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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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[Balance] Auto-designed ships and those designed by the ship role button will now only equip archaeo-components if your empire has the Archaeo-Engineers AP.
That is good. I fear that AI empires taking the Archaeo-Engineer AP will then be significantly weaker than everyone else once their fleet gets beaten once. They will need forever to rebuild and upgrade. Basically continue the issues we currently have, but reduced to AP pickers. Or does the AI only take this AP, if it gets at least 30 MA per month?
 
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It's not in the patchnotes but we did add a new option to the nuke event where you can interfere and stop it.

Nice. Are there any other changes/fixes to events? For instance; the zoonotic plague seems bugged. Trying to help extends the length of the situation without reducing the chance per month of pop deaths meaning more primitives die than if you do nothing (or even accelerate it).
 
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  • Solved exploit where a base price would constantly reset the next day if you sold the minimum amount
How was this fixed?
The exploit worked by abusing how the price will reset back to the base price if the current price is close enough. If this "reset" behaviour was removed, that also affects monthly buy and sell orders (without the reset, you can only buy 12 minerals per month instead of 52).

Arguably the 52 monthly mineral orders are also an exploit, but if they're removed that's actually a pretty noteworthy change.
 
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For clarification - is this written as intended, or a typo?
(i.e. "a pre-ftl civilization" rather than "a pre-sapient species")
Do you stopped to think that pre-ftl civilization was once a starfaring civilization before being forcefully devolved? Also, nothing stops a devolved civ to evolve back to a pre-ftl civ... look at the humans in Halo, for example.
 
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Not a typo!
The fact that it only has 1% chance makes me wonder if there is something associated with it e.g. an anomaly or an archeological site to discover how the species got devolved.
 
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  • Added unique textures for Earth and Mars when terraformed based off of available heightmap data.
That's a nice touch, but I am wondering if you would consider allowing Venus to be terraformed with the Detox trait, and adding in a unique map for it as well (there are plenty floating about showing the prospective Aphrodite and Ishtar continents),
You always start with one terraforming candidate. Mars, for most Sol starts, but Detox-Venus if you took Knights of the Toxic God.
 
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I like a lot of this dev diary.

This might be off topic but I’ll ask anyway but is it intentional that construction ships do not auto build observation posts and it’s something the player has to manually do?
 
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This one surprises me too. Late game, I can go from 3000 to nil very quickly when upgrading my fleet and defense stations. Might want to actually go the other way and make the *base* amount 3000.
I would love something like a Museum building that increases Artifact storage and a Unity/Society bonus per Relic you own similar to the Autochthon line.
 
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Was hoping that exploration protocols would be getting one more envoy. The base two feels way too restrictive for a civic that encourages you to find and make first contact with other alien civilizations. Granted, this is the first round of the beta, so always a chance for this to happen.

Also wouldn't mind seeing the sprawl penalties for machine empires get another pass. Right now, it seems like machine empires get hit pretty hard by sprawl, unless they go rogue servitor.

Plus, having another look at rapid replicators. Right now the civic doesn't feel optional at all.

Finally, hoping the old pre-FTL events get another pass. I'm sick of seeing some of them and with the rogue scientist, we really should be given the option to find and deal with them before they can hose everything up. Plus, that's one where it really feels like certain ethics should either bump up the chances or reduce them. Since first contact has dropped, every game I've played a non-gestalt, I've had the rogue scientist event pop and it sucks when you only have one or two pre-FTL civilizations to observe. Like I thought the idea was to make it so they wouldn't instantly get ruined by advanced civilizations. Also it's now extremely punishing to get that event, that you can do nothing about, when you want to get the insight technologies.
 
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Well personally I can wait on coop.

Really don't want to share an empire most of the time and I've always believed in a dive in and get killed a few dozen times strategy to learning games.

Like the first time I met a super mutant behemoth in the Fallout series and got killed like a fly getting crushed by a swatter.

Can't wait to see what else is coming though.
 
How was this fixed?
The exploit worked by abusing how the price will reset back to the base price if the current price is close enough. If this "reset" behaviour was removed, that also affects monthly buy and sell orders (without the reset, you can only buy 12 minerals per month instead of 52).

Arguably the 52 monthly mineral orders are also an exploit, but if they're removed that's actually a pretty noteworthy change.
Well, at least if this happens, the price changing on loading a save game will matter less to me, since I won't be using monthly trades anymore :p
 
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That is good. I fear that AI empires taking the Archaeo-Engineer AP will then be significantly weaker than everyone else once their fleet gets beaten once. They will need forever to rebuild and upgrade. Basically continue the issues we currently have, but reduced to AP pickers. Or does the AI only take this AP, if it gets at least 30 MA per month?
Honestly, having just completed an Archeotech-focussed run, I think Archaeotech should be either:

1) More powerful for their cost, or
2) Cheaper, or
3) Both (my preference)

To my mind, if you have invested an entire AP into archeotech, at the current component price it should be at least an improvement over T5, and ideally on a power level with Dark Matter...if not slightly higher.

I say higher because I can build and field multiple fleets of Dark Matter equipped ships from nothing with ease, but if one of my 3-4 Archeotech fleets suffers significant damage it can be years before it's back to full strength. I don't mind that in principle...but make it strong enough to be worth the wait.

I'd also suggest the Facility of Archeo Engineers gives Archeotechs a minor power bump to the techs as well - maybe give that +10% to weapons damage/shields, going to +20% after taking the AP, or something along those lines. It would give archeotechs a mid-game bump to keep them relevant before you get to the AP.
 
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While it was confirmed in the forums, and the Synth patch note of
  • A synthetically ascended empire should no longer refer to their own pops as having owners.


    Might refer to it
    Will the automatic dominant species check be fixed in 3.8? It's probably one of the most background irritant of bugs, and breaks quite a few things, in relation to synths it can cause them to continuously assimilate themselves in a few circumstances. Among the other bugs it causes from a base-mechanic breaking.

 
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I know you have more plans for 3.8, but please please remove favour trading. It should not be necessary to tell how broken this is. Just axe it.
 
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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.

Well that is actually pretty dope! Can't wait for the next upate to reveal more non-coop related stuff!
 
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WIll there any option for a quick rejoin in case of a desync instead of forcing players to go to the lobby again? What about speed of hotjoining?
 
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Unfortunately, a related change couldn't get into the beta build in time, but should be in the release version of 3.8:

[Balance] Auto-designed ships and those designed by the ship role button will now only equip archaeo-components if your empire has the Archaeo-Engineers AP.

You do realize that the problem with archaeotech is that most of the techs are useless and most of the techs that are not useless are too expensive to ever use?
 
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i hope you will adress fleet power calculations a bit... it is quite boring to see the AI going around with 30k fleet power that in reality can't take on 10k because they have only autocannons :p
 
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