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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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Indeed. There was a whole video a while back by... ep3o? Montu? One of those guys? One of the stellaristubers, that went over whole propositions to change ground combat and the pros and cons.
Eventually they concluded that there really is no good way to change them, and I myself have tried to wrap my head around this somewhat, but each time I come up short save for one aspect: the visuals, so that you actually see enemy soldiers shooting at each other in a line instead of just watching circles change color and disappear.

Like PTO2 (that's a very old game)
pto2-fighting-png.1082348


Or Distant Worlds 2

View attachment 1082349

Or if they want to look a little closer to home, borrowing the style from HOI4 but minus any of the interactivity

View attachment 1082351


Wouldn't change anything gameplaywise, but it would make it more immersive at least. Personally I'm more partial to the top one even though it's an old snes game, because it's the easiest for modders to adapt to. You'd just need a couple of sprites: One of the army standing there, and one of the army with muzzle flashes.
Honestly just having something visual happening that we could relate to would probably feel more impactful then a bunch of circles. How things are presented can change things. Plus the art team could probably go nuts with making sci-fi armies and stuff.
 
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I'm fine with Imperialists liking each other when there's no points of friction; they have a cultural similarity that would bring them together, and would see each other as natural allies against the forces trying to stop the natural order of expansion and conquest.

Until, of course, the next target for conquest is each other.
I find they respect strength, which is totally fine. In my current game, a neighboring Imperialist keeps saying things like, "let us recollect our former glories together" and "I see you also have 250k fleet power, let's be friends."
 
Honestly just having something visual happening that we could relate to would probably feel more impactful then a bunch of circles. How things are presented can change things. Plus the art team could probably go nuts with making sci-fi armies and stuff.
I agree, but I would be happy with some good size-relatively-accurate pixel art for every kind of troop and that's it
 
I'm fine with Imperialists liking each other when there's no points of friction; they have a cultural similarity that would bring them together, and would see each other as natural allies against the forces trying to stop the natural order of expansion and conquest.

Until, of course, the next target for conquest is each other.
They should have increased border friction compared to other empires.
 
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Honestly just having something visual happening that we could relate to would probably feel more impactful then a bunch of circles. How things are presented can change things. Plus the art team could probably go nuts with making sci-fi armies and stuff.
Honestly, I'd be fine with just a results screen, but that is something I'm used to with other strategy games. I don't necessarily need fancy graphics, I just want it to do its job. So I guess I fall into that group that would prefer that resources be spent elsewhere.
 
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Because people said "hey, shouldn't there be a possibility that planets will capitulate to orbital bombardment without significant boots on the ground?"

(Which I have conceptual doubts about, but I have no problem with as a gameplay experience.)
It makes sense from RP, would you rather get bombed to death or surrender your planet (temporarily in your eyes) to an aggressor that seems keen to bomb your population to death? It's like, "Would you rather get shot or give me your wallet?" Most people would go for the latter not the former.

EDIT: There's a reason you can't "Surrender" to Armageddon bombing, because the only empires with access to that are trying explicitly to destroy all Xenos for one reason or another.
 
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It makes sense from RP, would you rather get bombed to death or surrender your planet (temporarily in your eyes) to an aggressor that seems keen to bomb your population to death? It's like, "Would you rather get shot or give me your wallet?" Most people would go for the latter not the former.

Especially given how planets in Stellaris are typically economically specialised. If you're a factory world reliant on imports of fuel, food, and raw materials a hostile blockade in orbit could siege you to capitulation regardless of them firing a shot.
 
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It makes sense from RP, would you rather get bombed to death or surrender your planet (temporarily in your eyes) to an aggressor that seems keen to bomb your population to death? It's like, "Would you rather get shot or give me your wallet?" Most people would go for the latter not the former.

EDIT: There's a reason you can't "Surrender" to Armageddon bombing, because the only empires with access to that are trying explicitly to destroy all Xenos for one reason or another.

It is kind of annoying how there's not a modelled sociology or psychology where expectations of outcome figure into surrender, where it might make sense to surrender as a whole peoples on a planet if the stakes are subjugation and that's not a psyche destroying contra outcome to the basis of an Empire, but to fight to the last tentacle blob if its going that direction of xenocide...Sure! There really should be situational degrees to the whole matter because I do think fair is fair that if you wanna wipe out an empire fully at a governing level, you gotta go do it. At a population level, you gotta go do it, that's the stakes, and the adversary should act like it.
 
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¤ The Manifesti event chain will now properly end if you apprehend them early enough

FINALLY! That un-removable questline in the HUD has tormented me so many times! THANK YOU!
May this game continue to live and be refined forever more!
 
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It would be great if this could get added:

  • Implemented a policy to disable military ship production in juggernauts. Ship production is disabled by default.

Or even better, a policy that defines the maximum size of ships that the juggernaut can build, so that we can set it for example to Destroyers, that way destroyer and smaller ships can be built in the Juggernaut while bigger ships cannot.
 
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