[Dev Team] 3.9 'Caelum' Released (checksum 629C)

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Thought this would be releasing on Thursday, cool! What will be in the dev diary though, notes on whatever hotfix is in the pipeline?
 
Are toasts still completely useless i.e. you click on them and nothing happens so when you want to take a look at the relevant leader you have to go out of your way to loom for them manually?

If so, can you please fire the person that designed them and give their job to me instead?
Somewhat related, I've been playing Baldur's Gate 3 and they have a very nice system where on top of each tooltip there is [ T - Inspect ] so you press T to "lock" the tooltip, and you can do the same on any subsequent tooltip; and then you press ESC to "unlock" and dismiss it.
Stellaris tooltips are too sensitive to mouseover movement and should have a hotkey to lock them for inspection like BG3 has. One does not need to pass an Intelligence check to realize the usefulness of that.
 
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Yay! It's happening! It's happening! I love new portraits, traits, origins and civics!

The new lithoid is now the new portrait for my Flame atronach terravores. So cool.

I have 80+ custom empires, I love going over them and adding in the new stuff.
 
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What I noticed.

Origin poison god
1. the empire habitats do not increase the number of knights. Can anyone confirm this?
2. maybe you should adjust the knight mechanics.
As a fanatical egalitarian and xenophobe, I have more than 1000 livestock on my habitat and accordingly many knights.

Greetings from a big Stellaris fan. xD
 

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One idea I've seen floating around that would make Voiddwellers "unsuck" like they do now, would be to make it so that your guaranteed habitable worlds are replaced with systems with 'ruined habitats' in them that you can repair for no influence and a fraction of the alloys needed.
 
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One idea I've seen floating around that would make Voiddwellers "unsuck" like they do now, would be to make it so that your guaranteed habitable worlds are replaced with systems with 'ruined habitats' in them that you can repair for no influence and a fraction of the alloys needed.

IMO that leans too heavily into balance over roleplay.
 
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I have suggested at least 1 ruined habitat before, got a lot of support from the community but 0 response from the devs.
Today I saw a highly experienced Stellaris streamer almost get gobbled up on their first contact, also only being able to build their second Habitat at year 15. That Origin is terribly flawed.
Have fun roleplaying an early game over.
 
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A bug that only effects modders: this patch seems to have broken the ability to call events from other mods. Before if an event doesn't exist it would just cause an error, but now it causes a crash instead. Has any other modders noticed this?
 
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Have fun roleplaying an early game over.
Only on Multiplayer, which isn't that big of an issue given everything which Multiplayer already is.

Even Montu himself said (1h 1m into his stream) that Habitats are more fun now, and better for singleplayer.

Year 15 isn't really that atrocious of a time for three colonies, even if it's typical to have faster than that. Hell, some people get a colony out within a year, but I really don't believe that's the majority case.
 
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He also agreed at the end of it with the 'habitable worlds -> ruined habitats' proposition.
Ah great, now I feel dirty for having advocated the same thing.
 
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Ya so playing through my first game with the new Origin and had some shard expansion fleet show up to my home system (I hadnt met the shards yet some I was in the process of making contact) and they flew directly to my home world...and blew it up XD anyone else have this problem?

I guess I got blown up.PNG
 
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