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Stellaris Dev Diary #279 / Stellaris Dog Diary #2 - 3.6.1, Holiday Beta, and More

Hello again!

Another relatively short dev diary this time, as we’re scrambling to get a few things done before the looming holidays finally arrive.

This week we released a small update, 3.6.1, to address the following issues:

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Bugfixes
  • Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
  • Added missing French scripted localization.
  • Fixed adjective generator in the empire creator not working for some languages.
  • Several ship sizes that lacked role definitions now have them.
  • AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
  • Fixed graphical artifact appearing in the ship browser.
  • Fixed overlapping portraits sometimes appearing in the first contact view.
  • Fixed subjects being able to become the federation president in arena combat successions.
  • Empty fleet templates generated automatically will now be cleared after a set amount of time.
  • Machine uprisings can now spawn fleets with all unlocked ship types.
  • Fixed mechanical fallen empires missing part of their ringworlds.
  • Pre-FTL civilizations should now generate defensive armies.
  • Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
  • Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
  • Gateway Sites and Ruined Gateways show up in outliner.

Balance
  • Juggernauts now have the same base maximum speed as Battleships and Titans.

Stability
  • Fixed a crash when older custom names contained certain special characters <3

Modding
  • Fixed crash when overwriting e.g. certain pop jobs or districts individually
  • Fixed is_ringworld trigger being overwritten by a scripted trigger

Barring unexpected developments, this will be the last patch to the live branch of Stellaris for the year.

I See What You Said There​

We have a handful of additional changes that aren’t ready to go live yet, but with the massive success of the Orion Combat Open Beta, we’re looking at putting a build with a few potentially riskier changes up on the Steam beta branch.

The final list of the changes planned for it are still being discussed internally. Changes we’re considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships, an economic change which caps cost reductions to -90%, updates to how certain leviathans (cough Hrozgar cough) behave in combat, and it’s possible that we will include a major rework to parts of galaxy generation (fixing many issues with static galaxies).

This update is planned to go up onto the stellaris_test branch sometime within the next two weeks, and we’ll leave the branch up until 3.7 goes live.

All I Want for the Holidays is a Mod Jam…​

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Over this holiday season, we will be holding #MODJAM2022, our second-ever Mod Jam! Are you a modder? Do you like winning stuff? Well, you can go here for more information and to sign up!

For the rest of you, modders will have 3 weeks to make... something. We're not going to tell you what it is yet, the modders won't even know what it is until the working time begins. During the three weeks, be sure to keep an eye on Stellaris social media, the forums, Reddit, and Steam, because we'll be posting teasers of what the modders have been working on!

At the end of the three weeks, on or around January 10th, we'll release the Mod Jam mod, and you'll get to play and vote on your favorite! The winning modders (by Community Vote) will win some cool prizes from our sponsors at ROG!

Get more info about the Mod Jam here!
Sign up here!

…And Pictures of Someone Else’s Dog​

I’ve been told that I’m obligated to keep pestering the QA Director for pictures of Tofu until Canis Minor ships, so here you go.

tofupult.png

tofu-2.png

Next week we’ll have a review of the year before we head off for our winter breaks, with a glimpse at what the spring will bring. See you then!
 
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We've got a "parrot in a space suit" species, I'd love a "dog in a space suit" species. Could name my starting ruler Laika!
Oh my god... what if that was a starting empire? All of the animals launched into space wind up becoming super-intelligent due to space magic, and form their own society!
 
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Sorry for asking a serious question in a meme thread, but are the new ascension APs hard-coded to look for 8 Tradition slots instead of looking at the number of remaining slots?

Asking because I'm using a mod which gives more Tradition slots and I delayed taking an ascension AP until they all suddenly became unavailable.
 
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This got fixed with the latest release of Gigastructures.

It would be nice if those errors didn't crash-to-desktop and PDX can definitely do better in terms of error handling but that one roadblock has been removed.

Yea, it's not so much Gigastructures as much as just ... every other mod that isn't able to dive as deep as that team. It just happens that Giga is big enough to draw attention to the problem.

Nor do I really fault QA or the Stellaris team for not catching this, but it has made 3.6 unplayable for those with large modsets, which is a little bit sad personally, especially as it wasn't really mentioned in 3.6.1, hahaha.
 
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Sorry for asking a serious question in a meme thread, but are the new ascension APs hard-coded to look for 8 Tradition slots instead of looking at the number of remaining slots?

Asking because I'm using a mod which gives more Tradition slots and I delayed taking an ascension AP until they all suddenly became unavailable.
Looks like yes.
Bash:
        custom_tooltip = {
            fail_text = "requires_free_tradition_tree"
            num_tradition_categories < 7
        }
You'd want that to be something like num_tradition_categories < TRADITION_CATEGORIES_MAX instead, but if it's possible to reference defines I'm not sure how to do it.
 
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I don't quite see why the check is even necessary. It's not like you can take an ascension perk if you don't have a free slot anyway.
 
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I don't quite see why the check is even necessary. It's not like you can take an ascension perk if you don't have a free slot anyway.
? The ascension perk slot is unlocked after completing a tradition tree (or researching that one tech), so it would definitely be possible.
 
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I don't quite see why the check is even necessary. It's not like you can take an ascension perk if you don't have a free slot anyway.

You can, thanks to the AP from tech being a separate thing.

It's possible to pick an 8th AP when you already have 7 fully committed Traditions.

The check should be for at least one open Tradition slot, but it's hard-coded to "< 7" which is annoying.
 
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It's too bad that the open betas are only available for Steam editions of the game; I'd sure like to be able to provide feedback before release, when it's most valuably captured for bugfixes, regressions, etc., instead of afterwards when the focus has already moved on beyond that release of the game.
That, sadly, is something you need to take up with the operators of other software delivery platforms :)
 
You should at least look at the following Mod (Amazing Space Battles) to know what I'm talking about. It's amazing how all the white sheep come together to kill any black sheep that strays from the herd :p. If you've never played Stellaris with this Mod, you'll never know why so many of us are so frustrated with the new combat system:
 
The final list of the changes planned for it are still being discussed internally. Changes we’re considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships, an economic change which caps cost reductions to -90%, updates to how certain leviathans (cough Hrozgar cough) behave in combat, and it’s possible that we will include a major rework to parts of galaxy generation (fixing many issues with static galaxies).
I know it would be a bigger change than a mere cap, but hard caps sort of suck.

Instead of saying "econ modifiers cap at -90%", can you instead change it to "if your econ multiplier is negative, instead of it being 100%+MOD%, it becomes 100%/(100%-MOD%)".

Then boost negative modifiers to compensate; a -25% modifier is "really" a 1-1/(1-.25) = -.33 modifier.

The effect is that more modifiers makes things better, but it can't reach the singularity at -100%. With the hidden boost to each initial modifier, we guarantee that "25% reduced" on something at standard cost is still 25% cheaper; it just stacks differently than mere adding.

Total ModifierCappedThis VarientFirst rescale the -25% to -33%
-25% * 1-25%-20%-25%
-50% = -25% * 2-50%-33%-40%
-75% = -25% * 3-75%-43%-50%
-100% = -25% * 4-90%-50%-57%
-200% = -25% * 8-90%-67%-73%
-300% = -25% * 12-90%-75%-80%