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Hello everyone and welcome to another Stellaris development diary. Today is the second week of post-Synthetic Dawn 'filler' dev diaries, as mentioned in dev diary 87.

This dev diary is really just an update on the 1.8.1 beta that we put out last week to fix the major issues reported in 1.8. We have gotten a lot of good feedback from it both externally and internally, and we are now in the process of putting together a 1.8.2 update that contains all the fixes from the beta, as well as fixes for some issues introduced in 1.8.1 and some additional issues that were previously missed. 1.8.2 is currently in internal testing, and we hope to roll it out as soon as it clears QA. Once 1.8.2 is out, if no further critical issues are discovered, we will be wrapping up the 1.8 post-release support and fully move on to future development priorities.

Here is a list of the fixes and changes in 1.8.2 compared to 1.8. Note that bugs that were introduced in 1.8.1 but fixes in 1.8.2 is not included in this list!

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# Balance
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- Increased the distance at which empires are forced apart in random setups
- Changed the shape of ring galaxies to have a thicker ring, fixes many generation bugs (such as Fallen Empires not appearing) associated with them
- Contingency ships now use energy lances instead of Arc Emitters
- Reduced the rate of Contingency reinforcment fleets somewhat
- It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
- Buffed Processing Hub and Hive Node buildings to produce Unity
- Buffed Machine Worlds to 25% robot production output
- 200 years must pass in-game before a Crisis can occur, up from 150
- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
- Buffed Devouring Swarm, Purifiers and Exterminators
- Assimilators can now research most Genetics techs
- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
- Doubled the chance of getting the ""Hotfix"" Warning Signs event
- Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability
- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
- Planets now only start repairing at full speed 60 days after bombardment ends
- Added some armor penetration to Scourge weapons
- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface
- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
- Increased the likelihood of High and Medium probability reward options in Shroud events
- Increased likelihood of several unique Shroud events granting special boons to fire
- Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
- Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings

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# AI
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- Fixed some issues with sector AI not properly prioritizing tile resources when told to
- Fixed a bug where the AI would overprioritize food when food stockpile was not full
- Sectors now build robots by default
- Fixed unbidden AI sometimes freezing up when other ED factions spawned
- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
- AIs will no longer terraform while under crisis attack
- Fixed AI repeatedly asking player to join in a war they had already declined to join
- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
- Fixed an issue where the AI would not defend planets it had occupied from enemies from being taken back
- Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles
- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
- Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend
- Fixed AI Machine Empires ceasing to build armies under some circumstances

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# Interface
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- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message

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# Modding
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- Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits
- Added support for species archetypes to inherit their trait points from another archetype

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# Bugfixes
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- Breaking a guarantee no longer creates a bilateral truce
- Disabled Selected Lineages techs for Assimilators
- Organic sanctuaries are now properly assigned to primitives when conquered
- Fixed some Fanatic Purifier dialogue referring to the wrong empire
- Planets in outliner are now properly sorted by distance to capital in all circumstances
- It is no longer possible to declare on the tributary of an empire that you have a truce, non-aggression or other war-blocking status with
- Fixed stacking -%unrest modifiers that added up to more than 100% reduction resulting in a negative modifier that applied massive unrest
- Hive Minds can no longer use the decadent trait
- Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
- Neuro-Electric Amplifier building is now available in habitats
- Uplink Node building can now be upgraded in habitats
- Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
- Fixed an OOS when some player(s) have Plantoids DLC while others don't
- Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
- Fixed Determined Exterminators not getting the Autonomous AI tradition swap
- Fixed Synthetically Ascended empires being unable to assimilate cyborgs
- Ghost Signal no longer affects Synthetically Ascended empires
- Fixed Fallen Empires not making demands due to believing they had been defeated in a war
- Fixed the calculation for winner in democratic election not working correctly in some cases
- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
- Fixed vassals not being able to colonize within their own borders
- Symbol of Purity is now properly restricted to one per planet
- Restored old keyboard shortcut for increasing speed
- Fixed rebel countries sometimes getting one Ethic too many
- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations
- Fixed tributary war demand not working
- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
- Fixed non-swapped modifier names being used for name-swapped traditions
- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
- Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them
- Fixed Psionic Ascension not changing founder species, creating a variety of bugs
- Fixed cyborgs getting double leader age boost from species and leader trait
- Fixed the End of the Cycle not properly preying on colonized worlds
- Fixed some issues with fleet reinforcements for crises
- Fixed sector colonization setting not working properly
- Fixed Synthetic Ruler Trait not having an effect
- Fixed the Machine Uprising not taking control of Military Stations properly
- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
- Machine Empires can no longer research Positronic AI
- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
- Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction
- Fixed issues with not being able to repair Megastructures
- Fixed Decent living standards being available to Assimilating pops
- Psionic expertise can no longer be given as a trait to Machine scientists
- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
- Removed duplicate percentage sign in Adaptive Ecology Tradition description
- Fixed minor color issue in Contingency diplomatic text
- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
- Species that are set to be assimilated will no longer be targeted by Land Appropriation
- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
- Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.
- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
- CTD fix when using a mod with duplicate species class
- CTD fix when using a country that doesn't have a tech module
- Fixed an overflow error causing purged pops to produce massive amounts of resources
- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
- Fixed refugees being able to flee to planets that are occupied, under bombardment or under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes

That's all for today! As with last week, I leave you with another screenshot of the internal Stellaris development build, presented without context or explanation.
2017_10_03_3.png
 
Not really, as the primary limiter is how quickly a planet gets to 10 pops and gets the planetary capital. At that point, you can queue up all remaining buildings and never need to look at it again. That is not affected by planet size.

Sounds like you have a very specific playstyle, and just want the game to conform to your playstyle.
 
Still seriously, organize your stuff by sector now, I use the sector portion of the overview to quickly get to stuff. So much better now that sector stuff has changed. it's ALMOST a drag and drop interface. and you don't need to keep that planet in your core worlds while it developes.
 
Sounds like you have a very specific playstyle, and just want the game to conform to your playstyle.
I actually want the game to conform to as many playstyles as possible. I'm seeing opinion on this change running 2:1 against from how it was, which tells me this is likely catering to fewer playstyles than it used to. That does not mean that I think the old way was perfect and should not be changed at all. I've wanted increased player control of the Outliner since the beginning. It's the Devs that are tailoring the Outliner to a specific playstyle, and one that is increasingly "more selective."
 
I actually want the game to conform to as many playstyles as possible. I'm seeing opinion on this change running 2:1 against from how it was, which tells me this is likely catering to fewer playstyles than it used to. That does not mean that I think the old way was perfect and should not be changed at all. I've wanted increased player control of the Outliner since the beginning. It's the Devs that are tailoring the Outliner to a specific playstyle, and one that is increasingly "more selective."
people are complaining about it because it's broken, thus the new system is negatively influenced by the change.

to be clear, the previous outliner wasn't organized at all, it just grabbed your core sectors going down an unorganized queue. They're trying to actually organize how planets are displayed
 
people are complaining about it because it's broken, thus the new system is negatively influenced by the change.
There are some complaining that it is broken. That is a different matter from those who are talking about the change itself. There, it's 2:1 people complaining because distance to capital has no use for them. That it is also broken doesn't enter into it. Either way, it does not work because sorting by geography is useless for them.
to be clear, the previous outliner wasn't organized at all
No, it was organized by last colonized.
 
I actually want the game to conform to as many playstyles as possible. I'm seeing opinion on this change running 2:1 against from how it was, which tells me this is likely catering to fewer playstyles than it used to.

No, it just means "something changed."

It's the Devs that are tailoring the Outliner to a specific playstyle, and one that is increasingly "more selective."

Explain what playstyle that is, then. Because I don't see how the "distance from capital" is specific to a certain playstyle.
 
Explain what playstyle that is, then. Because I don't see how the "distance from capital" is specific to a certain playstyle.
That's a very good question, because I don't even see the use for that kind of sorting; it might as well be random for all the good it does. There are a few people that seem to like it, though, so whatever their playstyle is. Ask them.
 
There are some complaining that it is broken. That is a different matter from those who are talking about the change itself. There, it's 2:1 people complaining because distance to capital has no use for them. That it is also broken doesn't enter into it. Either way, it does not work because sorting by geography is useless for them.

No, it was organized by last colonized.

consider this, how many people come here to say the outliner is working, that the outliner isn't organizing how they want it, and that the outliner shouldn't organize by capital distance?
you're in the 2nd group, no one is in the first, and very few are in the third, most people are in the quiet fourth group where they have no strong opinion.

it was organized by "the last thing put in the queue is the last thing i get to"

it only appeared to organize by date, but in reality that was an 'unprocessed' organization. it's like saying that people that are in line were organized by the ticket booth to better serve the concert. people just ARE in line because that's how they got there.
 
@Wiz Is the Strike Craft Launch bug fixed? It is still present in 1.8.1 meaning if you field a ton of strike crafts, they start moving AWAY from the enemy not towards it. This bug has been in since like 1.0
 
consider this, how many people come here to say the outliner is working, that the outliner isn't organizing how they want it, and that the outliner shouldn't organize by capital distance?
"Here" where? The forum, or just this thread?

And you still don't read. (I'm in the third group)

As the group of people who don't care, great. They don't care. Let's not care about them not caring.
it was organized by "the last thing put in the queue is the last thing i get to"
Wait, I thought it wasn't organized.
it only appeared to organize by date, but in reality that was an 'unprocessed' organization. it's like saying that people that are in line were organized by the ticket booth to better serve the concert. people just ARE in line because that's how they got there.
So the ticket line isn't organized by the order of when people came, it's organized by the order of... when... people... came...
 
"Here" where? The forum, or just this thread?

And you still don't read. (I'm in the third group)

As the group of people who don't care, great. They don't care. Let's not care about them not caring.

Wait, I thought it wasn't organized.

So the ticket line isn't organized by the order of when people came, it's organized by the order of... when... people... came...

you're not though, you explicitly said that the outliner wasn't useful to you, you then went on about how you used the outliner. This has little to do with how the outliner should actually be organized.

and organization claims that they were organized, put in a specific order, etc. except there was no filter applied to it, any perceived organization is merely perceived. the ticket line isn't organized by the order that people came it, it's just that people happen to be aligned in that order. if the way a line was formed was changed, so to would it's order, for instance if instead it was a stack, the order would be reversed. To be clear, this means if something occasionally bumped a planet down on your 'secret' list of planets you own, probably to optimize cycling through them for various checks, then your outliner would be changed as well.
 
On planet organization:
The old one (colonization date/removal from sector date) had some use, your actual core systems floated upward and ended on the top, while the temporary colonies on the bottom. Not perfect, but had some use.
The current one (random/whatever) has no use, needs to go.
The next one (Distance from capital, could be anything else, like lenght of name, or rgb code of the middle pop), has little use, but at least has some concept, so better than the current one, but much worse than the old one.

What should be: player choice, simple drag and drop in the order and everyone could get what they want.
 
you're not though, you explicitly said that the outliner wasn't useful to you, you then went on about how you used the outliner. This has little to do with how the outliner should actually be organized.
How I use the outliner currently is just there to show that the current organization has a function, as opposed to the change, which has no function. (Note: You have never offered a function for the change in its defense. You have conceded this point by your deafening silence.) It does not mean that the existing function is the ideal function, just that the proposed change is worse. Hence "the outliner shouldn't organize by capital distance," which is the third group, not the second.
and organization claims that they were organized, put in a specific order, etc. except there was no filter applied to it, any perceived organization is merely perceived.
Ah. So there is no organization to say a cell, because there was no filter applied to generate cell walls. What organization is there is merely perceived, not real. Kinda ironic, given the shared etymology of "organize," "organ," and "organelle."

Yeah, no. Organization doesn't work that way.
the ticket line isn't organized by the order that people came it, it's just that people happen to be aligned in that order.
Obviously spoken by someone who has never stepped outside of a tiny Western bubble so he can take line organization for granted.
 
What should be: player choice, simple drag and drop in the order and everyone could get what they want.
i just wish i could perhaps actually a sort to the field. Personal organization isn't really that useful unless i can group them. (these are my mineral planets)

if i could instead sort by mineral output, etc.

the old system currently still has no use, as you can now sector the planet, and have it build up and never have it use your core worlds at all.
 
How I use the outliner currently is just there to show that the current organization has a function, as opposed to the change, which has no function. (Note: You have never offered a function for the change in its defense. You have conceded this point by your deafening silence.) It does not mean that the existing function is the ideal function, just that the proposed change is worse. Hence "the outliner shouldn't organize by capital distance," which is the third group, not the second.

the plural of anecdote isn't data. I am not required to put forth a different solution, when the argument you have given is "the old way is better to me". my categories are about motivation, you are motivated by it not conforming to your playstyle. you're arguments were:

I'm seeing opinion on this change running 2:1 against from how it was
an appeal to popularity
Not really, as the primary limiter is how quickly a planet gets to 10 pops and gets the planetary capital.
This is a fair point, but is out dated, it's suboptimal to have new worlds in your core system anymore.
You don't use the outliner, so I fail to see why you care to offer your opinion on it.
an ad hominem, note: i'm smart enough to not think this is an insult, but my relation to the overview has no relation to how correct/incorrect my arguments are.

If i've missed arguments for how this outliner is useful, and why it needs to be changed back point them out for me, Thank you, but you haven't actually put forward anything that i really need to rebute. I do not need to explain why the system needs to be changed, since it already has, you must explain why it needs to be changed back.

Ah. So there is no organization to say a cell, because there was no filter applied to generate cell walls. What organization is there is merely perceived, not real. Kinda ironic, given the shared etymology of "organize," "organ," and "organelle."
Yeah, no. Organization doesn't work that way.
Obviously spoken by someone who has never stepped outside of a tiny Western bubble so he can take line organization for granted.

ho boy, old latin being used on a bastardization of german, french and latin. to somehow be made to used to justify that there is no distinction between sorting a list by date and people just putting the newest planet on the bottom of the list.

This isn't a semantics debate, so i'll refer to the former as purposefully organized, and the later as incidentally organized.

The Devs are attempting to add purposeful organization and remove incidental organization. I posit that this is a good change as it creates framework for further development.

note: this is my claim, this is where i have my burden of proof that you can challenge.
 
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