Stellaris

Stellaris

Risa's Unofficial Patch to 2.1.x
 This topic has been pinned, so it's probably important
Risa  [developer] 3 Jun, 2017 @ 5:37am
Detailed Fix List
Legend:
[Major] means some fix I think important.
[Balance] means it is partially bug fix and partially balance change. Pure balance tweak is not in scope of this mod.


# General Mechanics #
- Apply workaround to all diplomatic events, so that clicking close button no longer breaks the event's intended functionality. The actual bug lies in hard code and is beyond power of mod.
- Fix the bug that some special projects trigger event for wrong country, if the project's assigned planet changes owner before project completion. The most serious ones includes non-syntheic-ascended country (even Contingency!) gets cybernetic / synth species change, or non-psionic-ascended country gets access to shroud. This fix is done by changing the way how those special projects are issued. So it doesn't change behaviors of those projects already issued in an ongoing game.
- Apply workaround on on_entering_system bug. The most obvious one is Shrine of the Old God chain. (Fixed in official 2.1.2 beta. Will remove workaround from this mod once 2.1.2 is out of beta.)

# 2.1 if/else problem #
- Fix an error in planet cracker event.
- Convert most if/else structure to new style.

# Crisis events (including marauders) #
- Make Prethoryn initial warning target correct systems.
- Slightly alter the structure of crisis beginning and ending events, so they won't be broken by custom government forms from other mods.
- Fix serious bugs in Extradimensional crisis events, so that Aberrant and Vehemont are no longer stuck, and anchor stations correctly registered.
- Fix some minor issues in Contingency events.
- Fix khan dies of old age doesn't trigger aftermath event.
- Fix Prethoryn logic so that you can't call it a total victory by defeating Vanguard in a blitzkrieg before main invasion arrives.

# Fallen Empires #
- Fix some minor errors in War in Heaven.
- Fix some minor errors in fallen empire quest events.
- Fix a bug that a friendly fallen empire awards normally unavailable techs to machine empire.
- Lower the minimun distance requirement on fallen empire spawn location, so they are spawned more reliably.

# Horizon Signal events #
- Fix Horizon Signal event chain breaking technosphere event chain.
- [Balance] Tweak reward of event chain's ending (akx.10020), so that it's more reasonable.

# Technology #
- Fix some techs' drawing weight and ai weight which check wrong scientist in wrong department of research.
- Fix autocurating_vault and flak_batteries_2's tier, so that they are of same tier as their respective counterpart (transcendent_faith and pd_tracking_2).

# Solar System Initializers #
- Fix minor errors in fallen empire system initializers.
- [Balance] Make some moons in some general solar systems that are dominated by gas giants with many moons (basic_init_03) potentially habitable.
- [Balance] Make sure those habitable planets in Enigmatic Fortress system are at least size 10.
- Fix empire_cluster star flag not marked. (Fixed in official 2.1.2 beta)
- [Balance] Make sure a lot of colonizable planets in new systems added in Distant Star are at least size 10.

# Planet, Planet Modifier, and Megastructure #
- Fix some planet modifier missing reference to alpine and savannah planet type.
- [Balance] Tweak the cost and time of terraforming barren / cold barren planets, so that they make sense.
- Disable ringworld construction in Contingency's hub systems, so that the crisis can develop correctly.

# Building #
- Fix habitat's capital building not getting extra unity from expansion tradition.

# Ethic and Pop faction #
- Fix indoctrination has wrong effects
- Fix IMPERIALIST_SLAYER, SUPREMACIST_GIANT_MASSACRE, and XENOIST_RECENT_ENLIGHTENMENT demand, so you won't lose them if you complete the last quest of their kind.
- Fix ISOLATIONIST_NO_AGGRESSIVE_WAR and ISOLATIONIST_NO_DEFENSIVE_WAR, so the effect matches their description.
- Fix a bug that Awoken synthetic pop has multiple ethos.
- Fix the bug that traditionalist doesn't check chemical bliss correctly.
- Fix the bug that peaceful Prosperity faction wants non-defense war policy. (Fixed in official 2.1.2 beta)
- Fix the bug that rebels get 6 points of ethos.

# Leader #
- Fix nervous and unstable_code_base trait, so they're correctly admiral traits, as advertised.
- Make sure only leaders with psionic power can become chosen one.

# Species rights #
- Fix a bug on assimilation species right policy, problems including cybernetic empire able to assimilate machine units.
- Fix a bug when fully ascended psionic empire assimilates a latent psionic species, latent psionic trait lost but full psionic trait not gained.
- Fix a bug that machine units can get full citizenship in non-machine-intelligence empire by having full military service and Citizen Service civic. Now machine units can't have full or limited military service in non-machine-intelligence at all.

# Ships and Stations #
- Disable medium and large size defense platform, so that the bug that small platform uprades to them should be hopefully fixed.
- Tweak armor data of some ship sizes, to make them in line of new armor model in 2.0
- Allow designs auto-upgrade to dragonscale armor and psi-shield, when they are available.
- Fix marauder station's weapon range modifier.
- Fix aux fire control not working.
- Reenable Cloud Lightning and Amoeba Strike Craft in ship designer. (Fixed in official 2.1.2 beta)

# Warfare #
- Fix a bug in AI logic of raiding bombardment.
- Fix a bug that pirates from hivemind / machine empire staying at home base
- Remove Cybrex empire's universal bombardment ability, so that their fleet now hopefully leave friendly/neutral planets alone.
- Fix a bug in claim rule, so that when genocide empire can claim on you, you can also claim on them.

# Leviathans and Enclaves #
- Fix patron renewal event not scaling cost to your empire size. Also, fixed so patron renewal event won't happen if artist ignores you.
- Fixed so destroying artist's station makes them always ignore you and reduce your relation with them.
- Fix one option's condition of event leviathan.1061
- Fixed so blasting enigmatic fortress won't transform your ringworld and/or habitat in that system into molten planets.
- Fix dragon slaying event for gestalt consciousness.
- Fix enigmatic fortress chain for gestalt consciousness.
- Improve Curator Leviathan service, so that you can ask as many questions as you like in one call.
- [Balance] Wraith now will choose frontier system within border of normal empire as destination, if it has visited every free systems.
- Fix a bug that Curator insists to sell an L-Gate clue only if you have free leader slot. (Fixed in official 2.1.2 beta)
- You can no longer change composition of AH4B fleet rewarded in killing Tiyanki Matriarch.
- Rewrite some bugged fleet behavior of Stellarite.
- When Stellarite changes planet's class, terraforming candidate modifier is removed.

# Anomalies and their events #
- Fix anomaly Projecting Moon, so that it can spawn now.
- Fix a minor error in event anomaly.4046
- Fix the AI admiral given by anomaly.4030 not correctly classified as Synthetic.
- Rewrite Gas Giant Civilization event chain, make it more robust.
- Fix a mostly harmless bug in anomaly Crystal Manufactory chain, that admiral can get computing expertise trait.
- [Balance] Make sure anomalies don't wipe out strategic resources.
- Fix Pioneer and Voyager anomalies' (as well as HBL_LUSH_PLANET_1_CAT's) prereq.
- Fix FROZ_BASE_CAT's spawn chance.
- Fix anomaly prereq so it won't "waste" anomaly on those you don't meet their events' trigger.
- Fix so presapient docile livestock is a unique species as it should be.
- Fix Azizian anomaly's spawn chance.
- Fix Azizian project not requiring science ship and scientist.
- Fix Azizian pop change event not firing.
- [Balance] Your garanteed habitable planets will not be hologram.
- Fix VECTHAR ZAVONIA CHAIN's, Stranded Scientist's and Molluscoid Miners' spawn chance. (Fixed in official 2.1.2 beta)
- Fix Alien Machine's activation event, so it doesn't seek to establish wormhole with other galaxy. (Fixed in official 2.1.2 beta)
- Fix Wreckage Identified event sometimes miss country reference.
- Fix a bug in Mardak Vol chain, so in hostile route, the Exterminator fleet get their job done before departing. (Fixed in official 2.1.2 beta)
- Fix Impossible Organism chain's second project not issued correctly.
- Remove ratling capital anomaly. Let its resulting event triggered by on_survey instead.
- Exclude holy planets from potential targets of Limbo chain.
- Fix Caretaker robot leader near-instant dies of old age when you don't have Synthetic Dawn DLC.
- Disallow new brain-slugged leader if you don't allow those slugs to enter your people's head in first place.
- Fix a new bug in Mardak Vol chain, so Exterminator fleet has proper strength to bombard.
- Fix the bug that Azizian pop can be on planet under colonization progress.
- Allow AI to access Living Metal and Terraforming Candidate anomalies.
- Allow following mundane anomalies to be found multiple times, so at least you have some varieties when you run out of anomalies (ie. not always Terraforming Candidates): Ancient Survey Marker, Wildcat Miners, Towed Asteroid, Glancing Hit, Asteroid Collision, Debris Field, Crashed Ore Freighter.

# Primitive events #
- Remove observation outpost when the primitive civilization it observes is destroyed.
- Prevent observation events that may change planet's class from happening on ringworlds.
- Fix primitive gains ftl event, so that it won't get annexed the next month, if you didn't cede the starbase to them. Instead, they now always gain control of their home system's starbase (and thus other colonies there) regardless if you agree to cede or not. If you didn't agree to cede, you will gain claim and cb as compensation.
- Disallow enlightening a primitive world in player's capital system, as such enlightening would make player lose his capital.
- When primitive reaches ftl, they will now get a starbase with a shipyard.

# Nomad events #
- Fix event nomad.4 (Nomad settle in), make it also exclude non-servitor machine empires and fanatic purifiers.
- Fix nomad settle down (to form a new empire) event, so that they won't get annexed the next month by previous space owner. Instead they now gain control of the system's starbase. They won't target systems with colony already.
- Exclude holy planets from nomad settlement selection target.
- Fix nomad fleet behavior, so that it should not get stuck now.
- Allow nomad to destroy starbase, so that their retaliation when you angers them mean something.

# Other events #
- Fix no-name-no-portrait bug in pop self modification event.
- Fix some event chains not checking location of their PoIs / special projects actually exist or not.
- Fix event colony.183 (Asteroid impact), so that no "magical safe pop number".
- Fix some potential bugs in event chain subterranean civilization.
- Fix titanic life tile blocker set-up event not firing when playing with no tutorial.
- Fix event colony.1504 adding inaccessible mineral deposits to uninhabitable moon, instead of to planet itself as event text indicated.
- Disable tomb world colony events for those being converted into tomb worlds by other events.
- Fix some event generated leaders not getting leader traits from cybernetic / synthetic / psionic racial traits.
- Remove abandoned_terraforming modifier left by abandoned terraforming event chain, when you later manually terraform that planet. Also, make the event chain not triggerable on planet already terraformed.
- Fix a bug in cultist event chain that sometimes no cultist fleet is spawned.
- Tweak so refugees won't move to planet under occupation. Also pop should not migrate to planet under occupation of crises.
- Fix trigger error of event syndaw.540 (in event syndaw.401), syndaw.521, syndaw.522.
- Cancel shielded planet project when it's opened by another empire.
- Fix a bug that you didn't lose benefit of holy planet edict when you lose control of designated holy planet.
- Fix a bug that ENIGMATIC CACHE not spawn, if when entering mid-game all player(s) are at war.
- Fix a bug that cause you lose access to LGate project if you don't have control on a LGate when you done research LGate tech. (Fixed in official 2.1.2 beta)
- Ensure newly spawned system (such as precursor homeworlds and crisis defenders' homeworlds) not connected to sealed system.
- [Balance] Shroud event that gives psionic tech option will give some tech progress if you already have that option but not the tech yet.
- Only grown pop can refugee now.

- Fix some typo in map mode codes.
Last edited by Risa; 4 Jul, 2018 @ 5:07pm
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Showing 1-15 of 26 comments
Risa  [developer] 3 Jun, 2017 @ 10:46am 
Reserved.
James Grimm 18 Jun, 2017 @ 5:29pm 
" Introduce an event to upgrade robot and droid pop you gained with a planet (from war, for example) and having more advanced robot tech"

Yay! Can't wait to try it out. I'll have to play a Materialist empire that goes to war at least once my next game. :)
st030 13 Oct, 2017 @ 2:10pm 
Its updated list for 1.8.2? (without already fixed things in vanilla patches)
Risa  [developer] 13 Oct, 2017 @ 6:50pm 
Originally posted by st030:
Its updated list for 1.8.2? (without already fixed things in vanilla patches)
Yes, it's newest.
The Specter Leviathan is stuck in its home System after spawn. It doesnt move around and wander to other Systems as it is supposed to. From time to time it gets commands to move, which are instant cancelled. The stellarite devourer normally changed the System one time after it was attacked, but too is stuck and doesnt move. Is there a way to fix that?
Risa  [developer] 31 May, 2018 @ 7:56am 
I'll investigate that.

Wait, what is the Specter? Do you mean Wraith?
Last edited by Risa; 1 Jun, 2018 @ 6:38am
Yes, the Wraith. (Its named specter if i click on it). It doesnt seem to be able to enter any empire territory. I had another game where it wandered around, but only in Systems, which had no owner. As soon as u built an outpost in such a System, the wraith didnt enter it anymore.

Does the wraith simply have closed borders to every empire?
Risa  [developer] 6 Jun, 2018 @ 9:14am 
It's always designed so. It never seeks to enter owned system proactively. It may enter owned system if that is the only way to reach other not-owned system.
Before 2.0, by the time it appears there are still a lot of systems outside border, so it was fine in game. After 2.0, though, there is likely little free system by the time, which makes the wraith have nowhere to move. I may change it a bit, if it becomes a serious problem.
Thx, now i know why the wraith doesnt leave home System in most games. It simply has no not-owned System in reach. And whats with the stellarite devourer? Before 2.0 if u attacked it and lured it away from its star, but werent able to kill it. Then the devourer usually changed to a neigbour habitable System, owned by an empire and made it really hot there. Now the devourer never changes System anymore.
Another case, that bothers me, is the space nomads very often getting stuck inside FE territory. Normally they were intended to leave the Galaxy after finishing their Task, not to camp around at a fallen empire.
Or that u first have to disband every mining and Research Station inside of a System until u can start Building a Dyson sphere. After u started Building u can rebuild all ur mining and Research stations again. It doesnt matter, where in the System the stations are, at the sun or at a planet, as Long as they exist, u Arent able to start Building that sphere. Due to this, the AI doesnt build Dyson spheres (or only at the rare case, where no ressource deposits, or - due to war - no mining stations at a System are).
With ur unbidden anchor fix the unbidden get negative anchors, if their anchors are destroyed? At least Situation log Claims so. Dont know what this means for the reinforcements, but the Dimension Portal doesnt get invincible with a negative anchor amount in Situation log and still a few anchors left in Systems.
Risa  [developer] 11 Jun, 2018 @ 1:53am 
Stellarite's behavior was bugged ever since its introduction in 1.3, and I couldn't discern what should be its intended behavior. Maybe I should overwrite its behavior with something else completely.

The fix on Unbidden's anchor isn't perfect right now. Can I have a look at your save game, or at least some screenshot on where remaining anchors locate?
I reloaded my save, but i am already too far ingame, so in every autosave the Crisis is already dead. But i can remember, that the Situation log ever counted 0 anchors while the unbidden were expanding. And as soon as one anchor was destroyed, the number went into negative.
Risa  [developer] 13 Jun, 2018 @ 3:40pm 
Strange. I find no problem in script of adding anchor counts. Did you play with other mods as well? If so, what are they?
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