• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #226 - Custodians & Next Steps

Hello everyone!

Today I thought we’d go back and talk a bit about the Custodian Initiative and what the future can hold.

The 3.1 ‘Lem’ Update which we put out about 2 weeks ago contained a lot of good stuff that we'd been working on for some months. We’re really happy with how you have received the Custodian Initiative and the first free update, so it’s really fun to see that things seem to be moving in a clearly positive direction.

The Custodian Initiative
With the Custodian Initiative we’re doing a lot of new things at once, and in combination with a lot of internal changes as well, means we’re still learning and adapting. One goal that we haven’t been able to quite deploy a solution for is how to better work together with everyone in the community. We very much appreciate your feedback and we like to have constructive or fun interactions with you, and we want to figure out how to make this process more effective for us. For example, we’ve been thinking about how to have more public-facing bug tracking where you could potentially vote for issues (the voting functionality currently exists in our bug forums, albeit a bit more hidden than would be ideal). None of this has any concrete plans right now, but I thought it was important to mention anyway, so that you can more clearly know that we’re very interested in figuring out how to better make use of community engagement and feedback.

If you have any thoughts, let us know! We are also interested in hearing if you have ideas on how you can organize yourselves in the community to promote ideas, bugs and suggestions for improvements.

Our primary ways of interacting with you are our forums, reddit and discord.

Future Custodian Updates
As we’ve mentioned before, we aim to release a new free update about every 3 months. These updates will sometimes be released together with a new DLC. The next update is scheduled for late November.

In the November 3.2 update, our strategy will be to be a bit less ambitious than the Lem Update, and to focus on a bit more safe improvements. Going forwards, we may alternate between safe and more spicy changes for these free updates. Even if we aim to make 3.2 a bit safer, there will still be some interesting changes to look forward to – like pretty significant improvements for the AI. We will talk a bit more about that in detail next week. We will talk more about 3.2 in the coming weeks after that as well.

After 3.2 we will be aiming to release a 3.3 update sometime in February. This update will be a bit more spicy. Among other things, the Unity & Sprawl rework, mentioned earlier in dev diary 215, is likely to be finished and tested by then. Given the spiciness of these changes, we’re also looking into the possibility of an Open Beta for them to help things go as smoothly as possible :) We will be talking more about that in the coming months, mainly after November.

Keep in mind that the Custodian Initiative is still in its infancy and things are prone to change, so try to be patient with what you can expect with future updates. Together we'll be able to make Stellaris even more awesome!

---------

That is all for this week! Next week we will be back to talk about AI improvements for the upcoming 3.2 update.
 
  • 134Like
  • 41Love
  • 12
  • 2
Reactions:
I'll be open about this, there are no plans for a 3.1.3 right now. A hotfix is generally something we do to resolve issues that *must* be fixed. 3.1.2 was aimed at some obvious issues that we could fix quickly and efficiently and in a couple of cases fixes that didn't make the release build.

As it stands right now, there's nothing in 3.1.2 that I would consider hot fix worthy. That includes the fleet manager issues. The Desync from custom UI mods in MP, etc.

They are annoying, but generally speaking the vast majority of players games right now are totally untouched by them, they will be addressed in our next release, but to get to that release without causing issues, we have to focus our attention on 3.2 without stop starting to make small patches.
Literally everyone I know that plays this game plays it modded, and we're all waiting for the desync bug to be patched to play multiplayer.

There are posts about it daily. This isn't affecting the majority of multiplayer games right now because we aren't playing. With a huge number of popular mods, this bug results in desyncs on day 1: of course no one is playing it.
 
  • 12
  • 4
Reactions:
Hate to say it, but I imagine that they have access to the numbers, and the modded multiplayer scene probably is a relatively small component of the game's global player demographics

I empathise though, I'd be annoyed as heck.
 
  • 6
  • 2Like
Reactions:
So... no fixes for the asteroid event finishing within a month? Please don't tell me it's intentional.
I've seen it do this, but I've also seen it behave normally. It seems to depend on where it spawns and whether the starbase (or something else) attacks it, which makes it drop its speed dramatically (I don't think it can hit the planet at all if its in combat).

If you're running a mod that increases the size of a system, like Real Space, the asteroid is way, way less likely to get in combat.

If you have a save file with this happening, I think it's worth dropping a bug report.
 
I've seen it do this, but I've also seen it behave normally. It seems to depend on where it spawns and whether the starbase (or something else) attacks it, which makes it drop its speed dramatically (I don't think it can hit the planet at all if its in combat).

If you're running a mod that increases the size of a system, like Real Space, the asteroid is way, way less likely to get in combat.

If you have a save file with this happening, I think it's worth dropping a bug report.
I have. It happened twice, over two different games: once to a primitive world, and once to my first colony shortly after starting. Both times, it hit the planet within a month. Haven't used any mods for the game, yet.
 
I'll be open about this, there are no plans for a 3.1.3 right now. A hotfix is generally something we do to resolve issues that *must* be fixed. 3.1.2 was aimed at some obvious issues that we could fix quickly and efficiently and in a couple of cases fixes that didn't make the release build.

As it stands right now, there's nothing in 3.1.2 that I would consider hot fix worthy. That includes the fleet manager issues. The Desync from custom UI mods in MP, etc.

They are annoying, but generally speaking the vast majority of players games right now are totally untouched by them, they will be addressed in our next release, but to get to that release without causing issues, we have to focus our attention on 3.2 without stop starting to make small patches.
Okay, so, no.

The desync issue a big one. You say you support modders. This is your chance to prove it.

I know what causes the desync. It is repeatable, replicable, and testable. There is frankly no way it would take more than a day for 1 programmer to fix it, given these circumstances. And if I somehow know all this, and you guys don't, something is very wrong here. Usually I say "We have no idea what's going on behind the scenes", cause really, we don't. This time though, I know enough out here to know that this is a deliberate choice by someone that doesn't understand the impact this is having.

Gigastructures has ~290k subs. Even if only 5% of them do multi, that is still 14.5k people. Custom UI is integral to the functioning of the mod, as the Sertings Menu appears on game start. So you've got a desync right off the bat.

After that, your choices are to either disable all the content that uses custom UI (All 3 Crises, Achievements, and several megastructures), or reload the game every time someone interact with a custom UI, and hope that whatever you did in it stays through the reload. Neither of these options are reasonable.

Not fixing this also goes beyond just halting basically any decently modded multiplayer. This is frankly disrespectful to the mod authors that will have to deal with the reports of these desyncs for 2 months til 3.2. All we can say is "go blame PDX". And that's a terrible feeling. Knowing exactly what the problem is, and how it could have easily been fixed, but I have to tell them it wasn't because someone at PDX decided that this time, desyncs are apparently not important.

Surely you can spare 1 person to fix this issue, and put out a hotfix for it? You don't need to get the whole team on it. It's 1 bug.
 
  • 21
  • 5Like
  • 2
Reactions:
I'll be open about this, there are no plans for a 3.1.3 right now.
So how this different from previous patch cycles where you rushed into the next iteration while leaving previous issues unfixed for months (or even years)?

There are some issues specifically with content added in Lem, such as civics not working correctly in all cases. Now in the grand scheme of things these might be small things, but in some ways it shows that little has changed.
 
  • 11
  • 1Like
Reactions:
Regarding those AI improvements:

How about revisiting AI empire generation? We have a lot of posts of people saying "I'm playing as a Megacorp, so why am I surrounded by Megacorps?" Or people being annoyed about having a lot of Fanatic Purifiers or Swarms generated next to them. How about giving us the option to have the game select only from a pool of player-created empires at random? Every time I play Stellaris, I select the option to have 20 empires in the galaxy. And then I select 19 Empires which I generated myself to spawn them into the game, because I do not like the way the AI spawns empires in randomly. However, this makes it a lot less fun to discover empires because I already know all the empires that will spawn in the galaxy.

Regarding AI playstyles:

If I remember correctly, the AI tends to build their ships depending on their empire ethics. Some AI empires favour kinetic weapons, other favour Energy. Obviously, this prevents them from building a strong fleet. How about giving us an option to disable this? And have the AI use good ship builds instead?

A huge numer of players are using Starnet AI or Statech AI. Not only does this mod make the AI "smart" or rather capable of building their planets properly, it also teaches the AI to build proper ship designs. This makes going to war much more interesting.

I hope you consider adding not only the AI improvements of Startech/Starnet AI but also consider changing the way the AI designs their ships to make them more of a challenge.




Even if we aim to make 3.2 a bit safer, there will still be some interesting changes to look forward to – like pretty significant improvements for the AI. We will talk a bit more about that in detail next week. We will talk more about 3.2 in the coming weeks after that as well.
 
  • 2
Reactions:
We have a lot of posts of people saying "I'm playing as a Megacorp, so why am I surrounded by Megacorps?" Or people being annoyed about having a lot of Fanatic Purifiers or Swarms generated next to them.

I've asked devs about this on several occasions, and there are no special mechanics that make your neighbors the same/opposite ethics/authority that I've been able to get anyone to admit to. These things are truely, randomly generated, and these complaints are the net result of millions of games generated. Whether there should be something that say, stops two MegaCorps from spawning next to one another, is a game design/programming difficulty decision and another story.
 
  • 15
  • 2
Reactions:
As a frequent multiplayer participant, I would like to see more map options to spread players out better. Usually 1/3 of the galaxy goes to 1-2 players and the rest are crammed in to the remaining area.
Other map types like clusters where every player gets their own clusters and there is a center shared area.
Events around the creation or destruction of warp lanes.

Mods like Wild Space have the goal of creating more interesting maps that are not just a straight rush for territory but require additional tech to take control of.
 
  • 2
Reactions:
I just want to take a moment to say thank you to the Dev Team for investing the way they are in Stellaris, I know some people have complaints about things that they have experienced in Lem and I am not trying to minimize their experiences but outside of a pay by month MMORPG I dont know of to many games that have an entire team that will be go back and preforming updates to a game doing this level of work just to try to improve the experience of already paying customers! Thank you for this, I LOVE Stellaris, it is in my top 5 games ever, probably way at the top of that top 5 and I so happy it is an IP that Paradox is willing to put this level of effort into!
 
  • 1
  • 1Like
Reactions:
With all due respect, but personally I see at least 5 (usually more) people creating bug reports in mods *daily* for the desync issue, and disagree strongly. This is exactly the kind of issue that has been hotfixed in the past as critical.

Any kind of modded multiplayer is effectively dead until November, and I've seen several scheduled games not happen. Anecdotal perhaps, but there's quite a lot of people that wanted to coop against the new Blokkat crisis from Gigastructures, which is effectively not possible in 3.1.
Strongly agree that fixing certain issues that are affecting communities who often carry the torch for getting new members into the game and creating discords etc is not the direction I love to see! Here's to hoping enough people (like me) can get the word out that breaking mods and then "having no plans to fix" when your patch cycles are 3 months is unacceptable. I thought the custodianship was supposed to be *good* for PR?
 
  • 7
Reactions:
I very much appreciate the insight and candor, as I've appreciated everything recently except for the fact that I have what I consider to be a game breaking bug with nearly all Fleets disappearing from the Fleet Manager (and so non-upgradeable or controllable).
I never use the Fleet Manager at all, and I have no trouble upgrading or controlling my fleets. Do they disappear from the outliner as well?
 
  • 1
Reactions:
How about giving us the option to have the game select only from a pool of player-created empires at random?
Can't you do this already? Can't you (for example) make 30 custom empires, set them all to force spawn, start a game with 15 AI empires, and the game will pick 15 of the ones you set to force spawn? I swear I've seen people talk about doing just that.
 
  • 4
  • 1Like
  • 1
Reactions:
Save yourself a lot of hassle and testing: just do away with sprawl and everything related to it. Stop punishing people for playing a 4X game well.
Because a) That's not at all realistic b) it's been in the game since the start. c) "Just remove this mechanic I clearly don't undersrand" is not an argument.

Mod it out if you want.
 
  • 12Like
  • 1
Reactions: