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Glad to see the resourceless systems bug was fixed, that was particularly noticeable.

This is less a bugfix, but one thing I really want is for pop groups to be summarized in the UI unless I very explicitly tell the game that I want to look at them.

In regular gameplay I don't really care about the actual entity that is a pop group, the ethics or faction of who is working a particular job is almost never going to be relevant information since faction/ethics don't directly impact productivity and there's not much you can do about it anyways. And usually when I'm looking at population information the main thing I want to see is the species breakdown, which is currently hidden in mouseover text instead of the big prominent pie chart the old UI had.

Would be a lot more usable if there was a button to toggle between Species, Ethic, and Strata.
 
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I have noticed a few bugs myself but those seem to have been fixed with the patch...I do want to note however...

Despite the state of the release, I think this is a great step forward for Stellaris. The new pop system feels nice, the changes feel great. Bugged, but a good start.

Thanks for Wilderness, loving it.
 
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Balance​


  • Districts for Wilderness Empires now cost 50 Biomass
  • The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
How is it a balance option? Wilderness already has little use for minerals, planets with 5 cradle of birth barely bring any biomass. Also tooltip on what gives how much biomass would be nice.
 
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Would be a lot more usable if there was a button to toggle between Species, Ethic, and Strata.

Agreed. Keep species as the default view and have a toggle to switch the view to ethic, strata, or pop group (since there's probably some edge cases where you do want to look at them, they just shouldn't be default).
 
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How is it a balance option? Wilderness already has little use for minerals, planets with 5 cradle of birth barely bring any biomass. Also tooltip on what gives how much biomass would be nice.
They've at least fixed the resource tooltip so you can see your monthly gain now.
It seems to be that biomass is literally just your pop growth across your empire.
 
There are still a lot of bugs, but it's much better than before.
I'd like to see if a future update will have another pending list so we can see which bugs haven't been fixed yet but are planned to be fixed.
Also, the assembly of the mechanical world may be weakened a little more severely, because the assembly output of Gestalt is already less, and the number of jobs is reduced. Maybe you can double it when there i mechanical world AP?
 
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Bugfix​

  • Fixed some unity buildings being broken

It appears that the Corporate Culture Site was missed by this fix. While it does provide the secondary, ethic specific bonuses, it still does not provide any culture worker jobs.

Corporate Culture Site.PNG


On a related Corporate note, the Worker Cooperative does not currently shift Executive jobs from the planetary capital to Steward jobs.


Worker Cooperative with Executives.PNG
 
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Fixed empire size from district modifiers being applied twice

I was wondering how I managed to get to over 700 Empire Size as a Wilderness empire. After quickly checking my game after this patch, my Empire Size went down to 363. So that's what was wrong.
Nerfed spawning and assembly specializations for hive and machine worlds

I've noticed that Machine Worlds are no longer providing their bonus assembler job(s). Is this intentional or a bug?
Districts for Wilderness Empires now cost 50 Biomass

Speaking of Wilderness empires and Biomass, have you looked in to why their workforce is being incorrectly calculated when working jobs greater than 1,000?


Seems like a potentially lethal bug for Wilderness empires to me.
 
It is apparently just a stopgap until they can resolve an issue with the way Wilderness empires interact with the Mindlink District. Just give it time.

Booooooooo!!!

Something we as the content team for sure want to re-introduce at some point. But right now the mindlink district is not working for wilderness and it just takes too long. We will investigate a fix once things quiet down!
 
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Please fix the space fauna amoeba cloning cost
Its supposed to cost 547 food for one at the start of the game
but it cost: 547 food, 97 mineral, 105 alloys, more alloys than even a corvette
and alot of components cost bizarre alloy and mineral cost as if its a mix of bio ship & void worm components

And factions output is broken high, with egalitarian ethic shift you can achieve 100k+ unity or 300k research with civi at early 40 years.
 

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So do we have any acknowledgement of the massive performance decrease and a timeline on when that could be fixed? Or even looked at?

These rapid patches are very welcome and extremely necessary, but the sheer slog through game days is making it hard to enjoy the new features (which are great!).
 
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Please fix the space fauna amoeba cloning cost
Its supposed to cost 547 food for one at the start of the game
but it cost: 547 food, 97 mineral, 105 alloys, more alloys than even a corvette
and alot of components cost bizarre alloy and mineral cost as if its a mix of bio ship & void worm components

And factions output is broken high, with egalitarian ethic shift you can achieve 100k+ unity or 300k research with civi at early 40 years.

You know you need to report it in the Bug Reports section and not here?
 
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We're still investigating.

One definite problem included the bioship auras, which tracked with reports that the Hive Fallen Empire was a culprit, so it'd be good to know if people are seeing any improvements with this patch.

I'm currently doing some other profiling to see what else is wrong. I'll likely start a thread a little later to ask for saves that are particularly terrible.

So do we have any acknowledgement of the massive performance decrease and a timeline on when that could be fixed? Or even looked at?

These rapid patches are very welcome and extremely necessary, but the sheer slog through game days is making it hard to enjoy the new features (which are great!).

The devs are aware, see Eladrin’s post.
 
That should already be fixed with today's release. Let us know if you're seeing it in newly generated galaxies.
  • Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)

I booted up a new game this morning and it seems to be fixed best I can tell, given that there aren't any primary stars generating without resources.
 
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nothing at all addressing the huge performance hit compared to 3.14? you sold the premise of this rework on performance but even compared to 2.6, the game is performing poorly too

and this isn't some potato hardware issue, as 3.14 (and the prior updates) all ran fine without daily lag spikes and monthly freezes
 
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Is there a fix planned for Progenitor Hives not being able to get rid of their -50% menial output debuff on planets? It currently does not remove the debuff, even with working Progenitor Nest offsprings.
 
nothing at all addressing the huge performance hit compared to 3.14? you sold the premise of this rework on performance but even compared to 2.6, the game is performing poorly too

and this isn't some potato hardware issue, as 3.14 (and the prior updates) all ran fine without daily lag spikes and monthly freezes

Click to see dev responses, there’s a comment on bugs affecting performance that the devs are chasing down.
 
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