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[Dev Team] Astral Planes and Stellaris 3.10.0 "Pyxis" Released - checksum (462c)

Hello everyone!

It's my pleasure to announce that the Astral Planes Narrative Expansion and the Stellaris 3.10.0 "Pyxis" update have been released and is available for download now. A 10% discount is active until November 27th.


astral planes features.png


Here are the changelogs for the release:

Astral Planes Narrative Expansion Features

Our largest story based release yet, Astral Planes focuses on mid to late game exploration content with over 30 Astral Rifts with widely branching storylines. Unlike the relative safety of Archaeology sites, the Rifts you explore will lead to completely different realms of existence, where fundamentals that were certain at home may not always be true.
  • Added Astral Scars and Rifts
    • Added 30+ Rift Sites
      • Each site contains branching narratives, featuring multiple potential endings and a chance at powerful new rewards
    • Added Astral Thread Resource
    • Added Astral Harvesting and Rift Sphere Technologies
    • Added “Rift in Space” Situation and random Rift Situations.
  • Added 8 New Relics
  • Added 10 Astral Actions, plus 4 additional Astral Actions if you have the Overlord expansion
  • Added Riftworld Origin
  • Added 4 New Civics
    • Hyperspace Specialty
    • Dimensional Worship
    • Dark Consortium
    • Sovereign Guardianship
  • Added 3 New Music Tracks from Andreas Waldetoft
  • 70+ New Event Pictures
  • 80+ New Sound Effects
  • the formless...

3.10.0 “Pyxis” Update

Features

  • Leader Consolidation - see Dev Diary 322 for more details.
    • Admirals and Generals have been merged into the Commander, the Military leader class.
    • Governors and some Envoy functions have been merged into Officials, the Administrative leader class.
      • Officials are now assigned to represent your empire in each of the Galactic Community (or Imperium) and your Federation rather than assigning multiple Envoys.
      • Envoys still represent your Empire's overall diplomatic bandwidth, and handle First Contact, Improving and Harming Relations, and Espionage.
    • Scientists remain the third, Scientific leader class.
    • All leader classes can now govern planets and sectors.
      • Military governors apply Martial Law to a planet or sector, which increases worker and slave output at the cost of specialist and ruler output, adds soldiers to the planet or sector, and causes soldiers to increase stability.
      • Administrative governors increase general material resource extraction and industrial productivity.
      • Scientific governors increase research output on the planet or sector. This replaces the old Assist Research Scientist action, which has been removed.
      • Most governor traits now include apply to a lesser extent to the rest of the sector, unless a local planetary governor is overriding them.
    • Added the Minister of State for most non-gestalt empires. (Some civics, such as Fanatic Purifiers or Inwards Perfection, remove this position.)
    • The Minister of Defense, Research, and State council positions are no longer locked for players with Galactic Paragons, and can be replaced with other council positions when you reorganize your council, though at a cost.
      • No Minister of Defense: -25% Naval Capacity
      • No Minister of State: -25% Diplomatic Weight
      • No Head of Research: -25% Research Speed
    • A balance pass has been made on all leader traits and subclasses. Many have changed significantly, and the overall power level has generally been decreased.
      • Traits chosen when levelling up will now be biased towards the leader's current position, whether or not you have Galactic Paragons. (i.e., A Scientist that is governing a planet will be more likely to receive leader traits related to planet governance.)
    • The classes of all event leaders and paragons, as well as leader themed civics, technologies, and traditions, have been reviewed and adjusted.
  • Council Legitimacy now gives bonuses or penalties to council agenda speed.
  • Replaced the Recommended Content window with a more full-featured Additional Content Browser.
    • The Additional Content Browser increases the clarity and transparency of what various DLCs contain, by letting you preview things like Origins, Civics with full tooltips that include nested concepts, animated Portraits, and Shipsets. It is our hope that this will help you make more informed decisions about DLC purchases. (The Additional Content Browser will only be available on some storefronts, and will not update information without an active internet connection.)
  • Added Tabbed Outliner.
    • Information is now split across Government, Ships, Politics, and Structures tabs, which will appear as they become relevant to your empire.

Improvements
  • Many event chains now include event chain titles in the event window.
  • Added three new planet modifiers: Abundant Geothermal Activity, Subterranean Wildlife, Rich Microflora
  • Added four planetary decisions to be able to remove some negative modifiers without having to terraform the planet: Remove Bleak Planet, Add Dayside Farm, Remove Hazardous Weather, Remove Dangerous Wildlife
  • A toast message will now appear when a truce expires.
  • Clarified tooltips of modifiers that increased leader cap
  • Expanded on the Zroni dig site descriptions.
  • A notification will now be sent when yoour fleets are unexpectedly forced to decloak
  • You can now change the destination of a Leviathan Parade Situation at the cost of some unity.

Balance
  • Administrative Leaders can no longer serve as the Head of Research.
  • Archaeo-Engineers AP now gives +1 Scientist Capacity
  • Aristocratic Elite no longer has +20% Governor XP gain, but instead gives a 20% chance for leaders to have a bonus positive and a bonus negative trait.
  • Autonomous Drones and Sovereign Circuits now provide +1 Leader Trait Options
  • Belligerent Diplomatic Stance now grants -1 External Leader Pool Size in addition to existing effects
  • Blocked Inwards Perfectionists and Fanatic Purifiers from having a Minister of State.
  • Centralised Command society tech increased to Tier 3
  • Changed leader recruitment cost to be a quadratic equation instead of exponential
  • Cooperative Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Corporate Authority and Corporate Dominion Civic now grant +1 External Leader Pool Size in addition to existing effects
  • Council Legitimacy now directly modifies base council agenda speed, at 0% Legitimacy base agenda speed is 50%, at 50% Legitimacy it is 100%, at 100% Legitimacy it is 125%. Empires without Council Legitimacy are treated as if they have 50% Legitimacy for this.
  • Decreased the leader XP gain from the Luminary Bloodline trait.
  • Democratic Authority now grants +1 Leader Pool Size in addition to existing effects
  • Dictatorial Authority now grants +25% Ruler XP and -1 Leader Pool Size in addition to existing effects
  • Empires can now support three leaders of each class without using leader capacity. Generic leader capacity has been removed.
  • Eternal Vigilance now gives +1 Commander Capacity
  • Factions are now more upset if their ethic is not represented on the council or by the empire ruler.
  • Galactic Force Projection now gives +1 Commander Capacity, +2 Max Influence from Power Projection, increases Naval Capacity by 100 and Fleet Command Limit by 50
  • Gestalt rulers no longer count towards leader capacity
  • Heroic Past, Precision Cogs, Pooled Knowledge and Factory Overclocking all now provide +1 Commander, +1 Official and +1 Scientist Capacity.
  • Imperial Authority now grants -1 Leader Pool Size in addition to existing effects
  • Imperial Cult now grants additional priest jobs to the ruler's homeworld scaling with their level.
  • Imperial Prerogative now gives +2 Official Capacity
  • Improvements to Mastery of Nature, planet modifier now gives +50% resource districts
  • Changed Leadership Conditioning to reward 3,000 XP equally shared between all leaders below level 10.
  • Isolationist Diplomatic Stance now grants -2 External Leader Pool Size in addition to existing effects
  • Leader Enhancement policies now increase the starting level of leaders instead of increasing Leader XP gain.
  • Leader starting age has once again been increased
  • Leader traits from ascension paths no longer provide research points scaling with leader level
  • Leaders now have a slightly higher chance to start at a higher level.
  • Learning campaign edicts leader xp gain have been reduced
  • Mercantile Diplomatic Stance now grants +1 External Leader Pool Size in addition to existing effects
  • Naval Tradition federation perk now gives +1 Initial Admiral Level instead of +10% Admiral XP gain.
  • Nerve Stapled now gives -100% leader XP gain, if you somehow generate leaders from species with this trait.
  • Not having a Head of Research (or gestalt equivalent) will impose a -25% penalty to research speed
  • Not having a Minister of Defense imposes a -25% penalty to Naval Capacity.
  • Not having a Minister of State (or gestalt equivalent) will impose a -25% penalty to diplomatic weight.
  • Opener effect for Synthetics now reduces robot upkeep and robot assembly cost
  • Philospher King now only provides +5 Effective Ruler Level
  • Players can now build multiple Quantum Catapults.
  • Pompous Purists Civic now grants -1 External Leader Pool Size in addition to existing effects
  • Pops now have ethics attraction towards the ethics of the local planetary governor
  • Rebalanced a number of species traits that affected leader XP gain.
  • Rebalanced Aptitude Traditions and Leadership Conditioning
  • Rebalanced Feudal Society and Franchising Civics and Shared Destiny AP
  • Rebalanced Statecraft traditions
  • Rebalanced the Auto-Curating Vault, Vault of Acquisitions, Alpha Hub and Citadel of Faith
  • Reduced XP gain from Transcendent Learning
  • Removed leader pool increase from Transcendent Learning
  • Removed Leader Pool size modifiers from ethics
  • Removed leader upkeep modifiers from Embodied Dynamism and Collective Self techs
  • Removed the -10% leader hire and upkeep cost from traditions that only applied to a single leader class.
  • Replaced the +1 Leader Capacity from Oppressive Autocracy with +1 Commander Capacity
  • Reworked the Research Institute, Planetary Supercomputer and Military Academy buildings
  • Slightly increased time needed to survey a system.
  • Specialist subjects now get +1 capacity of the relevant leader type instead of +20% XP gain for that subject type.
  • Species traits that give bonuses or maluses to leader xp gain are now multiples of 10% not 25%.
  • Technocracy now gives Expertise traits additional effects for scientists when governing planets/sectors.
  • The effects of the Ruthless Competition council position now matches Memory Vaults
  • The Khanate Successor origin now boosts military leaders
  • The Lord High Admiral council position now gives increased naval capacity instead of increased commander xp gain
  • The Minister of Defense and Head of Research are no longer mandatory council positions.
  • The Minister of State can be removed by Reorganise Council Agenda.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The traditions that previously gave -10% leader hire and upkeep costs for a given class (e.g. Science Division) now also increases the leader capacity for leaders of that class
  • Aptitude Tradition adoption now gives Initial Leader Skill: +1 instead of +1 starting trait to leaders.
  • Discovery, Domination, and Supremacy Traditions now increase initial skill level for leaders instead of decreasing upkeep and hire cost.
  • Transcendent Learning leader XP gain modifier reduced to +25%
  • Transcendent Learning now gives +2 Scientist Capacity
  • Universal Transactions now gives +1 Official Capacity and +20% Commercial Pact Efficiency
  • Updated five existing planet modifiers: Weak Magnetic Field, Strong Magnetic Field, Asteroid Belt, Natural Beauty, Bleak Planet
  • You can only find one promising officer every two years.

Bugfixes
  • Blocked special event leaders from having backgrounds and homeworlds. Warform was not hanging around with the Romans.
  • Fix a case where the leader UI would remain on screen when exiting to main menu
  • Fix councilor position triggers related to authority not being evaluated correctly in galaxy creation
  • Fix diplo weight tooltip when affected by a resolution category weight modifier
  • Fix gestalt leader backgrounds not clearing other leaders' BGs
  • Fix scripted fleet order buttons having incomplete tooltips (e.g. Azaryn's terraforming special action)
  • Fixed Alien Box event changing getsalt councilor nodes portrait
  • Fixed bypasses mapicons always being placed in second position if there is an upgraded starbase in the system, hiding the icon below
  • Fixed crash when checking if an invalid system is in sensor range
  • Fixed Cultist event chain not having any target to pick planet from if the fleet that attacked was destroyed in the meantime
  • Fixed gestalt nodes not having a starting trait
  • Fixed leader portrait changes when changing species
  • Fixed leaders with a preset design using the wrong portrait when their species changes without its portrait changing.
  • Fixed misaligned buttons and inconsistent tooltips in the Planet View
  • Fixed num_owned_relics trigger not displaying its dynamic values in tooltip
  • Fixed num_researched_techs_of_tier tooltip not displaying the technology tier
  • Fixed random rulers never being generated with origin-locked traits.
  • Fixed situation target tooltip not being completely localized
  • Fixed Starbases receiving ship modifiers twice
  • Fixed the "pick trait" button for recruitable leaders
  • Fixed the Inevitable Assimilation tradition for DAs saying you need to adopt Cybernetic traditions twice.
  • Fixed UOR ruler not benefiting from other initial skill modifiers.
  • Fixed UOR setting ruler level to 4 instead of giving +3 initial levels.
  • Leaders excluded from the upkeep cost now correctly produce resources
  • Set the base value for percent_of_leader_lifespan to match the leader lifespan define value.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Escape key no longer closes any event windows.
  • The first event option for the event Dysfunctional Council now informs you that the leader will be dismissed.
  • The Xenophobic Fallen Empire will once again be able to get real mad at you if you border them.
  • Worker Coops can no longer be Xenophobic
  • You will no longer be able to avoid being synthetically ascended by being an assault army in space.

AI
  • The AI will no longer build habitats if they have an uncolonised habitat.
  • The AI will prefer building habitats in systems with upgraded starbases unless they have the Void Dweller origin or the Voidborn AP.

Performance
  • Added game rule for possible_precalc = can_fill_precursor_job
  • Added define TRIGGERED_MODIFIER_UPDATE_DELAY, which lets us spread out calculations of triggered modifiers
  • Fixed a case where country modifiers would continually recalculate every day

UI/UX
  • Added new backgrounds for assembly and organic assembly.
  • Added the ability to add an element to the event window specifying the event chain this event is part of
  • Archaeological Sites and Astral Rifts mapicons are now colored depending on their exploration state
  • Changed the leader cap indicator in the top bar to only display envoys.
  • Fixed fleet command limit multipliers not appearing in tooltip if they add up to +100%.
  • Improve and Harm Relations monthly values are now shown to two decimal places.
  • Improved the tooltips for Agenda Progress.
  • removed the notification for leader pool renova
  • The leader list now shows the cap for each class
  • The tooltip for Agenda Progress now shows modifiers to monthly agenda progress.
  • Update the Main Flag button to show the name of the empire (and debug info if you're using Debug view)
  • Added a subtitle to all longer event chains.
  • Added Event Chain Subtitles for the five original precursors.

Modding
  • `num_leader_traits` now has a new filter `is_subclass = yes/no/any`
  • Add `federation_modifier` and `triggered_federation_modifier` leader trait modifiers
  • Add `galcom_modifier` and `triggered_galcom_modifier` leader trait modifiers
  • Add `starbase_type` field for starbase components to show the correct text when a tech unlocks it and it's for orbital buildings
  • Add alternate_civic_version to swap locked civics w/ authorities
  • Add army_modifier and triggered_army_modifier to leader traits
  • Add background_planet_modifier and triggered_background_planet_modifier to leader traits
  • Add country_<type>_cap_add modifiers for specific leader class capacities
  • Add fleet_modifier and triggered_fleet_modifier to leader traits
  • Add new on_astral_rift_entered action
  • Add piracy_protection_mult modifier
  • Add set_completed_rifts command
  • Add skill_<classname>_<task> static modifiers for each class and the "navy", "army", "planet_governor", "sector_governor" and "background_planet_governor" cases
  • Add specialist_subject_conversion_time_mult modifier
  • Added a debug ImGui view to the console - So long, and thanks for all the fish <3 (Editor's Note: @MonzUn thank you for all your hard work and best of luck with your new endeavours!)
  • Added army_damage_empire_sprawl_penalty_mult modifier
  • Added army_damage_taken_mult and army_morale_damage_taken_mult modifiers
  • Added astral_rift_difficulty_add modifier
  • Added can_spawn_astral_rift trigger
  • Added council_legitimacy >= <value> country scope trigger to check an empire's council legitimacy.
  • Added council_legitimacy trigger to check council legitimacy in script
  • Added councilor_modifier, triggered_councilor_modifier and force_councilor_trait to leader traits and removed councilor_trait and is_councilor_trait_for_ruler.
  • Added create_astral_rift effect
  • Added distance_to_capital trigger
  • Added dump_astralrifts command
  • Added dynamic_capacity parameter to strategic resources
  • Added export_modifier_duration_to_variable effect
  • Added freeze_leader_age effect to allow leaders to stop aging
  • Added in_place_of parameter to spawn_astral_rift
  • Added in_place_of parameter to spawn_wormhole effect to use the coordinates of an existing spatial object
  • Added inline scripts support for triggers
  • Added is_assigned_to_galcom script trigger.
  • Added is_bypass_type trigger
  • Added leader_lifespan_mult modifier
  • Added leader_starting_age_add, leader_starting_age_mult, ruler_starting_age_add, ruler_starting_age_mult, heir_starting_age_add, heir_starting_age_mult, and <leader class>_starting_age_add and <leader class>_starting_age_mult (for example commander_starting_age_mult)
  • Added mod_<leader class>_lifespan_add and mod_<leader class>_lifespan_mult (ex: mod_scientist_lifespan_add)
  • Added new modifiers for leader initial level
  • Added on_build_queued and on_build_unqueued effects for mega structures
  • Added on_truce_end on_action
  • Added planet_max_branch_office_buildings_self_add empire modifier
  • Added planet_non_artificial_max_buildings_add modifier
  • Added refill_astral_rift_pool command
  • Added research_sharing_mult modifier that increases the effectiveness of a country's research agreements.
  • Added ruler_skill_add modifier to increase or decrease the effective level of an empire's ruler for the purposes of their council position modifiers.
  • Added scripted triggers prefers_scientist_governors and prefers_commander_governors which determine the class of your homeworld governor on game start.
  • Added sector_modifier and triggered_sector_modifier to leader traits.
  • Added spawn_astral_scar effect
  • Added spawn_beyond_gravity_well parameter to spawn_planet effect
  • Added split_astral_scar and copy_survey_data scripted effects
  • Added the is_site_locked = yes/no trigger for archaeology sites.
  • Added the set_council_position_to_council script effect to place a council position in the council.
  • Added trigger leader_lifespan to calculate leader lifespan depending on LEADER_LIFESPAN_DEATH_CHANCE_AGE, MOD_LEADER_LIFESPAN_ADD and MOD_LEADER_LIFESPAN_MULT. Updated script values referencing this define to use the trigger instead.
  • Added triggered_system_modifier to leader traits.
  • Added X_tech_cost_mult modifiers
  • Armies can now have an army_modifier
  • can_build_STATION_TYPE_around can now also have astral_rift as from scope
  • country_leader_cap_add now increases the capacity for all leader classes
  • create_message effect now has a recipient parameter to allow to have another recipient than the automatically resolved one
  • create_mining_station and create_research_station now support deposit holder scopes
  • create_pop effect now has a count parameter to spawn multiple pops at the same time
  • created `can_be_assigned_to_federation` and `can_be_assigned_to_galactic_community` abilities for leader
  • Created destroy_astral_rift effect
  • Created is_astral_scar trigger
  • Created on_astral_rift_exploration_complete on_action to count the number of explored astral rift
  • Created set_next_astral_rift_event debug description to more easily keep track of events branching
  • Events using the leader event window can now hide not allowed options using hide_option_if_not_allowed
  • Fixed fleet scope command limit modifiers not being applied if the fleet doesn't have a leader.
  • Fixed leader trait planet and system modifiers functioning identically to the regular modifiers.
  • Fleet and megastructure modifiers from governor skill are only applied from unoccupied planets owned by the same country as the fleet/megastructure.
  • Hiring / assigning councilors is now done based on a scripted value instead of hardcoded in the ai
  • is_surveyed can now be used on astral rifts
  • Leader trait planet_modifier and triggered_planet_modifier now support all leader types. Removed assist_research_planet_modifier.
  • Leaders class no longer rely on a hard coded type, and are fully dynamic and based on leaders abilities and defined entirely in the class file
  • Megastructures on_build_start/cancel/complete now use the constructing fleet as root if it's being built by a construction ship
  • MetaScripts (Effects,Triggers,Values) can now substitute an argument by the value of another with $ARG1|ARG2$
  • num_buildings effect now support's building category.
  • on_destroying_station is now also called when an orbital station around an Astral Rift is destroyed
  • Removed is_ruler and is_heir checks from leader potential add on traits, instead using the can_leader_get_normal_trait game rule.
  • Removed some unused trait parameters.
  • Removed the DLC lock on unlock_council_selection = yes
  • Replace diplo_weight_envoys_mult and envoy_cohesion_effect_mult modifiers with diplo_weight_delegate_mult and delegate_cohesion_effect_mult
  • Replaced LEADER_AGE_DEATH_CHANCE_AGE with LEADER_LIFESPAN_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_DEATH_CHANCE_INC with LEADER_LIFESPAN_DEATH_CHANCE_INC
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_AGE with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_AGE
  • Replaced LEADER_AGE_HIGH_DEATH_CHANCE_INC with LEADER_LIFESPAN_HIGH_DEATH_CHANCE_INC
  • Replaced subclass_background_icon and destiny_background_icon with background_icon.
  • Replaced tenth_of_leader_lifespan script value with the more generic percent_of_leader_lifespan.
  • Replaced the modifier leader_age with leader_lifespan_add.
  • Replaced the required = yes/no parameter for council positions with the optional trigger in the country scope.
  • Reworked has_envoy_task to work with any leader class
  • Separate Scientist `can_research` into more granular capability definitions
  • set_surveyed can now be used on astral rifts
  • Situations can now have multiple title selected from triggers.
  • SpawnWormhole effect now has a parameter graphics_entity_name to change graphics
  • Updated leader trait documentation.

Thank you for playing Stellaris!

Please note that save file compatibility between versions is not guaranteed. If you have an important game going you would like to finish, please back up the save file before trying to load it in the new version.

You can roll back to a prior version by opening steam and right-clicking on Stellaris in your library -> Properties -> Betas -> choose the desired version from the drop-down. If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
 
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I just wasted Unity on buying a leader because I clicked on an open council position and chose a leader with an ethic I wanted, but didn't notice that it listed ALL available leaders, even though the specific council position was only open to Scientist types.

I wont be making that mistake again, but I shouldn't have been able to make it in the first place.
 
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It's a spiteful action which makes Stellaris look bad and is going to put people off picking the game up, all because you can't wait the week or so for an incremental patch which will surely address it.

It could have been managed as a comment or two on the subject adding your voice to the matter in the relevant threads here - that would at least have been constructive. Leaving a bad review simply seems vindictive, selfish, and petulant.
2/3 of all reviews for this DLC are negative. The complaints range from outliner being tedious to the point of being unusable, to the pricing being the same as a major expansion while being basically Ancient Relics 2: Electric Boogaloo, to leaders offering traits for the wrong classes entirely. The main complaint I see that is in almost every negative review is the pricing.

And inflation, while it has been high in the last couple of years, in my opinion shouldn't justify a doubling in price of a story pack. I know that for myself, even as someone who owns all DLC except Astral Planes and could afford to buy it, I will be waiting for a sale on this one because I don't feel like it is worth my money.

And for those who say how much more complex astral rifts are compared to archaeology sites, that's true - but from a mechanical and gameplay loop perspective they are still basically the same thing. Maybe all the extra art included in Astral Planes means they needed to charge more to pay the artists - but that's not something that a typical end user is going to see or think about, and art isn't gameplay-relevant so most people don't see it as a feature anyway.

Almost every aspect of Astral Planes is a near mirror copy of something from Ancient Relics.

In fact, Relic worlds are arguably a more impactful feature than anything in Astral Planes, as they act as free planets you can restore into Ecumenopolis without spending an ascension perk slot.

Astral PlanesAncient Relics
Astral RiftsArchaeology Sites
Astral ThreadsMinor Artifacts
Astral ActionsMinor Artifact Actions
Riftworld OriginOn the Shoulders of Giants (actually in Federations, but Riftworld is practically a carbon copy of it but with an Astral Rift).
New RelicsNew Relics
New Civics
New story event chain
New Precursors
Relic Worlds
$19.99$9.99
Leaving a review, whether positive or negative, is one of the best ways to show a company whether you think they put out a good product or not, and negative reviews are one of the best ways to show a company when they make a mistake that they need to correct course and start delivering products that are worth the asking price.

Stellaris as a game still has overwhelmingly positive reviews, and it should! It's a fantastic game! One DLC having bad reviews isn't going to make people not pick up the game. But this particular DLC is seen by a lot of people as simply not worth it. If it were priced at $10 like Ancient Relics or even $15, I'm sure many more people would be inclined to give it positive reviews because the story content is apparently quite good (though I haven't seen it myself as I haven't purchased it).
 
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Based on what I've seen I don't think I want to upgrade my game yet, or buy the dlc. Paradox seems to do this regularly, and it's a frustrating thing, they pump out an expensive DLC with a patch that changes basic components of the game, that kinda only sorta works, but more often than not just breaks or negatively alters game play (usually for a while but still), then you have to sit there and wait weeks for patches to fix whatever they changed, and those patches ruin whatever games you initially did with the initial purchase, and it finally gets about workable just in time for them to release a new patch that breaks everything again.... If I had any complaints about Paradox it's their infernal fiddling with stuff constantly and thus never giving anyone a properly completed product that feels like it completely works as intended. I realize that Stellaris is a large game, with lots of baggage and coding inertia behind it, but maybe these constant changes and fiddling that ultimately cause entire sections of the game to not work as intended should be considered when it comes to maybe starting a new sequel with everything we have now chucked in but all recoded so it all talks to each other like it's meant to instead of through what seems like a long chain of telephone through voice modulators. Then they can immediately start breaking Stellaris 2 with new DLCs and patches every 2-4 months for decades on end. It just feels like Paradox is whipping a dying horse with this stuff...

And I realize the profitability of the publishing schedule but increasingly, this seems to be a modality of devs not fully testing everything before rushing it to monthly-quarterly publication deadlines, on the theory of 'customers will understand we'll patch it in post'. No, I don't want to play the beta or gamma of a DLC, I want the DLC to be damn well smooth and polished with whatever patches being not basal fixes to game frustrating (if not breaking) bugs but iterative balance shifts or exploit fixes. And I realize this isn't just Paradox, this is a thing that's increasingly common across the games industry but maybe instead of having two-five major patch/DLC releases the Devs focused on one or two....and stopped trying to reinvent the wheel every 4-8 months...the game wouldn't be such a rats' nest of a mess.... Because even with the Custodians, I'm increasingly becoming of the opinion that Paradox's dev teams can't handle the schedule their forcing themselves into.

It's funny because I don't mind the constant refinement of the game system and things changing drastically in the game system between builds and DLC (The savegame breaking stinks but there is a small safety net there at least to finish out a game by reverting), like we'll determine whether it floats or sinks. But with this particular update in general - the ownership of dlc snafu and Outliner changes are getting more stick than anything else that are game related and it really does feel like a particular sitaution of, 'yeah, thanks for bringing the new whizbang baubles in but you stepped in two cowpies and dragged that in too and the stink is interfering with even realizing the baubles'.

Like, I'm not their boss or their shareholders, but 'try not to track in doodoo' should be posted on everyone's monitor at this point.
 
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One bad feature does not make a bad game (or update, or DLC).
It objectively, could. One spoon of shit will spoil a barrel of wine. One bad mechanic can ruin entire game experience.
You're not judging it on the whole merits, you're just stomping your feet on the mountain you've made of the one particular molehill.
I do not need to judge hole game to have an opinion, all I need is to know that I am having a bad experience with the DLC. This is essentially the only thing you require as a consumer. Oh, and please, stop imagining hater raids and people with boiling rage, venting their hatered on a poor innocent game. 70% of reviews are negative. Are you suggesting 70% are review bombers? Trolls?
If we get to Christmas time or something like that and there's nothing addressing this, then sure, maybe you'd have a point. As is, though, we've barely had 24 hours since release.
You have magnificently low standarts and I must say such thinking is the reason why the worst Electronic Arts, Creative Assembly and Activision practices were endorsed so much.
Well, based on our comparative maturity levels, I'm going to guess 'older'...
I suggest looking for some books on basics of consumer and producer relationships and why negative reviews exist.
 
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Doing my part until outliner is fixed
And I clearlly stated the reason for it. New outliner made gaming experience EXTREMELY annoying for me. To the point where i will not launch the game until it will be fixed or reverted.
No, it is an action that will make one particular DLC look bad, because it is, you know, bad.
Then that review is demonstrably false, because the outliner change is not from the DLC - it is from the free patch 3.10.
The proper way of protesting a change in a free patch is to post a comment in its release thread.
Attacking the Astral Planes DLC over the change makes as little sense as attacking the Apocalypse DLC for it; the feature change is equally unrelated to both.
 
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Then that review is demonstrably false, because the outliner change is not from the DLC - it is from the free patch 3.10.
The proper way of protesting a change in a free patch is to post a comment in the release thread of the free patch 3.10.
Attacking the Astral Planes DLC over it makes as little sense as attacking the Apocalypse DLC; the feature change is equally unrelated to both.
Careful, this might just result in a negative review for the base game...some 7 years onward now.
 
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Game companies are not your friend. Stop simping..... If they make a bad product they should be treated accordingly. Don't cheerleader for a company that only cares about profit at the end of the day. This is capitalism. They care about profit, I care about entertainment; i am not entertained... so this company needs to do better next time. The game is still unplayable for me. Wasted my money on all the dlc I bought because they decided to break the game and make all my DLC inaccessible. I am a lot older so maybe that is why I don't partake into the fanboyism for companies that are for profit?
 
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Careful, this might just result in a negative review for the base game...some 7 years onward now.

It is a very expensive story extension pack of Relics. Which is what this ostensibly is. It's Relics 2 astral threads bugaloo. I'm not sure it's worth the price it's costing, and yes, yes, wait till the inevitable sale...but if Paradox is happy with people buying it at only the sale price...then...that just tells me that the original price is just that much more over inflated....
 
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Is it me or do we have a lot of newcomers (or maybe former lurkers) on the forums since the last time I was active (before Paragons release)?
 
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Think of what could be accomplished if so much time wasn't spent trying to find new ways to keep "powerful" leaders out of the hands of players. :)
 
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This is capitalism. They care about profit, I care about entertainment; i am not entertained...
Leaving a review is a valid feedback, but this statement is gross oversimplification, and unfairly dismisses a lot of people who put heart and soul in "entertaining you". While it is true that companies are guided by profits, game is developed by people who absolutely care about the game, about its quality, about its features.
 
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Then that review is demonstrably false, because the outliner change is not from the DLC - it is from the free patch 3.10.
The proper way of protesting a change in a free patch is to post a comment in its release thread.
Attacking the Astral Planes DLC over the change makes as little sense as attacking the Apocalypse DLC for it; the feature change is equally unrelated to both.
It is not my duty to discover what employee exactly were responsible for ruining an outliner or what dev team made this deal-breaking change - I gave a negative review - let management sort out who were responsible. If I have defect in a car I provide my review for a car dealer or car model as a whole, not a factory or iron mine where basic materials were dug out\manufactured.
 
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It is not my duty to discover what employee exactly were responsible for ruining an outliner or what dev team made this deal-breaking change - I gave a negative review - let management sort out who were responsible. If I have defect in a car I provide my review for a car dealer or car model as a whole, not a factory or iron mine where basic materials were dug out\manufactured.

Yep, because that's totally equivalent. lol
 
Game companies are not your friend. Stop simping..... If they make a bad product they should be treated accordingly. Don't cheerleader for a company that only cares about profit at the end of the day. This is capitalism. They care about profit, I care about entertainment; i am not entertained... so this company needs to do better next time. The game is still unplayable for me. Wasted my money on all the dlc I bought because they decided to break the game and make all my DLC inaccessible. I am a lot older so maybe that is why I don't partake into the fanboyism for companies that are for profit?
That's both harsh and wide of the mark. There is no simping. I criticise PDX enough; I just tend to be specific about it, and have good reasons for doing so when I do so. And I try to get that criticism right.

a company that only cares about profit at the end of the day.
A company can care about profit AND its products/customers... and to different degrees. Companies are not monoliths, machines, or hive minds. Do you think Eladrin and Alfray, for example, don't care about the game or the players? I think there's huge evidence that they do. The Development team aren't the money-men and the managers.

This is capitalism.
The mechanics of capitalism doesn't mean that customers can't be pants-on-head stupid.

i am not entertained... so this company needs to do better next time.
I don't even necessarily disagree with you in theory, although this comment does somewhat read like you're expecting them to read your mind ;)

Wasted my money on all the dlc I bought because they decided to break the game and make all my DLC inaccessible.
What do you mean, make all your DLC inaccessible? The launch ownership bug only affected Astral Planes, not the other DLCs.
What do you mean, "they decided to break the game"? You surely don't think bugs are made deliberately, do you?
Anyway that sounds like a major bug - you should report it. That's the only way things are going to get fixed. Surely you realise though that it's a temporary problem, which will get patched? (And patched sooner, if you actually report it!)

If they make a bad product they should be treated accordingly.
I entirely agree. I've never said anything to the contrary. If there is 'bad product' in 3.10, it's the launch bugs - I don't think we've collectively had time to judge the entirety of Astral Threads yet, and certainly not with any meaningful separation from it and the rage at the launch bugs.

why I don't partake into the fanboyism for companies that are for profit?
Fan, not fanboy.
 
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It is not my duty to discover what employee exactly were responsible for ruining an outliner or what dev team made this deal-breaking change - I gave a negative review - let management sort out who were responsible. If I have defect in a car I provide my review for a car dealer or car model as a whole, not a factory or iron mine where basic materials were dug out\manufactured.
So let's recap:
  • You got mad with all of Astral Planes purely because of the change to the Outliner, and it has made the game LITTERALLY UNPLAYABLE for you.
  • You channelled your spite and bitterness into a bad review, incorrectly blaming a DLC pack which you've not explored more than 50% of (at most).
  • You were called out on this.
  • It was then pointed out to you that the change wasn't even with the DLC, but with the free patch, meaning you've poured out toxicity into a review effectively unnecessarily.
  • And now you're doubling-down on it all and digging your heels in?
Dang bro, that's pretty crazy. I bet you'll leave the review up even when the Devs fix the Outliner in an incremental patch, won't you?
 
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Request regarding UI tabs:

Allow each tab to be fully configurable, even allow to have shipyards in multiple tabs.
I'd set them to have a civilian and a military tab, starbases would be present on both.