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Stellaris Dev Diary #323 - 3.10.1 "Pyxis" Beta and Next Steps

Greetings!

Stellaris 3.10.0 “Pyxis” and the Astral Planes Narrative Expansion released last Thursday, and it’s been a bit of a bumpy ride, so I moved this week’s dev diary a bit earlier than usual.

Due to an error we made in metadata, many players were unable to verify ownership of the DLC at launch. We pushed a quick hotfix, which resolved these issues for some players, while also introducing a different ownership issue through a checksum error, which prevented other people from being able to properly explore the expansion. We finally managed to fix all of these problems midday on Friday. I want to thank everyone who provided bug reports and helped us diagnose the dlc ownership issues, we wouldn’t have been able to resolve them so quickly without your help.

I’m terribly sorry for the poor launch.

We’ve just put a beta branch up on Steam containing the 3.10.1 release, which is currently planned to be deployed to live on Thursday. This release includes a number of bugfixes, as well as hotkeys for the Tabbed Outliner. Let us know what you think.

Hotkeys for the Tabbed Outliner

The hotkeys are CTRL+A/D for switching to the previous/next tab and CTRL+Q/W/E/R for switching to a tab directly
(much like Z/X/C/V switches between tabs in other UIs, such as the planetary view).

Game Director Eladrin talks about the 3.10.1 Open Beta and Astral Planes Release

Improvements
  • Added Ctrl+A/D shortcuts to cycle through outliner tabs. Also added Ctrl+Q/W/E/R to switch to specific tabs. Added tooltips for them. These tooltips are currently in English regardless of language setting
  • Clarified tooltip headers for governor traits.
Balance
  • AI empires generated as part of the Common Ground and Hegemony origins now start with an additional Official to be assigned to the Federation
  • Blocked empire rulers and imperial heirs from getting the Planar Theorist trait
  • Commissioner subclass now increases stability from soldiers instead of providing additional soldier jobs
  • Decreased the chance for leaders to get common governor traits if they do not have a governor subclass or are not governing
  • Decreased the chance of leaders gaining job providing traits
  • Detail-Oriented has been updated to be a Destiny trait for Scholars, instead of a Veteran trait
  • Explorer subclass now has +1 Sensor Range
  • Halved the effects of the Politician trait
  • Having a Commander govern a planet or sector now provides soldier jobs
  • Increased the chances of the Prospector trait to fire.
  • Oppressive Autocracy now has the colony shelter building replace a colonist job with an enforcer job
  • Policies that increase leader starting level now greatly increase leader hiring cost and upkeep cost.
  • Rebalanced traits that affect research output from jobs while governing
  • Reduced the magnitude of most governor modifiers.
  • Removed the "can only get Council traits" restriction on rulers in Democracies, Oligarchies and MegaCorps. (For modders, this is using the is_autocracy scripted trigger)
  • Replaced Champions of the Empire +1 Initial Leader Level with +1 Additional Trait
  • Resources from Psionic Pops modifier now applies to latent psionic species.
  • Reworked Driven Educator to instead provide +25% Leader XP gain
  • Slightly decreased the bonuses from Custom AI Assistant and Sapient AI Assistant traits
  • Slightly decreased the penalties from the Neurosis trait
  • Soldier jobs now produce a small amount of base stability.
  • Traits that give homeworld jobs now require leaders to be at least level 2
  • You can no longer sell exceptional materials (astral threads and minor artifacts) to the AI.
Bugfixes
  • "The Seal" situation is aborted if you attack the formless
  • Added missing descriptions for multiple ship component categories (reactor, auras, combat computers)
  • Added missing node xp modifiers to the Astral Planes civics for gestalt empires.
  • AI empires with the Fruitful Partnership origin will stop opening seed pods on Holy Words only to get obliterated by angry fallen empires
  • All types of priest jobs (e.g. high priests, numistic priests) now benefit from the additional trade value from the Dimensional Enterprise council position.
  • Blocked Entrepreneur (Ambassador) trait for gestalt empires, fanatic purifiers, inward perfectionists and criminal syndicates
  • Blocked the Charmer and Research Exchange traits for genocidal empires and inwards perfectionists
  • Clarified that the First Contact civics give an increased chance to draw FTL travel technologies (English only)
  • Corrected all versions of Sovereign Guardianship to have 150% Empire Size from systems
  • Corrected draw weights for a number of leader traits
  • Empires can no longer spawn with multiple ministers of defense under some cases, such as being The Chosen.
  • Empires created via status quo peace deals will now correctly generate their council.
  • Explicitly blocked trading of gestalt nodes (instead of them being implicitly blocked)
  • Fixed 2 zroni digsites pointing to a deprecated title.
  • Fixed a bug that allowed you to enact the "Dayside Farm" decision multiple times on a single planet.
  • Fixed a case where the "Abandoned Star Platform" anomaly would leave the system's primary star without a deposit
  • Fixed a case where the "Ion Trail" event would occasionally pick the same system it spawned in for the follow-up event
  • Fixed a large number of planetary features that were providing incorrect bonuses due to changes with Mastery of Nature
  • Fixed a typo in the event text for the "Blinding Grief" event
  • Fixed calculations for determining trade values gained from slaves
  • Fixed commanders wearing the wrong uniform on planetary assignments.
  • Fixed crystal rift situations checking for the wrong amount of resources to validate approaches
  • Fixed Crystal Sphere stolen events not using the correct texts and picture
  • Fixed Crystal Sphere stolen events triggering when the crystal sphere situations are no longer active
  • Fixed Dark Consortium displaying flag information in tooltip instead of the standard loc key for this situation
  • Fixed Dark Consortium not locking the civic when being played from start
  • Fixed Dark Matter Breakthrough agenda always stating it will locks the civic, even if it already is
  • Fixed descriptions for Artisan Drones showing in district tooltips when none were present
  • Fixed Eager Explorers giving two +50% chances to draw Improved Structural Integrity
  • Fixed Efficient Staffing III applying the incorrect modifiers, leading to no sector modifiers.
  • Fixed habitat and archaeology lab technologies missing increased chance to be drawn from being rare technologies
  • Fixed hostile fleets being capable of crossing dimensional locks
  • Fixed Imperial Heirs sometimes spawning with the incorrect initial level for their class.
  • Fixed issue with concepts being offset for all languages using TTF (fonts)
  • Fixed missing AI weights for some council positions
  • Fixed missing localisation for Clone Army Commander traits
  • Fixed outdated tooltips in diplomacy with Trader Enclaves
  • Fixed some empires, such as Common Ground federation members or MSI, starting with duplicated council positions.
  • Fixed some triggered modifiers from leader traits not being applied.
  • Fixed starbases not inheriting modifiers from their country
  • Fixed strange wormhole breaking existing wormhole in the same system if any when spawning
  • Fixed that culled/reformatted nodes would not have a level 1 trait.
  • Fixed that culling/reformatting the Regulatory Node would not create a new one.
  • Fixed the "Dissolved" astral rift event leaving a ship stuck in an endless MIA loop
  • Fixed the Archivist trait giving scientists additional levels
  • Fixed the sector modifier for Ruthless Developer
  • Fixed Tree of Life and Lithoid Crater deposits not providing all of their bonuses
  • Fixed Urbanist trait displaying it was tier 1 and for any class when it is not a tiered trait and only for the Official
  • For players without Galactic Paragons, Officials should no longer roll GalCom traits if you are not a member of the GalCom or Federation traits if you are not a member of a Federation
  • Galactic Community Delegates now correctly multiply their diplomatic weight bonus by their level, instead of their level squared.
  • If your capital is in the Formless home system, The Vacuum Flower relic now correctly grants you Astral Threads
  • Made the first option in Black Hole Instability requiring Astral Threads instead of rewarding them
  • Only leaders eligible for a specific council position should show up as potential recruits.
  • Pre-Sapient pops no longer help you upgrade your capital buildings earlier.
  • Prospector trait should no longer fire twice for Volatile Motes
  • Removed Artisan Drone jobs from ringworld industrial segment if it is not set to factory designation.
  • Removed reference to Imperial Heirs not having unity upkeep.
  • Repaired Shattered Ringworlds now use the correct graphics
  • Scrapping the warship in the "Adrift" event now correctly awards you Alloys instead of Minerals
  • Scrapping the warship in the "Warship Destroyed" event now correctly awards you Alloys instead of Minerals
  • Stopped certain events from accidentally adding anomalies or terraforming Astral Scars
  • The Excavator trait no longer erroneously requires the Rift Sphere technology
  • The formless don't talk to you lightly anymore if you become hostile
  • The Geology Expert, Manufacturer, and Observer traits no longer state that they are Scientist traits
  • The leader trait "Trader II" now correctly applies its effect to the whole sector
  • The Manifesti's Head in the Clouds demand now checks for scientists on the council correctly
  • The Mass Extinction Event Chain should work properly again.
  • The plasmic species trait now has a slave cost of 2500 energy credits.
  • The Scout trait no longer states it applies to military fleets for scientists
  • The Tyznn Tithe trait is no longer possible to acquire by levelling up.
  • The UNE will no longer spawn a third human empire to hang out with them for no reason.
  • The Void Dweller initializing effects will no longer generate habitable worlds with no deposits.
  • Updated the upgraded version of the Assembler trait to use the correct modifiers
  • Vassalizing the formless will now transfer their system to them if you happen to own it.
  • Vibrant Storyteller is correctly marked as a Destiny trait for Scholars, not Explorers
  • When loading a save, update some modifiers that previously weren't updated.
  • You can now use the Astral Jump Astral Action if you have Psionic Jump Drives or Subspace Drives.
  • zadigal is now correctly fired if you declare war with the Formless on their recruitment day
AI
  • Fixed AI assigning leaders to Galcom when it shouldn't be possible.

Stability
  • Fix for crash when running unlock_council_slots effect.

UI
  • Added text to system debug tooltip to separate the different lists of modifiers.
  • Anomaly view "Research Time" label is hidden when the research time is hidden.
  • Changed Change Scientist hotkey in Situation Log anomaly view to G.
  • DLC list is now shown in the Cooperative game setup.
  • Fixed empire creation UI remaining visible while ACB is open.
  • Fixed layout of "no scientists" text in anomaly view.
  • Fixed portrait frame appearing to the left of the anomaly UI if you have no science ships with scientists.
  • Fixed portrait tooltip in anomaly view incorrectly saying that you can right-click to remove the leader.
  • In the anomaly window, if you get a valid scientist while no scientist is selected, that scientist is automatically selected.
  • In the anomaly window, the Change Scientist button is disabled if there is no valid scientist available.
  • Updated the leader ethics tooltip to mention planetary and sector governor ethics attraction
  • Fixed leader XP bar showing the wrong tooltip
Modding
  • Added a init_effect field to spawn_natural_wormhole effect
  • Added additional documentation to 00_base_classes.txt
  • Moved events action.504 and .505 to event leader.200 and .201
  • Removed initial_effect_custom_loc from agendas. The initial effect's tooltip is now directly built from the initial effect
  • The link_wormholes effect can now be used on the bypass scope

Please note that the 3.10.1 "Pyxis" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.10.1 Open Beta" branch.

Some notes for Linux users that are encountering crashes - we have potential workarounds for two of them:
  • If you are crashing on startup, players have reported that starting Steam, disabling the internet, then loading the game bypasses the issue. Internet can be reenabled afterwards.
  • If you are crashing while hosting a multiplayer game on Ubuntu 20.04, switching to Cross Platform multiplayer appears to resolve the issue. It is also not present on Ubuntu 22.04.
At this time we are still tracking down Mac stability issues.

3.10.2 is already in progress, in which we are continuing to hunt down stability problems (especially for Linux and Mac users), fixing more bugs, and adding more customization to the Tabbed Outliner.

Customizable Outliner Mockup

WIP Mockup of what we’re planning. Might not exactly end up looking like this.

Event Chain Subtitles​

In the last Dev Diary, we said we’d provide a form so you can submit events that you think should have subtitles added to them.

Here's a link to a form where you can suggest events for review.

Thanks for your assistance!

What’s Next​

We’re going to continue watching your bug reports and feedback, fixing things, and working on 3.10.2, so you can enjoy the new content the way it was meant to be.

Thanks for playing Stellaris!


Astral Planes is discounted 10% until November 27th.
 
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Bummer that this is the dynamic that’s evolved, where the shrillest voices on the forums have such influence, but I can’t say I blame the dev team.

Maybe you could give the option to disable internal instability and just label it Civilian mode, like you do with AI difficulty? I have a feeling people would complain less about the challenge if their egos were on the line.
Good ideas can be ruined by expressing them with arrogance
 
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  • Detail-Oriented has been updated to be a Destiny trait for Scholars, instead of a Veteran trait
I don't think this is a big issue, but now spiritualist renowned paragon, Nasuz Demetor has two Destiny traits. Just checked in game, and he has both Vibrant Storyteller and Detail-Oriented.
Also, his veteran class is Explorer while both Vibrant Storyteller and Detail-Oriented are Destiny traits for Scholars.
 
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You can no longer sell exceptional materials (astral threads and minor artifacts) to the AI.
@Eladrin Will this be a similar situation to system trading, where the feature will never return because you can’t get the AI to understand their value?

Thanks for fixing the Manifesti check, love those little weirdos. Wish they would hang around longer if you satisfy them, but that is their want.

Ctrl + key seems clunky to me, but I’ll give it a go. Can’t wait to customize it though!

Thanks for your continued support
 
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Maybe you could give the option to disable internal instability and just label it Civilian mode, like you do with AI difficulty? I have a feeling people would complain less about the challenge if their egos were on the line.
I think that having a separate setting for this would be perfect. Just like the autonomous construction in Vic3 or the bordergore in CK2.

There are a lot of people that simply don't care of the political management side of the game, and it's ok. I mean, it's their game too. But I would love to have a truly living empire to manage, with strife and civil wars and whatnot.
 
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No judgement, just curious if this was at all affected by having a separate team work on the expansion, as well as if we should expect this sort of thing moving forward.

As always, thank you for your work at keeping this game we all love alive and interesting!

Moving forward? This sort of thing has been happening (though to not such an egregious and severe degree as this) for quite a while. There's a reason many of us don't buy DLC or upgrade our games with new patches until 1-3 hotfixes have gone through....
 
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What have people done to make us deserve this? XD

Well, eventually they will just stop letting us trade with the AI.

This seems inconsistent. I could understand not letting us trade favors because the favors* are inherently worthless to the AI, because they can't use them. But 'exceptional' resources are not useless and the AI does use them...(they overuse them if anything as the AI seems absolutely drunk on building fleets of archeoweapons ships).


*Hey devs is it on purpose or just oversight that something still give us favors for the AI thinking particularly the Diplomacy tree...where one of the selections gives us a percent chance to get a favor from an empire if we have a envoy assigned to it? I find this weird because favors aren't meant to be a thing anymore...but the game still acknoweldges their presence and you can levy them against the AI in some circumstances to get them to change their mind.
 
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We abused the ability to trade resources per month for lump sum resources to the AI. Then we abused the ability to trade favors to every AI for massive lump sums. Clearly we are not to be trusted with lopsided AI trading and brought this on ourselves. :D

I mean it doesn't make sense that we're exploiting them, the AI value for things like minor artifacts make sense at least from what I've seen of their ship compositions....every slot is an archeo-tech component....the bastards are hemorrhaging minor artifacts...like the British Museum's visited their archeological sites....
 
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Just wanted to thank you for your hard work. 2.75k hours into the game and I'm having a good time. It was unfortunate dealing with the bugs, but I knew y'all would be quick to fix your labor of love. The conceptual changes to the leaders and the expanded stories the astral rifts provided were very cool and fun. Thanks!
 
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And that's putting it mildly. :p



Sounds like a bit of a nightmare, TBF. You find one critical problem, fix it... then get confused as to how you're seeing the same thing, and maybe can't understand why, and need to really think twice more again to figure it out. Quite the challenge, both technically and operationally!

I for one see all you're doing to put things right, and it's to your credit. I don't think it'd be fair to blame you & your team for the metadata/checksum bug; who could have seen that one coming? I know what it's like to have to respond to a crisis and suddenly pull a load of late shifts, as you did on Thursday/Friday, so yah, respect there.



Hey, community, do you see this? That's an apology, that is. Take note of it!

Yes, this launch has been a right dog's breakfast. We know that, you know that - whatever. I'm certain that there has been another case of problems coming from a Thursday release, which it seems needs to be learned from again. But I've always been keen to focus on solutions, not blame (blame doesn't get anyone to resolution!).



Now THIS is a new development. I don't think we've had a Beta of a hotfix before. Two and a half working days for a hotfix release (even if in the form of a Beta)? Personally I think that's really, really good. Nice work. I hope this isn't the only time, IF we have similar buggy launches in future.

Personally I'm impressed and quite pleased with the pace and scale of resolution efforts.


There has been community speculation that the problems seen in recent Paradox launches have not been development team faults, but rather impositions from the managers, the money-men, and the marketers within PDX. If that is the case - and I know you cannot and would not say even if it were - then I do hope this gives you guys as the development team a really solid evidence base to push back to and say "Well, sir, we tried that with 3.10/AP, and it caused some chaos. We should avoid a repeat occurrence.".

I speak only for myself, but I'm sure a lot of the community would probably agree, that we would rather wait a week or two or three longer for a patch and a DLC update and have that much more level of polish and refinement, than have it sooner and have all of this kerfuffle.


Good points well presented. I have previously been a vocal proponent of the fabled 'Internal Politics' update, but for a while now I've been rowing back on that and admitting it probably isn't as much of a priority as I thought. I've noticed other users here starting to do the same thing. Besides the obvious fact that none of us can collectively agree on what we mean by such a nebulous and vast term as 'Internal politics rework/update', AND besides the valid points which you mention here, Iggy, I think the War mechanics are much more deserving of a review. Or something else, possibly Espionage. I don't really know, TBF.

I would agree that I doubt the Dev team start their day with 'how do we break this game today'. It is largely on Paradox's end though, and not on unreasonable expectations from the audience (as I've seen some people on this forum suggest). IE there needs to be a Quality control team that is the same size (and different people than) the Dev and Custodian teams. And they need a longer production window to accommodate the stress testing and unforeseen issues (bugs/exploits) caused by new code being piled on a rickety tower of 'new code piled on new code piled on new code'. IE we don't need 3-5 major revisionist patches and 1-3 major DLC and 3 or so new story packs/art packs/species extensions, such that these things come out every month and half resulting in the game only being 90% of it's full intended capacity for about two and a half days before a new patch breaks it all again.

I would rather see fewer major publications that are infinitely more stable and balanced and ostensibly not broken....with fewer major hotfix needs, than a constant stream of stuff that just....annoys me as I have upgrade and revert, upgrade and revert, upgrade and revert, every 3-6 weeks.
 
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No, Abrakam did great. The patch has highlighted some issues with our internal development processes and we are rectifying them as we speak. Things like harder deadlines for when features need to be merged in etc.


As a personal champion of internal politics having the internal stability of CK3 is a tricky business. Even in that game, there are people who despise it when they lose sections of their empire and have to integrate it back in after a messy inheritance. If your sectors started spinning off into independent nations some Stellaris players would love that while others would rage quit on the spot. Just know we are having discussions about it, but nothing is planned.


It's a limitation of our old engine. If you look at CK3 and Vicky 3 you can see that they both have support for that.
@ internal politics being a divisive topic amongst players

Ever considered using the authority types to make it partially opt in?

Democracies gets tons of it, oligarchies a fair amount, autocracies only a little, hive minds literally none.

Alternatively give the authoritarian ethic methods that allow you to shut down any interal politics and make egalitarian very limited in this regard.

Could have a civic to reintroduce it to autocracies for people who want imperial court intrigue :p

When stellaris was first announced, the thing that got me really excited about it was that the pops had their own ethics that did not necessarily align with your nations. Have always wanted more more mechanics to meaningfully tie into that.
 
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Thank you for adding in hotkeys so quickly!
The customizable outliner coming in 3.10.2 you previewed in this post also looks excellent, allowing people to put everything in 1 tab if they prefer.
I would love for the game to have hotkey remapping built in. Until then, for anyone looking to remap keys/mouse buttons, I'd recommend AutoHotKey. I run it to remap a few keys I don't like the assignment for.
 
Bummer that this is the dynamic that’s evolved, where the shrillest voices on the forums have such influence, but I can’t say I blame the dev team.

This is unfortunately the case, and another example of what I posted in another thread where someone was complaining about negative leader traits existing:

Negative traits make the game more interesting. Bad things happening makes for good stories.

I truly loathe the fact that game developers these days - including Paradox - listen to people who whine about bad things happening in games. The Civilization series was heavily neutered by that type of design philosophy. In Civ V, the devs decided that "players don't like when bad things happen" and removed all sorts of interesting mechanics that gave previous Civ games their emergent storytelling power and made them feel like being a "real" leader of a country. Things like unhappiness, unhealthiness, corruption, random disasters, rebellions and so on - challenges the player had to react to and deal with - were stripped out and replaced with video-gamey snowball mechanics.

Stellaris has been hurt by this as well. Thanks to people like OP, the Ascension Paths are now homogenized and far less interesting. Worm forbid a player couldn't be guaranteed a Psionic ascension in the first 30 years without putting any effort into it, or that going that path could run the risk of meddling with powers too great to handle, with delightfully horrible results. Rebellions and the robot uprising are now a joke - a predictable progress bar to easily lower down to 0. It's not a good direction for a game that sold itself(at least to me) on dangerous cosmic horror and unpredictable discoveries.
 
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I appreciate this, but I do want to make sure y'all know that the stability/crash issue is not just Mac/Linux users. I have a crash bug in the current release (I don't own the DLC, just updated to the most current release) that occurs 100 percent of the time on my save when it his a certain date. I'm worried that the fact that a lot of Mac users are reporting the same is drowning out the fact that it occurs on other OS. I can't play the game at all (and really don't want to invest the time in a new save until I know this isn't going to happen again and ruin the time put in)
 
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The custom outliner coming looks amazing, I can truly make use of that as someone who plays often on the steam deck. I love this dev team. Ya'll up there with Creative Business Unit 3 from FF14 for me lately the way you engage the community, own up to issues, and so on. Great job team!
 
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I absolutely love the outliner changes, personally think it's going to help a lot in keeping things more organised,
The one thing I would ask is if science ships and construction ships can be separated into separate categories from civilian?
Once the early game is done my construction ships are basically permanently left on auto and don't need to be seen much whereas science ships need to be managed more
 
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