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Stellaris Dev Diary #324 - 3.10.2 "Pyxis" Released [1cff] and December Plans

Hi all!

With another busy week of bugfixing, the 3.10.2 "Pyxis" patch is now live on all platforms. So far, 689,121 Astral Rifts have been explored by you.

This release contains a fix to a common MacOS crash, fixes to ship build costs being applied, and adds full customization to the outliner tabs.

To those of you that read Monday's post about the Beta, some of this isn't news to you so you can skip to the end where I'll talk about the planned 3.10.3 and 3.10.4. The released patch is identical to the 3.10.2 Open Beta.

Features
  • Added custom tab functionality to the outliner
Balance
  • Paragon leader Nasuz Demetor is now reclassed as Scholar and only has one Destiny trait (Vibrant Storyteller)
  • Payback Origin: the "Declining Healthcare" modifier acquired during the "Out Of Warranty" event chain is now automatically removed after 5 years
  • The Agrarian Upbringing trait can now be gained by all leader classes
  • The Agrarian Upbringing trait is less likely to be rolled if another leader has the trait
  • The Architectural Interest trait can now be gained by both officials and scientists
  • The Army Veteran trait can now be gained by both scientists and officials
  • The Army Veteran trait is less likely to be rolled if another leader has the trait
  • The Enlister trait has been moved from officials to commanders and now gives soldiers to the governed planet (tier 1) and sector (tier 2)
  • The Entangled Dark Matter astral rift now completely overwrites the personalty of the selected scientist if they are not psionic
  • The Environmental Engineering trait can now be gained by all leader classes
  • The Environmental Engineering trait is less likely to be rolled if the leader's empire has the Environmentalist civic
  • The Environmental Engineering trait now requires a blocker removal tech to be researched
  • The Foreign Consciousness trait is now a destiny trait
  • The Kaleidoscope now has a chance of appearing anytime after midgame starts, instead of always appearing at the start of midgame
  • The Mining, Farming and Generator focus traits have moved from officials to commanders
  • The Planetary Analyst destiny trait can now be gained by both commanders and scientists
  • The Retired Fleet Officer trait can now be gained by both scientists and officials
  • The Retired Fleet Officer trait is less likely to be rolled if another leader has the trait
  • The Righteous trait can now be gained by both commanders and officials
  • The Traumatized trait now negatively impacts Astral Rift Exploration Speed
  • The Unifier trait is less likely to be rolled if another leader has the trait
  • The Xeno-Mediator destiny trait can now be gained by all classes
Bugfixes
  • Astral Rifts now appear as not leading to anywhere when the player's astral rift pool is empty
  • Blocked commanders for end-game crisis factions having non-admiral traits
  • Corrected draw weight for Shipbreaker trait
  • Corrected modifiers on Agrarian Upbringing
  • Corrected some trait names
  • Correctly locked a number of Delegate GalCom focus traits to require the DLC that unlocks their resolution category
  • Dimensional Locks now forbid access to countries without communications
  • Fixed a number of opposite trait pairs not taking into account their levelled versions
  • Fixed a visible trigger check in the first contact description for Amoebas and Crystalline Entities
  • Fixed all leaders in imperial empires using the regnal namelists instead of only the ruler and heir
  • Fixed an error in the "Out of Warranty" event chain that occasionally left you stuck with a permanent "Declining Healthcare" modifier
  • Fixed Ancient Rampart not applying its modifiers correctly
  • Fixed astral rifts exploration UI getting locked when all narratives had been explored
  • Fixed dimensional dump astral rift sometimes creating a leader with no name
  • Fixed Dimensional Shrine not being buildable in Terminal Egress system
  • Fixed discoveries tab not being displayed when tabs order has been customized
  • Fixed heirs being able to have planar theorist trait despite not being capable of exploring astral rifts
  • Fixed leader age staying frozen after leaving an Astral Rift
  • Fixed missing 0 on Collaborator II's sector modifier
  • Fixed outliner sometimes opening the astral rift view on the wrong rift when clicking on a ship exploring an astral rift
  • Fixed reformating regulatory node agenda for machine empires
  • Fixed Revolutionary Medi-Gel not affecting Pharma State civic production for Medical Workers
  • Fixed ship build cost modifiers not being applied
  • Fixed starting gestalt nodes not benefiting from initial leader level modifiers
  • Fixed the Numistic Administration species trait
  • Fixed the right-click menu not appearing for archaeology sites
  • Fixed some modifiers with a multiplier not being applied
  • Fixed the Surveyor relic trying to fire an effect on a habitat orbital when none exists
  • The Ancient Ramparts Starbase Module now mentions what modifiers it has to Defense Platforms
  • The astral rifts now correctly check for Chosen One traits in addition to the Psionic trait
  • The empire created by the Animator of Clay now correctly spawns their council
  • The Factory Focus trait is no longer blocked for gestalts, but instead checks that they have a use for consumer goods instead (ie it is valid for Rogue Servitors)
  • The Sensor Array Power Surge event can no longer target Astral Scars, planets with deposits or planets that have a habitat orbital
  • Updated science nexus events to check for renowned and legendary paragon scientists
Stability
  • Mac crash fix (one of threads run out of the stack mem by alloca in a loop)
  • Workaround for rare crash when rendering empire borders
Performance
  • Fixed performance issues caused by outliner notification.
AI
  • When adding council positions, AI will prioritize Head of Research, Minister of Defense and Minister of State if it doesn't have them
Modding
  • Added @anti_synergy_weight_mult scripted variable for leader trait weights
  • Added ai_priority to councilor type
  • Added background_planet scope for leaders
  • Added has_blocker_removal_tech scripted trigger
  • Added Ship Class modifiers for armor and shield hardening, `shipclass_<class>_armor_hardening_add` and `shipclass_<class>_shield_hardening_add`
  • Updated LEADER_GOVERNOR_MONTHLY_EXPERIENCE to LEADER_ASSIGNED_MONTHLY_EXPERIENCE

This release does not yet have fixes for two Linux issues, but we have workarounds for two of them:
  • If you are crashing on startup, players have reported that starting Steam, disabling the internet, then loading the game bypasses the issue. Internet can be reenabled afterwards.
  • If you are crashing while hosting a multiplayer game on Ubuntu 20.04, switching to Cross Platform multiplayer appears to resolve the issue. It is also not present on Ubuntu 22.04.
Players have also reported issues with certain event leaders missing traits and envoys convincing themselves they're real people, these will be fixed in 3.10.3.

Outliner Customization

In 3.10.2, we've added the ability to fully customize your Outliner tabs. In your Outliner Options, there is now a toggle for Custom Outliner Tab, which will let you select any elements you wish to show on that particular tab. This should allow you to set up your tabs however you desire, including putting everything on a single tab or duplicating the same information across different tabs if you wish. (For example, if you want a "Peace" and "War" tab, with different information or sorting.)

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So What's Next?

We're continuing to focus on stability and bugfixing for the next few weeks.

3.10.3 is planned for next week, and we plan on continuing the pattern of releasing the build early as an Open Beta while it's undergoing certification.

3.10.4 is expected the week after that, and will include translated localization for the various changes made in the first three patches. (As well as further bugfixing as needed.)

And After That?

The 3.11 "Eridanus" update in 2024Q1 will focus on stability, AI, and balance.

We're planning on running a balance related Open Beta over the holidays to collect feedback regarding some experiments around Research.
 
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It would be really lovely for the Q1 patch and balancing update if the team takes a look at the currently mid 'mid-game' crisis events. The bugs with ship upkeep meant in my most recent game, the Khan actually stood a chance somewhat. Awakened empire fair better, depending on when they wake up and whether it's a united galaxy or a fractured one, but they get bludgeoned down more easily than they should tbh. But it would be good to see the Tempest and Khan have the capability to really shake map geography up. Maybe some more game sliders are in order? Because sliders have really helped players find a better balance of challenge for end game crisis'.

It's a mark of how much great work has been done on the base AI, though and that is to be applauded even though accumulated power creep in content and features is bleeding through in really obvious ways.

Also, I would love to see some work done on how AI builds ship load outs so there is a reason to kit out fleets with counters, rather than everything being really generalised and even for the AI. Gives a boost in terms of utility for espionage too, which is something that needs some teeth.

But in the mean time, great work. The team has done and is doing really great things :)
 
Higher cost for stuff, higher tier techs, ships, upkeep etc. (about tech tiers there was a topic, briefly low level techs take relatively too long to research (5-10 years), especially at increased tech/trad cost, but as snowballing is ongoing later level techs are finished in matter of months.)
That kind of snowballing is like a coin with two sides, one of which is tech/tradition (and everything else) costs becoming trivial by the later stages of the game as you have mentioned, but the other side is pop number growth during the game.
Which is to say, decreasing the number of ways to get exponentially more pops will lead to the same result as drastically increasing tech/tradition (and everything else) costs over the board. The only difference is the former option is less tedious, and is already available in-game through the habitable planet and pre-ftl planet sliders. The only thing that's missing is a habitat limiter of some kind in my opinion.
 
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As per usual, the Custodiam team rules. Good job! I would also like to congratulate you guys for giving a balance pass in the latest patch to most Ascension Perks, it was sorely needed and much appreciated. Picking APs is much more meaningful and full of interesting choices than before.

So of course, I am excited about the new balance undertaking, since there are a lot of things to do.

From the top of my head:

- Research speed and snowballing in general (hell yeah!)
- Several Tradition Trees. Domination, Adaptability, and Diplomacy come to mind, but there are also isolated traditions in other TTs that are... less than great.
- Weapons and ship classes. Already extensively tackled by other members. Perhaps doomstacks and warfare mechanics too, maybe, someday.
- Vassals vs. federations and how they interact with each other
- Federations in general, too
- Old origins like Life-seeded or On the shoulders of giants. Their age is showing
- Megastructures and Gaia worlds slowly being outclassed due to the gradual power creep of new additions like Ecumenopolis or planetary rings
- Factions and their demands. Some of them are super easy to please while others are a pain in the ass. They are unbalanced up the wazoo
- Stability, as in "how rebellions work"
- Invasion shock and general easiness of incorporating new territories through conquest (related to the previous point as well)
- Space deposits and stations in general
- Heck, economy in general. Research + alloys reign supreme forever and ever
- Racial traits need a mega-balance pass too
- Habitability not mattering at all past the early game. Generally speaking, planets and pops are mostly interchangeable, bland entities
- Pop growth mechanics (this is the big one, good luck with it).
- A couple of civics, some civic-specific council positions are super lame
- Espionage (a touchy issue, I know)
- All things related to pacifism
 
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The 3.11 "Eridanus" update in 2024Q1 will focus on stability, AI, and balance.

We're planning on running a balance related Open Beta over the holidays to collect feedback regarding some experiments around Research.
If it is not too late, here is a wishlist of relatively minor and straightforward tweaks:

If Space Santa is feeling extra jolly, here is a bunch of more extensive suggestions with fundamentally simple tweaks (though these may be too big and too late to think about):

If Space Santa has imbibed their special maced, spaced and laced eggnog, here are some things that could require coding changes (and may be too big and too late to think about):
(While technically not a balance issue per se, the current lack of a Planetary Ascension availability notifier makes me personally not bother with the planetary ascension system, which affects the game balance. A notifier would be a small addition with a big impact on how I play the game.)
 
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This release contains a fix to a common MacOS crash, fixes to ship build costs being applied, and adds full customization to the outliner tabs.

If this release is exactly the same as the 3.10.2 open beta, ship build speed from "Bulwark of Harmony" (+33% Ship Build Speed while in a defensive war) was not being applied sadly :(
 
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Hello, on this forum we complain about the large number of BUGS after each DLC, of which there are quite a lot, but it is worth adding that developers fix them faster than other game publishers. The number of patches and their frequency is much higher than generally seen with most developers, and I still think that when it comes to large developers, PARADOX can still be safely called the best on the market.
 
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I am glad you adapted the outliner to a fully flexible system as requested by many players.

Is there an indicator on the outliner for colonies under automation? I seem to not be able to recognize it if there is one and if it actually does not exist them it would be a great addition.
 
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I recall several asks for megastructure rebalancing. They've not been updated in a while. A point I didn't see mentioned is that Frigates are the only ship class without their own reactor class. A new set of reactors with 33% more power than corvette reactors would give them more fitting flexibility.
 
I'll bookmark this list and look at it once I'm done bugfixing for 3.10.x
Can you also think about creating special destiny traits for new specialities of leaders? There are only 2 traits for many of them. For example:

1) There is no any destiny trait for delegate in federation, only for GC.
2) There are 2 traits for analyst, and 1 of them is for psionic only.
3) Explorer has only 2 destiny traits too, but at least empire of any ethic can have benefits from it.
 
The Environmental Engineering trait now requires a blocker removal tech to be researched
The Mining, Farming and Generator focus traits have moved from officials to commanders
I still don't like these changes.

Remnants and Shattered Ring empires both have uses for an Environmental Engineer before researching any blocker-clearing techs since they have plenty blockers to clear on their own homeworlds, and while adding the focus traits to Commanders is fine, I feel that Officials should keep them too.
 
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I really want a better way to manage planets/sectors that don't result in chaos / automation doing insane things. The really old sector management was actually much more useful than the current way automation / management works.

If we had a way to copy planets like we do with fleets, that would be an incredible quality of life improvement. Or even better, if we had a way for people to define their own templates for each planet designation (e.g. build this district first, then this building, etc.).

I also really hope the crashing is resolved, I'm on windows and 3.10.1/3.10.2 is unplayable due to how many crashes I have experienced.

Machine Intelligence
Determined Exterminator
Rapid Replicator
Gestalt

Seems to pretty consistently get crash to desktops.
 
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