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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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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.
No you need the tech in order to research advanced buildings, so Advanced tech labs won't show up as a research option until you research any exotic gas tech. Furthermore this doesn't specify if you can buy any strategic resource. It says if you have a deficit of a resource you can buy it
 
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If you click the Automate Construction button, that Construction Ship will build the nearest mining or research station, then repeat until it runs out of possible mining or research stations to build. Then it'll sit there waiting patiently. If a new opportunity to build a mining or research station appears (for example, if you researched a technology that gave you access to a strategic resource, discovered a new deposit, or conquered or expanded into a system), it will go there and start building.

It does not build anything other than the basic mining or research stations.

Could you consider adding a Constructor ship "Exploit system" command where it'll build an outpost and then all the mining/research bases in that system? It's always been a bit annoying that you have to build the outpost, wait for it to finish, then come back and issue two more commands.
 
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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.
IMO, being able to shift that balance around is one of the biggest strengths with UI modding and what makes them great
Thank you for responding. Although "we are never going to end up with something like TinyOutliner" is rather depressing. I was rather hoping that you would work on improving the outliner options that were added recently, I'm not suggesting just swapping everyone over to the modded experience or ruining the aesthetics.

I mean adding to the existing outliner options (that gear symbol) letting users change how information is presented, toggling between high detail modes and condensed modes that take up less room just like TinyOutliner makes almost everything take up less room. Perhaps adding a new Priority Group to show things like idle science ships and idle military and army fleets all in one place rather than scrolling up and down a massive list or opening and closing several groups.

Currently the Outliner Options opens a list of 20 items (Situation, Planets, Sectors...) with toggles to turn them off and arrows to change the order.

Here I would add toggles to each group for High Detail mode (defaulting to on, the current UI) with additional options to show increasingly more condensed information so you can shrink groups and items down just like with the outliner mods to fit more on the screen. Because the current outliner could be much better at showing what you want. And the mod really helps make the game more smooth to be able to see what your empire is doing at a glance.

Also after that list there's these options:
"Show sectors with an active focus"
"Show sectors with no active focus"
(I've never actually changed the above two options)

Then:
"Show colony designation icons"
(It's nice to have alternate ways of showing the same information. But it could be far better... for a habitat for example it's either showing:
Starbase symbol + energy symbol + Orbital habitat (The words Orbital Habitat have almost no information, and why do the designations not use the habitat icon?)
OR
Habitat symbol + Generator Station (Better quality habitat Icon, better text description, but no symbol showing planet designation so hard to parse a long list)

So you either get the easy to read resource Symbol for designations OR the correct habitat symbol and the correct designation name but never both at the same time.
(I don't know why all the habitat designations use the Starbase Icon... I'm used to it now but the actual habitat icon is completely different than the one used in all the planet designation art for some reason).

Anyway, I can imagine you adding something like:
"Show Military Fleets with active orders"
"Show Military Fleets with no active orders"
"Show Civilian Ships with active orders"
"Show Civilian Ships with no active orders"
Easy to do and fits the current pattern, but not actually that useful.

I'd prefer each group to have a dropdown list with:
Show X important subset of the Group ...in the Priority Group

e.g. for Planets have a dropdown with the following:
Show Planets with unemployed pops that cannot relocate... in the Priority Group
Show Planets with low stability... in the Priority Group
Show Planets with high crime... in the Priority Group
Show Planets with low amenities... in the Priority Group
Show Planets with low housing... in the Priority Group
and so on for each Group.

I'm not sure the best way of actually implementing this. But showing and hiding following the current pattern isn't ideal. Hide information and people get confused. I'd rather have options to make items smaller rather than completely hiding them. And add a way to highlight items that currently need player attention at the top of the outliner rather than constantly require players to scroll up and down huge lists looking for red zzz symbols or red briefcases or red houses or red pops or red combat symbols.

I don't want automation to solve all those urgent problems for me. I just to see when those problems happen more easily so I don't lose track of what needs doing. Fixing issues is fun and giving up those tasks to some automation scripts isn't fun for me.

The best end result for me would be a way to quickly highlight things that I easily miss... like idle military fleets, transports (that I normally accidentally leave somewhere) and science ships that ran out of orders or halted for some reason. Currently that's tricky when each group has a lot of items and only a small fraction of each group can be shown at any one time, swamped by lots of entries that need no attention. Moving the things that need attention to the top of the list ahead of all the things that don't urgently need attention would be good. As would the option to make things that you choose look smaller (like patroling fleets or stuff with orders) to be able to see more things at a glance.

Also I do like the automated construction ships idea for helping users... though I'd have been happier with a simple "Build Starbase (outpost) AND all mining stations" as an additional option for construction ships from the start of the game... it's always annoying when you forget to build stations in the high value system you just expanded to and could easily have afforded to build years ago if you'd noticed they were idle or could have given them the order without having to wait for the starbase to complete first. At least construction ships in future will build those stations eventually... even if the construction ships first have to travel from the other side of the empire to get there while the ship that's just built the starbase sits idle.

Automation is one solution to having a poor UI and lots of micromanagement... but it almost feels like giving up on the outliner. I'd like to improve the outliner to make it less of a confusing hassle to keep track of lots of urgent items, so people don't feel the need to automate everything to stay on top of their empire but can see the current situation at a glance.

Summary:
Add a toggle to "Tiny-" groups in the Outliner Options menu, like TinyOutliner mods, with the normal default display being completely unchanged.
Add an optional "Priority" Group at the top of the outliner, to track things that need player attention and new orders.
Add options for what will be shown as a priority in that group e.g. for me it'd be Planets with issues, Units in combat and idle science ships to keep them busy.

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.
I imagine with a big team there'll be lots of moving parts it's hard for anyone to be aware of everything. But I hope there are discussions to solve other UI and QoL issues.

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.
That is a bit odd. You'd think your developer status would automatically afford you rights over modifying suggestion/bug posts and changing tags on them. At least you have the pleasing yet dramatic blue background to posts here as some consolation.
 
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!
Showing a mess of overlapping icons is FAR better than the infuriating way it's usually been until now, where an important icon - such as a megastructure in progress that you need to remember to keep building - doesn't show up at all just because there's an archeology site and a gateway in the system. Just show all of it please. Always.
 
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Since we've been working on improving things like planetary and sector automation, and a player can delegate critical tasks like ship designs, planetary districts and buildings to the AI, it felt odd that we wouldn't also let you delegate other tasks.

Manual exploration will very likely be more effective, but I felt that we should allow you to make the choice yourself.
TL;DR: We have the cool game director now :cool:
 
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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!!!!

are you sure about this one? i should look into it , but last time i tried ( previous version of the game) DP with L weapons they had the range to shot at anything entering the system , they outranged battleships L weapons ...
 
As of now, the scavenger enclave does not offer automatic renewal of their Engineering research aid deal.
Which is annoying and IMO inconsistent with the behavior of other enclaves.
 
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  • 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.
If you're playing as a Megacorporation, now the two non-capital habitats start with 1 unemployed Ruler each.
 
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Could you consider adding a Constructor ship "Exploit system" command where it'll build an outpost and then all the mining/research bases in that system? It's always been a bit annoying that you have to build the outpost, wait for it to finish, then come back and issue two more commands.
A temporary quality of life is that you could have one construction ship on auto construct and use a different one to build more starbases
are you sure about this one? i should look into it , but last time i tried ( previous version of the game) DP with L weapons they had the range to shot at anything entering the system , they outranged battleships L weapons ...
100% sure, you need to look at the modifiers, here is the bug report, I'm trying to get a dev response so we can make starbases useful

Thread 'Stellaris - Starbase Building: "Target Uplink Computer" Bonus not being applied.'
 
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I did read a nice suggestion of displaying an icon in the trade map mode for planets where you can build branch offices.

Thanks for reply, that actually sounds decent idea though still not ideal especially in a larger galaxy I prefer to play in. Maybe some color coding to see how much income the office would bring? In general map modes in Stellaris feel bit underused, or least i don't find many of them to be very useful and tend to stick with the default map mode 99% of the time.
 
Could you consider adding a Constructor ship "Exploit system" command where it'll build an outpost and then all the mining/research bases in that system? It's always been a bit annoying that you have to build the outpost, wait for it to finish, then come back and issue two more commands.
With the current addition, you could order the construction ship to build the outpost and shift-click Automated Construction to queue it up afterwards.

Seems like everything is designed for half of a 1440p monitor these days.
It is. The Stellaris UI is designed to support 720p.

TL;DR: We have the cool game director now :cool:
Well yeah.
 
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Not for megastructures specifically. You can use the 'create control group' (Ctrl + 1,2,3,4...) for just about anything in the game. When I'm making a new megastructure i create a control group for it so it's easily accessible.

I also like to rename the star when I build a big megastructure.

The control groups are very handy when building the gateways as you can use them to save the construction site.
 
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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.

oh, wild. i didn't bother looking there because i kept checking that exact same space for "when will this construction complete" with my construction ships for e.g. megaconstructions.

at least now i can find when a ship will arrive. still looking for how to tell when build jobs will end.