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Stellaris Dev Diary #279 / Stellaris Dog Diary #2 - 3.6.1, Holiday Beta, and More

Hello again!

Another relatively short dev diary this time, as we’re scrambling to get a few things done before the looming holidays finally arrive.

This week we released a small update, 3.6.1, to address the following issues:

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Bugfixes
  • Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
  • Added missing French scripted localization.
  • Fixed adjective generator in the empire creator not working for some languages.
  • Several ship sizes that lacked role definitions now have them.
  • AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
  • Fixed graphical artifact appearing in the ship browser.
  • Fixed overlapping portraits sometimes appearing in the first contact view.
  • Fixed subjects being able to become the federation president in arena combat successions.
  • Empty fleet templates generated automatically will now be cleared after a set amount of time.
  • Machine uprisings can now spawn fleets with all unlocked ship types.
  • Fixed mechanical fallen empires missing part of their ringworlds.
  • Pre-FTL civilizations should now generate defensive armies.
  • Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
  • Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
  • Gateway Sites and Ruined Gateways show up in outliner.

Balance
  • Juggernauts now have the same base maximum speed as Battleships and Titans.

Stability
  • Fixed a crash when older custom names contained certain special characters <3

Modding
  • Fixed crash when overwriting e.g. certain pop jobs or districts individually
  • Fixed is_ringworld trigger being overwritten by a scripted trigger

Barring unexpected developments, this will be the last patch to the live branch of Stellaris for the year.

I See What You Said There​

We have a handful of additional changes that aren’t ready to go live yet, but with the massive success of the Orion Combat Open Beta, we’re looking at putting a build with a few potentially riskier changes up on the Steam beta branch.

The final list of the changes planned for it are still being discussed internally. Changes we’re considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships, an economic change which caps cost reductions to -90%, updates to how certain leviathans (cough Hrozgar cough) behave in combat, and it’s possible that we will include a major rework to parts of galaxy generation (fixing many issues with static galaxies).

This update is planned to go up onto the stellaris_test branch sometime within the next two weeks, and we’ll leave the branch up until 3.7 goes live.

All I Want for the Holidays is a Mod Jam…​

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Over this holiday season, we will be holding #MODJAM2022, our second-ever Mod Jam! Are you a modder? Do you like winning stuff? Well, you can go here for more information and to sign up!

For the rest of you, modders will have 3 weeks to make... something. We're not going to tell you what it is yet, the modders won't even know what it is until the working time begins. During the three weeks, be sure to keep an eye on Stellaris social media, the forums, Reddit, and Steam, because we'll be posting teasers of what the modders have been working on!

At the end of the three weeks, on or around January 10th, we'll release the Mod Jam mod, and you'll get to play and vote on your favorite! The winning modders (by Community Vote) will win some cool prizes from our sponsors at ROG!

Get more info about the Mod Jam here!
Sign up here!

…And Pictures of Someone Else’s Dog​

I’ve been told that I’m obligated to keep pestering the QA Director for pictures of Tofu until Canis Minor ships, so here you go.

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tofu-2.png

Next week we’ll have a review of the year before we head off for our winter breaks, with a glimpse at what the spring will bring. See you then!
 
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So we won't be able to make alloys out of thin air anymore?
 
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Obligatory "please let Rogue Servitors and Empaths pacify Amoebas" post.

Canine pets are great, but I want my Rogue Servitors to be able to have amoeboid pets too.

The final list of the changes planned for it are still being discussed internally. Changes we’re considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships
Have you considered letting us buy some systems from our subjects, especially uninhabited ones?

It feels a bit annoying to have to release subject, wait 10 years, and then declare war on them just to get a couple systems from them. Especially when integration is set to allowed, which makes it easier to take their entire empire than a few systems.

Could make buying a system cost influence, so that it isn't too exploitable.
 
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Correct, you'll need the barest minimum of resources rather than simply willing them into existence through the force of your cultural power.
I can see how this is an issue for materialists and their conservation of energy, but why do you inconvenience spiritualist for the materialist's silly believes?
 
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with regards to capping deductions, I would much prefer a game where bonuses and reductions are capped at a much lower value and instead the player chooses the best route on how to get there rather than just keep focusing on accumulating more and more increments. it gets incredibly silly at times and there are some really obnoxious bonuses out there.

the first step is just looking at what those who play multiplayer like to restrict or outright ban in games because.



on the note of galaxy generation. one of my favorite mods is called No Clustered Starts (https://steamcommunity.com/sharedfiles/filedetails/?id=687226658) and why I like this is that it really does an incredible job of keeping down the clumping and distribution of empires feels so much better.

I really would like options that allow for equal distribution of primitives, wrecked megastructures, wormholes, and more. It really should be "do I want balance or just randomness" because nothing is fun about starting behind an iso fe and realizing its just best to restart the game; there are other conditions which invoke the same response. to be honest I still find moo cts to have better generation. Since I do not fully understand generation and a lot is in not in the text files can you answer one question.

would a fixed random seed create the same galaxy over and over? if so i would love to be able to save/set that value
 
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While you work on AI subjugation, could you give player an easier way to subjugate others? At least an easier way to get Subjugation CB as it’s fairly difficult to get on higher difficulties. I usually end up conquering and then releasing conquered land as subjects which feels counterproductive.
Maybe some mid game Ascension Perk could make it easier both for players and AI?
 
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Would the cost reduction cap be for net-reduction or total reduction? I.e. what would the job upkeep be if you had -100% from various sources, but also +30% from those society techs?
 
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Will Hrozgar emergency FTL if you ambush it with defense stations? Because then you'll have to employ a big armada like with every other Leviathan.
I do enjoy the cordyceptic ambush strategy though, I hope we get a different workaround that lets it better scale in power with game progression rather than removing the strategy altogether, smashing player cleverness for balance is bad game design; we want it balanced but we don't want to ruin the fun.
Also please ease the penalties on ring world sections, maybe make some of the tech requirements for blocker clearing lower, the generator one specially is awfully late :(
Thanks for all the hard work though, it was a wonderful year for all the community and Tofu is the icing on the cake, we love him!
 
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Will Hrozgar emergency FTL if you ambush it with defense stations? Because then you'll have to employ a big armada like with every other Leviathan.
I do enjoy the cordyceptic ambush strategy though, I hope we get a different workaround that lets it better scale in power with game progression rather than removing the strategy altogether, smashing player cleverness for balance is bad game design; we want it balanced but we don't want to ruin the fun.

Hrozgar's primary issue is that since they're currently using a Maintain Distance artillery combat behavior, they don't get their twelve secondary weapons in range of the enemy.
 
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Super stoked about you guys trying risky changes in the beta now.
I think that will improve the game significantly in the long run, because you don't have to be as cautious as you are with patches - breaking stuff in the beta is obviously not a big deal (for the community) and can be improved upon through trial-and-error if necessary. Looking forward to the results of this. - can't participate with my gog version, though :'(
 
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Barring unexpected developments, this will be the last patch to the live branch of Stellaris for the year.
I have been a very good boy this year, Saint Eladrin... the only thing I ask for me and all my fellow space lovers is for a fix to AI species generating without negative traits... is that within the realm of possibilities before the holiday break? o_o_/\_
 
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Will Hrozgar emergency FTL if you ambush it with defense stations? Because then you'll have to employ a big armada like with every other Leviathan.
I do enjoy the cordyceptic ambush strategy though, I hope we get a different workaround that lets it better scale in power with game progression rather than removing the strategy altogether, smashing player cleverness for balance is bad game design; we want it balanced but we don't want to ruin the fun.
Also please ease the penalties on ring world sections, maybe make some of the tech requirements for blocker clearing lower, the generator one specially is awfully late :(
Thanks for all the hard work though, it was a wonderful year for all the community and Tofu is the icing on the cake, we love him!
Exploits aren't strategies. This wasn't player cleverness, it was just Hrozgar refusing to fight due to a developer oversight.
 
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I hope we can still get around 100.000 free energy and 50.000 free alloys from trading away our favors to the high-difficulty AI.
 
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