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Stellaris Dev Diary #151 - 2.3.3 beta patch [checksum 35d6]

Hello everyone!

We’ve been working on the 2.3.3 patch, but before we put anything live we will release it as a beta version as usual. To try the beta, right-click Stellaris in your Steam Library and select Properties. In the BETAS tab there should be a drop down list where you can find stellaris_test. Set your beta opt in to stellaris_test to try the 2.3.3 beta.

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 beta has a couple of known issues, but they are also things we will address before 2.3.3 goes live.

  • AI Robot empires are a bit slow to expand with outposts.
  • We have added a Relic stealing feature, but it only works while in a Galatron war instead of when not in a Galatron war
  • While Caravaneers no longer get stuck, they are prone to moving to the same destinations.

Here are some highlights of changes in the 2.3.3 beta:

Admiral XP
We’ve tweaked how admirals get XP from patrolling and combat. Admirals will now get XP according to the max piracy value as opposed to previously only checking current piracy. XP from combat should also be increased due to fixing a bug with how ship value, in terms of XP, was calculated. Disengaged ships now also provide some XP, not just destroyed ships. In general it should now be easier to level up your admirals.

Archaeology Site Rewards
We’ve improved a lot of rewards for the archaeological sites to make them more unique, more fun and in some cases stronger.

Grand Herald
Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory.

Full patch notes here:
#################################################################
######################### VERSION 2.3.3 ##########################
#################################################################

###################
# Ancient Relics Story Pack Features
###################
* A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

###################
# General
###################
* Updated localisation for all languages

###################
# Balance
###################
* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

###################
# UI
###################
* Added MP DLC ownership icon for Ancient Relics
* Fixed line break in Zro Deposits causing unnecessary truncation of text
* Fixed displayed Army Recruitment time not including build speed modifiers
* You should no longer be able to see the orders of the fleets of other empires
* Fixed the resources going haywire in the trade view. Hopefully for the last time
* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

###################
# AI
###################
* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
* AI empires will finish tradition trees before starting new ones
* Changed AI weight for consecration decision, so that it's actually used
* AI will now build city districts on planets if needed even if not many pops live there
* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
* AI no longer needlessly upgrades starbases if they still have unused module or building slots
* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

###################
# Modding
###################
* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
* Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
* The `on_arrival_effect` is now properly called with a fleet scope
* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

###################
# Stability
###################
* Fixed a freeze when editing trade routes from a system you stole
* Fixed a crash when using mature galaxy in observer mode

###################
# Bugfixes
###################
* Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
* Increased weighting of favorited jobs so that they're properly prioritized
* Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
* Fixed automation not working on planet capitals or new colonies if you don't change the designation
* Conquered habitats will now convert districts that are not permitted by their new empire type
* Fixed so that rogue servitor AI will no longer just build organic sanctuaries
* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
* In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
* Fixed overflow issues in AI diplomacy due to relative strength calculations
* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
* Disabled map-ping for finished arch sites
* Admiral XP is based on the total cost of ships instead of just minerals
* Fix for all buildings swapping issues
* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
* Changed so that arch sites and certain events use the correct GFX files
* Fixed Growth species disappearing every other month in some cases
* Ship build speed modifiers are no longer applied twice
* Fixed Build Speed modifier being applied twice to buildings
* Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)
* The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
* Deficit modifiers are properly applied again
* Master Builders no longer ever affects Habitat size
* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
* Maintenance Drones again have a positive weight for the Emotion emulators trait
* Fixed ships not going MIA when they can't return because they don't have access
* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees

stellaris_test is the version you need to be in to crossplay between Steam, GoG, and Paradoxplaza versions of the game.

Our goal is to fix whatever issues may arise and be able to set 2.3.3 live next week before we disappear on summer vacation.
 
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We have added a Relic stealing feature, but it only works while in a Galatron war instead of when not in a Galatron war

Why? I've never got the Galatron and I've never been in a game where anyone else has (with 2000 hours of game play) Why do we need to wait for the tiny chance of the Galatron to appear before we steal other relics that are not at all related to the Galatron?
 
Why? I've never got the Galatron and I've never been in a game where anyone else has (with 2000 hours of game play) Why do we need to wait for the tiny chance of the Galatron to appear before we steal other relics that are not at all related to the Galatron?

That's in the known issues list, it's not intentional.

As to why probably a wrong equals somewhere in the code ;)
 
I think that is a given. As that list also includes Criminal Heritage, Barbaric Despoilers and dud Civics like Shadow Government, then it will be a while before things are back to "normal".

Welp. Time to look for balance mods, I guess. Then again, even modding has its limits. The lack of effects for ethics attraction bonuses and the whole migration wonky growth mechanics bugs me to no end and can't be modded out (at least by employing regular tweaks).
 
My current new beta game Rubricator system is totally fine and accessible, so there must be something inconsistent that hide it.

Also, different from last version, the AI seems slightly better at keeping pace in the start at least.
 
Tried one game so far and the Rubricator system was isolated. Subspace travel won´t work either as the system needs to be explored.

So some people are lucky, I guess :oops:

As for the AI it is indeed less terrible, and finally I saw a non-advanced start with cruisers by 2280...
 
My current new beta game Rubricator system is totally fine and accessible, so there must be something inconsistent that hide it.
As noted in the bugreport on the issue, it is random.

If one saves just before the spawn event fires and runs that save for multiple tests, sometimes the system will have connections and sometimes not.
 
You know what's NOT in the known issues list...
That ethics shifting is completely borked and that the "expect X% to embrace the ethics" is a complete joke because POPs only very, very, very, very, very rarely change their ethics, and other factors than attraction weigh so highly where new POPs are concerned, so one needs to embrace a mod like Real Pop Ethics Shifting to see POP shifting more like it used to be where using attraction modifiers and the faction options actually had a noticeable impact over decades rather than centuries of time?

Wait, that wasn't what you were thinking of? Who cares.;)

It has been annoying me for a while, but I finally broke down and installed the mod to fix that idiocy after I conquered a planet of 26 primitives that had the dead god modifier (+200% spiritualist), in my Fanatic Spiritualist/Authoritian empire, with my ruler leader of the Spiritualist faction, with Consecrated Worlds boosting Spiritualist attraction further, and that world of bloody spiritualist worshippers didn't want anything to do with Spiritualist ethics over the next few decades. :p

...Just like the rest of my empire.

With 5+ materialists joining through conquests, the materialist faction showed up and started growing. Xenophiles ballooned too. First through conquest/refugees (which is fair enough), then apparently through contamination. Meanwhile, the ultra-spiritualist empire was struggling to keep more than 25% of its POPs spiritualist and finally failed, because regardless of spiritualist attraction or faction suppression, nobody, but nobody, wanted to change their mind. :D

I generally only use UI and AI mods, but this... this was just too much.

...but now with the mod, when the game says that it expects X% to embrace the ethics, over time numbers do move towards the projections, mostly.

To be fair, this isn't a 2.3.3 "feature" - it has been the case for a long time, but it definitely isn't in the known issues list for 2.3.3, but I have to wonder just how come it has survived so long without being killed, because it makes the faction operations a joke. There's really no excuse for it, whether in 2.2.x or 2.3.x.

But enough about me, Duuk. What were YOU thinking of? :p
 
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That ethics shifting is completely borked and that the "expect X% to embrace the ethics" is a complete joke because POPs only very, very, very, very, very rarely change their ethics, and other factors than attraction way so highly where new POPs are concerned, so one needs to embrace a mod like Real Pop Ethics Shifting to see POP shifting more like it used to be where using attraction modifiers and the faction options actually had a noticeable impact over decades rather than centuries of time?

Wait, that wasn't what you were thinking of? Who cares.;)

It has been annoying me for a while, but I finally broke down and installed the mod to fix that idiocy after I conquered a planet of 26 primitives that had the dead god modifier (+200% spiritualist), in my Fanatic Spiritualist/Authoritian empire, with my ruler leader of the Spiritualist faction, with Consecrated Worlds boosting Spiritualist attraction further, and that world of bloody spiritualist worshippers didn't want anything to do with Spiritualist ethics over the next few decades. :p

...Just like the rest of my empire.

With 5+ materialists joining through conquests, the materialist faction showed up and started growing. Xenophiles ballooned too. First through conquest/refugees (which is fair enough), then apparently through contamination. Meanwhile, the ultra-spiritualist empire was struggling to keep more than 25% of its POPs spiritualist, because regardless of spiritualist attraction or faction suppression, nobody, but nobody, wanted to change their mind. :D

I generally only use UI and AI mods, but this... this was just too much.

...but now with the mod, when the game says that it expects X% to embrace the ethics, over time numbers do move towards the projections, mostly.

To be fair, this isn't a 2.3.3 "feature" - it has been the case for a long time, but it definitely isn't in the known issues list for 2.3.3, but I have to wonder just how come it has survived so long without being killed, because it makes the faction operations a joke. There's really no excuse for it, whether in 2.2.x or 2.3.x.

But enough about me, Duuk. What were YOU thinking of? :p
This annoys me as well.
While waiting for the inevitable fix some time this fall or Christmas (sigh) there is an answer to our prayers, literally:
Divine Enforcer Collosus
 
I am all of the reduced chance of Grand Herald, but the power nerf until the repairs seems unneeded, imho. AI getting it terrifies me and should continue to terrify me, until it is my turn to get it first. It's fun!
 
I am all of the reduced chance of Grand Herald, but the power nerf until the repairs seems unneeded, imho. AI getting it terrifies me and should continue to terrify me, until it is my turn to get it first. It's fun!
I mean, even if they nerfed it down to 1k, getting that much for basically free is still pretty powerful.

Just not game-ending.
 
Peter, I understand that you feel like your bug is important. But YOUR bug is fixable by a mod. Mine isn't. Ergo, mine requires actual dev attention.

Therefore, mine is a higher priority bug.

/logic.
If you want YOUR bug to be addressed, making its nature a guessing game is unlikely to be the most efficient strategy.*

Therefore, mine is more likely to be fixed.

/pacman.


* To be fair, you probably stated explicitly what you were complaining aboutrespectfully disagreeing with some time earlier in the thread, but since you didn't do in the post I responded and it wasn't stated in the post you responded to in that post, I still feel thoroughly justified in teasing you for giving insufficient hints as to what is bothering you. Tell me what you truly feel. :D
 
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Are caravaneers finally working properly again? Better safe than sorry so I didn´t put them in a game yet.
 
Are caravaneers finally working properly again? Better safe than sorry so I didn´t put them in a game yet.
They are certainly moving around; I've played 31 years of a 2.3.3 game where I bordered their citadel after a decade. They've moved in and out of my territory a few times, but not excessively many and they aren't staying there. I got 2 destroyers, one governor, and 15% trade value from their visits, and I turned their offers down some 6 or 7 times, I guess, something like that at any rate.

The notes say that they are prone to moving to the same destinations - I haven't been looking at that.
 
* To be fair, you probably stated explicitly what you were complaining aboutrespectfully disagreeing with some time earlier in the thread, but since you didn't do in the post I responded and it wasn't stated in the post you responded to in that post, I still feel thoroughly justified in teasing you for giving insufficient hints as to what is bothering you. Tell me what you truly feel. :D
The bug he's talking about is the one linked into his signature. It's a very ongoing bug, and he's a bit upset that despite constantly talking about it, it's still existent.
 
I don’t know if I’m alone in this but when I’ve used planet automation it’ll over build well past employment and also build what I feel are unnecessary buildings e.g. precincts when crime is at zero then upgrading them to halls of judgment when I don’t have a decent income, if any, of exotic gases yet.

Is this something that is going to be addressed before the summer break? I don’t know if these are known issues or not. I appreciate everything you guys do and I love this game.
 
The bug he's talking about is the one linked into his signature. It's a very ongoing bug, and he's a bit upset that despite constantly talking about it, it's still existent.
Ah, that one. Thanks! :)