[Dev Team] Stellaris 2.2.6 Released (checksum 8645)

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Pete.H

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You make a great point, I will demand our artists and UI designer start coding a new sector system ASAP.

Maybe, when they are done with that, they should get back to fixing their own stuff ;):p

upload_2019-3-22_21-25-25.png


upload_2019-3-22_21-27-24.png
 

Chinggis147

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So i dont see any change of it in the patch notes so im just wondering but the Post-apocalyptic civic now have a Continental planet prefrence and not the Tomb world planet prefrence as they did in 2.2.5.. Is it suppose to be like this or a bug? :/ https://steamcommunity.com/sharedfiles/filedetails/?id=1688405296

Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
i am thinking it has something to do with this and it might be an attempt to fix a bug with the kettling pops from the garbage world event chain where they had tomb world habitability but not the survivor trait.
 

Arrnea

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i am thinking it has something to do with this and it might be an attempt to fix a bug with the kettling pops from the garbage world event chain where they had tomb world habitability but not the survivor trait.

No, it was a successful attempt to fix the bug where post apocalyptic gave tomb world preference since 2.2. This was never the intended behaviour.

Ketlings are supposed to have tomb world habitability, on the other hand.
Their lore is that they evolved on a tomb world, having been the pets of the species that turned it into one.
 
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Practical Mustache

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Assimilation for DA seems broken

I find it broken in the released version, it was not broken in the test branch before the release. Haven't checked it in the test branch today yet.
Edit: Just checked it and doesn't work in the test branch ether.
Basically the pops on Driven Assimilators on conqured planets do not add the cybernetic trait.
 
Last edited:

Fey Warrior

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Actually, darkrenown mentioned in the 2.2.5/2.2.6 beta change log thread that it isn't intentional that machine worlds should lose these features.

Thanks Arnea.

You mean this post by Darkrenown.

Nope, and it shouldn't in 2.2.6 at least...

So this puts the wiki page in context in that only normal Planetary Features' should be removed but (most?) Rare Planetary features (Anomaly/Event/Unique Planetary features) should remain after terrforming to Machine world.

Gaia worlds should be fixed. However, for now I don't trust the terraforming process to Machine Worlds enough to risk losing them to this process in my Ironman saves.

I can see the bug was acknowledge here by EvaM back in 2.2.2 (as well as being flagged by you in the 2.2.6 beta and others back in 2.2.3):

Thank you for your post! I can see the problem and have logged the issue in our database.

It isn't fixed but it's good to know it is a bug, so hopefully will be fixed at some point.
 

Arrnea

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only normal Planetary Features' should be removed but (most?) Rare Planetary features (Anomaly/Event/Unique Planetary features) should remain after terrforming to Machine world.

That is my understanding of the matter, yes.
 

Val86

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Seems AI very rarely upgrade its ships to the latest design - it has plenty of alloys. Maybe its possible to add some kind of check mechanics for AI to upgrade ships on yearly basis...
 

Homer2101

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Yeah, I see the issue now.

As a workaround if you aren't in ironman you can select a planet and run "event action.65" via the console. Note that this is the yearly "convert 3-12 pops" event, so you will need to run it multiple times to convert everyone.

People who are comfortable modding can instead edit event action.64 to use "any_owned_pop" instead of "any_owned_pop_species", although that may cause some end of year lag.
Editing event action.64 as you instruct, then loading an existing save, causes a CTD on the second day of the year.

Edit: Re-loading the auto-save on day one allows the year to progress normally.
 
Last edited:

Badesumofu

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Ultimately, you're greatly exaggerating the "bonus" that Synthetically-ascended empires enjoy compared to Gestalts and trying to hide the significant bonuses Gestalts enjoy (and how early they are available to the player). Gestalts don't need any buffs.

Sorry, but you’re wrong on several fronts. Firstly, the Synth trait is now a function of the tech and it’s 10% to everything. Secondly, Ecumenopolis is very much a feature of normal empires. Yes, Gestalts have a small chance to get a single ecu, but that’s nothnig compared to being able to build a bunch of them garaunteed. At best, you’ll get the 20% on a fairly low proportion of your total specialists.

A fanatic egalitarian synth empire can get reliably 70% to specialist output.
10% synth tech
10% synth evo
5% efficient processors
5% synth ruler
20% Ecumenopolis
10% Meritocracy
10% Fanatic Egalitarian
 

trojan1234

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I find it broken in the released version, it was not broken in the test branch before the release. Haven't checked it in the test branch today yet.
Edit: Just checked it and doesn't work in the test branch ether.
Basically the pops on Driven Assimilators on conqured planets do not add the cybernetic trait.

I played 2.2.6 as beta when 2.2.5 was live. At that time assimilation was working as synthe empire. After 2.2.6 goes live, synthe assimilation broken (seems like other assimilation broken as well)
 

Jamey

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I played 2.2.6 as beta when 2.2.5 was live. At that time assimilation was working as synthe empire. After 2.2.6 goes live, synthe assimilation broken (seems like other assimilation broken as well)
@Darkrenown acknowledged that this is a bug earlier in this thread, along with workarounds for non-Ironman games:

Yeah, I see the issue now.

As a workaround if you aren't in ironman you can select a planet and run "event action.65" via the console. Note that this is the yearly "convert 3-12 pops" event, so you will need to run it multiple times to convert everyone.

People who are comfortable modding can instead edit event action.64 to use "any_owned_pop" instead of "any_owned_pop_species", although that may cause some end of year lag.
 

Matthew18

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* Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)

So does this mean the Scourge will infest planets again? cause I've played like 3 games and gotten the Scourge on 2 of them but they never infested a world, only took control of them with armies. I have also seen many others having this problem so it is a known issue but will this fix it?