• 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 #278 / Stellaris Dog Diary #1 - Release the Hounds

Hi everyone!

Short dev diary today - the team is hard at work putting together a patch for a selection of what we deemed the more critical issues that have come up in 3.6.0, tentatively scheduled for next week.

Among a few other things we're looking at, we're currently investigating the launcher issue that falsely flags all DLC as corrupted, have a few crash fixes ready, and several ship sizes that lacked role definitions (such as Menacing ships) will now have them. As a little quality of life balance change, I also snuck in a speed increase to Juggernauts, making them move at the same max speed as Battleships and Titans.

Overall, I'm quite happy with the stability and quality of the release, which is a positive argument for future open betas in the same style. Thanks for all of your help making this a solid release.

Wondering what is in 3.6 "Orion"? Here's a summary of what's in the 3.6 Update on the Stellaris YouTube channel:

Since I'm not quite ready to talk about what's in Canis Minor yet, here are some puppy pictures to act as a clever distraction.

Dog!


Sleepy dog.

See you next week!

EDIT:
We have become aware of a crash on startup, that we're currently looking at fixing in 3.6.1. If some of you are experiencing crashing on-startup, and have an empire with a field (empire name, adjective, leader name, etc) that contains special characters (eg. <>$[]), this will cause a crash on-loading the game. We have prepared a list of workarounds to fix this issue, organized by level of difficulty, with 1 being the easiest and 4 being the most involved:

1. Rename or remove the user directory. The user directory is typically located at "C:/username/Documents/Paradox Interactive/Stellaris/" on Windows, "~/.local/share/Paradox Interactive/Stellaris/" on GNU/Linux and "/Users/username/Documents/Paradox Interactive/Stellaris/" on Mac OS X. WARNING: This will clear any settings, saves and user empires you may have changed/created.
2. Rename or remove the user_empire_designs_v3.4.txt in the user directory. WARNING: This will clear any user empires you may have created.
3. Edit the user_empire_designs_v3.4.txt file in the user directory to have no fields like names, adjectives etc. that includes <>$[].
4. Edit any field containing any of <>$[] characters from name="We love blorg <3" or
Code:
name={
    key="We love blorg <3"
}
to
Code:
name={
    key="We love blorg <3"
    literal=yes
}
 

Attachments

  • tofu_01.png
    tofu_01.png
    2 MB · Views: 0
Last edited by a moderator:
  • 54Love
  • 51Like
  • 7
  • 4Haha
  • 4
Reactions:
They say the puppy theme is due to the constellation, but here's hoping they take the opportunity to add some more cute portraits too. There's vanishingly few options if you don't want to play as some grotesque abomination.
 
is it planned to fix the issue with administrative buildings not upgrading, even though automatic planetary management is activated in 3.6.1? Or is this too difficult to fix in the short term?

Great news about the Juggernaut. That speed issue was preventing me to use it for anything else but against the crisis.
There recently seemed to appear an issue with the sky dragon being killable by 2230 just with defense stations, because of it staying at max range unable to use most of its weapons. I can imagine this making all leviathans in general easier to kill from range. Will we see some balancing? Sorry for all the questions. I feel like asking holes into a swiss cheese. But I am really curious.
I think the dragon issue should be looked at since its pretty bad for balance but maybe it gets adressed in 3.7
 
  • 1
  • 1Like
Reactions:
As a little quality of life balance change, I also snuck in a speed increase to Juggernauts, making them move at the same max speed as Battleships and Titans.
First of all, THANK YOU!

With that said: Currently, Juggernauts are slower for two reasons: they have a lower base speed (meaning all percentage-based modifiers from e.g. civics and policies are less effective), and they can't use afterburners (meaning there's no optional modules to increase their speed). In order to increase a Juggernaut's max speed to the same as that of a titan or battleship, you'd need to increase their base speed to the same as titans and juggernauts, and then either unlock their ability to mount afterburners or (jankier solution) give a 60% speed boost (or smaller if somehow the empire doesn't have advanced afterburners yet). Or, I suppose, you could increase their base speed to 60% over a battleship's (while leaving afterburners locked), but then the juggernaut would be faster than battleships if e.g. you have Subspace Ephase.

Also, I _think_ juggernauts are allowed to have admirals already (I'll be honest, I almost never use them, because they're too slow and also managing their speed so the fleets stick together sucks so much) but if not, they obviously need that too. An admiral can provide... at least 75% speed boost (off the top of my head, didn't check the wiki, the max is almost certainly higher) just from stacking traits, and at least 20% just from starting traits.

Just want to make sure the Juggernaut is actually able to keep up with the fleet in the future!
 
I think posting photos of your incredibly cute puppy. Husky right? Is an awesome way of distracting us from the fix notes.
Definitely, more puppy photos when fixes are announced.
 
First of all, THANK YOU!

With that said: Currently, Juggernauts are slower for two reasons: they have a lower base speed (meaning all percentage-based modifiers from e.g. civics and policies are less effective), and they can't use afterburners (meaning there's no optional modules to increase their speed). In order to increase a Juggernaut's max speed to the same as that of a titan or battleship, you'd need to increase their base speed to the same as titans and juggernauts, and then either unlock their ability to mount afterburners or (jankier solution) give a 60% speed boost (or smaller if somehow the empire doesn't have advanced afterburners yet). Or, I suppose, you could increase their base speed to 60% over a battleship's (while leaving afterburners locked), but then the juggernaut would be faster than battleships if e.g. you have Subspace Ephase.

Also, I _think_ juggernauts are allowed to have admirals already (I'll be honest, I almost never use them, because they're too slow and also managing their speed so the fleets stick together sucks so much) but if not, they obviously need that too. An admiral can provide... at least 75% speed boost (off the top of my head, didn't check the wiki, the max is almost certainly higher) just from stacking traits, and at least 20% just from starting traits.

Just want to make sure the Juggernaut is actually able to keep up with the fleet in the future!
settin the other fleets to follow and only send the juggernaut around usualy solves the speed problem for me.
 
settin the other fleets to follow and only send the juggernaut around usualy solves the speed problem for me.
Sure, for some value of "solved" (it didn't used to work but they fixed that) but that's like taking a permanent -100% (additive; roughly -50% multiplicative) sublight speed penalty for my fleet, today (I tend to use afterburner battleships, so I can always choose where the fight happens. Especially with long range ships actually keeping range open now). Not remotely worth it.
 
  • 2
Reactions:
Currently, Juggernauts are slower for two reasons: they have a lower base speed (meaning all percentage-based modifiers from e.g. civics and policies are less effective), and they can't use afterburners (meaning there's no optional modules to increase their speed).

We changed the Juggernaut's base max speed to match the Battleship and Titan, not the theoretical maximum (outfitted with Afterburners and the like). They're significantly faster than they were, but they're still not speed demons.

We didn't make any changes to Afterburners at this time. After observing the effects of this change, we'll see if more are necessary.

I think posting photos of your incredibly cute puppy. Husky right?

Tofu is our QA director's puppy. She's a Shiba Inu.
 
  • 5
  • 1Like
Reactions:
But I don't use mods.

Mods are an officially supported part of the game.

If you never use mods, you are not playing as the devs intended.

(If you always use mods, you are also not playing as the devs intended, of course.)
 
  • 2
  • 1Like
  • 1Haha
Reactions:
If you never use mods, you are not playing as the devs intended.
No, I'm playing their game exactly as they intended.

They intend the game they release to be enjoyable as-is, in exactly the same way that a chef intends the meal they prepare to be enjoyable without me adding extra salt and pepper to it.
 
  • 3
  • 2Like
Reactions:
No, I'm playing their game exactly as they intended.

They intend the game they release to be enjoyable as-is, in exactly the same way that a chef intends the meal they prepare to be enjoyable without me adding extra salt and pepper to it.

Given all the effort the devs put in to support modders, and given how devs have currently-released mods, it's not reasonable to claim that devs don't intend mods to be used by players.

There's nothing morally wrong with the fact that you're playing only half the ways the devs intended. It's your game, you should enjoy it. But mods are an intended part of enjoying it.
 
  • 4Like
  • 1Haha
  • 1
Reactions:
Given all the effort the devs put in to support modders, and given how devs have currently-released mods, it's not reasonable to claim that devs don't intend mods to be used by players.

There's nothing morally wrong with the fact that you're playing only half the ways the devs intended. It's your game, you should enjoy it. But mods are an intended part of enjoying it.
Intended =/= Supported. The intended way of playing the game is to play the game that the devs released, modded or not. Mods are supported because you can use them, not because you're supposed to.

'Intended' means the way you're supposed to play the game, and no one is supposed to use mods, just as no one is supposed to not use mods.
 
  • 4
  • 2
Reactions:
given how devs have currently-released mods, it's not reasonable to claim that devs don't intend mods to be used by players.
The intended way of playing the game is to play the game that the devs released

Devs have currently released mods.

My position is that the mods released by devs are intended to be used, and therefore mods in general must be included in intended play -- the devs have put a lot of effort into making mods possible.

Are you saying the devs personally released mods which they don't intend players to use? That does not sound reasonable.

If you're just saying that unmodded play is also intended, then we can agree: I think you're not intended to always play with mods. But you are intended to sometimes use them, and if you never use a mod, then you're ignoring a lot of game features which the devs have released.
 
  • 1
Reactions:
But you are intended to sometimes use them, and if you never use a mod, then you're ignoring a lot of game features which the devs have released.
The thing is, 'never using a mod' is not ignoring game features, by definition a mod is not a game feature (EDIT: they are more of optional add-ons that aren't polished enough to be considered 'intentional game features'). 'never using a mod' is as intentional as using mods occasionally, if not more so.
Are you saying the devs personally released mods which they don't intend players to use? That does not sound reasonable.
If said mods were intended to be used by a significant portion of the players then they'd have made it a free dlc. They are clearly optional add-ons that you can toggle on and off, and do not reflect the 'intentional' gameplay. Clearly mod support is intended, but the mods themselves are not. i.e. the option to use mods is intentional but not forced.