[Dev Team] stellaris_test beta branch updated to 2.2.3 with many new fixes [checksum 1960]

  • We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Supa-Kitsune

Private
18 Badges
May 21, 2017
17
0
  • Stellaris: Leviathans Story Pack
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Digital Anniversary Edition
  • Tyranny: Archon Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Warlock: Master of the Arcane
  • Teleglitch: Die More Edition
  • Knights of Pen and Paper +1 Edition
  • Stellaris: Synthetic Dawn
  • Magicka
what's wrong with ministry of culture? if you build it early in the game it holds, if you build it after 2340 (or maybe 2330) it would diseapear and option to build would be no longer aviable.

This just happened to me today as well. I didn't note the date though. When I wake up I'll check the year.
Built a ministry of culture and it boosted my unity output for a moment but I had no visual of the building just an empty slot where it should have been.

I noticed I had three unemployed for that moment which went to five once the unity boost vanished.
Supposedly two of them were doing culture work for a moment but I didn't see the jobs.
The five unemployed make sense as they were working as doctors until I replaced the cyto-revitalization facility.

I found a post about this under r/Stellaris as ministry_of_culture_is_bugged_vanishes_upon.
I'm pretty sure the game I'm playing started in 2.2.3 and is not from an earlier build but I could be wrong.
Is this being worked on? If it is fixed how do I benefit?
 

Tim_Ward

General
26 Badges
Sep 7, 2015
2.383
6.501
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Res Publica
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Nemesis
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Imperator: Rome
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Stellaris: Synthetic Dawn
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Crusader Kings II
  • Stellaris
  • Europa Universalis IV: Cossacks
  • Europa Universalis IV: Common Sense
  • Pillars of Eternity
  • Europa Universalis IV: El Dorado
  • Victoria 2
  • Naval War: Arctic Circle
  • Hearts of Iron III
  • Europa Universalis IV: Art of War
  • Europa Universalis IV
It does not work like that. If they cannot reproduce it they have a lot of other thing to take care of than trying to spend countless hour trying to reproduce it.... At this stage, their focus should be at fixing bugs reported with all the technical details needed.

I'm rather afraid it does work like that. You don't get to ignore the most serious problems with your work and just focus on the easy stuff. I don't like to get all In the World of Work on people, but... yeah. I can't ever imagine a situation where a client was saying "half my people have this huge problem" and anyone's going to be ok with me saying "can't reproduce, I'll work on something else instead".

Anyway, no reason at all to think they can't replicate the problem. The certainly would have said something by now if they couldn't.
 

DeathSheep

Captain
97 Badges
Jul 30, 2011
303
11
  • Cities: Skylines
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris Sign-up
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Mount & Blade: Warband
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Shadowrun Returns
This just happened to me today as well. I didn't note the date though. When I wake up I'll check the year.
Built a ministry of culture and it boosted my unity output for a moment but I had no visual of the building just an empty slot where it should have been.

I noticed I had three unemployed for that moment which went to five once the unity boost vanished.
Supposedly two of them were doing culture work for a moment but I didn't see the jobs.
The five unemployed make sense as they were working as doctors until I replaced the cyto-revitalization facility.

I found a post about this under r/Stellaris as ministry_of_culture_is_bugged_vanishes_upon.
I'm pretty sure the game I'm playing started in 2.2.3 and is not from an earlier build but I could be wrong.
Is this being worked on? If it is fixed how do I benefit?
As far as I know, Ministry of Culture is bugged in 2.2.3 still. The problem is believed to be that something went horribly wrong with converting it from a planetary unique building to an empire unique building. Not only does it vanish on completion, but the Artisan Troupe will cheerfully sell you more unbuildable Ministries of Culture afterwards.
 

Cannes

Major
20 Badges
Apr 13, 2016
667
600
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Pillars of Eternity
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Stellaris Sign-up
  • Hearts of Iron IV Sign-up
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris
  • Stellaris: Distant Stars Pre-Order
My stellaris beta_test version 2.2.3 just stopped working completely! Crashes as soon as the loading screen is supposed to pop up from the launcher. I've tried doing as it suggests (Clearing some files from the userdata), removed all mods and ran an integrity test. Nothing seems to work...
 

AppleBeam

Sergeant
38 Badges
Jan 7, 2019
65
21
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Mount & Blade: Warband
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
What people want:
  • New content is released when it's done, and not one day sooner.
  • Patches are released ASAP. As long as they fix one small bug, they are worth releasing, at least to the test branch.
What happens right now:
  • The exact opposite.
I wonder what's the logic behind talking it slow with hotfixes. I'm sure it's there, somewhere, but I can't exactly finish the imaginary dialogue between the developer and the manager in any way that makes any sense whatsoever:

"Hey boss, I have a 1-liner fix for disappearing ministries, it took me 5 minutes. And here is another 1-liner for the missing robot uprising flag. Can I merge them to the test branch?"

"Absolutely not! It is completely unacceptable to make any improvement before we rewrite the AI from scratch, redesign the sectors system, and reinvent the trade routes, because ..." and here is where my imagination hits the wall. What could it possibly be? Does anyone have any realistic guesses?
 

BigPony

Sergeant
20 Badges
Dec 7, 2018
62
0
  • Stellaris: Necroids
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Stellaris
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Commander: Conquest of the Americas
  • Sword of the Stars
  • Magicka
  • Hearts of Iron III
  • Darkest Hour
I am guessing Applebeam, that fixing the problems without causing other things to break is being challenging to them. I do not understanding anything about coding but from what I have read and heard a lot of the major issues are going to be pretty difficult and a bit time consuming to fix.

Trust me, i am anxious to get back to playing it and some of my many abandoned save games, but the last thing I want is to get all excited and worked up to get going when they release a patch only to find out other things were now broken that worked before.
 

rayman86

Recruit
37 Badges
May 15, 2016
5
0
  • Age of Wonders III
  • Magicka 2
  • Knights of Pen and Paper 2
  • Stellaris
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Crusader Kings Complete
  • BATTLETECH
  • Surviving Mars
  • Stellaris: Synthetic Dawn
  • Cities: Skylines
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Stellaris: Megacorp
  • Prison Architect
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • War of the Roses
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Teleglitch: Die More Edition
  • Warlock: Master of the Arcane
  • The Showdown Effect
  • Victoria 2
  • Sword of the Stars II
  • Sword of the Stars
  • Semper Fi
  • Magicka
  • Leviathan: Warships
  • Knights of Pen and Paper +1 Edition
  • Crusader Kings II
  • Hearts of Iron III
  • Europa Universalis III Complete
  • Europa Universalis III
  • Dungeonland
"Hey boss, I have a 1-liner fix for disappearing ministries, it took me 5 minutes. And here is another 1-liner for the missing robot uprising flag. Can I merge them to the test branch?"

"Absolutely not! It is completely unacceptable to make any improvement before we rewrite the AI from scratch, redesign the sectors system, and reinvent the trade routes, because ..." and here is where my imagination hits the wall. What could it possibly be? Does anyone have any realistic guesses?

Not how software development works, especially when multiple people work on a project. A developer is assigned or works on a bug/feature, and they work on a branch of the current codebase (in this case, the test branch or most likely a development clone of the test branch). They fix the bug or complete the feature, and push their changes to a new branch that contains only the changes they made.

At that point other developers can review their changes to make sure they don't see any glaring issues and agree with their changes or suggest edits. THEN they agree it can be merged, and then that merge is usually done by someone else entirely. After several of these cycles of merges, then the cloned development branch is merged back into the base (test branch in this case).
 

AppleBeam

Sergeant
38 Badges
Jan 7, 2019
65
21
  • Stellaris: Megacorp
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Age of Wonders III
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Shadowrun Returns
  • Shadowrun: Dragonfall
  • Shadowrun: Hong Kong
  • Stellaris: Leviathans Story Pack
  • Imperator: Rome Deluxe Edition
  • Imperator: Rome
  • Stellaris: Ancient Relics
  • Age of Wonders: Planetfall
  • Age of Wonders: Planetfall Deluxe edition
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Pillars of Eternity
  • Europa Universalis IV
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Knights of Pen and Paper +1 Edition
  • Magicka
  • Europa Universalis IV: Res Publica
  • Cities: Skylines
  • Mount & Blade: Warband
  • Crusader Kings II
  • Cities: Skylines - After Dark
  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Hearts of Iron IV: Cadet
  • Tyranny: Archon Edition
  • Stellaris: Digital Anniversary Edition
At that point other developers can review their changes to make sure they don't see any glaring issues and agree with their changes or suggest edits. THEN they agree it can be merged, and then that merge is usually done by someone else entirely. After several of these cycles of merges, then the cloned development branch is merged back into the base (test branch in this case).

You have an over-complicated vision of a project maintained by ~3 programmers.

Best-case realistic scenario for us (also, slowest): git checkout -b ministry_fix, tap-tap-tap, git add ..., git commit -m "Fixed the ministry bug introduced in 2.2.3", clickity-click, and you have a pull request for another dev to check and approve, then close the ticket. Takes 5 minutes, unless your colleague went to grab some Chinese food for lunch.

Realistic scenario, considering the size of the team and what we saw so far, most likely omits the code review phase and/or pull requests altogether (git pull --rebase, git push, and done).

Any more complicated and enterprise-ish ritual would not explain how we ended up where we are.
 

DeathSheep

Captain
97 Badges
Jul 30, 2011
303
11
  • Cities: Skylines
  • Sword of the Stars
  • Sword of the Stars II
  • Victoria 2: A House Divided
  • Victoria 2: Heart of Darkness
  • Crusader Kings II
  • Europa Universalis IV: Mare Nostrum
  • Hearts of Iron IV: Cadet
  • Crusader Kings II: Way of Life
  • Europa Universalis IV: Common Sense
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV: Dharma
  • Crusader Kings II: Conclave
  • Hearts of Iron IV: Expansion Pass
  • Stellaris Sign-up
  • Europa Universalis IV: El Dorado
  • Crusader Kings II: Reapers Due
  • Europa Universalis IV: Rights of Man
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Cities: Skylines - Natural Disasters
  • Hearts of Iron IV: Together for Victory
  • Crusader Kings II: Monks and Mystics
  • Cities: Skylines - Mass Transit
  • Europa Universalis IV: Mandate of Heaven
  • Stellaris: Humanoids Species Pack
  • BATTLETECH
  • Surviving Mars
  • Hearts of Iron IV: Death or Dishonor
  • Europa Universalis IV: Rule Britannia
  • Crusader Kings II: Charlemagne
  • Victoria 3 Sign Up
  • Stellaris: Ancient Relics
  • Europa Universalis IV: Golden Century
  • Crusader Kings II: Holy Fury
  • Surviving Mars: First Colony Edition
  • Shadowrun: Hong Kong
  • Shadowrun: Dragonfall
  • Europa Universalis IV
  • Cities: Skylines - Parklife
  • Mount & Blade: Warband
  • Stellaris: Apocalypse
  • Stellaris: Synthetic Dawn
  • Europa Universalis III Complete
  • Europa Universalis III Complete
  • Stellaris: Distant Stars
  • Victoria 2
  • Warlock: Master of the Arcane
  • 500k Club
  • Shadowrun Returns
Unfortunate. I'll have to avoid buying a ministry of culture for a while.
Is there a post where they acknowledge it is busted and/or affirm a fix is in progress?
I know the bug's been reported in the Bug Reports forum, and someone with more patience than I found the probable culprit, an error in the script file that amounts to "If you don't have Ministry of Culture, you're allowed to build one; but if you build a Ministry of Culture, you're not allowed to have one." Some dev may have been under- or over-caffeinated when they coded that....
 

Mímisbrunnr

Colonel
14 Badges
Mar 1, 2018
906
2.217
  • Stellaris
  • 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
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
@Jamor or whomever it may concern:

While its of course a lower priority than the bug fixes (because its moreso a balance issue), but could you guys please consider taking a look at Strike Craft? As it stands, Strike Craft are so underperforming in practice that they are not worth using, which is really a pity. Things like launching them earlier (at greater engagement range), increasing their speed, tightening their turning radius, adjusting the weapon timing (and damage correpsondingly) so their cooldowns better align with periods where they're actually in position to attack again, etc, would be things to consider.

EDIT: As an addendum, if I remember correctly, there was an update back in the earlier versions of the game (1.9 if I recall right) in which Strike Craft were actually fairly good. I might recommend you take a look with how you handled Strike Craft back then; it might be a good source of inspiration to help fix them.
 
Last edited:

BarnCape

Sergeant
7 Badges
Nov 9, 2018
97
0
  • Stellaris
  • Stellaris - Path to Destruction bundle
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Federations
Minor bug encountered with the subterranean civilisation arc: I decided to talk to them, threatened them and started a war - now, having wiped out their civilisation, I just had the event where they chase some refugees onto the surface with their non-existent army.

EDIT: Additionally, the refugee is a member of a different species from the remnants of the civilisation I found in the tunnels (in the "you've killed most of them, what do with the last few?" event)

The whole subterrenean civ chain is adapted horribly. There is no way to actually research both choices if you get the event early game. Both establish contact and preemptive strike special project costs 5000 society and engineering research, and both are timed for 360 days. With default 2 researchers it takes like 130 months to research both.

Thankfully if you do nothing, u get 1 event saying that they are emerging and attacking colonists, but than there is nothing happaning after, so event chain bad outcome seems broken too
 

Gen. Skobelev

Werewolf therapist
81 Badges
May 9, 2005
3.387
242
  • Victoria: Revolutions
The whole subterrenean civ chain is adapted horribly. There is no way to actually research both choices if you get the event early game. Both establish contact and preemptive strike special project costs 5000 society and engineering research, and both are timed for 360 days. With default 2 researchers it takes like 130 months to research both.

Thankfully if you do nothing, u get 1 event saying that they are emerging and attacking colonists, but than there is nothing happaning after, so event chain bad outcome seems broken too

You realise the timer stops once you start either project, right?
 

Mímisbrunnr

Colonel
14 Badges
Mar 1, 2018
906
2.217
  • Stellaris
  • 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
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
  • Stellaris: Synthetic Dawn
It would be nice if a beta patch could be issued, even if there are still fixes left to go, so that which is now working in the dev build can go out and reduce the number of remaining issues present in the test_branch, even if not eliminating them fully. That would enable what improvements that are ready to provide relief now, and new improvements could be added in a 2nd wave.

Of course, this is a suggestion only, but one I think is worth considering.
 

ComradeKroo

First Lieutenant
2 Badges
Jan 4, 2016
255
105
  • Crusader Kings II
  • Stellaris
What people want:
  • New content is released when it's done, and not one day sooner.
  • Patches are released ASAP. As long as they fix one small bug, they are worth releasing, at least to the test branch.
What happens right now:
  • The exact opposite.
  • NEW PATCHES is released when it's done, and not one day sooner.
  • NEW CONTENTS are released ASAP
Is it your mean of opposite ?

-Ppl want a fine, complete patch.
-Ppl pray for that patch come out ASAP.

Better happy waiting for a complete patch.