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  • Fixed non-slaves being assigned to jobs before slaves
Could we get a bit more detail on this? Is this limited to Worker strata jobs, or will this apply to Specialists as well?
If the former, great, awesome, My Decadent Overlords will be happy to kick back and rest their feet on the backs of the plebs! If the latter...hasn't fixed much, since most multi-species empires trait one species to be workers and the other to e specialists and rulers.
 
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4.0.17 - what a number.
Can you do us a favor and communicate why this release happened the way it happened - and what you do to avoid this for the future? This is not meant as fingerpointing: as an architect I learned that post mortems are really a good way for both the team as well as the users to understand what happened and what tremendous efforts teams are investing to avoid the issues in future. I know tat by definition this is not a post mortem situation, but I think the similarities are big enough that the tool might help.
Oh, by the way: I played my last game as a driven assimilator, and at least this game had a huge lategame performance issue. I had to stop when the second crisis started, it became too slow.
 
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The Open Beta update should now be up on Steam.

Is it intentional that there are undocumented changes in the newest Open Beta version?

KoTG Origin habitat:
- Removed first urban district specialisation. Removed Order's Demecene spec for Urban districts
- Added Reactor District, Added Order's Demecene spec for Reactor District. Moved Order's Demescene to Reactor District

Balance aside, but please document those changes for the public
 

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We’ll be updating the Open Beta branch again later on tonight with a build that fixes a number of issues, including Wilderness, the Synaptic Lathe, and our most common Out of Sync error. This branch still has a bug in it that is corrupting saves - we should have a fix for that before this goes live (tentatively scheduled for Wednesday). This branch also includes the experimental fast save transfer, which will remain in Open Beta for some time longer.

Players have reported that loading a 4.0.17 open beta save in 4.0.16 and saving it will let you load it in 4.0.17. We recognize that this is incredibly inconvenient, but we’ll have a fix for the issue before it goes into actual release.

Here are release notes for the Open Beta update that should go up later tonight:

Featured Bugfixes​

  • Fixed Wilderness (again / more) - it should no longer implode randomly.
  • Fixed Synaptic Lathe (again / more)
    • The Synaptic Lathe now correctly purges pops and produces science. (Special thanks to /u/Little_Elia for investigating. We fixed some of it a different way than you did, but your post helped in identifying the issues.)
    • Pops will correctly process in or out of Neural Chip state if they are moved to or from the Lathe. (They will not be visible in the Neural Chip job until the monthly tick passes.)
    • The Synaptic Lathe purge should once again benefit from things that modify purge speed.
    • The Synaptic Lathe will now ask for a refill if it drops below 50 pops instead of letting itself drop all the way to 0. (The Lathe had a "stable state" hack that stopped the purge below 40 pops to prevent it from decolonizing before - this has been removed as it should no longer be necessary. Burn those pops if you want science.)

Featured Stability​

  • Fixed cross OS issue with randomized ethics in pop assembly leading to NUM_POP_GROUPS OOS (this is a big one)

Features (Normal)​

  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.

Improvements​

  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game

Balance​

  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
  • AI empires will be more likely to declare a Cosmogenesis empire a crisis as they develop more Infinity Theses

Bugfixes​

  • Fixed how Synaptic Lathe is being displayed in the sector view.
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Treasure Curators now have an actual building icon as their workplace instead of a deposit icon.
  • Fixed a rare scenario where Driven Assimilators couldn't assimilate.
  • Prevent marking some jobs (criminals, civilians, unemployed) as favorite that should never be prioritized.
  • Space Fauna ship size selector will correctly display ship model preview.
  • Space Fauna designer will show the progress bar when creating a new design.
  • Purging a Gestalt Pop Group will no longer instantly kill all of them. Extract resources to your hearts content!
  • Conqured Starbases will no longer have text appear on the "Return Starbase" button
  • Fixed non-slaves being assigned to jobs before slaves.
  • When checking if ship designs are identical, we now ignore the order of components within a section.
  • Fixed saving a Deep Space Citadel design creating duplicate designs and instantly changing the design of your DSCs.
  • Update Districts display if their swapped appearance changes
  • Processing and Forced Labor Purge should now correctly give resources when purging lithoids or machines
  • Habitats now get their districts even when not colonized yet

Stability​

  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes

Performance​

  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing

UI​

  • The "Save As New Design" popup now updates the Save button immediately when you edit the name.
  • Fixed ship designer not updating the design name when you change it to the currently saved name.
  • Improve Buildings tooltips modifiers handling
  • Colony naming will now more often use custom names for the default value (colonizing Mars will propose Mars as the default colony name)
  • Reset Starting System when changing Origins when needed during the Empire Creation
  • Fixed some planetary modifier icons that were low resolution

Modding​

  • Added can_change_category to pop categories.
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • Changed various effects using pop amount/size to allow 0
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
That's an impressive changelog - particularly for a Beta!
 
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4.0.17 - what a number.
Can you do us a favor and communicate why this release happened the way it happened - and what you do to avoid this for the future? This is not meant as fingerpointing: as an architect I learned that post mortems are really a good way for both the team as well as the users to understand what happened and what tremendous efforts teams are investing to avoid the issues in future. I know tat by definition this is not a post mortem situation, but I think the similarities are big enough that the tool might help.
Oh, by the way: I played my last game as a driven assimilator, and at least this game had a huge lategame performance issue. I had to stop when the second crisis started, it became too slow.

I believe the devs have done this twice before now after breaking the game. I don't foresee any meaningful changes being made.
 
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Is it intentional that there are undocumented changes in the newest Open Beta version?

KoTG Origin habitat:
- Removed first urban district specialisation. Removed Order's Demecene spec for Urban districts
- Added Reactor District, Added Order's Demecene spec for Reactor District. Moved Order's Demescene to Reactor District

Balance aside, but please document those changes for the public
The Knights change cannot possibly be intentional. I don't know how that happened, but absolutely nobody would think that's a better, or even good, or even ACCEPTABLE design.

The 4.0 design for KotTG was way better than the 3.14 design, being very OP aside and that could be fixed separately. The current beta design is intolerable regardless of the balance level.
 
wonder will the fallen empire tech be reworked again

current implementation seem very annoying

why not add one tech per research type that increase building cap instead making every one of them repeatable
I think they should just roll back the FE building changes all together.
They shouldn't be capped buildings, it should be a 1 and done research, not like you get access to it super early in the game anyway, may as well let players enjoy what they've earned.

I enjoy that they let enigmatic engineering get access to the FE buildings as well, that's a good change. But it should still just be a 1 and done research.
 
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A new Open Beta is now up on Steam on the stellaris_test branch, including the following:

Feature
  • The Hive Fallen Empire ships are now available for Biological Ship Empires if you progress down the Cosmogenesis Crisis Path.
Improvements
  • Districts on Machine and Hive Worlds should now swap to displaying if they are a generator or mining district as appropriate.
  • Fallen empire building techs are less likely to crowd out your research options.
  • Starbase Capacity tooltip now shows number of owned systems contributing to Starbase Capacity.
  • The host now gets a tooltip in Multiplayer on the Start Game button with a list of players that are holding up the game
Balance
  • Wilderness Empires no longer have to consolidate 2500 biomass on a planet to build a Grand Archive
  • Secondary districts on hive worlds and machine worlds should now support targeted research specialisations
  • Wilderness empires now start with a Heartgrove specialisation instead of a Threadway specialisation
  • The event A Complete Collection will now only take one pop, avoiding depopulating entire planets.
Bugfixes
  • Fixed recent issues introduced to the Synthetic Fertility origin by removing the invisible purge that was being applied (result in no factions being formed and no leaders being recruitable)
  • Virtuality Civilians are now also properly deleted if they do exists somehow. Non-Virtual Civilians can still exist for Virtual Empires.
  • Balanced effects for Innate Design with Wilderness.
  • You may no longer scrap 50% of your virtual pops for alloys.
  • Fixed issues where free traders could start with too many buildings
  • Fixed issues with fallen empires spawned by the Scion origin having incorrect buildings and districts
  • The composer of strands should no longer devolve thousands of pops. 400 is plenty.
  • The Pioneer Politics Agenda now has an appropriate icon.
  • Enabled the Heartgrove district specialisation for Wilderness empires
  • Turned Wildernerss enforcers into Immunosymbionts to differentiate them from soldier Tamersymbionts.
  • Fixed a bug with the Unbidden where country flags were not being properly applied.
Stability
  • Fixed crash in accepting peace due to deal containing transfer of non existing starbase
  • Six more Out of Sync fixes - please let us know if you're still seeing cross-play OOSes.
Performance
  • Reduced mil power recalculations done by outliner fleet entry
  • Reduced habitability recalculations done by pop growth/decline
  • Reduced amount of times planet view tries to update pop group clothing
Modding
  • Adds swap_type and swap_type_weight for districts to District Specializations.
  • District Specializations now belong to sets, and Zone Slots can now include or exclude entire zone sets
  • Migrated zone slots:zone relationships to zone_sets in place of using inline scripts
Special Multiplayer Note:
  • The Open Beta branch also includes the experimental faster save transfer that we have had in there for the last few patches.



Check the Open Beta we just released.

If things go well, most of this (and more) will go live next week. (The Experimental Save Transfer will remain in Open Beta, as we've found that in some rare instances it can prevent transfer of saves.)

Edit: Just found that the experimental save transfer isn't in that current build, we're rebuilding with it and it'll be up shortly.

Edit 2: Fast save transfer is up now
Can we just get the FE building change reverted to be a 1 and done research?
 
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  • Reduced amount of times planet view tries to update pop group clothing
It seems that this problem is solved, but not completely. Last week I accidentally discovered that adding any modifications (even empty ones, which do not have any files except for the descriptor, i.e. its literaly do nothing) greatly affects the performance of the game (especially when interacting with the interface).

I reflected this problem in my bug report, please take a look:

It seems that in addition to the excessive processing of pop group clothes, something else is being excessively processed there.
 
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Is it intentional that there are undocumented changes in the newest Open Beta version?

KoTG Origin habitat:
- Removed first urban district specialisation. Removed Order's Demecene spec for Urban districts
- Added Reactor District, Added Order's Demecene spec for Reactor District. Moved Order's Demescene to Reactor District

It's not intentional.

A merge conflict when sets were added broke it, and interestingly, the game panics and stuffs things in the first rural district when it can't figure out what to do with a force-added specialization.
 
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Can the Chosen even use their habitats anymore? They have three in a single system and do not seem to colonize them. Is this just old content not updated for the habitat changes or what?
 
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  • Fixed non-slaves being assigned to jobs before slaves.
This also seems to have worked for robots, which is nice.

But there's still the (lesser) problem that they're not replacing organics in worker jobs (that the robots are definitely more effective at working). Newly buillt robots accumulate in the civilian strata:

1749550128543.png


As a general question:

Jop prioritisation based on species traits and other modifiers seems to be plainly not working well since 4.0. Is the dev team aware of this? Is it intended?
 
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Can the Chosen even use their habitats anymore? They have three in a single system and do not seem to colonize them. Is this just old content not updated for the habitat changes or what?
Hey can you check your game I am making a bug report but I keep seeing colony ships that don't have an FTL drive (or any parts for that matter). That seems to be causing the AI not colonizing bug. I am looking at the chosen in my game right now and it happened to them.
 
This also seems to have worked for robots, which is nice.

But there's still the (lesser) problem that they're not replacing organics in worker jobs (that the robots are definitely more effective at working). Newly buillt robots accumulate in the civilian strata:

View attachment 1316382

As a general question:

Jop prioritisation based on species traits and other modifiers seems to be plainly not working well since 4.0. Is the dev team aware of this? Is it intended?

I wonder if this is the problem Necrophages had too and if it's fixed. I only read people saying the origin was broke.
 
I wonder if this is the problem Necrophages had too and if it's fixed. I only read people saying the origin was broke.
I made a custom mod to fix them this is the list of bugs I found:
  • Necrophage will always trigger does not grow and does not use bonus growth in the pop logic
  • Necrophage purging always floors to 0 and resulting in the necropurge never generating unity. (there is a bunch of purge bugs here because they where not scaled but swapped to a per_100_pop call that floors the result.
  • Purging results in escaped pops when there is no where for the pop to be a refugee. (this is the one that I assume is fixed by the beta but haven't played it yet.
With those patched necrophage works. But notably I am not sure if the first one is intentional or not now because the game was changed in 4.0.16 to use a shared grouping for pop growth. I also don't know if that is a bug or not. But any biological species now counts for pop growth and species logisitic cap is per planet not per species. It was never per subspecies but species so I assumed it was always on purpose and not a bug. If that regression in 4.0.16 is a bug then the necro change I made is correct if it is not a bug then I guess you could leave it as is. Though TBH it is still often a lot better to grow necros directly if you bio ascend because you can bypass most of their popgrowth penalties from earlier.
 
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Hey can you check your game I am making a bug report but I keep seeing colony ships that don't have an FTL drive (or any parts for that matter). That seems to be causing the AI not colonizing bug. I am looking at the chosen in my game right now and it happened to them.

They do have a few of those, but I think the ships themselves are just broken. They don't have any orders queued (there's no valid path for them to move) and my Chosen did manage to colonize a regular world outside their wormhole so they're not totally incapable of it.
 
They do have a few of those, but I think the ships themselves are just broken. They don't have any orders queued (there's no valid path for them to move) and my Chosen did manage to colonize a regular world outside their wormhole so they're not totally incapable of it.

Have you got a save I can look at for this?
 
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If its one colony ship its all ships as far as I understand. Can you attach your save file to my bug report on it? The other ones they settled may be from either them placing a starbase in it with a shipyard or from them concurring it. I guess they can also like disappear and reaper there via evasion.