[Dev Team] New multiplayer beta + gameplay fixes opt-in patch 1.7.2

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Jamor

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Hi all,

Here's the open discussion post for the new 1.7.2_beta opt-in patch that we just put out. The announcement and full details are in the pinned post:

https://forum.paradoxplaza.com/foru...h-gameplay-fixes-1-7-2-checksum-a220.1026699/

- Fixed starvation having no effect on happiness and growth
- Fixed drain Sector resources function not working with <200 Influence
- Stopped AI from nonsensically terraforming its planets and wasting a ton of resources
- Fixed Xenophile Factions wrongly considering robots to be "alien slaves"
- Fixed pre-sentients wrongly counting as slaves for the Xenoist faction
- Fixed Governing Ethics Attraction having no effect
- Fixed Devouring Swarms being able to conduct diplomacy with Enclaves
- Fixed issue preventing you from attacking the Unbidden Portal despite destroying the Anchors first
- Fixed rare crash when a threat was added
- Fixed crash when starting terraforming
- Fixed crash in swarm AI fleet update
- Fixed crash in swarm AI when a planet was destroyed
- Fixed crash when starting the game with mods that disable a tech module
- Increased society research gained by consuming Pops as a Devouring Swarm
- Stopped an exploit against the Scourge with resettling Pops to occupied worlds
- Fixed sector AI automatically deleting Slave Processing Facilities if they had less than 5 slaves
- Fixed missing terraform option for cold barren planets
- Retaking a planet from the Scourge now properly stops purging of Pops
- Fixed terraforming of inhabited planets causing tile resources to be reshuffled, because Betharian is pretty rad, but shouldn't be able to teleport
- Fixed some missing localizations
- Fixed Android defense armies wrongly being able to embark and invade planets
- Subjects will now always accept being gifted planets by their overlord
- Fixed incorrect city images for primitive civilizations

Feel free to report any gameplay issues you have with it in this thread, while multiplayer related stuff should go in the existing thread:

https://forum.paradoxplaza.com/foru...irst-to-try-our-new-multiplayer-tech.1022176/

We were very happy to be able to have this ready for you guys to enjoy over the weekend. Let us know how things go.

PS did I mention you get a free space shrimp?
 
Last edited:

Me_

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Good. Can I continue a 1.6.1 game in the 1.7.2 beta?
 

Jamor

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Added the changelog here as well for ease of use. Mainly we do a sticky, locked thread for "official announcement" purposes, then an open one for general discussion. Anyway, have at it here, this thread's for you.
 

MrChoke

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Is this it for AI-related changes? Barely any. I am still seeing a serious lack of the AI's ability to re-take planets. It does launch transports to take planets but it never attempts to re-take ones of its own that were captured.

And a new and worse issue is where it is ending wars without enforcing any demands (white peace) even though it has a huge advantage in the war. I can attach multiple saves of this issue. I had already submitted a bug report. I am very disappointed nothing more is being done to address the AI. The last "good" Stellaris AI in my opinion was 1.4. It was taking planets, winning wars and taking warscore to 100, etc... It has not been working correctly since.
 

The Founder

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yes . most mods also will work um running atm with 31 mods without any problems.
btw a changelog would be nice to see what is actually changed
Since mods overwrite gamefiles, they might actually re-introduce bugs by being based on a previous Patch.
That is one big reason Modded games are not being debugged.
 

The Founder

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@DevTeam:
What will be the next patch now?
Is there still going to be a 1.6.2?
Is the next 1.7.2?
Or will it be 1.7.0, with whatever the last itteration of the Beta Patch was?
 

Jamor

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Good. Can I continue a 1.6.1 game in the 1.7.2 beta?

The answer is: "probably?". Basically any time we change the game code it does introduce the possibility of weirdness with older saves. Give the patch a try if you like, or you can hold off on opting in until you've finished a current game. We wanted to give people the option for both.
 

Neodym

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Good to see the gameplay changes implemented here. That certainly will increase the numbers for multiplayer beta participants. :)
Am I reading this correctly that there are no changes to the multiplayer features of bradbury with this iteration?
 

Daywalker

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hmm dont know if this is like it should be but, when the swarms fall into my universe, i couldnt get there ai closed borders and didnt open it up, also instead of fighting the swarm their just declaring wars on each other, the fallen empire never seems to awake to that threat.
 

Gball

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There is a bug where fanatic purifiers/devouring swarms still get unity penalties from alien pops. Has this been fixed?
 

Oblivion

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Hi all,

Here's the open discussion post for the new 1.7.2_beta opt-in patch that we just put out. The announcement and full details are in the pinned post:

https://forum.paradoxplaza.com/foru...h-gameplay-fixes-1-7-2-checksum-a220.1026699/

- Fixed starvation having no effect on happiness and growth
- Fixed drain Sector resources function not working with <200 Influence
- Stopped AI from nonsensically terraforming its planets and wasting a ton of resources
- Fixed Xenophile Factions wrongly considering robots to be "alien slaves"
- Fixed pre-sentients wrongly counting as slaves for the Xenoist faction
- Fixed Governing Ethics Attraction having no effect
- Fixed Devouring Swarms being able to conduct diplomacy with Enclaves
- Fixed issue preventing you from attacking the Unbidden Portal despite destroying the Anchors first
- Fixed rare crash when a threat was added
- Fixed crash when starting terraforming
- Fixed crash in swarm AI fleet update
- Fixed crash in swarm AI when a planet was destroyed
- Fixed crash when starting the game with mods that disable a tech module
- Increased society research gained by consuming Pops as a Devouring Swarm
- Stopped an exploit against the Scourge with resettling Pops to occupied worlds
- Fixed sector AI automatically deleting Slave Processing Facilities if they had less than 5 slaves
- Fixed missing terraform option for cold barren planets
- Retaking a planet from the Scourge now properly stops purging of Pops
- Fixed terraforming of inhabited planets causing tile resources to be reshuffled, because Betharian is pretty rad, but shouldn't be able to teleport
- Fixed some missing localizations
- Fixed Android defense armies wrongly being able to embark and invade planets
- Subjects will now always accept being gifted planets by their overlord
- Fixed incorrect city images for primitive civilizations

Feel free to report any gameplay issues you have with it in this thread, while multiplayer related stuff should go in the existing thread:

https://forum.paradoxplaza.com/foru...irst-to-try-our-new-multiplayer-tech.1022176/

We were very happy to be able to have this ready for you guys to enjoy over the weekend. Let us know how things go.

PS did I mention you get a free space shrimp?
Looks to be Space Mantis Shrimp! Awesome.

And that's a very nice list of bugfixes, almost all the lower hanging fruit, showing the devs are listening and working on fixing bugs which is definitely a great thing, so thank you to the devs. I know there are still other bugs, but most of those are much harder to both code and balance, so just knowing the devs are working on fixing things, I'm more than hopeful that Stellaris will be on great shape soon.

Thanks again!