[Dev Team] 2.8.0 (Butler) Patch Released [checksum ce2a]

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The starbase issue will be getting reported, just want to check some other things first. Although someone who feels more ambitious can feel free to beat me to it.

And further checking with the all of one Game I played during 2.7.x reproduces the problem of starbases being unable to build defenses across ALL of the saved game files, even the pre-2.7.2 version. But the issue does not seem to present with a game I started in 2.8.0

So while it is potentially a major compatibility issue between game versions, I cannot rule out the problem being something unique to the initial play session, and I'm not rolling back to 2.7.2 to find out. And as it does have a resolution path(rolling back to an older version/start a new game) whatever is causing the issue should be a very low priority fix, one I'd have no expectation of ever being fixed... So not filling out the bug report after all.
 
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Observed sector issues with 2.8.1:

- Sectors seem to build buildings in response to unemployment. Which is good. Unfortunately they don't seem to understand that an unemployed specialist can't use a worker job. So it just keeps building districts, creating 5, 10, etc unfilled jobs, wasting lots of minerals and energy.
- Lithoid race, zero food consumption, still builds enormous amount of food. Sectors did build a few Bio-Reactors but I'm sitting at +377 monthly production vs. -90 buildings.

Very helpful, but should go in the bug report forum.
 
So i take it the Espionage system is only available for Necroids purchasers????
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Espionage is not yet in the released parts of the game, nor is it part of Necroids. They just accidentally (or deliberately) gave us a sneak peek of something they're currently working on for a second or so.
 
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Dear Developers. Something is wrong with what I believe to be the caching system.

It does not matter what mods you use or how big the mods are, if you have more than a certain amount, ranging from 50 to 5, the game will stall, I have seen this issue reported everywhere.

Please investigate this, mods are extremely important to this community, thank you.
 
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Found something weird as Necrophage FP. The pops that is being purged is turned into my "lower species". I did the metagaming where I make the prepatent species into a subspecies so I have someone to do the worker jobs.
 
Espionage is not yet in the released parts of the game, nor is it part of Necroids.
They just accidentally (or deliberately) gave us a sneak peek of something they're currently working on for a second or so.
"Great". At this point, it would only shock me if Paradox would admit to work on 3 ( not "just" 2 ) different DLCs at the same time.
 
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According to the patch notes the leaders from species with more than one of brilliant/psychic/cyborg should get both traits. Instead I noticed that after genemodding my entire brilliant mainspecies to the template of a brilliant/psychic subspecies that migrated back to my empire that all my leaders of that species now have neither brilliant nor psychic.
 
"Great". At this point, it would only shock me if Paradox would admit to work on 3 ( not "just" 2 ) different DLCs at the same time.
Did you know they have more than 1 person working on the game? Some of these people can't work on Art (Necroids), or Bug Fixes (Free Patches). This is entirely expected, and reasonable.
 
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It does not matter what mods you use or how big the mods are, if you have more than a certain amount, ranging from 50 to 5, the game will stall, I have seen this issue reported everywhere.
I use 94 mods and sometimes the game loads ok. Sometimes I need to kill Stellaris and retry it. Seems more like an issue in the code that loads the mods maybe because it's threaded or parallelized? Maybe due to the rework that was done to speed up the loading at the beginning of the game?
 
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Okay, I played for a while, haven't really looked at automation yet, but I did get wiped by the crisis, so I guess it's time to buy some dlc:)
 
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I'm very happy with the improvements. The game moves so fast now at top speed I find it hard catching up. Never happened before since launch. The military ai isn't as brain dead as before, when the AI declare war they assault across your borders about 100x faster than they used to. Makes playing without scaling on Grand Admiral a lot harder.
 
Update: Just to add to my earlier details here, I'm using a Mac (MacOS 10.14.6) running on a 27-inch 2019 iMac. I was having alternating freeze on 30% load and /or game simply would not start with mods installed. After uninstalling all mods, clearing cache, and reinstalling the mods, it ran fine last night.

This morning, however, firing up the game that was working last night with the same mod combination, but it's now freezing again. So, I'm not sure it's just the total number of mods that's the problem alone. I have gotten it running with 58 mods--but only for a single gaming session after clearing cache and reinstalling the mods. If I quit, save, and log into the same game that worked earlier, it won't run the next day.

That's leading me to think it's not just a problem with the number of mods or the particular combination of mods, but a full caching problem.
 
I do not run stellaris with any mods, so bear with me please.

To my understanding it is not an uncommon thing for mods for a previous version of a game to not work with a version of the game they are not updated for.

What about stellaris makes it different that has people saying it should be on the game developers to ensure mods are still compatible after updates/patches/new versions, and not the mod authors?
 
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You guys weren't kidding about the load times. A Brighter Tomorrow is still playing the opening keys when the game and save file finish loading up.
 
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I do not run stellaris with any mods, so bear with me please.

To my understanding it is not an uncommon thing for mods for a previous version of a game to not work with a version of the game they are not updated for.

What about stellaris makes it different that has people saying it should be on the game developers to ensure mods are still compatible after updates/patches/new versions, and not the mod authors?

It's not on the game developers to ensure mods are compatible. But it is on the game developers to ensure the game loads up when you have mods active.

How compatible a mod is with a new patch varies greatly from mod to mod, but as a rule these incompatibilities should only show during gameplay. Some can show up a bit earlier, during empire creation. But having them stop the game from even getting as far as the main menu really should not happen because I know of no mod that tries to interfere with or modify that process.
 
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