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Stellaris Dev Diary #330 - Community Fixes in Eridanus

Hi all!

When we first announced the 3.11 “Eridanus” update, we mentioned that for the patch the Custodian team would be largely focused on fixing bugs rather than new features. As part of this initiative, @PDS_Iggy reached out to some community modders and incorporated some of their fixes into the base game. I wanted to spend today highlighting their contributions.

Community Fixes​

Some changes from these mods are being partially incorporated into the base game in the 3.11 “Eridanus” update:

Ariphaos Unofficial Patch
Developed by Ariphaos with assistance from Fireprince, and incorporates multiple other mods:​
  • Risa's Unofficial Patch by Risa
  • Bug Fixes by alexrider903
  • Bugfixes by ECHO
  • Community Flash Patch by Roverstorm
  • Modifiers fix by jasonpepe
  • Unofficial Bug Patch by SirBlackAxe
  • Glavius AI by Glavius
  • StarNet by Savlor with assistance from OldEnt

VanillaFixes
Developed by Harain with support from The24thDS​

In some cases, we re-implemented their fixes or chose not to include some changes for various reasons, but we want to thank the community for being so active in helping us find and fix issues. We have marked the community contributed bugfixes with the ¤ symbol in the patch notes in order to give proper credit for them.

The list of community fixes that we will be incorporating in 3.11 is as follows:

Incorporated Community Fixes​

Improvement

  • ¤ Gangsters should no longer assassinate Chosen Ones or Legendary leaders
  • ¤ If a Zombie or Nerve Stapled pop manages to lie on their resume and become a specialist or ruler they should be demoted much faster
  • ¤ Xenophobic leaders are now half as likely to accept brainslugs while Xenophilic ones are twice as likely to accept them
  • ¤ Improved spawning logic for anomalies that clear deposits to not spawn on planets with strategic resources
Balance
  • ¤ Empires that value other species, such as Rogue Servitors, will now get extra annoyed if you engage in genocide or necrophaging
  • ¤ Gestalt empires can now sell their minor artifacts provided that they have access to the galactic market
  • ¤ Marauder ships should now have a decently larger amount of armor for most shipsizes
  • ¤ Refugees should now also be willing to flee to Rogue Servitors if they are welcomed as Bio-trophies
Bugfixes
  • ¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
  • ¤ A supremely unlucky pre-FTL nation should no longer be able to have multiple machine uprisings if they fight off the first one
  • ¤ The Atomic Clock event will now properly trigger after 42 years and 3 days following the superior Stellaris Standard Calendar, which has 360 day years
  • ¤ Authoritarianism should no longer become more popular because you have egalitarian councilors
  • ¤ Become the Crisis AI empires will now always decline becoming vassals to awakened empires
  • ¤ Fixed a rare case where the Shard would not turn hostile against the player
  • ¤ Fixed a rare error that would occur if your scientist who finished a dig site died before you clicked the final dig site event
  • ¤ Fixed the checks for the Debris Field anomaly making it rarer than it should be
  • ¤ Fixed the Lush Planet Anomaly requiring Sol to have spawned, also updated the event rewards to work in a tileless Stellaris
  • ¤ Hyperlanes should no longer get attached to sealed systems
  • ¤ Imperial Fiefdom AI will no longer consider subjects to be viable overlords when they are looking for one
  • ¤ The Fleet Maneuvers event can no longer happen in capital systems
  • ¤ The Horizon Signal Event Chain will now correctly prioritize your head of research for narrative events
  • ¤ The Manifesti event chain will now properly end if you apprehend them early enough
  • ¤ The puddle technician drone job is now properly a drone job
  • ¤ The Sentinel Order should no longer spawn in systems not connected to the rest of the galaxy, leaving everyone else to deal with the Prethoryn
  • ¤ Upscaling the Messenger will now properly remove the negative modifiers from the ships
  • ¤ Vultaumar III will now properly have both alloys and mineral deposits
  • ¤ Irass III will now properly have both alloys and mineral deposits, while Irass VIII has gained its missing exotic gases
AI
  • ¤ Improved AI decision-making for the "Find Military Applications" Artifact Action
  • ¤ Improved AI logic when it comes to when to use the Strip Mining decision
  • ¤ Reduced the AI willingness to accept trade deals for food or consumer goods if they don't use those resources
  • ¤ AI Hive-Mind empires now have an increased chance to research terraforming technologies since they are unlikely to get more pop types from migration pacts.

Thank you for your assistance in making the galaxy a better place. Keep an eye out for the Seddom system when 3.11 arrives.

Next Week​

The Custodian team has been burning down the bug queue at a nice rate, so next week we’ll go over some of the fixes they're adding in 3.11.
 
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¤ The Expel Corporation war goal now also removes Branch Offices belonging to the defender from your allies' planets
Is there any chance that Expel Corporation (and Hostile Takeover) can properly target empires that are vassals?

Right now these wargoals get redirected to their overlord as warleader.
 
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Great to hear that many of these community fixes are becoming official, and that they were considered individually rather than adopted wholesale. The community bugfix mods I've examined fix some things that are obviously bugs, and also "fix" some things that are much more questionable.

I have one question I really want to know the answer to, though: Will the 3.11 fixes include at least some of the automation moddability problems I reported details of (at Eladrin's request) in 3.10's announcement thread? Will I finally be able to revive and update my automation mod with 4k subscribers that's been languishing since 3.9's release? I can be patient about hearing details, but at least a yes or no on the topic in general would be nice. Thanks!
 
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With such a long list of extensive mods that have been used for these fixes, I'm surprised the actual list of fixes is so short.

There's a lot of major bugs in the game now going by the bug reports section, such as a lot of leader traits apparently not working at all, and some longstanding headaches like ships always using Hyper Relays to exit a system, even when that means a civilian ship tries to auto-"escape" straight into a hostile fleet instead of using any other hyperlane to escape.
Indeed - I don't know about Harain / The24thDS's "VanillaFixes" changes, but Ariphaos' change log over at github has a lot more items in it. I'm certain the team looked over each of these, but I'm still surprised that the final list isn't longer.

Still it's really great to see the work of modders being recognised. Ariphaos' patch has been top of my load order for years.
 
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I would love to read some examples of not included fixes and the reasons! Just curious, not saying it's wrong or anything :p
I dug up the initial changelog I released for my old unofficial bug patch mod, if you're curious enough to scroll through and compare:


Many things in the mod have already made their way into the game (because I made a lot of bug reports), or have been obsoleted feature reworks like the habitat and leader changes. I also don't know exactly which fixes made their way in via Ariphaos' Patch, and which ones weren't included there.
 
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PDX Devs... if the other games get wind of you actively using modder bugfixes to improve the game they may come after you. this is a DANGEROUS level of continued game support.
tis one of the cooler dev diaries i've read
 
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Love to see the changes! Is there any chance that in this round of common-sense, community-supported reworks, that we will be able to remove the cyborg trait again through genetic modification?
 
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You can't fool me now start mainlining those Stellaris 2 dev diaries right into my veins

Honestly I don't even want Stellaris 2 in the near/mid future at this point. The game is really settling into its own and between the custodians doing their thing and the main team working on major DLCs (I presume internal development/politics will next on deck this year) Stellaris is in a great place with mountains of rich content, lore, and mechanics continually added on top of the heaps that is already there.

Give me a few years to enjoy it all before they invariably have to strip 80% of it so they can sell it back to us over the 8+ years of Stellaris 2. I'm not even saying that cynically. I understand it is not feasible to ship a sequel with all the content and features as its predecessor that had a decade of development time. Really I think CK2 handled it best in terms of finding the right time between milking the old cow and getting a new one. By the time CK2 ended it felt like it was time and a sequel was needed, similar to EU4 currently (although imo EU4 has passed that point by a couple years and is now just starting to rot). But I don't think Stellaris is anywhere near either of those points.
 
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Nice! No reason to reinvent the wheel if perfectly acceptable fixes are already out. Just perform your own quality inspection and make the game better!
 
Honestly I don't even want Stellaris 2 in the near/mid future at this point. The game is really settling into its own and between the custodians doing their thing and the main team working on major DLCs (I presume internal development/politics will next on deck this year) Stellaris is in a great place with mountains of rich content, lore, and mechanics continually added on top of the heaps that is already there.

Give me a few years to enjoy it all before they invariably have to strip 80% of it so they can sell it back to us over the 8+ years of Stellaris 2. I'm not even saying that cynically. I understand it is not feasible to ship a sequel with all the content and features as its predecessor that had a decade of development time. Really I think CK2 handled it best in terms of finding the right time between milking the old cow and getting a new one. By the time CK2 ended it felt like it was time and a sequel was needed, similar to EU4 currently (although imo EU4 has passed that point by a couple years and is now just starting to rot). But I don't think Stellaris is anywhere near either of those points.
The main thing I don't really understand of people wanting or talking about Stellaris 2 is that the game would only be competing against the previous version: Stellaris 1, which would have all of its updates and content. There is no other game that is like Stellaris that allows the freedom to do anything in the sci-fi setting. Stellaris 2 would most likely be a stripped down Stellaris 1 if the trend of video game sequels is remains status quo. I would rather prefer Stellaris be made the best possible game it could be.
 
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Some other recent AI annoyances/notes of mine:

  • Speaking of Rogue Servitors, I do not understand for the life of me why slavers (MSI, bandit kingdoms, etc) really like Rogue Servitors while egalitarians hate them. If anything it should be the other way around. Rogue Servitors should really not like slaver empires. Or Assimilators.
  • Become The Crisis empires do not understand how to use menacing ships.... or even build fleets at all. Seems like after they get their butts kicked in one war they just kind of sit around and don't build a fleet at all and become a non-threat from what I've seen.
 
Speaking of Rogue Servitors, I do not understand for the life of me why slavers (MSI, bandit kingdoms, etc) really like Rogue Servitors while egalitarians hate them. If anything it should be the other way around. Rogue Servitors should really not like slaver empires. Or Assimilators.

The slaver empires like Rogue Servitors because they view the relationship as the gestalt intelligence essentially voluntarily enslaving themselves to serve the organics.

Egalitarians, meanwhile, dislike the lack of freedom and self-determination that bio-trophies have. They consider the bio-trophies being treated as prisoners, or pets.

These opinions are not always reciprocal, and sometimes have some subtleties. The same is true in the Galactic Community - Rogue Servitors will oppose most of the spiritualist resolutions, until the last one that mandates that all machine intelligences become Servitors themselves. They'll be the biggest supporters of that one.
 
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Don't be so sure about that, we're alive and hard at work on cool stuff!
While I appreciate the fixes and the fact that they take a lot of crunch time to put into the game, It's been awfully quiet.

You should have been involving the community on the design of those cool stuff - let alone that it seems that we won't know about them any time soon - and when that happens it will be too late to provide feedback.

(ok I'm going back into my stellaris hibernation cave now)
 
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While I appreciate the fixes and the fact that they take a lot of crunch time to put into the game, It's been awfully quiet.

You should have been involving the community on the design of those cool stuff - let alone that it seems that we won't know about them any time soon - and when that happens it will be too late to provide feedback.

(ok I'm going back into my stellaris hibernation cave now)

As always, we'll announce things when they're ready to be announced (though a careful eye may notice we tease things in advance of that)
 
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While I appreciate the fixes and the fact that they take a lot of crunch time to put into the game, It's been awfully quiet.

You should have been involving the community on the design of those cool stuff - let alone that it seems that we won't know about them any time soon - and when that happens it will be too late to provide feedback.

(ok I'm going back into my stellaris hibernation cave now)

Sure, but for what's it worth I think you're very late this time.

Stellaris Teams are by far the best Paradox team when it comes to communication and regular updates. Let them take their time, there is no need to rush them.
 
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