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Stellaris Dev Diary #258 - 3.4.4 ‘Cepheus’ Information

Hi! Let’s get straight to it!

The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.

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########################## VERSION 3.4.4 ###########################

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  • Improvements
    • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
    • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
    • Imperial Fiefdom changes
      • The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
      • Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
      • The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
      • Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
    • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
    • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
    • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
    • Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
    • Quantum Catapult event art image added
    • Hyper Relay event art image added
    • New Overlord music track will now play in the main menu
    • Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
    • Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
    • Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
    • The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
    • The Reemployment Center holding now shows when the next zombie will be created.
    • Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
    • Added subjugation agreement caps of +1,000 / -10,000
    • Refined the Teachers of the Shroud requirements tooltip.
    • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
    • Players will now be notified when their Overlord has built Holdings on their planet
    • Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
    • The dividend event now specifies which enclave is paying its dues.
    • AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
    • AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
    • Clarified the tooltip for the Strip Mine decision.
    • Added a setting to Galaxy Setup that permits the disabling of L-Gates.
    • Planetary Automation will now build pre-emptively if there are 0 jobs available on a planet or if there is an unemployed pop that can work a job from the suggested building. This should solve both the case where we shouldn't make specialist jobs for slaves but also allows us to preemptively build more jobs to allow for auto migration.
    • Added an Upgrade module to the Planetary Automation such that players can now enable/disable automatically upgrading buildings on their planets

  • Balance
    • Ships now gain 5 exp per day in battle instead of 1.
    • Doubled the base unity output of telepaths.
    • Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
    • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
    • Bulwark Battlewright aura now provides 0.25% hull regen per day.
    • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
    • Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
    • The Ministry of Science and Vigil Command now have an empire limit of 1.
    • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
    • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
    • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
      • Habitation Modules provide +0.5 building slots.
      • Orbital Shipyards gain +1 Shipyard capacity.
      • Orbital Anchorages provide +2 Naval Capacity.
      • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
    • Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
    • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
    • Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
    • Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
    • Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
    • Merc dividends no longer give ships when the patron is near or above their naval cap.
    • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
    • If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.

  • Bugfixes
    • Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined
    • Fixed ETA not being displayed in the fleet view
    • Progenitor Hives can now lease fleets without them being debuffed
    • AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
    • Khan should no longer be hostile to mercenaries.
    • Admirals no longer abandon their post on leased fleets.
    • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
    • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
    • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
    • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
    • When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
    • Fixed broken tooltip for destroyed orbital rings.
    • The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
    • Mercenary fleet contract can now be terminated after vassal has been integrated
    • Added localization for Imperial Fiefdom opinion modifiers.
    • Traditions will now be properly transferred to vassals created from sectors
    • Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
    • Fixed template with an unnamed flag causing issues with game loading
    • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
    • Fixed possibility to set gender specific ruler titles, for example King and Queen
    • Fix some issues with display of leader names
    • Corrected “Message in the Canopy” archaeology site outcome options
    • Vassal loyalty tooltip in subjugation view now includes full breakdown information
    • Fixed relay network modifiers being removed after specialist vassal levels up
    • Fixed missing localization in mercenary admiral tooltip
    • You can no longer declare wars of vassalisation against Inward Perfectionists.
    • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
    • Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
    • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
    • The Manifesti faction now use their faction icon.
    • Pacifier colossus weapon can now target machine and hive worlds.
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
    • Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
    • Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
    • Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
    • Subjects are now informed that they have a -50% penalty to diplomatic weight.
    • Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
    • The Khan no longer counts as a Satrapy and thus can invade planets.
    • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
    • Fixed slave armies not being trainable.
    • Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
    • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
    • Mercenary Captains no longer display localisation keys.
    • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
    • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
    • Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
    • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
    • The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
    • The job description of colonists now states that they can provide minerals instead of food.
    • Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
    • Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
    • Strongholds no longer benefit from Resistance is Frugal
    • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
    • Fixed "Shroud Stench" planetary modifier lacking an icon
    • Updated tooltip for how to unlock branch office buildings.
    • Resized and moved the upgrade button for orbital rings.
    • Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
    • Fixed some issues with the setup of the starting Ring World in advanced AI empires
    • Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
    • Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
    • Fixed Emergency Election button showing two Unity symbols
    • Admirals no longer abandon their post on leased fleets.
    • Mercenary armies now properly spawn at the client capital.
    • Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
    • Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
    • Patrons can no longer recall fleets that they themselves are hiring.
    • Mercenary admirals now have suitable loc for their profession.
    • Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
    • Fixed incomplete information about what Telepaths do when looking at buildings that provide them
    • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
    • Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
    • Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
    • The No Holding text in the agreements tab is now yellow instead of placeholder pink.
    • If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed
    • Fix missing prescripted empires' leaders' names
    • Fixed ship building buttons in Mega Shipyard view being cut off
    • You can no longer force ideology on gestalt empires by declaring on their subjects.
    • Fixed issue when some of the modifiers of modules didn't apply to the Starbase.
    • Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
    • The Spiritualist Fallen Empire has figured out what Star Eaters are and will now Awaken if you use one to blow up one of their holy worlds.
    • Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
    • Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event
    • No longer possible for Overlords to transfer more science than they generate to their subjects
    • Admiral bonuses are now correctly displayed in the ship details
    • Fixed Mega Shipyards not being able to produce after being taken over through subject integration

  • Game Stability related fixes and changes:
    • Fixed multiplayer out of sync due to FLEET_ORDERS
    • Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
    • Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
    • Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
    • Fixed crash from having a subject with 0 empire size

  • Modding
    • Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
    • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
    • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
    • Fixed load order issues with check_modifier_value
    • Fixed localize_with_value_key and min_mult in scripted modifiers
    • Added GetOriginName localisation command (to clarify an error log)
    • Added "has_subject = <country>" trigger to go with has_overlord
    • Greatly improved scope error logging for event targets and script values

Should the plans change I’ll let you know immediately.

With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.

Dev diaries will resume sometime in August.

Happy summer!
 
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Does this also apply to GDF Juggernauts, by the way, not just Titans?

I believe so. (Didn't test it myself, but I seem to recall someone showing off a fleet of Juggernauts somewhere.) It's kind of funny and scary, but the two bugs sort of mitigate each other's severity a little bit so they can be investigated together.

if your test is accurate [which is presumably is, as you're the game director]

There's a chance it might not be.

Sometimes things end up as "if you do it this way (the specific method I used) then it works", but if you build them a different way, they might not. I tested it by building ships for the GDF and Federation Fleet at a shipyard.

Also, as I look back through the forums, it looks like I may have misunderstood the GDF issue and thought that it was both GDF and Fed Fleet when it may have been only GDF, so I would like to offer you an apology for unintended inaccurate information in my prior forum post. I will try to go back through my prior posts and add an edit clarifying the situation.

There's no problems with being passionate about issues and bringing up additional data points.

Not that I'm saying that setting the forums on fire over a typo is great, but if there is something that you feel is significant, it's worth bringing up since we might not recognize it as that critical without additional context.
 
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I believe so. (Didn't test it myself, but I seem to recall someone showing off a fleet of Juggernauts somewhere.) It's kind of funny and scary, but the two bugs sort of mitigate each other's severity a little bit so they can be investigated together.



There's no problems with being passionate about issues and bringing up additional data points.

Not that I'm saying that setting the forums on fire over a typo is great, but if there is something that you feel is significant, it's worth bringing up since we might not recognize it as that critical without additional context.

Yeah, that's going to be funny... 50 Titans or 25 Juggernauts, or any other combination that exchanges 2 Titans for 1 Juggeranut or vice-versa. I guess in practice since they will count against the national naval cap they will increase the maintenance costs of your regular fleets if it makes you exceed cap, while being maintenance free as their own individual ships. Though I might personally stop building the GDF myself to focus on my national navies in the meantime, other people are going to have a complete blast with this aspect of the glitch.

And I apologize for my error. It wasn't so much a typo [which implied I typed something differently than what I meant to write], but a sincere misunderstanding and misinterpretation of the issue - I genuinely - but apparently incorrectly - thought that the Fed Fleet was at issue too. And since I sincerely thought that I had seen reports to this effect [I had probably gotten confused somewhere along the line to think this], I was terrified that there was this huge, federation-crippling bug out there and I was worried that you were missing such a bug - hence the "passionate" response.

I have tracked down as many of my old posts on the subject as possible now [may have missed a few, but got most of them, I think] and edited them to provide the correct information, as well as made new posts at the bottom of each thread I know that I posted in on the subject so that people who read the new posts can get the correct information and I can try to undo any damage [through unintended misinformation] that I caused the best I can.

After "setting the forums on fire" over my sincerely-believed mistake, its the least I can do to try to put out the correct information. My sincerest apologies and thank you for your understanding.
 
The pace the team used for the 3.4.3 hotfix is absolutely not a sustainable one. I will not subject the team to that as a normal pace.



This is accurate.

The regular "once a quarter" major release cadence that we have on Stellaris is fast for our games. I like the regular cadence since it ensures there won't be 6+ months between major releases, and gets improvements to you at a reasonable pace.

I've worked on games as a service before, and Stellaris isn't set up in a way to support a faster cadence than we already have. My attempts to push the limits are one of the primary things that caused problems with 3.4.2, so I'm going to be erring on the side of caution rather than speed until I inevitably forget the lesson. (3.4.0 was the "complete" version. 3.4.1 was the "day zero patch". 3.4.2 was the "can we squeeze these last few things in patch".)



-2 housing and +1 job for each habitation district. It essentially turns them partially into farming districts.

The Agricultural designation is useful for habitat automation - since planetary automation uses the designation to decide what to build, if you wanted a habitat to be full of hydroponics buildings you would have had to do that manually.



Unless a blocker comes up that actually renders the game literally unplayable, nothing new should be added to the 3.4.4 patch at this point. (Unless we notice a missed patch note.)

From a quick test I just ran, Federation Fleets don't seem to be affected by it in 3.4.4, but the GDF is. On the other hand, ship limits also don't seem to be applying to the GDF, so you can have a fleet of a couple of dozen Titans in the interim. I feel that this is unfortunate but not gamebreaking, and can wait for 3.5. It's likely that this is somehow tied to the changes made to "owned" vs. "controlled" fleets.



Not being in the list was the indicator that it wasn't going to be changed, but it's true that often we miss patch notes or that they're unclear.

Not commenting on an issue on the weekend - that's unrelated. We tend to only respond to things if we are absolutely sure we can provide accurate information, and I wanted to do a little testing to figure out exactly what the state of it was in 3.4.4 before responding.



We'll keep an eye on it. The regen thing was a tale of unintended consequences. I do agree that Leviathans haven't kept up with the power level of the rest of the game, and they could use another balance pass. (I feel the same is true for the various Mid Game Crises.)



No changes are currently planned to how the UNE and Commonwealth spawns behave.

Eladrin, I will also say that now that I realize that my biggest fear was inaccurate [again, sorry about that - I've made efforts to make amends with corrections on the forums], I am really hyped for 3.4.4 coming out - lots of good fixes in the patch there, and I do also think its really cool that you've added stuff like the Agricultural Designation.
 
From a quick test I just ran, Federation Fleets don't seem to be affected by it in 3.4.4, but the GDF is. On the other hand, ship limits also don't seem to be applying to the GDF, so you can have a fleet of a couple of dozen Titans in the interim. I feel that this is unfortunate but not gamebreaking, and can wait for 3.5. It's likely that this is somehow tied to the changes made to "owned" vs. "controlled" fleets
i feel it is pretty game breaking because usually the end goal for non crisis/genocidal playthroughs is to become the custodian or imperium, and having that gimped effectively means that most non-genocidal play styles are significantly nerfed. At this point theres no real gameplay reason not to go crisis every game, which makes the game pretty boring effectively playing the same few empires over and over.

especially since custodian is a paid feature and one of the main features from nemesis, basically making it a bit of a bad deal
 
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i feel it is pretty game breaking because usually the end goal for non crisis/genocidal playthroughs is to become the custodian or imperium, and having that gimped effectively means that most non-genocidal play styles are significantly nerfed. At this point theres no real gameplay reason not to go crisis every game, which makes the game pretty boring effectively playing the same few empires over and over.

especially since custodian is a paid feature and one of the main features from nemesis, basically making it a bit of a bad deal

Well, its quite sub-ideal, and your point about it being a paid feature has merit, but I think your view of the end goal is a bit narrow minded, and many players would not want to go the crisis to begin with as it greatly conflicts with their RP objectives.

So while you have a point about it being a major part of nemesis, I don't think we would actually see most people going crisis. And Custodianship has much larger benefits than a GDF, like the +5 monthly influence, which is arguably far more important. So while unfortunate, I see most people still having a strong motivation to become Custodian.
 
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The GDF thing is fine. I assume GDF ships are still discounted, which actually makes the bug a major *BUFF* to the GDF deep in the endgame, when the GDF usually becomes just a fraction of your overall forces. Now you can build your entire naval capacity in just GDF ships. Of course, unlimited Titans and Juggernauts is also nice.

I'm more worried about the hyper relay bug (where fleets refuse to use other exits from the system even when ordered to) and the prohibitive Influence costs of those and espionage operations. Seems like both of those systems will be mostly nonviable until fall.

We'll keep an eye on it. The regen thing was a tale of unintended consequences. I do agree that Leviathans haven't kept up with the power level of the rest of the game, and they could use another balance pass. (I feel the same is true for the various Mid Game Crises.)
Midgame crises tend to be pretty powerful already with the early year settings most experienced players use, such as 2275 midgame start, 2325 endgame start and 2400 victory. I think we just need more sliders in game settings so we can adjust their strength, as well as that of Leviathans and Fallen Empires. Maybe it's time for an "advanced settings" tab in game setup?
 
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The GDF thing is fine. I assume GDF ships are still discounted, which actually makes the bug a major *BUFF* to the GDF deep in the endgame, when the GDF usually becomes just a fraction of your overall forces. Now you can build your entire naval capacity in just GDF ships. Of course, unlimited Titans and Juggernauts is also nice.

I'm more worried about the hyper relay bug (where fleets refuse to use other exits from the system even when ordered to) and the prohibitive Influence costs of those and espionage operations. Seems like both of those systems will be mostly nonviable until fall.


Midgame crises tend to be pretty powerful already with the early year settings most experienced players use, such as 2275 midgame start, 2325 endgame start and 2400 victory. I think we just need more sliders in game settings so we can adjust their strength, as well as that of Leviathans and Fallen Empires. Maybe it's time for an "advanced settings" tab in game setup?

I admit that I've been recently trying to shift to 2275 midge, 2350 endgame, and 2400 victory myself, with the idea that lag makes it hard for me to get 300 years on the galaxy sizes I like, but 200 years I more manageable. I try to get the early and midgames of each size (75 years), then a shorter endgame of 50 years - as crises can show up within 25 years of it if I understand right, earlier as Unbidden, and of course the War in Heaven can happen earlier, so ideally I get a War in Heaven early in the end game, followed by a crisis, and then victory after.
 
Midgame crises tend to be pretty powerful already with the early year settings most experienced players use, such as 2275 midgame start, 2325 endgame start and 2400 victory. I think we just need more sliders in game settings so we can adjust their strength, as well as that of Leviathans and Fallen Empires. Maybe it's time for an "advanced settings" tab in game setup?

+1 for increasing Fallen Empire strengths and maybe tweaking the old awakening triggers again would be neat!
 
No changes are currently planned to how the UNE and Commonwealth spawns behave.
It's not how their spawns behave specifically, it's that it's impossible to have a galaxy where only the UNE and Commonwealth spawn. If you set AI spawns to 0, nobody spawns. If you set it to 1, they spawn with another AI empire.
 
3 things that popped into my mind.

1) how about a 20 or more years -1000 penalty to be subjugated after game start? Fluff would be like "just recently discovered FTL travel"

2) when a neighbor loses a war or at least a big chunk of its fleet but can very quickly rebuild, they should not be so willing to accept a subjugation offer just because at that moment they do not have fleet power. (If you want to use that moment to vassalize, go to war.)

3) integration should have a -1000 penalty to integration permitted in case an integration would lead to genocide or pop decline. Meaning hive to bio to machine and vice versa.
And I just lost my drive to play again.
Too many glaring Loopholes and Design oversights ;(
 
Please check compatibility with Gigastructures before doing stuff like this. I mean i know how the deal works but guys, giga has become almost inseparable from late game stellaris for me and alot of others. I hope you guys one day grab up the modders doing Giga and make an actual studio out of it so they can have better access to funding and make some of their ideas more polished. it really adds a huge layer to the game that is missing from vanilla.
 
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NGL the current Bureaucrats are useless, they could both Increase Administrative Capacity and generate Unity tho

but people will disagree even tho they might have made a good use of it when was in use
The current systems actually has some reasons to play tall and is closer to some of the pre 2.0 version were empire size was a soft cap as well.Bureaucrats creating Admin cap just made the cap pointless since any wide empire could easily stay under the cap just by having an admin planet and researching some techs.
 
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Please check compatibility with Gigastructures before doing stuff like this. I mean i know how the deal works but guys, giga has become almost inseparable from late game stellaris for me and alot of others. I hope you guys one day grab up the modders doing Giga and make an actual studio out of it so they can have better access to funding and make some of their ideas more polished. it really adds a huge layer to the game that is missing from vanilla.
As much as I love GE myself... It's still a mod. I don't see any reason for the Dev team to expend extra resource for the sole purpose of "checking compatibility" with it, before patches are released. I can see the possibility of them giving veteran modders earlier access to the new patch for them to iron out any issues in their mods, but no more.

Finally, "making an actual studio out of it"? *shrug*
There's a possibility of adopting the Surviving Mars model and do collaborations with veteran modders for small DLCs, but it's also going to give the Dev team grief from players who whine, wrongly, about this being another money grabbing scheme. They don't really need that.

EDIT: Also, there was NOTHING in this patch that caused compatibility issue with Giga. There was NOTHING for Elowiny and Co. to fix.
 
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This is so incredibly frustrating, you guys fixed target uplink computer not providing the +50% fire range to the starbase, but DID NOT fix the bonus not being applied to defense platforms. I am in the process of writing a new bug report to reflect this. I have got to say, when Eldain personally replied to me in the last developer diary stating starbase modifiers had been fixed, I was suspicious that this didn't apply to defense platforms either. I really support the custodians and am so proud of all the fixes, but this oversight, specially from a confirmed bug report is so disappointing. Enjoy your holiday guys! I hope when you come back, il be able to use defense platforms with proper stats.

 
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  • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
What does this mean exactly? Because clearing ship design at the start of the game is still paying out alloys.
 
Hi! Let’s get straight to it!

The 3.4.4 ‘Cepheus’ patch is planned to be released sometime next week if everything goes well. Here’s a preliminary list of things that will be included.

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########################## VERSION 3.4.4 ###########################

#################################################################

  • Improvements
    • Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
    • Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
    • Imperial Fiefdom changes
      • The Imperial Fiefdom overlord is now barred from terms that allow it to join offensive wars of their subjects.
      • Every member of the empire that does not start with the overlord nearby will start with a small overlord colony/outpost in the vicinity.
      • The overlord's empire will be connected by 'Derelict Gateways' that the overlord can use, but which become ruined once the civil war starts
      • Changed it so players can remain loyal to the overlord when the civil war begins, if they so wish. The AI will always go independent.
    • Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
    • Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
    • Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
    • Criminal pops no longer reduce the efficiency of criminal syndicate branch offices
    • Quantum Catapult event art image added
    • Hyper Relay event art image added
    • New Overlord music track will now play in the main menu
    • Tooltip now mentions that setting up vassal resource sharing will prevent the affected resources from being traded in regular trade deals later
    • Empires created by releasing sectors or from status quo peace deals now have some starting resources to not immediately suffer deficits.
    • Clarified that Subjugation War Terms only apply to Vassals and Subsidiaries.
    • The tooltips for Resource Contribution terms now inform you that they block trade deals for the resources involved.
    • The Reemployment Center holding now shows when the next zombie will be created.
    • Spawning Pools and Progenitor Nests are now under the Pop Assembly building category.
    • Added subjugation agreement caps of +1,000 / -10,000
    • Refined the Teachers of the Shroud requirements tooltip.
    • Clarified that Progenitor Hives can only release sectors if they do not have the devouring swarm civic.
    • Players will now be notified when their Overlord has built Holdings on their planet
    • Starbase Transit Hubs now also fulfill the necessary requirement for slaves or non-sapient robots to automatically migrate from planets in the system.
    • The dividend event now specifies which enclave is paying its dues.
    • AI logic for voting on Free Migration has been adjusted to more strictly align with Xenophile/Xenophobe ethics
    • AI 10 year voting cooldown extended to now apply to other diplo actions like declaring war etc
    • Clarified the tooltip for the Strip Mine decision.
    • Added a setting to Galaxy Setup that permits the disabling of L-Gates.
    • Planetary Automation will now build pre-emptively if there are 0 jobs available on a planet or if there is an unemployed pop that can work a job from the suggested building. This should solve both the case where we shouldn't make specialist jobs for slaves but also allows us to preemptively build more jobs to allow for auto migration.
    • Added an Upgrade module to the Planetary Automation such that players can now enable/disable automatically upgrading buildings on their planets

  • Balance
    • Ships now gain 5 exp per day in battle instead of 1.
    • Doubled the base unity output of telepaths.
    • Unified effects for Citadel of Faith, Auto-Curating Vault and equivalent buildings.
    • The Shroudwalkers have learned their lesson, and will no longer teach any Fanatic Purifiers about the Shroud. The Fanatic Purifiers will have to look for another origin now.
    • Bulwark Battlewright aura now provides 0.25% hull regen per day.
    • Bulwark Watch network effect no longer spawns too many armies. Instead it increases planetary stability by 5.
    • Being an overlord now imparts a -1000 penalty to diplomatic requests to be subjugated.
    • The Ministry of Science and Vigil Command now have an empire limit of 1.
    • The upkeep of Overlord Beholder jobs now scale with the tier of the Bulwark subject (and thus the increase in the defensive platform cap).
    • Reworked the Ministry of Science holding. It no longer provides increased research speed for the overlord depending on the number of science ships in orbit of the subject's planet. Instead it now gives subject researchers (or calculators or brain drones) research output for the overlord, with an appropriate increase in upkeep.
    • The Orbital Assembly Complex now increases the effects of modules built on the planet's orbital ring.
      • Habitation Modules provide +0.5 building slots.
      • Orbital Shipyards gain +1 Shipyard capacity.
      • Orbital Anchorages provide +2 Naval Capacity.
      • Planetary Defense Guns and Batteries support +1 Defensive Platforms.
    • Halved the hull and armor regen provided by Regenerative Hull Tissue, Nanite Repair System, Nanobot Cloud, Mercenaries, and Devouring Swarm. This will also affect the regeneration of leviathans and other entities that make use of these ship components.
    • Retrofitting ships will no longer pay out the resources left over after the retrofit costs have been applied.
    • Effects that granted modifiers to ship upgrade costs have been replaced with other modifiers. It should no longer be possible to be in a situation where it is cheaper to build empty ships and then upgrade them than to build them correctly right away.
    • Significantly reduced the amount of time it takes to build Ion Cannons. Reduced the base cost and upkeep of Ion Cannons, but they are now affected by components.
    • Reduced weighting for clerks as pops seemed to really want to work as them instead of miners
    • Merc dividends no longer give ships when the patron is near or above their naval cap.
    • Moved bonus resource storage for silos from tech_global_production_strategy to tech_construction_templates
    • If you declare a force ideology war on an empire, all non-gestalt overlords and subjects that are called into the war will also be subject to the force ideology effect.

  • Bugfixes
    • Fixed the notification message for forced approval of a negotiated agreement (due to lack of influence) saying the proposal was declined
    • Fixed ETA not being displayed in the fleet view
    • Progenitor Hives can now lease fleets without them being debuffed
    • AI will now no longer stop all colonisation during lategame crises. (Its instruction to not attempt to colonise and instead focus on war now expires in the midgame)
    • Khan should no longer be hostile to mercenaries.
    • Admirals no longer abandon their post on leased fleets.
    • Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
    • Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
    • Newly colonized planets will now have their planet automation turned on if they are in an automated sector
    • You can no longer build an orbital ring around a planet with a destroyed orbital ring.
    • When an orbital ring is destroyed, the planet owner gains ownership of the ruined ring immediately.
    • Fixed broken tooltip for destroyed orbital rings.
    • The Salvagers no longer introduce themselves to void dwelling empires as soon as they finish researching any technology.
    • Mercenary fleet contract can now be terminated after vassal has been integrated
    • Added localization for Imperial Fiefdom opinion modifiers.
    • Traditions will now be properly transferred to vassals created from sectors
    • Fixed "Proceed" button in the vassal agreement terms renegotiation menu sometimes being inactive
    • Fixed template with an unnamed flag causing issues with game loading
    • Fixed modifying a species (via the species modification interface) applying default species rights instead of the rights of the species you were modifying (particularly painful if default rights were assimilation)
    • Fixed possibility to set gender specific ruler titles, for example King and Queen
    • Fix some issues with display of leader names
    • Corrected “Message in the Canopy” archaeology site outcome options
    • Vassal loyalty tooltip in subjugation view now includes full breakdown information
    • Fixed relay network modifiers being removed after specialist vassal levels up
    • Fixed missing localization in mercenary admiral tooltip
    • You can no longer declare wars of vassalisation against Inward Perfectionists.
    • You cannot use a secret fealty wargoal if you are at war with the overlord of the empire that has sworn fealty to you.
    • Medium Crystal Plating no longer displays the tooltip for the Bulwark Battlewright.
    • Expel Corporation wars now close branch offices on your planets and those of your subjects belonging to the targeted MegaCorp
    • The Manifesti faction now use their faction icon.
    • Pacifier colossus weapon can now target machine and hive worlds.
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Changed Subjugation War Terms to no longer apply invalid terms for Subsidiaries (such as integration allowed).
    • Become the Crisis Bring into the Fold wargoal now respects your subjugation policy.
    • Become the Crisis Bring into the Fold wargoal now causes subjugated empires to become subsidiaries if the BtC empire is a megacorp
    • Empires that are Brought into the Fold by a Scion now correctly convert to the Scion preset (as do their subjects)
    • Subjects are now informed that they have a -50% penalty to diplomatic weight.
    • Subjects that bounce between vassal/subsidiary and protectorate states should now correctly gain the protectorate bonuses whenever they become a protectorate.
    • The Khan no longer counts as a Satrapy and thus can invade planets.
    • Subsidiaries created via subjugation war now inherit the base subsidiary agreement restrictions
    • Fixed slave armies not being trainable.
    • Splitting Imperial Fiefdom Overlord can no longer cause systems with shared ownership of planets
    • Hive-minds that reform into having the Memorialist civic no longer need to restart the game to build galactic memorials.
    • Mercenary Captains no longer display localisation keys.
    • Fixed the tooltip for the tier 3 orbital ring requesting the wrong capital building.
    • Implemented the Subterranean Nation modifier directly into the origin so any empire that inherits the origin will gain the modifiers.
    • Subterranean/Mantle Dwellers now correctly have the Cave Dweller trait.
    • Fixed Terravores claiming that they could build Organic Sanctuary holdings.
    • The tooltip for Habitat Administration buildings now lists the effects of colonist jobs for Void Dwellers.
    • The job description of colonists now states that they can provide minerals instead of food.
    • Fixed megacorps creating more megacorps from wars in some cases where the origins of the newly created empires weren't set correctly.
    • Signs of the Locus now checks for the correct diplomatic stance. In addition, it now checks your border policy as well.
    • Strongholds no longer benefit from Resistance is Frugal
    • Borderless Authority and Personal Oversight correctly increase the number of subject holdings overlords can build.
    • Fixed "Shroud Stench" planetary modifier lacking an icon
    • Updated tooltip for how to unlock branch office buildings.
    • Resized and moved the upgrade button for orbital rings.
    • Fixed a tooltip in the Situations interface showing erroneous information ("outcome in -65 months") if the Situation was ticking down
    • Fixed some issues with the setup of the starting Ring World in advanced AI empires
    • Fixed Gestalt Empire Governors Skill tooltips saying Crime instead of Deviancy
    • Fixed incorrect description string variable in the "Atmospheric Nanobot Dispersal"
    • Fixed Emergency Election button showing two Unity symbols
    • Admirals no longer abandon their post on leased fleets.
    • Mercenary armies now properly spawn at the client capital.
    • Pressing ESC during mercenary diplomacy should now bring you back to the main menu or close the diplomacy window.
    • Tactical advice against the gray tempest is only available when the gray tempest is triggered, not just when the L Cluster is opened.
    • Patrons can no longer recall fleets that they themselves are hiring.
    • Mercenary admirals now have suitable loc for their profession.
    • Fixed some cases where our tooltip system would unnecessarily generate "all of the following must be true" (when there was only one condition)
    • Fixed incomplete information about what Telepaths do when looking at buildings that provide them
    • Mercenary Enclaves are no longer listed as Honorbound Warriors in the contacts list.
    • Fixed incorrect tooltip when scrapping robots during the alloy deficit situation
    • Fixed the message response icon on diplomatic notifications blocking click input on the lower half of the notification.
    • The No Holding text in the agreements tab is now yellow instead of placeholder pink.
    • If you don't use Consumer Goods and conquer a planet with factories on it, they will be removed
    • Fix missing prescripted empires' leaders' names
    • Fixed ship building buttons in Mega Shipyard view being cut off
    • You can no longer force ideology on gestalt empires by declaring on their subjects.
    • Fixed issue when some of the modifiers of modules didn't apply to the Starbase.
    • Fixed Insidious Ophidians event chain accidentally removing the "Poor Quality Minerals" permanent planetary modifier
    • The Traditionalist faction in empires with the Teachers of the Shroud origin now approves of following the teachings of the Shroudwalkers.
    • Fixed a case where specialist subjects leveling up could end up disabling relay network effects.
    • The Spiritualist Fallen Empire has figured out what Star Eaters are and will now Awaken if you use one to blow up one of their holy worlds.
    • Namelists Hive Mind 1 and Hive Mind 2 now feature names unique to each ship size (Corvette, Destroyer, etc.).
    • Fixed new districts sometimes not appearing after the Superfluous Terraforming Equipment event
    • No longer possible for Overlords to transfer more science than they generate to their subjects
    • Admiral bonuses are now correctly displayed in the ship details
    • Fixed Mega Shipyards not being able to produce after being taken over through subject integration

  • Game Stability related fixes and changes:
    • Fixed multiplayer out of sync due to FLEET_ORDERS
    • Fixed crash occurring when viewing a system destroyed by a star eater that contained a quantum catapult and simultaneously opening load menu
    • Fixed crash due to invalid-read CQuantumCatapultFleetOrderButton::IsValid
    • Fixed crash due to invalid-write CPlanet::RepairSavegameClearInvalidAndNullDeposits
    • Fixed crash from having a subject with 0 empire size

  • Modding
    • Overlord Holding buildings and Branch Office buildings now support empire_limit = { }
    • Added is_human_species scripted trigger if you want additional portraits to be considered humans.
    • Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
    • Fixed load order issues with check_modifier_value
    • Fixed localize_with_value_key and min_mult in scripted modifiers
    • Added GetOriginName localisation command (to clarify an error log)
    • Added "has_subject = <country>" trigger to go with has_overlord
    • Greatly improved scope error logging for event targets and script values

Should the plans change I’ll let you know immediately.

With that, I’m having the team move on to future releases and some of the things discussed in last week’s dev diary. Barring unforeseen exceptional circumstances, our next update is planned to be the 3.5 ‘Fornax’ update in the fall.

Dev diaries will resume sometime in August.

Happy summer!