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Stellaris Dev Diary #225 - 3.1.2 "Lem" Patch Update

Hello Stellaris Community!

This week’s Dev Diary comes to you with a little bit less of the future development and more of what we’ve been doing with the Custodian team’s work. That means that we’ll be sharing a little bit of information on the upcoming fixes for the 3.1.2 patch. Next week we should be back to the regular schedule of dev diaries that we know you’re looking forward to; however, this week we want to continue the conversation from last week and provide details on the patch.

First off, we want to thank all of you for submitting your bug reports! Bug reports are extremely useful to us, and we want to thank our Community for dedicating their time to reporting issues in Lem. I just want to share a little context with you all for a moment:

On launch day we peaked at ~18k concurrent players on Steam, supposing each of those players plays one hour, that’s 18 000 hours. Assuming a 40 hour work week, that’s 450 workweeks. This isn’t meant to make excuses, but just to put into context that our community does more playing in the hour after release than we could hope to accomplish in the time between the release of Nemesis and now. :D

With that being said, we have put together a patch for the 3.1.1 “Lem” Update! The Custodian team has spent the last week fixing issues raised by the community, and we hope to get this patch out to the larger community around the middle of next week (as long as there are no further issues).

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######################### VERSION 3.1.2 ###########################

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# Performance and Stability

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* Fixed a crash where releasing a vassal as a Clone Army could cause an invalid species.

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# Bugfixes

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* Fixed the Clone Army origin tooltip not having a matching ship upkeep reduction with their admirals. Also changed the bonus to scale in a cleaner way, the upkeep is now 5/10/20% based on the Army's decisions.
* The Genetic Crossroads special project will now abort if a species completes Synthetic Evolution before finishing it.
* Fixed habitability of planets that clone armies have abandoned through lack of clone vats being locked at 0% for them.
* Ancient Clone Vats can now only assemble Clone Soldier pops.
* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit
* Fixed players being able to move their Science Ship to blow up systems using the “Elder One” event.
* Fixed exploit where AI acceptance from Eminent Diplomats tradition also applied to trade deals.

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# Known Issues

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* The penalty to alloy production from a food deficit in catalytic empires is not shown in the deficit tooltip.
* Mastercraft Inc. Civic does not change Artisans into Artificers on an Ecumenopolis.
* Some inconsistencies in the number of jobs exchanged by Foundry Station designation for empires with the Catalytic processing civic.
* It’s possible for the Nivlac species to be created without the Radiotrophic trait in certain instances.
* Party Aftermath event can create crossbreed species between caravaneers and an infertile clone pop.
* Shattered Ring World can turn into a planet due to takeover or devastation.
* Mechanical pops with a Decadent Lifestyle have no pop upkeep.
* Awakened Empires don't use traditions properly.
* Machine empires can spawn with the necrophage origin.

For those of you still waiting for your mods to update, we also have been maintaining a list of updated mods for 3.1.*, you can check it out here.

Thanks for reading, we’ll see you next week where grekulf will shine some light on the operations of the Custodian team.

The Stellaris Team
 
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Stollaris.

I panicked that there was a typo somewhere in there. :D Nothing more embarrassing than spelling the name of your game wrong. haha
 
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* Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit

Called it. When other people were calling for a grounds-up redesign of the entire economic system to fix a single exploit that was ruining the game for them (by them using the exploit) I said: why not add an alloy production penalty to empires with Catalytic processing that lack food.
 
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Thank you for your continued work.
Just one question: When can we expect the Fleet Manager (disappearing fleets, wrong ship count, faulty upgrading) and the Immigration to new Colonies to get fixed?

Those issues are pretty annoying. And those mechanics worked so well in 3.0.4.
 
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Thank you for your continued work.
Just one question: When can we expect the Fleet Manager (disappearing fleets, wrong ship count, faulty upgrading) and the Immigration to new Colonies to get fixed?

Those issues are pretty annoying. And those mechanics worked so well in 3.0.4.

Do you have bug reports for this on 3.1.1?
 
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Going into a food deficit when using the Catalytic Processing civic will now give a -50% production penalty to alloy production. This penalty is in line with the penalty non-catalytic empires suffer from a mineral deficit

I don't think this will do much for synths, machines, and lithoids. This just doesn't work like how it does with minerals.

When you have 0 minerals and are in deficit, you can't do anything that involves minerals at all---so no buildings, districts, mining facilities, the works.

It's not the same with food with respect to synths, machines, and lithoids. They have zero uses for food so it still allows them to effectively generate alloys out of the ether--yeah, it requires twice as many jobs to have the same alloy production, but this is a pretty minor price to pay for being able to entirely ignore an input resource.

It's still going to be quite efficient to pick catalytic and just run in deficit--especially early game.
 
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Do you have bug reports for this on 3.1.1?
Yes.
Immigration:

Fleet Manager:

To tell the truth, I was hoping those issues would be addressed in 3.1.2, because they are pretty major for a Stellaris game.
 
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-50% alloy for catalytic - still free alloys for machines empires (2 catalytic drone with penlty give more than one + 2 farmers - so still less jobs)
and problem with free science for machine empires stiil in game - energy deficit penalty don't affect economy - because you gain minerals from space, and you can buy some energy for war to avoid battle penalties
 
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Ah, I guess my noticing of an influence cost bug was too soon to be looked at. Still hope it'll be fixed soon, since it breaks some mods.

Also really hope fleet reinforcement is looked at soon. It's taking WAY too long for reinforcements to get to their fleets.
 
Yes.
Immigration:

Fleet Manager:

To tell the truth, I was hoping those issues would be addressed in 3.1.2, because they are pretty major for a Stellaris game.
Thanks for the reports. Both were reported just a bit late to make this patch, but we're looking into it.
 
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When other people were calling for a grounds-up redesign of the entire economic system to fix a single exploit that was ruining the game for them (by them using the exploit) I said: why not add an alloy production penalty to empires with Catalytic processing that lack food.
People were calling for a redesign of deficits because deficits make no sense as a threshold (cliff-edge) penalty for most resources. They should be a scalar penalty (e.g. 1% reduction in all mineral-using jobs if you have 101% minerals use vs 100% minerals income, and stockpile is at zero). This would make the economy more stable and less prone to death-spirals for AIs too.


Also 50% of free, is still free.
 
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People were calling for a redesign of deficits because deficits make no sense as a threshold (cliff-edge) penalty for most resources. They should be a scalar penalty (e.g. 1% reduction in all mineral-using jobs if you have 101% minerals use vs 100% minerals income, and stockpile is at zero). This would make the economy more stable and less prone to death-spirals for AIs too.


Also 50% of free, is still free.
This may come as a surprise to people who never played Stellaris, but all resources are "free". You either make alloys "for free" or you make them out of food/minerals, which you get "for free".

Admittedly, -50% doesn't seem to be enough to make nothing->alloys worse than nothing->food->alloys. Maybe it should be -75%.

EDIT rough estimate:
so if 4 catalytic drones give 16 base alloys; halved, that is 8 alloys
3 food drones and 1 catalytic would give 3 food [leftover] and 4 alloys

That's a rough estimate (ignoring other upkeep and construction costs) but that's still a pretty poor deal if one wants to stay true to the idea of food into alloys. The direction is right, but the numbers are off.
 
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