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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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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.

Seriously, I can't think of any other game as popular as Stellaris where players get this level of direct communication with the developers. It's one of the big selling points of the game to me, because as much as the devs do break the game quite often, we also get to complain about it and be heard, and then things usually get fixed (eventually, at least). Everyone should appreciate that privilege - there are so many big games where devs make bad design decisions and break the game and then there's zero commiunication about it and fans are left in the dark about whether the devs even realize there's a problem.
 
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Seriously, I can't think of any other game as popular as Stellaris where players get this level of direct communication with the developers. It's one of the big selling points of the game to me, because as much as the devs do break the game quite often, we also get to complain about it and be heard, and then things usually get fixed (eventually, at least). Everyone should appreciate that privilege - there are so many big games where devs make bad design decisions and break the game and then there's zero commiunication about it and fans are left in the dark about whether the devs even realize there's a problem.

100% this. Stellaris might have had highs and lows with decisions some find controversial, but we've always had exemplary communication with the devs. It's cool to be a fan and also feel like your voice is heard when it comes to improving and expanding the game.
 
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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.
I just want planetary invasions that aren't complete crap
 
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I just want planetary invasions that aren't complete crap
Unfortunately, the spectrum of user opinions on what would be better is so broad as to make consensus impossible.
 
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I like that some military traits have both ground combat and space combat effects, more of that please. Other than that, something closer to EU4 land combat might be nice with bonuses for mixing unit types.

Just a suggestion. Keep up the good work, folks!
 
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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.
Hmm, I see. Can't say I quite agree though.

I know Rogue Servitors are supposed to be based on Wall-E, but personally I've always found them to be closer to The Culture. I'm sure I'm not the only one who made that connection either (I saw a rogue serivtor playthough back in the day that did.) Maybe that's just me though...
Or... maybe it's an opportunity for a Rogue Servitor revamp that lets you choose whether you play them much closer to the former or the latter, with the bonuses and consequences of both playstyles.

The slaver empires like Rogue Servitors because they view the relationship as the gestalt intelligence essentially voluntarily enslaving themselves to serve the organics.
Well that explains why the Slavers like the RS (even if it is kind of a stretch), but it doesn't explain the other way around. Slavers should be everything the Rogue Servitors are trying to prevent.

Actually come to think of it, Egalitarians and Xenophiles should hate slavers a lot more than they currently do. As in, almost making it impossible for them to get along in any capacity. In fact, I think the only people who should even tolerate slavers... are other slavers.

Finally, I think that Hegemonic Imperialists should also hate each other rather than like each other, for the simple reason that 'you're competition'.

Turns out it is relevant, because the devs (mostly) choose to not listen to people like you whose suggestions would make the game worse.

Ground invasions are perfectly fine and there are many more pressing matters to improve.
Right now, the only thing if anything I'd improve with ground invasions... is the visuals. Instead of just icons going from green to red, actually have some little sprites representing soldiers/tanks/mechs/planes, etc shooting at each other. Wouldn't change anything gameplaywise but does increase immersion.
 
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Right now, the only thing if anything I'd improve with ground invasions... is the visuals. Instead of just icons going from green to red, actually have some little sprites representing soldiers/tanks/mechs/planes, etc shooting at each other. Wouldn't change anything gameplaywise but does increase immersion.
Sure, but wouldn't you rather have civilian ships flying around in your systems and along your trade routes first? That's what I mean by priorities.
 
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Sure, but wouldn't you rather have civilian ships flying around in your systems and along your trade routes first? That's what I mean by priorities.
I always disable trade routes because it spawns pirates, and because the added income from trade routes isn't worth the annoyance.

And before anyone goes 'hur hur you can't deal with pirates hur hur skeel izzue git gud' No. It's not that I can't deal with pirates, I just don't want to.
 
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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.
Everything here is great and all <3
But what about:
Bio ascension, gene modding and gene tab
Assimilation and living standards
Merging federations
Archives!
?
 
In fact, I think the only people who should even tolerate slavers... are other slavers.
*looks at the evening news*

people with no ideological commitment to democracy and liberty should be fine with tolerating slavery outside their own borders.
 
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Are there going to be more features included from the Starnet/Glavius AI mods?

I really like the changes these mods give to the game, specially regarding the research efficiency of AI with the upcoming research changes.
the current AI works better performance wise than Glavous and StarNet would struggle with the new research changes for a bit as SNAI changes a lot of vanilla files. it isn’t as easy as turning the mod on when you incorporate mods into the base game, especially for big ones