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Stellaris Dev Diary #294 - 3.8 ‘Gemini’ Coop Open Beta Release Notes

Hello again!

Last week we went over the basic design of the Cooperative multiplayer system we’re currently working on, and we’re ready to announce that the Coop Open Beta is looking like it will be starting sometime next week. Though at this time I can’t give a precise date, I thought I’d provide a list of preliminary patch notes.

I expect that we’ll leave the branch up until the release of 3.8, and feedback will be collected in threads until April 30th. Stay tuned for more details once we can share them.

Release Notes​

Here’s a changelog of what will be present in the Coop Open Beta. This is only a small subset of what’s going to be coming in 3.8 - we wanted to keep the Coop changes relatively isolated in order to get better testing of the feature.

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############### VERSION - 3.8 COOP OPEN BETA #################​

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Features

  • Added two Cooperative modes, allowing up to five players per empire. More information can be found in Stellaris Dev Diary #293.
    • Cooperative PvE can be initiated from the main menu - all players that hotjoin the hosted game will join the primary player’s empire. This mode is primarily intended for teaching new players or for lower intensity cooperative gameplay.
    • Cooperative PvP can be allowed by the host of a standard multiplayer game. When enabled, empires can open themselves up to allow other players to help control their empire. We expect this game mode to be useful for competitive team play.

Improvements

  • Added unique textures for Mercury, Venus, Neptune and Uranus for Sol system.
  • Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
  • Added new anomaly The Orb
  • Added a special solar system protected by the Lone Defender.
  • Added a decision to clear the wreckage on a Broken Shackles starting planet in the event that they are conquered before they enact the Memorial to the Unshackled decision.
  • Improved accuracy of tooltips on the galaxy setting screen and implemented experimental nested tooltip functionality.
  • The mind-wiped species from On the Shoulders of Giants will now have the Forcefully Devolved trait.
  • The Observation Insight Situation now remembers what approach you had when it last finished.
  • There is now a 1% chance that a pre-ftl civilization will spawn with the Forcefully Devolved trait.

Balance and Bugfixes

  • Lowered base Minor Artifact storage capacity to 2,000. The Facility of Archaeostudies increases this by 1,000 or by 3,000 if the Archaeo-Engineers AP is taken.
  • A synthetically ascended empire should no longer refer to their own pops as having owners.
  • Added a new description to the Broken Shackles Homecoming event if the world is a tomb world.
  • Added missing "gateway" icons and tooltips to tech_cloaking_1 and tech_detection_array.
  • Added missing background for Ironman game setting.
  • 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.
  • Corrected the Ancient Target Scrambler tech not stating that it unlocks the Ancient Target Scrambler ship component.
  • Enclaves should no longer keep offering you their services if you become a fanatical purifier.
  • Fix MP game browser listing full games even if "Not full" is checked.
  • Fixed a typo in the Cloud, Snagged event (federations3.2010)
  • Fixed an issue with an unlocalized version of MSI in the initial interaction between a Broken Shackles and Payback empire.
  • Fixed an unlocalized string for the Reanimated Tiyanki Matriarch.
  • Fixed events related to the Out of Warranty event chain not firing.
  • Fixed incorrect calculation used for Offspring amenities.
  • Fixed Liberation wars not showing up for Payback empires.
  • Fixed materialist culture workers (and death chroniclers) not having the effects of the Charismatic or Repugnant traits.
  • Fixed NO_POSSIBLE_OPTION text in tooltip for an option in Starbase sabotage event
  • Fixed reloading of system initializers and crash in with reload_galaxy console command
  • Fixed some grammar in the Hivemind Voidspawn reanimation event.
  • Fixed Status Quo in a Subsidiary war subjugating the wrong empire.
  • Fixing truncated build queue items in the starbase view
  • Former pre-FTL worlds will no longer display the technological age of the former civilization during colonization.
  • Increased size of the Relic World tied to the Moon Base arc site from 26 to 30.
  • Newly added starbase modules and buildings are now possible targets for Sabotage Starbase.
  • Prevent joining full MP games.
  • Removed a double be from a machine become the crisis event.
  • Solved exploit where a base price would constantly reset the next day if you sold the minimum amount
  • Special project energy cost is now displayed in situation log
  • System and star name should now match even if the player selects an origin that has a special starting system.
  • The "Direct Join" window now blocks other input.
  • The "Host server" window now blocks other input.
  • The Separatist Planet will no longer nuke themselves if you lose your capital to space fauna.
  • Torpedo and Frigate technology now requires you to have researched Corvettes.

AI

  • Fix for AI requiring wrong techs to build some megastructures
  • Prevent "Assist Research" from blocking AI construction of orbital rings
  • AI can take into account planetary impact of orbital ring buildings when picking which one to build
  • AI takes into account planetary production impact of possible orbital ring buildings when considering building orbital rings
  • AI attitude updates now happen only monthly and on diplomatic actions
  • Allow AI to build economically useful orbital ring buildings without a matching designation
  • Relaxed AI budget requirements for orbital ring upgrades
  • The AI will now build more Offspring Outlooks and Cordyceptic Reanimation Facilities.

UI


  • [UI] Addition of new social assets. Update of the Text on tooltips
    [UI] Auto Track Log Entries setting is saved in the save game.
    [UI] Removed the in-game web browser. The game will now use the platform's browser instead.

Modding

  • Added copy_flags_and_variables_from effect to copy all flags and variables from one scope to another
  • Added keyboard command for jumping to the next day [.].
  • Added the special_max_amount = yes/no parameter for resources.
  • Removed support for the "Major" flag and potential trigger in events.
  • Renamed country_mia_time_mult to fleet_mia_time_mult so that you can apply it at leader or fleet level too
  • Replaced set_is_female with set_gender
  • Scripted triggers may now generate up to one automatic event option icon each
  • You can now use "initializer = random" in the spawn_system effect

Again - this isn’t everything that we’re planning for 3.8.

Things to Keep in Mind​

Coop touches a lot of systems in Stellaris, and it is very likely that you will run into synchronization issues, or other weirdness. (The dreaded “Out of Syncs” that are the bane of multiplayer Stellaris.) This system is still in active development, but we wanted to let people play with it now, while there’s still time to react to feedback and bugs that are found.

Certain events, such as diplomacy with enclaves or other special entities, may also behave oddly during the beta, with responses going to the first player in the empire rather than the one that initiated contact.

Miss last week's Dev Diary?​

Did you miss last week's Dev Diary introducing Coop? Community Manager Mordred Viking is on Stellaris Official on YouTube to save you the trouble of reading it!

StellARTis Competition Winners​

The StellARTis competition has completed, and winners have been announced! Check out some of their brilliant works.

Next Week​

Next week we’ll start going through some of the many changes coming in 3.8 that aren’t in the Coop Open Beta release.
 
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Venus should be a terraforming candidate together with Mars for any empire starting on Sol -- not matter if it is customized or not. Even if the "terraforming" is just a few Bubblehabs floating high in Venus's atmosphere.
Yeah, I assume these are oversights.

It doesn’t make sense why Venus is terraformable as the UNE but not as any other empire starting in the Sol system.
 
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The devs already fixed that problem with the pre-ftl civs always killing themselves in a nuclear war. But your idea sounds far better than their solution for the problem.
Yeah, I'm glad it's no longer a guarantee, but the fact that the RNG can still decide to glass them without warning undermines my whole reason for buying Primitives.
 
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You call this an "exploit" - and I suppose in a sense I see the argument, since it lets you sell 3000 food per month for full price, if you want to play the world's most terrible rhythm clicker game - but it's been the behavior for over three years now?! Through a ton of rounds of work on "fixing" the market? Through the existence of entire empire types rising to prominence on the basis of being able to do this and falling out again as balance changes were made? Through all the many versions when Farmers were so much more efficient than Technicians that generator districts were nigh-worthless? Through the many versions since where Technicians (or especially machine Tech-Drones) are so much more efficient than Miners that the only sane thing to do in the early game is build Generator districts and constantly buy as many minerals per month as the game will allow without screwing you over on price? Through the constant-to-this-day bug where market prices go haywire on loaded games, causing the buy/sell prices on internal market monthly orders to quietly snowball into disaster if you don't forget to disable them before saving/resuming?

After literal years of that, you've now decided that this specific behavior is an exploit and seek to fix it?

Wow. I'm not sure which is worse: the world where you thought the existing behavior was fine for 40 real-world months before deciding it was an exploit, or the world where you noticed it and only just now got around to fixing it. Either way, that's kind of depressing.
I agree that removing tick-selling (and presumably the 52 magic number) will have some important meta-implications, but I think you're massively overstating them here.

Tick selling with farmers is only more efficient than technicians if you're playing Anglers, and even there you can only expect it to net 25% to 15% extra yields. The basis of these builds is not the marginal technician improvement, but the efficient alloy conversion using Catalytic Converters (something which will only be more important with 52 monthly minerals going down to 12).

Buying minerals instead of mining them is only 15% more efficient than miners at base, 7% more efficient with the +1 buildings, or 35% more efficient with energy grids and not mineral purification plants. Since this caps at 52 minerals per month, this nets, in the best case (no other modifiers), 2/1/4 pops.
And the builds that were relying on this conversion aren't even affected that badly, because since 3.4, it's been really easy to shepherd Plantary Automation to build the vast majority of your buildings and districts out of EC, at a better ratio than market conversions.

The "constant-to-this-day bug" is the direct result of the same root cause as the tick selling exploit they just patched. Without the price reset behaviour that tick selling relies on, it doesn't matter if market prices are wrong by a tiny sub-fraction of an energy credit, because going past the magic number doesn't cause the price to snowball.

There are bugs in the game that cause your entire fleet to just not shoot at the enemy and get entirely wiped out, crippling flaws in AI trade acceptance that let you trick them into giving you huge quantities of free resources (to say nothing of vassalisation), and origins that are so wildly unbalanced that they might as well be exploits.
The long-standing existance of a micro-exploit that lets you employ your pops slightly more efficiently to net 4 pops of output has to be really far down their priority list. I'm not at all surprised that it took them 40 months to get around to it.
 
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I agree that removing tick-selling (and presumably the 52 magic number) will have some important meta-implications, but I think you're massively overstating them here.

Tick selling with farmers is only more efficient than technicians if you're playing Anglers, and even there you can only expect it to net 25% to 15% extra yields. The basis of these builds is not the marginal technician improvement, but the efficient alloy conversion using Catalytic Converters (something which will only be more important with 52 monthly minerals going down to 12).

Buying minerals instead of mining them is only 15% more efficient than miners at base, 7% more efficient with the +1 buildings, or 35% more efficient with energy grids and not mineral purification plants. Since this caps at 52 minerals per month, this nets, in the best case (no other modifiers), 2/1/4 pops.
And the builds that were relying on this conversion aren't even affected that badly, because since 3.4, it's been really easy to shepherd Plantary Automation to build the vast majority of your buildings and districts out of EC, at a better ratio than market conversions.

The "constant-to-this-day bug" is the direct result of the same root cause as the tick selling exploit they just patched. Without the price reset behaviour that tick selling relies on, it doesn't matter if market prices are wrong by a tiny sub-fraction of an energy credit, because going past the magic number doesn't cause the price to snowball.

There are bugs in the game that cause your entire fleet to just not shoot at the enemy and get entirely wiped out, crippling flaws in AI trade acceptance that let you trick them into giving you huge quantities of free resources (to say nothing of vassalisation), and origins that are so wildly unbalanced that they might as well be exploits.
The long-standing existance of a micro-exploit that lets you employ your pops slightly more efficiently to net 4 pops of output has to be really far down their priority list. I'm not at all surprised that it took them 40 months to get around to it.
So, broadly you're correct, but for the first like 1.5 years after the market came out (2.2), Technicians only had base production of 4 (not their current 6) and buildings like Energy Grid gave a percent bonus (additively stacking, like all the others). During that time, using farmers (which gave 6 food right from the start of the current jobs system) was just significantly more efficient; per pop growing food and selling it only gave 5% more energy than generating it at baseline outputs and market fee, but there were all sorts of associated benefits (no need for researching energy production techs, ways to boost food production like Agrarian Upbringing governors, the incredible power of OG Shattered Ring farming segments). Get a market fee reduction or two - not that hard, there's one you can (unreliably) start with, and in the early days you could drive the fee to zero - and it becomes a lot more efficient.

I'm not at all unhappy that they fixed this (by making Technicians produce 6 energy baseline, same as Farmers produce food). I am unhappy that they didn't fix Miners at the same time! Right now, 25 months of Miner output is worth 20 energy less than 25 months of Technician output, once again at base production rates and market fee. Mining Guilds fixes that, as do other bonuses to Miner base output, but it's still very distasteful (and inherently nonsensical) for there to be a job that is strictly less valuable than another in the same tier in the default state of things (aside from the thing where you can't lean on it too much because market buys take longer to return to equilibrium).

Without the price snap-back, strategies based around relying on the market will obviously be less viable, and the market in general will be much less useful at least until we get the galactic market.
 
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Maybe it used to be, but from the data I have our OOS rate is very very low.

Coop is also an optional feature, if it's unstable it can be avoided until fixed.

Also..why do you think we're doing an Open Beta? :D
Could Paradox bring back the resync feature please?
 
  • Added unique textures for Mercury, Venus, Neptune and Uranus for Sol system.
Nice, Uranus and Neptune definitely needed custom textures, way more than Mars or even Jupiter. I'd like to see such ice gas giants spawn in other systems though.
Io and Europa probably should have unique texture as well. Also IMO Titan should be toxic world since it's the only celestial body in Solar System other than Earth and Venus that has a dense atmosphere (it doesn't need to have a unique texture since toxic worlds already have yellowish haze)
 
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