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https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-0-2-beta-patch-updated-26-03-2018-checksum-d07e.1084024/&utm_source=twitter-owned&utm_medium=social-owned&utm_content=post&utm_campaign=stellaris_stellaris_2018326_pla_rec
## Feature ##
* Pops that are being exterminated or processed into food/energy can no longer work on Replicator buildings
* You can now trade for Food as well as use it to trade for Minerals and Energy with Trader Enclaves
* The Plunder wargoal now reduces enemy Mineral/Energy production instead of being identical to humiliate
* Plunder victory now gives minerals and energy relative to the number of enemy planets (between 500 and 2500)
* Updated war progress meter with a colour-coded indicator of your
enemy's willingness to surrender, to help distinguish it from their war
exhaustion
* When declaring war, your relevant claims are now listed in the war goals screen, except for total wars which ignore claims
* Pop abduction now prioritizes abducting pops to core worlds before sector worlds
* The Colossus/Stop Colossus CB no longer invalidate all other CBs,
and are now explicitly based on having a Colossus rather than just the
tech to build one
* FTL inhibitors now have different frames (regular, dark red, green)
depending on whether their owners are hostile or allied to you, which
should make it more immediately apparent when a FTL inhibitor in a
system is actually blocking your progress
* When ordering a ship to move to a system, the ship will now
automatically enter orbit of the star instead of just idling near it
* Added new events with positive effects that sometimes trigger if you neighbor Marauders
* When a planet is occupied, the occupier now gradually spawns a
garrison force to hold and defend it. Unless destroyed by battle or
bombardment, the garrison force remains until the planet is either
annexed or reverts to the owner's control
* Wormhole Stabilization is now also researchable if any known (playable) empire has researched it first
* Clicking 'new fleet' in fleet manager now selects the new entry and opens the add design menu
* Combat computers now tell you the actual range the ship will attempt to hold at during combat
* Fleet manager now clearly displays when fleets are at full strength
* Added "Eye of Hawking" black hole name
## Balance ##
* Unrest and unhappiness no longer
reduces food production, to prevent an unrecoverable death spiral of
food shortages leading to even more starvation
* Slaves' attraction to egalitarianism now depends on how unhappy
they are - happy slaves will gain authoritarian attraction instead, as
they learn to love the lash
* Unlocking Evolutionary Mastery now requires Glandular Acclimation tech rather than Targeted Gene Expressions
* Increased jump drive cooldown from 120 to 200 days
* Erudite and Talented are now mutually exclusive traits
* Nerve Stapled and Talented are now mutually exclusive traits, as
satisfying as it was to oversee a menagerie of lobotomized Tchaikovskys
* Increased general exp gain from ground combat massively
* The resources stolen by Marauder raiding fleets now scale to your mineral income
* Reduced forced migration speed (so it's slower than extermination generally)
* Opinion modifier from Hallowing a Fallen Empire's Holy World no longer decays
* Added a lot more resources to the non-Cybrex Precursor home systems
* Post-Apocalyptic start now has an extra food deposit under a tile blocker
* Assimilators can no longer pick the Machine Worlds ascension perk
* Assimilators now get the same technology as Hive Minds (producing
all resource production) instead of the normal Machine Empire tech that
boosts robot resource production
* Precursor home systems are now much more likely to spawn inside or close to the borders of their discoverer
* Reduced the strength of rampaging trees to a less Entish level
* Increased war exhaustion gain from battles and planetary destruction
* Reduced torpedo bonus damage against armor to +50% (from +100%)
* Reduced autocannon bonus damage against shields to +50% (from +100%)
* Increased range and firing speed of point defense
* Habitats now cost 200 influence each
* Reduced tech cost per system from 2% to 1%
* Raised base tech costs
* A Synthetically Ascended Empire's factions will no longer care about Synth Envy
* Swapped cost/maintenance of clone and slave armies
* Removed the penalties for high war exhaustion
.Once a war side reaches 100% war exhaustion, there is now a 24
month timer that starts ticking down. Once the 24 month timer has ended,
it is now possible to force a status quo peace
. It is possible to mod out forced status quo and mod back in penalties if desired
* Tradition scaling cost has been increased, reducing rate of acquisition
* Devouring Swarm now gets -50% starbase influence cost and -25% ship cost (up from -15%)
* Exterminators now get -30% starbase influence cost
* Fixed combat computer and weapon ranges to match up better
## Ascension Perks ##
* Mind over Matter no longer creates new separate species, but keeps hierarchy
## UI ##
* Fixed scrollbar position in trader enclave diplomacy window
* Fixed incorrectly calculated 'produced' line for minerals in topbar tooltip when subject taxes were involved
* Claims no longer show up in wargoal if you have no claims
* Pop modifier is now blue rather than yellow in the planet interface (to more easily tell it apart from upgrade button)
## AI ##
* AI now has smarter multi-fleet behavior and will not try to follow an ally with more than half of its own fleets
* AI now properly understands the impact of subject tax on its
income, even when modifiers are applied, and will adjust expenses
accordingly
* AI should now be better at trading for food when at risk of starvation
* Fixed some issues with the AI attempting to merge or split unsplittable fleets (like mercenaries) resulting in stuck AI fleets
* Fixed AI paying too much for Marauder raids
* AI is now a bit less likely to hire Marauder raids against their rivals
* AI is now more willing to accept humiliate peace terms
* AI is now able to extract resources from sectors, if the sector is very rich or the controlling empire is in desperate need
* Fixed AI ignoring mineral upkeep for its ships when building & disbanding
* Unbidden will now use more of their fleets offensively, and less defending construction ships
* AI will no longer split fleets that are in combat, have active
orders or have hostiles in the system, as this could be suicidal
* AI federation fleets will no longer follow other fleets, as this could lead to groups of AI fleets getting stuck
* AI will no longer use jump drive if it has allies following, to avoid them getting separated
* AI will no longer use jump drive against crises
## Modding ##
* There is now a ship_modifier entry for
ship sizes that takes modifier types that the normal modifier (which is
used for base ship design stats) does not, such as weapon range mult
* Added modifier country_occupation_armies_add that determines the number of occupation armies spawned by an empire
* Fixed years_of_peace trigger being misdocumented as "years_at_peace"
## Bugfix ##
* Found and fixed more out of synch issues in multiplayer
* Fixed arcane and mysterious code happenings
* Fixed a crash when loading certain older saves
* Fixed ships getting stuck when they lost the sector they belonged to, they now revert to core sector control
* Fixed numerous things that were conspiring to make weapon range modifiers not work
* Army power should now always be displayed consistently regardless of whether they're on a planet, in space, in ground combat
* Fixed "Rift Sealed" achievement sometimes not being awarded properly
* Subject tax mult modifier is now *actually* multiplicative, so so a
tax multiplier of 50% on a 25% tax results in 37.5% tax, not 75% tax
* Fixed another case where displacement would not result in pops moving due to incorrect game rules check
* Fixed a freeze when trying to add armies by accelerating name comparisons for armies
* Asteroid Hivers are no longer unidentified when they appear
* Fixed subspecies wrongly becoming undesirables when doing Psionic Ascension
* Fixed Awakened Empire subjugation Casus Belli not working properly
* Fixed scaled difficulty bonuses being reversed
* Fixed a crash in border calculations where systems are generated outside the galaxy
* Fixed issue where Enigmatic Fortress special projects would sometimes fail to appear
* Fixed typo in research header localization
* Claims no longer give opinion penalties between vassals and overlords (both ways)
* Ideology CB is no longer available against Fallen and Awakened empires
* No longer possible to abduct growing pops
* Rampaging trees can no longer into space if you lose control of a planet to them
* Tweaked loc in a few existing events to better match current game systems
* Fixed the machine empire resource boosting society tech having a bad pre-req, resulting in it not being researchable
* Fixed a case where a fleet with a very small number of ships could not be split
* Fixed issue where event announcing destruction of Marauders failed to include their name
* Fixed expansionist ruler trait not reducing mineral cost of outposts
* Fixed army building progress bar overlapping upgrades available icon in the outliner
* Fixed missing 'go to' button in the "Fender Bender" anomaly
* Ships with auto-best ship designs will no longer try to upgrade into non-auto-best designs (unless retrofitted)
* Removed a bunch of cases of "the the" in loc that made the game literally unplayable
* Fixed being unable to land armies on colonies controlled by Marauding Creatures (not retroactive, requires New Game)
* Fixed not being able to cancel a potential claim on the galaxy map if you can't afford a second claim
* Fixed long empire names overflowing in Federation view
* Fixed Hull Points getting truncated in the Federation view Fleets tab
* Fixed misaligned Rename Federation button (e.g. the clickable Federation name)
* Fixed issue with gap in ringworld structures
* Devouring Swarms, Purifiers, Assimilators and Exterminators will no
longer get claims on systems they lose in war under most circumstances
* Fixed communication bug where primitives would get communications
with everybody in the galaxy (resulting in silent establishment of
communication with empires you've never met)
* Fixed crash when bombarding a planet into a tombworld
* Fixed wrong numbers displayed when reinforcing fleets in the fleet manager
* Clicking a design entry in fleet manager no longer opens retrofit menu
* Fixed naval capacity usage being incorrectly calculated for non fully reinforced fleets
* Fixed trade deals failing without explanation if a resource was
added and then removed, following asking the same side for that resource
======================================================================================
스티븐 호킹!
얘네는 한 번 패치하면 끝이 아닌 그래도 꾸준히 소통해줘서 좋네요.
그건 그렇고 rift sealed 문제는 출시 때부터 있던 건데 이제야 패치해주는군여;;;;;;
첫댓글 또 베타냐!이놈들은 이번DLC들에 마가꼈나 호4도 그렇고 언제쯤 베타딱지땔련지.. ..
2.02는 롤링베타라 한동안 소통하면서 지속패치한다고 발표했으니 아직도 좀 남았을지 모르겠네요
완벽하게 만들고 2.0 좀 내지 그러게..
아무튼 역설사는 얼엑도 아닌데 계속 게임 패치를 내준다는게 정말 놀랍죠 언급하신대로. 물론 DLC를 무지막지하게 많이 내버리는 경향은 있지만..
2.0이후 지금 패치하는 거 보면 버그 패치 보다는 사용자들 의견 받아서 내용 수정하는 거에 가깝다고 봄요..(전쟁 피로도 등.) 이걸 정식으로 하면 이것저것 자주 바꾸고 있는데 세이브파일 바뀌어서 게임 못하게 됐다는 사람도 많을테고요
블랙홀 호킹의눈 크
영알못은 웁니다
안좋은 평가 받았던 게임들 다시 살려내려고 집중관리하는거 같더군요.
하이퍼 없애고 워프로 통일해랏! 그리고 FTL차단기로 국경 만들어서 그 뒤로는 통과못하게...
맞습니다! 워프를 없앤건 패독의 큰 실수중 하나라고 생각합니다
함선 생산 안한다는 버그 있다고 들었는데 해결됫는건감 ㅇㅁㅇ
어휴
그냥 한동안 크킹이나 하라는 계시같군요...크킹도 신dlc나온이후 벌써 엄청 오래됫는데도 버그 여전하긴하던데...스텔라리스는 역시 세일때까지 기달리지 못하고 dlc벌컥 산 내가 바보지....그래도 책임지고 고치는 자세가 좋은듯..역설사에 쓴돈이 수십인데..그래도 전혀 아깝지가 않네요