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Stellaris Dev Diary #274 - 3.6.0.beta.final.final(1)v2 Copy

We're happy to announce that we've updated the 3.6 Open Beta again today. As mentioned in the original announcement, the Open Beta was originally supposed to run until the end of October, however due to the unexpectedly high number of players who have participated, we’re going to leave the Open Beta branch available until the official release of 3.6 ‘Orion’. We will continue to monitor the feedback you provide, but due to how close this is to the release, changes made from feedback this late will not be in the release of 3.6 ‘Orion’.

We’d like to thank all of those that have taken the time to try out the changes and given their feedback.

Thus, below are the patch notes for this week’s update to the Open Beta.

Balance
  • Explicitly prevented various scripted solar systems from spawning inside Marauder territory. These include Amor Alveo, Wenkwort, the Caravaneer capital, and Lost Colony origin systems.
  • Integrated Preservation for Machine Intelligences now affects Evaluators (and Chronicle Drones) not Coordinators.
  • Martial Law, Hunter Killer Drones and Compliance Drones planet modifiers now provide penalties to both mechanical and organic pop assembly.
  • Moved the repeatable technologies for strike craft into Society - Military Theory.
  • Rebalanced synchronicity traditions to match with the changes to harmony traditions.
  • Larger Unbidden ships and structures now have a point defense solution. Bzzt.

Beta Updates
  • Pacifist Xenophobe empires are no longer ambivalent about attacks on the Caravaneers
  • Fix for terraforming candidates that shown when tech is missing.
  • The Energy Siphon is now a space fauna weapon
  • Fixed a number of tooltips not showing for hive-mind cybernetic ascension
  • Fixed the tooltip for Adaptability for Void Dwellers.
  • Modular Cybernetics adds Augmentation Drones to Spawning Pools for hive-minds. Augmentation Drones turn alloys into pop assembly for cybernetic hive-mind pops.
  • Modular Cybernetics no longer gives hive-minds +10% pop assembly.
  • Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
  • Updated a number of stern sections to have the correct number of aux slots for offspring ships.
  • Added the Parasitic Overmind Goverment type
  • Added checks for corporate civics for shroud patrons
  • Added missing pop growth and assembly modifiers to unity designations for ringworlds.
  • Added missing tiyanki pop assembly for hive minds.
  • Fixed most of the machine intelligence authority text having highlights.
  • Updated Integrated Anatomy tooltip.
  • Balanced numbers for the instrument of Desire.
  • Fixed that the Cordyceptic Reanimation Facility wasn't buildable inside Amor Alveo.
  • Changed ethics attraction for the Composer and the Whisperer.
  • Knight jobs now give amenities instead of stability as reward from a quest. The Order's Keep now give 15 stability as a reward from that quest
  • Players now have a wider choice of leaders to become chosen through their covenant.
  • Players should no longer be able to form covenants with all the entities if they refuse the first covenant.
  • Shroud cooldown modifiers should now appear as percentage without need for unique loc.
  • The Whisperers stability penalty has been reduced. It now comes with a reduction in Unity.
  • The Whisperers will no longer kill up to 8 (!) pops on a planet.

Bugfixes
  • It is no longer possible to engage the Marauders or Horde in multiple dialogs
  • Lead ships should no longer run into the enemy disregarding their combat computer
  • Tooltip for opinion decay rate now shows two decimal places
  • Reunited the 'Code Changes' and 'Incompatible Code' modifiers with their icons
  • Fix for when becoming a vassal resets all Policies and Species rights to Default.
  • Reimplemented the localisation for the Trader Proxy Office.
  • Marauder clans may no longer spawn in systems which are adjacent to player empires.
  • Fixed AI's difficulty-adjusted economic modifiers, plus certain misevaluations of modifier benefits in its economic strategy
  • Pop Assembly modifiers now have decimal places.
  • Shroud Chosen Leaders will no longer lose their chosen trait on becoming rulers

Improvements
  • The Epi-Genetic Triggers technology and Genetic Resequencing tradition now both allow the removal of pre-sapient traits from species via species modification. The Servile trait from the Syncretic Evolution origin and traits bestowed by the Enigmatic Cache count as pre-sapient traits for this.
  • Renamed 'Planetary Government' and 'Planetary Unification' for gestalts

Modding
  • Fixed show_in_outliner in megastructures not actually working
  • Moved most pop upkeep and resource production to inline script.
  • Removed pop_assembly_speed modifier. You should use planet_pop_assembly_(organic_)mult instead. The sole difference previously was the former only worked in species traits (the untriggered sections) and the latter worked everywhere else (but not species triats). The error log didn't warn you of this, either. So now the latter works everywhere and the former no longer exists.

Once again, by the time this dev diary goes live, the Open Beta should be updated with the above changes. This is likely going to be final update to the beta branch.

Due to the Open Beta update, this dev diary replaces our normally scheduled dev diary that would have gone out on Thursday. We'll have more news next week.

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Don't forget to turn off your mods, they will break.
 
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You are probably a bit better at this game than I am. :)

I'm hardly ever able to tech-rush without a navy.
I've always got empires tripping over themselves to guarantee my independence. Diplomacy is pretty easy generally. I usually dont even need to secure nonaggression pacts, just commercial pacts to get trust going, then they promise to protect me no strings attached. I have to fend off subjugation demands from these guys a lot, but the trust is generally high enough that they aren't too mad when I politely decline their offer to be my space daddy. Soon enough I break off colonies into scholaria of my own and they stop bugging me about it. These days I generally start seriously building my fleet only when my own vassals' fleets get big enough compared to mine that it starts affecting their loyalty.

All that said I've mostly abandoned my shattered ring start for super-tall games in favor of overturned. The end state of a super-tall playthrough is something like 15-16 ringworld segments filled to the brim with researchers and maybe 6 ecus cranking out alloys, all max ascended. Everything else comes from megastructures and vassals. The shattered ring gets you to the finished planets moderately faster, but overturned into bio ascension has a massive edge in actually filling up those planets with pops to operate them, and the bonuses on those pops for generating the tech is so much better.

I played with cyborgs only because they could stack both the biological and robotic size-from-pops bonuses, but the fact that cyborgs still have massive hatred (-30%!) from the spiritualist faction killed it for me. I need spiritualism for ascensionists and the faction is going to be strong as heck due to the spiritualist federation I use.
 
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The two lingering problems there, of course, are that you're dependent on a federation (which in single player means you're at the mercy entirely of the AI, and in multiplayer of at least one other player, to just destroy half of your ascension), and that ironically having done some play testing 1. Materialist empires are capable of forming a Holy Covenant and 2. Because of this, they can also get the Zro edict.
IMO, Zro edict isn't much of a issue because it's locked behind Level 5. You need to sink 150 years at least to reach Lv 5 federation(18000 XP). Materialist empire has to endure 150 years to get the edict, and I don't think it's worth it.
 
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is there any plan to introduce some bigger defence platform that are not ion cannon
defence platform limit goes as high as 70 and click 70 times for each starbase is absurd
 
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is there any plan to introduce some bigger defence platform that are not ion cannon
defence platform limit goes as high as 70 and click 70 times for each starbase is absurd
I'd also really love to see some computer choice for platforms. The ability to prioritize range (artillery, maybe missiles), tracking (anti-corvette, anti-strike-craft), or sheer damage (e.g. disruptors or autocannons, which wouldn't benefit from the other two) would be nice. But most of all, something for strike craft, to allow the station to engage enemies at much longer ranges (currently in a very large system, there's no way to reliably engage enemies at the system edge until you get ion cannons; this doesn't make sense, as fighter patrols should cover the whole system). Currently the platform computer bonus is baaaasically meaningless for strike craft, which already have all the accuracy and tracking they need, but strike craft want to launch EARLY and there's no way to do that.
 
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IMO, Zro edict isn't much of a issue because it's locked behind Level 5. You need to sink 150 years at least to reach Lv 5 federation(18000 XP). Materialist empire has to endure 150 years to get the edict, and I don't think it's worth it.
The spiritualist federation has an event which accelerates xp gain for the federation. I think I like it even more than the trade federation one that gives a permanent trade bonus.
 
Did they do something about the Ascension Path perks doing basically nothing on their own? I really didn’t see why they had to mess with the T1 ascensions at all and feel like you’ll just be forced to go “all the way” if you wanna do any form of ascension at all
 
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Modding related question for the devs. Will the Damage bonus based on target size accept a negetive value allowing for a weapon to do less damage against larger targets? or will it error out or default to 0? Also ae you restricted to putting it on weapons, or can you put it on combat computers, hulls, e.t.c.?

It'll default to zero, weapons only.
 
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Some really interesting changes, some thoughts about them:

- Whisperers are still extremely weak. Either change stability maluses for something else (ethic divergence?) or try to massively buff its meaningful bonuses (research & influence)
- It is cool to see hiveminds getting unique jobs rather than flat pop growth bonuses. More things like that, please!
- Covenants are awesome now, but Psionics is still the weakest ascension. Yes, you can make them semi-decent through spiritualist federation bonuses, but that is far from being a certainty. I think that covenants giving a final pop output bonus in their highest level, along with the ship components might be a better way to buff psionics
- I really got all excited thinking that hiveminds were going to get another new cool civic. Oh, well :/
- Changing fighter techs to sociology is a great move. Now put more military tech in the physics tree, please. Engineering is overcrowded as it is
 
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It'll default to zero, weapons only.

Is there a way to get bonus damage vs. medium hulls (e.g. destroyers or cruisers) but not battleships and titans?
 
stutter like crazy with 2000 pop a few years ago
how can any pc handle 10k pop
Easy: when you have 2k pops, the other players in the galaxy probably have ~10-20k pops as well. If the other players have 0 (or near zero), there are lots of free CPU cycles for you 10k pops. Go forth and conquer (or cleanse), and your games will run faster.
 
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stutter like crazy with 2000 pop a few years ago
how can any pc handle 10k pop

The lag only got really bad for me once the galaxy got around 10k pops or so - didn't really matter how the pops were distributed across empires in my experience. Since 3.0, I've never had a serious issue with late game lag. Also, the only times I'd ever have 10k+ pops were when I was gearing up to face a 25x crisis and lag was just something I was willing to accept.
 
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