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Stellaris: Console Edition Development Diary #66 - More Progress Updates!

Hello everyone!

Welcome back to another Stellaris: Console Edition development update. We’ll be running through some of the work that Tantalus has done since our last update.

We’re proud to announce that Tantalus has successfully delivered to Paradox early-testing builds for both Xbox and PlayStation! At the last update, PlayStation wasn’t running due to a shader error. This issue is now resolved, and the game boots on both Xbox and PlayStation. These builds are still incomplete, and have many missing features, interface elements (which cause the game to crash), artwork, and further sources of crashes, but this keeps us on target for our release window later on in 2024.

The Tantalus team has spent some further time on performance since the last update, and identified unused alpha channels on the in-game models, and removed them. Alpha channels in an image exist to help with transparency and opacity, since these channels are not used in the asset, they take up a small, but meaningful amount of graphics memory when a lot of them are shown at once. This could potentially improve performance when the game is drawing lots of models, and offer some improved visual fidelity.

Disclaimer: All of the screenshots in this Development Diary are work-in-progress screenshots submitted from Tantalus. Due to the uncertain nature of game development, just because a feature is shown here does not necessarily mean it will make it into the final, releasable version of Stellaris: Console Edition.

And now, the obligatory UI update image:
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UI work is an ongoing process on Stellaris: Console Edition, but as you can see in the past few weeks the Tantalus devs have made great progress on getting these issues addressed. You might also notice that the total number of issues has increased, the team has found and addressed crashes on several UI elements in the game that were introduced by the update process.

Among general UI improvements, the team has been busy incorporating text-to-speech in more of the user interface. Stellaris has dozens of interface menus, and the TTS button will need to be added to each one individually. They’ve also gone ahead and added a TTS option that can be enabled/disabled in settings that will allow TTS to also read out the in-game tooltips.

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Espionage screen with Text to Speech​

The team has also been hard at work on implementing the empire council screen. Last update, we only had an early mockup of the empire screen, here is it running on one of the latest builds:

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Left: Bio Council. Right: Gestalt Council​

Cloaking is a feature being introduced with the First Contact Story Pack. Cloaking interacts with many aspects of the UI - and as such - the team has spent some time adding cloaking detecting and cloaking strength to the existing menus where it is appropriate.

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As well as adding the Cloaking button to the Fleet UI.

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New cloaking button in the Fleet UI. Just ignore the debug info.

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Cloaking strength on the Fleet UI. And definitely no debug info.

As well as implementing an initial version of the shader for cloaked ships:

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Also introduced in Stellaris 3.9, is the option to choose your leader’s traits and class from game start. The team at Tantalus has ported over these changes as well.

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Updated empire screen

Another change in Stellaris 3.9 is the removal of three heads of research (Physics, Engineering, Society), and now all of their functions will be covered by the Head of Research assigned to your empire council.
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Research UI updated to show Head of Research

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Updated Leader UI

That’s it for this update! We’ll be back later in the summer with the next update from Tantalus on bringing Stellaris: Console Edition into the 3.9 “Caelum” era.

Have a great summer everyone!
 
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Great to have an update. Looking forward to 3.9 when it's released. Also looking forward to hearing more about late game performance improvements, if any? Fixes for the AI habitat spamming issue? Stuff like that. Keep up the good work.
 
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For one: You don't know when you're going to release Expansion Pass 6 that has Toxoids in it, some skins, and first contact....

Why sell it like that, toxoids cost 10 on it's own? how much is the c6 portraits worth? how much is the update worth? WHEN is the update coming? What does it fix? WHY split it like this? Catch us up, get EVERYTHING fixed and moved together! Shi.... like... We're two editions behind the computer consumers?! Why do us like this with every freaking update?? It's frustrating that I still get crashes on my PS5.
 
A good start. Although i hope they make Arcologies worth it by giving them some power upkeep reduction costs or something nice due to them being a bit on the weaker side currently. Also, Robot empires other than rogue sevitors can't rebuild or really use Arcologies sadly.

I would like to see the Sentinels getting a buff as well. I don't know about the PC version but the Xbox Sentinels are kinda uh... Space Food... Lol! They also need more aggression as well as they kinda sit there most of the time because they can't compete at all.

Crisis Players can have a bit of a hard time becoming the Crisis as well. If we had some passive experience gain we get over time to help us rank up that would be nice as heck.



Also i kind of wish we had slightly better robots that can allow some life to live within our empires other than slaves, assimilation or being a rogue servitor... Perhaps a Substandard Living Conditions setting we can choose.

Description: Voting and free thinking are irrelevant to our goals but offering them the most basic of foods and medical services combined with the illusions of choice and creativity should help us keep the mouth-breathing (or what-ever other part) masses under our control for awhile.

Effects: Living Pops can only fill worker roles like slaves but have 20% reduced happiness Unlike the Slaves Setting that has a huge happiness penalty.
 
Great to have an update. Looking forward to 3.9 when it's released. Also looking forward to hearing more about late game performance improvements, if any? Fixes for the AI habitat spamming issue? Stuff like that. Keep up the good work.
From what I’ve heard; I think the best way would be to toggle the ability to make them an On or Off; maybe instead the toggle makes it a requirement that unless you take the Habitat Ascension or Origin, then you cannot build any. That way the origin becomes far more useful; maybe the origin could give the builder a 75% price reduction on building Habitats while the Ascension gives the ability to build them but at a 150% cost increase? That way the Habitats cannot be spammed but still offer a niche use. Such as being stuck to a small territory, but the great cost makes the amount that could be build a limited amount over the course of a game.
 
I can’t wait to finally have the Leader I deserve XD; also it’s nice that I won’t need a bunch of Leaders for research. I have another question— with Leaders, are they able to Lead a science vessel or attack ship while still helping with their new council position or governorship? I figured I’d be a possibility but in doing so I’d be putting my Leaders in danger.

Also, I just realized— we need to have the diplomatic ability to be an aggressive negotiator. Something that gives empires the ability to threaten other empires with the possibility of war if certain requirements are not met, or some sort of economic sanctions outside of the galactic community. Later in the game it can also be possible to create red tape for empires who try to do these things through the galactic community. I think It’d be an interesting mechanic if they can get it right. The AI if its Honorbound or any other aggressive personality should definitely make use of this feature if added. They too deserve to bully the player lol
 
At this point, I think I am tired of waiting on things to catch up. I think I am just done with this company.


I am tired of paying for things that are so far behind on the computer version that is literally despairing. It sucks that the things I want are atleast 2 years away. 2.... Daaaaaaam years.

ATLEAST.

It isn't worth waiting anymore. I'd rather play games that are current on both computer and console.

Good luck guys....who keep waiting for shit to come and never does.
 
Nice to see progress on the new update, I'm new to stellaris and didn't realize at first why some of the DLC didn't have all the features I was seeing in YouTube tutorials. Just for 100% clarification does this mean console edition is getting the combat rework? I was insanely confused watching ship building videos telling me to put missiles in S slots at first lol.
 
At this point, I think I am tired of waiting on things to catch up. I think I am just done with this company.


I am tired of paying for things that are so far behind on the computer version that is literally despairing. It sucks that the things I want are atleast 2 years away. 2.... Daaaaaaam years.

ATLEAST.

It isn't worth waiting anymore. I'd rather play games that are current on both computer and console.

Good luck guys....who keep waiting for shit to come and never d

I feel ya. it is gonna take awhile before we get to the good stuff, especially the machine age content. I just wanna turn everyone virtual and literally spread the internet across the galaxy by force. Fiber / Fibre Optic cables included... hahahah!