Stellaris Dev Diary #189 - Necroids 2.8 Patch Notes & Update

Stellaris Dev Diary #189 - Necroids 2.8 Patch Notes & Update

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Tech Noir Synth

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So I read the patchnotes and I'm wondering

What about fixing the Crisis?
What about fixing the awful AI? Just do it like Starnet AI modder did it. It is possible to have a not-stupid AI!
What about fixing Automation? You introduced this with 2.3 and its complete garbage and unusable. You never updated it. Every game becomes micromanagement hell because the AI cannot take over management in a reasonable manner.

What about fixing pop resettlment? We all know the Great Good edict is just a giant bandaid. And you decided to lock it behind the Galactic Community and a resolution for whatever reason, which annoys tons of players. What about adressing pop growth as a whole?

Stop introducing new things into the game, we don't care anymore. Just fix the game.

At this point your information will not be sufficient anymore. Even if you post patchnotes about the things. It needs to actually work ingame. For example we thought 2.3 would fix the problem of the game turning into micromanagement hell. That didn't happen because automation is terrible.
 
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I'd love if save transfer would be faster. At the moment, it takes up to 5 mins to transfer a 2mb file (I checked the size of the save file).
 
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Cat_Fuzz

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It's a really great start and it seems a fair bit of work had been put into this so Grats to the devs on this. I think I'll reserve DLC purchasing until the beta hits. I'm very keen to see which of the big issues has been fixed in the upcoming beta and to see if I will hold off until 2.9 or whether the beta wil squash enough of the bugs to make it worth it.

And of course, under the caveat that these fixes are in the game, not just the patch notes.
 
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LWE

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Only a few notes among all these relate to the community raised issues - the pathfinding fixes, and they sound quite secondary and non-ambitious... let's see whether they would restore the Crisis to its pre-"rework" level, at least.

So this was the reason why awakened FE's never declared war (except occasionally on genocidals)?
No significant balance fixes, it seems.
Automation issues remain, although I'm one of the people who doesn't mind micro that much.
 
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Mealya

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Yeah, some of the other devs don't like my tendency to make Lithoid Nercrophage Psychic Cyborg Erudites in MP games.
And I can understand why. Since the "divine three" ascensions are not balanced at the moment it hurts me that the more broken one aka synths can have bonuses of the gentles psionics or the genetic one.

On the other side the fixes seem really good, now we need to test that.
 
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Make Victoria 3

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* You can now only resettle your primary species away from planets with culture shock.
wait so this means its still the planets and not the pops that get culture shock instead of you know just the pops that got conquered like it used to be? also what would stop any empire to just dump the pops in some ship and send them to another world? but more importantly a planet modifier would even affect your own pops and if this is about balance (buildings upgrading automatically then yeah just dont upgrade them automatically but instead make it necessary to build the upgrades).
 
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Yanzihko

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Maybe i didn't saw it in patch notes, but i wonder if glitches with fleet menu was fixed. It's really anoying to restart game each time i get a bunch of ships in order with negative building time, duplicates etc.
 
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MrFreake_PDX

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Maybe i didn't saw it in patch notes, but i wonder if glitches with fleet menu was fixed. It's really anoying to restart game each time i get a bunch of ships in order with negative building time, duplicates etc.
* Fixed completed construction items for reinforcements not being removed properly from the fleet manager.

I believe this is that. Don't quote me on that though.
 
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Tim_Ward

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Looks like a good start on the journey towards a fixed Stellaris.

Keyword: start.

Ya get me?
 
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It's a really great start and it seems a fair bit of work had been put into this so Grats to the devs on this. I think I'll reserve DLC purchasing until the beta hits. I'm very keen to see which of the big issues has been fixed in the upcoming beta and to see if I will hold off until 2.9 or whether the beta wil squash enough of the bugs to make it worth it.

And of course, under the caveat that these fixes are in the game, not just the patch notes.
Same, a solid step in the right direction; but not enough to make me fetch my wallet. Here's to hoping things continue in the same vein.

Now to wait for the beta patch notes, then for the patch notes to the next update, then the patch notes for the hotfix to the next update; then the patch notes for the hotfix to the hotfix for the next update, then the patch notes for the hotfix to the hotfix of the hotfix for the next update, then for the pa-.....
 
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dai ferret

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When will the enigmatic fortress bug be fixed aswell?
I have to abandon a save i like cause the bug has made it unplayble
 
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Ediros

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That's 6 pages worth of bugfixes? Really? That's all we get after what half a year of silence?

Honestly, I am past the point of giving a damn. I pretty much gave up on the game when FTL types were removed. I mean, what's the point of getting excited about patch notes if you will keep reinventing the wheel, wasting time, etc?

No micromanagement fixes, no addresing so many more issues that have been for that past 2 years. Too little, too late, Paradox. I think I will look for some other 4x game instead, one that is already finished like endless space 2.
 
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* Terraforming Candidate is now a bit more common in the early game.
Not sure if that's good if it is still the only repeatable anomaly for lategame
Maybe PDS should add some more anomalies which could only be triggered in your colonies.
I mean, you see, after enjoying about 6000 years on earth, we still can't say we have known everything about it, and I don't believe that state could be achieved by 2200. That would also be true for other planets.
 
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Tim_Ward

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So, 2.8. CK2 passed the torch at 3.3.3, so I guess it's not much development left for Stellaris.
 
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Turnil

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Yeah, some of the other devs don't like my tendency to make Lithoid Nercrophage Psychic Cyborg Erudites in MP games.
What happens if you have more than 1 type of necrophage?
for example, you have different sup species because of the brain worm or because you captured another necrophage. Wish species will be created on death?
 
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sillyrobot

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So I read the patchnotes and I'm wondering

What about fixing the Crisis?
What about fixing the awful AI? Just do it like Starnet AI modder did it. It is possible to have a not-stupid AI!
What about fixing Automation? You introduced this with 2.3 and its complete garbage and unusable. You never updated it. Every game becomes micromanagement hell because the AI cannot take over management in a reasonable manner.

What about fixing pop resettlment? We all know the Great Good edict is just a giant bandaid. And you decided to lock it behind the Galactic Community and a resolution for whatever reason, which annoys tons of players. What about adressing pop growth as a whole?

Stop introducing new things into the game, we don't care anymore. Just fix the game.

At this point your information will not be sufficient anymore. Even if you post patchnotes about the things. It needs to actually work ingame. For example we thought 2.3 would fix the problem of the game turning into micromanagement hell. That didn't happen because automation is terrible.
There are a few lines that might help the crisis:
* Crisis AI will now be more likely to seek honorable alternatives to doomstacks (i.e. it will split its fleet up a bit more).

* AI now handles FTL inhibitors better, new fleets will now try to assign each fleet to the closest most valuable objective.

* Fleet AI should not abort orders for defensive fleets like merging.
* Fixed Fleet AI getting stuck in a regroup loop if some fleets cannot reach the system for regrouping.

Not that the announced fixes are enough to lure me back into a long-term game to actually get that far though...
 
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charliex3

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* Tick time optimization (more efficient parallelisation (game go vroom vroom)).
I like this one xD the best one in my opinion :D
 
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Trimicanzi

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These look fantastic.

My only complaint is there is no mention of fixes for consistant graphical bugs that have been persistant since 2.2, I'm not sure if they're flying under the radar or not truely gamebreaking and therefore not worth a programmer's time.

Not Literally Unplayable but it's pretty jarring looking at a lithoid cruiser with a big chunk of its bow floating up and away, or a plantoid defense station with mismatched textures.
 
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