Update 1.3.1 Released [checksum f100] - Not For Problem Reports!

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Since I was destroyed by a 1million strong point Unbidden force last night, which even took out 2 Fallen empires, and my fleet of 80k which was the 3x the size of any other empire except the Fallen empires I am glad to see they got a nerf.
 
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Still haven't fixed the critical bug with galactic map UI military fleet icons. Attempting to select military fleets by icon is still impossible excluding the first fleet you start with. This loss of this fleet then renders commanding large scale invasions borderline unmanageable. Civilian fleets work just fine as before Heinlein, but military which are much more micro heavy are still a chore to manage. Please fix.

https://forum.paradoxplaza.com/forum/index.php?threads/1-3-fleet-selection-bug.975963/

^The following being the bug report thread with further details posted in the thread.
 
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"* Disabling the tutorial now recycles the Advisor's RAM, granting 2 Minerals (once per game)"

:D:p
 
does that mean its no longer unique to hyperlanes? If so feels like hyperlanes are worthless now.

Since they removed the ability to jump from anywhere in a system, yes.
For me, there's absolutely no reason to take anything other than warp. The faster travel along hyperlanes alone is no longer worth the lack of flexibility compared to warp.
 
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Holy Guardian Fallen Empires seem to no longer spawn as many Sacred Gaia worlds as before, or sometimes, they are within their own borders. Re-checked through more playthroughs and in observer mode, as pre-Heinlein there certainly were about 5-6 just outside their borders for the 600 size galaxy. I currently barely find ~3, or definetly way fewer than before. All in all they're nowhere near as much of a blocker as they were, or as the Isolationists are. They also don't mind that you terraform then settle on a Tomb world, opposed to getting triggered when simply settling on a Tomb World.

Additionally the habitable planet slider doesn't seem to completely work as intended. I cranked it to 200, then all the way to 500% and they don't feel like they're 5 times as many planets. I can't fully confirm this one though, since perhaps with habitability changes the right planets -do- feel like they're fewer with the 2 extra types. And in all fairness, there are systems with 4 planets and horrifyingly many Tomb Worlds too! I guess the Great Filters were hard at work!
 
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Just checked, Space Constructions of Sectors still uses Empire Resources. Please fix this.

Edit: I also noticed that i have several Planets with "Ethics Divergence" of over +100% due to distance from capital. Is this normal? Never really paid much attention to it before.
 
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This is a small hotfix to address some common issues.

Please report any problems in the bug report forum

Click details below to see the changes included.

Changelog
##############################################################
######################## HOTFIX 1.3.1 ########################
##############################################################

###################
# Features
###################

#General
* Fleets that go MIA will now prioritize retreating to spaceports they can repair at or where there are rally points
* Disabling the tutorial now recycles the Advisor's RAM, granting 2 Minerals (once per game)
* Returning MIA fleets will now appear at the edge of the system's gravity well, with an order to orbit a friendly colony queued
* Removed restriction on moving pops in sectors, as it caused some issues with resettlement
* Empires get high intel level in systems with Enclaves they have communications with
* Purging now prevents all population growth

#Diplomacy
* It is no longer possible to offer Non-Aggression Pacts while at war

###################
# Balance
###################

#General
* Scaled spawn chance of the second Enclave station of each type has been doubled, resulting in 24/64/96/100/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Scaled spawn chance of the third Enclave station of each type has been increased, resulting in 18/48/72/96/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Civilian fleets can now emergency FTL much faster than military ones
* Reduced frequency of planets with Stone Age Primitives
* 'Alien Overlords' happiness modifier is now affected by policy happiness modifier

#Diplomacy & War
* Reduced the extra warscore cost for taking Capitals

#Encounters & End Game Crises
* Unbidden Escort ship base evasion reduced from 80 to 20
* Swarm orbital bombards
* Swarm changes bombardment stance
* Swarm only builds stations within borders
* Swarm sends fleet if it's small but can't be merged
* Swarm can now use Full Orbital Bombardment

###################
# AI
###################

#War
* AI no longer uses torpedoes until cruisers are available

#Sector
* Fixed bug causing sectors to destroy empire and planet unique buildings when redevelopment is toggled off
* Fixed a case where sectors would not properly keep pops enslaved
* Sector AI now only builds military stations in systems with colonies, outpost stations and wormhole stations

#Diplomacy
* AI countries who join the League of Non-Aligned Powers will now always stay in it for at least 20 years
* AI will no longer ask you to become their vassal multiple times in a row

#Misc
* Fixed bug causing AI not to build stations
* Fixed bug causing AI to build empire and planet unique buildings just to destroy them a second after
* AI does no longer know that player is building a Spaceport
* Fixed bug that caused AI not to build armies sometimes

###################
# User Interface
###################
* Save game incompatibility is indicated by gray text
* Expansion planner shows colony ship type

###################
# Graphics
###################
* Added new environment for Gaia planet, added new surface tiles for savannah and alpine, and fixed the LUT for alpine and savannah planets
* Stellar Devourer spawn VFX duration reduced to 1 day
* Added missing tech icon for tomb world adaptation

###################
# Bugfixes
###################
* Frontier Hospital technology now properly requires Frontier Health
* Fleets can now attack during warp drive wind-down
* Added missing localization for Kicked from Federation notification text
* Added missing localization for Federation Association Request
* Added missing localization for Federation Association Ended
* Added missing component set for Enigmatic Disruption Field which broke localization
* Display all DLCs enabled by the host for clients in the multiplayer lobby
* Fixed Fallen Empires spamming threats and remove flag effect being shown in tooltips
* Transports now also showing fleet status
* Fixed some events attempting to spawn removed ship designs
* Slaver mandate is no longer valid if the country's policies disallow slavery
* Fixed a bug where Colony Influence Cost would sometimes be too high
* Fixed Alpine and Savannah worlds not counting towards the Habitable Worlds Survey event chain
* Fixed CTD caused by ships trying to shoot at entities that did not exist
* Fixed an issue with a slave faction tooltip
* Fixed CTD when an event timed out without any valid options
* The event window will now properly close when the event times out
* Fixed visual artifacts on pulsar and neutron stars
* Added missing localization for Plantoid 4 name list
* Launcher DLC tab scrollbar appears with correct position and size when content overflows container
* Founder species now changes when no pops of that species exist after gene modification
* No longer possible to generate infinite resources by trading non-existent resources
* No longer possible to trade last resource via multiple trade deals
* Tooltip for sector settings was missing localization
* Fixed bug causing ship designer to choose components that haven't yet been researched by player
* Rebuilding Automated Dreadnought now gives you a ship with the same FTL system you have
* Fixed a bug where robots could sometimes get ethics
* Don't send double notification messages when notifying all communications
* Fixed mapicons showing 100% habitability after building a robot pop
* Colonization orders only cancel if player lacks resources when resources haven't yet been allocated. Canceling colonization order for colony ship built via expansion planner returns allocated resources.
* Special projects in the same option group which time out on the same day no longer get blocked from failing properly
* Fix an Infinity Machine event bug where a Spiritualist empire modifier from the Infinity Machine would be removed from one empire if the Infinity Machine killed a fleet from another empire
* Second Infinity Machine contact event will no longer occur if Infinity Machine is hostile
* Wrong event will no longer fire if fleet is destroyed by Infinity Machine
* Dimensional Horror special project now appears in system view
* DPS calculator and military power now take ship firing speed modifiers into account
* Fixed missing graphics on sanctuary guardians
* Fixed conflicting traits for Kel-Azaan
* Fixed materialist Fallen Empire task not giving opinion boost
* Fixed bug causing wrong player to get removed from federation in multiplayer
* Fixed CTD when using polish or russian on Linux/OSX
* Fixed CTD caused by game not having write privileges to its cache files


Still can get it (1.3.1) on Steam. What do I have to do there exactly?
 
Still can get it (1.3.1) on Steam. What do I have to do there exactly?

I had the same problem, but I managed to fix it in a round about way.

Originally I had tried to enable/disable the automatic update, and restarted steam a few times, but none of them worked. Then, I went to the Betas tab and switched from "1.3.0" (I had to set it previously to 1.3.0 to get it to download Heinlein for some reason), to "NONE - Opt out of all beta programs". And that prompted Steam to queue update and installed it.

I suspect that because I had it set to 1.3.0 previously, so somehow Steam was refusing to move away from it even though it used to be able to update automatically to newer versions than whatever beta version you selected... Anyway, hope this info can be of use to you or others with similar problem.
 
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Just checked, Space Constructions of Sectors still uses Empire Resources. Please fix this.

Edit: I also noticed that i have several Planets with "Ethics Divergence" of over +100% due to distance from capital. Is this normal? Never really paid much attention to it before.

Yeah another thing never mentioned in the patch notes ( I wish we would be able to get a complete changelog )

The divergence is just to insane and it needs to be fixed asap.
Moving your capital wont save you btw.

As it is now on larger maps there are only 2 options to play the game.

-Ignore ethic divergence (Fanatic Individualists+X)

-Cope/deal with ethic divergence (Fanatic Spiritualists+Collectivist+Devine Mandat)

You cant play any other ethos combo on larger maps. You just dont have the tools to deal with it and even orbital mind control lasers are a joke!

Devs pls pls pls fix this issue. Always playing the same ethos is boring as hell.
 
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Looks pretty good. I'm guessing the "unkillable guardians" thing was an isolated incident that couldn't be reproduced? I haven't been able to get it to happen again either. Ah well.

Everything else seems fine.
 
Since I was destroyed by a 1million strong point Unbidden force last night, which even took out 2 Fallen empires, and my fleet of 80k which was the 3x the size of any other empire except the Fallen empires I am glad to see they got a nerf.

This is also a pretty significant relief for me as well. I wasn't looking forward to eventually running into the overpowered Unbidden situation, and I'm glad they're taking steps to make it possible to fight them.