[Unofficial] 3.4.5 'Cepheus' Known Issues / Community-maintained bug list - last updated July 19

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SirBlackAxe

General
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Aug 13, 2021
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  • Stellaris
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Digital Anniversary Edition
  • Stellaris: Leviathans Story Pack
  • Stellaris - Path to Destruction bundle
  • Stellaris: Synthetic Dawn
  • Stellaris: Humanoids Species Pack
  • Stellaris: Apocalypse
  • Stellaris: Distant Stars
  • Stellaris: Megacorp
  • Stellaris: Ancient Relics
  • Stellaris: Lithoids
  • Stellaris: Federations
  • Stellaris: Necroids
  • Stellaris: Nemesis
Similar to how I did for 3.3, I'm creating this thread as a catalogue of bugs and exploits present in the current 3.4.2 3.4.3 'Cepheus' release of Stellaris. I will attempt to keep this updated for a while as bugs are discovered and/or fixed.


Note that the length of the list may make it look worse than it actually is; any given playthrough should only actually encounter a fraction of the stuff here and a portion of that won't effect gameplay significantly or even at all.



IMPORTANT
Please make bug reports in the bug report forum section; issues won't be added to the list without a proper report.
Per @MrFreake_PDX:
I think refusing to add a bug to the list without an associated bug report is the right action because:
  1. Yes, QA will occasionally check this list. They will not be checking it for changes regularly, however. So no report gets missed if there's always a bug report associated with each one.
  2. If someone is looking for a bug and sees it in the list, they will likely move on and not file a bug report on it, regardless of whether the bug they're looking for has an associated report or not, increasing the chance that we miss logging an issue.
  3. Bug reports are a way we can ask follow-up questions to users who experience an issue. Sometimes it's impossible to diagnose a problem from a single line of text. And that single line of text doesn't contain the in-depth details we need to be able to fix a problem -- this is not meant to discourage you from what you're doing, I think it's admirable, but there are important questions that just don't get answered from a single line of text that get caught in our bug report forum form.
This thread is unofficial and community-maintained primarily as a reference for other players. If you want a bug to actually get fixed, the best way to bring it to developer attention is to fill out a proper bug report with an attached a save file. Having multiple reports for the same bug is useful because it gives the developer investigating it more data to work with. It also gives an indication of common a bug is, which might possibly influence prioritization over which order things are fixed in. (Or it might not; I don't know exactly how those decisions are made, I'm just speculating.)

Additionally, unless an entry on this list has been tagged as [Confirmed], it's possible that it's caused by mods, bad installs, corrupted files, or possibly isn't even a bug at all. Also note that entries on the list are written by me, not devs or QA, and I might be wrong about something.

Tags
Most tags represent my subjective personal opinion. If you think a tag should be added or removed from an entry on the list, or want me to start tagging something else, please let me know.
  • [Confirmed] means the issue has a report in the bug reports section that's been flagged as confirmed or duplicateby the QA team.
    • I'll try to make sure the specific report with the flag is linked.
  • [As designed] means that either a bug report has been officially flagged as designed, or a developer has posted a comment that this is working as intended.
  • [3.4.#] means the issue was listed as fixed in the indicated patch.
    • I'm moving fixed issues down into collapsed spoiler tags at the bottom of the post, so unless you go looking for them you'll only see this tag if there are any cases where a fix was attempted but didn't solve the problem.
  • [Planned for 3.4.#] means there's been a developer post indicating this issue is being worked on for the indicated patch.
  • [Severe] bugs have significant effects that may ruin games.
  • [Major] bugs are particularly common and/or have a large impact on gameplay, but won't end your game if you encounter them.
  • [Minor] bugs have no mechanical effect on gameplay. Typically reserved for things like typos, missing localization, graphics, or flavor disconnects.
    • Text that actually gives incorrect information will not be tagged as minor, since even if it has no effect on the players who know how things actually work, a vast majority of players won't have that knowledge.
  • [QoL] Quality of Life issues generally have little to no mechanical effect on gameplay, but involve either things that are annoying or cases where the game gives incorrect, unclear, or insufficient information about something.
  • [Exploit]means that the bug can be used to give a player an unfair advantage.
    • In single-player games this isn't necessarily an issue except in cases where you might be abusing a bug without realizing it, making the game easier than desired.
    • In multiplayer games these entries are things you should be aware of, and maybe discuss before starting if possible.
  • [No report] means that to the best of my knowledge, the entry has no existing bug report. If you experience the bug, please make one.
  • [Cause unclear] means that I'm not sure exactly what is triggering the bug, so I can't tell you how to avoid it.
  • [Needs verification] means that I'm not entirely sure the bug exists. I typically use it for cases where the bug report is from a previous version and there's no indication it's still present in the current one, when a report has no attached save and no one commenting that they've also experienced it, when a report appears to be using gameplay-altering mods, or when there's uncertainty if something is actually a bug.
  • [Preexisting] bugs are ones that existed in previous versions of the game, before the current patch.
  • [Balance] means that rather than some not working correctly, the issue relates to possibly unanticipated interactions or edge cases, AI or automation priorities, or the actual in-game balance of certain features or mechanics appearing to be too strong or too weak.



General issues:
Bugs that apply whether or not you're using the new Overlord DLC.
  • [QoL] When making a bug report, the "All of the above" option in the "What expansions do you have installed?" section is nonfunctional, resulting in a blank response to the question when the report is submitted. [Feb 2022]
    • There is also no option for the Overlord DLC. [3.4.5]

Combat, ships, and warfare
  • [Major] [Balance] Armor and hull regeneration speed appears to be 50% faster than expected. [Report]
    • Possibly related to armor and hull not having a delay after taking a hit before regen starts, like shields do? That was already the case in 3.3.4 though, and this didn't seem to be a problem in that version.
    • [Needs verification] Possibly caused by ticking being too quick? [Post]
    • [Needs verification] Is regen also faster with ships that aren't space monsters or leviathans?
    • [Balance] [As designed] Armor does actually appear to be regenerating at the correct rate, but the massive hull and armor values of some space monsters are giving them pretty high regen rates due to the percent scaling.
      • E.g. Shard has a base 100,456 armor and 150,000 hull, which with her two copies of Regenerative Hull Tissue gives her 2,009 daily armor regen and 1,500 daily hull regen at Cadet with no difficulty bonuses. Update (3.4.4): She now has 1005 daily armor regen and 750 daily hull regen.
      • [3.4.4] Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
      • Whether or not this is balanced and how it should be handled continues to be a bit controversial, so I'm leaving this entry in place. Here are links to some discussion threads:
  • [Fix planned for 3.5] [Major] Using the Deluge Machine on Infested or AI worlds converts them into an ocean world that takes no damage from bombardment and can't be conquered by invasion. This renders it impossible to progress and complete the crisis until you use a different world destroyer weapon such as a World Cracker or Global Pacifier. [3.3.4 AI] [3.3.4 Infested]
  • [Fix planned for 3.5] [Confirmed] The GDF/Imperial fleet uses the Custodian's/Emperor's naval capacity. [3.4.2 v1] [3.4.2 v2]
  • Ship AI and pathing
    • AI fleets following the player seem to have pathing issues involving hyperlane travel to systems with hostiles. [3.4.2 v1] [3.4.2 v2]
    • Patrolling fleets using Hyper Relays travel to the central star instead of remaining at the Hyper Relay, wasting time with unnecessary sublight travel. [Report]
    • Pathfinding and distance calculations appear to work by determining the shortest absolute distance first, and only then accounting for things like bypass windup time or number of jumps if they even account for them at all.
      • [Confirmed] Ship pathing forces the use of Hyper Relays even when that's undesirable, e.g. while trying to avoiding hostiles. [3.4.2]
      • [Needs verification - Speculation]It seems likely to me that some bugs related to number of hyperlane jumps are being caused by this algorithm first finding the route with the shortest absolute distance, and only then counting the actual number of jumps on that route.
        • Sectors will sometimes exclude systems within 4 jumps. [3.4.5]
        • Starbase influence cost may be calculated incorrectly for systems that are both one and two hyperlanes from your capital system. [3.4.3]
        • Trade routes will ride hyper relays through a dozen systems rather than take a single hyperlane, causing all sorts of piracy problems. [3.4.3]
  • [Preexisting] [Balance] The Picket Ship Bow destroyer section is weaker than other destroyer bows. [3.1.2]
    • Either it should have another small or PD weapon slot, or the current small weapon slot should be upgraded to medium.
  • [Preexisting] The Global Pacifier, Neutron Sweep, Divine Enforcer, and Nanobot Diffuser colossus weapons can't target Hive worlds or Machine words. [3.3.4]
    • [3.4.4] Pacifier colossus weapon can now target machine and hive worlds.
      • Unclear if fix also applies to the other weapons listed.
  • [QoL] Fleet manager doesn't clean out fleets with 0 ships, forcing you to manually delete them one by one. [3.4.5]
    • Linked bug report is specifically for federation fleets after a federation was dissolved, if you encounter other causes please add reports for those.
  • [Preexisting] [Cause unclear] Under certain conditions fleets can become unable to be engaged in combat while still being able to enter combat themselves, effectively making them invincible as other ships are unable to fight back when they're attacked. [2.2.7] [3.2.2 v1] [3.2.2 v2]
Warfare
  • [Major] Planets occupied by your war allies don't seem to count as occupied when determining occupation percentage and an AI empire's surrender acceptance. [3.4.3]
  • [Major] If a planet and its orbital ring are occupied by different empires, the planet doesn't count as occupied. [3.4.5]
  • If you gain ownership of a planet while Marauders you hired are bombarding it, they become hostile to you. [3.4.2]
  • [Preexisting] The Spiritualist fallen empire can request you attack another empire in order to force them to ban AI, but doesn't provide you with a casus belli to do so. [3.4.2]
    • Possibly the intent is for you to use impose ideology but this is unavailable in certain cases, such as being a Hive Mind.
  • [Needs verification - is this fixed?] Become the Crisis: The Imposed Inclusion / Bring into the Fold wargoal is failing to transfer ownership of the subject state created by a status quo. [3.4.3]
    • [3.4.4] Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
    • [3.4.4] Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp.
    • [3.4.4] Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects).
  • [Preexisting] Empires declared a crisis by the Galactic Community may fail to lose the war despite all their systems being occupied. [3.3.3] [3.4.3]
    • Possibly related to an empire already being at war with the target before they're declared a crisis?
Anomalies, Events, and Archaeology
  • [Confirmed] [Cause unclear] Closing the Caravaneer slot machine result window may sometimes reopen the dialogue window, but this time with no dialogue option to close it. [3.4.2]
    • The dialogue option is missing because which option you see is determined by a flag set when you roll the slots and the first time you close the window the flag is cleared, but I'm not sure what's causing the window to reopen. The event is cara.210 in caravaneer_events.txt if you want to investigate.
  • If the War in Heaven can happen and either hasn't started yet or started within the last 15 years, the only endgame crisis that can happen between endgame years 25 and 50 is the Unbidden. [3.4.2]
    • This is because the year threshold for the "Unbidden only if it's Jump Drives" trigger wasn't lowered to match the new sooner endgame crisis date.
  • The Numistic Administration pops you can buy from the Numistic Order caravaneers may have the Hive-Minded trait, causing them to immediately be purged. [3.4.2]
  • [Fix planned for 3.5] [Preexisting] If the Plantoids DLC is active, the Nivlac species is infertile unless discovered by Rogue Servitors or Driven Assimilators. [3.2.2]
    • Prior to 3.2, they were only infertile if discovered by Driven Assimilators.
  • [Fix planned for 3.5] [Minor] Crisis outposts in the Tiyanki home system fire the notification that the system has been cleansed of Tiyanki after they're destroyed. [3.4.2]
Events
  • [Confirmed] [Cause unclear] The Rubricator event can spawn multiple copies of the space dragon guardian Shard. Possibly specific to multiplayer games? [3.3.4]
  • Warrior from Sand: The robotic Admiral gained from the event isn't immortal and can die of old age. It also doesn't have the Synthetic trait. [3.4.2]
  • Civilians Returned: (subject.3060) Fire for the wrong empire (the overlord instead of the subject). [3.4.3]
    • Appears to be because of a scope error.
  • [Preexisting] [Cause unclear] Asteroid Sighted: The colony event's asteroid is still too fast when it's not engaged in combat and/or possibly too slow when it is. [3.3.0] [3.4.2]
    • Perhaps the asteroid should just spawn further away and use Colossus behavior (ignore_combat_movement = yes) so it isn't slowed down and distracted by being engaged in combat? It spawns 75 away and has a max speed of 1 and an acceleration of 10, so I think you'd normally expect it to hit in about 2.5 months.
Archaeology sites
  • A Baol precursor archaeology site can be hidden beneath a second archaeology site, rendering it inaccessible except via the situation log. [3.4.2]
  • Broken Gates: The archaeological site doesn't remove other archaeology sites in the same system when it destroys the planets they're on. [3.4.2]
  • Crash Site / Seeds of Destruction: Gestalt Consciousness empires can find the Crash Site anomaly, but get no reward for investigating it. The Seeds of Destruction dig site only spawns for regular empires. [3.4.5]
    • Since the dig site isn't visible to them even if another empire spawns it, gestalts should probably just be blocked from finding this anomaly.
  • On Solar Sails / Message in a Bottle:
    • [Fix planned for 3.5] The archaeological site gives minor artifacts even if you don't have the Ancient Relics DLC. [3.4.2]
      • Without the DLC you can't see how many you have or use artifact actions, but you can still use them for planetary decisions.
    • Gestalt Consciousness empires can find the On Solar Sails anomaly, but get no reward for investigating it. The Message in a Bottle dig site only spawns for regular empires. [3.4.5]
      • They're able to excavate the site if another empire spawns it though, so I'm not sure whether they're supposed to have access to the site or not.
  • The Sentinels: The Living Metal Construction edict requires the Living Metal technology to be researched, even if you already have a living metal income from the Sentinels metal planetary deposit, but the deposit doesn't enable you to draw the tech option. [3.4.3]
    • Either this edict should function like the other strategic resource edicts and be unlocked as long as you have a supply of the required resource (possibly with an additional prerequisite of the Mega-Engineering technology so you actually have a reason to use it), or the deposit should be changed in a way that prevents you from collecting the living metal until you have the research and unlock the research as a possible tech option.
MegaCorps and Branch Offices
  • Destroying a Corporate empire doesn't destroy their branch offices. [3.4.2]
  • [Confirmed] [Preexisting] [Balance] Crime reduces the value of Criminal Heritage branch offices. [3.4.2]
    • [3.4.4] Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
Planetary management
Section formerly titled 'Pops and jobs'
Planet Designations
  • [Preexisting] Ecumenopolis Industrial: Designation effect gives +25% Industrial District build speed, which is useless because ecumenopoises don't have access to industrial districts. [3.4.5]
    • Presumably it should be giving +25% Foundry Arcology and Industrial Arcology build speed instead.
  • [Fix planned for 3.5] Hydroponics Station: This new habitat designation produces unworkable Farmer jobs instead of Agri-Drone jobs for Gestalt Consciousness empires. [3.4.4]
Jobs

Job weights
  • [Balance] The rebalanced job weights seem to have lost the 1 pop exception for the Odd Factory Worker job, allowing the event to destroy the colony by killing the only pop. [3.4.3]
  • The Clone Soldier Ascendant trait doesn't affect job weight despite the very high bonuses to Ruler and Specialist output it gives. [3.4.3]
  • [Preexisting] [In Review] Effects that destroy a colony that still has pops, such as using certain World Destroyer weapons, conquering the Dessanu Consonance, or primitives nuking themselves, leave invisible 'ghost pops' on the planet that will charge you resource upkeep based on their previous stratum and living standards. Most noticeable if you're playing an empire that doesn't use food and/or consumer goods. [3.3.1] [3.3.2] [3.3.4]
    • I believe this is an issue with the destroy_colony effect, so it should apply to anything that uses it.
    • Possible console command fix (I haven't personally verfied if it works), courtesy of @Douglas2341 : effect every_galaxy_pop = { limit = { NAND = { exists = planet planet = { any_pop = { is_same_value = prevprev } } } } kill_pop = yes }
  • [Preexisting] Pops that can't work specialist jobs (e.g. because they have the Nerve Stapled or Zombie trait) can end up in the specialist stratum waiting to demote. [3.3.0] [3.4.3]
    • Either these traits should have a hidden -1000% demotion time modifier to address edge cases, or pops with no happiness should be restricted to a Servitude citizenship type that does this.
Subjects
Subject Contracts
  • [Confirmed] [Major] [Exploit] Monthly income from automatic trades, but not monthly upkeep, is taken into account when calculating subsidies. This allows subjects to artificially inflate the size of the subsidies they receive by setting up automatic trades buying and immediately reselling resources. [3.4.3]
    • This exploit can also be used to boost your diplomatic weight from economy, although the impact takes two months to appear. [3.4.5]
  • Contract negotiation
    • [Balance] AI empires can ask to become your vassal with contract terms that give them negative monthly loyalty, causing them to instantly become disloyal. [3.4.3]
    • [Balance] [Needs verification] Contract negotiation acceptance penalties for smaller tributes of multiple resources are higher than for tribute of a single resource taxed at a greater rate than both combined.
  • The Restricted Voting contract term
    • Doesn't make your subjects vote the same way as your initial position for resolutions you propose. They will match any changes you make to your position while the resolution is in the queue or on the senate floor, though. [3.4.2]
      • Likely happens because you're automatically set to support the resolutions you propose, and restricted voting only triggers when you change your vote/support.
      • Should be fixable by quickly abstaining and the re-supporting a resolution after you propose it.
    • Isn't taken into account by the summary of expected support for federation law changes. [3.4.2]
Subjects and warfare
  • Certain war goals interact poorly with subjects due to the overlord becoming the war leader despite not being the initial target or aggressor.
    • [3.4.4] If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.
    • Impose Ideology: When an overlord joins their subject in a liberation war the subject declared, the overlord's ethics are applied to the opponent on victory even if the overlord is a type of empire who isn't normally able to declare liberation wars, such as a Gestalt Consciousness. [3.4.3]
    • Impose Ideology: When a liberation war is declared on a subject and they're joined by their overlord, the declaring empire's ethics are applied to the overlord instead of the subject empire they declared war on. [3.4.3]
      • [3.4.4] You can no longer force ideology on gestalt empires by declaring war on their subjects.
        • Unclear if the reverse situation above where gestalt empires force their authority on empires their subjects declare ideology wars on is also fixed.
    • Humiliate: When an overlord joins their subject in a defensive war against an opponent using the humiliate war goal, the subject's claims are not removed on loss. [3.4.2]
  • [As designed] Overlords can't invite subjects as attackers in offensive wars. [3.4.2]

AI and game logic
  • [Fix planned for 3.5] [Preexisting] The is_democracy scripted trigger always returns false. [3.4.5]
    • This prevents the Rival Admirals event chain from triggering for Democratic subjects. I believe the trigger is otherwise unused, which is why the bug wasn't causing issues in previous versions despite being present.
  • Auto-designation
    • Note: There are dozens of bugs in colony_types I haven't seen reports for. The vast majority are for auto-designation weight, but some are functional.
    • [Preexisting] Weights for Foundry and Factory designations on nonstandard planet classes ignore Alloy Nano-Plants (T3 foundry) and Civilian Repli-Complexes (T3 factory) buildings. [3.1.1]
      • Not only do these designation therefore have a lower weight than if the corresponding booster building wasn't fully upgraded, but in many cases this will set the designation weight to 0, preventing auto-designation from selecting it at all.
        • Foundry/Factory Station: Weight -4, or x0 if colony has 2 or less Industrial districts.
        • Ecumenpolis Foundry/Factory: Weight always x0.
        • Hive/Machine World Foundry/Factory: Weight -4, or x0 if colony has 3 or less Industrial districts.
  • Planet automation
    • Rural World: Planetary automation builds agriculture districts for Lithoids. [3.4.3]
AI empire behavior
  • [Fix planned for 3.5] [Confirmed] Federations: AI presidents will delete the federation fleet if they have an alloy shortage, despite the federation fleet not costing them alloy upkeep. [3.4.2]
  • [Fix planned for 3.5] [Confirmed] [Major] Federations: AI empires will leave federations if they don't want to associate with their own subjects. [Post] [3.4.3]
    • The Can Subjects Join federation law should have a default position of No instead of Yes.
      • Alternatively, subjects that are allowed to join their overlord's federation should have a policy that lets them choose whether or not they want to that starts set to no. They won't join if they don't want to associate with their overlord, and this would also solve the issue where federation member subjects are unable to rebel against their overlord.
      • Or maybe the federation law should have options for Subject's Choice, Loyal Subjects Only, and/or Subjects Without Opposing Ethics only.
    • AI should propose a change to the Can Subjects Join law if the empire they don't want to associate with a subject member, instead of just immediately leaving.
    • AI should renegotiate contracts with subjects they don't want to share a federation with to set their Diplomatic Freedom contract term to Limited Diplomacy.
      • Ideally they should also have a way to ask another empire to do this to their subject.
        • Maybe voting to kick a subject from a federation could work by changing their Diplomatic Freedom contract term to Limited Diplomacy?
      • Possibly the Balanced Subjugation War Terms policy should downgrade Restricted Voting to Limited Diplomacy for target empires with opposed ethics?
    • Willingness to associate with an empire's subjects should be taken into account when voting whether to accept them to a federation. Empires unwilling to associate with their own subjects shouldn't ask for or accept invitations to federations if that would cause their subjects to join.
  • [Preexisting] Special AI empire types such as the Horde and the Dessanu Consonance their own planets and economies due to the use of the is_regular_empire = yes scripted trigger instead of is_gestalt = no. [3.3.0]
    • The following are destroyed: All housing districts except for Habitation districts, all trade buildings, all Amenity buildings, and all job-producing Unity buildings.
    • The following aren't destroyed, but produce no jobs: Industrial districts, all habitat districts except Trade districts, and all buildings except for non-habitat capitals, Military Academies, and strategic resource manufacturing buildings.
    • Colonies that are temporarily lost to the Horde are heavily damaged when recaptured.
    • Dessanu Consonance colonies notably spawn with 2 city districts and a Holo-Theatres building that are instantly destroyed.
  • Orbital Rings: AI is unable to build modules on orbital rings with the Shipyard, Anchorage, and Bastion designations because the ai_design tries to build the regular starbase versions instead. [3.4.2]
  • [Fix planned for 3.5] AI empires have a hard budget cap of 500 food for building upkeep, which can cause them problems if they build too many (more than 16) Cloning Vats. [3.4.3]
  • [Cause unclear] Necrophage: Sectors released as Necrophage vassals may destroy their own Chambers of Elevation during the transfer. [3.4.2]
  • Criminal Heritage: Loyal Criminal Heritage subjects open criminal branch offices on their overlord's colonies. [3.4.3]
  • Criminal Heritage: Fallen Empires get -10 opinion of Criminal Heritage empires per branch office they own, but the Criminal Branch Offices reason in their opinion breakdown tooltip doesn't increase beyond -10. [3.4.2]
    • It's unclear if the opinion penalty is supposed to stack and this is a display issue with the tooltip, or if the opinion penalty isn't supposed to stack and
    • If it is supposed to stack, it's possibly a bug that fallen empires care enough about whether or not you have a lot of criminal branch offices to eventually declare war on you over it as the penalty increases.
    • The reporter hasn't tested whether or not this issue also applies to regular empires or if it's exclusive to fallen empires.
  • [Needs verification] Take Point: AI empires don't issue new orders to their fleets when take point is disabled. [3.4.2]
[Balance]Decision-making and prioritization issues
  • [Confirmed] AI necrophage hive mind empires aren't properly managing their prepatent livestock species, resulting in extremely low stability and rebellions. [3.4.3]
  • [Confirmed] Lord of War: The AI weight for choosing this ascension perk may be too high, particularly for empires with Pacifist ethics. [3.4.3]
  • Amenities management: Gestalt AIs prefer having dozens of unemployed drones to allowing more than the bare minimum of Maintenance Drones. [3.4.2]
  • Planetary Bombardment: AI overvalues bombarding planets compared to attacking starbases and fleets in other systems, causing fleets to effectively remove themselves from a war if they can't get any armies to the system to invade the planet. [3.4.2] [3.4.3]
    • I think it's very rare for planets to have enough defensive armies for bombarding them to actually matter. Planetary bombardment should be an extremely low priority, unless the AI is genocidal and trying to destroy the colony, they're raiding pops, or the planet actually has more defensive armies than their assault armies can handle.
  • The Khan merges her reinforcement fleets with the fleets stationed to protect the marauder home systems, causing the Horde's expansion to stall when they run out of fleets that can go out to attack other systems. [3.4.3]
  • AI prioritizes archaeology sites over surveying even if it only has a single science ship. [3.4.3]
    • This appears to be causing a notable problem specifically with the On the Shoulders of Giants origin which starts with an archaeology site in their home system, but in general the AI probably shouldn't be doing archaeology unless it has at least two crewed science ships, one of which is surveying, unless it's out of surveyed neighboring systems.
  • Strip Mine decision: AI Prospectorium subjects use the strip mine decision on planets with unbuilt mining districts, causing them to destroy all food districts on every single planet they own and sending them into massive food shortages. [3.4.3]
    • AI should never strip mine a planet that has unbuilt mining districts, an agricultural designation, or no free district slots.
      • Possibly this should be even stricter and also require three or more free agricultural districts if at least one agricultural district is built, to prevent it from destroying any built ones.
    • It should also be allowed to build hydroponics buildings if it can't find a planet to build an agricultural district on and it has a significant negative food income, even if the planet still has unbuilt generator or mining districts (buildings_simple_allow prevented that in 3.3.4; I haven't checked the scripted trigger in 3.4.3 yet).
  • [Needs verification] The AI empires generated by the Imperial Fief origin seem to overvalue diplomatic agreements compared to early-game expansion when choosing how to spend their influence. [3.4.2]
  • [Needs verification] [Cause unclear] Sometimes AI construction ships can get stuck in a loop starting and canceling a task? [3.3.4]
  • [Confirmed] [Preexisting] Hyperlane Registrar: The AI considers this a military starbase building and will only construct it on Bastions in chokepoints. [3.1.2]
  • [Preexisting] Arcology Project: The AI will always eventually convert every single planet it owns into an Ecumenopolis, destroying all its basic resource districts. [3.4.5(?)]
  • [Preexisting] Piracy: AI will actively engage and destroy pirate fleets, but they won't seek out pirate stations. This means that if the fleet that destroys the pirate fleet doesn't enter the engagement range of the pirate station they AI will never destroy it, leaving the system in the hands of pirates forever. [3.4.2]
  • [Partial fix planned for 3.5] [Preexisting] Slavery type: The AI chooses slavery types exclusively based on species traits, which can cause it to crash its economy if it doesn't find species it wants to put in Indentured Servitude and runs out of pops to work specialist jobs. [3.4.2]
  • [Preexisting] Marauder raiding fleets may get stuck when FTL inhibitors prevent them from calculating a path to a colony to raid. [3.2.2]
    • I'd like to see a more current report for this bug if possible, if anyone has a save with it and is willing to create a report.
Graphics, localization, music, and naming
Stuff in this section generally doesn't mechanically effect gameplay or balance.
  • [Fix planned for 3.5] [Confirmed] Systems can spawn with missing or misaligned planets, asteroid belts, and/or misaligned asteroids. [Report]
    • Seems to be specific to new predefined systems added by the Overlord DLC, and is possibly related to the corresponding solar system initializers not specifying orbit distances for these objects.
  • [Confirmed] Strike Craft graphics may be too far offset from the ship they're attacking. [3.4.2]
  • [Minor] The bracket text command "[<country>.GetAdj]" outputs an empire's name instead of its adjective. [3.4.3]
  • Tooltips and clarity
    • [Confirmed] The Egalitarian faction asks you to use the Benevolent Subjugation War Terms Policy even if you have Corporate authority and it's called Negotiated Synergy instead. [3.4.4]
    • [Fix planned for 3.5] Positronic Processors: This technology's description still says it unlocks the auto-research feature, despite that feature no longer having a tech requirement. [3.4.5]
      • [Needs verification] It's probably worth checking to see if the description of the machine version of the auto-survey tech also wasn't updated.
    • The tooltips for sanction resolutions don't explain their effects. [3.4.3]
    • Terraforming times listed in the terraforming menu aren't affected by terraforming time modifiers (although the modifiers are still correctly applied once the terraforming process starts). [3.4.3]
    • [Preexisting] [QoL] Building tooltips still say Merchants produce Unity. [3.3.0]
    • [Preexisting] [QoL] The tooltips for the Battle Thralls and Indentured Servitude slavery types say they can't be Soldiers instead of that they can't be Enforcers. [3.2.2] [3.4.2 Thread]
      • They also don't mention Duelists.
    • [Fix planned for 3.5] [Preexisting] [Minor] The tooltip for Industrial districts on Factory Station habitats displays the description of the Metallurgist job instead of the Artisan job. [3.4.3]
      • None of the triggered_desc blocks for the district check the habitat's designation, so it appears the tooltip will never display a description for the Artisan job and will always display a description for the metallurgist job regardless of designation. It will also always show the Artisan Drone description for Rogue servitors and Artificer description for Masterful Crafters even if the designation is Foundry Station.
  • Icons
    • [Fix planned for 3.5] [Preexisting] [Minor] Wenkwort planet modifiers have frames implying they're worse than they are. [3.3.0]
      • Wenkwort Gardens only has positive effects, but it has a yellow frame instead instead of a green one.
      • Wenkwort Custodian is a mix of positive and negative effects, but it has a red frame instead of a yellow one.
  • There seem to be some issues involving namelists, including for ship and war names.
    • [Confirmed] [Minor] Missing space in the names of planets in binary and trinary systems. [Report]
    • [Minor] [QoL] It's possible for multiple first contact events to use the same alien species code name. [3.4.2]
  • Typos
    • [Minor] Limited Regenertion: Trait description has a typo. [3.4.2]
    • [Minor] Imperialist faction: Typo in the name of the Oppressive Subugation Policy issue (missing the j from Subjugation). [3.4.2]
    • [Minor] Message in a Bottle: Typo in the Cast off the Hawser! chapter description (preseved instead of preserved). [3.4.2]
  • [Minor] Lines ending in the word "a" can overflow the text box. [3.4.3]
  • [Minor] Missing localization for outpost evasion in after combat report. [3.4.2]
  • [Minor] Some fallen empire dialogue text uses an insult based on their species instead of yours. [3.4.2]

Miscellaneous
  • [Fix planned for 3.5] [Exploit] Federations: When a federation disbands, the former president keeps the federation fleet. [3.4.2]
  • [Fix planned for 3.5] [Preexisting] [Exploit] Megastructures: As long as a system doesn't have a ring world, you can build any number of other megastrucutres in it, even on the same planet. [3.3.4]
    • This is because the has_no_non_gate_megastructure scripted trigger will otherwise always return true due to the NOT = { has_star_flag = ring_world_built } trigger in the OR; the NOT should be removed.
    • Or possibly the can_build_megastructure_on_planet scripted trigger should be used instead?
  • [Confirmed] [Major] In multiplayer games, if a player has access to DLC the host does not and that player starts with a randomly generated empire, it's possible for the empire to generate with a species invalid for the host. If this happens, the empire will be missing from empire selection when resuming the game. [3.0.1]
  • If a Sterilization Hub system owned by the Contingency contains a colony still owned by a regular empire and that colony rebels, the game will crash. [3.4.4]
  • [Fix planned for 3.5] Primitive civilizations use Post-Atomic defense armies regardless of their tech level. [3.4.2]
Civics and Origins
  • Anglers: Randomly generated empires can can spawn with the Anglers civic, and therefore the Aquatic trait, even if they don't have ocean preference, causing them to start with massive penalties on their homeworld. [3.4.2] [3.4.3] [3.4.4]
    • Can effect players using random start.
  • [Fix planned for 3.5] [Confirmed] Necrophage: Genocidal Hive Mind Necrophages only start with two buildings: their capital and research labs. [3.4.3]
    • Hive Mind Necrophages don't start with Synaptic Nodes (despite regular Necrophages starting with Administrative Offices). Comment in file: "Necrophages need fewer complex drones or the menial drone slots won't be filled"
    • Devouring Swarm / Terravore Necrophages don't start with a Spawning Pool. Comment in file: "This building is very useless for Devouring Swarm Necrophages"
    • In both cases they're still able to construct the building but have specific exceptions in common/scripted_effects/01_start_of_game_effects.txt: generate_start_buildings_and_districts preventing them from starting with them.
  • [Preexisting] Organic Reprocessing: Industrial ring world segments replace a catalytic drone job with an artisan drone job even if you don't have the Rogue Servitors civic. [Post] [3.3.2]
  • [Preexisting] Rogue Servitor empires have access to the Incorporate Artifact Relays planetary decision and Integrated Preservation synchronicity tradition even though they can't have the Coordinator jobs they improve. [3.3.2]
  • Void Dweller empires with the Permanent Employment civic start the game with a ruined Posthumous Employment Center building on their capital due to building slot limits. [3.4.2]
  • Here Be Dragons: The dragon triggers an empty First Contact event for other empires. [3.4.3]
  • [Preexisting] [Minor] Barbaric Despoilers: Empires with the civic can form a Galactic Union federation by not changing the default selection. [2.7.1]
Starbases
  • The Disruption Field Generator, Transit Hub, and Command Center starbase buildings will have their construction aborted if the system contains a Communications Jammer starbase building. [3.4.5]
    • Intended behavior is for these buildings to abort if another building of the same type exists, in order to keep them as one-per-system.
  • [Preexisting] Not owning any standard starbases with a Shipyard module will cause every single standard starbase you own to gain the shipyard designation. [2.8.1] [3.3.2]
    • Mega Shipyards and Orbital Rings with Shipyard modules are ignored. (Orbital Rings don't have this issue.)
    • This should not be triggering for non-AI empires. (Orbital Rings do have this issue.)
Other
  • The notification you get when a federation is formed tells you the federation name, even if it's listed as Unknown Federation in your contacts. [3.4.2]
    • I think this is the same as, or at least related to, this issue: [Preexisting] Federation names aren't being revealed when you have enough intel (20) to know them. [3.3.0]
  • Timed planetary modifiers don't decay on planets with uninhabitable planet classes. [Post] [3.4.3]
    • Notably, the Neutron Bombardment planetary modifier doesn't decay on Barren Worlds, which can get it when they're destroyed Infested worlds.
  • [Balance] Trade deals check to see if they should be cancelled against your stored resources before your monthly income is added, causing deals that would otherwise continue because your monthly income is higher than their upkeep to be cancelled instead. [3.4.3]
  • [Fix planned for 3.5] [Confirmed] [QoL] Individual defense platforms can't be disbanded. [3.4.3]
    • Generally an issue if you're trying to free up exactly enough space to add an Ion Cannon.
  • [QoL] Constant notification spam as whether or not you're a valid target of the subjugation casus belli changes as your power relative to every other empire fluctuates. [3.4.3]
  • Mercantile: Closing borders to genocidal empires costs empires using the Mercantile diplomatic stance influence, despite it not being possible to open them. [3.4.3]
    • I know that at least pre-3.4 this was also the case for empires you hadn't established communications with yet if you had the Closed initial border status policy, but I don't know if that's been fixed yet.
    • I think generally speaking it shouldn't cost influence to close your borders to empires it's not theoretically possible to form a commercial pact with, whether that's because of their ethics or civics, rivalry, or if you haven't finished first contact yet.
  • ** Decadent Lifestyle: Criminals using this living standard don't produce trade value from living standards (they should be adding +0.33). [3.4.5]
  • [Preexisting] Single-planet empires (e.g. Technologically Enlightened protectorates, players doing a one-planet challenge run, and occasionally poorly-located origin-spawned allies) are unable to draw the following technologies as research options: Colonial Bureaucracy, Galactic Bureaucracy, and all blocker removal techs. This also prevents them from drawing the following technologies which have one of those as a prerequisite: All encryption and codebreaking technologies (Quantum Firewalls, Simultaneous-Collapse Storage, Negative-Time Keys, Quantum Hacking, Simulated Social Engineering, Quasi-Dimensional Reflection), Tracking Implants, and Administrative Efficiency (repeatable). This seriously impacts their unity generation and espionage capabilities. [3.4.2]
    • Perhaps the drop weight of these tech options should be based on number of pops instead of number of colonies?
    • I'm not tagging this as [Severe] because it should only impact player empires under very specific circumstances that they won't encounter during normal gameplay, but this is potentially a game-ruining issue.
  • [Confirmed] [Preexisting] Your starting ruler can have the Slave Optimization agenda even if your empire doesn't allow slavery. [2.0.2] [2.2.2] [2.6.1] [3.1] [3.2.2] [3.3] [3.4.2]
    • Possibly caused by your ruler being spawned before your empire's policy flags are set during empire generation? If the order those happen in can't be changed, a possible solution would be to add an agenda validation effect at the end of empire creation. That would require implementing the ability to check and change a leader's agenda, however, which isn't currently possible.
  • [Preexisting] The National Purity agenda increases monthly influence instead of monthly unity. [3.4.2]
    • [Needs verification] Possibly not a bug, but it seems far more likely that it was missed during the great influence to unity conversion.
  • [Preexisting] Empires can only be in breach of highest currently active resolution in each category, when they should also be able to be in breach of lower level resolutions. [3.4.2]
  • [Preexisting] [QoL] If you have more than 1,809 armies (both assault and defense armies combined), the army tab in the outliner will overflow and disappear. [2.4.1] [2.7.2]
  • [Confirmed] [Preexisting] [Minor?] AI Climate Preference: Trait gives 0% habitability on Alpine worlds, despite giving 1% habitability on all other standard habitable planet climates. [3.1.1]

Overlord DLC specific issues:

Specialist subjects and holdings
  • [Confirmed] [QoL] The Ministry of Truth holding displays its output as 1 influence, which isn't particularly useful information when the base output of an Overlord Propagandist is 0.15 influence. It would be appropriate to show that decimal instead of rounding here. [3.4.2]
  • Ministry of Production
    • Rogue Servitor overlords don't gain Consumer Goods from the Ministry of Production holding. [3.4.3]
    • [Confirmed] [Minor] [QoL] The Ministry of Production holding has the same name as the Ministry of Production building. [3.4.3]
Origins
  • Imperial Fiefdom
    • [Balance] The AI empires generated by the Imperial Fief origin seem to overvalue diplomatic agreements compared to early-game expansion when choosing how to spend their influence. [3.4.2]
  • Progenitor Hive
  • Slingshot to the Stars
    • Several triggers such as has_any_megastructure_in_empire don't check for the upgraded version of the special Quantum Catapult spawned by the origin. [Post] [3.4.3]
  • Subterranean
    • Crystalline Bane: If the monster completely destroys the colony it despawns without progressing the event, leaving you stuck with the modifier when you recolonize the planet. [3.4.3]
  • Teachers of the Shroud
    • The hell dimension outcome to the Dimensional Portal colony event doesn't give you the option to use psionics to close the portal if you haven't finished researching Psionic Theory yet, despite your species being Latent Psionic. [Report by event writer]
Enclaves and Mercenaries
Orbital Rings
  • The base unity increase from the Orbital Filing System Orbital Ring building doesn't apply to Managers. [3.4.2]
    • (Or Culture Workers, but that's probably intentional.)
  • [QoL] Tech cards for Orbital Ring buildings say "Unlocks Starbase Building:" instead of "Unlocks Orbital Ring Building:" which while technically true is a bit confusing. [Report]

I'm keeping this here for now just in case they turn out to not be quite fixed, or if I misinterpreted a bullet point in the patch notes.

Combat, ships, and wars
  • [Confirmed] [Major] Tracking no longer counteracts evasion. [Report1] [Report2]
  • [Confirmed] Systems with primitive civilizations can't be fully occupied. [Report1] [Report2]
    • [3.4.3] Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
  • [Confirmed] [QoL] Fleets no longer tell you their estimated arrival time. [Report]
    • [3.4.4] Fixed ETA not being displayed in the fleet view.
  • [Preexisting] The Fleet Supremacy edict and Martial Alliance federation type don't increase ship starting experience. [2.6.1] [2.8.0] [3.1.2] [3.4.2]
    • I believe this is because the ship_starting_experience_add modifier doesn't work from empire scope.
  • [Confirmed] AI empires with access to special versions of colony ships (e.g. Calimitous Birth, Corporate Dominion, Private Prospectors) can't build any at all. [Report]
Wargoals
  • [Confirmed] [Major] [Exploit] Status quos that are supposed to create a new empire from occupied systems (e.g. in liberation and subjugation wars) instead create a new empire from all the unoccupied systems (plus the capital if occupied). [Report1] [Report2]
    • [3.4.3] Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
  • [3.4.4] Other fixes:
    • You can no longer declare wars of vassalisation against Inward Perfectionists.
    • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
    • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp.
  • [Confirmed] Corporate empires still create new Corporate empires with a liberation war status quo, instead of the Merchant Guilds oligarchies they're supposed to make instead now. [3.4.3] [3.4.4]
    • [3.4.4] Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
    • As of 3.4.4 this now seems to occur when winning a liberation war instead of when ending in a status quo.
      • [3.4.5] Megacorps should no longer create rival Megacorps after winning an Impose Ideology war.

Deficits and defaulting
  • You can trigger a deficit situation on a resource you can't currently produce, leaving you with a semi-permanent debuff that can't be removed until you gain regular access to the resource. Ending your consumption of the resource doesn't remove the deficit situation despite no longer having a deficit or even any use at all of the resource.
    • Can be triggered in the following ways:
      • Gaining a lump sum of a strategic resource from an event, and using it for edicts. [Report] [Report]
      • Conquering planets with building upkeep using a resource you haven't researched yet. [Post]
      • [Confirmed] Paying a subject a subsidy involving that resource category. [Report]
      • If playing an empire that doesn't use food (e.g. Lithoids or Machines), acquiring biological pops from conquest, immigration, subject integration, the slave market, using the Omnicodex or Last Baol relics, uplifting presapients, or as refugees.
      • If playing an empire that doesn't use food or consumer goods, can be triggered by ghost pops from the destroy_colony bug (see below).
    • Deficit situations shouldn't trigger if the issue is resolved by auto-cancelling all edicts using the resource, and possibly by also disabling all buildings using it for upkeep.
    • Possibly caused by the 'not in deficit' trigger requiring you have an income greater than zero instead of greater than or equal to zero.
    • [3.4.3] Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
    • [3.4.3] To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
  • [Balance] The consequences and resource rewards from defaulting don't seem to scale based on the actual size of the shortfall. [Thread]
    • [3.4.3] All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
  • [Preexisting] [Exploit] The happiness modifiers pops get from faction approval only update when the game is reloaded. They don't seem to update when the pop changes factions or owners or the faction's approval crosses a happiness modifier threshold. [3.3.0] [3.3.2] [3.4.2]
    • Exploitable by allowing penalty-free faction suppression as long as you stop suppressing the faction before you exit the game, and reloading occasionally to clear the happiness penalty from newly-grown pops.
    • [3.4.3] The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
Events, Archaeology, and Situations

Events
  • [Confirmed] [Cause unclear] Superfluous Terraforming Equipment: Sometimes the pre-built districts added to a planet by the this terraforming event will be removed when a planet is colonized. [Report]
    • [3.4.4] Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event.
  • Subterranean Civilization: Pops created by the event chain don't have the Cave Dweller trait. [Report]
    • [3.4.4] Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
  • [Confirmed] [Preexisting] A dialogue event window in the Cryopod Warrior chain (anomaly.4163 in anomaly_events_3.txt) can't be closed if your empire is Xenophobic because a missing OR in the trigger prevents the dialogue option from appearing. [3.2.2]
Archaeology sites
  • [Confirmed] [Preexisting] Message in the Canopy: The Mask of Transformation empire modifier isn't awarded when the archaeology site is completed. [3.3.4]
    • I believe this is because a missing owner scope change in the option to get it causes the event to instead try to apply it to the science ship.
    • Console command fix: effect add_modifier = { modifier = mask_of_transformation }
    • [3.4.4] Corrected “Message in the Canopy” archaeology site outcome options.
Situations
  • [Balance] [Needs verification]The inability to afford rebellion situation options on an early-game economy may make the Necrophage origin much more challenging.
    • [3.4.3] Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
Pops and jobs
  • [Confirmed] Game may crash if you change the destination planet when forcibly resettling multiple pops in a row. [Report]
    • [3.4.3] Fixed crash connected with resettling the last pop of a species.
  • [Confirmed] Under certain circumstances newly grown or already unemployed pops will promote or swap into a specialist job already being worked by an identical pop, resulting in an unemployed specialist who resets their demotion timer each month. [Report] [Report1] [Report2] [Report3]
    • [Needs verification] Possibly related to the Repugnant trait and amenities-producing jobs?
    • [3.4.3] Fixed pops that grow as specialists on Colonies.
    • [3.4.3] Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
  • [3.4.4] Other fixes:
    • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
    • [Balance] Reduced weighting for clerks as pops seemed to really want to work as them instead of miners.
    • [Balance] Doubled the base unity output of telepaths.
Subjects
  • [Major] [Balance] Vassals created by releasing a sector are immediately in deficit unless they don't start with negative income in any resource that exceeds default empire base income, because they don't spawn with any resources. [Report]
    • [3.4.4] Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
  • [Confirmed] Vassals created by releasing a sector don't inherit the ascension perk slot unlocks from their already completed traditions. [Report]
    • Consequently they also don't inherit their overlord's ascension perks, but I'm not sure whether that aspect is also a bug or if they're supposed to have empty slots and be able to choose their own perks.
    • [3.4.4] Traditions will now be properly transferred to vassals created from sectors
  • [Exploit] Taking the Shared Destiny ascension perk or adding / removing the Feudal Society civic doesn't automatically update your vassal loyalty penalty; the change isn't applied until you change any vassal contract. [Report]
    • Mildly exploitable by allowing you to replace Feudal Society with another civic and keep the vassal loyalty benefits, as long as you never change your vassal contracts.
  • Vassals that convert to protectorates lose the research speed bonus they're supposed to get on techs their overlord already has. [Report2]
    • Workaround: Click the protectorate preset button once while renegotiating the term to correct wrong term.
    • [3.4.4] Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
  • [Confirmed] You get notified that you're now the target of a casus belli when one of your subjects swears secret fealty to another empire, making it not-so-secret. [Report]
    • [3.4.3] You can no longer immediately see the secret fealty status of sectors released as subjects.
Subject Contracts and Subjugation Agreements
  • Contract negotiation
    • [Confirmed] [Exploit] The relative strength contract acceptance modifier isn't applied when AI empires are deciding whether or not to accept an initial vassalization offer, allowing you to convince empires stronger than you to become your subjects. [Report1] [Report2]
      • [3.4.3] Fixed AI not taking relative power into account when considering subjugation proposals.
    • Subjects on the border of the Protectorate / Vassal tech threshold flip back and forth between the two subject types, locking them into permanent contract negotiation cooldown. [Report]
      • [3.4.3] Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
      • [3.4.3] Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
    • Sectors released as vassals start with a 5 year contract cooldown, preventing you from immediately setting up their contract. [No report] [Reddit post]
      • [3.4.3] Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
    • AI acceptance penalties for accepting subjects with different ethics are too large.
      • [3.4.3] AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
    • [QoL] Corporate empires don't have an explanation when subsidiaries have too little tech to be made into a special subject type in the contract negotiation interface.
      • [3.4.3] Corporate overlords now have access to the protectorate subject type.
    • [Balance] Corporate empires can't peacefully create subjects because all empires have -1000 acceptance for the Subsidiary subject type, which appears to be greater than the maximum possible positive acceptance bonus you can get. [Report]
      • [3.4.3] Added base acceptance for subsidiary.
    • [Balance] [In Review] The AI has 10 times the negative acceptance for paying tribute as it does positive acceptance for receiving a subsidy of the same size. [Thread]
      • [3.4.3] Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
    • [3.4.4] Other fixes:
      • Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined. Note that this fix is only applied to the english localization and will be applied in other languages in a future patch.
      • [Balance] Added subjugation agreement caps of +1,000 / -10,000.
      • [Balance] Being an overlord now imparts a -1000 penalty when attempting to subjugate other overlords diplomatically.
  • [3.4.4] Other fixes:
    • Vassal loyalty tooltip in subjugation view now includes full breakdown information.
    • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
    • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions.
Specialist Subjects
  • [Confirmed] [Major] [Exploit] Scholarium ship upgrade costs are unaffordably massive, making it impossible to upgrade ships and allowing you to instantly cap your alloys by downgrading ships to componentless hulls. [Report] [Report1]
    • [3.4.3] Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
    • [3.4.4] Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
    • [3.4.4] Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build the intended design right away.
  • [Confirmed] Tier 1 specialist subject Relay Network perks are lost at higher tiers, despite the description stating they will be kept. [Report]
    • [3.4.4] Fixed relay network modifiers being removed after specialist vassal levels up / Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
  • 3.4.4
    • Bulwark Battlewright aura now provides 0.25% hull regen per day.
    • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
Holdings
  • [Confirmed] Distributed Processing: Enslaved pops can't take the Mind Thrall overlord job. [Report]
  • Branch Offices
    • Branch offices in a subject empire are destroyed when the subject becomes independent. [Report2]
      • [3.4.3] Fixed issue when removing/replacing overlord removes the corporate holdings.
    • [Confirmed] Imperial Fiefdom: Branch office buildings in the overlord empire are destroyed when it fractures, and the UI breaks until the game is reloaded. [Report]
      • [3.4.3] Fixed issue when removing/replacing overlord removes the corporate holdings.
    • [Confirmed] [Major?] [Cause unclear] Under certain conditions Corporate empires are unable to establish branch offices. [Report]
      • Added tooltip on create office branch button when players could not open a branch office. (e.g. when another empire they didn't have intel on already had a branch office on the planet)
      • [3.4.4] Updated tooltip for how to unlock branch office buildings.
  • [As designed] Reemployment Center holdings provide Overlord Reassigners jobs that don't assemble Zombie pops. [Report]
  • [3.4.4]
    • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
    • The Ministry of Science and Vigil Command now have an empire limit of 1.
    • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
    • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
    • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
      • Habitation Modules provide +0.5 building slots.
      • Orbital Shipyards gain +1 Shipyard capacity.
      • Orbital Anchorages provide +2 Naval Capacity.
      • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
Subjects and Warfare
  • [Major] Subjects with diplomatic freedom can cause all sorts of issues relating to who's on which side of a war. Can result in empires on the wrong side, all empires on the same side, or game crashes. [Report1] [Report2]
    • [3.4.3] Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
  • The Horde becomes a Satrapy itself instead of making other empires into Satrapies. [3.4.3]
    • This causes it to lose the ability to continue conquering.
    • [3.4.4] The Khan no longer counts as a Satrapy and thus can invade planets.
  • [QoL] Subjugation War Terms policies don't make it clear that they don't apply to protectorates or tributaries. [Report]
Enclaves and Mercenaries
  • [Confirmed] The Art College starbase building can't be built. [Report]
    • This is because it now requires an enclave_artist_encountered empire flag that was optional in previous versions, and that flag is never set.
    • [3.4.3] Meeting the artist enclave now sets the correct flag.
  • Mercenary enclaves
    • [Confirmed] You can create a mercenary enclave from a federation fleet, which will continue to count against your federation's naval capacity. [Report1] [Report2]
    • Mercenary fleets inherited from integrated subjects can't be dismissed. [Report]
      • [3.4.4] Mercenary fleet contracts can now be terminated after vassal has been integrated.
    • [Balance] Mercenary dividends give too much research.
    • Mercenary fleets hired by a Progenitor Hive suffer the 'no offspring' ship penalties, despite it not being possible to have one and not even being Hive-Minded. [No report] [Post]
      • [3.4.3] Mercenary fleets are now buffed by Offspring Auras
      • [3.4.4] Progenitor Hives can now lease fleets without them being debuffed.
    • [3.4.4] Other fixes:
      • Merc dividends no longer give ships when the patron is near or above their naval cap.
      • The dividend event now specifies which enclave is paying its dues.
      • The Khan should no longer be hostile to mercenaries.
      • Mercenary armies now properly spawn at the client capital.
      • Patrons can no longer recall fleets that they themselves are hiring.
      • Mercenary admirals now have suitable loc for their profession.
      • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
  • Shroudwalkers
    • The Shroud Stench planetary modifier uses the wrong icon. [Report]
      • [3.4.4] Fixed "Shroud Stench" planetary modifier lacking an icon.
Origins
  • Progenitor Hive
    • [Fix in 3.4.3] Terraforming your homeworld into a Hive World removes the Progenitor Nest planetary feature. [Report]
    • Hive worlds give a regular Spawning Drone job instead of an Offspring Drone job. [Report]
    • [Confirmed] Offspring Corvettes are unable to use Ion Thruster and Plasma Thruster components. Possibly applies to other components, and can vary with ship size. [Report1] [Report2] [Report3]
    • Mercenary fleets hired by a Progenitor Hive suffer the 'no offspring' ship penalties, despite it not being possible to have one and not even being Hive-Minded. [No report] [Post]
      • [3.4.3] Mercenary fleets are now buffed by Offspring Auras
      • [3.4.4] Progenitor Hives can now lease fleets without them being debuffed.
    • [3.4.4]
      • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
  • Slingshot to the Stars
    • [Major] Destroying the Quantum Catapult spawned by this origin crashes the game. [Report]
      • [Needs verification] Possibly also happens with a mega_art_installation_restored_2?
      • [3.4.4] Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
      • [3.4.4] Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
      • [3.4.4] Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
  • Subterranean
    • [Confirmed] Killing the Crystalline Bane with orbital bombardment doesn't progress the event, leaving you stuck with the modifier. [Report]
    • [3.4.4] Other fixes:
      • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
  • Teachers of the Shroud
    • Issues with progressing the Shroudwalker / Sign of the Locus situation - it says to use the Cooperative diplomatic policy but checks for the Expansionist policy instead, and Cautious first contact policy also inflicts a penalty despite being unmentioned. [Report]
      • [3.4.4] Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
    • Having the Teachers of the Shroud origin doesn't fulfill the Traditionalist faction's Psionic Pursuit issue, costing you 10 approval since you can't take the Mind over Matter ascension perk. [Report]
      • [Planned for 3.4.4] The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • [3.4.4] Other fixes:
      • Refined the Teachers of the Shroud requirements tooltip.
      • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
AI Behavior
  • Planet automation (only applies to human players)
    • Planet automation tries to build specialist jobs for unemployed pops that can't take them. [Report]
    • Planet automation can't use resources from the local sector stockpile.
    • In Rogue Servitor empires, planet automation attempts to build drone jobs for unemployed Bio-Trophy pops and doesn't build drone jobs for Machine pops if there are available Bio-Trophy jobs. [Report]
Graphics, Localization, Music, and Naming
  • [Confirmed] [Minor] Gender-specific ruler titles no longer function. [Report1] [Report2]
    • [ 3.4.4] Fixed possibility to set gender specific ruler titles, for example King and Queen.
  • [Confirmed] [Minor] Game menu may play Nemesis music instead of Overlord music. [Report1] [Report2]
    • [3.4.4] New Overlord music track will now play in the main menu
  • Tooltips and clarity
    • The tooltip for the medium Crystal-Infused Plating component displays the Bulwark Battlewrought modifier description instead. [Report]
      • [3.4.4] Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
  • There seem to be some issues involving namelists, including for ship and war names.
    • [Confirmed] [Minor] The ship design name randomizer doesn't work for Hive namelists 1 & 2. [Report]
      • [3.4.4] Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
    • [Minor] Randomly generated empires may use full words from their empire name instead of a several letter acronym for their ship prefix. [Report]
      • [3.4.4] Not mentioned in patch notes, but appears to be fixed.
    • [3.4.4] Other fixes:
      • Fixed some issues with display of leader names.
      • Fixed missing prescripted empire leader names.
    • [Confirmed] [Minor] Unnamed wars [3.4.?]
      • [3.4.5] Fixed War Names sometimes being empty on the war pin tooltip.
  • Icons
    • [Minor] The Manifesti faction doesn't use their new faction symbol icon because it isn't defined in icons.gfx. [Report]
      • [Planned for 3.4.4] The Manifesti faction now use their faction icon.
Other
  • [Confirmed] [Severe] [Cause unclear] Save files might become corrupting in some way, resulting in an empty galaxy and a list of "hej hej" policies. [Report]
    • Appears to be caused by an invalid flag preventing the game state from loading. Can be fixed by editing the save file to address the issue.
    • Seems to be related to something creating a robot species with an invalid flag.
    • [3.4.4] Fixed template with an unnamed flag causing issues when loading affected game saves from previous versions.
  • [Confirmed] [Severe] Starbase modules and buildings no longer apply combat stat modifiers to the starbase or orbital ring (e.g. hull and armor increases from weapons modules, range increases from the Target Uplink Computer). [Report] [Report1] [Report2]
    • [3.4.4] Fixed issue with some of the modifiers of modules not applying to the Starbase.
  • [Major] [Exploit] Trade with ongoing payments or effects are automatically ended just after being made because "the subjugation agreement was cancelled" despite no subjugation agreement being involved, unless they're between a subject and their overlord. [Report2] [Report3]
    • Exploitable by offering a long term deal in exchange for something instant, such as favors, and then having the trade deal cancel without making you pay out.
    • Also exploitable because you still get the opinion boost for offering a favorable trade deal. This seems like it could also be done if trade was working normally, by offering a deal and then removing your ability to pay your end after it's accepted.
  • [Confirmed] [Major] Resource Silos: If you've researched Construction Templates but not Global Production Strategy, starbase resource silos don't increase your resource storage capacity. [Report]
    • [3.4.4] Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates.
  • Under certain circumstances your diplomatic weight can become negative.
  • [Confirmed] The Stellar Performance achievement for killing the Stellarite Devourer and making it into a trophy is now unachievable. [Report]
  • [Confirmed] Slave Armies can't be recruited. [Report]
  • Unyielding: The Resistance Is Frugal tradition still causes stronghold & fortress buildings to produce +3 unity in addition to the new effect that gives unity from defence armies, despite the new effect being intended to replace the old one. [Report]
    • Intended behavior, from the 3.4.0 patch notes: "Resistance is Frugal no longer grants your strongholds a unity production of 3, instead it gives you 0.5 unity for each defensive army you have."
    • [3.4.4] Strongholds no longer benefit from Resistance is Frugal
Civics
  • [3.4.4] Other fixes:
    • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
    • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
Megastructures
  • Mega Shipyard
    • [3.4.4] Other fixes:
      • Fixed not being able to order ship construction in Mega Shipyards after they had been conquered.
      • Fixed ship building buttons in Mega Shipyard view being cut off
  • Orbital Ring
    • [3.4.4] Other fixes:
      • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
      • When an orbital ring is destroyed, the planet owner now gains ownership of the ruined ring immediately.
      • Resized and moved the upgrade button for orbital rings.
      • Fixed broken tooltip for destroyed orbital rings.
      • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.


Link to my previous 3.3 known issues thread, which may contain additional bugs if they haven't been fixed (I'll copy them here if it's confirmed they're still present though):
Help verifying which bugs from 3.3 are still present would be appreciated!
 
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Fantastic thread. The issue with empires being on the wrong side of a war happened to me today. It was bizarre. I had three vassals, and was in a federation with an empire that had one vassal. My federation “friend” repeatedly proposed kicking all my vassals out and I eventually said yes to stop the cohesion/opinion loss.

All hell broke loose when I declared war on a one system empire (it broke off my former imperial fief overlord) that had no allies. Somehow I ended up in a war on the same side as this one system empire. My federation ally was fighting against me, yet the federation still existed. Our vassals and some random empires were also involved, even though they didn’t have contracts stating they had to join.

To top off how broken that war was my empire wasn’t selected as war leader, so I couldn’t end it. I had to edit my Ironman save so that I could fix it with console commands.
 
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This seems intentional? Doesn't a Deluge Collossus normally only target habitable worlds and turn them into Ocean worlds?
Infested worlds at least are ex-habitable worlds that become terraforming candidates when cleansed, so I see no reason you couldn't deluge them. AI worlds are debateable - how significantly different are they from Machine worlds, which you can hit? From a roleplay perspective I don't see a reason why flooding them wouldn't destroy them in some way, although maybe this should change them into some uninhabitable world type (or cause them to blow themselves up as normal) instead of a colonizable ocean world.
 
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Has the launch music bug been talked about? Maybe its just me but whenever I launch the game after having bought Overlord it still plays the Nemesis Menu music instead of Overlord's.
 
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Trade deals are sometimes automatically ended just after being made because "the subjugation agreement was cancelled" despite no subjugation agreement being involved. Possibly caused by viewing the subjugation information and cancelling out prior to offering the trade deal? [Report2]
Reproduced without ever checking subjugation screen. so far 100% failure rate of monthly trade deals.
 
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Whoooof. Please playtest your updates more Paradox, or at least release them in a beta so players encounter this at their own risk.

Was going to jump into a new game tonight, but I think I'll hold off a month or so...
 
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I will also say that the Deluge Collosus weapon not working on Contingency worlds (at least) was pre-existing, I reported it back in November here.

Even if it doesn't terraform the planet to a habitable, it should probably at least destroy it.
 
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Re: the Art College starbase building; it wouldn't even show up as a potential in my latest playthrough, despite getting the agreement from the enclave.

On investigation into the event and starbase building files, it appears that a country flag required for the Art College potential: enclave_artist_encountered isn't being set by the intro event, unlike for Curators or other enclaves.
 
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Bug update 5/15 #1
FYI: Per Alfray Strike in this thread, a 3.4.3 hotfix is being worked on.

Updated the OP to add the following bugs:
  • If you gain ownership of a planet while Marauders you hired are bombarding it, they become hostile to you. [Report]
  • [Balance] [In Review] The AI has 10 times the negative acceptance for paying tribute as it does positive acceptance for receiving a subsidy of the same size. [Thread]
  • Taking the Shared Destiny ascension perk doesn't automatically update your vassal loyalty penalty; the change isn't applied until you change any vassal contract. [Report]
  • [Preexisting] The asteroid colony event asteroid is still too fast when it's not engaged in combat and possibly too slow when it is.
  • The robotic Admiral gained from the Warrior from Sand event isn't immortal and can die of old age. It also doesn't have the Synthetic trait. [Report]
  • The hell dimension outcome to the Dimensional Portal colony event doesn't give empires with the Teachers of the Shroud origin the option to use psionics to close the portal if they haven't finished researching Psionic Theory yet, despite their species being Latent Psionic. [Report by event writer]
  • [Needs verification] Mercenary fleets can start charging ship upkeep after the game is reloaded. [Report]
  • [Needs verification] Newly grown pops can spawn as unemployed specialists while open worker jobs are available. [Report]
    • Would like verification whether this is definitely newly spawned pops, or if specialist can now auto-migrate to planets with no open specialist jobs for them to take.
  • [Confirmed] Systems can spawn with missing or misaligned asteroid belts and/or misaligned asteroids. [Report]
  • [Minor] Randomly generated empires may use full words from their empire name instead of a several letter acronym for their ship prefix. [Report]
  • [Exploit] Salvager enclaves don't remove debris after investigating it, allowing you to keep salvaging it over and over until it expires naturally. [Report]
Also, the trade deal auto-end bug is now tagged as an [Exploit], and I added a note that Progenitor Hive construction and other civilian ships suffering from -50% sublight speed is intended behavior. Added a note the the effect every_galaxy_pop = { limit = { NAND = { exists = planet planet = { any_pop = { is_same_value = prevprev } } } } kill_pop = yes } console command provided by @Douglas2341 may remove ghost pops left by destroy_colony effect failures, if anyone wants to try it out.

Has the launch music bug been talked about? Maybe its just me but whenever I launch the game after having bought Overlord it still plays the Nemesis Menu music instead of Overlord's.
If you can make or find a bug report for it I'll add it to the list!

Has the lost colony bug been fixed? The one where your original empire always have continental homeworld, regardless of species habitability?
I haven't seen a bug report for that recently, but that doesn't necessarily mean anything. Why not quickly launch a Lost Colony game and use observer mode to check?

Reproduced without ever checking subjugation screen. so far 100% failure rate of monthly trade deals.
Thanks for the info! Added it the the bug entry.

Thanks for starting this thread! Gonna throw two more of my bug reports into the mix:

Planets and asteroids in Overlord systems are misaligned/misplaced (confirmed)
Ship prefixes are borked for randomly-generated empires
Thanks! Added in!

I will also say that the Deluge Collosus weapon not working on Contingency worlds (at least) was pre-existing, I reported it back in November here.

Even if it doesn't terraform the planet to a habitable, it should probably at least destroy it.
Thanks for the bug report! Linked it and changed the tag from [Needs verification] to [Preexisting].

Re: the Art College starbase building; it wouldn't even show up as a potential in my latest playthrough, despite getting the agreement from the enclave.

On investigation into the event and starbase building files, it appears that a country flag required for the Art College potential: enclave_artist_encountered isn't being set by the intro event, unlike for Curators or other enclaves.
I'll remove the [Needs verification] tag, but I'm not sure whether or not that's the cause - the enclave_artist_encountered flag isn't set by events or scripted effects in 3.3.4 either but you were still able to build an Artist College in that version.
 
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Defense platform and planet ring will betray you as long as the starbase itself got destroyed, this is preexisting but more obvious now as planet ring is now involved

EDIT: an thank you so much for creating this thread! Hope dev can make things right soon, I guess this many game breaking bugs is expected with an game changing expansion like this, but still it's hard to motivate oneself to start a game if these bugs can't be avoided
 
today i played my first serious game with overlord and something strange happened to me, i wanted to turn a neighbor into a tributary. when he rejected the contract i didn't gain a causes beli to subdue him and i lost all the influence. i also noticed that agreements that no longer had any effect were still "active" in some way. finally the game runs slower on my pc but i guess it will improve with future patches.

Translated with www.DeepL.com/Translator (free version)
 
I'll remove the [Needs verification] tag, but I'm not sure whether or not that's the cause - the enclave_artist_encountered flag isn't set by events or scripted effects in 3.3.4 either but you were still able to build an Artist College in that version.
Excellent point, in 3.3.4, the code for the Art College potential was

Code:
    potential = {
        exists = owner
        OR = {
            owner = { has_country_flag = enclave_artist_encountered }
            solar_system = { has_star_flag = enclave }
        }
        owner = {
            NOR = {
                has_valid_civic = civic_fanatic_purifiers
                has_valid_civic = civic_hive_devouring_swarm
                has_valid_civic = civic_machine_terminator
            }
        }
    }

In 3.4.2 it is

Code:
    potential = {
        exists = owner
        owner = {
            is_homicidal = no
            has_country_flag = enclave_artist_encountered
        }
        is_orbital_ring = no
    }
Previously, the (unset) flag was optional, but as the star flag is also checked in the allowed, I'd guess someone decided to simplify the script, not realizing the other flag was never set.
 
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Any chance anyone here has run into issues with AI corporate civs not building in their branch offices? Specifically, I think I've found a case where a corporate civ I vassalised is unable to build in its branch offices.
 
Bug update 5/15 #2
Added the following bugs:
  • The base unity increase from the Orbital Filing System Orbital Ring building doesn't apply to Managers. [Report]
  • [QoL] The Ministry of Truth displays its output as 1 influence, which isn't particularly useful information when the base output of an Overlord Propagandist is 0.15 influence. It would be appropriate to show that decimal instead of rounding here. [Report]
  • [Needs verification] Occupying a system's starbase also causes you to occupy undefeated orbital rings over unoccupied planets in the system. [No report]
  • [Preexisting] [QoL] The tooltips for the Battle Thralls and Indentured Servitude slavery types say they can't be Soldiers instead of that they can't be Enforcers. [3.2.2] [3.4.2 Thread]
  • [Preexisting] A dialogue event window in the Cryopod Warrior chain (anomaly.4163 in anomaly_events_3.txt) can't be closed if your empire is Xenophobic because a missing OR prevents the dialogue option from appearing. [3.2.2]

Defense platform and planet ring will betray you as long as the starbase itself got destroyed, this is preexisting but more obvious now as planet ring is now involved

EDIT: an thank you so much for creating this thread! Hope dev can make things right soon, I guess this many game breaking bugs is expected with an game changing expansion like this, but still it's hard to motivate oneself to start a game if these bugs can't be avoided
Added in, although making a true bug report would help bring it to the developer's attention. And you're welcome!

The only truly unavoidable major bug is tracking not working, but that does effect everyone equally and you can avoid most of the other new bugs by being careful about deficits and not trading, using subjects, or playing a Corporate empire. If you want to do a Fanatic Purifiers or Devouring Swarm game I think you should be fine!

today i played my first serious game with overlord and something strange happened to me, i wanted to turn a neighbor into a tributary. when he rejected the contract i didn't gain a causes beli to subdue him and i lost all the influence. i also noticed that agreements that no longer had any effect were still "active" in some way. finally the game runs slower on my pc but i guess it will improve with future patches.
You don't get the subjugation casus belli when other empires reject your contracts anymore, now you just always have it if you're a lot stronger than them.

I'm not certain about agreements with no effects remaining active - is this something anyone else has noticed?

Previously, the (unset) flag was optional, but as the star flag is also checked in the allowed, I'd guess someone decided to simplify the script, not realizing the other flag was never set.
Excellent detective work! I'm adding a note to that effect to the bug on my list, and you might want to mention it on the bug report.

Any chance anyone here has run into issues with AI corporate civs not building in their branch offices? Specifically, I think I've found a case where a corporate civ I vassalised is unable to build in its branch offices.
The situation in your bug report could be caused by your vassal having a mineral shortage; they'd be able to afford the energy for the branch office but not the buildings. I haven't added it because I'm not sure it's a bug, although depending on the branch office output it's getting from the colonies it's opening offices on maybe the AI should be prioritizing using the energy to buy minerals for buildings instead of opening new offices. If you're not playing ironman I'd suggest using console commands to take a look at your vassal's economic situation.
 
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The situation in your bug report could be caused by your vassal having a mineral shortage; they'd be able to afford the energy for the branch office but not the buildings. I haven't added it because I'm not sure it's a bug, although depending on the branch office output it's getting from the colonies it's opening offices on maybe the AI should be prioritizing using the energy to buy minerals for buildings instead of opening new offices. If you're not playing ironman I'd suggest using console commands to take a look at your vassal's economic situation.
Good point! I'll have a poke when I get some time to verify.
 
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Quoted my post on the linked report, and because tracking down script is apparently what I do for fun... (more time scripting/modding than playing it seems sometimes).

Regarding:
Reemployment Center holdings provide Overlord Reassigners jobs that don't assemble Zombie pops.
I tracked down the actual effect, which is the on_colony_5_year_pulse firing an event (necroids.275) that checks for one or more Overlord Reassigner(s)/Drone(s), then creates a random pop with the Zombie trait. So, it is correct to say that Overlord Reassigners don't assemble Zombie pops, instead manifesting one once every 5 years (per colony, not per empire).

And I'll post this on that report as well.

Anyway, I honestly do enjoy combing the game script, so point me at something and there's a decent chance I'll track it down.
 
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What a great summary! A+
I found another bug but later lost the save.

When using impose ideology as a corporate megachurch victory creates another megachurch.
The 3.4 patch notes specifically said this would no longer happen.
 
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