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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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At the very least they should be saved to cloud, I've lost a lot of designs from reinstalling and switching machines

Nah, don't save to cloud. People already upload a crap load of ridiculous amounts of data to the cloud as it is. Server data storage is becoming more expensive because of it. It's nice that Steam or Paradox or whoever allows us to use a server for nothing. Things like customized empires should be saved locally. Users need to begin to learn how to manage their own data again.
 
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Nah, don't save to cloud. People already upload a crap load of ridiculous amounts of data to the cloud as it is. Server data storage is becoming more expensive because of it. It's nice that Steam or Paradox or whoever allows us to use a server for nothing. Things like customized empires should be saved locally. Users need to begin to learn how to manage their own data again.
Well... I agree for important things like your personal data, pictures, etc. But I don't want to have to backup and move a game configuration just play on different device. If we're saving "saves", why not all the rest?
 
I'll bookmark this list and look at it once I'm done bugfixing for 3.10.x

You're setting a dangerous precedent, my friend. :D

But if wishlists are a thing now (or at least while the holiday season lasts), I have one wish too: make authoritarian slavery distinct from xenophobic slavery. Basically the idea is that authoritarians would enslave a proportion of every species (enslaved individuals) while xenophobes enslave entire species. And if you're both you can combo the two.
 
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Wondering if it would be possible to allows us to adjust game graphic settings from the launcher. That way if we have a need to do it, we don't have to start the game, adjust the setting and then exit out, every time a new patch drops.
 
is it just me or is the new Research institute really underwhelming? .. the +1 scientist isnt even that useful by time u build it its mid game and you struggle too find uses for scientists really.. officials are still the best governors for 90% of planets, and the +1 science director is nothing compared to a upgraded research Lab of +6 jobs.. also the new astral siphon labs add 6 research jobs plus resources.. the research institute should really have researcher jobs aswell so maybe 1 sci Dir +5 researchers then it would be worth building considering u can only build 1 of it it should be better than the best research lab upgraded at least close to it even if you wanna add 1 gas as upkeep ..
 
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.
I think this ist a relevant information
Intel® Application Optimization Overview
https://www.intel.com/content/www/us/en/support/articles/000095419/processors.html


golem.de White this:
Efficiency cores are supposed to take over background load, while the rest of the processor takes care of more important tasks.

Just a few years ago, processors weren't much of a mystery to game developers. CPU cores were functionally identical to other cores; as a rule, all cores even ran at the same clock frequency. The various threads simply had to be distributed across several cores in order to utilize the processor evenly.

This task is carried out by the operating system, more precisely the so-called scheduler. On newer CPUs, this also ensures that individual threads that require a particularly high level of performance run on the processor core at the highest clock speed in order to provide the best performance for the application.

E-Cores also make games faster

One of the reasons for this is that E-Cores take over many threads running in the background. Parts of the operating system itself, messengers, web browsers and other applications do not burden the P-Cores. E-cores are only problematic when parts of an application are assigned to an e-core even though they don't belong there.
 
is it just me or is the new Research institute really underwhelming? .. the +1 scientist isnt even that useful by time u build it its mid game and you struggle too find uses for scientists really.. officials are still the best governors for 90% of planets, and the +1 science director is nothing compared to a upgraded research Lab of +6 jobs.. also the new astral siphon labs add 6 research jobs plus resources.. the research institute should really have researcher jobs aswell so maybe 1 sci Dir +5 researchers then it would be worth building considering u can only build 1 of it it should be better than the best research lab upgraded at least close to it even if you wanna add 1 gas as upkeep ..
I liked it more, when it gave one science director on each planet where you built one.
 
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You're setting a dangerous precedent, my friend. :D

But if wishlists are a thing now (or at least while the holiday season lasts), I have one wish too: make authoritarian slavery distinct from xenophobic slavery. Basically the idea is that authoritarians would enslave a proportion of every species (enslaved individuals) while xenophobes enslave entire species. And if you're both you can combo the two.
I saw that people were posting wishlists and I made one in my signature - I had to cut out a lot of other stuff I've been wanting forever to make it more managable. If these four suggestions were implemented at least somewhat, I'd never expect anything else from Stellaris again.
 
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Why can't I post a complaint about this update? Your filter isn't letting me post my very politely worded constructive criticism.
The Outliner updates are cool, but we still need an option to be able to order the fleets and civilian ships. Why are they randomly assigned a position in the Outliner?
 
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Nah, don't save to cloud. People already upload a crap load of ridiculous amounts of data to the cloud as it is.
Stellaris's user config files, bundled together, take up less space than a single save.
 
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Meanwhile, the EU4 team hasn't fixed the fact that most of the achievements they added in the update nearly two months ago are unattainable.
the eu4 update has fewer than half of the bugs of astral planes lol, and they don’t literally break the game like the Stellaris bugs do.
 
Can someone call the console devs to check if they are OK? The latest update is full of bugs, all paid voices are gone and no info about anything. Fleet repair is broken for over a year now? Bug reports in the forum are not read? What's going on?
 
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Here think a user over good ideas for pop modification and the efficient of them
i hope a dev read this and save the idea for future planing
 
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please please please add more crisis options in the start menu. normaly i play 25x crisis endgame year 75 or 100, today i wanted a "midgame crisis" so i set crisis strength to 5 and endgame to y50, but after 100 years a crisis still wouldnt spawn and im sitting on 120k science and game slow as hell (pcs fault) -.- i know i can spawn crisis with console or download a mod. but it would be much nicer to set a min-max year range where the crisis will definetly spawn, best case would be to be able to set the crisis strength / year / period for each crisis. So i could have a early crisis y30/40 and some later ones.
 
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