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Patch 2.8.X

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1.1
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Patch 2.8.X are all patches beginning with 2.8.

2.8

Main article: Patch 2.8

2.8.1

Patch 2.8.1 was released on 2020-11-19[1] with the checksum dfce.

Balance

  • Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
  • Redid sector automation scripts and code with the following goals:
    • Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
    • All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
    • Made checking for whether building a certain building would cause resource shortages and whether there were pops ready to take the job more reliable by shifting them to hardcoded checks.
    • The automation will no longer clear blockers before districts are blocked by them.

Stability & Performance

  • Moved the calculations for attack radius to threaded code instead of serial.
  • Update trade routes every 7 days instead of every day.
  • Fixed a nasty slow down when owning many many many planets and opening the planet view
  • Fixed an OOS related to fleets.
  • Fixed an issue where loading would get stuck when trying to load a lot of mods.
  • Fixed being unable to load 2.7.2 saves in 2.7.2 made after installing Necroids.

UI

  • Added debug tooltips to the fleet view header and rename button.
  • Experimental DX11 mode now supports Chinese, Polish and Russian

AI

  • The AI will not try to build a megastructure if it's already building or upgrading one.
  • Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
  • The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
  • The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e. Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
  • Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
  • Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
  • Various improvements to crisis military AI.
  • Fix issue with military AI ping-ponging fleets.
  • Fixed AI not changing fleet bombardment stances.
  • Crisis countries will now use Armageddon Bombardment.
  • Augmented the distance at which AI looks for targets on larger maps.
  • The Unbidden will no longer wait patiently to be allowed out of their initial system.
  • The AI will no longer sell the last pop of a planet.
  • Made the crisis worry less about ship health and more about taking over the galaxy.
  • The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.
  • AI considers "Take Point" fleet as objective when appropriate(*)
  • The AI is now drastically more likely to know to build shipyards and titan/colossus factories

Modding

  • Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.

Bugfixes

  • Corrected name for necroid titan engine effect so the effect spawns in the correct position.
  • Added missing undead army translations for Chinese.
  • Fixed a layering issue with Necroid Portrait 11.
  • Fixed a black face-tentacle on a Necroid Portrait to have color.
  • Fix Ships not reaching their assigned slots when there are too many ships
  • Evasive fleet now cancel order if the path to their targets contain hostiles
  • Made it so the positions of hostile forces are remembered while you're at war.
  • Fixed purging and assimilation not working on presapients
  • Setting a sector to Production focus now correctly updates the icon in the UI.
  • Necrophages with Glandular Acclimatisation will now make pops that suit the local planet, even if they have Necrophage pops that don't on the planet already.
  • Death Priest job upkeep raised to 3 Consumer Goods in addition to the baseline level for specialist workers.
  • Fixed the Pasharti Absorbers' default purge type being Displacement rather than Necropurging
  • Fixed a bug with a Necroid Battleship weapon slot.
  • Increased Necroid Corvette size and optimized some other textures.
  • Fixed leader clearing by right-clicking.
  • Fixed impossibility of swapping scientists between research areas.
  • Fixed the Death Cult sacrifice effects so that the counting of Mortal Initiates proceeds as intended.
  • The option to play as the Machine Uprising when that happens is now back.

References