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