome
  • Crusader Kings II: Sunset Invasion
  • Crusader Kings II: Jade Dragon
  • Hearts of Iron IV: Expansion Pass
  • Crusader Kings III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Steel Division: Normandy 44 -  Back to Hell
  • Hearts of Iron IV: Expansion Pass
  • Stellaris: Distant Stars
  • Crusader Kings II: Holy Fury
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Hearts of Iron IV: La Resistance
  • Hearts of Iron IV: Death or Dishonor
  • Steel Division: Normandy 44
  • Crusader Kings II: Monks and Mystics
  • Hearts of Iron IV: Together for Victory
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Crusader Kings II: Reapers Due
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Crusader Kings II: Conclave
  • Crusader Kings II: Horse Lords
  • Crusader Kings II: Way of Life
  • Stellaris: Synthetic Dawn
  • Steel Division: Normand 44 - Second Wave
  • Stellaris: Megacorp
  • Hearts of Iron IV: Expansion Pass
Guys, I'm sorry to be the first to jump in and start complaining, but are Ethics ACTUALLY FIXED?

Reason I'm capsing is, it's the third announcement you guys have made stating they'd been fixed, and they still failed to shift towards the expected quotas.

More importantly, suppressing factions doesn't do a thing: my suppressed Spiritualist faction gets bigger than most other "minor" factions (aka the minor Ethic faction, and other minor factions like Xenophiles or Xenophobes that pop up due to bordering events, diplomacy, etc).

Edit: to clarify, I haven't tested it after this announcement yet, so I'll give it a shot later today through the Peaceful Unification origin, then Void-Dwellers for 100 years, and come back with the results. D:

https://forum.paradoxplaza.com/foru...analysis-of-pop-ethics-shifting-in-2-6-3-beta

I've done some testing, and while it seems a bit better it still doesn't work how I think most people would like it too. I haven't seen any responses from Devs on this issue in any of the threads over the last week, so unfortunately I don't think we're going to see the issue addressed. Hopefully the author of the real pop ethics shifting mod will update that relatively soon.