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Stellaris Dev Diary #225 - 3.1.2 "Lem" Patch Update

Hello Stellaris Community!

This week’s Dev Diary comes to you with a little bit less of the future development and more of what we’ve been doing with the Custodian team’s work. That means that we’ll be sharing a little bit of information on the upcoming fixes for the 3.1.2 patch. Next week we should be back to the regular schedule of dev diaries that we know you’re looking forward to; however, this week we want to continue the conversation from last week and provide details on the patch.

First off, we want to thank all of you for submitting your bug reports! Bug reports are extremely useful to us, and we want to thank our Community for dedicating their time to reporting issues in Lem. I just want to share a little context with you all for a moment:

On launch day we peaked at ~18k concurrent players on Steam, supposing each of those players plays one hour, that’s 18 000 hours. Assuming a 40 hour work week, that’s 450 workweeks. This isn’t meant to make excuses, but just to put into context that our community does more playing in the hour after release than we could hope to accomplish in the time between the release of Nemesis and now. :D

With that being said, we have put together a patch for the 3.1.1 “Lem” Update! The Custodian team has spent the last week fixing issues raised by the community, and we hope to get this patch out to the larger community around the middle of next week (as long as there are no further issues).

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######################### VERSION 3.1.2 ###########################

#################################################################

######################

# Performance and Stability

######################

* Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

######################

# Bugfixes

######################

* Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
* The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
* Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
* Ancient Clone Vats can now only assemble Clone Soldier pops.
* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
* Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
* Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

######################

# Known Issues

######################

* The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.
* Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.
* Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.
* It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.
* Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.
* Shattered Ring World can turn into a planet due to takeover or devastation.
* Mechanical pops with a Decadent Lifestyle have no pop upkeep.
* Awakened Empires don't use traditions properly.
* Machine empires can spawn with the necrophage origin.

For those of you still waiting for your mods to update, we also have been maintaining a list of updated mods for 3.1.*, you can check it out here.

Thanks for reading, we’ll see you next week where grekulf will shine some light on the operations of the Custodian team.

The Stellaris Team
 
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Any plans to also look at the Scion origin to make the threats of FE intervention not as strong?
I don't know about this. Generally, the FE would be angry that your destroying their vassal. On the other hand, I find that the FE doesn't intervene enough. Some games they almost completely ignore you as your neighbors tear you apart.

I would argue that Scions need more flavour. For the favored servant of the ancients, they don't really make you do much. They should give out missions - make your empire do things - other than demand a random scientist every now and then. Perhaps it can even be kind of a tutorial origin where the FE instructs you how to play - fitting their role as teachers, and you the uplifted students.
 
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Feedback on LEM.

I've played the clone army twice through now, going genetic perfection. My current empire is 99 clones and like 4-500 pops of different species. It's also 2500 and I STILL haven't gotten the psionic theory option to pop.

I like the idea of having a truly elite population controlling the rest, but I can have my main pops on up to, but not more than 5 planets. I know it was designed this way to keep the clones from being OP, but it does feel like this is too much of a penalty as time goes on in the game.

Suggestion: Allow for at least one ancient clone vat on each planet and ring section colonized. Having those clone vats on the planet is a penalty as it is, due to their taking a useful building slot. Perhaps there should be a tech that allows creation of more clone vats, maybe as a percentage of total admin cap? Or the vats should maybe take one of each 3 main rare minerals to keep up? I LIKE the idea of the 'iron womb' to grow new pops. I don't even mind that my pops aren't as numerous as other pops. But they shouldn't be completely absent from some sectors in my empire! Please consider a way to increase the population options for my genetically perfect soldiers! Thank you.

EDIT: Psionic Theory finally popped in 2501. Also, I had to use a cheat to spawn the gateway tech at 2400 as there were no gateways I could find on the map (set it at .75). Only gateways related to archeology digs popped. Could have been a mod issue, could be a bug. IDK. I did set the end game much later than I usually do, though I got all other tech at a 'normal' time.

I think it'd just be nice to figure out how to build a version of those clone vat eventually.
 
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You have to engage it to slow it down. It's a goddamn zippy boy now, though, that's for sure.
Doesn't make sense, considering these are hyper-futuristic spacefaring nations, with advanced detection and prediction technology... but they only notice an asteroid 30 days before it hits? Also, the fact that they didn't say anything about it in the patchlogs from Lem's release leads me to believe it's a bug.
 
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Something I'd be interested in, do you get metrics like Unique Players? Could you possibly get this estimation of playtime a bit less lowballed?
This info came from SteamDB as sort of a back-of-the-napkin extremely unscientific example.
 
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As much as we'd like to redesign how resource deficits work in the game, overhauling the system would be an impossible task for a hotfix given the relatively short time between the release of 3.1.1 and 3.1.2. However the fix for catalytic processing not intended to be a long-term solution and will hopefully be revisited again in the future.

I understand you are probably just skimming through posts, but my suggestion was simply to increase the penalty to -75% alloy production (easily doable, fixes the issue). While I mentioned the idea of a resource deficit rework, it was as some long term future thing... and that you should make sure the exploit is fixed now(3.1.3), rather than saying "good enough" and leaving it for an entire update cycle (3.2.x).
 
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The food deficit as a catalytic processing empire causing you to create 50% less alloys is now in line with the mineral shortage modifier- which is good

One question I would have is if there is any scope to add the modifier that makes people not run a mineral shortage economy with robots/machines- that being the -75% robotic pop assembly speed

Pops are everything so also applying that modifier alongside the -50% alloys from jobs would make it more in line with a mineral shortage and may balance Catalytic Processing on robot/machine emps more effectively because as another poster said “50% of free is still free”
 
Spanish translation:

Translation of the Galactic Imperium should be "Imperio Galáctico" not "Emporio Galactico"

As the title says, "Imperio" should be the translation because "Emporio" means commercial warehouse, it's distracting.
 
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Spanish translation:

Translation of the Galactic Imperium should be "Imperio Galáctico" not "Emporio Galactico"

As the title says, "Imperio" should be the translation because "Emporio" means commercial warehouse, it's distracting.

Translation inaccuracies are important! Please fill out a bug report on this.
 
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Hello Stellaris Community!

This week’s Dev Diary comes to you with a little bit less of the future development and more of what we’ve been doing with the Custodian team’s work. That means that we’ll be sharing a little bit of information on the upcoming fixes for the 3.1.2 patch. Next week we should be back to the regular schedule of dev diaries that we know you’re looking forward to; however, this week we want to continue the conversation from last week and provide details on the patch.

First off, we want to thank all of you for submitting your bug reports! Bug reports are extremely useful to us, and we want to thank our Community for dedicating their time to reporting issues in Lem. I just want to share a little context with you all for a moment:

On launch day we peaked at ~18k concurrent players on Steam, supposing each of those players plays one hour, that’s 18 000 hours. Assuming a 40 hour work week, that’s 450 workweeks. This isn’t meant to make excuses, but just to put into context that our community does more playing in the hour after release than we could hope to accomplish in the time between the release of Nemesis and now. :D

With that being said, we have put together a patch for the 3.1.1 “Lem” Update! The Custodian team has spent the last week fixing issues raised by the community, and we hope to get this patch out to the larger community around the middle of next week (as long as there are no further issues).

#################################################################

######################### VERSION 3.1.2 ###########################

#################################################################

######################

# Performance and Stability

######################

* Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

######################

# Bugfixes

######################

* Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
* The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
* Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
* Ancient Clone Vats can now only assemble Clone Soldier pops.
* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
* Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
* Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

######################

# Known Issues

######################

* The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.
* Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.
* Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.
* It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.
* Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.
* Shattered Ring World can turn into a planet due to takeover or devastation.
* Mechanical pops with a Decadent Lifestyle have no pop upkeep.
* Awakened Empires don't use traditions properly.
* Machine empires can spawn with the necrophage origin.

For those of you still waiting for your mods to update, we also have been maintaining a list of updated mods for 3.1.*, you can check it out here.

Thanks for reading, we’ll see you next week where grekulf will shine some light on the operations of the Custodian team.

The Stellaris Team
is there any news on the issue of getting the Grey Tempest every time? ive not seen another L-Cluster outcome since December last year. Or has that been fixed and I have just been unlucky this patch?
 
is there any news on the issue of getting the Grey Tempest every time? ive not seen another L-Cluster outcome since December last year. Or has that been fixed and I have just been unlucky this patch?

This (I think) is tied to an issue with random_lists not being truly random, which has been fixed in Lem. :)
 
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Just got a CTD with clone empire. Wanted to release a vassal with one of my clone pops into "freedom", but then, CTD.

This is fixed in 3.1.2, which is coming out next week.
 
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Spanish translation:

Translation of the Galactic Imperium should be "Imperio Galáctico" not "Emporio Galactico"

As the title says, "Imperio" should be the translation because "Emporio" means commercial warehouse, it's distracting.
It is really a good name for a galaxy spanning MegaCorp.
 
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The Stellaris team could really use the help of a "math guy" with an eye for balance calculations. The Catalytic Processing food deficit exploit - and the fact that it still exists after the hotfix - is the kind of thing that is immediately obvious to some people, as we can see in this thread, but there's definitely no one like that on the dev team, and it results in a chronically extremely unbalanced game.

Just a freelance guy the team could run number balance issues by would be such a big aid. I'm sure many people on these forums would do it for free as well. If the devs can't do that for ethical reasons, then at least do a beta branch for patches like this so people can point out the issues before the patch is finalized.
 
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The Stellaris team could really use the help of a "math guy" with an eye for balance calculations. The Catalytic Processing food deficit exploit - and the fact that it still exists after the hotfix - is the kind of thing that is immediately obvious to some people, as we can see in this thread, but there's definitely no one like that on the dev team, and it results in a chronically extremely unbalanced game.

Just a freelance guy the team could run number balance issues by would be such a big aid. I'm sure many people on these forums would do it for free as well. If the devs can't do that for ethical reasons, then at least do a beta branch for patches like this so people can point out the issues before the patch is finalized.
It would indeed help. On the other hand they made sure you need the same amount of jobs per alloy with the civic. Which would be fine if it wouldn't cost a civic point, therefore to make it worthwhile to take it needs to be made better.

As a side node. It seems a lot of the successful board games were made by mathematicans to ensure balance and therefore replay value.