The most urgent fixes for 2.2

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Annihilat0r

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Let me start with saying that I am very impressed with 2.2 so far. I am still in the middle of my first playthrough, I haven't encountered any serious bugs and the economy feels very deep and seems to have a huge replay value.

However, a few things are really annoying me and I hope they make it into the hotfix.

1. Please show the rare resources in the top bar! It's really annoying to constantly have to click on the shared icon in order to see if you finally have enough Gases to upgrade the research labs. There is so much empty space to the right. Instead you show number of systems and planets, something that is not important for the day to day business of your empire and which is also displayed when you click on empire size.

2. Sectors are too small. I'm a small megacorp with 6 planets, but they are already divided into 4 sectors, 3 of which only contain one planet each. This ruins the good idea of ordering them in the outliner according to sectors.

3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.

4. Tech progress is a bit weird. Some techs, such as upgraded buildings, which require rare resources, come way before you could possibly have those resources. Maybe make the respective resource techs a requirement? Fixed in 2.2.2

5. Many tool tips have not been updated, for example there are techs that still give +1 capacity to the leader pool, when there is not limit any more.
Apparently I confused empire leader capacity and leader pool, my bad.

Update 1, Friday 1pm CET:

6. Graphical stutters and lags when playing on fast/fastest.

7. I have not seen any slaves on the slave market yet, although I am neighboring 2 slaver empires. Either the AI is not using the slave market, or the other AI empires are buying those slaves instantaneously. I would like a button on the slave market where you can turn on notifications, whenever new pops are for sale.

Update 2, Friday 6:30pm CET:

8. I am playing on Captain, because I wanted to get used to the new mechanics before cranking up the difficulty. The AI was keeping up pretty well at the start, but 120 years into the game, my small Megacorp managed to outpace most empires either technologically or in terms of fleetpower (or both). The biggest force however is a devouring swarm, which is eating up one empire after another on the other side of the galaxy. Seems like Hive Minds could be a bit overpowered, while the other empires somehow don't build up enough fleetpower.

9. Many people report that some rulers don't have traits and/or agendas. Is working fine for me until now though. In last couple of "elections", there was only one leader to choose from.

Update 3, Saturday noon, year 2400 in game:


10. The user interface definitely needs some love. Stellaris UI has never been particularly intuitive, but it worked fine with the level of complexity that the game had pre 2.2. Now, the UI does not support the player to handle the increased level of complexity. I was following the dev diaries closely and even watched some of the dev clashes, so I knew many details in advance, I cannot imagine how a casual player must feel. Here are a few examples:
  • It's incredible hard to keep track of rare resources (see my point 1).
  • It took me many hours before I accidentally discoverd that it is possible to disable/enable individual jobs. The tutorial does not help here either. And if you do so, there is no indication how many jobs are currently disabled, you have to count how many times you click and write it on a piece of paper.
  • I resettled a bunch of robots from planet A to planet B, which obviously caused the number of pops on planet A to go down. In turn, several important buildings on planet A were ruined, because the required number of pops was no longer living on this planet. This was indicated nowhere, there was no warning that this would happen. Fixed in 2.2.2
  • Pops get promoted instantly when you create jobs in a higher strata. Which means, you miners will suddenly all work in forge and no one is mining the minerals, which are needed in the forge. This can easily lead into a death spiral, since it takes forever for the pops to move down and go back to the mines, even if they had only been in the forge for a few days.
11. The pacing of the game feels a bit off. It generally feels much slower than before. After I figured out how to build an efficient economy, I spent most of my time wating for pops to grow and fill the jobs. I have never seen any crime or unemployment in my empire (year 2400). By now, I am producing so many ressources that I had to spam silos on all my planets, because I cannot use them. Which brings me to the next point:

12. It's very difficult to get naval capacity now. I don't want to be forced to build fortresses on all my planets, even the ones deep inside my empires borders. Please give us some naval capacity from pops. The tooltip actually still says that pops provide naval cap.

13. The performance of Stellaris has definitely taken another hit with this patch. It starts earlier than before with little lags and stutters (see point 6) and by 2400, the game runs frustratingly slow. Fixed in 2.2.2

I will update this list as I continue playing later today. Feel free to post your own observations in response.
 
Last edited:

Dimensionsatire

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5. I can't talk about everything as I only had 2-3 hours of play myself before work, but from reading other comments "+1 leader pool capacity" isn't related to the max number of leaders you can have, it's an increase in the pool of leaders you can choose from. So you'd get 4 when you go to recruit Scientists instead of 3, as an example.

4. I've noticed the same thing with the rare resource techs and had to go spend other research options to manually convert minerals to strategic resources. Not game breaking or a terrible inconvenience as they're cheap-ish techs, but it is definitely odd.

2. Sectors are...weird. I've had the auto-sectors that don't include all systems, but I only got to 3 planets, two of which were in one sector. Can't pass judgment just yet, not enough info.

1. All of my yes.
 

AaronArx

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I'd add that habitats should be buffed, as it was pointed in another thread at the moment given their cost to benefit ratio they would barely qualify as a technology, let alone an ascension perk.
 

Picrasso

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So far (I've played like an hour) I like the changes with 2.2. It feels like I'm really involved in my colony's management. For instance, I started with a Governor that reduces crime. So I figured I could create new specialist jobs and fire my Enforcer. However, they did spend some time unhappy since eager workers took the new specialist jobs. I'm playing generic UNE so have to look out for keeping enough workers :p

Anyhow, a few issues:

- BUG: I received a double Science Ship. I checked and I didn't doubleclick accidentally and I didn't spend more than 75 Alloys (discount due to leader ability).
- Possible bug: soon after starting the game I got the achievement for having access to ten different resources. This may be intentional though, as the amount of special resources has diminished.
- It took me a while to find the trade interface. I'd like for there to be a button on the left menu or the top bar. Instead it's hidden in the starbase overview.
 
Last edited:

Stars_and_Bars

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4. Tech progress is a bit weird. Some techs, such as upgraded buildings, which require rare resources, come way before you could possibly have those resources. Maybe make the respective resource techs a requirement?
I think that this one works as intended, because it allows more technologically advanced empires to have a temporary monopoly on production and sell the surplus to the galaxy at a very high price. It's kind of like having a patent on a new drug.
 

Ixal

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I'd add that habitats should be buffed, as it was pointed in another thread at the moment given their cost to benefit ratio they would barely qualify as a technology, let alone an ascension perk.

Nah. Habitats were too strong before so a nerf was deserved.
And if they were overnerfed can only be decided once people have played more with 2.2
Its not even 24 hours since its release so its much too early to make balance calls.
 

Dimensionsatire

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I think that this one works as intended, because it allows more technologically advanced empires to have a temporary monopoly on production and sell the surplus to the galaxy at a very high price. It's kind of like having a patent on a new drug.

With respect, until you either get a future tech that allows you to turn Minerals into the special resource or the other future tech to mine it on other planets, the tech to utilize them to build better buildings are just weirdly placed since you can't upgrade anything (except Unity buildings from what I can tell) until you get the future tech to get the resources.
 

Stars_and_Bars

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With respect, until you either get a future tech that allows you to turn Minerals into the special resource or the other future tech to mine it on other planets, the tech to utilize them to build better buildings are just weirdly placed since you can't upgrade anything (except Unity buildings from what I can tell) until you get the future tech to get the resources.
There's no tech for that, because it's always possible. If you are able to produce those resources, the galactic market has probably already been founded, and you can sell those resources to those who can't make them at a steep premium. Capitalism at its finest.
 

MK1980

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- It took me a while to find the trade interface. I'd like for there to be a button on the left menu or the top bar. Instead it's hidden in the starbase overview.

there's also a new button in the map options (at the bottom right of the screen) that toggles the trade route overlay
 

Jabby

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So far (I've played like an hour) I like the changes with 2.2. It feels like I'm really involved in my colony's management. For instance, I started with a Governor that reduces crime. So I figured I could create new specialist jobs and fire my Enforcer. However, they did spend some time unhappy since eager workers took the new specialist jobs. I'm playing generic UNE so have to look out for keeping enough workers :p

Anyhow, a few issues:

- BUG: I received a double Science Ship. I checked and I didn't doubleclick accidentally and I didn't spend more than 75 Alloys (discount due to leader ability).
- Possible bug: soon after starting the game I got the achievement for having access to ten different resources. This may be intentional though, as the amount of special resources has diminished.
- It took me a while to find the trade interface. I'd like for there to be a button on the left menu or the top bar. Instead it's hidden in the starbase overview.
There’s a button over the map modes
 

Dimensionsatire

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There's no tech for that, because it's always possible. If you are able to produce those resources, the galactic market has probably already been founded, and you can sell those resources to those who can't make them at a steep premium. Capitalism at its finest.

I think there might be a misunderstanding between what we're each trying to say. OP and I are saying you get a tech very early on (Like, first and second techs for me) to upgrade a building from +2 jobs to +5 jobs and I got a lot of them early, but wasn't able to upgrade because they all require strategic resources, none of which are available anywhere near early so you essentially got an upgrade you can't use for another 30-50+ years and even then you have to focus on the techs to turn Minerals into said resource, and then you gotta have the space to build it, which with these pop speeds can take time in and of itself (unless you want to re-balance your economy by replacing an existing building)

The answer shouldn't be "hey, get this super early upgrade that you can't use until the Galactic Market is formed". I just think the "building upgrade" techs should be after you get the capacity to make or mine such a material- that's all I'm saying.
 

wingren013

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The AI will fill it's planets with precinct houses currently. It also does not remove blockers at all as far as I can tell.
 

Annihilat0r

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Thanks for your responses. I included the stutter problem in the OP, because I also notice it. It doesn't make the game entirely unplayable for me though, even though my cpu is a bit outdated.
 

Unfinity

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Let me start with saying that I am very impressed with 2.2 so far. I am still in the middle of my first playthrough, I haven't encountered any serious bugs and the economy feels very deep and seems to have a huge replay value.

However, a few things are really annoying me and I hope they make it into the hotfix.

1. Please show the rare resources in the top bar! It's really annoying to constantly have to click on the shared icon in order to see if you finally have enough Gases to upgrade the research labs. There is so much empty space to the right. Instead you show number of systems and planets, something that is not important for the day to day business of your empire and which is also displayed when you click on empire size.

2. Sectors are too small. I'm a small megacorp with 6 planets, but they are already divided into 4 sectors, 3 of which only contain one planet each. This ruins the good idea of ordering them in the outliner according to sectors.

3. Robots feel broken. They take forever to assemble and I can't even choose which template to build. At least I did not figure out how.

4. Tech progress is a bit weird. Some techs, such as upgraded buildings, which require rare resources, come way before you could possibly have those resources. Maybe make the respective resource techs a requirement?

5. Many tool tips have not been updated, for example there are techs that still give +1 capacity to the leader pool, when there is not limit any more.
Apparently I confused empire leader capacity and leader pool, my bad

Edit 1pm CET:

6. Graphical stutters and lags when playing on fast/fastest.

7. I have not seen any slaves on the slave market yet, although I am neighboring 2 slaver empires. Either the AI is not using the slave market, or the other AI empires are buying those slaves instantaneously. I would like a button on the slave market where you can turn on notifications, whenever new pops are for sale.

I will update this list as I continue playing later today. Feel free to post your own observations in response.



im so goddamn disapointed that they released it unplayable buggy. has been waiting this game so long and now have to wait bit more. even preordered it damned
 

SyndicalistHapsburg

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May 21, 2018
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When trying to start a new game, my game doesn't get beyond the 'Starting Game' section of the loading screen. It just gets stuck there, with the background images continuing to cycle. It'd be great if this could be fixed so I could actually, y'know, play the game.

I have no mods installed.
I have tried a reinstall to no avail.
Using Mac OSX High Sierra.