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Stellaris Dev Diary #291 - First Contact is Out, What’s Next?

Hi everyone!

It’s now been a bit over a week since the First Contact Story Pack released, and it’s been great hearing your stories and experiences.

While some things slipped through into the initial release, like the Great Filter becoming nigh impenetrable if nobody’s watching, overall Canis Minor was the most stable release we’ve ever had on Stellaris - to the point where red flags were being raised whether the Crash Reporter was working properly.

Watch the video DD

A couple of days ago we pushed the 3.7.3 hotfix to take care of a few of the more pressing issues.

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#################### VERSION 3.7.3 - Hotfix Patch ######################​

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Fixes and Changes
  • Every single atomic pre-FTL will no longer nuke themselves if they are not being observed.
  • Fixed Contingency worlds not being properly cracked by devolving beam.
  • The Solarpunk Empire will no longer stay pre-FTL if you decide to steal from them.
  • Admirals should no longer be able to gain both versions of the trickster trait.
  • The Solarpunk empire will no longer gain a new fleet every single month.
  • Fixing custom diplomatic action sounds playing for unrelated empires.
  • Missing localizations are added in English. Proper translations are expected with the following patch.
  • Fallen empire buildings should no longer disappear when you conquer their planets.
  • The Ministry of Culture should no longer disappear after you finish building it.
  • The Artist Enclave should no longer offer to sell you a Ministry of Culture if you already bought one.
  • Non-Xenophobe empires can once again enable displacement purging.
  • The Accepted Plea for Protection opinion modifier is now granted to the subject towards the overlord instead of to the overlord towards the subject.
  • Randomly generated machine empires now have a chance to use the toxoid machine options if you own the corresponding DLC
  • Removed a TODO Opinion Modifier String.
  • Fixed Broken Shackles offering Payback information about the MSI even if they got already destroyed
  • Fixed a bug when cloaked ship cannot progress special project inside closed borders
  • Admiral doesn't get killed anymore when you upgrade the MSI flagship
  • Torpedo and Frigate technology now requires you to have researched Corvettes.
  • The Separatist Planet will no longer nuke themselves if you lose your capital to space fauna.
  • Broken Shackles empires with the Parliamentary System civic will instead have Unshackled Politics fire one month after game start instead of one year after game start.
  • You can no longer select the Fear of the Dark version of the Sol system without the Fear of the Dark origin.
  • Fixed Liberation wars not showing up for Payback empires.
  • Fixed events related to the Out of Warranty event chain not firing.
  • Fix being able to build an observation post over Haven using the fleet order button
  • The Accepted Plea for Protection opinion modifier now grants +150 opinion.
  • The Observation Insight Situation now remembers what approach you had when it last finished.

We’re currently working on another patch, planned for a few weeks from now, to resolve more bugs, balance issues, and add some localization fixes.

So far, some items of particular interest include:
  • Fixed an issue where a Payback empire using the End Threat (Payback) war goal against the MSI could end with a whimper instead of as intended.
  • Gave the Grand Herald archaeo-tech components.
  • Buffed MSI by giving them some bonus naval capacity and starting technologies.
  • The Raise Awareness espionage operation now prevents pre-ftl Awareness from naturally decaying for 5 years.
  • Hive-Minds with both Cordycepic Drones and Stargazers now start with 3 reanimated amoebae.

Please keep posting bug reports in our forums, they’re a great help to us.

Speaking of other reports that are a great help, and since I mentioned the Crash Reporting tool earlier, I have a message to share from our Tech Lord.

The Tech Lord Speaks​


Hey, I am Lorenzo, your friendly neighborhood Tech Lord. I just wanted to spend a second talking about releases and the work that we do behind the scenes once a new shiny version of the game is there, downloading. Game development is no joke, like any other business, and releasing a new patch is not the beginning of the end, but barely the end of the beginning. Our team puts heroic effort into delivering the best product to you, but hey, mistakes or oversights happen. Sometimes the result is a hilarious bug, like the tendency of pre-FTL societies to prematurely end their lives by nuclear means. Sometimes the result is this dreaded window.

1679406255869.png

Like no battle plan survives contact with the enemy, no patch survives contact with the players. But we are aware of this, and every time we release a new patch, somewhere in our offices there’s a group of developers sitting down, constantly monitoring the stability of the game, patiently waiting for the inevitable fire to spark: luckily most of the time there’s no real fire, just some tiny candle flames.

And this brings me straight to my point: thank you all for your reports! When you press that “send button”, detailed information on the crash are collected and sent to us for investigation. This info is usually enough to point out the problem, but often not enough to identify the cause of it: that’s when your comments come into play! Tell us what you were doing when the crash happened, even the most tiny detail could help us!

They say that an image is worth 1000 words: let me tell you a beautiful story in four acts with an image, then:
1679406289693.png

(Thanks from the bottom of my heart, anonymous player: your reports were immensely useful in finding the issue and fixing it )

Thanks, Lorenzo, and thanks again to all of you that submit detailed bug reports and crash logs. The more information we have, the easier it is to track down some of these sometimes troublesome issues.

Want to help out?​

We currently have two ways that you can help out improving the Stellaris experience for existing players, new players, and directly effect development of the game!

Since @Alfray Stryke has finished his duties with First Contact, and has transitioned back to the Custodian team, he is currently running a feedback thread looking for constructive, directed feedback on AI Diplomatic interactions.

We are looking for feedback on the AI's willingness to accept diplomatic pacts, become subjects or overlords and form federations, in particular with other AI empires. Some of the changes for 3.8 “Gemini” we are considering are requiring a Trust threshold for the AI to offer certain diplomatic agreements and improvements on the AI weights for Diplomatic traditions.

You can find the feedback thread here!

The other way to help influence the development of Stellaris, is a survey from our User Research department. This survey is designed to give us feedback on what you like/dislike about Stellaris, and will be taken into account while we're planning future development for Stellaris.

You can complete the survey here!

First Contact Art Competition​

stellartis.png

Always able to be relied on for questionable puns, the Stellaris Community team announced our StellARTis Competition yesterday! Leave your First Contact-inspired artwork in this thread, for a chance to win a code for First Contact or a copy of Stellaris to give to a friend! Contest runs until April 3rd, and the winning entries will be chosen by the Stellaris Art Department!

So What’s Next?​

We’re not quite ready to talk about 3.8 ‘Gemini’ yet, but here’s a peek at one thing we’re going to start rolling out in it.

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Nesting Concepts will initially only be present in Galaxy Settings

Next week we’ll be going over more of the things planned to go into the 3.7.4 patch. See you then!
 

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I don't expect an answer, but more bug testing would greatly be appreciated prior to release. Imagine forking down money for the First Contact DLC, playing it, an then learning that:

a) Pre FTL civs always nuke themselves due to a bug;
b) the plague event doesn't work due to a bug;
c) Payback doesn't work due to a bug - literally one of the three unique origins.
 
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  • Gave the Grand Herald archaeo-tech components.

Would be nice if you could also increase the chance of finding one a bit. I never got it, not even once. I do admit that I mostly play tiny and small galaxies and that's not helping my chances, but still. One would imagine it eventually showing up.

We’re not quite ready to talk about 3.8 ‘Gemini’ yet, but here’s a peek at one thing we’re going to start rolling out in it.

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Nesting Concepts will initially only be present in Galaxy Settings

Oh sweet, Stellaris is learning CK3's best trick.
 
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Some nasty changes to Marauders? :)

They're implementing nested tooltips, like the ones in CK3. If you keep your mouse pointer over a thing a tooltip appears and if you wait a bit it gets locked into place and then you can move your mouse to special marked text in the tooltip and it'll show you a new tooltip for the marked text.

In this case having the mouse over the marauders setting made a tooltip appear that says what the setting does and includes Marauder Empires as marked text. And then moving the mouse to Marauder Empires brought up a second tooltip, which describes what marauders are.
 
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Here’s my proposal: dynamic terraforming, akin to archeological digs. Not only could terraforming time to more or less time, but you could also end up with a different climate than you’re expecting. Also, you can be tasked with different things. Planet too warm? Send a construction ship into orbit to build some orbital mirrors (bonus points, you get some power generation from some well positioned solar satellites). Planet too dry? Send that construction ship to mine the outer reaches of the solar system for some comets. Etc.

If you do everything just right, and get lucky, you might speed up progress dramatically, and maybe you even get a gaia world! Then again, you might just screw it up entirely and get a desert world, when you’re aquatic.
 
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Can you also give it a chance to appear in my games? :p
They should add more stuff to the Shroud Walkers. Let it be able to spawn things like Weapon Trails, Grand Herald, etc with a small chance. Maybe we could also see Paridayday again that way once in a while.
 
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Always looking forward to new things, but please bring back the old Hive Mind name lists! The new ones are fine, but I loved the old ones and my main custom empire I used is now missing part of what made it special to me :c There's no reason why Hives can't have 4 name lists like pretty much everything else, is there?
 
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Always looking forward to new things, but please bring back the old Hive Mind name lists! The new ones are fine, but I loved the old ones and my main custom empire I used is now missing part of what made it special to me :c
I made a mod for that, however I can't prevent it from changing the checksum.

 
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Looking forward to nested tooltips. Love them in CK3, every time I try to use them on Stellaris and it doesn't work I get quite disappointed.
 
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what about the bug with purge/displacement policies and species rights? you can't set purge to displacement and set a species as undesirable unless your empire is a full xenophobe in which case you skip right to extermination type purge. you removed the middle ground...
 
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what about the bug with purge/displacement policies and species rights? you can't set purge to displacement and set a species as undesirable unless your empire is a full xenophobe in which case you skip right to extermination type purge. you removed the middle ground...
Wasn't that fixed in 3.7.3? It's in the patch notes in the first post
 
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We do need more settings! Maybe some more mp settings too :p. Already can’t wait for 3.8.

One setting I really wanted to see is the ability of editing Origins to match our RP galaxy(ies) -- for example, by forming Federations (Common Ground) composed only by Aquatic species, Lithoids, Plantoids, etc. or by letting us to choose to what empire that Lost Colony belongs, intead of forcing some random generated empire down our throats.