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Stellaris Dev Diary #254 - 3.4.3 'Cepheus' Patch Released (Checksum 9d15)... What's Next?

Hi all!

I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms!

On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team was absolutely on fire and was able to bring many of the fixes and changes that were originally scheduled for the later release into this hotfix. As a result, the 3.4.3 hotfix is significantly larger than a hotfix would usually be.

I want to stress exactly how helpful the bug reports we received were during this process - they made it possible for QA to generate a list of the biggest issues affecting the community and helped us prioritize our work, so thank you for submitting them, and please continue doing so if you run into issues.

Without further ado, here are...
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######################### VERSION 3.4.3 ############################
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Revolt and Planet Stability related fixes and changes:
  • When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor).
  • Revolt Situations no longer cause escalating stability maluses, as these could make it impossible to stop a revolt. They now give a flat 10 stability malus at all stages.
  • The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
  • Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
  • Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
  • Improved AI decision making on Revolt Situations.
  • Fixed cases where rebels and released empires would have traditions and techs they should not have had access to (e.g. if non-gestalt pops rebelled against a gestalt empire).
  • Fixed cases where rebels and released empires would use their parent countries scientists for research. I.e. the researcher would be active in both countries, until one country changed their task.
  • Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it).
  • Void Dwellers now replace the 1 Politician (or Executive) job from Habitat Administration buildings with two Colonist jobs, which should increase their overall stability in the early game.
  • Doomsday origin starting planets will no longer clamor to revolt. (Revolt Situations are disabled on them.)

Deficit related fixes and changes:
  • To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
  • Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
  • All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
  • Fixed a case where the situation approach to cut the maintenance of habitats would count double.
  • Fixed stray reference to Minerals in the Consumer Goods Deficit Situation.

Subject and Agreement related fixes and changes:
  • Subjects should no longer flip-flop between regular subject types and protectorate.
  • Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
  • Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
  • Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
  • Increased the effects of Relative Power on AI acceptance of agreement negotiation.
  • Added base acceptance for subsidiary.
  • Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
  • AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
  • Set minimum Advanced Resources tax for Prospectorium to 15% from 30%
  • Fixed ACTION_DEMAND_SUBJUGATION_NOTIFICATION and ACTION_ASK_TO_BECOME_SUBJUGATED_NOTIFICATION loc keys.
  • Fix for trade deals that are accepted and then canceled immediately.
  • Fixed AI not taking relative power into account when considering subjugation proposals.
  • You can no longer set the priority of overlord catalytic or metallurgist jobs.
  • Overlord catalytic jobs no longer have the pre-3.4 penalties for food deficits.
  • Corporate overlords now have access to the protectorate subject type.
  • Slaves can now be "employed" as mind-thralls.
  • Fixed issue when removing/replacing overlord removes the corporate holdings.
  • The Divided Patronage loyalty penalty is now correctly removed from existing subjects when taking Shared Destiny, Feudal Society or Franchising.
  • You can no longer immediately see the secret fealty status of sectors released as subjects.
  • Rebalanced trade weights for specialist subject leaders.
  • Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
  • Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
  • Empires can no longer have negative diplomatic weight.

Game Stability related fixes and changes:
  • Fixed crash connected with resettling the last pop of a species.
  • Fixed a rare crash in the Situations interface.
  • Fixed crash with modded shipsets.
  • Fixed a crash that would happen when generating very large galaxies with high hyperlane density.
  • Fixed a crash related to Federation Laws.

Ship related fixes and changes:
  • Ship starting experience modifiers now work when provided empire-wide (e.g. Fleet Supremacy edict)
  • Fixed tracking not countering evasion.
  • Added missing ship components for Offspring ships.
  • Mercenary fleets are now buffed by Offspring Auras
  • Added missing L2 Battleship section for Offspring Battleships.
  • Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
  • Fixed certain AIs (the ones with Calamitous Birth and Private Colony Ships) never colonizing.
  • You can no longer found mercenary enclaves using fleets belonging to your federation or the galactic community.

Other fixes and changes:
  • Legacy Human portraits have been re-added as an option in empire creation.
  • Fixed pops that grow as specialists on Colonies.
  • Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
  • Amenity job management is now activated even when there are no resources available for planet automation.
  • Fixed an issue where planet automation could not use resources from their local sector stockpile.
  • Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
  • Reduced the amount of research given by merc dividends.
  • Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
  • Non-Prophet Organization now correctly checks for the Teachers of the Shroud origin.
  • Fixed the Stellar Performance achievement not being awarded properly.
  • Subterranean empire are now shown uncapped mining districts on uncolonised worlds.
  • The Crystalline Bane modifier is now removed if you kill the Crystal Kraken in a dishonorable manner.
  • Progenitor Nest deposit is no longer removed when terraforming a planet into a hive-world.
  • Hive worlds now provide an offspring drone for progenitor hives instead of a spawning drones.
  • Fixed the Cyro Pod warrior event for xenophobes.
  • Meeting the artist enclave now sets the correct flag.
  • Added tooltip on create office branch button when players could not open a branch office.
  • Shroudwalker greeting event now fires only once.
  • Fixed tooltip for starbase resource silos.

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New Known Issues
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  • Localization for non-English languages related to these changes will be coming in a future update.
  • When negotiating an agreement, if the other party does not wish to accept the terms but does not have the influence necessary to decline, the eventual notification says that the deal timed out and auto-declined when in fact it was auto-accepted.

So what's next?

We'll be continuing to keep an eye on things, so keep those bug reports and feedback flowing. Currently our plan is to have a 3.4.4 update in a few weeks, that will contain localization updates for the 3.4.3 hotfix, more fixes and balance adjustments.

A sneak peek of some of the things we're looking at for the planned patch include the following:
  • The Imperial Fiefdom will start with colonies close to every member of their empire, so nobody will feel left out of the fold. Those who feel particularly loyal will now also be able to remain a vassal of the empire after the civil war has started.
  • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
  • Ships now gain 5 exp per day in battle instead of 1.
  • Doubled the base unity output of telepaths.
  • Khan should no longer be hostile to mercenaries.
  • Admirals no longer abandon their post on leased fleets.
  • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
  • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
  • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
  • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
  • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
  • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
  • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
  • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
  • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
We also have some quality of life automation improvements planned for 3.4.4:
  • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
  • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)

Automated Construction

Thanks for playing!
 
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We also have some quality of life automation improvements planned for 3.4.4:
  • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
  • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
OK, this I like a lot. I can now have 2 construction ships and set one on automated to build the mining/research stations and only need to concern myself with the one I'm using to claim territory. Will make the early to mid game much more enjoyable as I can concentrate on other matters rather than trying to keep up with building mining stations all over the galaxy.

Automated Exploration, honestly I've been using a mod for that so it will be nice to have it as a game feature versus having to use a mod. :)
 
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I have been playing since the game launched, and this was one of the more disappointing DLC drops due to the serious nature of some of the bugs, *BUT* this is the most impressive hot fix I've ever seen for any of the Paradox games that I play (and I play most of them).

This is some very thorough, very fast work, and not that my opinion on any of this really matters, but I am very impressed with the communication and turn around surrounding this DLC launch. What could have been another sticky release has instead highlighted that you guys really got your house in order last year when you split the team into two dev groups.

Thank you all for your hard work and your continual improvement of this wonderful game.
 
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Every fix was checked before and after merging. So we should be good ;) We put in a lot of extra effort to that end.


Weekly patches are a no go, too much overhead and possible disruption to everything else we've got going on unfortunately. 3.4.4 won't be a month out but after that the next release will be the next custodian patch.

Today's hotfix is impressive and a much needed address of a lot of bugs that were added last week.
But I feel this is setting yourself up for a failure you should have learned from. Stellaris is 6 years old now (congrats!), but during these years has had multiple issues with bugs, tech debt and general messing up of the game. There are plenty of of stories of the community knowing year-long issues that are completely unknown to the team. This has resulted in the custodian second team.
But here you are now telling us that there will be one "urgent issues" patch a week after DLC launch and another "we'll see what we can get fixed" patch in a few weeks.
This is just not enough. There is currently a bug that makes savegames unloadable without editing the files, that has so far seen no visible acknowledgement nor seems to be part of this hotfix.

To me it seems whoever decides to limit the number of patches this much in a game that has such a convoluted development and a history of years-lasting bugs, is setting up another of these "The forums are on fire" situations. And that's before we acknowledge that some patches reintroduce bugs.
Even if it creates overhead I think we need 2-3 real patches after each DLCs release.

And given that the custodian teams seems to be as much focused on new stuff as on fixing bugs, they wont be the band-aid for DLCs leaving issues.
Stellaris is a pretty good game in many ways, but it can be even better, and given the constraints you are all working under, a little more time and more interations to address all the new dents seems like really recommendable.
 
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I hope when you can work on the outliner you consider adding options similar to the different TinyOutliner mods to fit far more items on the screen at the same time, especially now that Orbital Rings flood the outliner (and are hard to tell apart and navigate from ring to ring without lots of clicks) and the new situations take up room at the top of the outliner... personally I just find it irritating to have several idle ships that have been ignored just because the outliner isn't concise enough to show the required information without scrolling a lot. (For megastructures I've taken to leaving construction ships at important locations as living bookmarks).
Vanilla Stellaris UI need to hit a balance between aesthetic appeal, information detail and acessibility so we are never going to end up with something like TinyOutliner.
IMO, being able to shift that balance around is one of the biggest strengths with UI modding and what makes them great :)
Also I think that the lack of a single suggestion in the "Implemented" tab of the Suggestions sub-forum makes people feel ignored. But that's probably more an issue with the implemented filter never being used since the forum has been reworked a few times and changes get made that reset the view figures for older items to 0 making them look ignored when the forum incorrectly says they haven't been viewed much.
There's also a quirk where I as a developer can't change those tags, so when I pull some small thing from there I can't tag it as done. It will just show up in the patch notes.

Also, since you said you don't know about robotic pops there are several issues I can think of that it could be about:
1. Machine empires capture Robots from normal empires but can't really do anything with them making them a drain on your economy (Robots lack machine traits and trait points, can't be modded into your machine race, can't be purged) and these end up cluttering your species list.
2. Normal empiores capture Robots and each empire's Robots count as a seperate species. As they can all be modded to have identical traits they should be able to be coded as sub-templates of a single master template to reduce some clutter and micromanagement. I want to eventually have 1 pop template with a set of traits, but end up with 7+ pop templates with the same traits that can never be merged and need to be modified individually which isn't really worth doing for a couple of pops so it's just a big cluttered list of pops I've picked up.... more irritating and confusing than harmful.
Thanks for the explanation :)
What I should have said is that I'm aware that there are QoL issues with managing all the species that get created, but that I haven't been part of any discussions for solving that problem so I can't say much about it.
 
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where is this hidden in tooltips? i actively tried to find this and couldn't locate it.
You have to hover over the name of the destination system and wait until the tooltip appears.

No idea why the devs have hidden this information. It's useful enough to justify being able to check it at a glance.
 
To me, it looks like in general PDX for some reason tries to avoid adding complicated UI elements like windows when possible. Eg. the merc enclaves use standard enclave diplomatic screens, new features like holdings (and branch offices earlier) are added to the UI in what to me looks minimum viable effort (new tab in the planet screen). I don't know the reason, but I am probably talking out of my .... but I guess designing UI for Stellaris requires comparatively lot more resources/time than many other aspects of the game.
There's twomain components here I'd say.
1. The percieved complexity of the UI turns new players away from the game. The more we reuse, the faster new players can start to feel that they recognize the UIs and start to intuit how they work.

2. Stellaris is a fairly old game at this point and it's using an old UI system. This system is quite verbose and requires a lot of code, which translates into UI development taking up a lot of time. Time that could be spent on making the game better in other aspects. To give you an idea of the scale: I spent about a month worth of time on facilitating the Situations feature in all UIs and refitting the situation log to the larger size.

The branch office situation is definitely one of those where we would like to support it better, but taking the time to make the UI for it is hard to motivate with all the other important work that needs to be done. I did read a nice suggestion of displaying an icon in the trade map mode for planets where you can build branch offices. Haven't looked into how viable that is, but it sounds like a relatively quick solution that would at least alleviate the problem of having to click through them all and checking manually.
 
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The branch office situation is definitely one of those where we would like to support it better, buttaking the time to make the UI for it is hard to motivate with all the other important work that needs to be done. I did read a nice suggestion of displaying an icon in the trade map mode for planets where you can build branch offices. Haven't looked into how viable that is, but it sounds like a relatively quick solution that would at least alleviate the problem of having to click through them all and checking manually

Could something like this work for the mercenary enclaves? Showing if they’re available from the trade map-mode? Having to call them one by one to see what fleets are available is a bit of a pain.

If info like price and fleet strength could appear on a cursor tooltip when hovering over a system that would be great too. Not sure if that’s easier or harder than a specific UI contacts tab for mercs.
 
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With the new BUILD HYPE addition the galaxy's UI is just getting more crowded, and it doesn't handle this crowding well.
I feel like those icons shouldn't overlap like that but resort to only showing a few of them, but anyway!
I tried my hand at restructuring the UI to be able to show more of them. There are so many icons that can be shown for a system though so it was hard making something that never overlapped and still looked OK. I gave me some newfound respect for our UX designers :p

But yeah, this is also an issue that I would like to try to convince a UX designer to collaborate with me on.
If we can find a way to show all of that information without making a mess of the galaxy view, it's certainly something I want to do!
 
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  • When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor).
Does the newly-independent empire have a way to quickly form an alliance before you declare war?

  • Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
Would it be possible for edicts you can't afford the upkeep of to auto-cancel before the game checks to see if you go into deficit? Or perhaps a "We're about to go into deficit!" notification that gives you like a week to cancel edicts, disable buildings, or purge pops before firing the situation?

  • Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
Do you know if this was causing the bug I've seen a couple people mention about losing wars on a status quo?

  • Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
Would it be possible to allow subjects to sign defensive pacts with other subjects of the same overlord?

  • Fixed crash connected with resettling the last pop of a species.
This is what was causing this bug, correct? (If that's a different bug, I'll need to return it to unfixed on my list).

  • Ship starting experience modifiers now work when provided empire-wide (e.g. Fleet Supremacy edict)
Oh nice, that's one I've been waiting for.

  • Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
Does this also fix them not counting as fully occupied?

  • The Imperial Fiefdom will start with colonies close to every member of their empire, so nobody will feel left out of the fold. Those who feel particularly loyal will now also be able to remain a vassal of the empire after the civil war has started.
Do they use L-Gate style gateways so that they aren't closed during a war against a rebelling subject?

I'm still hoping that mine will be.

I'd really like a way build up more building slots at specific habitats to dedicate them to say, refineries, as well as administrative habitat districts.
I think I've come up with a good way to make something like this work by making a UI change to remove the limitation on district types for artificial worlds:
 
They'll have a couple of gateways linking their territory together.
Maybe linking them via wormholes, giving the overlord wormhole stabilization, and giving fiefdom vassals easier access/higher chance to roll wormhole stabilization would be a better option? I don't know, it feels like going Galactic Doorstep or a high-tech empire near an early gateway only to discover that the first one you open is guaranteed to lead to most likely closed borders and/or a hostile empire would be unsatisfying.
 
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Maybe linking them via wormholes, giving the overlord wormhole stabilization, and giving fiefdom vassals easier access/higher chance to roll wormhole stabilization would be a better option? I don't know, it feels like going Galactic Doorstep or a high-tech empire near an early gateway only to discover that the first one you open is guaranteed to lead to most likely closed borders and/or a hostile empire would be unsatisfying.

The cool thing about having wormholes is the story potential. Even if the overlord falls they/their territory is still valuable for its connection to distant places.
 
On the robot species issue:

Would it be possible to simply make a global "robot" species and have each empires robot designs fall under that category as a sub-species? Then if you happen to get 3 robots from species A and 2 from species B, you could merge them into your own subspecies simply by using the "apply modification" function we already have in game.

It's not that the current way isn't working, but it sure does look messy in the UI to have multiple main species of robots.

And lets face it, if you play a large game with 20+ empires by end game you don't dare open the the tab to see all species in the galaxy, it's gonna take a while. It really is a nightmare with the way the AI goes over-board on creating new sub-species.
 
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I feel like those icons shouldn't overlap like that but resort to only showing a few of them, but anyway!
I tried my hand at restructuring the UI to be able to show more of them. There are so many icons that can be shown for a system though so it was hard making something that never overlapped and still looked OK. I gave me some newfound respect for our UX designers :p

But yeah, this is also an issue that I would like to try to convince a UX designer to collaborate with me on.
If we can find a way to show all of that information without making a mess of the galaxy view, it's certainly something I want to do!

It's not just the overlap -- sometimes they also disappear! (That's harder to show in a single screenshot though... :) )

E.g. if you have a starbase, a digsite, and a wormhole all in the same system, you will see two icons (not always the same two, either).
 
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  • To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
I think this is big. Now an empire can plop down advanced research labs and get the ball rolling before they have the gas techs. I think this buffs megacorps because they'll be rolling in energy credits and can buy more advanced resources. thus more research.
 
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Are you guys aware of the starbase building Target Uplink Computer not applying it's 50% range modifier to starbases or defense platforms? I'm sure this is down in the priority list, and i appreciate how amazing the custodian team is being and putting so many bug fixes already!! Keep up the good work!!!!
 
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Vanilla Stellaris UI need to hit a balance between aesthetic appeal, information detail and acessibility so we are never going to end up with something like TinyOutliner.
Is this also why Vanilla Stellaris UI is terribly optimized for high dpi screens and high resolutions? Vanilla UI is so teeny tiny compared to UI mods like UI Overhaul Dynamic and such.

Example:
1653001745269.png

Look at how tiny this window is compared to my actual resolution. Seems like everything is designed for half of a 1440p monitor these days.
 
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