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Stellaris Dev Diary #291 - First Contact is Out, What’s Next?

Hi everyone!

It’s now been a bit over a week since the First Contact Story Pack released, and it’s been great hearing your stories and experiences.

While some things slipped through into the initial release, like the Great Filter becoming nigh impenetrable if nobody’s watching, overall Canis Minor was the most stable release we’ve ever had on Stellaris - to the point where red flags were being raised whether the Crash Reporter was working properly.

Watch the video DD

A couple of days ago we pushed the 3.7.3 hotfix to take care of a few of the more pressing issues.

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#################### VERSION 3.7.3 - Hotfix Patch ######################​

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Fixes and Changes
  • Every single atomic pre-FTL will no longer nuke themselves if they are not being observed.
  • Fixed Contingency worlds not being properly cracked by devolving beam.
  • The Solarpunk Empire will no longer stay pre-FTL if you decide to steal from them.
  • Admirals should no longer be able to gain both versions of the trickster trait.
  • The Solarpunk empire will no longer gain a new fleet every single month.
  • Fixing custom diplomatic action sounds playing for unrelated empires.
  • Missing localizations are added in English. Proper translations are expected with the following patch.
  • Fallen empire buildings should no longer disappear when you conquer their planets.
  • The Ministry of Culture should no longer disappear after you finish building it.
  • The Artist Enclave should no longer offer to sell you a Ministry of Culture if you already bought one.
  • Non-Xenophobe empires can once again enable displacement purging.
  • The Accepted Plea for Protection opinion modifier is now granted to the subject towards the overlord instead of to the overlord towards the subject.
  • Randomly generated machine empires now have a chance to use the toxoid machine options if you own the corresponding DLC
  • Removed a TODO Opinion Modifier String.
  • Fixed Broken Shackles offering Payback information about the MSI even if they got already destroyed
  • Fixed a bug when cloaked ship cannot progress special project inside closed borders
  • Admiral doesn't get killed anymore when you upgrade the MSI flagship
  • Torpedo and Frigate technology now requires you to have researched Corvettes.
  • The Separatist Planet will no longer nuke themselves if you lose your capital to space fauna.
  • Broken Shackles empires with the Parliamentary System civic will instead have Unshackled Politics fire one month after game start instead of one year after game start.
  • You can no longer select the Fear of the Dark version of the Sol system without the Fear of the Dark origin.
  • Fixed Liberation wars not showing up for Payback empires.
  • Fixed events related to the Out of Warranty event chain not firing.
  • Fix being able to build an observation post over Haven using the fleet order button
  • The Accepted Plea for Protection opinion modifier now grants +150 opinion.
  • The Observation Insight Situation now remembers what approach you had when it last finished.

We’re currently working on another patch, planned for a few weeks from now, to resolve more bugs, balance issues, and add some localization fixes.

So far, some items of particular interest include:
  • Fixed an issue where a Payback empire using the End Threat (Payback) war goal against the MSI could end with a whimper instead of as intended.
  • Gave the Grand Herald archaeo-tech components.
  • Buffed MSI by giving them some bonus naval capacity and starting technologies.
  • The Raise Awareness espionage operation now prevents pre-ftl Awareness from naturally decaying for 5 years.
  • Hive-Minds with both Cordycepic Drones and Stargazers now start with 3 reanimated amoebae.

Please keep posting bug reports in our forums, they’re a great help to us.

Speaking of other reports that are a great help, and since I mentioned the Crash Reporting tool earlier, I have a message to share from our Tech Lord.

The Tech Lord Speaks​


Hey, I am Lorenzo, your friendly neighborhood Tech Lord. I just wanted to spend a second talking about releases and the work that we do behind the scenes once a new shiny version of the game is there, downloading. Game development is no joke, like any other business, and releasing a new patch is not the beginning of the end, but barely the end of the beginning. Our team puts heroic effort into delivering the best product to you, but hey, mistakes or oversights happen. Sometimes the result is a hilarious bug, like the tendency of pre-FTL societies to prematurely end their lives by nuclear means. Sometimes the result is this dreaded window.

1679406255869.png

Like no battle plan survives contact with the enemy, no patch survives contact with the players. But we are aware of this, and every time we release a new patch, somewhere in our offices there’s a group of developers sitting down, constantly monitoring the stability of the game, patiently waiting for the inevitable fire to spark: luckily most of the time there’s no real fire, just some tiny candle flames.

And this brings me straight to my point: thank you all for your reports! When you press that “send button”, detailed information on the crash are collected and sent to us for investigation. This info is usually enough to point out the problem, but often not enough to identify the cause of it: that’s when your comments come into play! Tell us what you were doing when the crash happened, even the most tiny detail could help us!

They say that an image is worth 1000 words: let me tell you a beautiful story in four acts with an image, then:
1679406289693.png

(Thanks from the bottom of my heart, anonymous player: your reports were immensely useful in finding the issue and fixing it )

Thanks, Lorenzo, and thanks again to all of you that submit detailed bug reports and crash logs. The more information we have, the easier it is to track down some of these sometimes troublesome issues.

Want to help out?​

We currently have two ways that you can help out improving the Stellaris experience for existing players, new players, and directly effect development of the game!

Since @Alfray Stryke has finished his duties with First Contact, and has transitioned back to the Custodian team, he is currently running a feedback thread looking for constructive, directed feedback on AI Diplomatic interactions.

We are looking for feedback on the AI's willingness to accept diplomatic pacts, become subjects or overlords and form federations, in particular with other AI empires. Some of the changes for 3.8 “Gemini” we are considering are requiring a Trust threshold for the AI to offer certain diplomatic agreements and improvements on the AI weights for Diplomatic traditions.

You can find the feedback thread here!

The other way to help influence the development of Stellaris, is a survey from our User Research department. This survey is designed to give us feedback on what you like/dislike about Stellaris, and will be taken into account while we're planning future development for Stellaris.

You can complete the survey here!

First Contact Art Competition​

stellartis.png

Always able to be relied on for questionable puns, the Stellaris Community team announced our StellARTis Competition yesterday! Leave your First Contact-inspired artwork in this thread, for a chance to win a code for First Contact or a copy of Stellaris to give to a friend! Contest runs until April 3rd, and the winning entries will be chosen by the Stellaris Art Department!

So What’s Next?​

We’re not quite ready to talk about 3.8 ‘Gemini’ yet, but here’s a peek at one thing we’re going to start rolling out in it.

1679406320922.png

Nesting Concepts will initially only be present in Galaxy Settings

Next week we’ll be going over more of the things planned to go into the 3.7.4 patch. See you then!
 

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If I get a crash while modded, should I still send the report?

If it's at launch of a new patch, best to disable mods for a while. We rarely look at those crashes unfortunately (as sometimes we dont have much control over the crash)
 
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Here’s my proposal: dynamic terraforming, akin to archeological digs. Not only could terraforming time to more or less time, but you could also end up with a different climate than you’re expecting. Also, you can be tasked with different things. Planet too warm? Send a construction ship into orbit to build some orbital mirrors (bonus points, you get some power generation from some well positioned solar satellites). Planet too dry? Send that construction ship to mine the outer reaches of the solar system for some comets. Etc.

If you do everything just right, and get lucky, you might speed up progress dramatically, and maybe you even get a gaia world! Then again, you might just screw it up entirely and get a desert world, when you’re aquatic.

I like the way you think. ;)
 
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I don't expect an answer, but more bug testing would greatly be appreciated prior to release. Imagine forking down money for the First Contact DLC, playing it, an then learning that:

a) Pre FTL civs always nuke themselves due to a bug;
b) the plague event doesn't work due to a bug;
c) Payback doesn't work due to a bug - literally one of the three unique origins.
I've covered this elsewhere by FC was by far the most bug free release we've done in a long while.

Bug A) I've already discussed elsewhere.
Bug B) I won't comment on as I don't know much about it.
Bug C) Payback did work, and I'm not aware of us having to do much to fix it up in the Hotfix beyond addressing some edge cases.

We test each of these Origins through and through. We got flow charts and everything!
i didn't see it there, how far down the list is it?
Sometimes bugs are resolved by another fix listed in a patch but it's not always noted.
 
Are there any plans to add just a little bit of customization for sectors or vassal releasing? Just divorcing vassal releasing from sectors and making it work like client states in EU4 would make that part of the game work so, so much better.

I’ve been asking for this for a while, and I’ve seen a lot of other posts on it.
 
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I hope more UI work is on the list of things to do. I know these contextual tooltips are really popular in CK3 and Vic3.

Would love to see some UI reworks for things like Enclaves in the Contacts window, and Espionage in the Diplomacy window. It's so unwieldy trying to work out which Mercenaries are even available, or to launch Operations when Networks have reached the right amount of Infiltration.
 
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I've covered this elsewhere by FC was by far the most bug free release we've done in a long while.

Bug A) I've already discussed elsewhere.
Bug B) I won't comment on as I don't know much about it.
Bug C) Payback did work, and I'm not aware of us having to do much to fix it up in the Hotfix beyond addressing some edge cases.

We test each of these Origins through and through. We got flow charts and everything!

Sometimes bugs are resolved by another fix listed in a patch but it's not always noted.
Bug A) The issue is that the pool for picking event shrinks, a lot. Increasing the odds of it occurring. Even with a full pool there's a surprisingly good chance for it to happen eventually.
Bug B) Right now "actively helping" gives 1 progress. Which means they more often than not die out and is very expensive. Not doing anything gives 2 progress, leading to rewards and them surviving. The two values seem to be mixed up.



Edit, I'm honestly surprised about what people disagree with here. Both of these are factually true and backed up by the games numbers?
 
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Bug C) Payback did work, and I'm not aware of us having to do much to fix it up in the Hotfix beyond addressing some edge cases.

I think that was a reference to how destroying an empire with a total war doesn't give you the proper pop up message because you technically don't win total wars, you just run out of enemies to fight and there is nobody left to accept surrender. But that's already being addressed and the statement that the origin doesn't work was overblown.
 
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I don't expect an answer, but more bug testing would greatly be appreciated prior to release. Imagine forking down money for the First Contact DLC, playing it, an then learning that:

a) Pre FTL civs always nuke themselves due to a bug;
b) the plague event doesn't work due to a bug;
c) Payback doesn't work due to a bug - literally one of the three unique origins.
You could just always, not buy the DLC and wait for those who want it regardless to play and listen in on bug reports. While more testing is appreciated the there is no way to 100 percent know every bug until it reaches the player base. The in house testing can only test so many things while trying to promise a launch window. Bugs have to be patched. Personally, I think this is the smoothest DLC launch I have seen for Stellaris in awhile. Overlords was buggy as can be and now it is a great DLC.


The devs just can't know issues and they could test amongst themselves an extra week and still miss a bug. That is just how bugs work. The sure fire way to find a bug is to launch the DLC and have a supporting and loving community report their experiences back. You could be getting DLC that doesn't even play at all. My personal response to these comments is, "just wait." As there are people who can imagine forking out the money and those people are going to love the DLC and game regardless and purchase and then tell others and the devs about their experiences. I am one of those people. Have a nice day.
 
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Will there be any rebalance to minor artifacts and archeotech components? I've played two full games in 3.7 and despite doing well in both I had +15 and +9 minor artifacts. It took several months to earn enough to upgrade *one* battleship. The prices seem way off in comparison to other rare resource techs, such as dark matter shields.
 
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Surprisingly, Guardians appeared, but optimization did not appear. It would not be bad to optimize the game in accordance with the recommended system requirements indicated by YOU. Although this is probably an impossible fantasy already... This is assuming that the game community has already released a lot of mods with fixes (some of which are described on this forum already a few years ago, but not fixed until now).
I love you guys, don't be offended by my words, please <3