over 5 years
ago -
demasiri_pdx
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Direct link
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9703436/7c59a154df2da947a70ff4bc452273d3620b72b9.png[/img]
Checksum information:
live patch / 2.2.4: 0019
stellaris_test / 2.2.5: aab4
Hi all! We're back with the latest round of post-launch support for 2.2 / MegaCorp. First, after a good while in open beta, we are making 2.2.4 live as the official version now. Based on your feedback during the beta we were able to fix numerous reported out of sync issues, so the game should be more stable in multiplayer. Also, with an average of 25% increase in years per hour, 2.2.4 has significant improvements that we didn't want to wall off behind the beta any longer. Thanks to all those pioneers who helped us check it out and give feedback in the live beta conditions.
We are also continuing with our open beta on the stellaris_test branch, with version 2.2.5. More on that later, first let's have a look at what's in the new live version, 2.2.4.
################################################################# ######################### VERSION 2.2.4 ########################### ################################################################# ###################### # 2.2 ‘Le Guin’ Free Features ###################### * Added some missing localization for new 2.2.2 features/fixes * You can now choose not to care about brain implant problems ################### # Balance ################### * 50 years must now pass before the Galactic Market can be founded * Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general * Increased delay before Caravaneer fleets start roaming the galaxy * Increased Alloy production for relevant Branch Office buildings from 2 to 3 * Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs * Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy * Lowered Tidal Locked modifier on total available planetary districts from -50% to -30% * Syncretic species do not increase xenophile attraction * Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered * Changed the size of all sectors to be 3 hyperlane jumps * Drone Storage building now increases amenities instead of adding a maintenance drone job * Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs * Drone Storage building effect on housing reduced from 5 to 4 * Priest job weights have been tweaked * High Priest jobs now also provide 2 society research * Reduced Devastation needed to destroy Contingency Worlds to 50% * Debris Analyzed research points per component increased to 20 x level * Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights * Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology * Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology * Gene Crops technology no longer requires Colonial Centralization technology * Several planetary modifiers now force a good mineral or energy deposit to spawn ################### # UI ################### * Added missing modifier icons for Improved Code Standards and Production Quota Surpluses * Fixed incorrect colony type icon on industrial worlds * Fixed slight visual spillout of the Hive Nexus and Hive Core building icons * Removed unnecessary and confusing close button from the caravaneer GUI * Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders * Fixed Branch Office value not displaying if over 99.9 * When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown * Made the Build Megastructure menu a bit less cramped * Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world ################### # AI ################### * AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard * Fixed it so AI can now attempt to counter piracy even when at war * Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war * Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war * Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad) * Fixed AI not repairing ruined buildings when it had the resources to do so * AI will now actually follow through on its well-intentioned desire to upgrade buildings * Tweaked alloy budget for fallen empires to better match their needs * Stopped the AI from spamming redundant colony ships * Fixed Gestalt empires not building colony ships * Tweaked budgeting to make the AI less reticent about hiring leaders ################### # Performance ################### * Performance improvement when computing pop factions * Performance improvement on modifiers using a hybrid array * Threaded some fleet calculations * More pops threading for better performance * Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates * Optimization: Improved job counting * Parallelized fleet looking for combat for slight performance increase * Added more threading to planet handling * Optimized population calculations some more, reduced unnecessary calculations * Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists * Adjusted amount of extra rendering for micro and daily ticks ################### # Modding ################### * Ecumenopolises now have properly-set graphical cultures * Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes * Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added a destroy_trigger to building types[ ################### # Bugfixes ################### * Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster * Fixed democratic election lacking candidates due to leaders having no mandates * Fixed being able to purchase some unique Numistic Order products more than once * Fixed the terraforming swaps for the Geothermal Vents planetary feature * Fixed a crash that could occur when giving fleet patrol orders in late game * Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet * Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation * Fixed figuratively unplayable typos * Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly * Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000 * Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen * Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers * Fixed event-based buildings wrongly being buildable on Thrall-Worlds * Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon * Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples * Fixed duplicate text in mechanized mining technology description * Removed a bunch of formatting/line break errors all over the place * Fixed Clone Vats being buildable on Resort Worlds (reluctantly...) * Fixed habitability wrongly being displayed for unsurveyed worlds * Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power * Devouring swarm tooltip now correctly shows Biology research bonus * Wrongly applied culture shock modifier has been removed for Gestalt empires * Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed * Added missing description for the deposit added by the "Of Transmissions Decoded" event * Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing * Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free * Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name * Fixed planets with anomalies showing the resources from them before being surveyed * Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution * Fixed a crash on autosave * Fixed Economic Policy modifiers affecting a country's total income rather than just job output * Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead * Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected * Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet * Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well * Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources * Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features * Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15% * Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill * Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands) * Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it * Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting * Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take * Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources * Fixed Pops continuing to grow while under occupation by Crises * Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you * Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists * Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them * Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them * Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant * Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights * Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool * Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones * Fixed broken graphical assets for the Contingency crisis * Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed * Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits * Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building * The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost * Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts * Removed obsolete reference to tiles in Docile Migrating Forests modifier * Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons * Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers * Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch * Fixed not being able to form research agreements with fellow Federation members * Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly * Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other * Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons * Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building * Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features * Fixed tooltip for purges of non-organic species wrongly referring to food production * Fixed AI using the Market causing prices to always increase, even when it was selling and not buying * Fixed Nomadic trait not reducing resettlement cost * Fixed Shipyard construction speed modifiers not being applied to civilian ships * Fixed the Chthonian Planet modifier not adding a Mineral planetary feature * More traits are checked when evaluating pops for Merchant and Manager jobs * Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch) * Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but... * Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3 * Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead" * Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits * Fixed a crash when hovering over empire comparisons in observer mode * DLCs are being sent at the start of a MP game. Fixes instant OOS as well * Fixed potential CTD when loading market and certain empires no longer exist * Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age * Fixed total wars creating empty sectors * Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected * Mardak Vol now spawn as a Stone Age civilization as described in the event * Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension * Fixed crash on load when a planet you had a branch office got destroyed * Fixed a couple of literally unplayable typos regarding the Kilik Cooperative * Restored capital conversion when taking ownership of planets * Returning removed orbital deposits to uninhabitable Precursor homeworlds * Fixed broken string in tooltip for event option you absolutely should not click, you have been warned * Colonizable planets will no longer be clear-cut and paved… * Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises * Crises purge to the end now, and don't keep a spare pop just in case they have the munchies * Fallen Empire and Awakened Empire pops get purged like everyone else * Fixed Prethoryn purges not preventing pop growth on occupied planets * Fixed a bunch more OOS
At this time we're also happy to announce a new open beta version has arrived on the stellaris_test branch. 2.2.5 contains many new fixes that came out while we were iterating on 2.2.4, and we'd like to offer you brave souls the opportunity to try out an early version. Your feedback, as ever, is critical to help us make the best possible release version.
2.2.5 has many dozens of fixes and balance changes, notably a stab at de-suckifying strike craft, tweaks to pop growth, as well as a bevy of balance tweaks to Machine and Synth Ascension empires that will make them more competitive and fun to play. Please give it a shot if you're interested.
Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9703436/2cd7501d297995b8e3905475ecc6cc396a41b028.png[/img]
stellaris_test / 2.2.5 contains all the fixes from 2.2.4, and is required if you want to crossplay between Steam and other distribution platforms.
################################################################# ######################### VERSION 2.2.5 ########################### ################################################################# ###################### # 2.2 ‘Le Guin’ Free Features ###################### * Added the new "Legion" flag set, with 6 new flag emblems ################### # Balance ################### * Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection * Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker * Machine Empires get 50% more resources from mining bases * Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires. * Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300) * Machine Empire Outposts now cost 150 alloys * Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6). * New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again * Machine capital planet grants +5% drone output * Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1) * Replicators now also produce 1 Engineering research * Coordinators now produce 1 of each Research (was 3 Society) * Each Coordinator on a planet now boosts Simple Drone resource output by 1% * Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires * Mineral purification planets/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires * Robots with Emotion Emulators are now more likely to become maintenance drones * Citizen Service civic effect on soldier unity generation increased from +1 to +2 * Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20% * Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20% * Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20% * The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs * Maintenance drone job priority now considers amenity level of the planet * Simple drones now ponder the empire level food/mineral/energy income when choosing a job * Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World * Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved * Made Fanatic Purifiers always able to choose "no retreat" war doctrine * Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now... * When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved * Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits * Returned removed orbital deposits to uninhabitable Precursor homeworlds * Species with very low habitability will not generally be selected to grow new pops * Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators ################### # UI ################### * Added missing modifiers on army strength to some tooltips * Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language * Fixed missing tooltip on leftmost trait, if a leader had more than three traits * Removed some obsolete modifiers from the shipyard UI * Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them * Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve! * Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them * Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action * Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken * Fixed bug where closing planet view side panel brings up redundant window for a split second * Plasma Accelerators no longer display Caravan Cannon tooltips * Migration pull tool tip now displays actual pull with factors * Fixed tooltip that wrongly stated that only full citizens can take ruler jobs * Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires * Fixed broken string in tooltip for event option you absolutely should not click, you have been warned ################### # AI ################### * Machine and Mechanical AI empires will favor generator districts a bit more * AI will not build housing buildings when it doesn't need them * AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while * Improved AI budgeting for megastructures * AI empires will generally not build more than 2 buildings of the same type per planet * AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed * AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these) * AI will check for surplus population before making buildings * AI now budgets the full total available resources into categories ################### # Performance ################### * Reduced performance cost of the outliner * Threaded calculations for rendering planet icons on the galaxy map * Cached habitability calculations for planet icons on the galaxy map ################### # Modding ################### * Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore ################### # Bugfixes ################### * Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets * Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?! * Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones * Fixed Private Colony Ships being generated without names in some circumstances * Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point * Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing * Fixed an out of sync due to parallelization of pops calculation * Fixed a source of OOS on reconnect * Fixed OOS introduced by caching starbase related values * Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion) * Free movement faction demand no longer cares about robots or their rights * Pops without military service rights will no longer take soldier or enforcer jobs * Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view * Fixed literally unplayable typos in certain Italian names in the human namelist * Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory * Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map * Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers * Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system * Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them * Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires * Fixed an issue where a Fallen Empire's Shielded World would not spawn * You can now build multiple habitats at the same time, in the same system * Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy * Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen * Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets * Fixed a pathfinding issue that would cause fleet to not move towards their destination * Fixed ship losses not being correctly counted in the battle list in the war overview * Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked * Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations * Fixed duplicate component slot and moved slots around on the Automated Dreadnought * Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload * Bonus minerals from planet modifiers will no longer overwrite the dragon hoard * Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds * Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you! * No longer possible to sometimes rival countries that have pathetic relative power * Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures * Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type * AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit * Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters * Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type * Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis) * Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises * Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers * Caravaneer weapons should no longer appear at game start * Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn * Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them * Added fixes for more cases where the Scourge would sometimes stop expanding * Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important * Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary * Fixed broken pirate ship turret graphics
Please let us have your constructive feedback, it helps immensely in zeroing in on the key improvements we should tackle next.
2.2.5 is NOT the end of the road for our 2.2.x support, we'll continue to deliver new versions to you when we get a useful batch of changes.
Have a fun weekend!
Please note stellaris_test is an opt-in patch. You have to choose to activate it. Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"
Checksum information:
live patch / 2.2.4: 0019
stellaris_test / 2.2.5: aab4
Hi all! We're back with the latest round of post-launch support for 2.2 / MegaCorp. First, after a good while in open beta, we are making 2.2.4 live as the official version now. Based on your feedback during the beta we were able to fix numerous reported out of sync issues, so the game should be more stable in multiplayer. Also, with an average of 25% increase in years per hour, 2.2.4 has significant improvements that we didn't want to wall off behind the beta any longer. Thanks to all those pioneers who helped us check it out and give feedback in the live beta conditions.
We are also continuing with our open beta on the stellaris_test branch, with version 2.2.5. More on that later, first let's have a look at what's in the new live version, 2.2.4.
################################################################# ######################### VERSION 2.2.4 ########################### ################################################################# ###################### # 2.2 ‘Le Guin’ Free Features ###################### * Added some missing localization for new 2.2.2 features/fixes * You can now choose not to care about brain implant problems ################### # Balance ################### * 50 years must now pass before the Galactic Market can be founded * Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general * Increased delay before Caravaneer fleets start roaming the galaxy * Increased Alloy production for relevant Branch Office buildings from 2 to 3 * Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs * Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy * Lowered Tidal Locked modifier on total available planetary districts from -50% to -30% * Syncretic species do not increase xenophile attraction * Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered * Changed the size of all sectors to be 3 hyperlane jumps * Drone Storage building now increases amenities instead of adding a maintenance drone job * Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs * Drone Storage building effect on housing reduced from 5 to 4 * Priest job weights have been tweaked * High Priest jobs now also provide 2 society research * Reduced Devastation needed to destroy Contingency Worlds to 50% * Debris Analyzed research points per component increased to 20 x level * Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights * Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology * Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology * Gene Crops technology no longer requires Colonial Centralization technology * Several planetary modifiers now force a good mineral or energy deposit to spawn ################### # UI ################### * Added missing modifier icons for Improved Code Standards and Production Quota Surpluses * Fixed incorrect colony type icon on industrial worlds * Fixed slight visual spillout of the Hive Nexus and Hive Core building icons * Removed unnecessary and confusing close button from the caravaneer GUI * Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders * Fixed Branch Office value not displaying if over 99.9 * When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown * Made the Build Megastructure menu a bit less cramped * Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world ################### # AI ################### * AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard * Fixed it so AI can now attempt to counter piracy even when at war * Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war * Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war * Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad) * Fixed AI not repairing ruined buildings when it had the resources to do so * AI will now actually follow through on its well-intentioned desire to upgrade buildings * Tweaked alloy budget for fallen empires to better match their needs * Stopped the AI from spamming redundant colony ships * Fixed Gestalt empires not building colony ships * Tweaked budgeting to make the AI less reticent about hiring leaders ################### # Performance ################### * Performance improvement when computing pop factions * Performance improvement on modifiers using a hybrid array * Threaded some fleet calculations * More pops threading for better performance * Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates * Optimization: Improved job counting * Parallelized fleet looking for combat for slight performance increase * Added more threading to planet handling * Optimized population calculations some more, reduced unnecessary calculations * Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists * Adjusted amount of extra rendering for micro and daily ticks ################### # Modding ################### * Ecumenopolises now have properly-set graphical cultures * Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes * Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing ) * Added a destroy_trigger to building types[ ################### # Bugfixes ################### * Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster * Fixed democratic election lacking candidates due to leaders having no mandates * Fixed being able to purchase some unique Numistic Order products more than once * Fixed the terraforming swaps for the Geothermal Vents planetary feature * Fixed a crash that could occur when giving fleet patrol orders in late game * Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet * Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation * Fixed figuratively unplayable typos * Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly * Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000 * Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen * Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers * Fixed event-based buildings wrongly being buildable on Thrall-Worlds * Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon * Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples * Fixed duplicate text in mechanized mining technology description * Removed a bunch of formatting/line break errors all over the place * Fixed Clone Vats being buildable on Resort Worlds (reluctantly...) * Fixed habitability wrongly being displayed for unsurveyed worlds * Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power * Devouring swarm tooltip now correctly shows Biology research bonus * Wrongly applied culture shock modifier has been removed for Gestalt empires * Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed * Added missing description for the deposit added by the "Of Transmissions Decoded" event * Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing * Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free * Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name * Fixed planets with anomalies showing the resources from them before being surveyed * Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution * Fixed a crash on autosave * Fixed Economic Policy modifiers affecting a country's total income rather than just job output * Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead * Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected * Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet * Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well * Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources * Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features * Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15% * Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill * Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands) * Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it * Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting * Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take * Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources * Fixed Pops continuing to grow while under occupation by Crises * Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you * Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists * Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them * Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them * Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant * Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights * Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool * Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones * Fixed broken graphical assets for the Contingency crisis * Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed * Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits * Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building * The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost * Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts * Removed obsolete reference to tiles in Docile Migrating Forests modifier * Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons * Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers * Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch * Fixed not being able to form research agreements with fellow Federation members * Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly * Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other * Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons * Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building * Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features * Fixed tooltip for purges of non-organic species wrongly referring to food production * Fixed AI using the Market causing prices to always increase, even when it was selling and not buying * Fixed Nomadic trait not reducing resettlement cost * Fixed Shipyard construction speed modifiers not being applied to civilian ships * Fixed the Chthonian Planet modifier not adding a Mineral planetary feature * More traits are checked when evaluating pops for Merchant and Manager jobs * Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch) * Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but... * Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3 * Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead" * Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits * Fixed a crash when hovering over empire comparisons in observer mode * DLCs are being sent at the start of a MP game. Fixes instant OOS as well * Fixed potential CTD when loading market and certain empires no longer exist * Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age * Fixed total wars creating empty sectors * Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected * Mardak Vol now spawn as a Stone Age civilization as described in the event * Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension * Fixed crash on load when a planet you had a branch office got destroyed * Fixed a couple of literally unplayable typos regarding the Kilik Cooperative * Restored capital conversion when taking ownership of planets * Returning removed orbital deposits to uninhabitable Precursor homeworlds * Fixed broken string in tooltip for event option you absolutely should not click, you have been warned * Colonizable planets will no longer be clear-cut and paved… * Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises * Crises purge to the end now, and don't keep a spare pop just in case they have the munchies * Fallen Empire and Awakened Empire pops get purged like everyone else * Fixed Prethoryn purges not preventing pop growth on occupied planets * Fixed a bunch more OOS
At this time we're also happy to announce a new open beta version has arrived on the stellaris_test branch. 2.2.5 contains many new fixes that came out while we were iterating on 2.2.4, and we'd like to offer you brave souls the opportunity to try out an early version. Your feedback, as ever, is critical to help us make the best possible release version.
2.2.5 has many dozens of fixes and balance changes, notably a stab at de-suckifying strike craft, tweaks to pop growth, as well as a bevy of balance tweaks to Machine and Synth Ascension empires that will make them more competitive and fun to play. Please give it a shot if you're interested.
Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:
[img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/9703436/2cd7501d297995b8e3905475ecc6cc396a41b028.png[/img]
stellaris_test / 2.2.5 contains all the fixes from 2.2.4, and is required if you want to crossplay between Steam and other distribution platforms.
################################################################# ######################### VERSION 2.2.5 ########################### ################################################################# ###################### # 2.2 ‘Le Guin’ Free Features ###################### * Added the new "Legion" flag set, with 6 new flag emblems ################### # Balance ################### * Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection * Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker * Machine Empires get 50% more resources from mining bases * Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires. * Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300) * Machine Empire Outposts now cost 150 alloys * Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6). * New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again * Machine capital planet grants +5% drone output * Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1) * Replicators now also produce 1 Engineering research * Coordinators now produce 1 of each Research (was 3 Society) * Each Coordinator on a planet now boosts Simple Drone resource output by 1% * Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires * Mineral purification planets/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires * Robots with Emotion Emulators are now more likely to become maintenance drones * Citizen Service civic effect on soldier unity generation increased from +1 to +2 * Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20% * Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20% * Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20% * The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs * Maintenance drone job priority now considers amenity level of the planet * Simple drones now ponder the empire level food/mineral/energy income when choosing a job * Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World * Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved * Made Fanatic Purifiers always able to choose "no retreat" war doctrine * Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now... * When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved * Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits * Returned removed orbital deposits to uninhabitable Precursor homeworlds * Species with very low habitability will not generally be selected to grow new pops * Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators ################### # UI ################### * Added missing modifiers on army strength to some tooltips * Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language * Fixed missing tooltip on leftmost trait, if a leader had more than three traits * Removed some obsolete modifiers from the shipyard UI * Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them * Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve! * Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them * Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action * Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken * Fixed bug where closing planet view side panel brings up redundant window for a split second * Plasma Accelerators no longer display Caravan Cannon tooltips * Migration pull tool tip now displays actual pull with factors * Fixed tooltip that wrongly stated that only full citizens can take ruler jobs * Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires * Fixed broken string in tooltip for event option you absolutely should not click, you have been warned ################### # AI ################### * Machine and Mechanical AI empires will favor generator districts a bit more * AI will not build housing buildings when it doesn't need them * AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while * Improved AI budgeting for megastructures * AI empires will generally not build more than 2 buildings of the same type per planet * AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed * AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these) * AI will check for surplus population before making buildings * AI now budgets the full total available resources into categories ################### # Performance ################### * Reduced performance cost of the outliner * Threaded calculations for rendering planet icons on the galaxy map * Cached habitability calculations for planet icons on the galaxy map ################### # Modding ################### * Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore ################### # Bugfixes ################### * Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets * Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?! * Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones * Fixed Private Colony Ships being generated without names in some circumstances * Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point * Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing * Fixed an out of sync due to parallelization of pops calculation * Fixed a source of OOS on reconnect * Fixed OOS introduced by caching starbase related values * Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion) * Free movement faction demand no longer cares about robots or their rights * Pops without military service rights will no longer take soldier or enforcer jobs * Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view * Fixed literally unplayable typos in certain Italian names in the human namelist * Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory * Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map * Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers * Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system * Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them * Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires * Fixed an issue where a Fallen Empire's Shielded World would not spawn * You can now build multiple habitats at the same time, in the same system * Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy * Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen * Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets * Fixed a pathfinding issue that would cause fleet to not move towards their destination * Fixed ship losses not being correctly counted in the battle list in the war overview * Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked * Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations * Fixed duplicate component slot and moved slots around on the Automated Dreadnought * Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload * Bonus minerals from planet modifiers will no longer overwrite the dragon hoard * Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds * Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you! * No longer possible to sometimes rival countries that have pathetic relative power * Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures * Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type * AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit * Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters * Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type * Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis) * Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises * Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers * Caravaneer weapons should no longer appear at game start * Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn * Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them * Added fixes for more cases where the Scourge would sometimes stop expanding * Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important * Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary * Fixed broken pirate ship turret graphics
Please let us have your constructive feedback, it helps immensely in zeroing in on the key improvements we should tackle next.
2.2.5 is NOT the end of the road for our 2.2.x support, we'll continue to deliver new versions to you when we get a useful batch of changes.
Have a fun weekend!
Please note stellaris_test is an opt-in patch. You have to choose to activate it. Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"