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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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Turns out it is relevant, because the devs (mostly) choose to not listen to people like you whose suggestions would make the game worse.

Ground invasions are perfectly fine and there are many more pressing matters to improve.
I disagree about ground invasions being fine, but I agree that there are other issues that should take priority. I would personally like to see ground combat that isn't just waiting for Pogs to change color, though.
 
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they should replace ground combat with Sci-Fi WarThunder
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What suggestion? "Improve the worst aspect of the game"? Clearly they have been ignoring it and I didn't realize the most complained about feature is now fine just because you want to have a go at someone else.
It is in no way the most complained about feature, or the worst aspect of the game. There's a tiny minority of whiners who sometimes yell really loudly about it, and every single time it gets a massive response of "ground invasions are fine and the devs should focus on something more important and/or interesting" from the actual majority. I mean, you can just look at all your dislikes.

The devs are fully aware of player sentiment and have responded multiple times confirming that ground invasions are not a priority because indeed, most people think they are fine and do their job, and the devs would rather remove them altogether than spend time and money redesigning them. Which would be a terrible outcome leading to even more doomstack steamrolling, since planetary invasions and being able to snipe army ships are one of the few things holding the doomstacks back.
 
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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

1707628994913.png


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

1707629137839.jpeg



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.
 

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Anyone wishing for better ground invasion visuals should take a look at Millenia to see that good intentions don't always lead to good results.
 
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I don’t need a ground invasion rework but I would like to see more improvements to the AI recruiting, pathing, and using armies. It’s better than it was but it’s still common to see AI fleets stuck bombarding planets while armies idle elsewhere.
 
Screenshot 2024-02-11 121347.png

This is how this Dev Diary appeared in my forum feed.
I got intrigued and opened it.
It turns out it says ''Community'', and not some other particular thing I was thinking about.
 
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Since we're including community mod-patch-fixes, now is the perfect time to...

...wait for it...

remove the checksum requirement from achievements. Keep ironpants, because cheesing is bad, but I'd punch babies to be able to use my personal tweaks mod and still get cheevos.
there’s a guide on steam on how to hex edit the game to allow mods and achievements
 
If the people complaining is such a "tiny minority" and the feature is fine then why was orbital surrender added?
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.)
there’s a guide on steam on how to hex edit the game to allow mods and achievements
Is there now?

I'm sure Paradox would be very interested to know about that. Posting such a guide on an official platform seems foolish.
 
Since this is a Dev Diary and really shouldn't be locked, I'll just ask people to behave like adults.
 
Yeah, the Millenia battle-sequences are turn-based like AoW, except it's auto-play and you watch the AI make dumb decisions sometimes. Much prefer all of that just being abstracted into a single attack and retaliate animation like Civ does so I don't have to cancel out of a 30-second combat display every time.

Auto-resolving turn-based combat is really weird to watch. It's fine if you're participating, but looks dumb when it's AI vs AI.

I don't really see them giving us any control over Stellaris ground invasions (boy, that would drag the lategame out), so I don't really see the need to make it more complicated visually than a bunch of circular progress bars.
 
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Some good addressments in this one, the multiple robot uprising for ftls thing was so annoying.
Hmm, I see. Can't say I quite agree though.

I know Rogue Servitors are supposed to be based on Wall-E, but personally I've always found them to be closer to The Culture. I'm sure I'm not the only one who made that connection either (I saw a rogue serivtor playthough back in the day that did.) Maybe that's just me though...
Or... maybe it's an opportunity for a Rogue Servitor revamp that lets you choose whether you play them much closer to the former or the latter, with the bonuses and consequences of both playstyles.


Well that explains why the Slavers like the RS (even if it is kind of a stretch), but it doesn't explain the other way around. Slavers should be everything the Rogue Servitors are trying to prevent.

Actually come to think of it, Egalitarians and Xenophiles should hate slavers a lot more than they currently do. As in, almost making it impossible for them to get along in any capacity. In fact, I think the only people who should even tolerate slavers... are other slavers.

Finally, I think that Hegemonic Imperialists should also hate each other rather than like each other, for the simple reason that 'you're competition'.


Right now, the only thing if anything I'd improve with ground invasions... is the visuals. Instead of just icons going from green to red, actually have some little sprites representing soldiers/tanks/mechs/planes, etc shooting at each other. Wouldn't change anything gameplaywise but does increase immersion.
My bread n butter spec is a technical xenophile slaver megacorp, a press gang as it were, by virtue of Nihilistic Acquisition. Its a minor facet of my notion of being a Pirate Haven but...

Every time I think about how my empire should be dispositionally towards slavers, RS, I hate them competitionally at most and only sometimes? The exterminators/genociders/assimilators/machine empires are the real bad news, not ones that keep pops in the game and available. The occassional refugee is the only silver lining to those punks.

And this is a rare confluence of ethics-meet-strategy for me in game, cause of business being business and slave market purchases being a lesser liberation of sorts, which a slaver empire populates with their own basis.

Idk, just my 2 cents on dispositions cause I do take Xenophile cause I genuinely think my empire realizes any body that fits the role is pretty groovy, so welcome aboard maties.
 
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Finally, I think that Hegemonic Imperialists should also hate each other rather than like each other, for the simple reason that 'you're competition'.

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.
 
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