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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).

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

######################### 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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Unfortunately I had a mini-vacation this week to play Wrath of the Righteous
How did it go? What class did you go for? C'mon, details! ;)
All you have to do now, is update that variable monthly when a country has a deficit:
x_deficit = math.max(-1, math.min( x_produced / x_consumed, 0 ) )

So for situation like this:
Screenshot.png

You would get 10/-28 = -0.3571428573 -> -35.7%
This isn't quite right. You're penalizing people the most when they have a slight deficit and the least when they have a large deficit.

In the above, if I produced 27 food and consumed 28 food, I'd have a penalty of 27/-28 = -0.964 -> -96.4%, which makes little sense.

The multiplier should be min(1,produced/consumed), or if you want to express it as an additive penalty 1-min(1,produced/consumed).
 
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Thank you for your continued work.
Just one question: When can we expect the Fleet Manager (disappearing fleets, wrong ship count, faulty upgrading) and the Immigration to new Colonies to get fixed?

Those issues are pretty annoying. And those mechanics worked so well in 3.0.4.

Thank you very much for asking the Developers.

As I wrote in the Bug Report you later linked to, Post-Lem I haven't gotten a single game where the Fleet Manger worked. Trying to play this game with only 1st Fleet being upgradeable/controllable is very difficult, especially the farther into a game I get.

I began with Stellaris in February 2018 and this is by far the most game-breaking bug I've had to try to deal with. Hopefully someone there will figure it out sooner than later.
 
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This isn't quite right. You're penalizing people the most when they have a slight deficit and the least when they have a large deficit.

In the above, if I produced 27 food and consumed 28 food, I'd have a penalty of 27/-28 = -0.964 -> -96.4%, which makes little sense.

The multiplier should be min(1,produced/consumed), or if you want to express it as an additive penalty 1-min(1,produced/consumed).
Yep, you're right, I've made a mistake there. Updated the post with correct math. Thanks for double checking.
 
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Any plans to fix the once again half broken "In Breach Of Galactic Law" feature?
I made two bug reports

First one (confirmed and not fixed): https://forum.paradoxplaza.com/foru...w-and-associated-penalties-dont-work.1474003/

Second one (completely ignored):

(I'm quite sure this one is valid even for other resolution trees, like unchained knowledge, eco protection, etc. The Greater Good on the other hand works correctly)

Oh, and also sanctions, which don't apply the correct amount of penalties
 
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...but there's definitely no one like that on the dev team, and it results in a chronically extremely unbalanced game.

I think there might be one or two people just like that on the dev team. Probably most of the QA team. Most of the content developers. Probably everyone involved with developing the game has some understanding of the maths behind the economy.

What is lacking is the time to develop a more involved fix. Meanwhile we get a less involved but more timely interim fix. As has already been said a few times in this thread.
 
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I think there might be one or two people just like that on the dev team. Probably most of the QA team. Most of the content developers. Probably everyone involved with developing the game has some understanding of the maths behind the economy.

What is lacking is the time to develop a more involved fix. Meanwhile we get a less involved but more timely interim fix. As has already been said a few times in this thread.
It didn't need to be a more involved fix. Increase the modifier to -75%, and it's fixed. Yes, a more involved solution to deficit penalties would be great, but just changing the number is all it takes.
 
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How did it go? What class did you go for? C'mon, details! ;)
El Arcanist with the Lich mythic path - going fairly well - hit level 15/mythic 5 last night!
Any plans to fix the once again half broken "In Breach Of Galactic Law" feature?
I made two bug reports

First one (confirmed and not fixed): https://forum.paradoxplaza.com/foru...w-and-associated-penalties-dont-work.1474003/

Second one (completely ignored):

(I'm quite sure this one is valid even for other resolution trees, like unchained knowledge, eco protection, etc. The Greater Good on the other hand works correctly)

Oh, and also sanctions, which don't apply the correct amount of penalties

Cheers! I'll get these looked at :)

EDIT: Like you said, the first one is confirmed and logged in our internal bug tracker. Second one will be looked in more detail.
 
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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
Not sure if it's a bug but upgrading your planet capital building always generates a high ranking (silver, later gold) unemployed pop for me. I can't imagine it's supposed to be this way. Anyone else having this issue?
 
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Not sure if it's a bug but upgrading your planet capital building always generates a high ranking (silver, later gold) unemployed pop for me. I can't imagine it's supposed to be this way. Anyone else having this issue?
It's been a known bug for a long time. It's likely a consequence of it adding the jobs from the upgraded building before removing the jobs from the old building.
To illustrate: upgrading from the shelter to the administration goes from 2 specialist to 2 ruler and 1 specialist. When the new jobs are added, the job priority system promotes pops to fill the higher priority jobs, temporarily resulting in 2 rulers and 3 specialists. Then the old colonist jobs go away, leaving 2 unemployed specialists (the specific circumstances may result in only one unemployed specialist). If you're paying attention when it happens, you can take advantage of the instant demotion of newly promoted pops to fix it by blocking one or both (as necessary) of the new (and newly promoted) ruler jobs and advancing a day. The ruler(s) will demote back to worker status, and you can unblock the job(s) to be filled by the unemployed specialist(s). If you're not paying attention and some time passes before you notice the unemployment, the rulers will get used to their new rank and no longer instantly demote.
 
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El Arcanist with the Lich mythic path - going fairly well - hit level 15/mythic 5 last night!


Cheers! I'll get these looked at :)

EDIT: Like you said, the first one is confirmed and logged in our internal bug tracker. Second one will be looked in more detail.
The second one is probably due to the fact that every resolution nullifies the precedent one, resulting in deleting the effectiveness of its laws if they are not cumulative (like those from The Greater Good line). This is why I suspect that this bug can be applied to all other resolution lines
 
Thank you very much for asking the Developers.

As I wrote in the Bug Report you later linked to, Post-Lem I haven't gotten a single game where the Fleet Manger worked. Trying to play this game with only 1st Fleet being upgradeable/controllable is very difficult, especially the farther into a game I get.

I began with Stellaris in February 2018 and this is by far the most game-breaking bug I've had to try to deal with. Hopefully someone there will figure it out sooner than later.
Also, Fleet Manager has been the most consistently bugged feature of the game from the beginning. Fleet manager working almost completely normally lately has been a wonderful experience, but it's back to being broken (and, in some ways, worse than earlier FM bugs) is disappointing. I don't mean to be unappreciative of the devs, but just saying that I found this frustrating the most and longest as long as I'd been playing Stellaris.
 
The shortage economy exploit has been around a very very long time, i don't get why its such a problem now?
Personally i thought going to 500 research at year 3-5 with a machine ring world empire (negative energy only reduces ship strenght & Mineral jobs, buying 100 energy lets you fight for a month) was pretty close to free alloys, if not worse.
Thats why these things are banned in competitive play.
Cranking up the shortage effects wont have much effect on "us" (people that have spent way to much time in this game) while pushing inexperienced ones into an economic death spiral even more often. I dont see any gain at all for overhauling this system (after the -50% alloy bug fix)
 
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What kind of foul magic is this, my lord??!

I think they're talking about dumping energy to negatives for an early game rush.

If you go negative for energy, you get these penalties:
  • −50% Minerals from jobs
  • −75% Army Damage
  • −75% Shield hit points
  • −75% Ship weapons damage
The penalties to minerals are the most significant - you can sell items on the market to shore up your fleet if you really need it.

However, if you go negative on minerals, you get these penalties:
  • −50% Alloys from jobs
  • −50% Consumer goods from jobs
  • −75% Robot build speed
  • −25% Lithoid pop happiness
  • −75% Lithoid pop growth
That penalty to robot build speed is going to hurt. though, that penalty should be moved to alloys now, since that's what robots cost. However, if you limit your military expansion during the early game, even the mineral penalty can be ignored, so you can run as many robot researchers as you want.

What it really just needs is to reallocate penalties to resource types that are involved research production. The -50% research penalty from running a CG deficit should be moved to minerals for Hive Minds and Energy for MEs.
 
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