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Stellaris Dev Diary #140 - 2.2.x post-launch patch v2

Hello everyone!

We don’t have anything specific to talk about or show, but we thought it would be suitable to let you know we’re still working on the final post-release patch. We’re aiming to release the patch sometime in late February.

Edit:
I want to make it clear that this does not mean we will stop making improvements to the game. We will always continue to support our games, but now we need to focus our efforts into a larger patch instead of continuing to deploy smaller patches. The reason why we need to focus on a next, large patch is because trying to maintain multiple branches of development and deploying small patches takes a significant amount of resources away from us working on fixing bugs, improvements and feature development.


Our focus has been on improving and polishing the content we already have, so there won’t be many new features. We’ve been making improvements from everything from AI to UI to balance. I won’t talk about all the stuff we’ve done, but here’s some stuff I’ve been posting on twitter:

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A wee little buff!

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Another small buff.

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A vast improvement! Our tech lead, Moah, has been hard at work improving the way ships are upgraded.

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Cleaner display of districts! This arcology now display its districts with boxes, and in different colors!

That’s all we have for today folks, I just wanted to pop in and let you know that we’re still working on getting the patch out to you all. Personally I can’t wait until we can start telling you about the new stuff we will be starting soon, but it’s too early for that I’m afraid :)

As stated earlier, scheduled dev diaries are still on hiatus, but we may write something from time to time if we have something to show.

Cheers!
 
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Hello.

First off, I must congratulate the whole development team for the wonderful work you do. Programmers, graphic artists, musician (s), all have done a bang on job.

I have been playing Stellaris since it first came out, and every new expansion re-confirms my addiction.

This said, here it is; what you dread most of all. Seriously, I wouldn't be a true gamer if I didn't have my humble little list of QoL improvements I'd like to see addressed, right? I feel sorry, for asking, but I need to. I hope you understand; it's the addiction talking.

Why can I not watch a battle being waged for my eternal glory without being interrupted within 10 seconds by the never ending stream of messages requiring me to attend this and that matter, any of which force me to leave the battleground? Why?! How about (I suspect this is a big one...) making the time spent watching a battle a pause of sorts. The rest of the game just pauses with only the battle being processed so you're free to watch to your heart's content, until you leave that system's view, that is. Your ministers and secretaries will be waiting in the wings with baited breath, pens ready, in full battle formation , no doubt ready to pounce on you the moment you show the tip of your nose. Alternately, you could make the battles boring, colourless events that no one in one's right mind would ever want to watch, you know. I mean, why make battles interesting if we cannot really enjoy a few? You could have spared yourselves the trouble and expense.

Science ships are fine. Except when they are not. Inadvertently send more that one of them to survey the same system and they will do so, side by side, until there is only one planet left to survey (this requires a system with an odd number of planets, as I'm sure you realize). Then does their jostling and your wondering begin. The player wonders: 'Why is my science ship idle? Survey, you fool!' and 'What?! I just told you 15 seconds ago to survey. Do it!' What is happening is that Ship A bumps ship B to carry out its order making B idle, then B does the same to A when it gets selected and properly paddled. This goes on and on until you look into the system and realize your mistake, select one of the two and send it on its merry way. That, or just get used to this type of 'error', click on the ship icon next to the system, see a bunch of them reporting and fix the problem. It's annoying. I'm on a timetable here: I have a galaxy to conquer, monsters to kill, enemies to eradicate, multiple businesses to run, energy credits to rake in, I don't have time for this kind of nonsense. Besides, it's no fun. Why play a game if the fun factor isn't maxed out, right? (Which begs the question: "Why am I still playing this? Because the fun still outweighs the annoyance." This statement is very much to your credit.) My solution: as it stands, you cannot have two construction ships build a space station in the same system, so why not make it impossible for two science ships to survey the same system? While I'm at it, I'd love for my Science Ships to have a queue. Oh, and could you apply the same measure to the Construction Ships, too? It would be wonderful to be able to queue up just 3 orders. There is way too much clicking involved in this game. My poor carpal tunnels, please!

Why do planets inhabited by Pre-Sentients show up as colonizable? Yes, I know. You could establish a colony there and park them in reserves, eat them or just exterminate the lot, maybe. What if it just doesn't sound right to me\us? It's their planet. I feel I should keep away. Our Observation Stations go out of their way to remain undetected, but we can just walk in and take over? How rude! How about a choice in-game allowing me to make colonizing them impossible. Of course, they just wouldn't show up in the list of colonizable planets (F9). It would tie everything together nicely. A new policy should do the trick, right?

Next: the round icons dropping down from the top of the screen to inform me of this and that. There are way too many of them as far as I'm concerned. I use the Civilian Ships and Fleet lists to find out who is inactive and needs new orders because right-clicking on the inactive ship's name TAKES ME TO ITS LOCATION. It's efficient. I see the situation, I don't have to go hunting for the ship scrolling to max view, hold my pointer over said icon waiting for a blip to indicate where the needy unit is, zoom in, select it, give it an order. By left-clicking then right-clicking on its name I get taken to its location so I can judge at a glance the situation and decide quickly what order to give it. It is also pre-selected. I have no use for the icons telling me that a ship is idle, has finished surveying or building. Many will disagree with me, no doubt. Let them have it their way, and me, mine. How about this, then? A panel, like the one that allows us to configure the panel on the right side of the screen where the ships/planets/stations/etc. are listed, which would make it possible for us to choose which category of icons we want to see.

Finally, a word about those icons' behaviour: are you trying to induce mass epilepsia in your gamers? What's with the flashing? That's another reason I dislike them so much. Yes, I realize they flash to let us know they're 'going...going...gone', but really loud sounds can damage your eardrums and loud screens can make you as nutty as a flying fruitcake. One more thing about warnings: could you fix the space stations so that I don't get a message informing me that they have finished the content of their construction queue when in fact they haven't. It's one thing to have the station tell me it is done building the long list of ships I ordered as I might want to put in another one, but quite another to have it report itself to me for every module/building/platform group I placed an order for. What if I placed half a dozen such orders? Shut up until you're done building every last item in your building list!

Building up a space station is an exercise in frustration. I scroll to the bottom of the list of modules/buildings as there are a few items I want to have it build that are located there. I choose one. What does the scroll bar do? It jumps right back up to the top of the list. I wasn't done! It. Does. This. Every. Time. It's infuriating. Please leave the scroll bar where I left it. Thank you.

Here is my final gripe, and I know it's very... 'technical', especially for people who do not speak a Latin language as a mother tongue. I apologize in advance, but do try to keep an open mind. The automatic selection of "Prime" as an added moniker for the first planet to be colonized in a system is... well, it doesn't agree with me (see nerdy explanation below). I'd much rather keep the planet's original designation, such as "Somewhere IVa". It's more accurate, astronomically speaking. As a bonus, I won't have to remove "Prime" and replace it with the proper denomination every time I found a colony :). How about a toggle that would allow us to switch this? 1) Prima, Secunda, etc. or 2) the astronomical identifier.

As for 'Secundus', it drives me up the walls every time I see it. You see, while 'Prime' is the English version of the Latin 'primus', which makes it tolerable in an English game, 'Secundus', the Latin for 'second', is all wrong in this context, because in Ancient Latin (and all modern Latin languages) the word 'planet' is always a feminine word. 'Une planète', 'una planeta'. I realize this is probably so unimportant to you as to have this comment seem unreal. In can almost hear you think: "That's a problem?!" Yes, it is for those who speak a Latin language as a mother tongue. If you'd had the gender of words and the rule that forces any adjective to agree in gender and number with the word (substantive) it refers to drummed into you from the crib, seeing such an error would make you cringe, too. Speaking of a planet, 'Secunda' would be grammatically correct, and 'Tertia', 'Quaterna', 'Quinta', 'Sexta', 'Septima', 'Octa', 'Nona'; I think I can stop there. Why bother? A lot of Latin people (French, Italian, Spanish, Portuguese and Romanian) play Stellaris. Here is a sad fact of life: we are hundreds of millions. I know, right? I cannot imagine they have failed to notice this blatant mistake (ok, I'm not sure about the Romanians to be honest. None of the rest of us understand a word they say. But their language is a Latin one! Sometimes, anyway.) Does it annoy other Latin language speakers as much as it does me? I imagine it ought to. At the least, I'm sure it grates on their nerves. And yes, I'm aware that any number of Latin speakers will contradict me about this. Naysayers! They're everywhere these days. It's the influence of... well, least said is soonest mended. To sum it up, it's a small thing, I know, but it would make my\our (the non-naysayers) gaming experience more enjoyable.

That was my list of minor things that detract from the fun I have playing Stellaris. Because it is a marvelously fun game. To me, a great game offers choices, toggles, switches. There is quite a bit of that in your game, already. What are a few more? It doesn't have to be 'this way or the highway'. Let us choose how we want your game to present itself to us, and Stellaris will reach new heights of fame and glory. The golden, shiny type! :)

With immense respect,
 
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Ask yourself, do you let them get away with it? If so, will this "business model" spread to more PDX titels? Several posts or pages above someone wrote he would be a fanboy but vote with his wallet. I concur. If there ever was a time when you had to think twice before buying new content, it is now. And to be honest, the idea given above that a cosmetic, small DLC could raise some funds for another cycle of bug fixing instead of new development seems a decent idea, given this is an option for PDX. At least long term, the Stellaris franchise should benefit a lot from.

Honestly I didn't do my job as a consumer on this round of DLCs. When it comes to new games I never pre-order and always wait for "trusted reviews" & Steam reviews to get a sense of where things are at. I may even read the game community forums to get a sense of how its going. HOWEVER I liked the ideas for Mega Corps so much on paper that I didn't do the proper level of post-DLC research to make sure the implementation wasn't lacking. Basically I let the 'bean counters' get away with it.

IF Paradox comes out with a small "story / scenario pack paid DLC" but behind the scenes concentrates on performance [including stutter], bug fixes, AI fixes, and Quality-of-Life updates then I will buy that as soon as I hear that most of the above items have been addressed.

IF Paradox comes out with something else [like releasing a new Diplomacy update without addressing the above] then I'm going to hold off for a while ... maybe even find a new game to play until they DO address the problems that have been creeping in for months [longer?] without being comprehensively addressed. I already took one break at 2.0 so taking another around 2.3 [?] won't hurt me.
 
We don't have any. Part of the agreement with PDX in order to mod the game, is we do not have legal ownership of code or coded assets we produce, and PDX is welcome to them without argument. Most likely they would consult if they were to yoink something, because that's polite and professional.

Art is a more fuzzy area where copyright can be argued, so PDX obviously wouldn't yoink it. Writing (not code) is another fuzzy area - an event line for example, and PDX wouldn't yoink such things either. It is not unknown for a games company to buy or agree to share sales revenue from such content, however.

Remember that laws in the EU [or US or wherever] can take precedence over anything in a EULA. While in the US companies can usually get away with more the EU doesn't play games with what they consider "consumer protection and/or intellectual property" laws.

Heck see the recent hub-bub with rights & payments for the IP of the Witcher games. You paid everyone involved what was agreed to but EU laws allow the original stakeholder to come back for more.

While you may be right that Paradox may have an open & shut case a lot of corporations I've worked with don't want to take the risk that they MIGHT land up with litigation issues even if it's clear they'd win. Heck the P/R alone might make it not worth their time.
 
Make the building slots scrollable if you for some reason happen to have more buildings than fit in the window.
 
please fix performance.
i have yet to see a crisis simply because i get bored of waiting for a year to pass during the end-game.
2.4/2.5 helped some amount but im still an average of 30-40 years from ever reaching 2400.
 
I think we can all agree that performance has been consistently improving from patch to patch, since 2.2. I'm sure the next patch will also benefit it. As Daniel stated, performance and AI are still the dev team's priorities.
 
It pains me to say this, but Wiz leaving seems to have put Stellaris in a very difficult place. The new lead does not seem to be as good at PR as the previous, and also seems to be a bit disconnected from the players. There is a lot of frustration with the current state of the game, and it's driving a lot of players away. Focusing on new content when the current content still feels broken is going to cost this game early.

Why should I spend another dollar on Stellaris when the AI is broken? When performance was supposed to get better with 2.2, and it got dramatically worse? When the design goals of 2.2 were to make gameplay lest frustrating and tedious, and certain aspects of it made things far, far worse? (I'm looking at you, Sector System).

Up to this point I was one of those individuals who thought people saying "I don't like the direction this game is going" were being ridiculous. However, now I'm finally starting to see where that train of thought might have some merit. It's not an issue with the fact that things are changing. It's that the team behind Stellaris are implementing changes, and then dropping support for them.

Apocalypse was supposed to be the big patch to help make warfare more interesting. Instead of the combat overhaul we needed, we got some tweaks and Titans that only have a single basic loadout. The issue of mono-fleets was made worse. Certain ship classes still remain inferior and worthless. The overall balance is still all over the place.

And now we have Megacorp that was supposed to overhaul the economy. I would say that it mostly succeeded, but it crippled performance in the process. It also requires a lot more work to make the AI at least semi-competent. The latest beta patch over-buffed Machine Empires, but that's something that could be addressed. The dynamic sector system is arguably an exercise in frustration. Why the geographical sector system was removed in place of this is beyond my comprehension.

All of these are problems that I feel the Stellaris team is capable of solving. I think they have the skill and expertise to make an excellent game even better over time. Is this a case of poor management? Unreasonable upper management demands for quarterly profits? What's going on? Why do all these ideas feel half-finished?

I agree with your points, but I don't see how you can blame the new management. All this mess is the responsibility of the old lead, the new guys are trying to fix it somewhat.
 
I think we can all agree that performance has been consistently improving from patch to patch, since 2.2. I'm sure the next patch will also benefit it. As Daniel stated, performance and AI are still the dev team's priorities.

Well, if we're talking about fully released patches, sure. The current beta is noticeably worse than the current release version....
 
Well heck.
https://www.gamesindustry.biz/artic...-strong-2018-with-best-quarter-in-its-history
https://forum.paradoxplaza.com/foru...aradox-q4-2018-report-and-livestream.1152608/
https://www.twitch.tv/videos/383205202
https://www.paradoxinteractive.com/en/year-end-report-2018/
whJsZYx.jpg


I guess my surmise from earlier in this thread was pretty on point. Paradox is indeed not strapped from cash. And indeed releasing Megacorp unfinished, but in time for the Steam winter sale, contributed to a quarterly report that they're clearly very proud of.

From the interview with Ebba, their new CEO, from the linked twitch stream at 13:08:
"our revenues and our profits, they do vary significantly from quarter to quarter, and the reason for this is of course that we release things when they are ready, rather than to plan them in a specific order"

Woah there Ebba, woah. Is this EA levels of lying, or are you not aware of whats going on in your Stellaris sub-studio?

I will point out that Ebba has been on the Paradox board for a while, but that she is very new as their CEO. It certainly looks very good, on paper, that Paradox has its "best quarter ever", a 69% YoY profit increase, mere months after she takes the reins.

Well I cant pretend to have perfect knowledge of whats really going on besides what we're directly told, and its sometimes irresponsible to try to connect dots if you dont have all the dots. However, we all know there were significant problems with the Megacorp release, and we do want those problems to be considered a mistake, rather than something that PDX habitualizes, so more information is always good.
 
Make some nice ship model pack.

I would like to see that rather than new code content for now. This would allow for a new DLC to provide income while not taking away that much time of the devs to further fix the state of the game. Keeps the artists busy and allows for more bugfixing along the way. Also I want to see more visual diversity in the ship styles.

Alternative shipstyles fitting the different phenotypes so that not every mamallian flies around in the same ship for example. While at it they could give the way the graphical cultures are set up a look to make such alternative picks possible so they can be linked together so you don't have to add new city styles for each shipset you add, or well add some of those too, no objections against that either. Make these DLCs separate for each added style so people can pick whichever they like. That way you can add multiple ones make money, people take what they like and everyone should be happy, all while the core game is being brought back to track performancewise.
 
I would like to see that rather than new code content for now. This would allow for a new DLC to provide income while not taking away that much time of the devs to further fix the state of the game. Keeps the artists busy and allows for more bugfixing along the way. Also I want to see more visual diversity in the ship styles.
Honestly, if they were wise, they would do some story-and-art packs next. At least one, maybe as many as three. Ships-and-species packs with some story content and no "expansion" level content so the developers could focus on code and balance fixes to the broken aspects of the game while the scripters and art team were paying the bills.
 
Well I cant pretend to have perfect knowledge of whats really going on besides what we're directly told, and its sometimes irresponsible to try to connect dots if you dont have all the dots. However, we all know there were significant problems with the Megacorp release, and we do want those problems to be considered a mistake, rather than something that PDX habitualizes, so more information is always good.
Out of the year-end- out of Your last link: "During the full year 2018, we invested 304 MSEK in game development and 155 MSEK in the acquisition of development studios and brands. We also invested more money into development of our own technical platform and in the marketing of our games. All of these investments are made possible by cash flow from our ongoing operations. It is important to point out that our growth journey is just beginning. In 2019 we will invest more than ever in building for the future."

That could be solving the existing problems - or not. I guess it depends on the sale rates. Growth always means more money in the first place - so the plan is to use future content to grow - not to fix existing stuff. Which would be investing in the past. Perhaps it would be investing in the future too - if it´s meant that way that they realize that just happy consumers buy future stuff. But I guess as long as the numbers are ok - no one cares - because "it´s important to point out that our growth journey is just beginning." Please not. But at least it means that it is not necessary to buy some DLC to get Stellaris fixed, because "In 2019 we will invest more than ever in building for the future". Which is nice to know.
 
From the interview with Ebba, their new CEO, from the linked twitch stream at 13:08:
"our revenues and our profits, they do vary significantly from quarter to quarter, and the reason for this is of course that we release things when they are ready, rather than to plan them in a specific order"
Wow she really said that? None of the current major paradox games release appropriately.

Makes me think of this video:
The worst practices are all the ones related to grubbing money. All of the devs deserve great pay and benefits but fuck all the year on year money grubbing practices to squeeze out a little more out of the player. It's fucked that it's logical for paradox to keep it ancient games and dlc at full price.
 
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Guys please. Fix late game stutering. Game is unplayable on bigger galaxies even with powerful pc. And thats just not acceptable on such grand space game as thats yhe only proper way how to enjoy it. So my reccomandation would be to stop making the games so mich about min maxin with all small variables in every single thing and make easy trade not one that gets calculated every month or so. Crazy unnecary.
 
Guys please. Fix late game stutering. Game is unplayable on bigger galaxies even with powerful pc. And thats just not acceptable on such grand space game as thats yhe only proper way how to enjoy it. So my reccomandation would be to stop making the games so mich about min maxin with all small variables in every single thing and make easy trade not one that gets calculated every month or so. Crazy unnecary.
I don't have 'unplayable' stuttering on my PC, and I play 1000 stars and it's not a beefy computer either.

2.2.4, in fact, has the same performance as 2.1.3 for me. 2.2.5 is worse, but it's the beta patch.