Hey everyone, it's Jamor and I'd like to announce that with a weekend of beta testing on 2.3.2 behind us, I am now putting that version fully live. We're going to keep working on 2.3.x, in particular we are aware of some issues with presapients, overflows, and an energy deficit bug. We'll get fixes for those out as soon as we can, but given that 2.3.2 is overall a much better version than 2.3.1, I don't want to keep it gated behind the beta wall forever.



Here's the list of fixes:



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######################### VERSION 2.3.2 ###########################

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* Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.



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# Ancient Relics Story Pack Features

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* The random outcome "Archaeological Loop" in the "Déjà Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist

* The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research



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# Balance

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* Added a new artifact action to discover a precursor site for 25 minor artifacts

* Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in

* Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic

* Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month

* Scales of the Worm relic effect on unity replaced with +10% physics research speed

* Rubricator relic effect on unity replaced with +20 society research per month

* The Surveyor relic activation cost is now 500 energy instead of 150 influence



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# UI

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* You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony

* Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls

* Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box



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# AI

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* Fixed AI activating population control when it shouldn't

* Fixed colony automation spamming too many districts at once in multiplayer

* Lots of little tweaks to the AI's economic decision making



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# Modding

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* Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro



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# Bugfixes

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* Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.

* Fixed barren worlds not terraforming

* Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions

* Fixed synth ascended robots that were robomodded not being assembled on planets

* Fixed Gestalt empires starting with either unemployed drones or unmanned job slots

* Fixed a crash when a planet building a robot template changes owner

* Fixed unplayable have/has typo atrocity in the Grand Herald event

* Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics

* Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.

* Inscrutable Power achievement now properly looks for the Galatron relic

* Planets shouldn't start with unemployed pops anymore

* Habitat specific orbital deposits should no longer rarely appear on non-habitats

* The "Givernor" skill is no longer a thing

* Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs

* No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds

* Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?

* The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.

* Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these

* Did some more smoothing of SFX volume spikes in new Ancient Relics content

* Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site

* Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity

* Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space





Save file compatibility between versions is never guaranteed. If you need to roll back to a previous version, do this: go to your Steam library, right click on Stellaris -> betas tab -> select the version you want.



The stellaris_test version is still there as 2.3.2, the only difference being it uses our experimental crossplay MP layer. Steam users need to be on stellaris_test to crossplay with GoG and Paradoxplaza.



We'll get a new beta version with more fixes for your reported issues (the unofficial beta bug threads have been great in helping us sift through the noise, keep them up!). In the meantime, enjoy, and we'll see you shortly with a new beta.