Stellaris – wydany patch 2.2.4, a patch beta 2.2.5 dostępny

Witam wszystkich w pierwszym wpisie na spikeweb.pl! Ostatnio pojawiła się oficjalna wersja patch 2.2.4 do Stellaris. Gra powinna być już stabilna w trybie multipayer, a także bardziej zoptymalizowana. Ponadto, kontynuowane są, także beta testy wersji 2.2.5 Stellaris.

Oto pełna lista zmian:


################################################################# ######################### 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