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So, I haven't seen any info on this and a lot of people said that the devs are on vacation, and the devs claim that there's another vacation incoming? Is there any good info when the work will start and how long it might take? Seeing as how the game is not quite in a playable state, either MP with constant desyncs and SP with AI that refuses to build or do anything, and the devs stating that they will take a slower approach, this might take another month, I'm thinking?
I know 4.0 was a big update, but I can't help but notice that it's been 3 months since it came out. This vacation couldn't come at a worse time.
P.S. Edited the post to make it less triggerable for Paradox fans.
Long holidays are good. This passive-aggressive condescension? Not a fan.
I know there's a veritable army of people here ready to defend the good name of Paradox, but getting some info on how long we need to wait instead of this... whatever you think this is will be preferable.
So, I haven't seen any info on this and a lot of people said that the devs are on vacation, and the devs claim that there's another vacation incoming? Is there any good info when the work will start and how long it might take? Seeing as how the game is not quite in a playable state, either MP with constant desyncs and SP with AI that refuses to build or do anything, and the devs stating that they will take a slower approach, this might take another month, I'm thinking?
I know 4.0 was a big update, but I can't help but notice that it's been 3 months since it came out. This vacation couldn't come at a worse time.
P.S. Edited the post to make it less triggerable for Paradox fans.
Hello everyone, I just wanted to give you all a headsup. Summer Vacations may have begun in Sweden but we are still here and next week we will push an update to the open beta which will include the following:
Fixed GDF alloy cost reduction not working
Fixed unused portraits blocking custom prescripted countries from being considered for spawning
Fixed Pop group modifiers of Deposits not being handled
Fixed specimens not filling exhibits when room is made
Improved planet modifier tooltips so they display a better source than "From Buildings"
Fixed bioships designs with the same name being exploitable
I mean, that's exactly what I was talking about? As stated this is getting release in a week, but it's been nearly 1 month since the last beta (I might be messing something up), and I wasn't talking about beta in the first place. As I understood it, they've been on vacation this whole time, which is why there have been no patches. Fair enough. Is another vacation incoming? This is... nothing.
P.S. Edited the post to make it less triggerable for Paradox fans.
It’s time to review the last couple of months and look at what we’ve done and where we’re going from here.
Back in Stellaris Dev Diary #383, I committed to continuing to fix things until the 4.0 release is in the state it needs to be in.
We’ve released a tremendous number of patches since then at a rapid rate - but our patch cadence has become problematic (and even counterproductive) in some ways. Too often in game development, fixing one bug introduces another - and I haven’t been giving our internal QA testers enough time to fully vet and test the changes we’ve been making. Examples from recent patches include a few weeks ago when an unrelated fix to a pop issue caused Wilderness empires to seemingly randomly destroy themselves by killing all of their biomass, or when another fix just after that caused save games to corrupt and become unloadable.
We remain committed to continuing to fix things until the 4.0 release is in the state it needs to be in.
We need to change how we’re doing this though, taking a more measured and deliberate approach to allow internal testing to catch up while giving you a more stable environment to play the game in. This means that the patching frequency is going to slow down, but with more impactful releases. Our ongoing plan is to make greater use of Open Betas - the first instance of this is the Wilderness Open Beta that we put up last week (which may or may not ever go live based on your feedback).
We will be more careful in vetting changes and merging them into that ongoing Open Beta, prioritizing stability, performance, AI, and bugfixing. My intent is for us to update the Open Beta on a weekly to fortnightly basis depending on internal progress throughout the summer. While the Stellaris team will be continuing development during this time, it will soon become difficult for us to arrange for live patches - barring a critical hotfix or a “eureka moment”, I expect the next 4.0.x live release (4.0.22) will be sometime in August. (Which as mentioned earlier, may not include the Wilderness changes.) To the Modders that have been waiting for a moment of stability, now’s your time - and if you run into issues updating your mods, please don’t hesitate to let us know.
For more transparency:
I’m personally currently looking at ways to improve the AI’s behavior. Other things currently in active development are OOS investigations, a number of strata issues that affect slavery, purging, and other oddities among pop employment, and more of a design change rather than a bugfix - based on your feedback we’re looking at having newly grown pops go straight into the Civilian stratum or its appropriate equivalent instead of being unemployed members of their parent pop group. While we liked the verisimilitude of top-heavy planets having more stability issues than ones that were more evenly developed, we acknowledge that having a persistent trickle of unemployed pops feels wrong.
We’re also continuously looking for performance improvements. We’ve found one so far where every empire was calculating their Biomass total far too often - even if they weren’t Wilderness, and while it was one of the heavier scripts in the early portion of the game, that’s not where our biggest problems are.
Some of these will likely go to the Open Beta next week, after more rigorous testing.
I will be putting the Stellaris Dev Diaries on hiatus until August, replacing them with the Open Beta updates on that weekly or fortnightly basis as they occur, and we’ll remain in constant communication with you as we continue to update and improve the game.
Please continue bringing up the issues you find, balance issues you encounter, and providing save games and out of sync logs whenever you can. They help a tremendous amount.
Its not like they managed to fix it in four hundred plus bug fixes, what makes people honestly believe they will have it back to at least the level that 3.14 was by the time the next DLC drops with its own bugs and other issues? Yeah I am being cynical but at this point I am disappointed enough to not give them any leeway.
Its not like they managed to fix it in four hundred plus bug fixes, what makes people honestly believe they will have it back to at least the level that 3.14 was by the time the next DLC drops with its own bugs and other issues? Yeah I am being cynical but at this point I am disappointed enough to not give them any leeway.
Outside of wilderness I’ve found it considerably less buggy. In my last beta game the only significant bug I can remember is a workforce one that was fixed in the latest beta patch. So I’m tentatively confident the bugs will be mostly mitigated within the next few patches.
AI and balance though? Yeah there’s too much to expect it all to be fixed before the shroud DLC. Obviously I’d love to be wrong.
As I understand it, the Bio DLC didn't need the 4.0 pop / job / colony changes.
It seems like the Bio DLC was pretty well polished, and problems are coming from the "free" 4.0 update which was not polished.
Perhaps a better way to handle the update would have been to release the Bio DLC for 3.14 before the summer break, and at the same time kick off a summer-long Open Beta for 4.0 with all the new stuff in it.
The problem is that this is like the 12th time Paradox launched a overly huge clearly underdeveloped buggy DLC in May and slapped a dev post "upsie we didn't thought changing everything would give us bugs, wE hEaR yOuR fRuStrAtIoN see you for Christmas, enjoy summer holidays everybody! ️"
As I understand it, the Bio DLC didn't need the 4.0 pop / job / colony changes.
It seems like the Bio DLC was pretty well polished, and problems are coming from the "free" 4.0 update which was not polished.
Perhaps a better way to handle the update would have been to release the Bio DLC for 3.14 before the summer break, and at the same time kick off a summer-long Open Beta for 4.0 with all the new stuff in it.
Biogenesis was definitely developed within the 4.0 framework. Developing it for 3.14 would have meant they had to duplicate a whole bunch of work they were planning to do.
Biogenesis was definitely developed within the 4.0 framework. Developing it for 3.14 would have meant they had to duplicate a whole bunch of work they were planning to do.
Biogenesis was definitely developed within the 4.0 framework. Developing it for 3.14 would have meant they had to duplicate a whole bunch of work they were planning to do.
Biogenesis at release had plenty of telltale signs of content ported from 3.14, and it was substantially more polished than the baseline 4.0 features.
More importantly.... Biogenesis has a huge amount of content (dozens of new ships models, a new crisis path, tons of scripting, a bunch of unique events, etc.). They've clearly been working on it for a very long time.
We saw what 4.0 development was like in March (the open beta, barely functional, and only that for the most vanilla of empires). They absolutely could not have done all of Biogenesis in the 2 months between releasing the open beta and releasing 4.0.
Based on what we've seen, I'd find it impossible to believe that Biogenesis was initially developed for 4.0.
But, regardless... if they did e.g. the first 80% on 3.14, ported it to 4.0 along with everything else, and did the last 20% on 4.0, there would still be no version based on 3.14 that's 100% complete which they could release.
Perhaps a better way to handle the update would have been to release the Bio DLC for 3.14 before the summer break, and at the same time kick off a summer-long Open Beta for 4.0 with all the new stuff in it.
Doing a whole DLC and balancing it months before you planned to completely overhaul the pop system just sounds like a horribly inefficient use of staff hours.
Doing a whole DLC and balancing it months before you planned to completely overhaul the pop system just sounds like a horribly inefficient use of staff hours.
Then they merged the overhaul and DLC at the last minute, didn't get everything correct, and didn't get the basic overhaul debugged (and still haven't).
It does seem horribly inefficient, and the results aren't great either.