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Hello everyone!

Hopefully this will come as a pleasant surprise to all of you! Last week I posted the changelog for 3.0.0 and talked a bit about the fact that we were already working on the 3.0.1. The details I left out were that we were actually close to being done, but for the sake of not making promises I wouldn't be able to keep, I decided that I would err on the side of caution. However, now that the 3.0.1 has gone through all the necessary checks and processes I am happy to announce that we will launch Nemesis, and by extension the 3.0 'Dick' Patch, with this 3.0.1 patch!

This means that there will never be a 'live' version of the 3.0.0., and instead you will all receive all the fixes that we've worked on for the 3.0.1. in addition to the massive changelog of the 3.0.0. For some perspective, the 3.0.1 contains roughly 8 pages of fixes and balancing, bringing the entire 3.0.0 and 3.0.1 to roughly 27 pages of new content, balancing changes, UI tweaks, AI fixes, Improved Stability, many new modding features, and of course general bug fixes.

So the moment you have all been waiting for, here's the changelog for the 3.0.1 that will be released tomorrow along side Nemesis!

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######################### VERSION 3.0.1 ###########################
#################################################################

###################
# Features
###################

* Added several new diplomatic messages for Becoming the Crisis empires

###################
# Balance
###################

* A wormhole now connects Scions to their Fallen Empire overlords.
* Aetherophasic Engine now grants increasing amounts of energy, minerals and Naval Capacity with each upgrade.
* Scaled down the Unity rewards of various espionage events which now award a value based on existing, monthly Unity income.
* Imperial Security Directorate updated such that it now offers the Emperor +2 to Decryption and +4 to Encryption only.
* Reverted change to special resource edicts' one-time costs: their costs now increase with empire sprawl as well as overextension, as opposed to just overextension. Also clarified the tooltip a bit.
* The new Special Projects for the final step in the base game Precursor event chains now take 30 days to research.
* The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage continue to apply.
* Lowered chance of Unbidden spawning as they can spawn early, so were appearing a lot more often than other crises
* Reintroduced Slave Processing Facility requirement to recruiting Slave Armies.

###################
# Performance and Stability
###################

* Fixed potential CTD when partial failure to connect to host in MP view.
* Stopped research_all_technologies console command from crashing the game.
* Right click unassigning a spymaster envoy no longer desyncs the game in MP.
* Improved efficiency of the code for picking what to build via planetary automation scripts.
* Reduced the “destroy galaxy” performance impact by not destroying each pop individually.
* Remade destroy colony so it is destroying any pops before changing owner/controller to no country just to reduce the amount of per pop calculations.
* Removed ai_weight fields from buildings, as the AI was periodically evaluating whether they added up to less than -1 (which they never did) to see if they should be destroyed. (Note: ai_weights were replaced by economic_plans so were not used for evaluating which building to build; note 2: if for some reason as a modder you really want to use them, you can still do so by disabling economic_plans)
* Fixed crash on Linux when joining a game through steam friends while the game was running.

###################
# UI
###################

* Filter out ill suited empires from the top right target Empire drop down in the Diplomacy view. E.g. The Shroud and Curator Enclaves.
* Galactic focus selection window is now hidden when changing tab in the galactic community.
* Rename Build ship and Build Defensive Platforms buttons on Starbases and Megastructures to Open catalog, which better describes the actual action.
* Disable newly renamed Open catalog buttons in Starbase and Megastructure ship builder UI when they have no effect.
* The Special Deposit tooltip now lists the effects that the special deposits have.
* UX rehaul of the MP Game Lobby making it clearer what to do and who's ready.
* Excavation sites are now greyed out when fully excavated.
* Remade planet view locked building slot tooltip to refer to actual capital building name and district with highest building slot add modifier
* Details for fleet, pops, economy, and technology are now hidden in the breakdown of diplomatic weight if you don't have enough intel
* Tidied up the tooltip for a planet's habitability in the planet's interface to clearly state what each number is.
* Intel value text should now be displayed better in all languages.
* The espionage operation categories filter is now hidden if there are less than 2 operations available.
* Only showing espionage operation category filters for potential and/or ongoing operations
* You can now use "go to capital" on Marauders in the Contacts menu (it will take you to their home system).
* If you have sufficient intel, hovering over the button to form or cancel a research agreement will now tell you how many technologies you and the other country may learn from it.
* Hovering over the button to form or cancel a commercial agreement now tells you how many credits you will gain from it (rather than you having to propose the agreement to find out).
* When you are offered a commercial agreement, you will now hear about the energy credit benefits.
* Removed superfluous "Are you the baddie?" tooltip for the Crisis tab, only displayed when not Becoming the Crisis.
* Improved consistency of Diplomatic Stance policy options being hidden or unavailable; visibility is now determined by government type and DLC ownership, while other factors determine availability.
* Changed tooltip for starbase buildings/modules in starbase view buildables to show calculated value and hide base if value is not affected by modifier.
* The tooltip for Crisis Objectives now contains information for how much Menace you have gained from this Objective.
* Added variety to the "unknown species" cardboard cutout in the first contact interface.
* Fixed inappropriate line breaks in "Intel" labels for some languages,
* Show diplomatic pacts an Empire has even if they're only known via a second hand Intel source. E.g. You having high Intel on A and thereby knowing it has a Commercial Pact with B will now show that Commercial Pact in the diplomacy view of B even if you don't have full Intel on all of B's diplomatic pacts.
* Cost/upkeep/production breakdown tooltip should not show mult modifiers for "empty" resources.
* Opinion map mode now properly hides opinion breakdowns unless enough Intel is gained.

###################
# AI
###################

* AI war strategies are now recalculated more often to make it respond better to changes in ally fleets.
* The AI now better accounts for the value of different resources when deciding what to buy on the market.
* Allow the AI to trade with Living Metal, Dark Matter, and Zro on the market.
* Added cooldown before AI considers responding to a proposal, set in define DIPLOMACY_RESPONSE_COOLDOWN_DAYS
* Increased randomness when AI responds to proposals, will still do a daily roll if it should but chance for responding starts at none and then rapidly increases each day until proposal expiration date.
* The AI now better take into consideration that Federation and GDF ships have no upkeep when deciding which ships to build.
* The independent GDF AI will now remember which capital systems it has visited upon reloading a save file.

###################
# Modding
###################

* Added on_army_killed_in_combat / no_combat on_actions.
* Using "pop" scope change in army scope now takes you to the pop that spawned the army.
* Added export_resource_income_to_variable effect.
* Added export_trigger_value_to_variable_effect.
* Added trigger is_current_first_contact_stage.
* Fixed various issues with setting species archetype restrictions for government elements (civics, authorities) so that it is now checked in every case and can be used safely.
* Enabled triggered descriptions and gametext ([ ] commands) in espionage operation descriptions.
* Fixed a bug in scripted effects/triggers that meant that you'd get weird startup errors if you ever used more than one "[" in a scripted effect/trigger.
* Added is_total_war trigger.
* Fixed issue where owned_species and enslaved_species scope script lists would not always work in planet events.
* Added abort trigger on espionage operation type for killing of an active operation.
* Added has_active_building trigger (checks if a planet has the building in a non-ruined and non-disabled state).
* Added effect for postponing modifier calculations, useful when executing a lot of effects where individual result of them is not important.
* Fixed cases of missing modifier names (where a modifier would show up as "<blank>: +X") in pop jobs (triggered modifiers) and deposits (country modifiers).
* Fixed any_owned_species so it also works on day 1 of a new game now.
* Added remove_invalid_civics option to change_government effect to force incompatible civics to be removed from the government.
* Made is_majority_species make sense.
* Fixed some minor documentation issues brought to our attention by eagle-eyed modders.

###################
# Bugfixes
###################

* Fixed rare case of frontend background not covering the entire screen.
* Fix occasional fullscreen flickering when running with the -dx11 flag.
* Zro Distillation now always becomes a tech option if Extradimensional Experimentation resolution is enacted.
* Removed superfluous information about default country types in the tooltip for forming a research agreement.
* Event "The Fumes Lie Thick" now tells you about the scientist's new trait.
* Fixed an issue where habitat auto-designation would not pick energy specialisation when that was clearly the right choice.
* Fixed some grammar errors in "Wind Back and Proceed" archaeology event.
* Molluscoid Integration event now no longer refers to "tiles" (what on earth is a tile?? :) ). It now also only gives you 6 new pops.
* Fixed an issue where the special project fail event "Smuggler Weapons Trade" would talk about a spaceship rather than a planet.
* Fixed Machine Synchronicity Traditions lacking a line break at the end, causing it to be fairly unreadable.
* Fixed an issue where you could break the Necrophage origin by having your prepatent species as a subspecies of the main species
* Random Spy Network event "An Operative Resurfaces" no longer refers to the empire's leader getting hands-on in extraction of operatives, and preparing security reports.
* Added a missing tooltip from random Operations event "Excess Noise".
* Corrected a missing tooltip from Spy Network event "Hostile Infiltration Detected".
* Leaving federations through events no longer generates opinion penalties unless we deliberately want those penalties set.
* Resolutions to repeal the banning of slave trade now have their correct icons.
* Corrected Fallen Empires in their mistaken assumption that they have 16 building slots instead of 12 on their starting planets.
* Added various government types which were not fully recognized by VIR during the first stage of the tutorial.
* Selecting an Oligarchic authority type with the Death Cult civic is now consistently recognized as a Grim Council government.
* Fixed several cases where Alloy Mega-Forges and other similar buildings providing +X jobs per Y district would sometimes be unspecific or wrong about how many jobs they'd get from you building which district.
* Fixed several fallen empires lacking housing due to having no city districts.
* You can no longer get the “Scandalous Insult” event on yourself.
* Improved tooltip for when a Spy Network has become overextended.
* Subjects that are in a federation with their overlord should now be able to declare a war for independence on them.
* Make diplo action positive/neutral/negative background shown in UI again.
* Reanimated Armies is now fully incompatible with Synthetic Ascension, rather than just quietly doing nothing as before.
* Cosmic Nudge arc site now no longer gives you 10% progress on a habitability tech way beyond what you have researched (essentially useless as it costs so much), but instead gives you progress on the next tech in that line that you can research
* First Contact event "A Terrible Sight to Behold" no longer shows a happy handshake as its event picture
* Guarantee independence now displayed properly in the diplomacy view (them guaranteeing our independence does not make it work the other way around).
* The tooltip for Society Management now correctly mentions the Crisis tab if the player has Nemesis installed.
* Fixed a reference to the "Traditions and Relics" interface in the tutorial (it is now "Society Management").
* Fixed AIs unintentionally spawning Advanced Empires through the Lost Colony origin even when Advanced AI Starts have been disabled by the player.
* Galaxy Generator now uses correct starbase types for marauders and FE when it needs to connect the empire through a non owned system.
* Fixed the AI sometimes having sectors with no planets in them.
* Operation Arm Privateers may only be conducted against the same target once every 3 years. The operation will conclude early if another empire has successfully armed the brigands before you have.
* If the other side finishes the first contact site before you, but you had successfully started a hostile first contact event chain and were merely awaiting the outcome (e.g. completing the vivisection), you will now get the rewards and flavour event anyway.
* Operation event "Smear Campaign Exposed" now makes references to the proper empires in its description.
* Reworked the final step of the Vultaum, Yuht, First League, Irassian, and Cybrex precursor chains. They now provide a one-day Special Project on the discovered homeworld rather than the last event being fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star system changes ownership or is colonized.
* Added bespoke event descriptions for scenarios in which Operation Spark Diplomatic Incident is conducted against a target who, in turn, causes offense to your own empire.
* Fixed some cases of starbases incorrectly respawning on loading a save.
* AI will now give AI full rights in some circumstances.
* Fixed Adaptability Tradition "Survival of the Fittest" not using its own art.
* Fixes a bug in events not creating random outcomes properly in some cases.
* Fixed missing event title when declaring Tiyanki to be galactic pests (frankly uncalled for).
* Clarified some references to target Encryption in events "Contact Lost" and "A Surprise Catch".
* Votes now display as a popup so that they are not as easily missed and auto-declined.
* Empires who receive the event "An Operative Resurfaces" and who maintain a Spy Network on the empire in question are now able to attempt an extraction of said operative, assuming they have a sufficient Infiltration Level.
* "An Operative Resurfaces" events are now part of a more easily trackable event chain.
* Removed various instances of an extra exclamation mark appearing in notification messages.
* Added a prolog step to the tutorial for establishing First Contact. Players will now be directed to the Situation Log in order to begin the process.
* Fixed a case where you sometimes wouldn't get the Does Not Compute achievement if multiple countries' fleets were bombarding the last AI planet.
* Wipe Em Out war goal will now no longer destroy starbases that previously belonged to your vassals, but will instead return them.
* Fixes num_species and num_unique_species triggers. This affected, but is not limited to the Tourist Trap achievement not working.
* Fixed an edge case where The Surveyor relic would rarely fail to spawn a resource deposit.
* Fixed a trigger check in Operation Smear Campaign which may not produce the expected results for campaigns involving xenophilic empires.
* Refined script for Operation Smear Campaign such that it should now be able to handle multiple campaigns targeting the same empire at once.
* Fixed an error in which targets of Operation Smear Campaign who do not have an active Spy Network may fail to receive any event at all, and thus would not have any of their opinions changed.
* Fixed a faulty reference to the country being targeted by Arm Privateers in the notification event, "Privateers Already Engaged".
* Fixed broken Go To buttons in a couple of Caravaneer events.
* Fixed Xenophobes welcoming aliens with open arms in the "Caravaneers: A warm welcome!" event.
* Scripts which may apply reinforcements for the Galactic Defense Force on an annual basis are now only enacted so long as a playable country remains a member of the Galactic Community.
* Improved a tooltip on the Operations panel, explaining when and why Crisis Beacon is subject to a cooldown period.
* Fixed a reference to the Spymaster in localisation, for the finalé event in which Operation Crisis Beacon is set to work on the Unbidden.
* Fixed an error which caused the random Operations event "Snuffed Out" not to fire "Hostile Infiltration Detected", if the empire in question falls foul of their target's Encryption level.
* Auto-upgrade for Federation and GDF ship designs now properly applies the technology of all member empires when choosing components.
* Fixed planetary automation sometimes failing to build anything if there was unemployment but multiple free jobs.
* Fixed several edge cases where precursor systems could spawn outside of your borders.
* Fixed an exploit where you could mod the game to get a button giving 500 minerals for free without changing the checksum.
* Fixed dialog references to the Great Khan's vanquisher in "The Great Khan Meets Defeat", such that even an unknown empire is referred to by its proper name.
* Fixed the tooltip for the event when you Become Emperor showing erroneous information if you did so as a Gestalt of Megacorp empire.
* Updated modifier names when switching ruler since title is depending on ruler and heir roles.
* Fixed a scripted check which is used to ascertain whether or not the empire in question has an active Spy Network.
* Fixed missing modifier name for tradition swap tr_diplomacy_insider_trading_megacorp (Insider Trading as a Megacorp) - made it correctly inherit the parent's modifier name.
* Fixed envoy event "Gone Native" sometimes missing a description entirely.
* Fixed the tooltip for Pop Assembling Capacity (below Pop Assembly in the planet interface) not showing all information and not taking into account organic assembly.
* Fixed a bug where buildings that increased the number of jobs offered by other buildings or districts would do this even if they were ruined or disabled.
* Fixed it being possible to recruit Imperial Legions infinitely (it is now capped to 12).
* Fixed event icons in event for opening communications presenting wrong information when concerning Fallen Empires.
* Fixed Subterranean Refugees event failing to create a pop.
* Fixed information for resource gain from Commercial Pacts while proposing it showing the information the wrong way around, i.e. it would say the other side would get what you would get and vice versa.
* Curbed the Galactic Emperor's extreme paranoia - not everyone is a seditionist (i.e. the Emperor can now only run the Operation Target Seditionists against rivals and countries actually undermining their authority).
* "Leviathan Down" anomaly event now gives the planet a Metal Boneyard deposit if it is inhabited, instead of granting an unlocalised one meant for orbital deposits.
* Made the "Falling Intel" alert more helpful.
* Improved a descriptor for relatively weak encryption/decryption.
* Fixed the Mineral Extraction Operation's mining stations proving an insurmountable obstacle to AI expansion.
* You now no longer gain menace per month while purging, but instead upon a pop finishing being purged.
* Enabled the overlay for assigning envoys in Spy Network view.
* Fixed a Crisis Beacon operation event falling back to the wrong event text in a certain situation.
* Added indicator for recurring menace objectives.
* If you have the "Lost Amoeba" anomaly event, you no longer need to establish communications with space amoebas. That event's options now give you the space amoeba buffs/projects in that case.
* Fixed some cases where you could not interact with a colony because it was occupied by factions such as the CARE Mechanocalibrator.
* Having claims on a subject now means you can use the Claims casus belli on their overlord.
* The "Form Galactic Council" resolution will no longer appear as active after the Galactic Imperium has fallen
* When forming the Galactic Council again after it has been abolished, the time until the next election will be the expected 180 days instead of the longer time that is normally between elections
* Fixed tutorial sometimes opening and closing in rapid succession.
* Fixed an issue where government data of Custodians and Imperium rulers would not be restored when they lose their position.
* The AI and player default for very strong syncretic servile slaves is to have them as Chattel rather than as Battle Thralls.
* Fixed Isolationist faction's first contact policy demands to be for not having a Proactive policy, rather than for explicitly having an Aggressive one.
* Inwards Perfectionists' Materialist faction will no longer demand Research Agreements (since that demand cannot be fulfilled).
* Slaves that are working Specialist jobs now gain Specialist production modifiers rather than Worker production modifiers. (Necrophages will no longer suffer penalties in the Specialist tier as Indentured Servants, and the Authoritarian worker bonuses will no longer apply at the Specialist tier either.)
* Fixed the Shoot to Kill achievement (its logic was flipped, so you had to be the victim to get it!).
* Fixed Sic Semper Tyrannis achievement.
* Forming the Galactic Imperium no longer triggers a government cooldown.
* Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs.
* Mining Drone Expansion Fleet and Aggressive Drone Expansion Fleet have been reworked such that every 10 years, for as long as the Mining Drones persist, 3 fleets will spawn and seek out suitable systems into which they can expand. The fleets favor systems which lie within 1-6 hyperlane jumps from their system of origin.
* Fixed an issue where the government would not reform properly when the Imperium is formed if the government had civics that were incompatible with the "Imperial" authority.
* Recruitable leaders may no longer possess the Psionic or Chosen trait directly alongside either the Synthetic or Cyborg trait.
* Fixed (Become the) Crisis Level 5 sharing one trigger condition with Crisis Level 4.
* Script controlling the expansion of Ancient Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs.
* Portraits in the empire designer should now animate properly.
* Fixed spawned Star-Eaters having too many shield components instead of armor components, and made sure the owner receives the relevant armor technologies.
* Fixed Mass Extinction Through the Ages breaking sometimes in MP.
* Fixed duplicate colons in espionage operation tooltips.
* A conditional event description for "Final Disavowal", part of the "Disavowed Operative Resurfaces" chain, now displays correctly more often for those who have an active Spy Network, and for those who do not.
* Subjects are no longer able to become presidents of federations through rotation or random succession.
* Fixed Diplomatic Map Mode leaking information you do not have intel on.
* Fixed various error log messages relating to Crisis Objectives, along with several edge cases where the rewards were not granted when they should have been.
* Fixed an issue where the acceptance breakdown for diplomatic actions was available even if you didn't have sufficient intel.
 
Finally for once it looks like we won't be beta testing on release day?

Unless of course you have 8 more pages for 3.0.2.....

We'll see tomorrow! But this looks very nice!
 
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You should do a version of the stereotypical Little Green Man for each species, based on a weirdified version of their own shape.

So humans would see an X-Files style Little Green Man silhouette, species that look like plants would see a similarly deformed plant like silhouette, etc

You know, to reflect that species' preconceptions about what alien life might look like.
I really like that actually
 
AI will now give AI full rights in some circumstances.
For me, this is a big change. I've been avoiding federations, or leaving them in mid- to endgame, because they always result in me fighting an AI uprising, even when my allies have the "robot liberator" AI personality trait.
 
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For me, this is a big change. I've been avoiding federations, or leaving them in mid- to endgame, because they always result in me fighting an AI uprising, even when my allies have the "robot liberator" AI personality trait.

I never even realised this is why AI uprisings became soooo common. Glad to see it's been fixed!
 
Ok, but... why? This is giving Scions a bigger buff than usual on top of their already potentially OP bonuses.
I assume this is to rationalize how the FE patron is able to uplift the Player Scion Empire despite spawning on the other side of the Galaxy. Was always a curious thing, and came up in one of the ongoing major Stellaris fan-lore stories (Stellaris Invicta by Templin Institute) that Paradox has been involved with.
 
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When you say that Zro Distalation tech would "always" be available with the Extradimensional Experimentation resolution, does that include to Gestalt Empires which would ordinarily not have access? (They can't research Psionic Theory, which is a prerequisite)
 
I assume this is to rationalize how the FE patron is able to uplift the Player Scion Empire despite spawning on the other side of the Galaxy. Was always a curious thing, and came up in one of the ongoing major Stellaris fan-lore stories (Stellaris Invicta by Templin Institute) that Paradox has been involved with.
Not only players can be Scions. AI can be, as well.
 
When you say that Zro Distalation tech would "always" be available with the Extradimensional Experimentation resolution, does that include to Gestalt Empires which would ordinarily not have access? (They can't research Psionic Theory, which is a prerequisite)
I sincerely *hope* it will be, since Unchained Knowledge is much better for gestalts then non-gestalts (no happiness penalty). If not, I'm definitely modding it.

Also, psionic theory should be available to hive minds as though they were spiritualists and machines as though they were materialists.
 
They shouldn't be...

Opinion of ex-project manager.
Depends.
I have always loved when my QA team contain testers with dev backgrounds.

If they mean that the same developers that code Stellaris also QA Stellaris, than that could be a bad thing. It all depends on the strength and rigor of their requirements. If they have a good BA team that writes quality User Stories with strong Acceptance Criteria that lead to robust unit and integration testing of features, than QA can equal Devs.

Either way, a strong UAT (User Acceptance Testing) process with Game Designers and Content Creators should capture the rest.


And in the end that is why commercial software is always buggy. Too many points of failure far beyond "having good programmers".
 
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I assume this is to rationalize how the FE patron is able to uplift the Player Scion Empire despite spawning on the other side of the Galaxy. Was always a curious thing, and came up in one of the ongoing major Stellaris fan-lore stories (Stellaris Invicta by Templin Institute) that Paradox has been involved with.

My running assumption has been that they used their jump drives to hop over vast stretches of the galaxy. But the wormhole is still a cool change, it means at least you can't be shut off from your FE overlord by empires in the way with closed borders.
 
From the previous patchnotes:
>* If you turn your capital system into a Black Hole with Horizon Signal, the game will properly treat it as a Black Hole for the purpose of galactic map graphics and starbase buildings and the like.
Does it mean we now can build matter decompressor over it?
 
From the previous patchnotes:
>* If you turn your capital system into a Black Hole with Horizon Signal, the game will properly treat it as a Black Hole for the purpose of galactic map graphics and starbase buildings and the like.
Does it mean we now can build matter decompressor over it?

I hope so. I wanted for a while to play a game where I expand into the L-cluster, build every megastructure there, move my capital, and then release the rest of my empire as vassals. All with the aim of seeing if I can survive a beefed up crisis before clearing it from the galaxy solo.

The fact that the L-cluster doesn't have a black hole is a real torpedo in the plan. At least this way there will be a possible route to doing that (albeit with some finicky cheese and RNG).
 
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I’m kind of curious, was this managed through changes to the species trait itself or through changes to the events that assign them?
I'm not sure off the top of my head. :)
I sincerely *hope* it will be, since Unchained Knowledge is much better for gestalts then non-gestalts (no happiness penalty). If not, I'm definitely modding it.

Also, psionic theory should be available to hive minds as though they were spiritualists and machines as though they were materialists.
Gestalts not having access to the tech was one of the main factors behind this change, the aim is so they'll get access to the tech even if they lack Psionic Theory.

They shouldn't be...

Opinion of ex-project manager.

Depends.
I have always loved when my QA team contain testers with dev backgrounds.

If they mean that the same developers that code Stellaris also QA Stellaris, than that could be a bad thing. It all depends on the strength and rigor of their requirements. If they have a good BA team that writes quality User Stories with strong Acceptance Criteria that lead to robust unit and integration testing of features, than QA can equal Devs.

Either way, a strong UAT (User Acceptance Testing) process with Game Designers and Content Creators should capture the rest.


And in the end that is why commercial software is always buggy. Too many points of failure far beyond "having good programmers".

As a QA Tester, I've always been treated as and been considered part of the Dev team.
 
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Let's just hope performance in MP will be good even after year 2400 and I will actually finish a game with my friend. We always got stuck on 2400 due to performance.
Thanks for 3.0.1. Hope we get to see more optimizations with 3.0.2.
 
Can we get an estimate from the devs on how much slower a good player will progress the tech tree in 3.0.1 compared to now?

In 2.8, my group plays with 2325 as endgame start year and 2400 as victory year at 0.75x habitable planets, 1x tech costs and 10x crisis strength. This has been a very balanced setup for us. What should we set the years to in order to keep a similar pace with the other settings being the same?