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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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I call this reason number one for "Why I only play Gestalts now." I'd like to try lots of the cool things that non-gestalts get. But knowing the faction catastrophe is coming makes it not worth investing the time.
What faction catastrophe?
 
We are getting the stutter again and ai building a crap ton of habitats it does not use bugs on beta patch. Are they aware of this?? Thought we had seen the last of this :(
 
We must be related. I have close to 1400 hours in stellaris, so it's safe to say it's one of my favorite games of all time, yet it's this building bug that finally gets me to stop playing it. Logically I know it's minor and doesn't 'really' affect the game, but it irks me so much I can't stand playing very long into it now lol

Greetings, my long lost relative! I was shocked in my first 2.3.0 game when I found out about it. Try to let it pass but cannot stop myself from reviewing all my planet on the list and try to somehow figure out what's going on with my planets that used to follow standard pattern of development given to subjects from Holy Terra itself. I even try to start modding to get rid of it but after dug out game folder and modding discord all day it seems that this sorting scheme was hard-coded.

To be able to play it again as it is now I need an ethic shift. Yet no factions in my head advocate such thing!
 
After a quick glance at that pop ethic shift mod, I remembered that in the 2.3.0 patch notes they changed pops from reconsidering their ethics every daily tick. Perhaps when they changed that they forgot to change the shift-chance modifiers at the same time - if, say, they had a 1 in 1000 chance of changing each day, but now they have a 1 in 1000 chance of changing each month, instead of a more-equivalent 30 in 1000 chance once a month.
 
After a quick glance at that pop ethic shift mod, I remembered that in the 2.3.0 patch notes they changed pops from reconsidering their ethics every daily tick. Perhaps when they changed that they forgot to change the shift-chance modifiers at the same time - if, say, they had a 1 in 1000 chance of changing each day, but now they have a 1 in 1000 chance of changing each month, instead of a more-equivalent 30 in 1000 chance once a month.

Bit like it turned out the Admiral XP bug was apparently caused by the game considering the mineral cost of ships when determining how much XP to grant an Admiral for defeating an enemy ship. I could imagine something like this being the case.
 
I call this reason number one for "Why I only play Gestalts now." I'd like to try lots of the cool things that non-gestalts get. But knowing the faction catastrophe is coming makes it not worth investing the time.
It's hardly a catastrophe. An annoyance definitely, but factions aren't impactful enough to constitute a catastrophe.
 
It is, but still working for 2.3.2 . When mod stops working, i will be forced to stay at last version supported by Glavius. Once you try such AI, there is no way back ot vanilla.
GAI had been tested/updated for 2.3.1 and 2.3.2; that's why it works for both versions. It's highly unlikely to work with 2.3.3 when it releases.
The current alternative would be StarNet; you could try that one. Albeit it a bit more aggressive and less RP-ey than GAI.
 
1st
I think AI robot assimilators empire are broken, they don't build any robots.
2nd
I think commercial agreement is broken too, it not gives any bonus to trade value after treaty is signed.
 
I'm not playing to the point of having an upgrade queue yet, but I have tested and confirmed that upgrade building still send it to the last slot.

I totally agree that grouping relevant building together is good, but I would like to have it trigger only when I replace or build a new one, not every time I upgrade it. Especially with mod building, for example, junkyard and waste management building from ecology mod, which the game does not recognise as same building (like research lab) or same type (like fortress and planet shield generator), the upgrade send one of it away to the last slot from where I build it together. Waste management have about 3 or 4 level so it will move and mess a lot of thing for an entire game.

I also accept that it's not priority or even work as intended, but it trigger my OCD to have building move away from my empire-wide sanctioned pattern. :( Have not play for month since 2.3.0.

Oh, by the way, I'm not sure if it is my mods or anything but does anyone have excavation site from unmet empire pop up since game start? I got two or three.

With the building queue, I've had issues when I scheduled a few building slots for replacements. Because of the moving about of buildings the wrong ones got replaced, and before I figured out what was going on it led to no small amount of frustrations and resource calculations based on incorrect info. I haven't checked yet if this is still the case with 2.3.3, which I dearly hope it is not, but we'll see. As for the dig-sites, I can't say that I've had unmet empires' sites be shown to me. You're not using a mod of some sort?
 
Was going to start a new game after this 'final' patch to iron out all the bugs since the last DLC. After reading this thread and knowing PDX is on holidays for weeks now...think i'm just going to shelf this game for the foreseeable future.

Never seen such a buggy 'finished' product in my life. Fix the problems Paradox and you will get more of my money that I would normally spend on your DLC, until then...not a penny more from me.
 
Was going to start a new game after this 'final' patch to iron out all the bugs since the last DLC. After reading this thread and knowing PDX is on holidays for weeks now...think i'm just going to shelf this game for the foreseeable future.

Never seen such a buggy 'finished' product in my life. Fix the problems Paradox and you will get more of my money that I would normally spend on your DLC, until then...not a penny more from me.
They literally said that it's a beta patch and that they're working on fixing the bugs before they make the patch live when they go on vacation.
 
Was going to start a new game after this 'final' patch to iron out all the bugs since the last DLC. After reading this thread and knowing PDX is on holidays for weeks now...think i'm just going to shelf this game for the foreseeable future.

Never seen such a buggy 'finished' product in my life. Fix the problems Paradox and you will get more of my money that I would normally spend on your DLC, until then...not a penny more from me.
And there we have it. As predicted, the answer to "Why doesn't Paradox just rush out a beta before the summer holiday?!" and my response "Because people will yell at them if it doesn't fix every single bug in the game" has been proven true.

Of course, it wasn't exactly an Oracle at Delphi level prediction.
 
With the building queue, I've had issues when I scheduled a few building slots for replacements. Because of the moving about of buildings the wrong ones got replaced, and before I figured out what was going on it led to no small amount of frustrations and resource calculations based on incorrect info. I haven't checked yet if this is still the case with 2.3.3, which I dearly hope it is not, but we'll see. As for the dig-sites, I can't say that I've had unmet empires' sites be shown to me. You're not using a mod of some sort?

According to dev they change the system from slot-centric to building-centric, so building moving around should not cause any problem with the queue now. Replacement order should follow your building as they move to the other end of continent.

So the story went on like this; 2.2 Building stay in slot and queue has no problem >> 2.3 make building shuffle slot as to sort it every time you build/upgrade/replace, broke the queue, broke my mind >> 2.3.3 change so that building action linked to building and not slot to fix queue, still trigger my OCD. Sigh, I just want the shuffle not to trigger at least when I upgrade building at the very least.

P.S. Dig site show up might happen because some of my mods! Have handful of them that add new relics.