Stellaris - [3.4.2] [7836] Shields, armor and hull points regen IMMEDIATELY after taking damage

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glee8e

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Description
[3.4.2] [7836] Shields, armor and hull points regen IMMEDIATELY after taking damage

Game Version
3.4.2

What version do you use?
Steam

What expansions do you have installed?


Do you have mods enabled?

No

Please explain your issue is in as much detail as possible.
Daily X regen takes effect IMMEDIATELY after taking damage

Steps to reproduce the issue.
1. Start new game.
2. research_all_technology. survey. instant_build. rr.
3. design a battleship with nanites repair drones. As much shield as possible. As few weapons as possible. build several of these.
4. Take these battleship to a space mining drone system. Watch them trying to penetrate the shield, which keeps recharging despite constant enemy fire and foils their attempts.
5. A while later, the shield goes down, but the armor is now being actively maintained by the drones. Making them still impossible to be broken.

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Gui_Montag

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In the previous version, there was a delay before they would regen. If a ship takes damage within this time period the regen would be postponed. Eventually even in combat a ship would regen if it was left alone for long enough.

I don't see an explicit value for armor/hull regen, but in 00_defines.txt it has a value for shields:

SHIELD_RECHARGE_TICKS = 20 # Combat ticks before a shield that is fully depleted will start to recharge
 
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evilsabre

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Adding to this as I think this is the same issue but there's definitely a regen bug affecting the game in the 3.4.2 build. Experienced a 3+ year fight between a starbase (with regenerative hull plating) and the shard where neither side was able to kill the other. Screenshot shows it not related to the tracking issue as the hit rates are reasonable and the starbase has taken more than 1.4million damage to its armour (I've played past this point too far so I no longer have the save file unfortunately).
 

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Arif Ozan

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I don't have a screenshot, but In my recent play trough (non-moded with all dlcs) When I attacked AI starbase (12k on my side 8k on starbase) armor and hull regened daily although It is constantly taking damage.

I found the following Reddit page showing a similar thing (In a moded play trough). In the post, people also mentioned that leviathans have a similar problem.
Reddit page showing the same issue
 

PlasticFacecrops

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Could this be related to the Tracking/Evasion bug? Maybe it just looks like you're healing too fast because you're taking less damage than you should?
 
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currylambchop

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I think this was intentional but I don't remember where the devs said it. Probably related to the new bulwark features that grant regen, to make them actually useful in combat.
 

Gui_Montag

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Do we have any indication from Paradox yet whether this is intentional or not? It makes a big difference in combat mechanics and it would be good to know going forward what the plan is.

The way it is, in my experience, regeneration of hull/armor is too strong on starbases and on large ships with the regenerating hull. It would be even more extreme with the regeneration aura stacked with 2 regenerating tissues and the regeneration admiral, it would be like 5% per second with no delay which is insane.
 
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glee8e

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Regen delay now seems to be applied properly, though might still be a bit wonky. In a 1v1 dual with low evasion we can still see either side dealing more damage to shield than the other side have.
 

darkestkhan

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Do we have any indication from Paradox yet whether this is intentional or not? It makes a big difference in combat mechanics and it would be good to know going forward what the plan is.

The way it is, in my experience, regeneration of hull/armor is too strong on starbases and on large ships with the regenerating hull. It would be even more extreme with the regeneration aura stacked with 2 regenerating tissues and the regeneration admiral, it would be like 5% per second with no delay which is insane.

They did state it was intentional.

Also regen is actually quite weak. It is only powerful when two equally strong fleets face each other, and even then only when they are weak enough (at 200K fighting power it doesn't matter much anymore: everything turns into alpha strike anyway)
 
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Larentoun

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I fail to find anyone mentioning Refit Standards not giving discounts.

I've just tested lvl0 corvette, lvl1 corvette and lvl2 corvette. Compared the costs, and it appears to be that there is no "-20% discount to upgrade" at all.

Cost reduction seems to work as intended though from tech, traditions and etc
 

KubiG37

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I disagree with "It was always like that", that's not true.

Both shields and armor/hull (with Regen.hull module) did not regenerate in combat, at least until some time passed (like 10s or so, so basically not at all until the battle is over). Now everything "heals" immediately.

I like the change however, especially for shields, now they finally work like they should always have had. But Starbases regenerate a bit too much, to take down a 10k Fortress with regenerative hull module, you'll need at least 15k fleetpower just to 'overpower' the regen. (Poor AIs lol)

Star Fortress's 0,5% of 100000 HP + 0,5% of 50000 armor + some shiled regen each tick is quite a lot.

EDIT: I forgot I'm using Amazing Space Battles mod, which increases HP of starbases a lot, which exagerrates the issue a lot xD
 
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Gui_Montag

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I disagree with "It was always like that", that's not true.

Both shields and armor/hull (with Regen.hull module) did not regenerate in combat, at least until some time passed (like 10s or so, so basically not at all until the battle is over). Now everything "heals" immediately.

I like the change however, especially for shields, now they finally work like they should always have had. But Starbases regenerate a bit too much, to take down a 10k Fortress with regenerative hull module, you'll need at least 15k fleetpower just to 'overpower' the regen. (Poor AIs lol)

Star Fortress's 0,5% of 100000 HP + 0,5% of 50000 armor + some shiled regen each tick is quite a lot.
I agree but I think shields will stop regenerating once they are fully depleted. Currently, armor and hull will regen regardless of depletion which makes them much stronger (especially hull since usually the hull pool is much larger).

IMO it would be fine if armor regen worked the same way (delay for ~10 days once depleted and taking no damage before it starts to regen).