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Stellaris Dev Diary #151 - 2.3.3 beta patch [checksum 35d6]

Hello everyone!

We’ve been working on the 2.3.3 patch, but before we put anything live we will release it as a beta version as usual. To try the beta, right-click Stellaris in your Steam Library and select Properties. In the BETAS tab there should be a drop down list where you can find stellaris_test. Set your beta opt in to stellaris_test to try the 2.3.3 beta.

Save file compatibility between versions is never guaranteed. If you need to roll back to a previous version, do this: go to your Steam library, right click on Stellaris -> betas tab -> select the version you want.

The beta has a couple of known issues, but they are also things we will address before 2.3.3 goes live.

  • AI Robot empires are a bit slow to expand with outposts.
  • We have added a Relic stealing feature, but it only works while in a Galatron war instead of when not in a Galatron war
  • While Caravaneers no longer get stuck, they are prone to moving to the same destinations.

Here are some highlights of changes in the 2.3.3 beta:

Admiral XP
We’ve tweaked how admirals get XP from patrolling and combat. Admirals will now get XP according to the max piracy value as opposed to previously only checking current piracy. XP from combat should also be increased due to fixing a bug with how ship value, in terms of XP, was calculated. Disengaged ships now also provide some XP, not just destroyed ships. In general it should now be easier to level up your admirals.

Archaeology Site Rewards
We’ve improved a lot of rewards for the archaeological sites to make them more unique, more fun and in some cases stronger.

Grand Herald
Although we like how the Grand Herald can change the game quite a lot, we think it was a bit too common and too easy to get so early on. The Grand Herald site now spawns less frequently and the site difficulty is higher. When you complete the site, there is a chance that you find the Grand Herald in a weakened state. In that case it will be possible to restore it to its full glory.

Full patch notes here:
#################################################################
######################### VERSION 2.3.3 ##########################
#################################################################

###################
# Ancient Relics Story Pack Features
###################
* A number of archaeology sites have been overhauled to give more interesting rewards for completion, with new techs, empire modifiers, and ethics-based outcomes

###################
# General
###################
* Updated localisation for all languages

###################
# Balance
###################
* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

###################
# UI
###################
* Added MP DLC ownership icon for Ancient Relics
* Fixed line break in Zro Deposits causing unnecessary truncation of text
* Fixed displayed Army Recruitment time not including build speed modifiers
* You should no longer be able to see the orders of the fleets of other empires
* Fixed the resources going haywire in the trade view. Hopefully for the last time
* Added a country modifier to remind you that you can safely colonize Holy worlds as the chosen of Zarqlan

###################
# AI
###################
* Fixed so that the AI uses their idle science ships to assist research rather than just drawing salaries and doing nothing like typical freeloading intelligentsia
* AI empires will finish tradition trees before starting new ones
* Changed AI weight for consecration decision, so that it's actually used
* AI will now build city districts on planets if needed even if not many pops live there
* AI no longer juggles leaders back and forth, and also makes sure there is always at least one leader assigned to a ship
* Fixed the AI declaring war on empire they can't reach, or empires on the other side of the galaxy
* AI no longer needlessly upgrades starbases if they still have unused module or building slots
* Removed ostensibly arbitrary pop requirement for research buildings, also capped holo-theatres to one per planet

###################
# Modding
###################
* add_anomaly effect now adds the anomaly to the scoped country instead of the first country to survey the planet
* Added "min_jumps" and "max_jumps" parameters to the "spawn_system" command for better control of where and to what world spawned system appear
* min_jump and max_jump now use -1 to be ignored, so that you can make systems that attach directly to your base system
* Added `steal_relic = { target = TARGET_COUNTRY relic = <all/random/RELIC_NAME>` effect
* The `on_arrival_effect` is now properly called with a fleet scope
* Replaced hard texture limit with hybridarray for people that have excessive amounts of textures due to mods
* Added 'is_last_lost_relic' and 'is_last_received_relic'. Both trigger return true if the relice passed as a parameter is the last (lost/received) relic by the country from the scope country scope: is_last_lost_relic = <relic_key> / is_last_received_relic = <relic_key>

###################
# Stability
###################
* Fixed a freeze when editing trade routes from a system you stole
* Fixed a crash when using mature galaxy in observer mode

###################
# Bugfixes
###################
* Colony automation now has a 3 day cooldown after a building completes in order for recently completed constructions to take effect
* Increased weighting of favorited jobs so that they're properly prioritized
* Made the logic for buy/selling slaves better. AI is now more likely to both buy and sell slaves, wrote someone in the 21st century
* Fixed automation not working on planet capitals or new colonies if you don't change the designation
* Conquered habitats will now convert districts that are not permitted by their new empire type
* Fixed so that rogue servitor AI will no longer just build organic sanctuaries
* All non-Exterminator Machine Intelligences should now be able to make Farming Colonies
* In MP only the first player to discover the Baol or Zroni precursor will begin their chain. Others are free to discover different precursors
* Fixed overflow issues in AI diplomacy due to relative strength calculations
* The result of "Reverse-Engineer Minor Artifacts" is now properly randomized
* Disabled map-ping for finished arch sites
* Admiral XP is based on the total cost of ships instead of just minerals
* Fix for all buildings swapping issues
* Secrets of the Irassians will no longer sometimes give machine intelligences a tech they can't use
* Changed so that arch sites and certain events use the correct GFX files
* Fixed Growth species disappearing every other month in some cases
* Ship build speed modifiers are no longer applied twice
* Fixed Build Speed modifier being applied twice to buildings
* Fixed some new Tutorial Lines not playing VO (VO for a bald eagle flying out of an explosion with a pistol grasped in its beak didn't arrive in time for today, alas)
* The Caravaneers roam space once again instead of sitting in orbit ringing your doorbell for all eternity with an "offer you can't refuse"
* Deficit modifiers are properly applied again
* Master Builders no longer ever affects Habitat size
* Rare resource tech will also be researchable if any planet you own contains an Industrial sector deposit
* Primitives living on Ring Worlds will no longer build normal districts on them when invaded, enlightened, or if they naturally develop spaceflight, because inscrutably we have created a game where apparently such things are possible
* Maintenance Drones again have a positive weight for the Emotion emulators trait
* Fixed ships not going MIA when they can't return because they don't have access
* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees

stellaris_test is the version you need to be in to crossplay between Steam, GoG, and Paradoxplaza versions of the game.

Our goal is to fix whatever issues may arise and be able to set 2.3.3 live next week before we disappear on summer vacation.
 
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* Presapients can now be found again to be uplifted/exploited/devoured as your whim decrees
I see you follow a policy of saving the best for last when writing your patch notes.
 
# Balance
###################
* Further changed Precursor system spawning to always connect to an owned system, if possible, to reduce them appearing in inaccessible places
* More archaeological site events will grant minor artifacts
* Zroni chain grants Psionic Theory tech option for non-gestalts
* The Surveyor relic now has a chance to find multiple deposits during its activation time. It has also been reduced to a five year timer
* Adjusted the rate at which Admirals gain XP when patrolling and when in combat
* Daily patrolling XP is now based on the max piracy in a system rather than the current piracy
* Disengaged ship now also give xp, they have their own define: LEADER_ADMIRAL_FLEET_COMBAT_SHIPS_DISENGAGED_CONVERSION
* Zro is slightly more common
* Marketplace of Ideas trade policy unity per trade value increased from 0.15 to 0.25
* Grand Herald site is less common. When the Grand Herald is found it may be damaged to some degree, if so there is a special project to restore it to full power
* Finishing Arc Sites may yield Technology Research Options/Boosts
* Lowered the chance of archaeology sites being discovered when planets are surveyed
* Non-genocidal gestalt empires may now also seize the galatron from those who would withhold access to its glory

Any words about actual balance changes like nerfs to Robots and Machines, civic overhaul for hivemind and making Hiveminds no longer a "worse-than-machines-Gestalt" ?

Overall Robots are required now because they provide pop growth, don't care about Habitability and Synth pop growth + organics is just way too much compared to all the other options.

Are you really ok with Hiveminds being beaten by every empire in the game at pop growth and them being outperformed by Machines in so many aspects? Hiveminds get up to 9 growth, Synthethics get 12.26 + 6-16 organic growth. And they can still boost their Synth assembly speed by 50% or 100% due to relics.

(Synapse Drones vs Coordinators, Traditions for +2 housing per synapse node (culture worker building) vs +2 housing for EVERY maintenance depot, Hive District vs Nexus district, immortal leaders vs no immortal leaders, Hive worlds vs Machine worlds etc...)
 
Any words about actual balance changes like nerfs to Robots and Machines, civic overhaul for hivemind and making Hiveminds no longer a "worse-than-machines-Gestalt" ?

Overall Robots are required now because they provide pop growth, don't care about Habitability and Synth pop growth + organics is just way too much compared to all the other options.

Are you really ok with Hiveminds being beaten by every empire in the game at pop growth and them being outperformed by Machines in so many aspects? Hiveminds get up to 9 growth, Synthethics get 12.26 + 6-16 organic growth. And they can still boost their Synth assembly speed by 50% or 100% due to relics.

(Synapse Drones vs Coordinators, Traditions for +2 housing per synapse node (culture worker building) vs +2 housing for EVERY maintenance depot, Hive District vs Nexus district, immortal leaders vs no immortal leaders, Hive worlds vs Machine worlds etc...)
These fixes are more likely to come in 2.4 rather than a 2.3.x patch

So please put down the pitchfork and step away from the computer.
 
Ancient Relics is nice but there is some frustration with not getting the precursor chain that I wanted due to the bonuses they give being of wildly varying usefulness depending on he player's choices. I tend to decide what ascension I'm going to take before starting a game and this influences the pop traits and ascension perks that I pick and how I prioritize research. If I decide on synthetic ascension but get the Baol it's frustrating. If I'm not spiritualist and have no intention of the psi ascension then the Zroni are useless. If I want psi ascension then the Cybrex are useless. The Vultaum chain is the only one that works for every kind of playstyle and ascension path. I feel like the game is telling me that I should be playing the way it has decided it wants me to play in this playthrough.

It would be nice if we could decide at game start the precursors that inhabited our starting region.
 
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Ancient Relics is nice but there is some frustration with not getting the precursor chain that I wanted due to the bonuses they give being of wildly varying usefulness depending on he player's choices. I tend to decide what ascension I'm going to take before starting a game and this influences the pop traits and ascension perks that I pick and how I prioritize research. If I decide on synthetic ascension but get the Baol it's frustrating. If I'm not spiritualist and have no intention of the psi ascension then the Zroni are useless. If I want psi ascension then the Cybrex are useless. The Vultaum chain is the only one that works for every kind of playstyle and ascension path. I feel like the game is telling me that I should be playing the way it has decided it wants me to play in this playthrough.
I don't understand this thinking. You are supposed to react to the events that happen and play accordingly. That might adjust your playstyle in some way. Similarly, if a certain type of empire spawns next to you versus another type, you will need to adjust how you play and where you build. That's the nature of the game.
 
Admiral XP
We’ve tweaked how admirals get XP from patrolling and combat. Admirals will now get XP according to the max piracy value as opposed to previously only checking current piracy. XP from combat should also be increased due to fixing a bug with how ship value, in terms of XP, was calculated. Disengaged ships now also provide some XP, not just destroyed ships. In general it should now be easier to level up your admirals.

Wohooo - now that one took you really, really long. How many patches it has been? Whatever, thank you for this fix (hope it works).

Our goal is to fix whatever issues may arise and be able to set 2.3.3 live next week before we disappear on summer vacation.

Hear, hear. I couldnt agree more!
 
I don't understand this thinking. You are supposed to react to the events that happen and play accordingly. That might adjust your playstyle in some way. Similarly, if a certain type of empire spawns next to you versus another type, you will need to adjust how you play and where you build. That's the nature of the game.

Maybe I have an idea on how to play a synthetic empire that I want to try, but keep getting precursors that are completely useless.
 
Maybe I have an idea on how to play a synthetic empire that I want to try, but keep getting precursors that are completely useless.
If it's so important then just re-roll your game. I don't see why dev's should make it so that everything that happens is the game is in support of whatever play style you are going for. You need to be creative and figure out how to make use of the things that happen, favorable or not.
 
I don't understand this thinking. You are supposed to react to the events that happen and play accordingly. That might adjust your playstyle in some way. Similarly, if a certain type of empire spawns next to you versus another type, you will need to adjust how you play and where you build. That's the nature of the game.

The issue, as I find it, is that while all of the pre-cursor chains give powerful bonuses, some of them are only usable to very specific types of empires. If you're a fanatic spiritualist and you get the Cybrex, you either have to restructure your entire empire (which takes a great deal of time and resources) or simply ignore an otherwise powerful boon. You feel that the choice is taken away from you, and the restriction of agency is not something most people enjoy in their (video)games. If anything, I think the best way to handle this would be either making the rewards more widely usable, or give a few options for how your empire chooses to employ the scavenged knowledge of their pre-cursors. The Cybrex, for instance, could slightly boost and reduce building speed and upkeep respectively (through partially automating both construction and maintenance), offer a reduced upkeep and/or increased output from districts and/or mining stations (it is much cheaper to run a factory without having to pay wages or worry about little things like food or oxygen supplies) rather than only provide bonuses relevant to robots
 
he issue, as I find it, is that while all of the pre-cursor chains give powerful bonuses, some of them are only usable to very specific types of empires. If you're a fanatic spiritualist and you get the Cybrex, you either have to restructure your entire empire (which takes a great deal of time and resources) or simply ignore an otherwise powerful boon. You feel that the choice is taken away from you, and the restriction of agency is not something most people enjoy in their (video)games. If anything, I think the best way to handle this would be either making the rewards more widely usable, or give a few options for how your empire chooses to employ the scavenged knowledge of their pre-cursors.

Also consider robot oriented starts (materialistic or mechanist). If they get the Zroni chain then they'll only get zro which they can't use and (I think) a few minor artifacts. They can't easily switch and become spiritualists. The Irassian chain will give a nice home system but the relic is useless if your people will soon become cyborgs with long lifespans and then synthetics that don't die of old age. In contrast if they get the cybrex they get an even nicer homesystem and can pump out robots and synthetics. There is definitely a balance problem here and rerolling until it fits isn't OK.