• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Showing developer posts only. Show all posts in this thread.

PDX-Loke

Sergeant
Paradox Staff
27 Badges
Apr 16, 2015
61
1.335
  • Crusader Kings II
  • Crusader Kings II: The Old Gods
  • Europa Universalis IV
  • Magicka
  • Stellaris: Nemesis
  • Stellaris: Necroids
  • Empire of Sin
  • Stellaris: Federations
  • Stellaris: Lithoids
  • Stellaris: Ancient Relics
  • Prison Architect
  • Stellaris: Megacorp
  • Stellaris: Distant Stars
  • Stellaris: Apocalypse
  • Stellaris: Humanoids Species Pack
  • Hearts of Iron IV: Expansion Pass
  • Age of Wonders III
  • Stellaris: Synthetic Dawn
  • Hearts of Iron IV: Death or Dishonor
  • Stellaris - Path to Destruction bundle
  • Stellaris: Leviathans Story Pack
  • Stellaris: Digital Anniversary Edition
  • Hearts of Iron IV: Cadet
  • Stellaris
  • Magicka: Wizard Wars Founder Wizard
  • War of the Roses
  • Gettysburg
Hello,

Yesterday's 4.0.15 patch introduced two high impact issues that have since been fixed, included in a game build, and released.
The newest version 4.0.16 should now be available for download.

Stellaris 4.0.16 Hotfix​

  • Wilderness Empires will no longer destroy themselves when spending biomass
  • Virtuality will not delete unemployed pops on colonization

Apologies for any planetary inconveniences caused.
 
  • 19Like
  • 2
  • 1Haha
Reactions:
fantastic. does that include a fix for SF's leader issue and wilderness' inability to build the grand archieve

No.

We've got those fixed internally though and will be building a 4.0.17-open-beta build that includes them later on today. (As well as a change that makes the Fallen Empire repeatables not fill up your entire research options, some more OOS fixes, and more Behemoth Fury endings.)
 
  • 23Like
  • 3Love
  • 2
  • 1
Reactions:
Will the two traditions of Cosmogenesis and Enigmatic Engineering, which have led to almost all circular technology being a problem of fallen imperial architecture, be repaired?

4.0.17 will have a change that makes Fallen Empire repeatables not fill up the entire research option list.
 
  • 17Like
  • 2Haha
  • 1
Reactions:
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.

Any chance Synthetic Fertility will be fixed?

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
 
Last edited:
  • 24Like
  • 6Love
  • 3
Reactions:
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
 
  • 16Like
  • 4
Reactions:
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.
 
  • 7
  • 4Like
  • 3Haha
Reactions:
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?
 
  • 3Like
  • 1
Reactions:
Is it intentional that the lathe is purging at <4k pops present, as also reported e.g. here and here? Arguably a good change insofar as it gives me a reason to use the -purge speed building instead of double overclocking a steady state lathe, but it's burning my civvies unsustainably.

Yes, it's intended. The "stable state" floor was kind of a hack to prevent it from depopulating under some edge cases, but should no longer be necessary.

Some more additions that will be in 4.0.17 that aren't in the current beta include:
  • Reverted the most recent changes to fallen empire building limitations. We'll be looking at a better solution for a future patch.
  • Further Improved the Behemoth Fury endings
  • Added the Voidspawn Myocardius relic awarded to whomever manages to take down the Elder Voidspawn
We've also fixed the save corruption and ftl drive issues.

Edit: I've been informed that while we've fixed the save corruption issue from the Open Beta in the build planned for release, it does not repair corrupted saves. There have been comments saying that you can "launder" the corrupted save by loading it in the 4.0.16 branch and saving to make it loadable in 4.0.17+.
 
Last edited:
  • 7Like
  • 6Love
  • 3
Reactions:
Please, please, please look into the many problems that players are having with Ring Worlds playing Gestalt empires.

We've done a major pass on ecumenopoleis, ring-, nanite-, hive-, and machine worlds. From the patch notes for the next update:

  • Changes to ecumenopoleis, ring-, nanite-, hive-, and machine worlds:
    • District specialisations now visually swap to the appropriate art and district names for easier differentiation.
    • Secondary districts now have double the jobs of the primary districts.
 
  • 4Love
  • 3Like
  • 1
Reactions:
Hive and Machine Worlds getting 600 jobs per (uncapped) resource district is pretty bonkers tbh.

Why have mining districts?

1749631771278.png
 
  • 2Like
  • 2Love
Reactions:
These sound great! When could we expect this patch going live? Is there any chance it will be released this week? =-)
Imminently.

Edit: A fix to colonizing Gestalt Ring Worlds getting the wrong basic district will be in an open beta update tomorrow.
 
Last edited:
  • 3Like
  • 1
Reactions:
You're correct on most of the secondary district specialisations. But I as talking about something additional that Machine and Hive Worlds get: Secondary specialisations that give miners/technicians/farmers.

Currently a normal mining district gives 200 miner jobs, 300 after specialisation. (a normal specialised city district gives about 200 jobs)

Meanwhile these worlds' secondary can be specialised to provide 300 miner jobs also. (again a fully specialised primary district gives 200 base jobs)
BUT, that gets multiplied 3x for these worlds, so that's actually 900 and 600 jobs. This still makes sense.
The current sad situation is that using any other specialisation on the secondary districts only provides 100x3=300 jobs, so half of what that same specialisation on the primary district would do.

But now we double the output on all secondary district specialisations on the special worlds. Now an "Alloy district" on a Hive world provides 3x more jobs than an alloy district on a regular planet. But a mining district on a Hive World actually ends up providing 6x more miner jobs than a mining district on a regular planet.


Did you take the above into account? I.E. not doubling the numbers on the secondary resource extraction specialisations?

Once specialised, the secondary districts on hive and machine worlds provide 600 of the relevant job type, compared to the 300 jobs the specialisations provide in the primary district, assuming the specialisation provides a single job. Specialisations that provide multiple jobs, tweak the numbers as appropriate. See the screenshots below.

(Note that empires with the Resource Consolidation origin need the Machine Worlds AP or the Unbridled Consumption tradition to get the full benefit from the machine world)

1749637085004.png



1749637093235.png
 
  • 1
Reactions: