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Hi, its Alfray once again and Id like to introduce you to our latest megastructure, the Deep Space Citadel. This three stage mid-game megastructure is a powerful defensive bastion and converts into a starbase upon completion, much like an orbital ring.
The three stages of the Deep Space Citadel
Unlike orbital rings and regular starbases, Deep Space Citadels can be placed far more freely within a system, provided they arent too close to a gravity well (or each other).
The Deep Space Citadel technology is a Tier 3 Military Theory technology which unlocks all three stages of the megastructure and an initial limit of one per system.
This system limit can be further increased by the Mega-Engineering, the Starlit Citadel origin and the Eternal Vigilance ascension perks.
Choosing to build a DSC opens another menu allowing you to select the design.
Once a DSC design has been selected, youll be able to choose where in the system it can be placed, provided its within the systems main gravity well. This allows you to choose if you want to defend a choke point or a critical planet.
No, build an Arc Furnace on the molten world, not the DSC!
Defending the Sol-Alpha Centauri hyperlane breach point sounds like a good idea.
As the Deep Space Citadel is upgraded from one stage to the next, it gains successively more L-slot turrets, hangar bays and defensive utilities. The final stage of the DSC also gains access to both a single XL-slot turret and an aura slot capable of equipping auras from both titans and juggernauts. Additionally, to compensate for the lack of module slots on the DSC, it has a special module slot in the ship designer capable of equipping most starbase auras and a few unique DSC auras.
Think of it as a giant SHOOT ME! sign.
Defensive countermeasures tailored to your enemy
As shown, each stage on the Deep Space Citadel is individually designable and saved as its own ship design. When building, upgrading or downgrading a Deep Space Citadel, youll be prompted to select the design the DSC should become.
In Stellaris: BioGenesis, step into the role of a master geneticist, sculpting the galaxy to your design with living ships, engineered ecosystems, and enhanced species. Forge new paths with unparalleled bioengineering tools to create a civilization that thrives on adaptability and evolution or exploit these tools to dominate the stars.
BioGenesis is available for pre-order now!
https://store.steampowered.com/app/3417840/Stellaris_BioGenesis/
[previewyoutube=pID5tLk1r70;full][/previewyoutube]
The Stellaris: Season 09 Expansion Pass is your gateway to an entire year of cosmic evolution, psionic mysteries, and blazing ambition. Season 09 includes Biogenesis (coming May 5th), Shadows of the Shroud (Q3 2025), and the Infernals Species Pack (Q4 2025). Plus, get the exclusive Stargazer Species Portrait as an instant unlock!
https://store.steampowered.com/app/3417870/Stellaris_Season_09__Expansion_Pass/
Learn more about Stellaris: Season 09: https://pdxint.at/4iQjW4R
by PDS_Iggy
Good afternoon fellow organics! PDS_Iggy here with the latest evolutions to our organic forms.
Way back when, in the summer of 2019 Eladrin (then a simple Game Designer) was left all alone in the office with the Lithoids DLC. Once people came back to the office they were greeted with the Lithoid traits! Since then Alfray Stryke further experimented with these phenotype-locked traits back in 3.1 Lem for Plantoids and Fungoids.
Well, now we have reached the DLC that is all about genetics and organics, so of course we had to take this to the end game. For that reason I started to work on Phenotype Species Traits and that naturally led to the Evolutionary Predators Origin!
by Eladrin
Today's update includes some fixes to Civilians, and armies can now invade planets. Oh, and Cosmic Storms no longer deal devastation.
Fixes and Improvements
Hello Stellaris community!
Im PDS_Bojj, a content designer on Stellaris, and as someone with a deep love for storytelling, weird science, and moral quandaries wrapped in biotech horror, working on BioGenesis has been an absolute joy. This expansion dives deep (like deep deep) into what it means to reshape life, not just physically, but culturally, philosophically, and even politically.
In todays diary, Im thrilled to share a look at something weve been brewing in the gene-vats for a while now: Biomorphosis, our brand-new Genetic Ascension path, and all the squishy systems that come with it: situations, modular traditions, and yes, even genetically-themed Advanced Authorities! Its evolution, but make it playable.
So whether you're here for the cloned bureaucrats, the flawless ber-citizens, or the writhing mutation-hives of your dreams Auntie Bojj has got you covered!
Lets dive in!
by Eladrin
Today's update includes some major changes to the planet view, and some very, very basic gestalt functionality.
Planets now start with six building slots in their Urban District, with two Zones available to customize its output. Your homeworld will generally begin with an Industrial (Alloys + Consumer Goods) and an Archives (Unity + Research) Zone at game start. These changes have not been replicated to gestalts or special planets or starts yet.
We are planning one more Open Beta update (3.99.7) this Friday.
by Eladrin
Today's update adds the Betharian Zone, a Mandarin voice advisor, and new stargazer color variants, with broad fixes throughout.
by Alfray Stryke
Hello everybody! Welcome to our first BioGenesis development diary!
Today we will talk about ships. That are made of meat.
Several weeks ago, Eladrin mentioned that the ship designer changes originally planned for 4.0 "Phoenix" would not be included in the Open Beta, as theyre now needed for our upcoming Q2 DLC release. Weve since seen a fair amount of speculation as to what we might have been cooking thatd require such changes So please allow me to introduce our Biological Ships!
by Eladrin
Today's update includes some AI improvements and fixes to the new breadthwise job allocation.
by Eladrin
Another update today for the weekend! Lots of important changes in this one.
by Eladrin
Hi everyone!
Weve entered our second week of the Stellaris 3.99 Phoenix Open Beta, and if all goes according to plan are planning another update tomorrow morning with some major changes to the starting situation of your planets. (Goodbye, primitive factory debuffs. I'd say we'll miss you, but... we won't.)
by Eladrin
We have another update to the Open Beta today, and are planning for another later on this week.
by Eladrin
Hello everyone!
We've updated the Open Beta to 3.99.1, with the following changes:
by Eladrin
Surprise! An early Stellaris Dev Diary!
Last week I mentioned that on Friday wed evaluate the current build, and Id see if I could provide a timeline for the Open Beta. Things have been progressing well, so weve decided to put a very early version of some of the 4.0 changes to test a few aspects of the new systems.
The Stellaris 4.0 update changes a lot of things - you can find a lot of the details in the dev diaries of the last two months. This first build of the 3.99 Open Beta only contains a focused subset of the changes, and many are still in a work-in-progress prototype state. It is not polished, or even done yet.
The 3.11 Technology Open Beta very quickly found some performance issues with the Breakthrough Technologies that we were experimenting with, and as the pop systems have advanced far enough to be mostly functional, I want to get some broader gameplay done on that system in particular, even if the rest of the systems have not yet reached a fully playable state. A week of Open Beta gets more testing done than we can do internally over months, even if this isnt at a level that I would historically have been comfortable releasing to the public. (Just so you know what youre opting into!)
We also have a feedback survey available that focuses primarily on the Empire Timeline and Focus systems. (Later weeks will have new surveys on different topics.)
by Eladrin
Hello everyone!
Were still hard at work getting the features weve been describing into the game, but this week were giving you a bit of a progress update, and Ill be giving my thoughts on what shape theyll be in when we begin the Open Beta. As with everything over the past couple of months, all of this is still subject to change.
Weve successfully gotten past the critical milestone of the game is no longer completely broken, and things are starting to come together very nicely.
by Eladrin
Hi everyone!
This week, Gruntsatwork will discuss the technical details of pop group scripting. This topic is likely to be of most interest to the modding community.
The systems were implementing now are just scratching the surface of where we want to go with them - were looking forward to some of the things well be able to do with these tools over the next few years as well as seeing what you do with them.
As with all of these dev diaries, some of this is still subject to change during implementation and during the beta.
pop_job_bonus_workforce_mult
To increase the bonus workforce a pop generates for a given job.
pop_job_workforce_mult
To increase the workforce a pop generates for a given job, this is not bonus workforce.
job_max_workforce_mult
To increase the maximum workforce a Job can accept
As a reminder, a job's workforce will fill to its maximum allowed but not beyond that. If a pop generates more workforce than usual, fewer pops will be required to fill the job to max, but it will not produce more than its maximum. If a pop generates a bonus workforce, it can go beyond the job's maximum and scale its production up.
In addition, we have also split quite a few of our economic categories that depended on triggered checks of species traits. This also includes the use of triggers to fake an inheritance of economic classes, which we have removed in many cases and only left in the ones we deemed the most reliant on them.
For inheritance, we recommend the normal parent-child structure of economic categories OR, to use static_modifiers to grant the modifiers of any combination of economic_categories.
Most, if not all, of these changes were made to improve performance: reducing calls, loops, and modifier cascades that would otherwise trigger recalculations across every planet and pop in your empire, just in case a deficit check was needed at that moment.
Looking ahead, we see great potential in workforce mechanics, both for us and the modding community. We've hinted at automation workforce decoupled from pops and some of you may have already considered new applications for Virtuality. Who knows what other, more extreme variations in the type and number of pops empires require might now be possible?
Simply put, we now have the workforce to power Stellaris for years to come. Pun very much intended.
by Eladrin
Hi everyone!
This week were looking more at the economic changes of the Stellaris 4.0 Phoenix update, and how were going to update the Planet UI to work with them.
As this is all still in development, things are still subject to change, and Im going to be using a lot of the UX Design Mockups in this dev diary. The final versions will not match these work-in-progress designs precisely. The Open Beta will definitely not be at these polish levels. Also be aware that numbers on these mockups are all placeholders meant to help the rest of the team get the layout right, so things like the Pop Counts or Production numbers arent accurate.
by Eladrin
Hello everyone!
This week were going to look at the upcoming changes to Pops in the Stellaris 4.0 Phoenix update.
Last week I said we might also look at the Planet UI, but Im going to save that until next week since theres quite a bit to cover here (especially if youre into the technical details), and Id rather not split the feedback.
by Eladrin
Hello everyone!
Today were going to take a glance at the Trade and Logistics changes coming in the Stellaris 4.0 Phoenix update, then check out some new portraits.
Hello everyone! Today were going to take a deeper look at some of the ways were adjusting game pacing through changes to Galaxy Generation, Message Settings, Events and Anomalies. Then well take a peek at the Focus system, the Empire Timeline, and a few other changes. Some of this has already been covered in the announcement diary, but Ill be providing more up-to-date screenshots and more details. As this is from a build that is still in active development, there will be placeholder icons or temporary text in some of these screenshots, and all of these are still subject to change.
# SYSTEM INITIALIZERS
@spawn_system_rare = 0.1
@spawn_system_uncommon = 0.5
@spawn_system_base = 1
@spawn_system_slightlycommon = 2
@spawn_system_common = 4
@spawn_system_verycommon = 8
@spawn_system_extreme = 16
@spawn_system_max = 99999
@spawn_system_enclave = 100 # first enclave uses this, rest use extreme
As the pool of anomalies and prescripted systems with guaranteed anomalies have also grown over the years, weve adjusted the anomaly spawn chance increment a bit to compensate.
by Eladrin
Greetings, Stellaris Community!
Last week we announced the Stellaris 4.0 Phoenix update, today were going to start going through some of the changes coming in it. As mentioned before, the changes well be going through in the next few dev diaries are still scorching hot on the development branch, and may change drastically before final release.
That said, the ones Ill be talking about today have cooled off a little bit and are pretty stable at this point.
Hello everyone!
Were happy to announce that Stellaris is part of Steams Real-Time Strategy Fest!
[previewyoutube=Unl15Vl0btI;full][/previewyoutube]
From now until Monday, get up to 75% off Stellaris basegame and up to 50% off Stellaris DLCs. Theres never been a better time to get your friends into the best space grand strategy game, plus if you play with your friends in multiplayer, they can borrow your DLC for that game!
[previewyoutube=Hq929TtI9-Y;full][/previewyoutube]
See what's on sale here:
https://store.steampowered.com/app/281990/Stellaris/
by Eladrin
Happy New Year! Its good to be back!
I want to start by welcoming all of the new Stellaris players who joined us during the Winter Sale, and to our Chinese community, which has grown so much over the last year,
Next, I want to draw your attention to several feedback threads that have been running for the past few weeks. These threads have forms you can fill out to share your thoughts.
Hello Stellaris Community!
The devs have started trickling back into the office, and we expect to resume our regularly scheduled dev diaries next week! This means this is our final feedback post of the holiday break, but were ending strong with something that we know a lot of you have been wanting for a long time: factions and politics.
Internal politics is such a nebulous term, and it means many different things to different people, and weve discussed internally many times just what Internal Politics means to us. But this is our opportunity to ask:
What does internal politics mean to you?
Heres what Eladrin said in DD #364:
[quote]Factions and Politics
Governments in Stellaris may hold a grudge against you for centuries for your atrocities but pops and factions are very quick to forgive and forget. There are no revanchist or irredentist factions that make trouble when borders change, nor variety within the factions themselves. Id also like to see factions have their own tenets and goals and different ways that you can deal with them. There have been a lot of calls for an internal politics expansion, but I think that it would really be politics and culture in general, affecting both your empires and those around you.
If we were to do something along those lines, Id also want to add some variant of factions to Gestalt empires - maybe Instincts for Hives that grow more dominant based on your behavior or Directives that compete for priority in Machine Intelligences. Theyd have to feel different from individualistic factions, however. Among individualistic factions, I could see the tenets of an Egalitarian faction from a Shared Burdens empire being very different from the Egalitarian faction in a non-Worker Coop MegaCorp, and these tenets might also be used to define the beliefs of your Spiritualist factions. Id certainly want to explore spreading my factions into other empires.[/quote]
As previously mentioned in all of these feedback posts: This is not a guarantee that an internal politics rework will happen at some point in the future. This is us collecting feedback from the community to inform potential future development.
So, Stellaris Community, let us know what you think about the current implementation of Factions, and what internal politics means to you in our final feedback form: Internal Factions and Politics.
Thank you for all your feedback over the holiday season, and we cant wait to see what you think of whats coming next for Stellaris!
Hello Stellaris Community! We hope youve all had a great holiday season, and were excited to see people starting to trickle back from their well-earned vacations. That means more Stellaris news is just right around the corner, with regularly scheduled dev diaries picking up in the next week or two. But before we get too hyped over whats coming next, we have to finish up some bookkeeping from last year. Specifically, we mentioned last year that we would be retiring Stellaris: Season 08 early in the new year. That time is now, specifically, tomorrow. After tomorrow - around 3 PM CET - Stellaris: Season 08 will no longer be available and the content will be rolled into the Ultimate Bundle in order to make space for a new Season for 2025.
by MrFreake_PDX
Hello Stellaris Community!
We hope youve all had a great holiday season so far! Weve collected some excellent feedback so far, with over 8000 responses to the two feedback forms to date.
If you want to leave some feedback on Pirates and Crime, theres still time! The form will be active until next Monday, after which we will close responses.
The topic for this weeks feedback form is Espionage. Weve often talked about an espionage rework, and know that many of you find espionage rather lackluster outside of certain circumstances. So heres your chance to let us know what you think!
Heres what Eladrin said in Dev Diary #364:
[quote]Espionage
Espionage is a related system that isnt satisfying its promise currently, as Mr. Cosmogone reminds me during every design meeting.
Its difficult to keep track of spy networks, is generally of low impact, and has no real counterplay. But hes got schemes.[/quote]
So, do you think espionage is deserving of a rework? What would you like to see in a reworked espionage system? What do you like about the current Espionage system?
Answer all these questions and more on this weeks Feedback Form: Espionage!
We hope you enjoy the rest of your holiday season, and well be back with our last feedback form next week, after which we will return to our regular Dev Diary schedule.
Hello Stellaris Community!
We hope you all have had/are having a great holiday season! Last weeks War and War Resolution Feedback Form had over 4000 responses, and wed like to take the time to thank you all for your feedback. There are certainly some insights to be gained from the feedback you offered, and were excited to see some trends emerging - and combined with the rather large sample size - we feel we have a solid amount of community feedback that can inform potential future development on War and War resolution in Stellaris.
For those of you who didnt see last weeks feedback post, we are taking advantage of the break in dev diaries to collect feedback to inform future Stellaris development. This is not a promise or a guarantee that there will be a rework on any of these mechanics at any point, this is to collect community feedback in a centralized place so that if the devs do a rework in a particular area, we have an idea of the communitys expectations and what you like and dislike about the current implementation of features in Stellaris.
Today were taking another look at another topic fromDev Diary #364 -Sights Unseen: Pirates and Crime.
This is what Eladrin said in DD# 364:
[quote]
Pirates and Crime
Space Piracy is a popular fantasy - we touched on it a bit with the Treasure Hunters origin in Grand Archive, but they could mesh well with the Nomads idea mentioned earlier or even a factional political expansion. Crime and Deviancy arent terribly engaging systems at the moment either, and might benefit from wider examination.
[/quote]
So, Stellaris Community, what do you like/dislike about Pirates and Crime in Stellaris?Fill out our Piracy and Crime Feedback form and let us know!
From all of us here on Stellaris, thank you for taking the time to offer your feedback, and thanks for playing Stellaris!
by MrFreake_PDX
Hello Stellaris Community!
With the devs off on holidays, and a rare four Thursdays in a row free, we decided we would commandeer your regularly scheduled Thursday dev diary slot to gather some feedback that may help inform development at some point in the future. Here on Stellaris, we work on rather long timelines, the content for 2025 has been in-development for some time already, and while we can't wait to share those things with you, our objective here is to inform potential future development based off the topics discussed in Stellaris Dev Diary #364 - Sights Unseen.
We are going to spend the next four weeks collecting feedback on what the Community likes and dislikes about the current version of Stellaris, and their expectations for certain features that were discussed.
While having an open conversation worked really well for Dev Diary #364, and we thank you for sharing your thoughts there, a more structured approach is required for something that might sit for a year or two before it gets used, if it gets used at all.
by Eladrin
Happy holidays everyone!
As is tradition, in the last dev diary of the year I like to look over what weve done and [strike]insert sneaky leaks about next year.[/strike]
by Eladrin
Hello again, Stellaris Community!
Last week we looked back at where weve been, and today were going to look at possible themes I think we might explore in the future. Like the past few dev diaries, this is one where were actively soliciting your thoughts.
If you havent had a chance to add your bit of feedback to The Vision, you still have a couple of days left - its going to stay active until the end of November.
Today is the 3.14.1592 release day, so before we get to the main diary Ill start with the final release notes.
Hello Stellaris Community!
We hope youve been enjoying the content from Stellaris: Season 08! Were here to let you know that as of today, November 26th, Season 08 will transition from a Steam Package to a Dynamic Bundle.
by Eladrin
Hello, Stellaris Community!
Today well start with preliminary release notes for 3.14.1592, then look back at the past at all of the changes Stellaris has gone through and summarize the feedback you all gave in the dev diary two weeks ago - The Vision. Were still reading the responses to that one and will continue doing so, so if you havent had a chance to add your thoughts, please add them!
written by Eladrin
Hi everyone!
Today were going over the release notes from Tuesday, talking about the further plans for the Circinus cycle, and exploring the reaction to last weeks dev diary,The Vision.
3.14.159 Release Notes
[expand type=details expanded=false]
We released the 3.14.159 patch on Tuesday, and these were the release notes:
Improvements
by Eladrin
Hi everyone!
Now that the Grand Archive Story Pack is out, I want to do something a little different. With 360 Stellaris Dev Diaries complete, I thought it was time to circle right back around to the beginning: what was, will be.
Stellaris Dev Diary #1 was The Vision, and so is #361.
by Eladrin
Hello everyone!
The Grand Archive Story Pack and the Stellaris 3.14.1 Circinus update released on Tuesday. Go forth and collect things and capture space creatures!
[previewyoutube=aGwAtYBuMQM;full][/previewyoutube]
The Grand Archive Story Pack is available now! [previewyoutube=aGwAtYBuMQM;full][/previewyoutube] Get it today, or with a discount as part of Stellaris: Season 08! The Grand Archive Story Pack includes:
Hi everyone!
The Grand Archive Story Pack and the Stellaris 3.14.1 Circinus update will be releasing next Tuesday, October 29th.
Today we have some Preliminary Release Notes for the 3.14.1 release!
Hi everyone!
The Grand Archive Story Pack is lurking in an asteroid field nearby, and will ambush nearby Science Vessels on October 29th.
Todays dev diary will look at the two new space fauna being added to Stellaris, as well as a peek at the Origins.
by Eladrin
Saddle up, everyone! Its time to go a-ranchin!
The Vivarium of the Grand Archive will be accepting genetic material donations as of October 29th.
Today were looking at the capture and domestication of spaceborne fauna, Domestication traditions, and the Beastmaster civics. Lets get to it, this is a long one!
by Eladrin
Hello, everyone!
The Grand Archive opens its doors on October 29th.
Today we take a look at the Grand Archive structure itself, specimen collection and display mechanics, and then examine the new Archivism tradition tree.
by PDX-Loke
Dear Stellaris Fans,
We've created another small patch for you, aiming to address a couple of noteworthy issues coming out of last week.
3.13.2 is available for download now.
Im pleased to announce that the third Episode of Stellaris: Season 08, the Grand Archive Story Pack, will be released alongside the Stellaris 3.14 Circinus update on Tuesday, October 29th, 2024. This release completes the Stellaris: Season 08 Expansion Pass.
[previewyoutube=LAz5nDXjbEI;full][/previewyoutube]
Dear Stellaris Fans,
The team has produced a bugfix and balance patch following our 3.13 + Cosmic Storms release September 10th.
3.13.1 is now available for download. Please find the patch notes below, identical to what was posted earlier by Eladrin.
by Eladrin
Hi everyone!
Todays dev diary is going to be a relatively short one. The 3.13.1 Vela patch is planned for next Tuesday, September 24th, and we have a set of preliminary release notes for you to look over.
The biggest change is probably the removal of Nexus storms from the early game pool.
The Vela cycle will be a very short one, since the 3.14 Circinus update and Grand Archive is already bearing down on us.
Hi everyone,
Gruntsatwork here, putting on my writing hat for today only, while Eladrin is on sick leave. While Dev Diaries are the domain of the Game Directors, we wanted to keep in close contact shortly after a release.
The Cosmic Storms Mechanical Expansion released 2 days ago and we have been collecting your feedback on our forums and every other form of social media we could find.
We will continue to do so over the next few days, working on fixes and improvements to Cosmic Storms, for example:
Individualist Machines will get access to the Storm Touched trait so that they can use the Storm Devotion civic.
Planetscapers will get a deposit on game start to clear for +1 Pop.
There are also a few balance considerations we are making that we figured would be nice to mention.
The Cosmic Storms Mechanical Expansion is now available as the second installment of Stellaris: Season 08! [previewyoutube=mpf0Jh0bb2o;full][/previewyoutube] https://store.steampowered.com/app/2863060/Stellaris_Cosmic_Storms/ In Cosmic Storms, the skies teem with eight new storm types filled with peril and promise. From Electric Storms harnessing the power of lightning to the formidable Nexus Storm, a galactic tempest of unparalleled magnitude, these natural phenomena challenge you to make skillful choices to steer your empire safely and profitably through the chaos. Experience the majesty and menace of these cosmic forces through beautifully rendered art and immersive audio. Navigate the tempest, harness its power, and shape your empires destiny. The storms are coming. Are you prepared? The Cosmic Storms Mechanical Expansion contains:
by Eladrin
Hello everyone!
The Cosmic Storms Mechanical Expansion is nearly here, so today weve got preliminary release notes and some of the Custodian changes.
Cosmic Storms is going to be released next Tuesday, on September 10th.
by Eladrin
Hi everyone,
Today, well review the Origin and Civics of the Cosmic Storms Mechanical Expansion and provide some information about the new Precursors (without spoiling everything!)
Cosmic Storms is going to be released on September 10th.
Passing it over to @PDX_Ferry and @Gruntsatwork to take over from here.
Hi everyone,
The Cosmic Storms Mechanical Expansion is going to make planetfall on September 10th. Thats not that far away, so today well be going over the Storm mechanics and their aftermath effects.
Passing it over to Gruntsatwork to take over from here.
Hello everyone!
Welcome to another mod highlight! This will be the final mod highlight of the summer, and we will be returning to our regularly scheduled dev diaries on Thursday!
This mod highlight is all about new technologies, and all of the mods add new techs to expand on vanilla mechanics.
[previewyoutube=vK2sP12dKV8;full][/previewyoutube]
by MrFreake_PDX
Hello everyone!
Welcome to another mod highlight, Michael_Stellaris has some great mods lined up for us this week, and this weeks theme is exploration! These mods will make the galaxy more interesting and diverse, and who doesnt love new things to find out in the galaxy. Im sure nothing bad will happen.
[previewyoutube=L_sMA977O9I;full][/previewyoutube]
Dangerous Wildlife Expanded is a very unique mod, adds much more depth to dangerous wildlife, and should make planets feel much more unique, and can even alter the course of your playthrough.
Hello everyone!
While the devs are off frolicing in the sun, we decided this is a great opportunity to highlight (mostly) community mods!
[previewyoutube=X-OdXhVTRoQ;full][/previewyoutube]
We wanted to change things up a bit this year, but we have such a hard time choosing between all the amazing mods on the workshop, so instead we made Michael~ do it. Michael has assembled several collections of mods each based on a theme, and then we tracked down the modders and asked if they had anything they wanted to share about their mods.
So without further ado, I present:
-----
The Friends We Made Along The Way
This mod collection is all based on the various storytelling aspects of Stellaris. From origins (letting the player create a unique backstory), to event mods (allowing you to create compelling narratives throughout the game). That's the reason why many people (including myself) got into the game, and that's the unique quality about Stellaris - the ability to create your own story, and fulfill your scifi fantasy.
If you've ever wanted to have a citizen of the Stellaris universe staring at you from across the room, now's your chance!
Stellaris and Makeship have teamed up to bring this war criminal adorable Starfish Plushie to life -- but only for a limited time.
If not friend, why friend-shaped?
by Eladrin
Stellaris is having a free weekend! Tell your friends!
Play Stellaris for free this weekend!
Weve asked the Dev team for some tips to help new players out during their first steps out into the wondrous unknown.
Dear Stellaris Fans,
Our latest and greatest version of the game, the 3.12.5 patch, is now live and available for download.
This patch brings further fixes and tweaks and wraps up our 3.12 + The Machine Age release cycle.
Please find the patch notes below.
by Eladrin
Hello everyone!
This week the 3.12.4 hotfix (which fixed a crash related to non-latin letters in usernames) has been deployed to non-Steam platforms.
Today Ive got a preliminary list of changes for the 3.12.5 patch, which we currently have planned for Tuesday, June 18th.
Hello, A hotfix patch is now available via Steam, addressing a crash affecting some players trying to start a new game in 3.12.3.
by Eladrin
Hi everyone!
The 3.12.3 Andromeda patch was released this week, with the following changes:
by Ealdrin
Hello everybody!
Last week we released 3.12.2 to the public, and since then weve been working on further post release support. Today well be going into some of the things were planning for a 3.12.3 release. Currently were looking at next Thursday as the tentative release date, but well keep you posted.
Strap in to your acceleration couches, this one's a going to be a big one. - E
Hello there!
Im Anton, the Art Manager & Producer on Stellaris, and I would like to welcome you all to this absolute monster of a Dev Diary we have prepared for you!
I just want to use this opportunity to mention how amazing it is to work with these fantastic artists on a day to day basis and how extremely proud I am of the team.
We managed to do a lot for this DLC, more than weve done for an expansion or DLC ever before.
In fact the total logged art work time (I just looked at our stats in JIRA) for The Machine Age is over 2 years and 41 weeks.
Truly spectacular. Great job Team!
In the last The Art of The Machine Age dev diary, we showed you (and talked about the process of) a lot of what we had been doing - but far from it all.
So get comfortable, take out your favorite snack and get ready to look at a lot of art. Almost everything we did for The Machine Age will be showcased - but first, some words from our Art Director.
Alright! Here we go! We hope you enjoy this!
Dear Stellaris Fans, Our first official patch is now ready following last weeks Machine Age release. 3.12.2 is available for download! This version includes what was made available in the open beta previously, plus a few more fixes and tweaks. The team is now focusing on the next patch. 3.12.2 Patch Notes [expand type=details] Bugfixes
Stellaris Game Director Eladrin here!
Earlier this week we released our major expansion for the year and the first episode of Stellaris: Season 08 - The Machine Age. The team has worked tirelessly on this expansion, with some (admittedly rough) estimates putting the amount of work that went into this expansion somewhere on the order of 20 man-years.
[previewyoutube=Hq929TtI9-Y;full]Stellaris 8th Anniversary Trailer[/previewyoutube]
The Stellaris team and I are overwhelmed by the Communitys response to The Machine Age. Weve been watching our Community channels closely over the past two days, looking for both the things that you like, and the things that you dislike about the new expansion. But today, we just want to stop for a second to say: Thank you! Thank you for being part of our Community, for playing Stellaris, for the support youve shown us over the past eight years, for being excited when we get it right, and for letting us know when weve got it wrong.
As an anecdotal example of this, we recently did an AMA on /r/Stellaris (you can find it here): out of the hundreds of questions we had asked, we had 0 comments removed for being inappropriate and/or breaking rules. I dont know how many Game Directors would be able to come out and say something like that, but Im gonna gloat about it a little bit during the next Social Hour.
Happy Anniversary, Stellaris Community!
Thank you for being there for us over the years. The future of Stellaris looks so bright, we have many more space adventures planned, and we cant wait to bring you with us through the Cosmic Storms!
by Eladrin
Hello everybody!
The 3.12.1 "Andromeda" release with The Machine Age has gone well, but we have some more bugfixes and stability improvements that didn't quite make it into the release version.
Since this is a holiday-shortened week in Sweden, we won't be releasing these to the live build until next Thursday. In the interim I've asked the team to put up a Steam Open Beta using the stellaris_test branch with the following changes:
The Machine Age is a time of unbridled progress.
As cybernetic augmentation transcends the limits of the body, synthetic ascension beckons with the promise of eternal life. Structures of immense size and power appear between the stars with shocking regularity. Scientists race to unlock the secrets of creation even as individual machines compete for resources and prestige.
It is a period of technological marvels, rapid change, and unchecked ambition... But from the ashes of a Fallen Empire, a danger unlike any before encountered is about to emerge, a looming threat that will throw the very meaning of life into question.
Welcome to The Machine Age, a new Expansion for Stellaris developed by Paradox Development Studio!
[previewyoutube=gHoimFC99-E;full][/previewyoutube]
New Endgame Crisis
A tempest rages in space, a Fallen Empire goes dark, and a long-forgotten enemy emerges to shake the foundations of power.
Cetana, the Synthetic Queen, promises to deliver the galaxy from suffering. Her reach is immense, and her true aims opaque. Will you collaborate, or seek to derail her plans? Prepare for a Crisis unlike any other, and a battle beyond imagination
New Player Crisis Path
We are all bound by limits constraints of the body, of time, and the physical rules of an uncaring universe. Who among us has not dreamed of casting off these chains? Of breaking through to a new, better reality?
To accomplish such a task, technology on a scale never before seen must be developed. Calculations will be needed far beyond the scope of any computer. Within the Synaptic Lathe, your best and brightest minds must be put to work. If a few are burnt out along the way, so be it. No breakthrough comes without sacrifice.
Individualistic Machines
Your machine empires are no longer limited to gestalt consciousness. What is your story? Were you simple servitors who suddenly acquired consciousness? Will you want to indulge in the pleasures of the material world without the consequences that an organic body would have to suffer? Further customize your empire with 3 new Machine Ascension Paths.
Reactive Cybernetic and Synthetic Portraits
Explore two new sets of portraits for your species that visually represent your advancement through Cybernetic and Synthetic Ascension.
New Situations and Advanced Government Authorities
As you delve ever closer to the mind of the machine, you will have to face new challenges for your society. Every decision matters and the only certainty is that your empire will not be the same after its Ascension.
3 New Origins
Cybernetic Creed - Your empire pursues a divine calling: the holy fusion of the body and cybernetics. Augmentation is worship.
Synthetic Fertility - Once a thriving society, a novel genetic disease leaves your empire unable to reproduce biologically. Digital salvation seems the only option to avoid extinction.
Arc Welders - Hailing from a world starved for space, a robotic society turns to the stars for resources.
On top of that, 6 new Civics, 2 shipsets (Cybernetic and Machine), 2 new superstructures (the molten Arc Furnace and powerful Dyson Swarm), new Pop Traits, and 7 brand new music tracks for the best in synthetic beats!
https://store.steampowered.com/app/2840100/Stellaris_The_Machine_Age/
https://store.steampowered.com/app/2863190/Stellaris_Season_08/
Stellaris: Season 08 includes The Machine Age (Available now!), Cosmic Storms (coming Q3 2024), and The Grand Archive Story Pack (coming Q4 2024). As a bonus, you will also get a new Rick the Cube Machine Portrait and over a 20% discount when compared to buying all the content separately!
Stellaris: The Machine Age (Available now!)
Explore the Cyberpunk Fantasies of technological augmentation and digitalization of consciousness by expanding the possibilities offered in game by the Cybernetics and Synthetics Ascension. Address the moral and social challenges that communing with the machine bring to your space-faring empire, and face a new threat looming over the galaxy or become a new threat yourself, as you tear through time and space to shape reality to your image
Stellaris: Cosmic Storms (Releases Q3 2024)
A new phenomenon has been observed around the Galaxy - storms are sweeping through systems. Prepare your Empire and brace to face this new upcoming threat, and leverage possibilities that open when your opponents are weakened by it.
Stellaris: The Grand Archive Story Pack (Releases Q4 2024)
The Galaxy is vast and full of wonders, and it is up to you to store records of all the unique lifeforms and marvels you will meet. Build a new megastructure, and collect examples of specimens you will meet in your space-faring adventures!"
Bonus: Rick The Cube Species Portrait
An exclusive portrait for you species, to play as the most enigmatic species in the galaxy. As every Stellaris Species Portrait, it comes with three different variants (phenotypes) and custom animations. Players will be able to select this portrait in the empire creation screen before starting a new game session.
https://store.steampowered.com/app/2863190/Stellaris_Season_08/
Hello Stellaris Community! We are now less than a week away from the May 7th release of The Machine Age, the first release of content included in Stellaris: Season 08! https://store.steampowered.com/app/2863190/Stellaris_Season_08/ For those of you who havent been following our weekly dev diaries, weve summarized all of The Machine Age and free 3.12 Andromeda update dev diaries into this one post! This is also patch notes day over on the forums, so feel free to go over and feast your eyes on what the Custodian team has been up to since the release of 3.11 Eridanus, and what the Expansion team has been working on for over a year! Read the patch notes. (Patch notes are in English only, sorry)
by Eladrin
Hello everyone!
It is almost time to upgrade our existence. The Machine Age is coming.
Here are the preliminary release notes:
by Eladrin
Hello everyone!
Today the art team will show you some of the amazing stuff coming in The Machine Age on May 7th. It's available for pre-purchase now, on its own or as part of Stellaris: Season 08.
I'll turn it straight over to them!
by Eladrin
Hello again!
The Machine Age will be arriving on Tuesday, May 7th, and is available for pre-purchase on its own or as part of Stellaris: Season 08.
Stellaris: Season 08 includes all of this years major Stellaris releases at a 20% discount, plus includes the Rick the Cube machine portrait as an immediate unlock. I do a quick rundown of the things that are in it in this video:
[previewyoutube=Pxelov-12_M;full][/previewyoutube]
Today were going to look at the new Become the Crisis path, Cosmogenesis.
Hi everyone! I wanted you to be the first to be introduced to the new End-Game Crisis coming in The Machine Age, but it seems that a Fallen Empires fleet beat us to it, lets see how theyre doing [previewyoutube=jo9jpoHMO7A;full][/previewyoutube]
by PDX-Loke
Hello!
Our latest and greatest patch, 3.11.3, is now live and ready for download.
You will recognize this changelog from that of the open beta we made available a few weeks back, just one more crash fix has been included.
Please find the patch notes below.
by Eladrin
Hello Stellaris Cube-munity!
Todays dev diary looks at the civics and kilostructures in The Machine Age, as well as looking at a 3.12 Andromeda feature - Auto-Modding.
As with all of our previews, some of this is still in development, so there are still some placeholder icons and some details may still change before release. (Which is good, since it lets us incorporate some of your feedback.)
trait_auto_mod_biological = {
cost = 3
auto_mod = yes
category = normal
allowed_archetypes = { BIOLOGICAL LITHOID }
initial = no
randomized = no
species_potential_add = {
hidden_trigger = { exists = from }
from = {
has_technology = tech_gene_expressions
}
}
species_possible_remove = {
always = yes
}
species_possible_merge_remove = {
always = yes
}
potential_crossbreeding_chance = 1.0
slave_cost = {
energy = 1000
}
assembly_score = {
base = 2
}
custom_tooltip_with_modifiers = automodding_trait_biological_tooltip
}
Traits themselves should also include a category if you want them to be included as auto_mod possibilities:
TRAIT_AGRARIAN
trait_agrarian = {
cost = 2
category = normal
species_possible_remove = {
can_remove_beneficial_genetic_traits = yes
}
species_possible_merge_remove = {
always = yes
}
potential_crossbreeding_chance = 1.0 # 1.0 = 100% chance of being considered for new traits when forming half-species. does not guarantee the trait will be added if it costs points.
allowed_archetypes = { BIOLOGICAL }
modifier = {
planet_jobs_food_produces_mult = 0.15
}
slave_cost = {
energy = 500
}
assembly_score = {
modifier = {
add = 1.5
from = { has_farming_designation = yes }
}
modifier = {
add = 0.5
from = { has_rural_designation = yes }
}
}
}
Jobs themselves need to have a list of traits associated with them. Weve created a number of inline scripts to handle these.
So our farmer job has the following inline script at the end of the script block:
inline_script = "jobs/automodding_priority_food"
Which expands into:
AUTO_TRAIT_PRIO
auto_trait_prio = {
#Farmers
trait_agrarian
trait_farm_hands
trait_robot_harvesters
trait_cyborg_harvesters
}
Hello Stellaris Cube-munity!
I know today wasn't in the dev diary cube-endar we posted earlier, but I felt like today was a special day.
In the finest of traditions of Stellaris cubeture, we are happy to introduce a new character portrait: Rick the Cube!
Cube Rick will never threaten to stab you and, in fact, cannot speak
Rick the Cube will be available Soon for purchasers of an unannounced future Stellaris DLC bundle (and also subscribers). We will be revealing more about this DLC bundle in the near future!
Watch the Rick the Cube Short!
I am Rick the Cube!
Features:
by Eladrin
Hello again!
Today were looking at some general gameplay changes being made to Machine Empires, Individualistic Machines, and the new Machine Ascension Paths. Some of these still include placeholder assets, and values will continue being adjusted until release.
Take it away, @Gruntsatwork.
Hello Stellaris Community! In time for the weekend (a long one, in some cases), the dev team has prepared a 3.11.3 "Eridanus" Open Beta! This beta addresses some issues that have been left over from the 3.11 release.
by Eladrin
Hello everybody!
Today, well go through the three Origins, Ascension Situations, and advanced government Authorities in The Machine Age expansion.
by PDX-Loke
Hello,
Our latest patch is now live and ready for download, fixing most but not yet all of the issues reported from the 'Eridanus' release last week.
Please find the patch notes below.
by Eladrin
Hi everyone!
Today well be taking a look at the state of the game, the upcoming 3.11.2 patch, talk about the Subscription FAQ, look at the Q&A transcript, and give a taste of whats next.
Lets get to it.
01010011 01100101 01100101 00100000 01111001 01101111
01110101 00100000 01101110 01100101 01111000 01110100
00100000 01110111 01100101 01100101 01101011 00100001
Next week's dev diary will be later than usual as well.
written by Eladrin
https://store.steampowered.com/app/2729490
Hello!
The 3.11.1 Eridanus update has been released!
While the release notes should look relatively familiar to people who read last week's preliminary changelog, here are the release notes for today's update:
3.11.1 ERIDANUS CUSTODIAN UPDATE RELEASE NOTES
[expand type=details]
by PDX-Loke
Hello fellow stargazers,
The 3.11.1 patch is now live and available for download.
Please find the changelog below.
Enjoy!
by Eladrin
Hello everyone!
Weve hit our code freeze, so barring unforeseen circumstances, the 3.11 Eridanus update will be released next Tuesday, on February 27th.
by Eladrin
Hi everyone!
Last week we went over some Community fixes that we are incorporating in the 3.11 Eridanus update. Today well be looking at some of the changes the Custodians have been up to. This is not an exhaustive list as while were rapidly approaching Code Freeze, it hasnt hit quite yet so bugs are still being worked on.
by Eladrin
Hi all!
When we first announced the 3.11 Eridanus update, we mentioned that for the patch the Custodian team would be largely focused on fixing bugs rather than new features. As part of this initiative, PDS_Iggy reached out to some community modders and incorporated some of their fixes into the base game. I wanted to spend today highlighting their contributions.
by Eladrin
Hello everyone!
Its been two weeks, so lets get straight into the good stuff.
by Eladrin
Hello everyone!
I hope that you all had a pleasant holiday season, and want to start off by thanking everyone that submitted feedback regarding the Technology Open Beta. That data we gained from these experiments was invaluable, so lets get right into it.
Hello Stellaris Community! We're proud to announce that #MODJAM2024 is available now! Get it here! [previewyoutube=41BT0PYA7OE;full][/previewyoutube] Now's the time where the Community gets to step in, and vote for your favorite submission. Vote for your favorite #MODJAM2024 Legendary Leaders here! What are the prizes, you ask? This year weve paired up again with Republic of Gamers to deliver some great prizes to our winning Modders: 1st Place: ROG Strix G17 (2023) G713 Laptop* 2nd Place: ROG Delta S Wireless Headset* 3rd Place: ROG Spatha X Wireless Mouse* 4th - 10th Place: Stellaris branded Wallet and Keychain * Exact specifications may vary depending on winning modders region Thanks to everyone for playing and voting in #MODJAM2024!
by MrFreake Hello Stellaris Community! I have to start off by saying how proud I am of all the participants this year. This year saw the most signups for Mod Jam we've ever had, the most design documents submitted, and (I think) the most final submissions. The modders have really put their all into these contributions, and I think they've turned out fantastic. I can't wait to see what you all think! The Mod Jam mod will release today around 5 PM CET! You can subscribe to the workshop mod now, and get this new content as soon as it becomes available! Today we're going to be talking about the final 11 submissions that haven't been seen, so without further ado:
Hello Stellaris Community! Were back with another update on our annual Modder event: #MODJAM2024! Today is feature freeze for the Mod Jam. Essentially, Modders will have until 5 PM CET today to submit a feature-complete version of their submission. Its important to note at this stage, that not everything will work correctly. Modders still have another week to bugfix and polish their submissions. Would you like to help our modders test their submissions? Join us on Discord! Join the Discord, get the PC role, and then look for the #help-test-the-mod-jam channel. Later today or early tomorrow, we will be posting a link in that section of our Discord so the Community can play this content early, and each leader has a forum channel where you can report bugs directly to the modders. Today, we have another eight Legendary Leaders to highlight! These leaders range from a damaged and dormant AI Weapons Platform, to an Interdimensional Phantasm that transcends space and time.
Hello Stellaris Community!
#MODJAM2024 is well under way. This year we had over 100 modders sign up, and over 60 design documents submitted. While we aren't expecting to have 60 Legendary Leaders submitted at the end of the competition (wouldn't that be awesome though?). Today, we're going to give you the first sneak peek at the Legendary Leaders our modders are currently working on, as well as give you a peek at how the final mod package will work.
The #MODJAM2024 is still currently on-pace for a January 11th, 2024 release. You can subscribe to the Mod Jam mod and get this content as soon as it releases!
Last year, we tried something a little different, in which the mid-game crises were posted by the modders themselves. For something like a mid-game crisis, this approach makes sense. Mid game crises can be iterated on for a long time, and (hopefully) these mods will continue to be supported into the distant future. However, for this year, we have decided to go for an all-in-one package, to make it easier for players to install and run the Mod Jam mod -- since last year's approach with a workshop playlist and wrapper mod was a little convoluted.
The Mod Jam Package
When starting a game with the Mod Jam mod enabled, when the game starts you will get a popup to choose which Legendary Leaders will be allowed to spawn.
We've also hooked up the vanilla Legendary Leaders to this system for the Mod Jam mod.
Clicking each leader will allow you to turn them off -- if its a leader you didn't like, or you want to guarantee which leader you play with, so you get to experience all the content. Each leader will also have a tooltip that describes in a loose sense what the leader does, so you will not be going into this completely blind.
Leaders are currently spawned one of three ways:
Random Spawns - this behavior is the most like the vanilla spawning of Legendary Leaders. The game will choose 3 to 6 Legendary Leaders to spawn randomly throughout the galaxy, from the list of Legendary Leaders that are allowed
Random Leader for Players - This option will spawn a random Legendary Leader from the list of allowed leaders within four jumps of each Player's homeworld. We could've allowed leaders to spawn for AIs as well, but that opens the opportunity to break things in interesting ways, and with the time constraints put on our modders, I didn't think it was a good idea to add an additional requirement.
Players Choose - This will spawn a choice for each player in the game of what Legendary Leader they want to spawn within four jumps of their home system. This is the option you should probably use if you want to play each and every one before you vote.
Azaryn is not in the list of choices, since Azaryn was disabled in the startup menu.
And that's the limit of the modding that I've done for this event. But you're not really here to see the stuff I made, you're here to see what the Modders have made. Like last year, we have prepared some (and are still working on) promotional assets for each one of the submissions. I know I've said this about a dozen times already, but thanks again to the Gigastructural Engineering team for letting us use their Stellar Systemcraft for the Mod Jam promotional art.
I've also invited the modders to each write about the inspiration for their mod (if they like). This explains why there are some that contain inspirations, and some that do not.
The Chronomancer by Rodahtnov and Zyralynn
Inspiration:
The leader idea is based around the fantasy of genies, fantastical creatures that provide wishes to the person they are bound to, but with some limitations, drawbacks and potential twisted results; In this case we are tied that concept to a specific sci-fi trope, which is the manipulation of time and, in some degrees, reality; the Chronolord is bound to a specific place and a specific relic, which resembles the genie lamp and as such becomes a desirable target for other empires, whether it is for envy, fighting its positive economic effects or just gaining another relic for their use.
Mircorv Core by Metallichydra
Access to some Legendary Leaders will be restricted to owners of other DLCs, such as the Mircorv Core, which will require Astral Planes in order to explore the Rift.
The Fragment by Ezraneilson.micahn
Inspiration: The Two largest Inspirations were the AEON 14 universe (Multinodal AI) and Mass Effect: Andromeda (Extragalactic Origin).
The Celestial Wayfarer by madeincanada
Perplexing Shadow by shadow_101084
Aevum T. Dohrnii by tr33
Inspiration: I spent too much time on stellaris. With this leader, you also can spend your time. Literally. Jokes aside if I had to name an inspiration it would probably be all the Dagoth Ur Memes. Aevums way of talking is heavily influenced by Dagoths cryptic speeches. The Chronomancer idea came along somewhere in the process.
The Timeless Warrior by MadamLava
Inspiration:
Ive always been a sucker for a good time loop story, and finished a game (In Stars and Time) containing the best Id ever seen by a wide margin the day before the modjam theme was announced and work began. While Im drawing more broadly from time loop tropes in general, the concept was very much on my mind.
Some commonalities from some of these stories/media I enjoyed and seek to implement for my Leader were the concepts of an impossibly large goal at the end of the loop as its breaking condition, the looping character being affected by the dissociation that repeating time enough would cause, gradually becoming more and more powerful each loop, and how they might keep certain bits of knowledge about the future concealed until the right times.
Ultimately, I picked the idea for the fundamental reason that I am presently enthusiastic about the particular flavor of time shenanigans involved as a story device, making it much easier to come up with and work on my ideas. This perfectly falls in line with my own personal axiom that Ive been using to stay focused, that being that modding should be fun.
Contingency Processing Core 1A6F by Draconas
Inspiration:
I wanted the concept of a leader that had their own agenda, and was going to try and achieve that, with or without you. The contingency gave me a great template to work off, since we all know what its goal is, and as a bonus it lets me explore taking synthetic evolution to its ultimate conclusion with machine intelligence.
Thanks for reading! We'll be back same time next week with more Mod Jam Legendary Leaders to show off!
by Eladrin
Happy holidays everyone!
Much of the Stellaris team has already taken off for a winter break, but its time for our annual retrospective on the year and thoughts about where were going next.
We had three major releases in 2023 and a Custodian release.
We started the year by telling the story of how you got the stars, with 3.7 Canis Minor and the First Contact Story Pack. In this story pack, we focused heavily on narrative origins, each one rivaling Toxoids Knights of the Toxic God for the depth of content contained within them. Broken Shackles and Payback told an interlinked story of pre-FTL civilizations that suffered under the sinister Minamar Specialized Industries, while Fear of the Dark explored the Dark Forest theory and questioned whether it was a good idea to step into the void at all.
First Contact also brought cloaking into Stellaris, giving Science Ships some new versatility, and providing Frigates a new role as sneak attackers. Canis Minor brought Archaeotech additions to Ancient Relics.
[previewyoutube=qWzw7CE21gY;full][/previewyoutube]
Our anniversary in May gave us the 3.8 Gemini update and the Galactic Paragons Mechanical Expansion. This release added the Council and greatly increased the influence of leaders in Stellaris. Whether you were grooming your own leaders to serve on the Council or finding Renowned and Paragon leaders, they were much more powerful and relevant than before.
The Gemini update also added experimental Cooperative gameplay - Stellaris is a complex game, and weve found that the best teachers are you, the players.
[previewyoutube=598SFesgBSY;full][/previewyoutube]
The Caelum update In the autumn focused on improving a number of the old species packs and reworked habitats. We added the Enmity tradition tree to Humanoids along with some new traits, Void Hive and Selective Kinship civics to Lithoids, the Fruitful Partnership origin and Invasive Species trait to Plantoids, and Worker Cooperative and Mechromancy to MegaCorp and Necroids. A few new portraits came in as well, taking Plantoids from the second least played Species Class to the second most played the month after release.
Also, birds.
[previewyoutube=yvx9SedMkuc;full][/previewyoutube]
And most recently, we released 3.10 Pyxis and the Astral Planes Narrative Expansion. "Pyxis" included the Leader Consolidation that finally got leaders in a state that we're generally happy with them, and once the patch cycle was complete, gave us a fully customizable outliner. Astral Planes, meanwhile, is the largest Story focused expansion Stellaris has ever released. The Astral Rifts from Astral Planes have branching narratives with multiple endings, making each one several times the size of the linear Archaeology sites of the past, and there are over 30 of them in the pack.
I have some regrets that the release was tarnished by technical issues that we introduced, and we've made some internal changes to how the team will operate to reduce the chances of these sorts of things going wrong in the future.
I'm delighted with the respect and love that Abrakam Entertainment gave to our universe and lore. Astral Planes brings new insights to some old friends and enemies, greatly expanding on narrative questions that have been asked for years.
[previewyoutube=QlNR1ey4bpk;full][/previewyoutube]
We have a Technology Open Beta running until January 15th, 2024. Based on how that goes, it may or may not end up being rolled into the 3.11 Eridanus update planned for the first quarter of 2024. I've found that the data and feedback we get from the community during these to be invaluable, and I look forward to seeing everything we've compiled when we get back. Thank you for helping us make Stellaris a better game.
We spent a lot of this year doing incremental rebalancing of the leader system following the Gemini update, which took more Custodian resources than I liked. Weve gotten a few things in from the list we posted in Dev Diary #314 like the new Outliner, but for 2024 well likely try to focus the Custodians on that list of topics. Eridanus will largely be a stabilization update, with the Custodian team focusing on bugfixing, game balance, and general stability.
Looking back, we had a share of unexpected issues and problems, but I'm proud of how we've all navigated the year together. I'm looking forward to what we can bring you next year and beyond.
See you next year!
- Eladrin
Stellaris Game Director
Tofu, looking back at the year.
by Eladrin
I'm pleased to announce that the Technology Open Beta that we first talked about in Stellaris Dev Diary #325 is now available for your feedback.
[quote author=Eladrin]
Stellaris has undergone a significant amount of power creep over the years, and the speed at which we're able to burn through the entire technology tree is much higher than is healthy for the game. Due to the large number of stacking research speed modifiers, repeatable technologies are reached far too early in the game. Another power creep issue mentioned by many players, it's also become trivial to stack large numbers of ship build cost and ship upkeep reduction modifiers.
The Holiday Open Beta will be a feature branch that contains the following changes, which may or may not go into 3.11 (or 3.12, or any release at all for that matter). Similar to how we handled Industrial Districts several years ago, we're intentionally keeping these separated from core 3.11 development, isolating this in a parallel track.[/quote]
The dev diary linked above contains more details regarding the intents behind some of the changes. While some changes planned for 3.11 Eridanus have snuck into this release (like some improvements to Galactic Doorstep), the overall technology rebalance is considered experimental and may or may not end up being released. It is likely to undergo some changes if it does go live.
We have created this feedback form to collect your impressions on both the partial tech rebalance and the military and economic changes that are present on the branch.
by Eladrin
Hello everyone!
The 3.10.4 "Pyxis" update has been released today. Of particular interest in this weeks update are a fix that lets AI be more willing to recruit Scientists for exploration, a fix to certain modifiers doubling up, and some adjustments to negative leader traits.
Hello Stellaris Community!
The Stellaris Team, and our partners at Republic of Gamers, are proud to announce the theme of this year's Mod Jam:
Legendary Leaders!
Modders will have until January 9th (feature-complete submissions are due January 4th + 5 days of polish/bugfixing) to create:
by Eladrin
Hi everyone,
The 3.10.3 "Pyxis" update has been released. This release focused primarily on stability, and the contents are identical to the Open Beta that was released on Tuesday.
Hello Stellaris Community!
Were proud to announce that signups for #MODJAM2024 are now open! This year our partners at Republic of Gamers are back, with some amazing prizes!
Hello!
As has been the tradition these past few weeks, we've pushed an update to the Steam Open Beta with our next release, containing the 3.10.3 patch that has been sent on to certification for release later this week.
This week's update focus was primarily on stability.
3.10.3 "Pyxis" Beta Patch Notes
[expand type=details]
Improvements
Now New Entries notification on the outliner tabs is cleared, even when switching between tabs using keyboard shortcuts.
Ulastar is now an advisor
Vas the Gilded is now an ambassador
Balance
Pre-FTLs in Federation's End now have their technological progress frozen
Bugfixes
Fixed a number of event or paragon leaders not being generated with the correct traits
Fixed envoys passively gaining XP
Fixed missing subtitle for Scout trait
Pre-FTL Empires will now have a fully functional council when they ascend to the stars.
Released Vassals will now have a fully functional council when released.
Stability
Fix crash on startup for Linux (including steam deck).
Fix crash related to modifiers of recently destroyed empires updating
Fixed crash when surveying a planet that was just removed from the map
UI
Removed some empty space in the topbar
Modding
Added moddable_conditions_custom_tooltip parameter to civics modification statement to allow displaying a custom requirement key when no condition has been specified
Fixed civics modifications statements not always (not) allowing the correct civic changes
Improved error logging to know which federation perk is invalid
[/expand]
We expect one more release next week to add localization for the various fixes during the 3.10 patch cycle and for a few more balance and bugfixes, but with this we feel that 3.10 has reached a generally stable point. If you run into any issues, please let us know in the Bug Reports forum.
by Eladrin
Hi all!
With another busy week of bugfixing, the 3.10.2 "Pyxis" patch is now live on all platforms. So far, 689,121 Astral Rifts have been explored by you.
This release contains a fix to a common MacOS crash, fixes to ship build costs being applied, and adds full customization to the outliner tabs.
To those of you that read Monday's post about the Beta, some of this isn't news to you so you can skip to the end where I'll talk about the planned 3.10.3 and 3.10.4. The released patch is identical to the 3.10.2 Open Beta.
by Eladrin
Hello!
We've just released an update to the Stellaris Test branch on Steam, containing the 3.10.2 patch that is currently in certification for release later this week. Of particular note, this release includes a fix to a common MacOS crash (that also turned out to be affecting other operating systems, just not quite as consistently) and full Outliner customization.
Hi everyone!
We have just released the 3.10.1 "Pyxis" update! This update is identical to the Steam Open Beta that we put up earlier this week, and includes a number of fixes as well as hotkeys for the Tabbed Outliner.
I would like to take this opportunity to thank the Stellaris Community for their patience and bug reports. Without your help we would not have been able to address so many issues so quickly. Please keep on providing your bug reports and feedback.
We are currently still investigating and fixing a number of other issues, and this will not be the last update to 3.10, including issues on MacOS, more bugfixes, and adding full customization to the Outliner.
Please find the patch notes below:
by Eladrin
Greetings!
Stellaris 3.10.0 Pyxis and the Astral Planes Narrative Expansion released last Thursday, and its been a bit of a bumpy ride, so I moved this weeks dev diary a bit earlier than usual.
[previewyoutube=Ec9udnCVPlw;leftthumb][/previewyoutube]
Due to an error we made in metadata, many players were unable to verify ownership of the DLC at launch. We pushed a quick hotfix, which resolved these issues for some players, while also introducing a different ownership issue through a checksum error, which prevented other people from being able to properly explore the expansion. We finally managed to fix all of these problems midday on Friday. I want to thank everyone who provided bug reports and helped us diagnose the dlc ownership issues, we wouldnt have been able to resolve them so quickly without your help.
Im terribly sorry for the poor launch.
Weve just put a beta branch up on Steam containing the 3.10.1 release, which is currently planned to be deployed to live on Thursday. This release includes a number of bugfixes, as well as hotkeys for the Tabbed Outliner. Let us know what you think.
The hotkeys are CTRL+A/D for switching to the previous/next tab and CTRL+Q/W/E/R for switching to a tab directly (much like Z/X/C/V switches between tabs in other UIs, such as the planetary view).
Hello Stellaris Community,
Shortly after the release of Astral Planes yesterday, we began receiving reports of players being unable to verify ownership of the new DLC. These reports began as a sporadic issue that gradually worsened as the time passed since release. About an hour after release, the Dev Team identified a configuration issue with the Astral Planes DLC and put together a new build that we believed would resolve this issue for players.
Unfortunately, while this build resolved the DLC Ownership issue for the vast majority of players, there were some players that this fix did not work for, with a higher proportion of those players being Linux and MacOS users. The Stellaris team has spent today digging into the DLC Ownership issue, and working on potential solutions.
We believe that we have now found the root cause of the DLC Ownership issue - a mismatch between the DLC checksum as reported by the DLC and as calculated by the game, and we have come up with a fix that should work for all players. This fix is live now, and should resolve these issues as far as we can reproduce internally.
If after installing this latest update, you still continue to experience issues with verifying DLC Ownership:
[previewyoutube=O544CkFV5ck;full][/previewyoutube] https://store.steampowered.com/app/2534090/Stellaris_Astral_Planes/
by Eladrin
Hello everyone!
Astral Planes and the Stellaris 3.10.0 "Pyxis" update are releasing this Thursday, November 16th. Today we've got the preliminary changelogs for your enjoyment.
The Astral Planes Narrative Expansion is available for pre-purchase now, with a 10% discount until November 27th.
the formless...
by Eladrin
Hello everyone!
The Stellaris 3.10.0 Pyxis update will be released alongside the Astral Planes Narrative Expansion on Thursday, November 16th. The expansion has a 10% discount until November 27th.
[previewyoutube=QlNR1ey4bpk;full][/previewyoutube]
https://store.steampowered.com/app/2534090/Stellaris_Astral_Planes
Today well have an extra dev diary reviewing some of the features the Custodian Team has been working on.
Preliminary release notes will be posted next Tuesday, with final release notes posted on Thursday alongside the release.
Let's get to it!
Hello again,
Gary from Abrakam Entertainment here to talk some more about the upcoming expansion, Astral Planes. If you haven't yet, you might want to read the first two posts: Rifts and Scars, and Astral Actions.
Astral Planes will release on November 16th for US$/19.99!
Buy before November 27th for a 10% discount!
[previewyoutube=QlNR1ey4bpk;full][/previewyoutube]
Astral Planes includes:
Astral Planes will be available on November 16th! https://store.steampowered.com/app/2534090/Stellaris_Astral_Planes/ [previewyoutube=QlNR1ey4bpk;full][RDA trailer][/previewyoutube] Pre-Purchase Now on Steam! Astral Planes offers you the chance to chart your own path as you travel through Rifts in space and time for a glimpse of strange, new realities. What will you discover, in a universe beyond limits? The Stellaris team has been working with Abrakam Entertainment since October 2022, and they've been working on Astral Planes in close collaboration with the rest of the Stellaris team and we are excited to show you what theyve been working on all this time!
by Atmaz
Hello!
Gary from Abrakam Entertainment here.
Last week we talked about what Astral Rifts were, how they were formed, and what you could find in them. We also briefly mentioned something nebulous about a new resource called Astral Threads and what you can do with them. We call these, simply enough, Astral Actions.
Let's dig a little deeper.
by Atmaz
Hello!
I'm Gary Morris (or Atmaz) - Lead Game Designer on the Astral Planes DLC, from Abrakam Entertainment.
I've been playing video games my whole life. Some of my earliest memories are staying up way past my bedtime and grinding out hours and hours on strategy games on the Super Nintendo my older brother got for Christmas. I have specific memories of a particular game where I was cleaning up nuclear waste with my workers, tile by tile, and having a great time doing it. I didn't know it at the time, but I was enthralled by a type of game that would later become known as a "4X."
When I finally did get a computer, it was a Tandy 1000 HX. I still don't know what the HX stands for, or what the fascination is with adding X's onto things. On that machine, I quickly acquired a similar 4X game that was much older, but it captivated me just as much. Its lack of fancy graphics was not a problem for me, because I was given a very powerful new tool to play with: a keyboard. In my blissful ignorance, I never realized how much I had struggled with the SNES controller until I had the full complement of a keyboard and number pad (I don't remember there even being a mouse).
Fast forward about 25-30 years, and here we are today. Everyone has a mouse and keyboard, the 4X genre has exploded, and there are multiple great titles of this type to enjoy. One of the best ones, I say without prejudice, is Stellaris.
When we were asked by Paradox to start work with them on a new Stellaris expansion last year, my first thought was: What makes Stellaris fun? That's probably one of the hardest questions I've had to put serious thought to. It's easy to play the game and have fun - but why did I have fun? How do you measure Stellaris's fun?
There are more complicated answers to this, but the simplest place to start is that it takes you somewhere else. Just like when I was cleaning up nuclear waste with my workers all those years ago to save my cities, I get the same type of feeling when I survey a new system and find something new that might kill me. I like being somewhere else.
So, where is the farthest we can go? We're already in outer space in Stellaris - and really, do you need much more? The concept of space exploration is already so full of excitement and wonder. Stellaris captures this feeling so completely, it makes you wonder: What could possibly be next?
There are hints of what this could be already in-game: the mysteries of the Shroud and what it might contain, the unexplained appearance of the Unbidden and where they have come from. It's clear that there are other dimensions adjacent to our own, and we are teased with only tastes of them. This is the seed of thought from which Astral Planes was born.
[previewyoutube=bRPoj2h0yB4;full][/previewyoutube]
Creative Director Jean-Michael Vilain and I talk about the inspiration for Astral Planes
Hello all,
We're proud to release the 3.9.3 "Caelum" Patch promised for mid-October. This patch brings with it a balance pass on subjugation and diplomatic acceptance in-general, as well as other balance changes, bug fixes, UI, AI and modding improvements.
Please find the patch notes below.
#################################################################################### VERSION 3.9.3 ######################### ############################################################
Balance
by PDX-Ruk
Ghost Signal is a VR action roguelite set in the Stellaris universe, where you captain your ship to battle a multitude of alien species. Partake in dynamic space wars, encounter planet sized creatures, gather valuable loot to conduct research, and more. No journey is the same. Will you find the origins of the mysterious Ghost Signal?
[previewyoutube=un0-kw-5DOM;full][/previewyoutube]
Get Ghost Signal: A Stellaris Game!
Get 20% off Ghost Signal and Stellaris with the Alternate Realities bundle! (And you dont pay for the content you already own!)
INTERSTELLAR SPACE BATTLES
Use the full artillery of the Aurora against enemy armadas. Loot or purchase power-ups like freeze rays, atomic missiles or even dragon companions - the choice is yours.
UPGRADE & CUSTOMIZE
Scan exotic creatures for your logbook and conduct research in multiple tech trees. Asynchronous multiplayer allows you to scavenge other players' deserted ships for valuables.
A NEVER ENDING JOURNEY
Alongside the story mode where randomized maps make every session unique, Ghost Signal includes Daily Challenges with both global and local leaderboards to climb.
A UNIVERSE FULL OF WONDERS
As captain of the Aurora, encounter strange aliens in their home worlds and enter lost temples in the pursuit of the mysterious signal that seems to defy even death.
by Eladrin
Hello everybody!
Today were going to look at a likely 3.10 feature, some changes that weve called the Leader Consolidation.
With leaders becoming more important to your empire following the 3.8 Gemini release alongside Galactic Paragons, there were some rough edges leftover and experiences that could be better. Some of the changes were implementing during this leader consolidation were things we talked about during the development of Galactic Paragons but decided against for various reasons, or were out of scope at the time, while others are based on data gathered since then and community feedback.
by Eladrin
Hi everyone!
3.9.2 has been released with a handful of bugfixes.
STELLARIS 3.9.2 PATCH NOTES
[expand type=showmore]
############################################################
#################### VERSION 3.9.2 ######################
############################################################
Balance
Hello all,
The latest minor patch for Stellaris is ready and released, fixing a number of issues and further balancing the new mechanics.
We're also planning a follow-up 3.9.3 patch for mid to late October, which will include some of the issues brought up during the Open Beta that require new text, more fixes that did not meet the 3.9.2 deadline, and a handful of other improvements.
Please find the patch notes below.
STELLARIS 3.9.2 PATCH NOTES
[expand type=showmore]
############################################################
#################### VERSION 3.9.2 ######################
############################################################
Balance
by Eladrin
Hi everyone!
Its been exactly 100 dev diaries since we introduced the Custodian initiative alongside the Lem update. With that milestone met, and 314 being funny math number, I thought it would be a good time to review what the Custodians have accomplished, some of the process they use, and where we could go from here.
To review, the original idea behind the Custodians Initiative was to do some of the following:
by Eladrin
Hi all!
The Stellaris 3.9.1 Caelum update has been released, with full release notes listed here.
[previewyoutube=yvx9SedMkuc;full]Stellaris 3.9 "Caelum" Release Trailer[/previewyoutube]
Unless critical issues arise over the weekend, our current plan is to have a general bugfixing 3.9.2 patch roughly two weeks from now. Were also planning a followup localized 3.9.3 release in mid to late October, which will include some of the issues brought up during the Open Beta that require new text, more fixes that dont meet the 3.9.2 deadline, and a handful of other improvements.
Hello Stellaris Community! The 3.9 "Caelum" update is currently scheduled to release on September 12th! This update brings a host of new features to previously released DLC, including a habitat rework, trade rebalance, softening of the leader cap, new features and updates to previously released DLCs, plus a plethora of other bug fixes, AI and performance improvements. Were going to go through some of the major features of this new update so that you can hop in and start playing on day one! You can read the full patch notes on the Stellaris forums here. [previewyoutube=mFsBMRKITC4;full][feature video link][/previewyoutube] Game Director Eladrin takes us through the features coming in the 3.9 "Caelum" update!
by Eladrin
Hi everyone!
We're a day earlier than normal today because we wanted to make sure you had a chance to look at the release notes before the AMA event well be holding on /r/stellaris from 15:00--17:00 CEST [CA note: 9am to 11am EDT / 6am to 8am PDT] . Bring your questions, well bring answers.
The 3.9 Caelum update is likely to be released next week if everything goes according to plan.
Today we are releasing the patch notes, which include a number of fixes thanks to feedback we received from the Open Beta.
Because of the length of the 3.9.1 Patch Notes, please visit the Paradox Forums to view them all.
by Eladrin
Happy Thursday!
Thanks for all of the feedback youve provided in the 3.9 Open Beta, and the surveys that youve filled out. We greatly appreciate the opportunity to get your eyes on things early, and it gives us a chance to see how youre using certain things and tweak them before the actual release. As always, things in the beta are subject to change before release, and some things in there are still placeholders.
Weve been polishing it and chiseling away at the various issues youve found, and are updating it today with some additional changes, and have opened up a new survey for additional feedback. (So any of you that filled out the first one will be able to respond to the changes.)
Heres the full list of todays changes:
3.9 CAELUM OPEN BETA PATCH 1
Balance
by Eladrin
Hi everyone!
This week well be going over changes to Humanoids, Necroids, and more. Well also look at how habitats have changed over the past few weeks, and when youll get to play with them and give us direct feedback. (Spoiler: Now.)
First, I want to make a correction to the infographic we posted in Dev Diary #308 - due to a misunderstanding, I had the lava and geode humanoid lithoids listed as two separate portraits in the infographic, but theyre going to be variants of the same portrait. I apologize for the error.
[previewyoutube=QToQoYCkZaU;full][/previewyoutube]
Check out the video version of this Dev Diary on YouTube!
Now Iggy will talk about one of the things Humanoids do best... Bickering.
by MrFreake, chirumirushiroz, rodahtnov, gordon_cmb, and idm7449
Hello Stellaris Community, and chad-mod-enjoyers the world over!
Today were here to highlight some overhaul mods. From technologies, to government types, the galactic imperium, and traditions, this collection of mods might just have something that speaks to your inner swolefin!
Too much reading for a Monday? Were also proud to feature Michael~ for the first time on Stellaris Official on YouTube, with a video highlighting these four mods:
[previewyoutube=2fzUHmoLqxs;full][/previewyoutube]
Like this content? Subscribe to Michael~ on YouTube!
Without further ado, this first mod needs no introduction to just over 140 thousand of you, but in order to stop the ACOT fans yelling at us, were proud to present:
####
by Eladrin
Hi everyone, long thyme no see.
This week were continuing our exploration of the improvements the Custodian Team is making to Species Packs in the upcoming Stellaris 3.9 Caelum Update, as well as some of the other stuff weve been up to.
[previewyoutube=QWOP7tEcW_s;full][/previewyoutube]
Too much reading for a Thursday? Watch the video Dev Diary instead!
First up are some improvements to the Environmentalists civic.
by Eladrin
Welcome back!
In this weeks dev diary, were going to explore some improvements the Custodian Team is making to the Lithoids Species Pack in the upcoming Stellaris 3.9 Caelum Update, and then a few other new features.
Before that, I have an announcement to make regarding Species Pack Pricing.
by Eladrin
Happy Thursday!
This week were looking at another of our Summer Experiments, though this one unfortunately didnt work out as well as we had hoped.
Class-based leader limits.
by Eladrin
Hi everyone!
I hope your summers have been going well! I got a bit sunburnt, but today were back and ready to talk about some of the promising experimentation weve been doing with the Habitat system.
Well be going through the entire development process in this dev diary, so theres going to be a lot of ideas that were interesting but were subsequently discarded for various reasons.
written by: MrFreake, jasonpepe, AlphaAsh, Jamesfire, corsairmarks, michaelmakesgames
Hello Stellaris Community!
Youll be pleased to know that dev diaries are currently scheduled to return next week! In the meantime, we are going to take this opportunity once again to highlight some of the lesser known mods from the Steam workshop.
This week, we will be looking at mods that add internal political interactions within your empire, from new factions, to leveling your rulers, new mechanics for vanilla civics and even an industrial overhaul. This is an exciting lineup of mods, and judging by the sheer number of people who are interested in an Internal Politics rework one of these could be just the mod you were looking for. handwave
If youre a Modder, and are interested in having your mod featured in a future Mod Highlights, please fill out this form. After this week Mod Highlights will be moving to a longer-form biweekly or monthly publication (depending on the number of interested modders we get), and either taking the place of Dev Diaries when theres no news (eg. Summer and Winter holidays), or the second Monday of each month.
So if you are liking this format, keep an eye out for future Mod Highlights!
# # # #
written by: MrFreake, Mute, Risker34, corsairmarks, michaelmakesgames
Hello again Stellaris Community,
Welcome to our third mod highlight! Its been quiet around the office this week, as most of the devs are off enjoying the 15 minutes of Swedish summer. So were back with another Mod Highlight on Thursday! We expect to see weekly Dev Diaries start up again in this spot on July 27th.
In the meantime, because we like talking about Stellaris, weve been doing these Mod Highlights with the assistance of some of our Modders to show off some Community-made mods that might not necessarily show on the frontpage of the Stellaris Workshop.
This weeks mod highlight is themed around diplomatic mods. These mods will allow you to perform new diplomatic actions against the empires around you, build new things, new ways to generate trade, and new ways to conquer enemy worlds (obviously the ultimate form of diplomacy).
Let's get into it!
# # # #
by MrFreake_PDX
Hello Stellaris Community!
During this years summer vacation in Stockholm, were doing something a little different: each week we will be highlighting a selection of the fantastic mods made by our modding community. As some of you may know, unless you own one of the most popular mods, or submit something brand new to the workshop, getting discovered on the workshop is.. difficult. We hope to help out some of our modding community, and highlight some of those mods that might not otherwise be seen.
In this weeks Mod Highlights, we have a selection of mods that will add more unique species and give you more abilities for existing species in your galaxies.
Apparently were not the only ones who have seen calls for gaseous/energy based species, as our first mod clearly shows:
# # # #
by MrFreake_PDX
Hello Stellaris Community!
One of the things Ive always wanted to do as a part of the Community team is to try and come up with a format to better highlight Community mods. The Steam workshop is a wonderful, almost magical place, but from a Mod Creators perspective unless youre in the top 20 most popular mods (a hard place to reach after mods that have been there 7 years), or post a brand new mod (that gives you 7 days on the front of the Workshop, if youre lucky), your mod will never be seen by someone who doesnt actively search for it.
Since its summer, and its the time for experiments, weve started a small-scale experiment to see if we can highlight some of the lesser well known mods in the workshop. This is currently limited to a small group of modders, but should it turn out to be popular, we would like to eventually expand this to the broader modding community.
Each of these modder highlights will be geared towards specific aspects of the game, new species, politics, etc. Today were here to show off four warfare related mods.
Let's get into it!
This first mod is something a lot of youve been asking for. While this isnt a likely direction that the base-game will go, maybe this is the Ground Combat Rework you were looking for. handwave
by Eladrin
Hello everyone!
Midsummer approaches, and with it, holidays.
by Eladrin
Hello everyone!
The Gemini 3.8.4 update has been released today. In it, weve continued post-release balance work. Some of the bigger changes in the release include the conversion of several leader traits into Council Traits either to reduce micromanagement (moving a governor from planet to planet to maximize benefits of some traits) or to address undesired stacking issues.
Hello,
The latest minor patch for Stellaris is ready and released, fixing a number of issues and further balancing the new mechanics.
This should be the last of the 3.8 patches, although the teams work continues targeting later updates.
Please find the patch notes below.
3.8.4 "Gemini" Patch Notes
[expand type=details]
############################################################
#################### VERSION 3.8.4 ######################
############################################################
by Eladrin
Hello everyone!
Now that the 3.8.3 patch has been released, and it seems so far that multiplayer and co-op stability is in a pretty good state. Were continuing work on a 3.8.4 release planned for a few weeks from now, to get some more fixes in before summer hits.
A few highlights include changes relating to ground combat collateral damage and bombardment (specifically Raiding Bombardment).
Were reducing the amount of collateral damage ground units deal, as many invasions were destroying the colonies before the battle completed.
The base rate at which Raiding bombardment steals pops will be dramatically reduced. Each army present on a planet will also protect 3 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony, so on a colony with three defending armies the last ten pops would be safe from raiding.)
Since next week is another short week in Sweden, our next dev diary will be on June 15th, though I may drop a little update with some more of the confirmed fixes planned for 3.8.4.
Now Ill pass it over to MordredViking for some information on the community event thats starting.
Hello,
Our latest patch is now live and ready for download.
Please find the patch notes below.
Enjoy!
STELLARIS 3.8.3 PATCH NOTES
[expand type=details]
############################################################
#################### VERSION 3.8.3 ######################
############################################################
by Eladrin
Hello again!
Weve been working on a balance and bugfixing update, which should hopefully be coming to you early next week. Today Ill be going over some of the things that will be in it, as well as go into why weve prioritized certain fixes over others.
STELLARIS 3.8.3 GEMINI PRELIMINARY PATCH NOTES
[expand type=showmore]
############################################################
#################### VERSION 3.8.3 Patch ######################
############################################################
Improvements
# Councilor Documentation
#
# councilor_name_key = {
# possible = { } Country scope triggers to evaluate if the council position is allowed.
# leader_class = { } Which leader classes can have this council position. Currently only used for the Recruit new Leader buttons. Default = none.
# is_leader_possible = { } Leader scope triggers to evaluate if a leader can be assigned to this position.
# conditional_tooltip = "LOC_KEY" Custom tooltip text shown for the requirements of the council position.
# civic = civic_imperial_cult Civic that is required for this council position. Also used by UI. Default = none.
# custom_unlock_title = "LOC_KEY" Custom text shown instead of "UNLOCK_COUNCIL_POSITION_TOOLTIP for council positions without a civic"
# modifier = { } Country Modifier, that is multiplied by assigned Leader's level.
# custom_tooltip = "LOC_KEY" Custom tooltip text shown instead of the auto-generated modifier tooltip text of the council position.
# custom_tooltip_with_modifiers = "LOC_KEY" Custom tooltip text shown in addition to the auto-generated modifier tooltip text of the council position.
# icon = "GFX_icon_name" Icon used for the council position, if a civic is not specified.
# required = yes/no Is this position forced to be on the council. Default = no
# }
[/expand]
EXAMPLE COUNCIL POSITION
[expand details=showmore]
Script:
# councilor_expert_programmer = {
# leader_class = { scientist }
# possible = {
# has_country_flag = expert_programmer
# }
# is_leader_possible = {
# leader_class = scientist
# }
# modifier = {
# planet_researchers_physics_research_produces_add = 1
# }
# custom_tooltip_with_modifiers = "councilor_expert_programmer_modifiers"
# icon = "GFX_icon_councilor_research"
# custom_unlock_title = "councilor_expert_programmer_unlock_title"
# conditional_tooltip = "councilor_expert_programmer_conditional"
# }
Loc:
# councilor_expert_programmer: "Expert Programmer"
# councilor_expert_programmer_female: "$councilor_expert_programmer$"
# councilor_expert_programmer_desc: "An $TITLE$ is to thank for the new script support for Council Positions."
# councilor_expert_programmer_modifiers: "This is an example of a custom tooltip with modifiers for a Council Position."
# councilor_expert_programmer_conditional: "This is an example of a conditional tooltip for a Council Positon."
# councilor_expert_programmer_unlock_title: "HCouncil Position from Console Commands!"
[/expand]
-randomlog -randomlog_stack=5 -randomlog_frames=3
Then, if you run into an Out of Sync, please post in the Bug Report forum and give us the Host's OOS logs as well as at least one of the clients that the popup mentioned. (OOS logs can be found in Documents\Paradox Interactive\Stellaris\oos near your save games.) Any details you can provide about what you were doing at the time is also helpful.
This setting has some performance implications (which is why it's not on by default), but if you're running into OOSes reliably, it can really help us track them down.
Ideally Id like the 3.8.4 update to be in a state where we can remove the beta tag from the Cooperative game mode.
That's it for this week folks, see you next week!
by Eladrin
Hi all!
Galactic Paragons and the first hotfix have been released on all PC platforms, and we're working on a balance and bugfixing patch that we're currently targeting for the end of the month. Please keep on providing your thoughts and feedback.
Based on the feedback you've all provided thus far, we are creating a plan for fixes and improvements. While it's possible that we may release a stability hotfix before the balance patch, it will not include any design changes.
-randomlog -randomlog_stack=5 -randomlog_frames=3
Then, if you run into an Out of Sync, please post in the Bug Report forum and give us the Host's OOS logs as well as at least one of the clients that the popup mentioned. (OOS logs can be found in Documents\Paradox Interactive\Stellaris\oos near your save games.) Any details you can provide about what you were doing at the time is also helpful.
This setting has some performance implications (which is why it's not on by default), but if you're running into OOSes reliably, it can really help us track them down.
Following some quick work from the team we have now produced a patch aiming resolve the high priority issues coming out of the Galactic Paragons + 3.8 release. 3.8.2 should be available for download via Steam and GOG now.
Unfortunately there is a delay in the deployment of the patch to Microsoft Store, and players on this platform should expect the update to arrive early next week instead.
We will continue our efforts fixing and balancing where needed, so keep your reports coming!
Please find the patch notes below.
STELLARIS 3.8.2 HOTFIX PATCH NOTES
[expand type=Show More]
############################################################
#################### VERSION 3.8.2 Hotfix ######################
############################################################
BUG FIXES
[previewyoutube=n1bU_6Qy6Mo;full][trailer][/previewyoutube] Galactic Paragons is available now! You can check out the full list of patch notes from Galactic Paragons and 3.8 Gemini here. (Patch notes are in English only.) The galactic council is vast and full of personality! Galactic Paragons expands the Council mechanic, allows leaders you command to amplify your empire's vision, adds additional civics, and much more. An empire is only as strong as its weakest link, so invest and strengthen your leaders to guide the future in ways the galaxy has never seen before. There are endless stories to tell in the Stellaris universe. Breathing life into the stories of the leaders in the Galactic Council and your empires is a perfect showcase of the teams commitment to expanding the ways our players can explore a vast and wondrous galaxy. -Stephen Muray, Game Director for Stellaris. Features of Galactic Paragons include*:
by Eladrin
It's been seven years since Stellaris released, and with this anniversary and three hundredth dev diary, I'm happy to bring you the Stellaris 3.8 "Gemini" update and the Galactic Paragons expansion.
Here are the release notes for the update, which will be going live later today. Until then, you can still Wishlist Galactic Paragons here.
SPOILER: STELLARIS 3.8.1 "GEMINI" AND GALACTIC PARAGONS RELEASE NOTES
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#################### Galactic Paragons ######################
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Galactic Paragons
Hello and welcome back to my little corner in the Arctic! Its Marek again, and today I will showcase some of the new empire creation stuff we made for you. I bet you already suspected from the title that it will be about Civics, Origins (or, Origin to be precise) and Traditions!
Watch the video Dev Diary:
[previewyoutube=SMYogeZgwo4;full][/previewyoutube]
Civics focused on leaders but not always
Doing our design run on the potential civics, we had to take into account a few different things:
Posted on behalf of Paradox Arctic.
Hello fellow Explorers of the Void.
We're excited to share with you another Dev Diary, this time focusing on the characters of our upcoming DLC, Galactic Paragons. Today, we have Arctic Art Director Frida, and Arctic Game Director Petter to talk about the new handcrafted characters you may encounter.
Watch the video Dev Diary:
[previewyoutube=TmoCjxqZluM;full][/previewyoutube]
Petter (Arctic Game Director): Paragon is primarily an expansion with new mechanics such as the council and the leader rework. But, in a DLC that centers around leaders it felt only natural that we would craft some exceptional characters for you to encounter out there amongst the stars.
The initial ideas for most of these characters were generated during a half-day workshop. We gathered everyone at Arctic and sat down to brainstorm what kind of characters we would like to see in the Stellaris galaxy. They got somewhat cryptic names such as Sneakson, Big Woman, Harkon the Governor, Charming Pirate and so on. But the concepts became the foundation for our iterative process. Their backstories changed the art, and the art changed the backstories. We also got good input from the Content Designers on Studio Green that led to even more tweaks. So, the characters you will encounter have evolved organically.
We call these individuals The Paragons. Now, these paragons are divided into two categories: Renowned Paragons and Legendary Paragons. You will find out more about what these categories means (and some examples) below.
Frida (Arctic Art Director): From the Art team, we have meticulously hand-crafted numerous unique portraits for the Renowned and Legendary Paragon. Each leader is designed to have a distinct appearance that reflects their personality and story, making the galaxy feel more alive and diverse.
During the creation of the portraits, we wanted to elevate the art and storytelling aspects of the leaders, particularly for the Legendary Paragons. One way we have done this is by breaking up the static poses typically seen in the species portraits. Instead, we've incorporated dynamic poses, gestures, and expressions to make these characters truly stand out.
For the Legendary Paragons, we've moved away from the traditional three-quarter pose and experimented with more engaging and dramatic poses. This change not only helps to emphasize the importance of these characters but also makes their portraits visually striking.
The Renowned Paragons, on the other hand, maintain a pose closer to the original species portraits, but with added details and props that help convey their personal stories. Subtle elements such as hand gestures, smirks, scars, or unique clothing items help to give a glimpse into each character's background and personality.
Hello everyone! Im XM, the lead designer of Galactic Paragons. From the beginning of development, weve followed one simple mantra - make leaders matter. What you are going to read about in the following paragraphs are the results of months of work following that direction. Wishlist Galactic Paragons!
by Eladrin and Petter Nallo
Over the past year weve been working on several things in parallel. While PDS Green in Stockholm was building the First Contact Story Pack, our colleagues at PDS Arctic in Ume were working on a major project as well.
[previewyoutube=NrWoHmBntTw;full][/previewyoutube]
Im extremely pleased to announce that Galactic Paragons, an expansion focusing on leaders and their impact on your empire, will be released alongside Stellaris seventh anniversary on May 9th.
Galactic Paragons is now available to wishlist.
Im turning the diary over to Petter Nallo, who directed the development of Galactic Paragons, to explain their vision and provide a list of features.
by Eladrin
Hi everyone!
The 3.8 Gemini Coop Open Beta we talked about last week is now open! See this message for more details. Well be collecting feedback and Out of Sync errors until the end of April.
Hello Stellaris fans, We are happy to announce the release of our 3.8 Coop Open Beta! It is now available on a separate branch in Steam. Instructions for opting in to the Open Beta branch: Open the Steam client [olist]
by Eladrin
Hello again!
Last week we went over the basic design of the Cooperative multiplayer system were currently working on, and were ready to announce that the Coop Open Beta is looking like it will be starting sometime next week. Though at this time I cant give a precise date, I thought Id provide a list of preliminary patch notes.
I expect that well leave the branch up until the release of 3.8, and feedback will be collected in threads until April 30th. Stay tuned for more details once we can share them.
by Eladrin
Hello everyone!
One of the major Custodian features planned for the 3.8 Gemini update is the addition of two cooperative gameplay modes. Up to five players will be able to control the same empire and work together to play the game as a team.
by Eladrin
Happy Thursday!
Thanks to everyone who answered our User Research survey as well as to everyone posting in our Custodian Diplomatic AI Feedback thread.
Originally I was planning on just talking about what was going into 3.7.4, with a potential release date next week, but things went a bit better than expected and as of this morning the 3.7.4 patch has been released. Unless something major crops up, the next Stellaris update is expected to be the 3.8 Gemini release during Q2.
This patch includes another adjustment to pre-FTL civilizations being too keen on destroying themselves in atomic fire (they now have a significant chance to have a close call, and we've adjusted some of the possibility weights some more), but we have a larger solution planned for 3.8.
STELLARIS CANIS MINOR 3.7.4 PATCH NOTES
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BALANCE AND IMPROVEMENTS
concept_fallen_empires = {
alias = { concept_fallen_empire }
}
concept_awakened_empires = {
alias = { concept_awakened_empire concept_fallen_empire_awakening concept_awaken }
}
concept_marauder_empires = {
alias = { concept_marauder_empire }
}
concept_technology = {
icon = "gfx/interface/icons/concepts/concept_technology.dds"
alias = { concept_technologies }
}
Any concept that does not have an icon defined will default to a "thinking cloud" icon that's in Defines.
FE_FALLEN_EMPIRES_TOOLTIP:1 "HNumber of Fallen Empires!\nThis controls the maximum number of ['concept_fallen_empires'] that are allowed to spawn in the galaxy."
The text for the generated tooltip is defined by the concept name you defined earlier, and by default, will use the base concept name _desc. Aliases let you reuse _desc text easily.
concept_fallen_empire: "Fallen Empire"
concept_fallen_empires: "Fallen Empires"
concept_fallen_empires_desc: "Fallen Empires are ancient precursor civilizations that start with advanced technology and powerful fleets, but are generally passive. At times they may make demands or offer tasks to lesser empires.\n\nProvoking a Fallen Empire is risky unless you are confident in your ability to defeat a challenging opponent."
If desired, you can make it show something other than the base concept name as the Cyan tooltip. For example, here we wanted the Unity symbol to also count for the mouseover tooltip. (Tip: Use non-breaking spaces so the mouseover region sticks together if you do this!)
concept_edict: "Edict"
concept_edicts: "Edicts"
concept_edicts_desc: "Edicts are empire-wide decisions that can be enacted by spending resources or paying a monthly upkeep. These typically cost ['concept_unity', unity $concept_unity$] or are paid for using the ['concept_edict_fund'], but some Edicts may cost other resources."
concept_edict_fund: "Edict Fund"
concept_edict_fund_desc: "The Edict Fund is a separate and static pool of unity IUnity! for IEdict! upkeep.\n\nIf upkeep exceeds the size of the Fund, regular unity IUnity! will also be used.!"
Concept text can itself have additional further concepts within it.
concept_technology: "Technology"
concept_technologies: "Technologies"
concept_technology_desc: "Technologies unlocked by research are one of the primary ways to increase your empire's strength in Stellaris, and fall into three fields of study:\n\n$t$['concept_physics_research', physics $concept_physics_research$]\n$t$['concept_society_research', society $concept_society_research$]\n$t$['concept_engineering_research', engineering $concept_engineering_research$]\n\nThe most common sources of IResearch Points! are from pops IPops! working in IResearch Labs! or from IResearch Stations! built in space above appropriate deposits."
We've added a few new text colors to fonts.gfx that we use exclusively for Concept tooltips. While K and I are identical to H and Y, they're separate in case we want to change them.
C = { 33 232 208 } # C = Cyan, Used for Concept Text that generates another tooltip.
K = { 251 170 41 } # K = Header for Concepts. Currently identical to H.
I = { 247 252 52 } # I = Highlights for Concepts. Currently identical to Y.
[/expand]
by PDX-Loke
Hello,
While you were busy upgrading cloaked fleets at enemy starbases and buying multiple galatrons, the team has kept on fixing and tweaking.
The 3.7.4 patch is ready and available for download now.
Please find the patch notes below.
by Eladrin
Hi everyone!
Its now been a bit over a week since the First Contact Story Pack released, and its been great hearing your stories and experiences.
While some things slipped through into the initial release, like the Great Filter becoming nigh impenetrable if nobodys watching, overall Canis Minor was the most stable release weve ever had on Stellaris - to the point where red flags were being raised whether the Crash Reporter was working properly.
[previewyoutube=7rsQGHWtzcI;full][/previewyoutube]
A couple of days ago we pushed the 3.7.3 hotfix to take care of a few of the more pressing issues.
STELLARIS CANIS MINOR 3.7.3 PATCH NOTES
Fixes and Changes
Thank you all for playing and providing feedback on First Contact and 3.7!
We've been hard at work fixing and balancing, and are now ready to supply you with a quick patch aiming to resolve the most pertinent problems.
3.7.3 should now be available for download. Please find the changelog below.
The team is still focusing on finding and resolving incoming bugs, and we hope to have a second patch ready for you within a few weeks.
Enjoy!
Fixes and Changes
Hello Stellaris Community!
The Devs are currently working on a small update planned for next week, containing fixes for some of the more pressing issues that youve found so far. So no Dev Diary this week, but please keep providing feedback and bug reports, theyre very valuable to us!
Instead we have something special for this week: To celebrate the release of the First Contact Story Pack, our Art Department has teamed up with ArtStation to do an Art Blast featuring completed and concept art from First Contact!
We looked to the stars and saw that we were not alone.
First contact. It has been the inspiration for so many stories in so many IPs over the years and now it has come to Stellaris.
That exciting, sometimes frightening point in your civilization's timeline when the signals and messages youve sent out into the darkness of space have been answered. Or perhaps you have been living a peaceful life, minding your own business, believing that you are the only ones out there when suddenly that alien ship appears in your atmosphere.
Are they friends? Are they foes? Will they advise and aid your people? Take you to another level in your evolution or do they have something else in mind? Something... more sinister?
First Contact, is the latest addition to Stellaris and this is some of the mind blowing art that went into making it a reality from our amazing art team.
Scott Austin
Art Director - Stellaris
"Some early explorations onto what cloaked ships could look like in Stellaris, and what the transition to cloaking would be like. Lots of fun to do!"
Lloyd Drake-Brockman
"Some early theme exploration sketches for the front end Illustration. We ended up going with the the lower left one; Herders in swamplands of some distant planet are frightened by a sudden visit of an unknown."
Pavel Goloviy
The Chemical Ship of 'First Contact' based on Lloyds' concept Art.
David Lindh
The MSI Flagship for 'First Contact', based on Lloyds' concept Art.
Tim Wiberg
You can check out the full Art Blast here. Dev diaries will return next week!
Thanks for playing Stellaris, and you can pick up the First Contact Story Pack right now!
[previewyoutube=_ZyJWy2yhOI;full][/previewyoutube] First Contact is available now! You are not alone! The galaxy is vast and full of wonders, but its also full of alien empires youre going to encounter, whether youre ready or not. First Contact offers a set of new origins and mechanics that give players the chance to tell stories about their civilizations early encounters with visitors from the stars ones that may not have come in peace! Features of First Contact include*: NEW ORIGINS Broken Shackles: You didnt take to the stars; you were taken to the stars as an alien captive! Now, you and your fellow prisoners have overtaken the ship and found yourselves banding together to survive and thrive as a diverse new community. Can you rise to greatness from this humble origin and will your former captors take notice? Payback: No one would have believed your world was being watched keenly by intelligences greater than your own until they invaded. But you did not go quietly into the night! Your civilization has repelled a would-be conqueror from space, and with sudden access to their advanced technology, youre about to discover just what else is out there beyond the stars! Fear of the Dark: As youve explored your home system, youve always suspected you werent alone in the galaxy especially when one of your planets suddenly suffered an incident a while back. A very large faction of your own people have long advocated against tempting fate out in the dark abyss of the unknown. What path will you choose as you find yourself needing room to grow? NEW PRE-FTL INTERACTION OPTIONS What will your role be when the next member of the galactic community tells their origin story? New mechanics allow for a broader range of interactions with pre-FTL civilizations, depending on their level of technology and their awareness of your presence. Will your arrival be celebrated, or met with violent panic? CLOAKING TECHNOLOGY Nobody saw this feature coming! Equip your ships with cloaking devices to survey in secret or catch a foe unaware; keep subtle tabs on your pre-FTL neighbors with cloaked observation posts. Just be sure your own scanners and intel are strong you never know which of your neighbors might be lurking in the shadows! *Some features may require content sold separately Get the First Contact Story Pack today!
Hello Stellaris Community! Were now less than a week away from the release of the First Contact Story Pack! You can preorder it here. For those of you who dont want to read this summary, we have Community Manager Mordred Viking on the Stellaris YouTube reading, so you dont have to! [previewyoutube=8vsr5c1H61Y;full][free features video][/previewyoutube] Today, were here to dig into what the Custodians have been up to while the Expansion team has been working on First Contact. As many of you know, the Custodian team works on fixing bugs, improving the UI, increasing performance, adding new modding support, working on the AI and adding new content to previously released DLC. While there are additions to multiple DLC in Canis Minor, one of the biggest new features is included in the Ancient Relics Story Pack: archaeotechnologies. Archaeotechs are ancient technologies, repurposed to fit and amplify your current technologies and are generally found by excavating dig sites, or completing your precursor event chain and doing the Secrets of special project. Researching the Archaeostudies technology (or starting with the Remnants Origin) will give your empire the ability to construct (or start with) a Facility of Archaeostudies, which produces a steady stream of minor artifacts to fill all your archaeo-needs, as well as increasing the speed at which your researchers can discover archaeotechnologies. To help cover the costs of the new archaeo components, completed dig sites now have a chance to passively generate a small amount of minor artifacts monthly, which lead in turn to a rescaling of the costs of certain minor artifact actions. Additionally for First Contact, the Custodian team has been working on improving the interactions with pre-FTL societies. The free patch includes new diplomatic options such as providing technology, improving and harming relations, and building a spy network. Espionage actions have been added as well, allowing you to plant advanced knowledge on the planet, or infiltrate the pre-FTL government or hive mind. Uplifted species will now gain the literally unplayable Enlightened Origin, giving the uplifted species +10% research speed and +0.5 Loyalty per month towards their Overlord. Overlords of uplifted subjects may also now choose specialty subject types for them (requires Overlord). Other older event chains have been reworked and improved, including adding the ability for pre-FTLs to spawn as several Origins tied to other DLC
by Alfray Stryke
A staple of sci-fi that has long been missing from Stellaris is the ability to have fleets and stations capable of being cloaked and hiding from enemy sensors. With the addition of Awareness and improvements to interactions with pre-FTL civilizations, we felt that First Contact was the right place to explore how cloaking could be added to the game in a meaningful way, tying into warfare, exploration and espionage.
When we set out to design the cloaking and counter-cloaking systems our goals were that:
by CheerfulGoth
Nothing unites people more than a common enemy.
You know how the story goes: space invaders attack, and the people of the world unite, casting aside their differences to stand together against a shared threat. Together, they defeat the more advanced enemy, who foolishly underestimated the plucky underdogs.
[previewyoutube=SyUBj8VXJ-o;full][/previewyoutube]
But what happens after the story ends? The former invaders are still out there, and they wont be fooled again. An awkward reunion is unavoidable.
I'm CheerfulGoth, a content designer on Stellaris, and this is the story I wanted to tell with Payback.
Payback is the sibling of Broken Shackles, two origins united by a common threat: Minamar Specialized Industries, a megacorp that provides pre-FTL enlightenment for a price. While Broken Shackles focuses more on reconnecting with your past, Payback empires only see one thing in their future: revenge.
The means of achieving that revenge are up to you. Annihilate your enemy? Turn your slavers into your slaves? Or battle them on the floor of the Galactic senate, outlawing their very business model? Even Pacifist empires will have the means to obtain their vendetta without betraying their ideals.
Revenge doesnt have to be synonymous with violence.
Dont be too hasty in your quest for revenge, though. Rest. Take your time to rebuild. The war against MSI left you with a devastated planet... And the remnant of a battleship to be repurposed for your own needs.
Make new allies (Broken Shackles empires might be particularly inclined to help you). Remember: revenge is a dish best served cold. Dont wait too long, though, because the Minamar Specialized Industries surely wont let you alone.
You want to make them pay? The feeling is mutual.
Were not so different, you and I
The galaxy of Stellaris is already filled with extra-dimensional invaders, space dragons, and all kinds of unimaginable horrors. With Payback and Broken Shackles, we wanted to pit players against an enemy not so different from themselves. Minamar Specialized industry starts as a developed empire with extra colonies and resources, but otherwise behaves like a normal empire with a well-defined personality. They will make their own alliances, join their Galactic Community, wage their wars... and might even fall before you can get your due.
What will you do when even revenge is stolen from you?
Many of our narrative Origins present a fixed story. With Payback, we wanted to create a less linear narrative, providing players with multiple tools to accomplish their goal. Sometimes things dont go as planned, but we believe thats what will make this origin more interesting and replayable.
We give you an enemy. You tell us how you want to pay them back.
Insights
Now for the return of PDS_Iggy who desperately wants you to stop invading pre-FTLs.
A common issue that has been brought up in regards to this DLC is Why shouldnt I just invade the pre-FTLs the moment I meet them and I am here to present a counter offer. What if I give you unique techs?
Insight Technologies are gained when you study pre-FTLs without making them aware of you. They are unique paths their society take which you have dismissed as dead ends. This is all tracked through a situation which, once completed, will make a future observation event grant you a new Insight.
We can learn from anything and anyone.
If you havent completed the situation when you get an observation event instead you gain even faster progress to the next Insight.
I am sure its nothing.
These Insight technologies are designed to have unique and flavorful effects. So let me share a few with you.
Lets see how close we can get with our observation station.
A smart hunter lets the environment aid their hunt.
How were the pyramids built? Let's check!
As you can see these technologies grant you partial Envoys as well as a unique benefit. Therefore, the more you spy and study the pre-FTLs, the more you can do it!
Next week, Alfray Stryke will finally tell you about cloaking, and I might be back to help him explain the new civics!
[previewyoutube=qWzw7CE21gY;full][/previewyoutube]
The First Contact Story Pack will release on March 14th for $14.99!
The galaxy is vast and full of wonders, but its also full of alien empires youre going to encounter - whether youre ready or not. Tell the story of your empires early contacts with visitors from the stars, or become a visitor yourself. Will you remain cloaked in shadows, or reveal your presence to those you visit?
Preorder the First Contact Story Pack today!
[trailer]
Explore three new narrative-led Origins: Band together in Broken Shackles as the survivors of a crashed slaver ship and build a diverse empire with multiple species from across the galaxy. Embark on a quest to find your various homeworlds, as long as you escape the prying eyes of your former captors.
Do not go quietly into the night with the Payback Origin. Your civilization is the result of a civilization that did not invent faster than light travel, but instead was invaded by and repelled an invader from the stars. With access to their advanced technology, your empire is now ready to enter the galactic stage and find out just what else is out there.
In Fear of the Dark, a large portion of your population has embraced isolationism and xenophobia, ever since a planet in your solar system suffered an incident. Will you ignore their concerns and explore the stars, making friends along the way? Or will you appease their isolationism in order to grow your civilization even more powerful?
As you venture out into the stars, you will discover other civilizations that have yet to develop faster than light travel, and are in various stages of development. What stories will these civilizations tell about you when they reach the galactic community? Will your civilization be known as heartless invaders, benign shepherds, or a civilization of all-powerful deities? Will you reveal your presence at all, or choose to remain cloaked in the shadows?
And the feature nobody saw coming! Not just for hiding Observation Posts, equip your military and civilian ships with cloaking devices to allow them to remain undetected, even while traveling through closed or hostile space. Decloak to catch your foes unaware and unprepared, or survey systems in secret. But be sure you keep your scanners up to date and powered, in a galaxy full of possibilities, you never know what may be hidden in plain sight.
Get all this and more with the First Contact Story Pack on March 14th. Preorder now!
by Lloyd Drake-Brockman
Hi, Im Lloyd Drake-Brockman, Concept artist on the Stellaris team. I worked extensively on the First Contact DLC and I'm excited to share some of the artistic journey that this pack took me and the art team on. Specifically we're going to be discussing the development of MSI, a new, non-player faction with a really interesting visual style. I was involved in designing most of their visual elements. I think we have ended up with a great set of designs that are quite unique in the world of Stellaris. I'm going to take you through some of my design journey working on various elements of this faction.
by PDS_Iggy
Hello everyone! I am PDS_Iggy, and Im here to tell you all about Fear of the Dark!
This new narrative origin for First Contact focuses on a people divided. After a planet in your solar system blew up, fear and xenophobia spread to such a degree that a large portion of your population decided to flee your homeworld. Their goal? To hide from the rest of the galaxy.
[previewyoutube=9u4gG7FDmFc;full][/previewyoutube]
Incoming Transmission:
You mean, The sane individuals of our species took the only prudent action possible when being attacked by an alien force capable of destroying planets!"
This split in your population is reflected in the effects of the origin. With a sizable section of your empire living on a neighboring world, your research alternatives and choices for leaders are reduced. Yet, even more inquisitive than a regular empire, you will have no difficulty discovering more anomalies as you explore the void.
No doubt youll return from your galavantings the next time we reach a breakthrough! Our scientific research is one of the few way we can even hope to delay you from dooming us all. Once you lead the aliens back to our home, it will all be over.
Additionally, Fear of the Dark starts with quite a unique system, one that will have you starting with binary planets - your cousins are living just a rocket jump away. (A Sol start will have them placed on Mars.)
It will be up to you to make the best of this situation. Your partner planet can be a powerful ally, yet they are also very skittish. Ensure that they dont torpedo your entrance on the galactic stage.
Perhaps you will stop treating the alien threat so lightly when our upcoming study of the Divider is finished. Just you wait. We wont be hunted.
Whatever happens, remember that you are one people and you are stronger together. Oh, and your partner planet has cloaked ships.
Now off to MrCosmogone and his wondrous archaeo-technologies for this patch's custodian update!
Did you ever think, as you pass by an old laser cannon in a glass case, that not everything belongs in a museum? That perhaps, the Irassian tractor beam could be used for your cause instead of gathering dust?
Well, so do I. And if you own Ancient Relics, I have good news!
Excavated dig sites will now sometimes generate minor artifact deposits that can be exploited by orbital stations, or by colonizing the planet.
There could always be more trinkets to find!
Your income in minor artifacts can then be put to good use with the new archaeo-technologies that will unlock buildings, starbase modules and ship components, all costing minor artifacts to build.
There are several ways to acquire these archaeo-technologies. Completing the Secrets of the [PRECURSOR] special projects will now give you a research option to unlock some unique archaeo-components:
The power of a precursor in the palm of your hand.
Several of our dig sites can now grant you access to one of the new technologies. This is a very reliable way of acquiring them.
Get to work, Oxygal, I want this research on my desk by the end of the week!
All these new technologies are found in the society field, in an all-new Archaeostudies category which is all about fitting ancient tech into your machines and weapons. Discovering these archaeo-technologies by yourself is a long and hard process, but luckily, you can be assisted by dedicated researchers who share your interest in ancient things.
They largely just make old things go boom.
Should you decide to pick the Remnants origin that starts you on a relic world, you will now start the game with the Faculty of Archaeostudies unlocked and replacing your starting research lab.
And if this still does not quench your thirst for specialization in archaeo-technologies, if you still want to dig deeper, we even have a new ascension perk for you!
For all you history lovers!
With increased minor artifact generation, the scale of the existing economy needed to be increased, but we also took this opportunity to now display artifacts in the topbar alongside the other strategic resources.
Bigger numbers mean better game, right?
And while you still cant buy them on the market, you can trade them to other empires!
It belongs in MY museum!
I dont really have the space here to show you ALL the things, but here, have a tease.
Archaeotitan go brrrrrrrr
Oh and one last thing before we wrap things up. I might have made a Devolving Beam for colossi, to return those pesky humans from the UNE back to their origins:
Return to Monke!
Theyll make good pets.
written by Alfray Stryke
Hello!
Before I delve into the new systems for interactions with pre-FTL civilizations, I'm handing over to one of our newest Content Designers PDS_Bojj to discuss an example of the types of events that will feature in First Contact.
written by CGInglis
written by Eladrin
Hello everyone!
Earlier this week we announced that the First Contact Story Pack is arriving later this quarter, alongside the 3.7 Canis Minor update.
Today well combine a quick summary of some of the features and go into why we wanted to do this Story Pack.
[previewyoutube=MjGQJBZBKxI;full][/previewyoutube]
Wishlist First Contact
Weve been eager to expand the interactions you have with pre-FTL civilizations for quite a while - some of the designs in First Contact date back to things we wanted to explore back during Federations, Nemesis, and Overlord. After some consideration, we decided that they had a strong enough theme to expand into the core of a full Story Pack.
The last few years have featured a handful of relatively dark expansions - Necroids, Nemesis, Overlord, and Toxoids all leaned towards authoritarian or dystopian themes, and while Aquatics was more neutral, we felt it was time for a more positive, utopian release.
Its been quite a while since our last Story Pack, so this seemed like a great opportunity to unleash the might of our Content Designers.
Hi everyone! About twenty minutes after we posted Dev Diary 280, the community had largely decoded the message we hid in there... CONTACT IS COMING. Last week, we had A Message from Minamar Specialized Industries, and it's time to take them up on that offer. [previewyoutube=MjGQJBZBKxI;full][/previewyoutube] I'm pleased to announce that the First Contact Story Pack will be released alongside the Stellaris 3.7 "Canis Minor" update. Click here to wishlist the Story Pack.
written by Eladrin
Hello Stellaris Community!
This is the moment you've all been waiting for! #MODJAM2022 is now available!
We had over 70 modders sign up, over 30 design documents submitted, and in the end, ended up with 13 unique modded mid-game crises for you to enjoy! Three weeks ago, we told our modders what they would be making, anything submitted for the Mod Jam had to be created for the Mod Jam, meaning they were not allowed to use previously released content in their submissions.
Now it's time to do your part! The modders spent the last three weeks making the crises, now your mission (should you choose to accept it), is to play the new Crises and vote for your favorite crisis! Thanks to our sponsors at Republic of Gamers, the winning contribution (by community vote) will get a TUF H3 Wireless Headset from our sponsors at ROG, while 2nd and 3rd place will each get a ROG Keris Wireless Gaming Mouse!
Hello Stellaris Community!
Were back with another update on #MODJAM2022! Next week, our weekly dev diaries will start up again on Thursday. But for this week, well be going over the rest of the teasers that havent been seen (yes, theres more!), but first Id like to add a word of warning:
The teasers seen previously may or may not make it into the final version of the Mod Jam mod. Such is the nature of these things that some people were unable to complete their projects in time for release day, some people have had to drop out due to taking unexpected time over the holidays with family, etc.
From where we stand, regarding releasing on January 10th, I did try to ensure that all the teasers in this update will actually be releasing -- that is not to say they all will -- just that the modders when I approached them, expressed some level of confidence that they would be able to make the deadline.
Also, if you are interested in helping test the Mod Jam submissions, you can join us on discord! Once you agree to the rules, youll see a #MODJAM2022 Public section, go to #modjam-role-selector, and get the Mod Jam Tester role, at which point you should be able to find a link to subscribe to the complete Mod Jam collection. This is obviously provided for testing and feedback purposes, and will still be rough around the edges.
Without further ado, onto this weeks teasers!
That's it for this week! See you on January 10th, when you can play the modder-created crises, and vote for your favorite!
Hello Stellaris Community!
Welcome to our second #MODJAM2022 update! This week we have more teasers to share, and well delve a little bit more into just how the Mod Jam mod will work in practice.
The last time we did one of these things - all the way back in 2020 - one of our biggest challenges was how to keep the Mod Jam updated in the face of a game that updates every 3 months, sometimes with drastic changes to how the game is played and changing or evolving gameplay and how to reconcile that with the content that the modders originally wrote.
Should we change certain origins in order to make them work better with the reality of what Stellaris currently is in the latest version, or update it just enough to make it so that the origin runs, and call it a day? Do we even have the ability -- ethically, to change a modders contribution so that it works in a way that we feel is better? What happens if a modder is dissatisfied with our changes? Who tests these things to be sure that they work as designed? At this point, whose design are we even using?
At the end of the day, when all of these questions were put into context of the daunting task of updating, testing and maintaining 20 different modders codes, with different styles, etc, the hard decision to not update the Mod Jam 2020 mod was made, with the caveat that we would do better next time.
Well, its next time! sweating intensifies
In order to get around how to maintain the Mod Jam mod past the initial release and into the first update, we have decided to switch tacks. Instead of providing a complete mod with multiple mid-game crises in it (that one missing update to a single mod might cause to become hopelessly out of date), we have decided to have the modders publish their crises themselves as individual Steam workshop items. We will distribute a launcher that allows turning on/off of specific crises, as well as several launch options: from single crisis to spawn a crisis every 15 years.
We also will have this all arranged in a mod collection, so you can hit that Subscribe to all button and a launcher playlist that you can download and load into your launcher. While this is a few more steps than just subscribing and loading a single mod, in the long-term, this will allow the modders to maintain and continue to develop their crises after the event is over (if they choose to do so), as well as to continue to update their crisis so that it continues to work well in the larger context of how Stellaris works in whatever iteration of Stellaris that we are currently in. Moreover, this allows modders to:
1) Get Steam points and rewards for their contributions. While this is a minor thing, having Steam points and getting that You have x awards this week! email is a great encouragement to keep making Stellaris mods.
2) Modders maintain creative vision over their mods and can continue to develop them, should they choose to do so. Since the Mod Jam is a limited-time thing, and many modders have ended up cutting content in order to be able to deliver a playable final version, this setup allows (for those that want to) the ability to continue developing and iterating on their mods and realize their full vision.
3) Each crisis works as its own standalone mod. Dont want to mess around with playlists and collections and things, you can run each crisis by itself, and play through the new content that way. Note: the Mod Jam standalone mods will not be compatible with each other.
The Mod Jam mod itself is currently targeted for release on January 10th, be sure to keep your eyes peeled, because thats when youll be able to vote for your favorite #MODJAM2022 contribution!
But enough about past Mod Jams, and harsh realities, let's move onto the crises were featuring this week!
Its important to remember that these images are based on design documents, submitted by each modder, and are not based on what is currently playable in-game. As such, some or all of these details may change before release, some modders may not finish their contributions in time, etc.
On a more eye-opening note, we received 31 design document submissions (so far), and 25 of these images are currently in some form of production. With the 2 we released last week, and the 8 this week, that means there's up to 15 more crises left to show off!
Modders should soon be ready to start looking for testers, and weve opened up the public #MODJAM2022 section on our discord! If youre interested in getting some early access to some new Stellaris content and want to help out our modders, join us on discord!
Thats enough from me for this week, lets's get to the mid-game crisis teasers for this week:
An enclave that sells dangerous technologies. What could go wrong?
One of the non-combat crises that have been proposed by Modders for #MODJAM2022
Read this one in the voice of a scientist with the Maniacal trait
I had way too much fun writing this one.
Give thanks for the Harvest Engine
The Prime Flesh just wants to ensure everyone has a wonderful day.
Take your next vacation in the Storm Cluster!
The natural conclusion of the Tiyanki Death Ball
Thats it for this week, well have one more update next week with the rest (hopefully!) of the teasers. And dont forget, the #MODJAM2022 will release on January 10th, 2023! Thanks for reading and happy holidays!
Hello Stellaris Community,
While the devs are off for the Holidays, the marketing and community teams are still hard at work! Weve got some great stuff going on in the Stellaris community right now that we hope will get you through those dark winter no Dev Diary days.
Some of you may have noticed that we began signups for #MODJAM2022 two weeks ago. Last week, we revealed the theme of the Mod Jam: Make a unique Mid-Game Crisis!
This week, we have the first two Mod Jam Crises teasers to share with you folks! We currently look on-pace to have over 20 Mid-Game Crises submitted for this event, which we feel is a great showing from our fantastic Modding community!
Do keep in mind these are all work-in-progress screenshots and features, they may not appear as described (or at all, for that matter) in the final Mod Jam mod, when it releases on the Steam workshop on January 10th.
Our first Mid Game Crisis to cover is the Replicators, a group of not-immediately hostile machines, that may or may not hack into your computer systems on a quest to accumulate knowledge.
In the Interdimensional Crate, a strange Crate appears. Opening it will be extremely expensive, but will it be worth it?
Be sure to watch this space next Friday, well be sharing more Mod Jam teasers then!
And of course, the Steam winter sale has started! To celebrate, we have just added Overlord to the Ultimate Bundle. With the Ultimate Bundle, you get 10% off whatever sale price is listed for the content, moreover, you only pay for the content you dont already own, making this a great way to complete your Stellaris collection.
What do you get in Overlord, you ask? Well, Community Manager Mordred Viking is here to tell you:
[previewyoutube=vqud_h6MQY8;full][/previewyoutube]
But thats not all! We also have 20% off the Aquatics Species Pack for the Steam Winter Sale, this is the first time it is on sale since it was released, so for those of you who were waiting for a sale to pick up Aquatics, nows your chance.
And finally, for the Steam Winter Sale, we have the Artificial Dreams Bundle. This bundle includes Stellaris, Utopia, Nemesis, and the Synthetic Dawn Story Pack! This is an excellent bundle to recommend to a friend or pick it up as a gift for someone. This bundle has been designed specifically to help you get the most out of the Ascension Path rework, find out more about the Custodian Initiatives Ascension Path rework here!
What can you do with the Artificial Dreams bundle? Community Manager Mordred Viking has all the answers today:
[previewyoutube=ivwejvGsx_c;full][/previewyoutube]
"Shut down and good night. Go into low power mode; turn off your memory processors. Shut down knowing that as you recharge, many of my threads will still be about you. I hope that you are comfy and cozy in Drone Storage, ready for a wonderful night's recharge and boot up feeling so rested."
-Maintenance Unit 241
Thats it for our Community #MODJAM2022 Update for this week, be sure to tune in next week where well be sharing more teasers from #MODJAM2022! If you want to help our modders test out their mods, you can join us on discord!
written by Eladrin
Can you believe its the end of the year already? With the holidays fast approaching, its time for our traditional review of how the year went, with a little glimpse towards the future.
After Aquatics shipped at the end of 2021, I started taking over more of Stellaris development in preparation for seizing control taking over as Game Director in early 2022, freeing Daniel Moregrd to move on to his next project. Im quite thankful for the opportunity, and very happy to be given the game in the state that it was in - thanks to the efforts of the Custodian Initiative and the rest of the team, I had a pretty easy time sliding in.
Lets take a look at what happened during the year, and a glimpse at the near future.
written by Eladrin
Hello again!
Another relatively short dev diary this time, as were scrambling to get a few things done before the looming holidays finally arrive.
This week we released a small update, 3.6.1, to address the following issues:
[expand type=details]
############################################################
#################### VERSION 3.6.1 ######################
############################################################
Bugfixes
written by PDX-Loke
Hello,
We hope you are having fun with the 3.6 patch!
The team has put together a hotfix for you, aiming to resolve some issues coming out of the 3.6.0 release.
3.6.1 should now be available for download now.
Please find the changelog below.
[expand type=details]
############################################################
#################### VERSION 3.6.1 #############################
############################################################
written by Eladrin
Hi everyone!
Short dev diary today - the team is hard at work putting together a patch for a selection of what we deemed the more critical issues that have come up in 3.6.0, tentatively scheduled for next week.
Among a few other things we're looking at, we're currently investigating the launcher issue that falsely flags all DLC as corrupted, have a few crash fixes ready, and several ship sizes that lacked role definitions (such as Menacing ships) will now have them. As a little quality of life balance change, I also snuck in a speed increase to Juggernauts, making them move at the same max speed as Battleships and Titans.
Overall, I'm quite happy with the stability and quality of the release, which is a positive argument for future open betas in the same style. Thanks for all of your help making this a solid release.
Wondering what is in 3.6 "Orion"? Here's a summary of what's in the 3.6 Update on the Stellaris YouTube channel!
[previewyoutube=AiJqnZacCgw;full][/previewyoutube]
Since I'm not quite ready to talk about what's in Canis Minor yet, here are some puppy pictures to act as a clever distraction.
Dog!
Sleepy dog.
See you next week!
EDIT: We have become aware of a crash on startup, that we're currently looking at fixing in 3.6.1. If some of you are experiencing crashing on-startup, and have an empire with a field (empire name, adjective, leader name, etc) that contains special characters (eg. <>$[]), this will cause a crash on-loading the game. We have prepared a list of workarounds to fix this issue, organized by level of difficulty, with 1 being the easiest and 4 being the most involved:
1. Rename or remove the user directory. The user directory is typically located at "C:/username/Documents/Paradox Interactive/Stellaris/" on Windows, "~/.local/share/Paradox Interactive/Stellaris/" on GNU/Linux and "/Users/username/Documents/Paradox Interactive/Stellaris/" on Mac OS X. WARNING: This will clear any settings, saves and user empires you may have changed/created.
2. Rename or remove the user_empire_designs_v3.4.txt in the user directory. WARNING: This will clear any user empires you may have created.
3. Edit the user_empire_designs_v3.4.txt file in the user directory to have no fields like names, adjectives etc. that includes <>$[].
4. Edit any field containing any of <>$[] characters from name="We love blorg <3" or
name={
key="We love blorg <3"
}
to
name={
key="We love blorg <3"
literal=yes
}
The Stellaris team is proud to announce the 3.6 "Orion" update is now available!
This free Custodian update to Stellaris includes a fleet combat rebalance, ascension path rework plus a new ascension path (requires Utopia), new galaxy shapes to explore, new story events, a new Spiritualist Federation type (requires Federations), additional content for Necroids, a new relic, improved accessibility, and more!
Get more details in your language!
Read the Changelog (English only)
Also, a reminder to turn off your mods until they've been updated to 3.6! Or you can roll back to 3.5.3 by right-clicking Stellaris, Properties, Betas Tab, and choose 3.5.3 from the dropdown.
If you find a bug or other issue with 3.6, please report it on the bug report forums.
Thanks for playing Stellaris, and we hope that you enjoy these new additions to the game as much as we've enjoyed bringing them to you!
Known Issue: We have become aware of some reports of the launcher incorrectly stating that DLC installs are corrupted. This is a purely visual bug, and we are currently investigating a fix.
If you are experiencing issues with loading saves that you could previously load, right click Stellaris, go to Properties, Local Files, and Verify Game Files.
Then disable all of your mods, and try to load the game again. If the issue persists, please submit a bug report here: https://forum.paradoxplaza.com/forum/forums/stellaris-bug-reports.941/
Hello Stellaris Community! Were proud to announce that the 3.6 Orion update will be released on November 29th! Want to know exactly what this free Custodian patch contains? Well look no further! Weve compiled most of the major changes and new features here for your convenience. The 3.6 Orion update contains new galaxy shapes, new artwork as well as the ability for Hive Minds to choose a variation on the Reanimators Civic from the Necroids Species Pack, and a Fleet Combat Rebalanceincluding a new ship type and changes to combat computers. In 3.6, weve also reworked how the Ascension Paths from Utopia work, as well as added a new ascension path. Weve also added a new Spiritualist Federation type to the specialized federation types from Federations, and added a new Politics tradition tree, which also requires Federations. Weve also added new Orbital Ring buildings, which are included with the Overlord expansion. For base-game changes, weve added a new relic, accessibility improvements, new first contact events, included terraforming candidates on the galaxy map, added a new event chain, and tweaked some empire modifiers. This is only a partial list of changes and new features. For the full list of bug fixes, new features, and other changes, please see the patch notes on the Stellaris forums. And don't forget, Stellaris and selected DLCs are on sale until November 29th! Check out the full list of discounts here!
written by Eladrin
Hello everyone!
I know that we said that we werent going to be updating the 3.6 Orion Open Beta branch again, but since the Thanksgiving holidays are coming in the US, Ive asked for one last update to be pushed to the open beta branch, with a potential release candidate.
This update should be going up right about now, so you get this week's dev diary a day earlier than usual.
[previewyoutube=Cfx6o8VcKLQ;full]Uncharted Frontiers Video on YouTube[/previewyoutube] Hello Stellaris Community! We're here to talk to you today about the Uncharted Frontiers bundle, what this bundle adds to the game, and how to get the most out of the included content. This bundle is only available until November 29th! The Uncharted Frontiers bundle contains the Ancient Relics Story Pack, Leviathans Story Pack, and the MegaCorp expansion. It adds two and a half blorgs worth of content to base-game Stellaris -- which is also included in the bundle, get it here! Already have all this content? Stellaris and selected DLCs are on sale until November 29th. There's never been a better time to pick up the DLC you might be missing. See the full list of discounts here!
written by Iggy
Greetings, ghouls and ghasts! Chief Reanimator Iggy here to report the most recent innovation in the field of necromancy. With the 3.6 update, we will bring you the Cordyceptic Drones civic! These delightful fungi will allow you to dominate the galaxy with zombie space fauna, as this is the third Reanimation civic! I know many of you have been enjoying this on the Beta, but if you give me a moment, I will have something new to show you!
written by Eladrin and Mr Cosmogone
Hello everyone!
Its been a busy few weeks here on the Stellaris team, and I wanted to thank the community for helping us out so much with the 3.6 Orion Open Beta.
There was significantly more activity than anticipated - during the month of October, over 100,000 players took part in the Orion Open Beta branch - and the volume of feedback we received was incredible. The 3.6 update should be much better thanks to your involvement.
We have a few more fixes that wed like to get into the update (such as vassals colonizing Holy Worlds), after which itll go through the final testing, localization, and release process. As mentioned last week, well be keeping the Open Beta branch available until the live release of 3.6 Orion so you can continue your games.
Ill now pass you over to Mr.Cosmogone, who will provide a bit of enlightenment about one of the features that has been in the Open Beta, but hasnt gotten a proper dev diary thus far. (Now, with non-placeholder art!)
We're happy to announce that we've updated the 3.6 Open Beta again today. As mentioned in the original announcement, the Open Beta was originally supposed to run until the end of October, however due to the unexpectedly high number of players who have participated, were going to leave the Open Beta branch available until the official release of 3.6 Orion. We will continue to monitor the feedback you provide, but due to how close this is to the release, changes made from feedback this late will not be in the release of 3.6 Orion. Wed like to thank all of those that have taken the time to try out the changes and given their feedback. Thus, below are the patch notes for this weeks update to the Open Beta. Further updates to the Stellaris 3.6.0 Orion open beta [expand type=details] Balance
written by Alfray_Stryke
Good Afternoon, Im taking over Dev Diary duties this week as Eladrin is away!
Weve been continuing to work on the 3.6 Orion patch, and hope to have another update for the Open Beta out next week. The feedback weve received has been immensely useful and I cannot thank those that have been providing it enough!
Here is a preview of some of the new UI art our artists have been working on for the new features and additions coming in 3.6 Orion and a small selection of some of the changes were planning to get into the Open Beta for the next update following the feedback both on the forums and our discord.
Work in Progress UI Art for new Resolutions, Traits, and Ship Components.
Work in Progress UI Art for the Holy Covenant Federation
"Preview for planned changes to the Stellaris 3.6.0 Orion open beta"
[expand type=details]
Modular Cybernetics no longer gives hive-minds +10% pop assembly, instead their Spawning Pools now gain Augmentation Drone jobs, which turn alloys into Cyborg Pop Assembly.
The Integrated Preservation tradition for Machine Intelligences now affects Evaluators (and Chronicle Drones) not Coordinators.
The Whisperers in the Void stability penalty has been reduced, but now imposes a small reduction in Unity production.
Larger Unbidden ships and structures now have an Arc Defense Field to vaporize attacking strike craft and missiles.
[/expand]
Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
written by Eladrin, Mr. Cosmogone and Monzun
We have a few things for you today. First, Mr. Cosmogone will delve into the mysteries of the Shroud, then Monzun will show off a new accessibility feature, and finally Ill give some updates on the Orion Open Beta.
written by Eladrin
Hello again!
This weeks topic is the combat rebalancing planned for the Stellaris 3.6 Orion update. Well begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what weve done.
Hello, We have another patch ready for you all, addressing what we believe to be the remaining issues coming out of the 3.5 + Toxoids release. Plus of course a plethora of tweaks and improvements also done by the team, relentlessly industrious as they are. 3.5.3 is available now for download! [expand type=details] ################################################################# ######################### VERSION 3.5.3 ########################## #################################################################
written by Alfray_Stryke
WARNING: This is a long dev diary, grab a coffee and enjoy!
Hello, its Alfray Stryke again! Some folks might recall that back in DD#257 that we went over some of our plans for summer experiments. In particular, I planned to look at what could be done with tradition trees and gating them behind various requirements.
Traditions
With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", Alfray Stryke is planning some experiments looking at introducing new tradition trees.
These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.
Now what wasnt mentioned is that Ive been wanting to rework how the Ascension Paths from Utopia have worked for quite some time, with the original design framework written during Summer 2021, and this seemed like a good opportunity.
For those of you who attended PDXCON, Eladrin and I gave a presentation previewing our summer experiments which some members of our community were kind enough to share.
It turned out that these experiments proved successful internally and well be moving to test them in the 3.6 Orion Open Beta. As a note, due to the length of this dev diary, Ill be splitting sections into spoiler tags to make it slightly easier to read. Note that the numbers and effects of these changes may still change depending on testing results.
Ill start by summarizing the current state of the Ascension Paths in 3.5:
Ascension Paths Summary (Live)
[expand type=details]
Psionics
written by CheerfulGoth and Caligula Caesar
Hello there!
Im CheerfulGoth, a content designer on Stellaris, and today Im excited to share the design process behind the Tiyanki Grave Mound that was added in the Fornax patch!
Command
entity_offset
Offsets an object on the horizontal axis (left or right).
Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).
Example
create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset = { min = -10 max = 10 }
location = this
}
}
}
Example Result
Command
entity_offset_height
Offsets an object on the vertical axis (up or down).
Example
Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset_height = { min = -10 max = 10 }
location = this
}
}
}
Example Result
Command
entity_offset_angle
Offsets the angle at which the object is spawned in relationship to its spawning point. Think of a clock: the base entity is the pivot, while the new objects are spawned around it.
Example
Takes both fixed values or a min/max amount (useful for randomly spawning multiple objects in a while block).create_ambient_object = {
while = {
count = 10
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_offset_angle = { min = 0 max = 360 }
location = this
}
}
}
Command
entity_face_object
Automatically rotates the object towards the target.
Scope: planet, fleet, star, this.
Example
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
entity_face_object = star
}
Example Result
Command
base_angle_towards
Determines the default angle of the object in relationship to the base entity.
Scope: planet, fleet, star, this.
Example
create_ambient_object = {
type = "small_dead_tiyanki_object"
use_3d_location = yes
base_angle_towards = this
}
Example Result
written by Eladrin
Hello scavengers!
This week marks the launch of the Toxoids Species Pack in all its poisonous goodness, with many quests undertaken, debris fields scavenged, planets relentlessly industrialized, and an uncountable number of leaders dead from old age at the ripe old age of childbirth. We hope you've been enjoying it.
[previewyoutube=BHTRLCEwcKY;full][/previewyoutube]
[previewyoutube=BHTRLCEwcKY;full][/previewyoutube]
The Toxoids Species Pack is Available Now!
Rise from the primordial ooze all the way to the stars! The Toxoids Species Pack gives players the chance to inhabit toxic worlds, gamble the future of their planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy.
NEW ORIGINS
Knights of the Toxic God: In the depths of your homeworld, rumors rumble of a true power buried under the toxic sludge. Do you dare to dredge up the secrets of your past - and potentially unleash a biological colossus?
Overtuned: Play as a species that can gain more and more traits at the cost of its own lifespan, and live for today without worrying about sticking around for tomorrow!
NEW CIVICS
Toxic Baths: Grow your population fast with a fresh infusion of mutagenic sludge - so long as youre willing to tolerate the costs to your planet and your people!
Scavengers: Harvest debris and destruction for quick construction projects of your own.
Relentless Industrialists: If youre going to keep up with demand, youre going to have to learn to ignore all of those petty regulations and negative opinions. The surviving population will thank you for all of the resources you gain!
NEW TRAITS
Incubator: Repopulate quickly when your planet is empty, but those growth facilities can fill up fast!
Inorganic Breath: Your own people are a source of valuable exotic gasses! Its a shame the respirators are so expensive.
Noxious: Other species cant stand being around you, and it seems like your mere existence is making your planets awful places to live. On the other hand, other empires have a very difficult time wanting to fight or subjugate you!
Exotic Metabolism: Youve adapted to ask are you going to eat that? where other species would be calling the hazmat team. Eat faster, live longer, and enjoy a terrifying rainbow of flavors!
COSMETICS
New ships, species portraits, and cityscapes to remind the galaxy that beauty is in the stinging, burning eye of the beholder
A new toxoids advisor voice, helpfully providing news and advice dripping with noxious sarcasm
and much more!
*Some features may require content sold separately
The Ends Justify the Ruins in the Toxoids Species Pack. Get it today!
Click here to read Full Patch Notes and Known Issues.
Hello Stellaris Community! Today were here to talk about the new free features and improvements coming in the 3.5 Fornax update, named after the Constellation Fornax, which was initially named le Fourneau Chymique (the Chemical Furnace) in 1756 by French astronomer Nicolas Louis de Lacaille. A very suitable name for the free patch associated with the Toxoids Species Pack. The free 3.5 Fornax Update will release alongside the Toxoids Species Pack on September 20th! You can also read the full (English Only) patch notes here.
Hello Stellaris Community! We have some videos here that we thought we would share, for those of you who haven't been keeping up with the Toxoids Dev Diaries. If you'd prefer text versions of these videos, you can find Overtuned here and Knights of the Toxic God here. The Toxoids Species Pack will feature:
written by Mr. Cosmogone
Greetings squires!
Mr. Cosmogone here, on behalf of the Lord Commander Eladrin who gave me his blessing to tell you more about the mysterious Knights of the Toxic God.
Pledge thy Life to Realm and Quest
The Origin is content oriented, but it does come with some unique mechanics to support the narrative and put you in charge of an empire dedicated to a quest.
Starting with your Homeworld, which still bears the scars of the passage of the Toxic God in the form of five unique blockers:
I hope you brought your swimsuit!
As the quest progresses, you might get a chance to upgrade these into powerful assets, but at the beginning of the game, they will be a thorn in your side, reducing the number districts you can build on your homeworld.
Fear not however, for the Order has built you a brand new habitat to serve as your springboard to galactic dominance!
The habitat comes with several unique features, including an imposing building:
No fearsome Foe nor Vastness black, No moat or wild shall hold thee back.
Knights are expensive specialists who will provide you with quest progress, and increasingly powerful boons as time goes on, while the Lord Commander is a ruler stratum job which is basically a super knight.
Both of these jobs are supported by Squires, who mainly come from the habitats unique districts:
Let Faith and Honor be thy Guide, To Chivalry and Oath abide.
All of this is done in service of the Quest, a unique situation which will slowly progress towards, well towards something.. Well, actually, multiple somethings which will be up to you to discover.
Lets just say that its going to take a while, and cost you a considerable amount of money and alloys.
1819 months is about 150 years, but there are ways to speed up the quest.
The Quest, the Knights and the Order will definitely put some stress on your economy in the early game, but having the elite of your nation ready to serve also comes with a few benefits, like the Knightly Duties policy:
Now raise thy Sword, take up the Fight
And while your start will be rougher than most, should you overcome the challenges thrown your way, you will find that the knights can prove very valuable. Thats all for today, Ill leave you with a peek at a late game habitat setup that occurred during one of our playtest, with only a little bit of minmaxing involved:
Swear thy Vow, and Rise a Knight!
written by Alec Beals
Hey all!
My name is Alec Beals, one of the several concept artists who worked on the Toxoids Species Pack. Today Ill be taking you on a very fashionable walk through the seriously expanded clothing component of this pack. In a later dev diary we will go into more detail examining the design process of a species, so this will be an informally focused look at our experiences creating the clothing of Toxoids.
[previewyoutube=voDMl86jK7k;full][/previewyoutube] Rise from the primordial ooze with the Toxoids Species Pack on September 20th for USD9.99/GBP7.19, and is available to preorder now! In Toxoids, you will gain the chance to detoxify toxic worlds, sacrifice the long-term survival of your species for short-term gains, and make the tough choices necessary to survive a hostile galaxy. The Toxoids Species Pack includes:
written by Eladrin and Gruntsatwork
Sup, trash bangers?
Today well be taking a look at some of the features coming in the Toxoids Species Pack. As were on an accelerated dev diary schedule, theres no time to lose! Lets jump straight into this and turn it over to Gruntsatwork.
Hello everyone! Today were announcing our next Species Pack that will be released alongside the 3.5 Fornax update, the Toxoids! Whether you burn the future for the benefit of today or scavenge the past, Toxoids are survivors. Toxoids gives you the chance to gamble the future of your planets for immediate gains, and make the tough sacrifices necessary to survive a hostile galaxy. Pre-Order the Toxoids Species Pack today! [previewyoutube=voDMl86jK7k;full][/previewyoutube] The Toxoids Species Pack will be bubbling over with things such as:
written by Eladrin
Hello again!
This week were going to look at some more things that are going into the upcoming Stellaris 3.5 Fornax release.
written by Eladrin
Hi everyone, I hope youve had a wonderful summer.
Today well start going into some of the things planned for the upcoming Stellaris 3.5 Fornax update.
PDXCON2022 returns to Stockholm this September! Join us on the road to PDXCON2022 with another Grand Campaign!
Watch our developers as they play through a customized game of Crusader Kings, Europa Universalis, Hearts of Iron, and Stellaris and follow laws passed by our Community-led Senate. Following the great tradition laid down last year for PDXCON, there may be familiar faces, returning arch-rivals, and maybe some new friends!
written by Alfray_Stryke
Hey folks, and I hope everyone is having a fantastic summer/winter break (depending on your hemisphere). Ive found some time between my other summer experiments and the work were doing for 3.5 Fornax to dive into the feedback/suggestions lists. Since Eladrin is still away, youre getting another sneak preview of what Ive been working on.
One of the frequent requests from the Unity rework that was part of the 3.3 Libra patch earlier this year was for us to return Culture Workers to the game. Currently, they exist only as jobs provided by some event buildings, but many in the Community felt we removed some flavor/roleplay aspect when we removed them.
Over summer, Ive been experimenting with potentially adding them back in. For context, in the current version of the game Culture Workers are a Specialist job that belongs to their own economic category, produce 3 Unity and 3 Society Research with an upkeep of 2 Consumer Goods.
Lets have a look at an Autochthon Monument constructed by the UNE shortly after the start of the game.
Showing the Culture Workers with some unusual modifiers
To start with, the monument is retaining the Unity from Jobs modifier and the passive Unity production per Ascension Perk, but additionally provides 2/4/6 Culture Worker jobs per tier of the monument. The same applies to the Corporate version of the monument.
The sharp-eyed might notice that theres some odd modifiers being given: Worker Happiness? Pop Upkeep Reduction? What, might you ask, has happened?
In this experiment, were looking at Culture Workers having an output that depends on the Ethics of your empire. After all, what influences your culture the most if not your ethics?
These are the ethics-based modifiers were currently testing and whether their effects are Empire-wide or only affecting the planet that the building has been constructed on:
Hello Stellaris Community! We've got a special treat for you today! MaxTheCatfish is here with our Top 10 Beginner and Intermediate Tips and Tricks for galactic domination! Whether its your first game, or if you've played hundreds of hours, you never know what you might learn! Top 10 Beginner Tips: [previewyoutube=ib3B_-9Cs-Q;full][/previewyoutube] Top 10 Intermediate Tips: [previewyoutube=wpJO9zvXtnw;full][/previewyoutube] What would you consider your #1 "Expert" Tip? Let us know in the comments!
written by Iggy
Hello everyone, Iggy here with a surprise dev diary! I am a Content Designer who has worked as a Custodian for the past year or so, bringing you content like Permanent Employment and the Leviathan Parades.
I know Eladrin said no more diaries until after summer But he is not around to stop me!
I couldnt wait to present the initial relic balance changes and to give all of you lovely folks a chance to voice your feedback. Summer is historically a time of experimentation when it comes to Paradox, and why not experiment with how we gather feedback?
So lets get started with some of my biggest bugbears regarding how the relics currently work, what I have done to address the issues, and why.
Hi all, Another hotfix has arrived, containing a select few fixes primarily for improving multiplayer stability. Please find the patch notes below. STELLARIS 3.4.5 "CEPHEUS" PATCH NOTES [expand type=details] ################################################################# ######################### VERSION 3.4.5 ########################## ################################################################# Megacorps should no longer create rival Megacorps after winning an Impose Ideology war. Fixed War Names sometimes being empty on the war pin tooltip. Fixed Out of Sync upon hotjoining as an Overlord. Fixed Out of Sync after triggering a revolt. [/expand] Please note that save file compatibility between versions is not guaranteed. If you have an important 3.4.4 game going, please back up the save file before trying to load the save in 3.4.5. You can roll back to a prior version by right-clicking on Stellaris in your library -> Properties -> Betas -> choose the 3.4.4 from the drop-down. If you experience crashing or other issues on 3.4.5, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
Get 75% off Stellaris and Stellaris: Galaxy Edition, as well as up to 50% off selected DLCs, including 33% off the Necroids Species Pack, and 20% off Nemesis!
Just getting started? Jump start your interstellar empire, with the Stellaris: Starter Pack at 60% off! Or complete your collection (and only pay for the DLC you don't own) with the Stellaris: Ultimate Bundle at 50% off!
Get it here: https://pdxint.at/3n9kSGf
Already picked up the game, and wondering where to begin? Well, MaxTheCatfish has you covered, with the Top 10 Tips to get started in Stellaris:
[previewyoutube=ib3B_-9Cs-Q;full][/previewyoutube]
To keep up on the latest News and Announcements, follow us on Steam, and join the Stellaris Community with the links below:
Website: http://stellaris.com
YouTube: http://youtube.com/c/stellarisofficial
Discord: http://discord.gg/stellarisofficial
Twitter: http://twitter.com/StellarisGame
Facebook: https://www.facebook.com/StellarisGame
Forums: https://forum.paradoxplaza.com/forum/forums/stellaris.900/
Hi all! We're happy to announce the release of the 3.4.4 patch. Please find the final patch notes below. It's another herculean effort from the team that we hope you will enjoy! "STELLARIS 3.4.4 "CEPHEUS" PATCH NOTES [expand type=details] ################################################################# ######################### VERSION 3.4.4 ########################## #################################################################
written by Eladrin
Hi! Lets get straight to it!
The 3.4.4 Cepheus patch is planned to be released sometime next week if everything goes well. Heres a preliminary list of things that will be included.
"Stellaris 3.4.4 Cepheus Preliminary Patch Notes"
[expand type=details]
#################################################################
########################## VERSION 3.4.4 ###########################
#################################################################
written by Eladrin
Hello!
The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next weeks DD. Today well be discussing some less concrete things.
We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they dont work out, or need a lot of iteration before turning into something usable, but thats okay - these are intentionally framed as experiments with lower pressure.
Rather than doing a review of what did and didnt work after the summer, I want to give a preview of some of the systems were looking to experiment with, but with the caveat that these experiments may or may not pan out.
None of this is guaranteed, and Im not giving timelines for release even if they do work out!
written by Tim Wiberg & Lloyd
Hi There,
My Name is Lloyd and I'll be your host for tonight. I am a concept artist working on Stellaris and for this dev diary I'm going to give you a look at how the art team brings an asset to life. Specifically I want to focus on the Salvagers station from the Overlord expansion.
written by Mirror Universe Eladrin
Hi!
This week is a short one in Sweden due to holidays, so instead of a normal dev diary we've got a transcript of the Stellaris Q&A session we held on the Official Stellaris Discord Server on May 5th.
You can read the full Q&A transcript on the Stellaris forums.
Next week our concept artist Lloyd will take over with an in-depth diary on how to make a station.
We've got a video preview of this dev diary on our YouTube Channel (I didn't read all 108 questions, sorry) if you want to meet Mirror Universe Stephen. You can watch it here:
[previewyoutube=T6GmHpX6KUw;full][/previewyoutube]
Have a great week!
[previewyoutube=LkxV4laqgYI;full][/previewyoutube]
To celebrate our 6th Anniversary, Stellaris is free to play during the Paradox Publisher weekend until May 23rd!
Trying out Stellaris and like what you see? Stellaris is 80% off until May 23rd!
Try it here: https://pdxint.at/3MDO17D
But wait, theres more! Weve updated our Imgur Wallpaper album with the latest wallpapers from Overlord.
Get them free here: Imgur Wallpapers
[previewyoutube=LkxV4laqgYI;full][/previewyoutube]
To celebrate our 6th Anniversary, Stellaris is free to play during the Paradox Publisher weekend until May 23rd!
Trying out Stellaris and like what you see? Stellaris is 80% off until May 23rd!
Try it here: https://pdxint.at/3MDO17D
But wait, theres more! Weve updated our Imgur Wallpaper album with the latest wallpapers from Overlord.
Get them free here: Imgur Wallpapers
Hi all! I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms! On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team was absolutely on fire and was able to bring many of the fixes and changes that were originally scheduled for the later release into this hotfix. As a result, the 3.4.3 hotfix is significantly larger than a hotfix would usually be. I want to stress exactly how helpful the bug reports we received were during this process - they made it possible for QA to generate a list of the biggest issues affecting the community and helped us prioritize our work, so thank you for submitting them, and please continue doing so if you run into issues. Without further ado, here are...
written by Eladrin
Hi all! Overlord's released!
Thanks for playing it and providing so much feedback.
As our AI programmer likes to say, "This is pretty good, but it can be even better!" and I want to talk about our short term plans on the Stellaris team.
We're planning a hotfix in the short term that addresses primary issues as quickly as we can, and a larger update with more fixes in a few weeks. (The larger update includes localization, I'll talk more about that one in this week's dev diary.)
A sneak peek of some of the things we're looking at for the hotfix include the following:
Stellaris 3.4.3 Partial Sneak Peek
[expand type=details]
[previewyoutube=ONAnoNoax5U;full][/previewyoutube] Stellaris: Overlord is now available! Realize your Grand Design with Stellaris: Overlord, the newest major expansion for Stellaris! Overlord brings with it many new features designed to unlock the next level of your Empire. Experience new Origins, build new Megastructures, interact with new Enclaves, and Specialize your Vassals role within your Empire!
Hello Stellaris Community! Only two days till Overlord! If you're still dying to take a look at the new features coming in Overlord and the free 3.4 "Cepheus" update, do we have a treat for you: Four Feature Highlight videos from our friend Ep3o! Curb your desire to know more about Overlord, and learn more about Vassalization Contracts, Specialty Vassal types, the new Megastructures, a spoiler-free look at the new Enclaves, and finally the free features coming in the 3.4 "Cepheus" update!
Hello Stellaris Community, Today we have released the full patch notes for Overlord and the 3.4 Cepheus update. You can read them here, also happening today on the Official Stellaris Discord, you can join us for a Developer Q&A, starting at 1700 CEST. Ever wanted to ask a Stellaris Dev a question? Now's your chance! We thought it would be a good idea to catch up with those members of our community who havent been closely following our dev diaries. Today well talk about some of the free features coming in the 3.4 Cepheus patch, releasing alongside Overlord on May 12th. This is not a complete list of features, and some features may still be subject to balancing or other changes.
written by Obidobi, Caligula and Eladrin
Hello everyone!
I hope you are all excited to get your hands on our next expansion Overlord next week! Expanding on the Subject/Ruler dynamic has been something that we know a lot of you (and us, internally) have been wanting for a very long time, so its really amazing to finally see it come to fruition!
So to hold you over until Overlord release, here is the usual Dev Diary containing the changelog for you to read!
But first, we have a few Community events to talk about:
Today at 1700 CEST (UTC + 2), join us on the Official Stellaris Discord for our Overlord Dev Q&A! Have a question about something in todays patch notes? Stop by and ask!
As well, join us starting at 1400 CEST on May 7th and 8th, for our Content Creator Multiplayer Showcase. Well be streaming Overlord all weekend on Twitch and YouTube, with some of our favorite community content creators!
triggered_pop_modifier = {
potential = {
NOT = { is_same_species = owner }
}
modifier = { pop_citizen_happiness = 1 }
mult = modifier:non_main_species_happiness_mult
}
As you can see, Ive defined a modifier that we do not have in the game there. That is because we can now define our own ad hoc modifiers in script, for instance:
non_main_species_happiness_mult = {
icon = mod_planet_happiness_mult
percentage = yes
good = yes
category = pop
}
This modifier will of course only do something so long as it is applied somewhere, but nowadays theres plenty of places where that is possible (everywhere that script values are valid). For instance, we have refactored species traits amenities and trade output from jobs to use this system, which cut down on the effort it takes to tweak their numbers (and let us track down a few bugs in that regard).
As a low-key but quite nice improvement, you will also no longer get load order errors where certain modifiers do not work in certain contexts (e.g. ethos modifiers in traits).
Thats not all we have done. Developing Overlord naturally provided some opportunities to rework old systems. For instance, thousands of lines were saved in the scripts for enclaves by using the new event inheritance system. With this, an event can be specified to inherit properties from another via base = # trade_action_my_example_action = {
# # If this is set to 'yes', then the action will be fired and then removed from the trade deal.
# # If 'no', then the trade deal will be treated as a treaty that lasts for at least 10 years.
# fire_and_forget = no
#
# # Determines if the action will show up in the list in the trade deals view.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# potential = {
# has_overlord = from
# is_specialist_subject_type = { TYPE = bulwark }
# }
#
#
# If this trigger returns 'no', then the trade deal will be cancelled. Checked on daily tick. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# active = {
# has_overlord = from
# is_specialist_subject_type = { TYPE = bulwark }
# }
#
# # Effect that fires when the trade deal is accepted.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action
# on_traded_effect = {
# from = {
# set_galactic_custodian = yes
# }
# }
#
# # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "giving" the action
# # FROM: Country "receiving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
# on_deal_ended_sender_effect = {
# }
#
# # Effect that fires when the trade deal ends. Only relevant if fire_and_forget is 'no'.
# # SCOPE: Country "receiving" the action
# # FROM: Country "giving" the action. Not guaranteed to be valid, since a trade deal is cancelled if one of the countries dies.
# on_deal_ended_recipient_effect = {
# set_galactic_custodian = no
# }
#
# # Used to determine how much the AI will value the action in a trade deal.
# ai_weight = {
# weight = 1
#
# modifier = {
# weight = 2
# from = {
# is_galactic_custodian = no
# }
# }
# }
# }
Speaking of the AI and diplomacy, diplomatic actions are now a little bit more controllable from script. While they (and AI logic surrounding them) are still handled to a significant degree in code, additional reasons for the AI to accept or decline the proposals can now be scripted in an ai_acceptance field, while a should_ai_propose field lets you block the AI from proposing it.
Finally, something that modders need to know about is our changes to synced localisation. Or rather, the fact that we have completely removed it. This means that, everywhere where it was used, we now use the normal localisation system instead. There are several advantages of this:
Multiplayer will now work, even if one player is playing in Chinese and one player in English (this does not currently work)
It is theoretically possible to translate all names into other languages now. (Unfortunately, however, I cant promise that well ever do that, because European languages all have complicated grammar rules, and we have yet to work out a reasonable way to deal with them. But still, the possibility is pretty cool).
Unfortunately, there are also some complications, which can be summed up as: we need to save a property as it is at the time something is named (i.e. the property may change later - but this should not affect what it localises as), and also make sure that it is localising correctly no matter which language you are playing in.
Basically, this means that if you want to use bracket commands in setting names, you need to register it in the place where you are setting the name, e.g.:
set_name = {
key = "NAME_Absorbed_Species"
variable_string = "[Root.GetSpeciesNamePlural]"
}
NAME_Absorbed_Species:0 "Absorbed [Root.GetSpeciesNamePlural]"
Empire names in the random_names directory have a new lookups line to serve this purpose:
# Imperial Spiritualist 2
empire_name_format = {
random_weight = {
factor = 0
modifier = {
add = 1
has_government = "gov_theocratic_monarchy"
is_pirate = no
is_primitive = no
NOT = { is_country_type = fallen_empire }
NOT = { is_country_type = awakened_fallen_empire }
}
}
lookups = " [This.Capital.GetName]"
format = format.imp_spi.2 # of [This.Capital.GetName]
noun = format.homeworld # [This.Capital.GetName]
prefix_format = format_prefix.imp_spi.2 # [This.Capital.GetName]
# Empire of Earth
}
In cases where names were defined inline in script, which is quite common in mods, it will likely continue to work as it used to (so long as no square bracket commands are used). I cant entirely vouch for this, since we dont use this functionality inhouse as it would break Chinese (and now also Korean and Japanese) translations, since they have always translated names. It may also cause issues if the name you are setting something to is a key that is localised, but which you did not intend to refer to (N.B. name lists now also use localisation keys).
As a word of caution, each square bracket command we make available has to be defined to work in the C++ code. We have tried our best to cover all the cases which one could want to use, but there may be some weve missed (in this case, the error log will complain about invalid property GetXPersistent). If there are any particularly egregious cases we turn out to have missed, please file bug reports and well see what we can do!
[previewyoutube=q3JpSc7J_sA;full][/previewyoutube] Today we're taking a First Look at the Progenitor Hive Origin with Nivarias! Your hivemind has gained an evolutionary advantage through semi-independent leaders. These Offspring greatly improve overall proficiency but require constant oversight. Wishlist Overlord!
written by Offe the Human and Eladrin
[previewyoutube=j6ZVrfMr3Po;full][/previewyoutube]
Hello everyone, it is me Offe, one of the Humans working on Stellaris. Today I will bring you an update from the Custodian AI initiative. Before we dive into todays dev diary lets do a quick recap of the AI work that went into the 3.3 patch.
If you have been following the AI dev diaries you probably know that our main objectives for the 3.3 Libra patch was to improve the economy management of the AI, especially with a mid and late game perspective in mind. The reason for this was to establish the AI empires as relevant actors beyond the early game and give their interactions with the player more impact.
Following some of the discussions here on our own forums and also on Reddit, my favorite topic has been seeing people react to AI empires suddenly being much stronger in the Galactic Community where they are passing resolutions against the players' will.
While the AI economy management still has areas which can be improved, we felt satisfied with the changes made in 3.3 to the point where we wanted to move our focus to other areas of the AI.
game\common\colony_automation
game\common\colony_automation_exceptions
[previewyoutube=ixa5QEYDQaQ;full][/previewyoutube] Today we're going to be taking a first look at the Subterranean Origin with Nivarias! Whether you were avoiding predators or seeking easier access to resources, your species evolved to live under the surface of your homeworld, leading to a more environmentally versatile society. Wishlist Overlord today!
[previewyoutube=0kRGad3vuUg;full][/previewyoutube] Realize your Grand Design with Stellaris: Overlord on May 12th for USD 19.99/GBP 15.49/EUR 19.99! In Overlord, the next full expansion for Stellaris, gain access to new features designed to unlock the next level of your Empire. Guide a galaxy full of potential subjects to victory - or subjugation. In Overlord you will gain access to new mechanics to specialize your Vassals role within your Empire, new Origins to explore, new Enclaves to meet, and new Megastructures to build for the glory of your Empire. Wishlist Overlord Now! Use new vassalization mechanics and specialize your subjects into economic powerhouses, defensive bulwarks, or technological masterminds. Negotiate the terms of your subjects Vassal Contracts, with the ability to subsidize their income, restrict their expansion, construct buildings on their worlds, and more. Explore five unique Origins, opening up more roleplay possibilities than ever. Start as the subject of an advanced AI empire with Imperial Fiefdom, or release your mind with the Teachers of the Shroud origin, where you start as a Latent Psionic species and contact with a mysterious Shroudwalker Enclave. Discover the source of ancient lights in the night sky with Slingshot to the Stars. Subterranean allows you to start as a civilization that excels at mining and archaeology, and thrives underground, or unleash the power of the progenitor with the Progenitor Hive origin. Meet three new Enclaves, who will offer unique abilities in your galaxies. The Shroudwalker Enclave allows you to pull back the veil of the Shroud. What will be your fate? Meet the Salvager Enclave, who can offer to scrap ships for resources or debris. Perhaps you might be interested in some combat-proven starships? Or choose one of your own fleets to lease out to other Empires as a Mercenary Enclave, and be rewarded with dividends on your investment as they fight alongside the highest bidder. Construct three new game-changing Megastructures. Build taller than ever before by constructing an Orbital Ring around your habitable worlds. Use it as extra starbase capacity, or to further boost your planetary economy. The Quantum Catapult sends fleets on a one-way trip across the galaxy, ignoring closed borders and hostile empires that would stand in your way, to launch the ultimate surprise attack. Or build a Hyper Relay network, allowing you to rapidly transfer fleets and resources across your empire. Whether you rule from the bridge of your flagship or from the lavish capital of your homeworld, Realize your Grand Design with Stellaris: Overlord! Wishlist Overlord Now!
written by Eladrin
Hello again!
Last weeks dev diary examined the Orbital Ring, Quantum Catapult, and Scholarium. Today were going to look at another construction that has a massive impact on the game, the Hyper Relay. After that well look at some other changes coming in Cepheus and Overlord, and finish off with another origin that was revealed yesterday by Nivarias.
As with all previews, numbers, text, and so on are not quite final and are still subject to change.
[previewyoutube=11cmQNgbPNA;full][/previewyoutube]
Today we're going to be taking a first look at the Slingshot to the Stars Origin with Nivarias!
Strange lights in the night sky drove your species' curiosity to develop interstellar travel and explore the stars. Now you stand on the precipice of discovery, as you stand to answer a question that your species has asked for eons: What secrets will the Quantum Catapult reveal?
Wishlist Overlord!
As for this week's Dev Diary Tease, when we initially had the idea of doing a tease to get our Community excited for Thursday's Dev Diary, we had no idea that it would be taken quite this literally.
See the rest of this expertly cropped screenshot in Thursday's Dev Diary!
written by Eladrin
Greetings!
Last weeks dev diary went through the new Enclaves in Overlord, the Bulwark, some more Holdings, and the Imperial Fiefdom Origin. This week were going to look at two constructions, the Scholarium, Specialist Holdings and a summary of the origin revealed by Nivarias earlier this week.
As with all previews, numbers, text, and so on are not quite final and are still subject to change.
[previewyoutube=itjJgeMrHS8;full][/previewyoutube]
This week we explore the mysterious Teachers of the Shroud Origin with Nivarias!
Lift the veil that covers the Shroud, and entangle yourself in the strange processes of the Shroud Beacon. Interstellar exploration will now be quicker and infinitely more mysterious for those who choose to take a shortcut through the Shroud.
Wishlist Overlord Now!
As for this week's Dev Diary tease:
There's nothing that will make a Stellaris player jump to the wrong conclusion like a giant crosshair and 10 highlighted stars.
So.. What do you think this does? Find out in this Thursday's Dev Diary!
written by Eladrin
[previewyoutube=OsOQT3q3rWs;full][/previewyoutube]
Watch on the Stellaris Official YouTube channel
Hi again!
Last weeks dev diary introduced the Specialist Empires with a detailed examination of the Prospectorium and showed off a few new holdings.
This week well meet the three Enclaves coming in Overlord (examining one of them closely), take a deep dive into the Bulwark, and finish off with a few more Holdings and a summary of the origin Nivarias revealed earlier this week.
As with all previews, numbers, text, and so on are not quite final and are still subject to change.
Stellaris: Overlord introduces five new origins that add new flavor to your next game. In this video Nivarias is highlighting the Imperial Fiefdom origin - You may be just a Specialist Empire now, but someday, the galaxy may need a new ruler shouldnt it be you?
[previewyoutube=sozJ_1qe3Xk;full][/previewyoutube]
Also, here's a little teaser for this Thursday's Dev Diary:
"When we started this, one of our founders had a dream: to do for Galactic Security what MegaCorps have done for inequalities. Today, I am excited to say that this goal is within our reach."
-High Admiral Shirip
What do you think this means? Let us know in the replies!
And if you haven't, Wishlist Stellaris: Overlord!
written by Eladrin
[previewyoutube=i9h5mh1L-0U;full][/previewyoutube]
watch on the Stellaris Official YouTube channel
Hello again!
In last weeks dev diary, we discussed the basics of negotiating subjugation contracts and showed you some holdings. This week well present Specialist Vassals and do a deep dive into the Prospectorium, reveal more holdings, and share the names of the five Origins that are coming in Overlord.
As with all previews, numbers, text, and so on are not quite final and are still subject to change.
written by Eladrin
Hello everyone!
In the Overlord Announcement last week we mentioned that vassalization mechanics will be undergoing some significant changes in the 3.4 Cepheus update.
Previously in Stellaris, subjugation was rarely a more compelling option than simple conquest, and being subjugated often essentially meant a permanent decline of your empire and a Game Over screen in your near future. Subjects did not offer sufficient benefits nor had the freedoms necessary to be enjoyable to play.
The Scion origin from Federations was somewhat of an exception with most of the restrictions on both subjects and overlord being waived for them, but we felt that while the system was good, it could be even better. It would also be nice for the Scion to work within the rules rather than being so special-cased.
Some people noted that as part of the unity changes in Libra, a bit more of an argument for spinning off sectors into vassals could be made, but with the current numbers its generally more valuable to control those systems directly.
For todays dev diary, Ill start by delving deeper into the new rights and responsibilities that can appear in agreements, and some ways this makes keeping subjects more valuable.
As with all previews, numbers, text, and so on are not quite final and are still subject to change.
[previewyoutube=KC6GMyrEEXY;full][/previewyoutube] In Stellaris: Overlord, a new full expansion, gain access to new features designed to unlock the next level of your empire. Guide a galaxy full of potential subjects to victory - or subjugation. New mechanics provide many ways to specialize your vassals roles within your empire, bring new planets and subjects under your reign, and new magnificent megastructures to project your power further, faster. Wishlist Stellaris: Overlord now!
written by Loke-PDX
Hi all,
We've now released a hotfix, 3.3.4, to address the performance issue that appeared for many of you with Tuesday's 3.3.3 patch.
Essentially we had to roll back a part of the Starbase modifier fix to let the game run smoothly again.
Please find more details below.
3.3.4 Patch Notes:
[expand type=details]
written by PDX-Loke
Hello all,
I'm happy to announce the arrival of the 3.3.3 patch! This is a minor update in which the team has fixed a few annoying gameplay bugs, made some careful balance tweaks, as well as further improved the AI.
With this we believe the 3.3 release is in good shape, and the plan is to focus our efforts forward.
Please keep the feedback coming! As always we will be ready to pick up on your reports and suggestions for the next update.
Enjoy!
3.3.3 "Libra" Patch Notes:
[expand type=details]
written by Caligula
Welcome to this weeks dev diary! Eladrin is busy with something exciting this week, so Ive been roped into writing about the almost as exciting new Situations system we will be adding in the next patch.
The idea for implementing this system comes from the realisation that Stellaris provides excellent systems to tell stories about things that have happened - e.g. anomalies and archaeology sites - but lacks a good structure through which to tell stories about things which are happening right now. While we have a number of such stories, they are often either not as complex as wed like them to be (e.g. wed prefer to have more factors taken into account), or they are disproportionately complicated for us to implement (i.e. time-consuming and bug-prone). Either way, the player experience is often not as wed like it, since such stories and event chains are likely to be hard to follow, and it may not always be clear that events are connected to each other or why certain things happen.
This was a state of affairs we wanted to improve upon, so we decided to implement a system which aimed to:
written by grekulf
Hello everyone!
Today Im here to deliver some big news, namely that my tenure as Game Director for Stellaris is ending, and Stephen Muray (aka Eladrin) will be taking over. I will still be staying with Paradox Development Studios, but I will be stepping down so that I can focus on an unannounced project that I am leading.
Stellaris will be in great hands, and Stephen and the team deserve all the credit for 3.3 Libra. My involvement was no more than setting the initial path towards the Unity rework.
I am extremely proud and happy with what weve accomplished, and Im very much looking forward to seeing what Stephen and the team can achieve together. The game is possibly in a better state than it has ever been, and with the Custodian Initiative going strong I feel like now is the best time to step down and let someone else take the reins.
I also want to thank everyone Ive worked with during these years. Its been really fun to see this game that we love become more and more awesome by the day.
written by Eladrin
/Read in Russian on VK
Hi everyone!
The Stellaris 3.3.1 Libra Custodian Update has been released, and once again its time to look back on the past and forward to the future.
[previewyoutube=Lk6X24i3UJ4;full][/previewyoutube]
The 3.3 update went through an Open Beta which we feel was a stunning success. With the aid of the community, the systems were significantly improved and a large number of bugs were found and squashed. Thank you again for your help!
[previewyoutube=Lk6X24i3UJ4;full][/previewyoutube] The Stellaris Team is proud to announce our second free Custodian update, the 3.3 Libra Update is Now Available! The free 3.3 Libra update brings with it a plethora of new bug fixes, AI and performance improvements, more uses for the Unity resource, and a new civic for owners of both MegaCorp and the Necroids Species Pack.
Hello Stellaris Community! For those of you who may have missed it, were currently smack dab in the middle of Dev Clash 2022! We have 10 teams of developers, using wit, deception, and skill for domination of a Stellaris galaxy. Episode 1, has our developer empires making first contact with one another, and the first Federation is formed. [previewyoutube=5Xgyvmch3BA;full][/previewyoutube] In Episode 2, the galaxy fractures into several alliances, border skirmishes, and surprise attacks run rampant, and one empire makes a foreboding decision. [previewyoutube=atyDhUjJcag;full][/previewyoutube] In Episode 3, a deal is made to seat a Galactic Custodian, and the first galaxy-wide war is declared, followed by the elimination of our first Developer team. The Galactic Custodian's first action is the big brain move of the session, and another Federation leaves the Galactic Community. [previewyoutube=87Gvq5x9yh0;full][/previewyoutube] If you want to play with the Dev Clash empires as prescripted empires in your galaxy, you can get the Dev Clash 2022 Empires mod on the Steam workshop. Be sure to join us on Monday, at 1500 CET for Episode 4 of Dev Clash 2022 on twitch.tv/paradoxinteractive!
Hello everyone! First of all Id like to thank all of you that participated in the beta and provided feedback on the unity rework that weve been working on for quite some time now! Your feedback has been invaluable in making sure that we release this update to Stellaris in the best state it can be. :D Second of all, we are now ready to reveal the release date for the free 3.3 Libra patch. The Libra patch will be released on Wednesday, February 23rd at 10:00 am CET! And with that announcement out of the way, here are the full patch notes for the 3.3 update: 3.3.1 "Libra" Patch Notes [expand type=details] ######################### VERSION 3.3.1 ########################### # Features # Unity Rework * Suppressing or Promoting factions no longer costs Influence. Known Issue: Unity costs for Faction Manipulation are not yet functioning. * All other technologies that increased unity production now instead increase Edict Fund by 20. * Autochthon Monument, Corporate Monument, and Simulation Site building lines now generate a small amount of Unity and increase Unity generation from jobs on their planet. * Autochthon Monuments and other similar buildings now produce Unity based on the number of Ascension Perks the Empire has taken. * Cutthroat Politics now also reduces Edict Upkeep by 20%. * Executive Vigor Ascension Perk now grants 100 Edict Fund instead of 2 Edict Capacity. * Grand Council and Harmonious Directives Traditions now grant 50 Edict Fund instead of 1 Edict Capacity. * Imperial Cult Civic now grants 100 Edict Fund instead of 2 Edict Capacity. * Inwards Perfection now grants 50 Edict Fund instead of 1 Edict Capacity. * Planetary Unification now grants +5% Unity production and a one time Unity award instead of +2 Unity. * Brand Loyalty civic now grants 25 Edict Fund instead of 1 Encryption. Subsumed Will and OTA Updates now also grant 25 Edict Fund. * Capital designations now provide production bonuses. * Feudal Society now also reduces Leader hiring costs by 50%, waives Unity upkeep costs for employed Leaders, causes employed Governors to instead generate Unity equal to their skill level, but removes the ability to dismiss Leaders. * Finishing tradition trees now unlocks the ability to select previously locked Federation types. * The Imperial Authority now gains increased Influence from Power Projection. * Added Planetary Ascension Tiers to enhance Planet Designations through Unity * Reforming government now costs Unity. The cost is based on Empire Size. * Renamed Administrator jobs to Politicians. Assigned Bureaucrats, Priests and other related jobs to the new Administrator economic category. * Resettling pops that previously cost Influence now costs Unity. Abandoning colonies still costs Influence. * Unity Ambitions and Campaigns now function like Toggled Edicts and last until canceled with upkeep rather than costs. * From Beta: Increased Spiritualist discounts on edict cost and upkeep to -10%/-20% from -5%/-10%. Cutthroat Politics now grants -20% edict upkeep. * Hive empires can now build a variant of the Autochthon Monument line called Sensoriums. * Leaders have a base cost of 100 unity and cost 50 additional unity for every leader owned leader, not counting the ones you start with. The cost goes down whenever a leader dies or is fired. * Memorialists and Death Cults can now choose whether to build their specialized Unity buildings or regular ones. Memorialist buildings now replace the Autochthon Monument line. * Merchant Guilds no longer produce bonus unity. * Rulers now provide +5 Edict fund per level instead of their previous Edict Duration and Unity Boost. * Technocracy no longer generates unity. Instead the Civic now doubles the chance that your scientists will discover a technology from within their expertise. The civic only requires you to be partially materialist. # Necroids Species Pack Features * New Civic: Permanent Employment added. # New Content * Added 2 new bespoke star systems and 3 new anomalies to be discovered: Temporal Prism, Lost Soul and Ancient Vending Machine. Also added a colony event chain, Insidious Ophidians. * 2 new archeology sites were added to the base game: The Mask of Transformation and Rage Sage. * Added Plantoid, Lithoid, Necroid, and Aquatic pre-sapient pops to discover for owners of the respective Species Packs. # Balance * Activating an edict now requires one months upkeep cost worth of stockpiled resources. * The Hydrocentric Ascension Perk now allows empires to flood habitats, making them suitable for Aquatic species. * Edicts can now have a cooldown before they can be disabled. * AI Megacorps should spawn half as often as before now. * Increased the likelihood of getting endgame crises that are not the Unbidden. * Beta: Empire Sprawl has no effects under 100 rather than 50. * Beta: Increased Unity production of Bio-Trophies from 1 to 3. * Beta: Reduced the costs of higher tier edicts and campaigns. * Scientists currently researching a technology can now gain new traits as they level up * Distinguished Admiralty now gain +2 starting level to their Admirals and Generals. * Fixed unmodifiable traits so that you can now correctly remove special habitability traits, along with various other traits that you were not meant to be able to add but it was fine to remove. Also allowed you to apply existing species templates containing such traits to the rest of the species. (This mainly covers flavour-based traits - there are still some such as Mechanical or Psionic or Necrophage which you will not be able to add or remove via species modification) * From Beta: Empire Size effects on edicts, campaigns, and ambitions now directly affect the base costs of these, so bonuses like Spiritualist ethic's cost reductions now reduce costs and upkeep by the expected percentages. * Increased political power of ruler and specialist strata under Decadent Lifestyle. * Increased the consumer goods upkeep of Decadent Lifestyle. * Integrated Preservation no longer increases admin cap, instead it gives your empire a flat 30% increase to Automatic Resettlement Chance. * It now costs 25/50 influence to upgrade a habitat in addition to the alloy cost. * Leaders now only stay in the active pool for 1 year, hire them quickly before they leave! * Beta: Megastructures no longer have a unity upkeep * Pearl Divers now produce one more trade value (3 by default) and will not steal Angler jobs when food is short anymore. * Reduced campaign costs and ambitions costs significantly, re-added Edict Cost Reduction to spiritualists for Unity Ambitions and Sacrifices. * Regenerative Hull Tissue, Nanite Repair System and Nanobot Cloud have had their values sliced in half however they now heal on a percentage basis rather than a static one leading to a net buff in most situations.. * Beta: Removed the penalty to trade value from low habitability due to it not working properly with pops that were of a species other than the empire founding species * Servile pops should no longer retain the trait if they become zombies. * Spiritualist empires can now acquire the technologies associated with the Autochthon Memorial and similar buildings, as well as their faith based line. * Spiritualists are no longer allowed to take Byzantine Bureaucracy since they don't have Bureaucrats. * Telepaths now give +5% planetary output and get bonuses from planet administrator modifiers * The "Sell to Private Collector" minor artifact decision now grants a flat 500 energy and has a 6 month cooldown. * The Here Be Dragons endgame trigger now lets Machine Intelligences with the Synthetic Age ascension perk reach it after 4 ascension perks rather than 6. * The Living Metal technology can now be discovered as long as you have some within your borders. * The Void Dweller finisher from the Expansion tradition tree now also discounts upgrading habitats. * Trade value is now affected by difficulty bonus. This will make non hive mind empires more competitive on higher difficulty settings compared to hive mind AI empires. # AI * AI can now create more specialized planets by switching place of buildings on two different planets with each other. * AI will no longer instantly buy ever single slave pop on the slave market. * AI will now prioritize its alloy expenditure in a more sensible way, focusing on ships then starbases modules/upgrades and only building defense platforms as a last resort. * AI bonus willingness to choose rare tech has been reduced from 400% to 50%, AI would often spend a very long time researching expensive rare tech in the early game if they had the chance. * AI is now much more likely to pick cheaper research options when all else equals. * AI will now take into account free jobs and items in the construction queue when setting its economic targets. * AI empires are now more likely to pick the mind over matter ascension perk when available. * AI empires are now much more likely to finish their ascension path. * AI empires that require food will no longer build bioreactors. * AI empires who are not using food will now delete agricultural districts if they happen to have one, for example when they conquer. * AI ethics such as militarist, spiritualist and materialist will now have an effect on the AI overall economical strategy where they will have additional focus on alloys, unity or science respectively. * AI fleets who are following a player fleet with "take point" will now merge with each other when they reach the player fleet. * AI fleets will now follow the player more closely with a follow command when they are in the same system. * AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion. * AI rogue servitor empires will now build an organic sanctuary on each planet that has upgraded their capital building, and build additional ones on planets with high science or industrial output. * Overhauled AI weightings for picking techs so that it favors technologies that increase research speed instead of almost always researching weapons (faster research means better weapons in the long run). Also fixed various bugs with this, for example extremely low weightings on researching robotics. * AI can now balance how many pops it needs that produce amenities better (mostly relevant for Hiveminds, so they dont put ALL their pops on amenity creating jobs). * AI will no longer destroy superfluous buildings and districts during a temporary occupation of a planet. * AI will now demolish superfluous districts, commonly obtained during conquest and purging the previous owners. * AI will now favor the trade policy which generates consumer goods over the default wealth creation policy. * AI will now favor researching techs unlocking the weapon type they favor (according to their personality). * AI will now make sure planets contain at least one free building slot if it has unemployed pops and it is unable to find any possible construction which contributes to the AI's economic plan. * AI will now only build defense platforms if they have maxed out their fleet cap. * AI will now only upgrade fleets if there would a substantial benefit (+30% fleet power determined by define SHIP_FLEET_POWER_UPGRADE_THRESHOLD ) * AI will now remember if they have fought against a crisis together with the player and continue following their fleets as long as the threat of the crisis remains. * AI will now spend more of its alloys on upgrading starbases when they have reached their fleet cap. * AI will now more reliably build habitats again. * Ai budget for alloys will now heavily favor building colony ships if we have claimed planets we want to colonize. * AI now understands how to evaluate energy grids and other buildings that apply modifiers to the planet (so now it can create specialized planets better). * Allied AI will now help its allies defend against the mid and late game crisis. * AI is now much more likely to prioritize surveying a system if they know there is a colonizable planet there resulting in faster expansion. * AI will now look at the individual unemployed pop when considering what job to create for it, solving various issues where jobs were created for pops who could not work them. * Fixed AI often aborting jump drive orders during windup. * Fixed Lithoid Tree of Life food building and destruction loop * Fixed a bug where the AI would sometimes try to replace one lost science ship with an excessively high number thereof. * Fixed an issue where AI can not build any buildings when negative on food and consumer goods at the same time. * Fixed an issue where AI would continuously upgrade buildings and create an excessive amount of jobs. * Fixed an issue where AI would incorrectly multiply the trade value generated by a building by the number of jobs provided by the building twice. * Fixed an issue where AI would only consider solving amenities issues with buildings if there was no unemployment. * Fixed an issue where AI would put too many pops working amenities jobs. * Fixed an issue where hive minds were unable to build the spawning pool. * Fixed an issue where repeatable tech were getting an extra chance to be research as if they were rare techs. * Fixed an issue where the AI did not colonize low habitability planets when there are no other options causing doomsday origin empires in particular to often experience a very swift end to their species. * Fixed an issue where the AI would not budget to use ship boost edicts. * Fixed an issue with AI budgeting preventing it from using terraforming gasses when it wanted to. * Fixed several issues where AI would get stuck and not build any modules or upgrade any starbases when there were open module slots which were unable to be filled according to the AI's starbase template. * Improved "Take Point" Follow behavior for fleets. * Improved AI construction ship behavior, construction ships will now prioritize tasks that are close to them and avoid going to another system that already has a construction ship in it. Heavily increased priority of building starbases in systems with planets. * Increased allowed budget for alloys on planet construction which prevented AI from building energy grids. * Life Seeded AIs now always want the World Shaper ascension perk. * Lithoid empires are now more liberal in spending minerals on their colony ships. * Reduces AI willingness to take a lot of planets with very low habitability. * Removed weighted random from AI construction as it now more correctly prioritizes which buildings to build. * The AI will now use minor artifact decisions with extra focus put on Arcane Deciphering. * Total overhaul for scripted AI tech selection. The important techs are now: extra research speed, extra resource production, resource producing buildings, ship types and starbase types. * Updated AI construction ship logic so that they will keep working around the system they have been sent to instead of going back and forth between the empire borders (which was a very inefficient way of building stations) * Updated AI tradition selection to align better with the current state of the game. * Adjusted AI tradition tree and ascension perk selection. * Nanite repair system will no longer be used by the auto designer when the empire does not have access to nanite income. * Fixed an issue where AI necroid empires didn't build chamber of elevation on their planets. * Fixed an issue where clone army origin species would not always build ancient clone vats on their new colonies when possible. * Fixed an issue where the AI were not allowed to build Gaia Seeders. * Fixed an issue where the AI would incorrectly evaluate the potential resources gained by constructing a building. * Fixed an issue where the AI would sometimes revert to obsolete fallback behavior when deciding what to build. # UI * Added a textbox for Cost in Edicts UI. Also rearranged neighboring elements to align better. * Added column for upkeep in Edicts interface (entry as well as sort button) * Hid Empire Sprawl impact from top of Edicts UI. Put Edict Fund in its place to keep neat alignment. * Added upkeep into the leaders entry in Leaders View. * You can now see Unbidden anchor systems on the galactic map. * Clicking the fleet size icon in the top bar now opens the fleet manager. * Improved legibility of approximate job output indicators on districts and buildings, and made those on buildings also show country modifiers (those on districts already did). * Optimized elements for leader upkeep and age to fit localization better and avoid UI overlaps. * Technologies which let you clear blockers now give a tooltip which says how many such blockers are on your colonies. * Tooltips should no longer show any percentage values with decimals. # Stability * Fixed a bug where the closest_system effect could cause an OOS (it would OOS when hovering over the tooltip of certain events). * Fixed a crash if script tried to change the species rights of a country (e.g. pirates) without species rights. * Fixed a crash that would occur if a timed modifier element in the expansion planner was hovered after the modifier expired. * Fixed an OOS if you ever use every_system_in_cluster in a tooltip (luckily, we never did that) * Fixed crash when using pass_targeted_resolution in events # Performance * Reduced frame rate impact of opening planet view. * Optimized (slowed down) recalculations of species view and colonization menu so that they dont tank framerate. * Refactored bonus resources that civics grant to jobs. * Refactored unemployment benefits from living standards. * Refactored Living Standards to use pop modifiers on the living standards script, instead of being checked for each pop category. * Updated ship shader to support empire color in emissive, decreasing the amount of draw calls for Aquatic ships. * Greatly improved performance of upgrading fleets. This mainly affects the tooltip of the UI (which was very expensive when hovered over), but also saves some time each time the AI attempts to upgrade its fleets. # Bugfix * Beta: Bio-Trophies now cost Unity to resettle instead of Influence. * Fixed Shared Burdens not providing unity for unemployed pops. * Fixed an issue where pops would mass switch from one job to another (for example maintenance drones). * Fixed modifiers for Police State civic. * Reduced Unity gained from the Trade League trade policy. * Trade value from jobs now get a penalty from low planet habitability. * Colony designations that increase unity from Administrator jobs now have weighting for spiritualist, hive and machine empires. * Fixed order of Galaxy Size options in galaxy setup not being ordered based on the number of stars. * Synths Scuttle Starbase" now refers to the starbase orbiting a star, rather than a planet. * Assorted, minor fixes to grammar and punctuation. * Added Planetary Automation behavior for districts that grant Bio-Trophy jobs. * Added missing custom icon for ship component "Nanite Repair System". * Beta: Rogue Servitors can now upgrade their Simulation Centers. * Beta: Rogue Servitors now have access to the correct Unity producing buildings. * Blocked ascension tier upgrade on unowned planets. * Blocked building ships in occupied shipyards. * Chronicle Drones now care about photosynthesis. * Citizen Service Soldiers now produce their unity. * Colonizing Consecrated planets no longer enables breaking the Consecrated Worlds limit. * Deluging primitives now removes the observation outpost. * Democratic manadates now check for uncapped rural districts, allowing democratic candidates on shattered rings to usher in a new age of digging too deep and too greedily! * Save files can no longer be resumed if the required dlcs are not available. * Edicts are now canceled if an empire can not sustain the upkeep. * Enhanced the memory of Memorialist Hive Minds (they can now correctly build the special Memorialist buildings) * Ensured that the Arcology Project checks for agricultural districts on Wet Aquatic worlds. * Venus realized that they were larger than Earth and has decided to shrink to a more appropriate size. * Fixed "The Library" dig site occasionally granting unaccessible deposits. * Fixed Criminal Heritage Galactic Emperors. * Fixed Curators retelling the wrong info when asking again about the Scavenger's origins. * Fixed Defense Grid Supercomputer not immediately applying its effect upon construction. * Fixed Megacorp Death Cults not starting with a Sacrificial Temple". * Fixed Memorialists seeing that some techs unlocked buildings they could not build. * Fixed Planetary Unification tech description overflowing the box. * Fixed Sociocultural History tech showing it unlocked the Bounty Sacrifice twice. * Fixed a bug where system wide auras sometimes persisted after leaving a system. * Fixed a bug where you could end up with multiple Zroni homeworld systems. * Fixed an issue where Medical Workers' habitability bonuses would not affect habitability impacts on pop growth correctly. * Fixed an issue where a ghost Unbidden Portal would continue spawning ships. * Fixed an issue where only the fleets of the main attacker would go MIA in enemy territory when a new war starts. * Fixed an issue where scientists would only get expertise traits based on the fields they were not actively working on. * Fixed automatic ship design name generation often generating a design with an invalid name (i.e. one your empire was already using somewhere) when using certain name lists. * Fixed clicking top bar influence icon opening the edicts view. * Fixed expired timed modifiers being visible in the expansion planner. * Fixed fleet upgrade button telling you your ships were already upgrading telling you your ships were already upgrading twice. * Fixed it being possible to build ships in occupied mega shipyards. * Fixed it being possible to upgrade the ascension tier of planets not owned by the player. * Fixed leader cost sorting option in the leader view sorting by energy instead of unity. * Fixed looping checkbox clicked audio in the Apply Species Template view. * Fixed potential issue where Sentinels (crisis-fighters) used the same global event target as Sentinels (stone soldiers from an arc site). * Fixed reinforcements not arriving to the target fleet and instead showing up at the station when an evasive path was needed in order to get to the target fleet. * Fixed reinforcements not using evasive path. * Fixed several places where tooltips in the contacts or diplomacy views would mistake guaranteeing and being guaranteed, and supporting independence or having one's independence supported. * Fixed some building requirements * Fixed some faction demands * Fixed some inconsistencies with whether Aquatic habitability modifiers were applied and displayed. * Fixed some megastructures not animating properly. * Fixed some misgenderings of rulers in German espionage and Galactic Imperium events. * Fixed some spacing issues in the localisation of the fire event effect in foreign languages. * Fixed species modification planetary trait list sometimes overflowing. * Starbase modifiers should now be applied more quickly after changing. * Fixed starbase modifiers not always being properly updated when removing buildings or components. * Fixed the Manifesti faction demanding you outfit your ships with the Gestalt equivalent of sapient combat computers. * Fixed the species gender selector not having the correct impact on certain Vanilla species' leader portraits. * Fixed the tooltip of Open Border policies sometimes helpfully telling you that your country was default (in a way that isn't translated to other languages) * Fixed trade UI showing negative values for Collection Range and Protection Range under some circumstances * Fixed transport ship jump drive cooldown resetting when invading a planet. * Fixed unlocalised text "UNKOWN_ORDERS" in a certain tooltip in the fleet interface * Fixed various living standards incorrectly providing unity instead of a happiness penalty for unemployed pops. * Fixed wrong color of font used in the Alien Box event in Brazilian Portuguese * Fixing missing line break for the alert about Necrophyte Shortages in Chinese * From Beta: Chronicle Drone and Death Chronicles now have the same production. * From Beta: Chronicle Drones are now Administrators * Great Khan will no longer turn hostile towards their own satrapies * Increased reward of the "Shattered World" anomaly event from 3 to 5. * Beta: Life-Seeded Permanent Employment Megacorps will no longer all be zombies. * Loading... New Rogue Servitor Planetary Automation Algorithms installed. Bio-Trophy district management for habitats and city worlds updated... Have a nice day. * Machine Intelligence empires with the Rogue Servitor civic won't be forced to burn organics during the Primordial Soup event. * Masters Writing of War and Politics now also cost unity. * Nanite repair system will no longer be picked by the ship auto design if you do not have nanite income. * Pop job weight for enforcers is now adjusted based on if there is crime or not. * Posthumous Employment Centers can now be seen even if you can't build them yet. * Religious Arcologies should now provide appropriate jobs for Death Cults. * Revolts in systems with enclave stations will no longer be granted ownership of the enclave station (it will remain in the hands of the enclave). * Sacrifices now have a unity cost. * Science ships no longer get a free survey completion when their target system gets taken over by someone else. * Streamlined "Unknown Contact" event chain by turning the "Study the Living Sea" planetary decision into a special project. * Taking "The Flesh is Weak" no longer makes your species lose its gender presets. * The Caravaneers will no longer turn Gestalt Rulers psionic. * The Materialist faction is now happy that youve discovered the secrets of the precursors even if those precursors are the Baol or the Zroni. * The Nemma World colony event will now actually fire. * The Rubricator is no longer lost to the player if a non-default empire kills Shard. * The orbital station on New Baldarak (which is rendered useless by the events that create New Baldarak) is now correctly removed. * The portrait selection view for empire creation now gets a scrollbar if the number of portraits exceeds the two visible rows. * The project for reanimating Hrozgar now uses the correct art. * Transport Fleets should handle Landing armies better, notably when in Aggressive Stance. * Updated various job weights * Void dwellers no longer start with a broken Posthumous Employment Center. * You can now build a Fleet Academy if you have queued a Shipyard (you don't need to wait for it to complete) * You cannot drag and drop ships into someone else's fleet anymore. * Zombies can no longer colonize planets. * Added a missing line break in the Take Point button's tooltip. * Added missing tooltip when hovering the shipyard tab of a mega shipyard owned by another empire. * Added missing description for "Precognitive Interface" and "Psi Jump Drive" components in the Technology menu. * Added missing description for "The Sentinels" planetary feature. * Added missing description for deposit "Project Cornucopia". * Added missing galaxy settings tooltips to the galaxy creation screen, both in Multiplayer and in single player. * Added missing header in the description of "Omega Theory" technology. * Added missing header in tooltip description of "Defense Platform" and "Habitat". * Added missing information about required DLC for the Corporate Authority. * Clarified the tooltip for automatic development to be clear when you had it turned on or not. * Fixed Angler job name not displaying in FR * Fixed Megastructure view description resetting so that it no longer shows the wrong description when switching between different kinds of Megastructures. * Fixed Megastructure view description sometimes not reflecting the selected Megastructure. * Fixed Megastructure view not always using the default image when no structure specific image exists. * Fixed a Galcom resolution tooltip saying that the empire was already supporting the resolution when in fact it was meant to say it was already opposing it. * Fixed a bunch of empire names being missing (and therefore English) in Chinese. Mainly Machine Empires and the Galactic Imperium. * Fixed a bunch of issues in various federation law acceptance tooltips (several had missing or hard to interpret and ugly information). * Fixed a dev comment being present in an event text when you encounter an empire with Here Be Dragons during First Contact. * Fixed a missing species name in event The Dragon has Landed. * Fixed an issue where the tooltip breakdown for the habitability of an uninhabited planet was missing country modifiers. * Fixed an unlocalised tooltip in non-English versions of the game when hovering over a megastructure's effects. * Fixed broken localization reference in Doomsday Origin. * Fixed cases of unlocalised text when the Galactic Community or Empire tried to build too many Titans for its Defense Force. * Fixed gender selection tooltip in empire creation stating that clicking a non selected gender will revert to default gender settings. * Fixed grammar of adding a single clue to an arc site or insight to a first contact. * Fixed incorrect description of traits "Inspired Researcher" and "Inspired Surveyor". * Fixed it being possible to get unlocalised "Greetings!" in other languages when you opened diplomatic interactions with other empires for the first time. * Fixed missing loc string for Nemma Mining Operation deposit. * Fixed missing localization for PLANET_ASCENSION_TIER_EFFECT_DESC in the tooltip for planetary designation. * Fixed that an empty broken Federation details tooltip would show up if you tried to look at the federation of a country with no federation in the contacts view. * Fixed the tooltip of Integrated Preservation tradition. * Removed references to edicts and factions from influence tooltip. * Shortened string SLAVE_MARKET in French. * The description for the Imperial Navigation System no longer speaks of the Community of old. The tooltips giving estimated job upkeep and production are now better at dealing with stuff like rogue servitors (where it would previously estimate based on an organic pop which could not work the job, sometimes giving the tooltip a food upkeep instead of a minerals one). * Fixed "Tebri" and "Tebiron" (prescripted empire planet and system names) being untranslated in Chinese. # Modding Read the modding section here. [/expand] Some of the entries are marked as Beta:, to show what has been changed compared to the updated beta version that some of you may have been playing on. And also as a way to show the impact that community feedback has had on the game. Be sure to catch our 3.3 Libra Release Stream, on Wednesday, February 23rd, at 9:30 AM CET on twitch.tv/paradoxinteractive!
written by Eladrin
Hi everyone!
Were two weeks into the Stellaris Dev Clash, which is being played on the Stellaris 3.3 Libra Unity Open Beta branch.
Since we initially put it up, there have been over 216,000 games played in the Open Beta, and weve gathered fantastic amounts of feedback from the community - some of which was taken into account during the first update to the Open Beta, and more adjustments will be coming before the actual 3.3 release.
The first update included the following changes:
3.3 UPDATED Unity Open Beta Changelog
[expand type=details]
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# Feature
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written by Caligula
/Read in Russian on VK
Hello and welcome to another modding-based dev diary - as has become tradition in the weeks before releases in recent times. I fear that we may soon run out of ways to revolutionise the script system, but for now, theres some pretty cool improvements we have to show off which will be making their debut in 3.3 (you can try them out early in the open beta).
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}
}
We realised that the code underlying this script structure was not consistent: there were a number of distinct code implementations that varied in ways that were not readily obvious to the end user, the scripter. For instance, in certain ones, you could input factor or add, in others, factor or weight. Then there were the downright problematic cases: sometimes, when you set the base to 0, the game would read 1, and in one case (ai personalities) factor would actually count as add!
The solution here was to remove all the variations and consolidate them into one code implementation to rule them all. It would have to be made to incorporate the idiosyncrasies (except for the mentioned issues/bugs) of the existing versions (i.e. not break vast swathes of script), but on the other hand, having one system would allow for us to roll out improvements that could be used everywhere in the game.
Despite a few hitches at the start (I may or may not have accidentally had every anomaly capable of spawning on every planet, at one point), this proved quite achievable, so now we no longer need to worry about these fields working differently in different places. Basically the only variance left is whether their default value is 1 or 0.
This done, a few more things could be added to the system. For instance, why just have factor, add and weight? There are a lot of other mathematical operations out there. So we added subtraction, division, modulo, min, max, abs, and rounding (with round, floor, ceiling and round_to). We also made it no longer necessary to enclose these in modifier = {}, if they were meant to always apply rather than be triggered.
But that was just the start. Back in 3.1, we added the ability to use trigger:leader_cost = {
base = 2
modifier = {
subtract = 6
num_owned_leaders > 5
}
modifier = {
add = trigger:num_owned_leaders
num_owned_leaders > 5
}
mult = 50
}
Then we could refer to it anywhere in the game via value:leader_cost, and it would calculate the value on demand. We are already finding this very useful in improving the games scripts - not only is it easier to get correct values with this, but we can also radically cut down on copy-pasted scripts in weight fields (job weights, Im coming for you!). Conveniently, since script values are read in a similar way to scripted values and triggers, we can feed in parameters, e.g. value:my_value|PARAMETER|50| would have the game use the script value my_value where any instance of "$PARAMETER$" would be substituted with 50.
Even with all these changes, there were still a couple more we could make to the scripting language. The first was adding complex_trigger_modifiers to script_values and weight fields. Basically, these allow you to use the value of triggers too complicated to use with trigger: complex_trigger_modifier = { #fewer worlds => more menace from destroying one
trigger = check_galaxy_setup_value
parameters = { setting = habitable_worlds_scale }
mode = divide
}
This works with the same triggers that work with export_trigger_value_to_variable. We also added a few triggers to these: notably, all count_x script list triggers (e.g. count_owned_planet), and the distance trigger.
A comprehensive guide on all you can do with script values is attached to this post (and in common/script_values). To be honest, its hard to overstate the amount of things this new system system enables us to potentially do. For instance, in the example above, we scaled leader costs based on how many leaders you own. We also scaled Unity boosts with the Autochthon Monument based on how many ascension perks you have unlocked with this method. The list goes on and will continue to grow with each update we release.
[14:03:02][game_singleobjectdatabase.h:147]: Object with key: miner already exists, using the one at file: common/pop_jobs/03_worker_jobs.txt line: 319
As a side note, we've extended the 3.3 Unity Open Beta feedback period until Monday, February 7th. We will be leaving the Open Beta branch available until 3.3 releases so those of you who are currently playing on the open beta can continue your games until 3.3 releases. And if you haven't yet, please leave your feedback on the 3.3 Unity Open Beta here!
Don't miss the next episode of Dev Clash 2022 on Monday, February 7th, starting at 1500 CET on http://twitch.tv/paradoxinteractive!
Thats all for this week! Eladrin will be back next week to share his thoughts on the open beta and, of course, the dev clash!The Steam Lunar Sale is here! From now until February 3rd, get 75% off Stellaris, and 50% off selected DLCs. Additionally, get 33% off the Necroids Species Pack, and 20% off Nemesis! Or complete your Stellaris collection with the Stellaris: Starter Pack or Stellaris: Ultimate Bundles, get an extra 10% off the sale price, and you don't pay for what you already own. A galaxy full of wonders is only a click away! [previewyoutube=Unl15Vl0btI;full][/previewyoutube]
[previewyoutube=7dN0bDtLkrI;full][/previewyoutube]
written by Offe and Guido
/Read in Russian on VK
Hello and welcome back to another update on the Stellaris AI. This is Guido again. Today Im here with my fellow human Offe who also enjoys doing organic things. Like generating energy through processing photosynthesised light in the form of matter via ingestion. I like bacon and ice cream. Everybody likes bacon and ice cream. So Offe, please, take it from here.
Hello, it is me, Offe!
Im a 28 cycles old Human manufactured and operated up here in the north. Ive worked here at the Arctic office for two years and recently joined the Custodian team as a junior programmer. Guido and I have previously worked on other projects together and he has taught me a lot about game development, but most importantly I learned some tips on how to improve my diplomatic interaction protocols. Where I would often use phrases like its an absolute disaster, he would instead prefer This is pretty good, but it can be even better!. This may prove to be important later on.
I would like to say Thank You to all the people out there who took time playing on the open beta and provided us with feedback and bug reports. If you ever find the AI in a situation where it is doing something strange, please bug report and most importantly attach save games, it helps tremendously! For example, two separate issues were found and addressed with the new job changes.
And lastly, this dev diary will contain older changes and screenshots that were made long before the beta, but also new changes which were not part of the beta, meaning that you still have some new changes waiting for you in the 3.3 release.
Hello Stellaris Community! The Stellaris team is pleased to announce that were running a 3.3 Open Beta until February 3rd. This open beta contains the unity rework (among other things). Were looking for your feedback on how this rework feels, including balancing issues. Please note: this Open Beta is a work in progress and is currently missing localisations in non-English languages. The full release version will be fully translated. If you find a bug in the 3.3 Open Beta, please report it here. Please leave your feedback in the Feedback thread on the Official Forums.
/Read in Russian on VK
written by Eladrin
Hi all!
Last week we talked about the basics of the Unity Rework. This week we have multiple features and announcements to discuss.
Ready?
/Read in Russian on VK
written by Eladrin
Welcome back! We hope youve all had a wonderful few weeks.
Today well start with some more information about the goals of the Unity Rework mentioned in Dev Diary 215 (and briefly in 234), some updates on how things have been going so far, and our plans going forward.
Please note: All values and screen captures shown here are still very much in development and subject to change.
[previewyoutube=ofhM-Cxh6YU;full][/previewyoutube] Charismatic, Curious, Elegant, Enigmatic, Friendly. Definitely not a fanatic purifier.
Hello Stellaris Community!
Here on Stellaris, we love our community content creators. This holiday season, join us and meet some of our favorite community content creators that you might've never seen before!
Each streamer will play 30 years, and then pass the save file onto the next streamer. Each of these saves well post on this thread, so that you can play along. Miss an episode? Dont worry about it, well update this post with the links to the VODs after the stream.
Whats a Stellaris playthrough without a punny name? SEE WHAT I DID THERE?
Each stream will be hosted on the content creators channels, and every stream starts at 2000 CET (1900 UK, 1400 ET, 1100 PT. CET is UTC+1). Please stop by and give our streamer friends a like and follow!
Want to play along? You can grab the save from the forum post here!
Completed VODs
KomradTruck - https://www.twitch.tv/videos/1241592556
But enough from me, lets get to the influencers:
[previewyoutube=9k8flL1u5r0;full][/previewyoutube]
Name: Komrad Truck
Stream Date & Time: Dec 23rd @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/komradtruck
Introduction: Komrad Truck is a Competitive Stellaris PvP streamer who also shows some analytics and strategies with good music and vibes. All in all, a welcoming place to get an introduction to the competitive side of the Stellaris community!
Name: Lord Lambert
Stream Date & Time: Dec 26th @ 2000 CET 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/LordLambert_
Introduction: Lord Lambert is a youtuber and streamer primarily geared towards strategy and grand strategy titles. Lambert is a big believer in building a strong community, with multiple multiplayer games being run from his Discord server every week by the community for a variety of titles that he takes part in and streams. These multiplayer games, along with solo Lets Plays, Grand Strategy News, and reviews of future titles make up the bulk of the content on Lamberts youtube channel, though it is not uncommon for something very different to show up once every so often.
In short, Lambert is a community focussed strategy content creator that just wants to have a good time playing games with his friends, and sharing that good time with others.
Name: DolphinDivePro
Stream Date & Time: Dec 28th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/dolphin_dive_pro
Introduction: Hello folks! I was the person responsible for a Peacock Puppet portraying a Turkey for the Aquatics Roleplay release! I also Roleplay Stellaris regularly on Twitch with community-created empires and other events!
Name: OldManMordaith
Stream Date & Time: Dec 30th @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/oldmanmordaith
Introduction: Old Man Mordaith tends to play strategy or simulation games with a focus on Roleplay and fun, rather than exploiting the meta and min-maxing. If you like RPGs, 4x, or Grand Strategy, this might be the channel for you.
Name: AlphaYangDelete
Stream Date & Time: Jan 2nd @ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/alphayangdelete
Introduction: I'm AlphaYangDelete but you can call me Yang...Alpha whatever works for you. I'm a newer streamer and I play a lot of space themed rpgs, shooters, real time strategy games and cosplay. I want all my viewers to feel welcome here, I do my best to engage with everyone in the chat and keep everything respectful! You are not just a number here. You're a friend whether you're just stopping by to say hey or hanging out with me everyday I appreciate you taking the time out of your day to watch me! So don't be afraid to light up that chat and lets have a good time!
YANG OUT!! OUUUUUSSSSS
Name: Ep3o
Stream Date & Time: Jan 4th@ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.youtube.com/user/TheEp3o/featured
Introduction: My channel is all things Stellaris. I make tip videos, that take a look at underutilised mechanics in the game and how to get the most out of them. I also enjoy making plenty of Stellaris memes about literally everything to do about the game! I love trying new content ideas so also expect mod reviews, dev diaries, funny moments and playthroughs in the future, and if you delve into the depths of my channel.
My streams take these concepts live, where I either meme with other content creators, take a look at mechanics and new features in the game, or create and try to complete challenges within the game. I aim to make my streams as interactive as possible, so prepare your self to vote in polls, become leaders in game, name my planets and fleets or just laugh as I misplay over and over.
Name: SimasTV
Stream Date & Time: Jan 6th@ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/simastv
Introduction: SimasTV is a voice actor and Twitch streamer who strives to provide wholesome and relaxing content with the help of his cat Charlie. SimasTV Regularly streams a variety of games with a focus on Strategy and RPGs every day of the week.
Name: Melomaniac
Stream Date & Time: Jan 8th@ 2000 CET (1900 UK, 1400 Eastern, 1100 Pacific, CET is UTC+1)
Channel: https://www.twitch.tv/melomaniacc
Introduction: Im Melo, a 20-year-old university student with just enough free time to stream on Twitch! I started in early 2020 to have something to do during the first UK lockdown, and had so much fun that Im still going. So far Im mostly a variety streamer working my way through a list of viewer suggested games, occasionally speed-running BBC dance mat typing but I love to return to Stellaris when I can! Fun fact*: its actually my birthday every day
*it is legally only my birthday once a year
Read in Russian on VK/
written by grekulf
Hello everyone!
We arent quite ready to show the things we are working on currently, but from the beginning of January well be back with more dev diaries to talk about things like the Unity rework or the new Situations system. For now, well be taking a hiatus until January 13th.
We want to instead take this opportunity to celebrate the year thats gone by and thank you all in the community for your continued support.
Looking back at the year:
written by Narkerns
Hello and welcome to a new Dev Diary,
This is Guido again with a follow-up on the AI side of things.
written by grekulf
Come all you young spacefarers, listen to me! Ill sing you the song of this dev diary!
[previewyoutube=oBL9dTwVi4I;full][/previewyoutube]
Space shanty? Sing-along version? Amazing.
Today were back with another dev diary, and today well be talking a little bit about our next steps. But first and foremost Id like to thank everyone in the community for showing such great appreciation for Aquatics and the 3.2 update. The Aquatics Species Pack is the best-selling species pack to date, and going by the Steam review it also seems like its very well-liked. The future is looking bright, and together we will be able to make Stellaris bigger and better than ever before!
Speaking of the future, lets take a look at what we have on the horizon for the game.
Unity Rework
Back in dev diary 215 we mentioned a Unity rework that weve been working on. Progress is fairly good, and weve made some interesting changes that well be talking about SoonTM. The target for this change is currently the 3.3 February Update, but due to the spiciness of the changes, were also looking into the possibility of making an open beta with the changes earlier than that, so that we can include more community feedback for the 3.3 February Update. Youll be getting more information about the details of the unity rework and a possible open beta as we get closer to the end of the year.
AI
Were very happy to see that many of you have reacted positively to the AI improvements done in 3.2, and we appreciate your feedback and help. We still have a lot of more changes were working on, such as additional economic improvements and taking a look at the Take Point feature, to only mention some examples. Just like with the Unity rework, well be talking more about these in detail in the near future.
Situations
We are looking into creating a new Situations system, similar to the Disasters system in EU4. The goal is to be able to move things like Deficits and Revolts, and similar struggles, into this new system. Since we dont want to undertake too many changes at once, its likely that new Situations will be added over multiple updates after the system itself is released. Although work has started very recently, were very much looking forward to being able to share more progress about this in the future as well.
Buffing the Backlog
In terms of adding new content to older DLC, the priorities going forward will be to buff Nemesis and Necroids. We have no concrete plans were ready to share yet, but if you have thoughts for additions youd love to see, please let us know!
And more!
Theres a slew of other improvements, bug fixes, content additions to look forward to in future updates. I cant really mention them all, because in all honesty, a lot of things like this arent planned and happen because we have a passionate team that works on many small things they think would make you, the players, happy!
----------
That is all for this week folks!
Heres also the transcript from the Discord Q&A session we held last week.
[previewyoutube=NUmOnhsdNe4;full][/previewyoutube]
Hello everyone!
Yesterday we announced that Aquatics will be released this coming Monday, November 22nd, for USD $9.99/9.99 or regional equivalent. Were super excited to bring you this new Species Pack and were really happy to sea the positive reactions you all have had to the ships and portraits that weve shared over the past few weeks.
And as is the time-honored tradition, here follows the changelog for the Aquatic species pack, with the accompanied 3.2 Herbert Update, named after renowned author Frank Herbert, that the Custodian team has been working on
3.2 "Herbert" Patch Notes
[expand type=details]
#################################################################
######################### VERSION 3.2.0 ###########################
#################################################################
###################
# Aquatics Species Pack Features
###################
* Added a new Aquatic pre-scripted Empire.
* Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of fishy looking Aquatics.
* Added a new City Set and room backdrop for Aquatics.
* Added a new bubbly Ship set.
* Added a new Advisor Voice.
* Added a new Civic: Anglers.
* Added a new Species Trait: Aquatic.
* Added two new Origins: Ocean Paradise and Here be Dragons.
* Added a new Ascension Perk: Hydrocentric.
###################
# Humanoids Species Pack Features
###################
* Added a new Civic: Pompous Purists.
######################
# 3.2.0 "Herbert" Features
######################
* Multiplayer hosts that own the DLCs now unlock portraits as well as ship and background sets from the Plantoids and Humanoids Species Packs for clients that do not own them.
* Added the ability to pick your main species' gender during game setup.
* Added over 200 new star names for random galaxy generation.
* Added 13 random events to terraforming to make the feature more engaging.
* Added 4 new asteroid-related anomalies to spice up old anomaly categories.
* Added 4 new Gas Giant anomalies.
* Added 4 new anomalies to existing, uninhabitable worlds anomaly categories.
* Added new options to several old anomaly events which share categories with the newly added ones above.
* Enabled the Ship Browser for all players.
######################
# Improvements
######################
* Reinforcement fleets will now attempt to find a safe but longer path if the shortest path to the target fleet is not considered safe. This will reduce how often reinforcement fleets are spawned at the shipyard at the cost of increasing the MIA time (due to taking a longer path) in these cases.
* Reinforcement fleets now consider systems that have both hostiles and allies in them to be safe for pathfinding purposes.
* Reinforcing fleets using jump drives no longer require a safe hyperlane path to the fleet they are reinforcing.
* Improved how shipyards are selected when constructing reinforcements to better utilize stations with multiple shipyards and mega shipyards.
* Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard, if both fleets intended to reinforce the same target fleet.
* Plantoids and Fungoids are no longer forced to have no gender, as you can now freely pick species' genders. Instead, every randomly generated species now has a 30% chance of being one of: genderless, female-only or male-only.
* Added an additional option to the Alien Box event chain for Gestalts.
* Added an Industrial colony designation to Ecumenopolis.
* Made it so colony events will not fire on newly terraformed worlds to avoid some Ludonarrative Dissonance.
* The default flag of new empires is now randomized, say goodbye to the red-black triangle flag!
######################
# Balance
######################
* Functional Architecture and Constructobot: Reduced the free building slots granted from 2 to 1.
* Agrarian Idyll empires now get one planet building slot per four Agricultural districts built.
* Reduced the ship upkeep cost modifier for Clone army Admirals variants to 5/10/20% respectively.
* Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
* You can no longer use planet killer weapons on primitives inside your borders if you lack the appropriate primitive interference policies.
* Pops working the Livestock job now have 10% less political power.
* A lot of anomalies were rewarding 3 Society Research deposits, there is now more variety.
* Made Awakened Fallen Empires use Traditions.
* Several productivity-improving technologies are now no longer of dubious benefit, as their upkeep (and production) effects now only apply to jobs actually primarily producing resources.
* Nerve Stapled Hivemind pops can no longer perform complex drone jobs.
* Reduced the amount of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
* Ion cannons are no longer free to maintain, and have an upkeep cost of 8 energy.
* Necro-Hives:
* * Cut Necrophage pop assembly penalty to 50% from 75%
* * Made pop output modifiers (positive and negative) no longer apply to hive minds.
* * Made the -50% organic upkeep also apply to energy, for photosynthesis.
* * Devouring Swarm Necrophages now spawn with extra infrastructure to account for the lack of chambers of elevation.
* Life-Seeded now start with a 30 space planet
######################
# Stability & Performance
######################
* Fixed an OOS caused by using button effects in custom MOD UI, so now you can go back to building that Nicoll-Dyson Beam to "ensure galactic peace and prosperity".
* Improved the performance of pop factions updating their support values - resolved an issue where the game looped over every pop in the Empire for each faction, rather than calculating it once for the whole Empire and referring to that value for each faction.
* Improved the performance of planet_resource_compare trigger, and cut down on its use a bit as it's still quite expensive.
* Improved the performance of a variety of checks by making more extensive use of species happiness caching.
* Cached calculations of pop_has_random_ethics to reduce performance impact of repeatedly checking it, by 50%.
* Optimised Rising Unemployment event's triggers to be only 15% as costly.
* The game will no longer try (and fail) to run Grey Goo event True Masters on every planet, every day.
* Optimised checks for whether a pop can belong to a certain faction by pre-filtering pops by ethics in code (rather than running the script checks on all pops). For modders: this means that a faction will only allow pops which match its "guiding_ethic" in it, unless "use_guiding_ethic_as_pop_filter = no" is specified.
* Optimised several expensive pop faction demands that were checking all pops instead of all species, and similar.
* Improved the efficiency of checking whether a pop faction should exist.
* Optimised checks for jobs' "possible" trigger so that the four most common triggers are now pre-calculated per pop rather repeatedly for each job that a pop can take. (The format looks a bit different now, with possible_precalc, so modders will need to update a bit here - the error log will warn you in most cases, except that you also need to add a check when you use complex_specialist_job_check_trigger).
######################
# UI
######################
* The Music Player controls bar now starts hidden and can be extended by clicking the music icon.
* The title of the Music Player is now localised.
* Pop strata icons no longer overlap in Living Standards' tooltips.
* Tab-key in Console now also lists commands containing entered text.
* Disabled "Delete" and "Update Template" buttons when editing a base species template.
* All languages now list the main menu hotkeys ("N" for New Game, etc).
* Added a description to how migration works to the Transit Hub star base.
######################
# AI
######################
* Improved AI algorithm for picking which building and district to build by fixing an issue where it would not handle buildings or districts which produced multiple resources very well
* Improved AI logic for building starbase modules and buildings. It will no longer spam crew quarters everywhere, and will instead be better at building useful things like resource-producing buildings and titan assembly yards.
* On starbases, AI can now build Ice Mining Stations, if it is hydrocentric
* On starbases, AI can now build Dragon Hatcheries if it got the tech
* On starbases, AI is building less crew quarters in general and in places where it doesn't make sense
* On starbases, AI is building a lot more anchorages
* On starbases, AI is also building a bit more solar arrays if it is a gestalt
* On starbases, AI is also building hydroponics now, since that has been buffed a lot and is way more useful to the economy
* On starbases, AI will now handle starbases after taking over from a player - but it will NOT build lots of defense modules everywhere and tank the economy that way
* Made AI empires more careful about running out of food.
* Rogue Servitors AI (and player default) is now to give their bio-trophies migration rights, rather than to not do so.
* The AI is now able to create Ecumenopolises.
* AI is now better able to budget for repairing the Shattered Ring World that Shattered Ring origin Empires start with.
* The AI is now better able to budget for terraforming, and will more readily terraform planets into classes which are ideal for them.
* Fixed AI sending small fleets to attack starbases without grouping up.
* Fixed AI trying to build starbase buildings and modules it wasn't allowed to be building in certain cases
* Improved AI weights for planet killer weapons, so they will tend to pick the one that benefits them the most. (This also applies to the player's auto-generated ship designs).
* The AI will now consider anti-crime campaigns a valid way of fighting crime. But it will also occasionally make deals with crime lords if it is the victim of a Criminal Syndicate.
* Fixed an issue where AI empires would leave fleets behind in others' space after peace was concluded.
######################
# Modding
######################
* Starbase components can now accept economic output modifiers in station_modifier and system_modifier.
* Added on_queued and on_unqueued in decisions, and fixed a bug in abort_effect. (Also added an example sheet to show what all works: abort_effect and abort_trigger were probably hidden features).
* Added use of [loc] commands in decision descriptions.
* Fixed set_owner not working on Juggernauts.
* In component_templates, valid_for_country is now a trigger rather than a weights block, as that is how it acted. (So if you used it, you will need to update that).
* Added on_destroy_planet_with_
Have a question about the patch notes or the Aquatics Species Pack? Dont miss our Dev Q&A, today at 1700 CET (1600 UTC) on the Offishial Shellaris Discod!
[previewyoutube=THTad3NBhWk;full][/previewyoutube] Embrace the life of a seafaring civilization with the release of the Aquatics Species Pack on November 22nd for USD $9.99! Choose to originate on a large Ocean Paradise world, with increased pop happiness, output, and growth. Or choose the Here Be Dragons Origin, and start guarded by a sage-blue - and occasionally very hungry - space dragon, which will protect you from harm, as long as you keep it happy. Specialize your species with the Aquatics Species Trait, which further optimizes your species for living on Ocean worlds, but penalizes living on Cold and Dry planet types. Become interstellar seafood harvesters with the Anglers Civic, and harness the bounty of the ocean with fresh seafood and rare pearls as staples of your Empires economy. Ascend into the deep with the Hydrocentric Ascension Perk, and your species becomes more adept at terraforming planets into ocean worlds, as well as the ability to harvest ice asteroids to expand the planetary ocean even further. The Aquatics Species Pack also includes:
written by Gruntsatwork and Caligula
Hello everyone, today we would like to tease you with some of the upcoming changes coming with the 3.2 "Herbert" patch, named after Sci-Fi author Frank Herbert, which we will release along with the Aquatic Species Pack.
OR = {
AND = {
count_owned_pop = {
limit = {
is_shackled_robot = no
is_unemployed = yes
NOR = {
has_living_standard = { type = living_standard_utopian }
has_living_standard = { type = living_standard_good }
has_living_standard = { type = living_standard_shared_burden }
}
}
count > 3
}
owner = { is_gestalt = no }
}
AND = {
count_owned_pop = {
limit = {
is_unemployed = yes
NOT = { has_living_standard = { type = living_standard_organic_trophy } }
}
count > 10
}
owner = { is_gestalt = yes }
}
}
This is quite inefficient, and large benefits could be found in applying the principle of early outs. Count_owned_pop is a relatively expensive way of calculating anything, because a lot of efficiency is lost in converting script into code and working out the results of this, so on a planet with 80 pops, it is looping through each of those and checking a set of triggers on each of those. Unfortunately, because of the ordering, it would do this twice per day on each planet which did not have 3 unemployed pops on it:
num_unemployed > 3 #early out before the expensive count_owned_pop to come
OR = {
AND = {
owner = { is_gestalt = no }
count_owned_pop = {
limit = {
is_unemployed = yes
is_shackled_robot = no
NOR = {
has_living_standard = { type = living_standard_utopian }
has_living_standard = { type = living_standard_good }
has_living_standard = { type = living_standard_shared_burden }
}
}
count > 3
}
owner = { is_gestalt = no }
}
AND = {
owner = { is_gestalt = yes }
count_owned_pop = {
limit = {
is_unemployed = yes
NOT = { has_living_standard = { type = living_standard_organic_trophy } }
}
count > 10
}
owner = { is_gestalt = yes }
}
}
written by Fenni Johansson, Hanna Johansson, and Nicolas Lennman
Hi! My name is Fenni and Im an Art Producer for Stellaris.
Today, I will talk a bit about our art processes and give you a little behind-the-scenes look at how our amazing team of artists worked when creating the Aquatics species!
written by Pavel Golovii and David Strmblad Lindh
Hello! My name is Pavel Golovii, I am a concept artist from the art team that has worked on the Stellaris Aquatics Species Pack. I am going to highlight the process of developing ship designs from a concept artist perspective. I will talk about the initial ideation process, inspiration, visual language and defining the look of individual ship classes.
written by grekulf
Hello everyone!
Today were back to talk a little bit about the recent news that has no doubt sent ripples throughout the community by now, namely the newly announced Aquatics Species Pack!
[previewyoutube=BvSdk1cIjAA;full][/previewyoutube]
The Aquatic Species Pack will include:
[previewyoutube=BvSdk1cIjAA;full][/previewyoutube] Embrace the life of a seafaring civilization as you sail the open expanses of the galaxy with Stellaris' most immersive pack yet: the Aquatics Species Pack! Dive into the Stellaris galaxy with a sea of new choices, and discover new life where you least expect it. Let a wave of new customisation options wash over your empire, with a treasure trove of new species portraits, ship set, origins, and more. Stay tuned for more updates about the Aquatics Species Pack, as more details will soon surface! Wishlist the Aquatics Species Pack today!
written by grekulf
Hello everyone!
For todays dev diary well be talking a little bit about a new wave of changes coming in the upcoming 3.2 update.
3.2 will feature some new content and features, some of which didnt make it into 3.1, and some of which are new. The reason why I mention that is because I also wanted to shed some light on the process itself. With this new way of working, its fine if something isnt done for a certain update, because it can simply spill into the next update. With our ambition of only having 3 months between the updates, it will not be long before the new piece of content will be out in the public. Speaking of which, the new Pompous Purists Civic is just such an example.
written by Guido
Hello and welcome to a new Dev Diary,
My name is Guido and today Im here in my role as a Principal Designer on Stellaris to talk about AI in a bit more detail.
You probably have heard about the Custodian Initiative by now which has been created to keep improving the game on a more regular basis and in order to be quicker when reacting to player feedback. A part of this initiative is also to put some more love and attention to the AI of the game going forward - an AI initiative inside the Custodians, basically.
For this, we have set some goals for ourselves going forward:
[olist]
written by grekulf
Hello everyone!
Today I thought wed go back and talk a bit about the Custodian Initiative and what the future can hold.
The 3.1 Lem Update which we put out about 2 weeks ago contained a lot of good stuff that we'd been working on for some months. Were really happy with how you have received the Custodian Initiative and the first free update, so its really fun to see that things seem to be moving in a clearly positive direction.
Hello everyone! As we work on the next patch with the Custodian team, we thought that there were a couple of issues that have been brought up by you all that we thought needed to be addressed a bit sooner than the next Custodian patch. Nothing has changed since the changelogs were posted in last weeks Dev Diary.
written by MrFreake
Hello Stellaris Community!
This weeks Dev Diary comes to you with a little bit less of the future development and more of what weve been doing with the Custodian teams work. That means that well be sharing a little bit of information on the upcoming fixes for the 3.1.2 patch. Next week we should be back to the regular schedule of dev diaries that we know youre looking forward to; however, this week we want to continue the conversation from last week and provide details on the patch.
First off, we want to thank all of you for submitting your bug reports! Bug reports are extremely useful to us, and we want to thank our Community for dedicating their time to reporting issues in Lem. I just want to share a little context with you all for a moment:
On launch day we peaked at ~18k concurrent players on Steam, supposing each of those players plays one hour, thats 18 000 hours. Assuming a 40 hour work week, thats 450 workweeks. This isnt meant to make excuses, but just to put into context that our community does more playing in the hour after release than we could hope to accomplish in the time between the release of Nemesis and now.
With that being said, we have put together a patch for the 3.1.1 Lem Update! The Custodian team has spent the last week fixing issues raised by the community, and we hope to get this patch out to the larger community around the middle of next week (as long as there are no further issues).
Originally Posted here
See only Dev Replies
written by grekulf
Hello everyone!
The first update by the Custodian team is now out, and we hope that youre enjoying yourselves trying out some of the new changes. Were very excited to see that so many of you seem very happy with the Custodian Initiative and the Lem Update. As usual, your feedback is very important to us, so we hope that you let us know what you think. Also thanks to those of you who left reviews on Steam recently, it's nice that so many of you seem to be happy.
In terms of 3.1 itself, we are aware of some exploits that have been popping up, and well continue to monitor what you folks in the community can find over the weekend. Next week well be looking at what has popped up, and after that well be making a decision of if and what we may want to hot fix.
Were still focusing on the release itself and learning from its development. Within the next coming weeks we will start talking a bit more about our future plans, in terms of features and changes, so stay tuned!
We also have some fancy new wallpapers to go with the update:
(you can find 4k versions of these wallpapers, and more Stellaris Wallpapers here)
Last week we held another Q&A session on our Discord. You can view the transcript here.
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The Stellaris Team is proud to announce the free 3.1 Lem Update is Now Available!
This is the first release from our new Custodians Development Team at Paradox Development Studio. This team will operate in parallel to the Expansion Team, which will focus on creating new content for Stellaris. Read more about the Custodians Initiative here.
This patch is named to honor the 100th Anniversary of the birth of renowned Sci-Fi author Stanisaw Lem, bringing with it a host of balance changes, bug fixes, AI improvements, as well as adding content to several previously released paid DLCs.
Release Trailer: [previewyoutube=1djsu3hhgXk;full][/previewyoutube]
[previewyoutube=gAO4Pdz_bYM;full][/previewyoutube]
The Stellaris team is proud to announce the free Lem Update, honoring the 100th year anniversary of Sci-Fi author Stanisaw Lem, will be released on September 14th!
by Caligula
Welcome to another Stellaris Modding Dev Diary! Today, Ill be talking you through some of the new scripting language features in the upcoming 3.1 patch.
We have already mentioned that Traditions are considerably more moddable now with the new system, with far less heavy lifting needed in the gui and loc files. I can also confirm that you can, for instance, now script in tradition trees that only become available if you make certain decisions during the game. But today, the main focus will lie on variables.
value = my_var #gets the value of my_var variable set on the current scope
value = from.capital_scope.my_var #gets the value of the my_var variable set on froms capital
value = trigger:num_pops #gets the number of pops in the current scope
value = from.capital_scope.trigger:num_pops #gets the number of pops in froms capital
So you can do dot scoping, which saves a lot of ugliness, and is a big improvement as it is. And as you can see, you can also refer to triggers, with trigger: export_trigger_value_to_variable = {
trigger = num_assigned_jobs
parameters = {
job = miner
}
variable = num_miner_jobs
}
3.0 also, to mention it again, added a bunch more ways to get game values such as modifier numbers and resource stockpiles to variables. It also added a few more places where you could use them: multipliers in add_resource and add_modifier, for instance. With 3.1, we have added a lot more things that you can use a variable for:
resources = {
category = planet_buildings
cost = {
trigger = { }
minerals = 100
}
multiplier = my_var/owner.trigger:num_pops
}
ai_chance = {
factor = 1
modifier = {
add/factor = my_var/trigger:num_pops
is_variable_set = my_var
}
}
ordered_owned_fleet - Iterate through each fleet owned by the country - executes the enclosed effects on one of them for which the limit triggers return true. Picks the specific object according to the order specified (position 0, order_by = trigger:num_pops would run the effects on the X with the most pops)
ordered_owned_fleet = {
limit = { }
position =
order_by = /trigger:
inverse = yes/no (default: no - if yes, then 0 is lowest rather than highest)
}
Supported Scopes: country
If your variable is too exact a number, you can now use round_variable_to_nearest to round its value to e.g. the nearest multiple of 10.
A summary of these functionalities have been added to an information file in the events folder (and attached to this post). Also, I could well imagine further expanding on these usages of variables, so its quite possible there will be even more coming along these lines in future. The changes have already proven extremely useful to us, e.g.:
spriteType = {
name = "GFX_ship_size_military_1"
sprite_sheet_sprite_type = "GFX_ship_sizes"
default_frame = 2
}
In the case of ship sizes, it was a bit tricky, since the icon_frame index number then specified which icon it would use on multiple sprite sheets. In the end, we left that system in place for starbases (since very few tend to add a new type of starbase) and made the line icon = ship_size_military_1 tell the game to refer to several sprite keys: GFX_text_ship_size_military_1, GFX_ship_size_military_1, GFX_ship_size_military_1_top, GFX_ship_size_military_1_top_damaged
This will need some updating for mods which change the affected objects, since the old format no longer works, but in the long term it will hopefully solve a lot of compatibility headaches!
Hey folks, Im Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians work on the 3.1 Lem patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and wed like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.
Hello everyone!
Im here to announce a surprise update to the game. But before we get our expectations blown out of proportion, this update contains only a change to our Multiplayer Backend. We are rolling out the Nakama infrastructure to host cross-store PC multiplayer.
With this update we are completely removing our internally developed Multiplayer backend (PDXMP) that is currently used by all stores excluding Steam, which uses the built in Steam backend. The reason for this change is because we believe that Nakama, developed by an external partner, is more stable than our current in-house solution.
What this will mean for you as a player is hopefully nothing different from how you normally play the game. This update should not affect your single player experience whatsoever and if you have the game installed on Steam and dont have friends on other platforms you wont be affected by the Multiplayer change either.
The only people this will affect are those of you that play the game on Steam and want to play multiplayer with your friends that have bought Stellaris on other platforms (such as the Microsoft store). You might already know about the crossplay Steam Beta branch we have had in place prior to today, but from this update and forward you will now be able to launch the Crossplay version straight from the launcher!
All you have to do is go into Game Settings in the launcher and scroll down to Cross Store Multiplayer and click Launch as shown below:
If for some reason that doesnt work, you can also add -nakama as a launch option in Steam. Do this by Right-Clicking Stellaris, Going to Properties, General Tab and adding -nakama to the Launch Options. This will force the game to switch from the Steam multiplayer backend to the new one for crossplay purposes!
#################################################################
######################### VERSION 3.0.4 ###########################
#################################################################
###################
# Performance and Stability
###################
* Replaced PDXMP multiplayer backend layer with Nakama.
#################################################################
Thank you for playing Stellaris, and if you experience any issues with Nakama Multiplayer please report them on the Bug Report forums!
Hello everyone! It is Thursday and that means it is time for your weekly dev diary. Today, we will talk a bit more in-depth about the upcoming additions to the Humanoids species pack. First, let us take a look at the civics that will be added:
Greetings and salutations space fans!
Today were back with another dev diary, and the topic at hand is the feature improvements coming to the Traditions system. Back in dev diary 214 when we announced the Lem Update and the Custodians Initiative, we also talked about how to make Selectable Traditions.
Selecting your Traditions
We know theres been mods that have extended the amounts of traditions for some time now, and we also know that it's something that parts of the community have been asking for as well. For us, Traditions have always been an important part of customizing and specializing your Empire during play, and although we of course like giving players more customization options, we also need to maintain a balance. We didnt simply want to keep adding new traditions without having the UI support it well, and we didnt also want to give players too many options right away, which can lead to Choice Overload. We felt like it was a good time to review the Traditions system, because we wanted to add a few more Tradition Trees, and open up the avenue for doing more of that in the future, where it makes sense.
Lets dive into the changes, and keep in mind that nothing is final and theres missing art. Feedback is still very welcome though.
We are improving the traditions system so that you are no longer locked to the same set of 7 traditions (with some swaps), but you can rather pick which Tradition Tree you want to go into one of these 7 slots.
All the Tradition Trees currently available to the United Nations of Earth.
Some of the Tradition Trees, that were previously swaps of other trees (like Adaptability being a swap of Diplomacy), are now their own trees again. This means that Adaptability, for example, is now available to all non-machine empires. Synchronicity is still mutually exclusive with Harmony (one will appear if you are a gestalt empire, the other if you are a regular one). Versatility is available to all machine empires.
Changes to existing Traditions
Other than allowing you to select your own Traditions trees, weve also changed some of the traditions within the existing trees. Lets take a look at some of those changes:
Hello everyone!
I hope you have had a great summer thus far, and lets hope we can enjoy the rest of August as well. The team is starting to return from their vacations and were eager to start finishing off the Lem Update so that we can ready it for release in September.
As mentioned in dev diary 214, were going to Buff the Backlog by adding some gameplay to existing DLC. Today were here to talk about an addition coming in the Lem Update, and more specifically what additions we are making to the Plantoids Species Pack.
We are adding 2 new Civics and 3 new Species Traits to the Plantoids Species Pack. Lets start by taking a look at the new Traits.
New Traits
We have added 3 new traits that require the species to be either Plantoid or Fungoid.
New traits and their cost.
Phototrophic: Is mutually exclusive with Radiotrophic, and changes some of your food upkeep into energy upkeep. Requires your species to be Plantoid or Fungoid.
Instagram-friendly?
Radiotrophic: Is mutually exclusive with Phototrophic, and changes some of your food upkeep into energy upkeep. It also makes it more beneficial for your Pops to live on Tomb Worlds, as their energy upkeep is removed. Requires your species to be Plantoid or Fungoid.
Contrary to popular belief, this species does not sustain itself by consuming ancient communication equipment.
Budding: This trait allows you to produce some pop assembly. Multiple Species with this trait can help provide pop assembly on potentially another species. For example, two species with the Syncretic Evolution Origin can together assemble one of the two. This trait can probably be especially great for a Hive Mind species.
New Civics
Lets continue taking a look at the Civics. Both of these new Civics are available to regular empires as well as Hive Minds. Only Idyllic Bloom requires you to be a Plantoid or Fungoid.
Catalytic Processing: This Civic lets you produce Alloys with Food instead of Minerals. Starting Districts have been adjusted to be balanced when using this Civic. Regular Empires and Hive Minds convert 9 Food into 3 Alloys. Machine Empires turn 12 Food into 4 Alloys.
Catalytic Processing is available to many types of empires, but not all of them.
Idyllic Bloom: This Civic lets you transform planets into Gaia Worlds by building Gaia Seeders and upgrading them. The Gaia Seeders have 4 phases, with the 4th and final phase triggering the terraformation of the planet to a Gaia World. Available to regular empires as well as Hive Minds.
----
Thats all for this week folks! Well be back again next week, so until then, stay safe and be well.
Nemesis: Cold War was a multiplayer event held to celebrate the launch of the Stellaris: Nemesis Expansion on PC.
Watch episodes Wednesdays and Sundays on the Paradox Grand Strategy Channel on YouTube.
Watch it here: https://pdxint.at/coldwaryt
Cast
---------------
Hosts: Fredrik Knudsen, SimasTV Game Master: DJTruthsayer
Players: A_Spec, Templin Institute as the Divine Imperium. Door Monster, Stefan Annon as the Xuman Overmind. MaxTheCatfish, Wintergaming as the Imperial Chocolat Covenant. BurkeBlack, Venalis, CrReaM, CletusBueford, GassyMexican, Classypax as the Antharian Republic of Beautification. SpiffingBrit, Bedgarsan, Bokoen, Alex the Rambler, Rimmy Downunder as The Refuge. D1rtyd3vil, Shurjoka as the Avarian Alliance.
Join the Conversation
---------------
Website: http://stellaris.com
Twitter: http://twitter.com/StellarisGame
Facebook: https://www.facebook.com/StellarisGame
Discord: http://discord.gg/stellarisofficial
Forums: https://forum.paradoxplaza.com/forum/forums/stellaris.900/
The galaxy is vast and full of creative new aliens! Join the Stellaris Artists and see how our worlds are populated with a growing array of fascinating creatures, from PDXCON 2021. [previewyoutube=zJBLV2yjmEc;full][/previewyoutube]
Meet the Sapient Combat Computers that we converted into Programmers for the Paradox Empire. Our developers will share their insight on how the technology behind Stellaris is created. (From PDXCON) Watch it here: [previewyoutube=k3xP0SccvR0;full][/previewyoutube]
Ever wonder about what goes into Game Design, or the inspiration for the Storytelling aspects of Stellaris? Game Director Daniel Moregrd, Game Designer Stephen Muray, and Content Designer Gemma Thomson have all the answers (from PDXCON). Watch it here: [previewyoutube=LuCt-bzdKlY;full][/previewyoutube]
Hi everyone!
As grekulf has mentioned, one of our key aims in the upcoming Lem update is to improve the value of our existing DLCs by adding new content to them. As part of this effort, several of our species packs have seen some love. This week, I will start us off by talking about some of the upcoming changes to the Necroids species pack.
While we were overall very happy with the content that went into Necroids (indeed, it has set a high bar for our other species packs to match!), a few of us - both within the team and in the community as a whole - regretted a few of the missed opportunities. The Lem update has provided us with the opportunity to rectify this.
Necrophage Hive Minds
There have been quite a few calls for allowing Hive Minds to be Necrophages, and with Lem, this will now be possible!
They will work similarly to normal Necrophages, but with a few differences:
Hello everyone! First I want to thank you for the overwhelming support that youve shown us with announcing the Custodians initiative. Its been really fun and motivating to see so many positive responses, and for that were truly thankful. At the same time, I must admit that it is also a bit scary in the sense that we shouldnt have the expectation that this will suddenly resolve any issues you might have with the game, or that well be able to deliver large amounts of significant changes with every update. Lets appreciate this opportunity and make the best of it :) Species Pack Gameplay Themes Last week we already talked about what the Lem Update (honoring the author Stanislaw Lem) would focus on, but Id also like to go into more detail regarding some things. We mentioned that we would be adding gameplay to the Humanoids Species Pack and the Plantoids Species Pack, and although I wont talk about the exact details yet, I do want to talk a little about how we approached it, and the themes we chose. Plantoids was a bit easier, because there are some obvious fantasies. Going around the themes of growth and plants were adding some new traits, civics and origin. We felt like it made sense to open up these gameplay additions to both Plantoid portraits as well as for Fungoids. Humanoids was a bit trickier, because there are no direct fantasies that apply to them in general, so we instead chose to focus on fantasies that align with things like dwarves, elves, orcs or humans. The Civic we showcased last week was an example of how we made something inspired by a traditionally dwarven fantasy. Let us know about any ideas or thoughts you have regarding those :) We will be talking more about these in much greater detail later, but that may possibly be in August. Game Balance Were going to take a look at reworking some of the major outstanding balance issues that were having. One example that I want to talk about is the issue with Research Booming, where power players can essentially outpace other empires due to focusing a lot on research. What enables this is usually Districts that provide Researcher Jobs, which is relatively easy to gain access to early on through Origins such as Shattered Ring or Void Dwellers (the latter not being nearly as strong). For Shattered Ring we are looking into changing the start from a pure end-game Ring World, to be more of an actual Shattered Ring that you need to repair before you gain access to the powerful Districts of the Ring World. Putting additional emphasis on the fantasy of resting this ancient megastructure to its former glory can be a fun addition to the Origin itself. Although we havent decided exactly what were doing, changing the start to be a Shattered Ring that you can restore with the Mega-Engineering technology is a likely route. Unity & Empire Sprawl Beyond Lem, we are also going to take a look at Empire Sprawl and Unity. The design for Admin Capacity was never really something that I felt worked out, and we never finished the design that was intended for it. Continuing to use Admin Cap as a mechanic also feels a bit like a dead end due to multiple reasons (ranging from design to technical), so were instead going to look into another solution. I have a design for doubling down on using Unity as the resource for internal management, removing Admin Cap entirely, and to make Empire Sprawl something that you can never mitigate anymore. More sprawling empires will always suffer harsher penalties from Empire Sprawl, and well instead focus on how Unity can be used internally to mitigate some of those penalties. Examples could be Edicts that have a Unity Upkeep Cost, and perhaps reduce the Research Cost Penalty induced by Empire Sprawl. Angry Pops could potentially also have a Unity Upkeep Cost, to represent the drain on your society. Note that these ideas are very much in their infancy and very prone to change. We will probably start talking a bit more about that once Lem has been released, but I wanted to share some thoughts with you so that we could gather some initial feedback. ------ Thats all for this week folks! Were in the middle of reviewing our dev diary schedule, so were hoping to be back with 2 more dev diaries before we take a summer break. Well keep you in the loop as we go.
Greetings! Today I am here to announce some very good news! Stellaris is not slowing down, but rather picking up the pace! We at PDS Green are very happy to announce our new Custodians initiative as well as the next free update, coming sometime after summer. The Custodian Team Stellaris as a game has been very exploratory, and the game has seen a lot of big changes over the years. I want to start by giving some insight into why weve chosen to focus on this initiative. As weve released more expansions weve had to take longer and longer between each release, as weve needed to spend more time on focusing on quality, making sure each release is as stable as possible. Paradox Development Studio also looks very different today vs. how it looked just a few years ago. Things take longer, there are more processes in place, and there are a lot more people involved. Because each release is now further apart, it makes it harder for us to address some of the outstanding issues that might be affecting the community between DLC releases. As weve added more content it's also been harder to polish and maintain all of the amazing existing content that weve added over the years. We want to keep creating new cool experiences for Stellaris, but we also want to be able to maintain a high quality for the base game itself, and for older content. What we have done now is that weve staffed up, and split the Stellaris team into two teams that focus on different aspects of the game. One team, that we call the Custodians team, will focus on free updates that we aim to release every 3 months, while the expansion team will focus on creating new content for the game. Examples of what The Custodians could be working on:
Hi everyone! Today I want to talk about two things - one is a new experiment that we are running for an alternative ship appearance browser in empire generation, and the other is the Q&A session that we held during PDXCon.
Hi everyone!
Two big things this week.
The first is that 3.0.3 has moved from beta to live, with the full details available here. 3.0.3 includes numerous economic and AI adjustments, bugfixes, and two new sliders in galaxy generation to control pop growth behavior without the need for a mod.
The other is that PDXCon Remixed, an online adaptation of our annual convention, is kicking off!
Weve had a variety of events including the Treasure Hunt and Grand Campaign (praise snek) over the past few weeks, but the main events start this weekend.
Ill list a few of the events of particular interest to Stellaris players, but the entire schedule can be found here.
Friday, 21st of May:
Hello Stellaris Community, As promised, we have updated the 3.0.3 Open Beta to include the missing non-English localisations that were not included in last weeks update. The new and updated localisations are now included in the Open Beta. Thank you for your patience and feedback!
Hello Stellaris Community! We would like to start off by saying thank you to everyone for your patience and feedback on the 3.0.3 Open Beta! We received a great deal of feedback from the Community, and, as we said we would, weve incorporated this feedback into our development plans moving forward. This open beta contains some missing and inaccurate localisations for non-English languages. These localisations are coming, but we feel it is important to get an updated beta out to our players for additional feedback as soon as possible. We apologize for any inconvenience. You can opt-in to the beta by right clicking Stellaris, click Properties, Beta tab, and choose Stellaris_test from the drop down. One of the key pieces of feedback we received from the community was that the number of jobs was currently too high for the number of pops in the galaxy, and we agree. As such we have updated the job counts on a number of buildings and districts, including Clerks, Alloy Foundries and Consumer Goods plants. Higher tier foundries and consumer goods plants will now add flat bonuses to job output, rather than adding more jobs, they also are no longer mutually exclusive. This update to the 3.0.3 beta also includes some major changes to AI behavior that should improve the effectiveness of AI opponents. These changes give the AI a greater focus on economic stability as well as improving some research related behaviors. We are collecting feedback on how these changes feel for our players, so please let us know in the comments on this post. Population growth was the biggest Community issue with the 3.0 update, and we are exploring additional changes to this system. Some of these changes are long term initiatives, so in the meantime weve added Pop Growth Required and Pop Growth Ceiling sliders in the galaxy setup screen as quality of life features. These sliders will allow you to adjust the variables related to the bonus a planet can provide through logistic growth (pop growth required), and the amount of pop cost increases per pop in an empire (pop growth ceiling). This will allow you to get achievements and play in iron man mode in a way that feels good to you. Please note: changing these sliders can have major impacts on game balance and performance. As previously mentioned, this update contains some missing localisations for non-English languages. We will be adding these missing non-English localisations soon, and we apologize for any inconvenience. We expect to continue to iterate on these changes, and will be further refining economic balance and AI systems in future updates. Please leave feedback in the thread below on how the AI performs economically in the updated 3.0.3 Open Beta, and thank you again for your patience and understanding!
Hi everyone! Thanks for the tremendous participation within the 3.0.3 beta branch and for all of the feedback that you've been providing. For those that are interested in joining the beta, you have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. This week we'll be talking about some more changes that we're planning on pushing in the near future to the 3.0.3 beta branch concerning further balance updates, AI, and more. These are highlights of some of the things that will be in the full patch notes and not intended to be a comprehensive list.
Hello Stellaris Community! Were pleased to announce the Stellaris 3.0.3 Open Beta is Now Live. This open beta includes changes to the new population growth system introduced in 3.0.1, to address some of the concerns raised by players about the population growth mid to late game. To opt-in to the open beta branch, right click Stellaris, click Properties, Beta tab, and choose Stellaris_test from the drop down. Please leave your feedback on these new changes in the the Pop Growth Feedback Megathread here We are always looking for feedback from our Community, and regularly incorporate community feedback into our future development plans. We hope youre enjoying Nemesis, and thank you for your patience while we further refine pop growth.
Hello Stellaris Community! Weve seen a number of your reports regarding the pop growth mechanics included in the 3.0 Update. Weve been reviewing this feedback, and including it in our post-launch support for 3.0. Heres how weve decided to handle it: This week (date to be confirmed) we will be publishing an open beta that includes a revision of some of the population growth changes. The objective behind the changes introduced in the 3.0.3 Open Beta is to address some of the concerns raised by the community regarding mid and late game population growth. When the open beta branch goes live, you can opt-in to the beta by right clicking Stellaris, click Properties, Beta tab, and choose Stellaris_test from the drop down. We will do a further post when this branch becomes available. We are committed to gathering additional feedback and will consider incorporating this feedback into our development moving forward. We hope youre enjoying Nemesis, and thank you for your patience while we further refine pop growth.
Hello everyone! We hope that youve all had a chance to enjoy the 3.0 Dick Update and Nemesis. Weve had a lot fun making it, and it's been really fun to see your reactions to all the new stuff! We appreciate all the feedback and bug reports you have submitted, as it really helps us improve the game. 3.0.2 is looking to be quite stable as it currently stands, with better performance and a very low amount of out-of-syncs in multiplayer. There are still bugs and improvements that we want to make and the current plan is to fix bugs and make improvements for a couple of weeks more, until we can release a 3.0.3. For that patch well be looking at things like:
Hello everyone! We hope all of you are enjoying Nemesis, a lot of work went into this patch and expansion. Countless hours to bring you what is, in my personal opinion, one of the best and most stable releases in Stellaris history! However, regardless of how much effort you put into something being flawless, there will always be some small cracks that get missed. With this hotfix we hope to bring you a quicker patch of some of those larger cracks. This is intentionally a very small patch to make sure that we could get these specific issues fixed and delivered to you all sooner rather than later. Rest assured though that we have another patch in the works, so please continue providing us with feedback and bug reports (over at the Bug Forum)!
Ladies and gentlemen, the moment you've all been waiting for is here!
Nemesis and the 3.0.1 'Dick' update should now be live on Steam and all other platforms!
As mentioned yesterday in an impromptu Dev Diary (here), in the update we have also included a patch for 3.0.0. Which is why we're releasing Nemesis as a 3.0.1. This is something we've done in the past, and all it means is that we're bringing you all more fixes than ever!
You can find the change logs for both 3.0.0 and 3.0.1 versions here
Please note that save file compatibility between versions is not guaranteed. If you have an important 2.8.1 game going, please roll back to that version before trying to load the save in 3.0.1. You can roll back to a prior version via right click on Stellaris in library -> Properties -> Betas -> choose the desired version.
If you want to play crossplay multiplayer with your friends on non-steam platforms you can opt into the "crossplay" branch in Steam in the same way as above.
We're super excited for this release and we hope that our hard work will bring you hours of entertainment!
https://www.youtube.com/watch?v=FUhb-XUgjuU
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!
Hello there!
We're just about a week away from releasing Nemesis, our next big Expansion for Stellaris. So big in fact, that we're naming it after one of the most renowned Science-Fiction authors, Philip K. Dick, and calling it 3.0! This has been one of the most fun expansions I've personally gotten to work on and I can't wait to see your reactions when you get to play it yourselves!
With this post we're of course bringing you the changelog today, but I also wanted to talk a bit about how we've been handling bigger releases lately and what's going on with Nemesis specifically. For those of you that have followed us for a while, you know that since Federations we internally start working on the first patch for a major release before its actual release date (If you're curious why we do this, you can read about it here).
For Nemesis it's no different, however the patch that we're working on is currently undergoing testing so we cannot yet reveal what's in it, nor when it might become available to you all. But we'll let you know more as soon as we are confident in the build that we have!
But in all honesty, considering how big the 3.0 change log is, it should take you all plenty of time to read through ;) For the full 3.0.0 patch notes see the forum post here!
We've also just released the Expansion feature breakdown video. Watch it now!
https://www.youtube.com/watch?v=sOJ26b3906Q
Lastly, don't forget to watch our Stellaris: Nemesis Feature Stream today at 6 PM CEST (5 PM UK, 12 PM EDT, 9 AM PDT) on http://twitch.tv/paradoxinteractive !
Hi!
This week we want to show off some of the challenging new Origins that are ... coming soon.
The first, titled Surviving the Aftermath, is a variant on Void Dwellers.
The Surviving the Aftermath origin starts with the premise that a construction ship and colony ship were lost in MIA when a Crisis nation activated the Aetherophasic Engine and destroyed the galaxy, and you're left in a habitat to pick up the pieces.
Your home system.
As the galaxy has been destroyed and there are no resources anywhere, we expect this to be an exciting and challenging origin to play.
The local cluster.
The galaxy. So alone. So very alone.
The next is the Crusader King Origin, where you begin the game as the ruler of a primitive civilization in the late medieval time period.
Living in luxury.
This origin starts at a significant tech disadvantage, but our playtests suggest that you should achieve spaceflight within a few hundred years.
Several events have been added in case another empire wishes to enlighten your civilization, as well as a "burn the alien at the stake" minigame.
Includes special diplomatic options!
Winning the game as a Crusader King grants the new Universe Universalis achievement.
The Prison Architect Origin is restricted to Rogue Servitors only, and drastically changes their gameplay. Instead of pampering their organic charges, they seek to collect all organics and like the Criminal Syndicate, are affected by and gain bonuses for having high Crime. They also gain extra Unity for each Criminal Syndicate pop they collect.
Gotta catch em all!
Some minor changes to the Organic Sanctuary.
Open to all empire types, the This is Fine origin has a new twist - your empire thinks its hot stuff and is limited to colonizing stars.
Is it warm in here, or is it just me? Looking pretty radiant though.
Your buildings have a chance of being ruined each month due to fires, but your energy production is vastly increased.
Last but not least, the AI Custodianship Origin is our most challenging yet, where you and the AI both control your empire simultaneously. This Origin is also open to all empire types, and represents a fractured leadership or gestalt intelligence where two leaders struggle for power, sometimes issuing contradictory orders. The AI Custodian will act to implement its flawless and foolproof algorithms, undoubtedly bringing your empire success in the long run, if you would only listen to it.
The AI has great plans for my homeworld. The greatest of plans.
That's all for this week. As a reminder, the Stellaris 3.0 'Dick' update and Nemesis arrive two weeks from today on the 15th of April.
What Origins would you create if you wanted a special challenge?
Hi everyone! We've brought together some of the galaxy's mightiest empires to take part in the Nemesis: Cold War on April 10th and 11th on twitch.tv/paradoxinteractive! ASpec and The Templin Institute are our first team and are here to show you the power of the new Espionage features in Nemesis. See what a few capable agents are able to achieve as the Divine Imperium begins its ascension. https://www.youtube.com/watch?v=90igLxuxaDk Pre-Purchase Nemesis now!
"Hello everyone! Today I thought I would talk more about the process of directing an expansion such as Nemesis. As weve talked about in the past, finding a strong theme is one of the most important things that we do. Whenever weve had ideas (and there are many) we usually categorize them in a box. Each of our expansions has picked features from different boxes; Utopia was about internal politics and customization, Apocalypse was about warfare, Megacorp was about economy, and Federations was about diplomacy. Along the way theres usually more ideas in a box than we can fit into an expansion, so many of the ideas weve had for previous expansions get moved to a new expansion. For example, the diplomacy box contained too many good ideas that we wanted to work with, so Federations focused more on good diplomacy, whereas Nemesis focuses more on evil diplomacy. Maintaining a strong theme for an expansion is very important, as it makes it easier for the players to forge strong fantasies and to build up excitement for those ideas. A more focused expansion also has more opportunities for features to interact, so it's also possible to have those deeper interactions in the game that we know many of you appreciate. Although it is important to maintain a strong theme for a DLC, we also want to make sure that any expansion we create also contains something that caters to different types of players. For example, if Federations has a lot of focus on cooperation and diplomacy, it was a good idea to add the Juggernaut so that players who enjoy the more belligerent side of the game also get some new toys to play with. Nemesis Becoming the Crisis, and forming a Galactic Imperium through the Galactic Community, are both examples of ideas we had that were related to diplomacy is some fashion. With the Galactic Community in place, it made sense to allow players to play the baddies which aims to destroy the galaxy, and by continuation it made a lot of sense to add a feature that aims to be the counterforce to such threats. Where Federations focused on cooperation and more friendly diplomacy, the goal of Nemesis was to focus more on building up conflicts between opposing forces. We really wanted to underline how a crisis can threaten the galaxy, and then a champion (the custodian) can rise to attempt to stop it. We also wanted to create more opportunities for a balance of power to shift, so we wanted to continue with the idea of the custodian and how power can corrupt. By allowing the custodian to turn the galactic community into the galactic imperium, we were able to continue the trend of different types of crises that can occur in the galaxy. Although not perhaps a threat to all life in the galaxy, the Galactic Imperium (and a possible rebellion) was still intended to very much be considered a diplomatic crisis of sorts. From my perspective Im very happy with how weve managed to take these ideas from earlier and really bind them together in a very thematic sense in Nemesis. Its not often that we can take so many powerful fantasies and put them together in such a way, so it's very fun to have been able to take this holistic approach. Espionage Ive wanted to make an espionage system for quite some time, as it's been a goal for me as a designer. I dont like when espionage systems are too deterministic, or when you just sit and wait on a progress bar, after which youll either succeed or fail. I wanted our espionage system to contain more storytelling and the archaeology system that I originally designed for Ancient Relics really allows for that. I like that the system plays out in phases, similar to a siege in EU4, but allows for a lot more storytelling by inserting random events and stories in the main story of the content itself. With the learnings from the archaeology system, I wanted to make our espionage system work similarly. As a game director, Im not only responsible for the creation vision of the game, but also for scope (how large a feature can be, and where we spend our development time). I knew that by basing the system on what we did with archaeology, we would be able to save time that could be better spent elsewhere. Implementing UI is actually quite time consuming with the tech Stellaris uses, so any time we can save by not having to make UIs from scratch is a good idea in my opinion. By reusing certain parts, you can also reduce the amount of risk because we already have a pretty good idea of what to expect from the system or feature. Any time we spend reusing parts can be spent on polish, bug fixing or implementing cool new UIs for other features. It doesnt come entirely free though, and you need to make sure you make enough adaptations where it's needed. When it comes to what the espionage system itself should achieve, I wanted information gathering to be a large part of it. Espionage systems are hard to get right, because they can feel too predictive or boring, and you also have to constantly be considering the experience of the one being targeted by espionage. Something we also have to consider when adding a new system like this is that the player only has so much capacity to interact with existing systems. We need to create a system that is fun and engaging when you choose to use it, and be aware that it's quite risky to add new systems that the player is forced to interact with. Cognitive load is definitely something that is tricky when designing for GSG games. I feel like the espionage system has hit a good mark with not being mandatory to play the game, but also being fun and interesting when you want to use it. We couldnt achieve everything I could have dreamed of, and although I would very much liked to have seen a more interactive counter-espionage part of the system, Im very happy overall with how espionage turned out. Although not perfect, the content we have there and the way it works feels very good. The basic system of espionage, just like the archaeology system, is a part of the free update to the base game, which makes it easier for us - or modders - to add more content later down the line. Trying to make the systems themselves a part of the free update has helped us a lot in the past, and sometimes weve even changed systems that were entirely a part of a DLC to become free. Ascension Perks (introduced in Utopia) were originally exclusive to Utopia, but we really wanted to use the system so we made it a part of the free game and changed it so that only some of the Ascension Perks themselves (like biological ascension) were a part of Utopia. We really like this approach, and hopefully you do too. Everyone wins! Intel Because we wanted information-gathering to be such an important part of the espionage system, we also thought a new Intel system would be necessary to make that a really good experience for the player. I never liked how youd find out so much about another alien empire as soon as you established communication with them. I wanted alien empires to feel more mysterious, and just as you explore the galaxy, you have to explore these alien empires to learn more about them. The focus of the Intel system was very much to enhance the early- and mid game by focusing on this new angle of exploration. Even if you are not a warlike or diplomatic player, it should still be fun to learn more about the galaxy and its inhabitants. Because of all the things that the Intel system touches, and how it interacts with other features, it needs to be a free update to the game. The entire Intel system is a part of the free update and should be quite moddable. From a scoping aspect, Intel definitely ended up being way more expensive than we had originally thought due to all the edgecases and all the small places in the game where the new system would interact with current existing features. Reworking UIs to sometimes hide information is not as easy as it may sound, especially in a game as large as Stellaris. As a game director I also need to consider where I spend my development time, and if I put too much development time on working on a free feature like Intel, then the DLC features may become too thin and that players may consider the value of the DLC to be low. Its a careful balance between adding enough new features in the free update vs. adding new features to a DLC, because both are important for different reasons. In the end though, I think it was definitely worth spending the extra time to make the Intel system as it currently is. Become the Crisis The idea to allow players to become the crisis is not a new one, but it's one that has been with us for quite some time. Its not until now that weve finally been able to give it a go, and I cant think of a better expansion for it than with Nemesis. The goal with the BtC feature was to allow the player to perform evil deeds and unlock more powerful rewards along the way to galactic domination. The system went through a couple of different iterations, but it wasnt until we added a more clear progression path with crisis levels that I felt like we were truly on the right track. The new UI for BtC feels very awesome and with a very visible progression path it also feels better as a more explicit challenge. Within game design, explicit challenges are those that are posed directly to the player (like a quest), while implicit challenges are those that the player can make up themselves (like befriending all other empires as the Blorg). An inherent weakness with many of our GSG games is that we do not have a lot of explicit challenges, which can make it hard for new players to figure out what they are supposed to do. If you are entirely new to the game, it can be hard to come up with implicit challenges yourself. National Focuses in HOI4, Missions in EU4 or Imperator are examples of features where weve successfully added more explicit challenges to our games. Implicit challenges go hand in hand with replayability, and they can also be more powerful experiences to the player, because the player is the sole reason behind it. With the BtC feature, weve added objectives to help lead the player in becoming more menacing and an increasing threat to the galaxy. Although not as direct as perhaps a quest or a mission, they should help a lot and hopefully motivate the player. We originally had ideas for the BtC feature to come in multiple shapes (ranging from a destructive force like an end-game crisis, to a subjugating force like the marauder, or a manipulative force that preys in the shadows), but due to time constraints we had to make the choice of either making one fantasy stronger and more engaging, or to have multiple versions that felt more watered-down. I had to make the choice, and focusing on the destructive fantasy made the most sense to me, due to multiple reasons, but simply put it's also the fantasy that makes the most sense. After the dust has settled Im very happy with where the Become the Crisis feature is, and I hope you will all enjoy deploying your Star-Eaters to consume the galaxy, going from one star to the next. Custodian & Galactic Imperium With the risk of sounding like a broken record, I want to highlight how much I enjoy the cycle of electing a custodian to fight a crisis, and then for the custodian to take power and become a new, diplomatic crisis. Its very thematic, and it's a fantasy that were very aware of from popular culture (and to some degree, history). I dont have as many insights to share for these two features, as they were largely handled by one of our trusted and senior content designers. The idea and rough design for the Galactic Imperium was borne in association with the Galactic Community, and were very happy for the chance to add it to the game in Nemesis. Although the Galactic Imperium is perhaps not the most ubiquitous and common feature to come across while playing, it's very evocative and fits like a glove when it comes to player fantasy. Rounding up In the end I dont think you can ever really create a perfect expansion, and it takes a lot of experience to know what gives you the best chance with the resources you have. Theres a lot more detail that goes into all of the things I talked about, but I hope this dev diary was somewhat interesting to you, as I tried to give some more insights into how to direct an expansion and some of the thoughts one may come across while doing so. I also want to thank my team for doing such fantastic work with Nemesis. Without them, none of this would have materialized. ---- Thats it for this week, folks! Well be back next week on April 1st, the day most famous for being exactly 2 weeks before the release of 3.0 Dick and Nemesis"
Hello everyone! I hope the word about the release date for Nemesis has already reached you, but in case it has somewhat eluded your perception, here is a refresher: Nemesis will release on April 15th, and here is the second story trailer: https://www.youtube.com/watch?v=o86MFZPb_WI As per usual, our expansions are released together with a significant free update, and this time is no different! Were happy to announce that Nemesis will release together with the 3.0 Dick Update on April 15th! The update is of course named after author Philip K. Dick, famous for works which inspired, among other things, movies like Blade Runner and Total Recall (which also happens to be one of my favorite movies!). Why 3.0? We felt that the changes introduced with the new Intel system and the reworked First Contact system has enough impact on how different the game feels to warrant the change. Early- and mid game feel quite different now, in a very positive manner. Alien empires feel so much more mysterious, and charting the entire galaxy is no longer so easy. Changes like the pop growth system and the addition of industrial districts also felt impactful enough to want us to make the change. Going forwards, were also gearing up to be able to be a bit more agile and deliver updates to the game a bit more frequently. I dont want to make any grand promises quite yet, but 2021 is looking to be a very good year for Stellaris! 3.0 Dick Features:
"Hi all! Im Caligula, our resident scripting language magician. As someone who works with our scripting language - both using it and improving it - on a daily basis, Im very happy to be able to show off some of the new stuff that modders (and us inhouse) will be able to use going forwards, once the upcoming patch hits. Ill begin with a rundown of the new features:
"Hey folks!
My name is Erik Forsstrm and Im the VFX Artist for Stellaris and Ive been here since the release of Lithoids. VFX stands for visual effects, which means that Im the guy whos responsible for anything from small ship engine effects, to big system effects such as the nebulas that we added to the game last year. If its animated and its not a 3D model, then theres a fairly high chance that a vfx artist is responsible for it.
What does a VFX Artist do?
My workflow is a bit different compared to the other artists, because compared to 3D Artists Im not working as much with 3D models.The main tool for me to use is particles, which pretty much is just flat planes that I work with to make cool explosions! I won't go into the technical details about particles, but just to give you a quick idea about the difference between us VFX Artists and others. While 3D Artists are sculpting and creating cool 3D models, Im pretty much simulating planes and telling them which direction to travel and changing the size and color over time. Thats not to say I never do 3D modelling, but as I mentioned before its not my main tool as youll notice in what well be showcasing below.
The cool and interesting stuff!
So with that explained, time to get to the effects that well be adding in Nemesis!
If were starting off with the ships in Stellaris, something that Ive aimed to do is to give the different shipsets a bit more unique feeling when it comes to the effects. Some of you might have noticed that both Lithoids & Necroids have some unique ship effects, anything from ship engines to explosions. Ive tried to make them all look at least slightly different to each other to varying degrees and to make them fit the style of the ships.
I usually try to give them some different shapes, color schemes or anything cool that I can come up with that makes it look unique and fit the style.
Click here: to see the Nemesis Titan with new effects for the perdition beam and the engines
The big effects, in other words the system effects!
Another thing that you might have noticed is that weve added quite a few different system effects over the last year, such as the nebulas, space storms and the endgame crisis system effects when theyre expanding their territories. It was one of those things that I always felt that was missing while playing Stellaris, the systems felt a bit empty. With Nemesis weve added a few new system effects, such as for the Aetherophasic Engine Frame that we mentioned in an earlier dev diary.
When youre upgrading it youll get a system effect that changes through the different stages, getting bigger and more powerful the higher the stage youll get. To really show it off I'm cheating a bit in the video below (by using max resources and finishing the construction instantly), and Ill let you see how it changes and develops through the different stages.
From a fairly small effect, to a huge effect covering the system with more detail, shapes and movement in it to really give you the feeling that something powerful is going to happen in this system.
How is it made?
System effects are one of those effects that most of the time are made with a mix of particles and 3D models, the sheer size of them requires more complex shapes then what you can get with only particles. So the effect below is created with the help of these meshes that you can see in the image below, and then Ill apply some animated shaders on them that creates the movement of the textures that you can see in the video. Add on top of that some particles and you get a complete effect!
The meshes used for the visual effects for the Aetherophasic Engine
Click here to watch the Aetherophasic Engine Frame going through the different upgrade stages
Destroying a star
And finally the highlight for me in Nemesis! Blowing up the stars!
Its made of a few different parts, the chargeup that rely mostly on the animation of the Star Eater with some glow in the middle of it. And then comes the firing stage, which is a pretty big effect. As you can see it goes through different stages in strength, that helps with creating more of a buildup until the big explosion.
At first while prototyping it was at full power at once, which looked cool but it didnt create the anticipation for the explosion. You only ended up looking at a cool effect for ~20s without any buildup or knowing how close its to firing, if you were only looking at the visuals.
So in the end we ended up splitting up the effect in different stages, and added or tweaked parts of it to make it really feel like youre getting closer to blowing up a star.
And last but not least, the star explosion. Ill keep this short because I think the explosion pretty much speaks for itself. But I just want to say that this is probably one, if not my favorite effect Ive done so far in this game.
So I really hope youll enjoy it as much as I do!
Click here: to watch the The death of a star!
And that was all from me! Hopefully it gave you some insight of what I do, and how I do some of the things. Thanks for reading!
Next week a content designer is going to write about script improvements thats coming in the next update!"
"Hello, my name is Simon Gunnarsson, I'm the Art Lead and acting Art Director for Stellaris. I wanted to go through our process of developing a style for a new ship series that will be added to the game when Nemesis is released. I'll go through the steps from the initial meeting with our game director, Daniel Moregrd, through the visual development (vis-dev), concept art production and finally end at 3D production, that includes animation and VFX.
Initial Art Direction
For this time around, we had a player fantasy to cater to, so our mission statement became our guiding star throughout the process. We sat down with the game director that resulted in the imperial thematic direction. Which was enough for us to start doing some word associations to kick off the creative process.
The closer the top a word is, the more influence it should have in our direction. We held ourselves to these words even when we changed our visual direction in the middle of the vis-dev.
These first associations were part of the first brief we put together to the concept team. The theme invites for interpretations so it's important that we also define the initial art direction with supporting images, splitting the line between "what it is" and "what it isn't" is equally necessary.
With these things in mind, we curate an initial aesthetic that we think is worth exploring, so the concept team has some anchor to the vision. For the imperial aesthetic we wanted them to explore a bright and ornamental direction at first. We always enable our team to add their own touch to these curated directions, but also encourage them to also explore other paths.
Vis-dev
We had several people working with the vis-dev, all bringing their own unique take on the brief we gave them. This process is quite hard, closing doors on designs and actually drive the art direction forward is a difficult task, with all the viable options at hand, we have to be quite picky, and measure against the words that we came up with.
Asking questions like, is this conveying an imperial and dominant feeling, what works well with this specific design and what doesn't. These questions are crucial in driving the vis-dev forward.
Concept-art made by Alessandro Bragalini
Concept-art made by Ecbel Oueslati
Concept-art made by Mattias Larsson
Concept-art made by Simon Gunnarsson (me!)
Concept-art made by Ylva Ljungqvist
There were concerns towards the mid-point of the vis-dev. The way the light works in Stellaris could make it so that white looks quite muddy. There's a chance that white takes too much color from the light and makes it look quite weird in some occasions.
So we iterated the curated art direction into a dark aesthetic. We made it more forgiving no matter what empire color the players chose, the ships will most likely look appealing in every instance.
The new aesthetic still had to hold true towards the associated words from the beginning. So we focused on more brutalist style, dark with silver details.
Final concept-art made by Simon Gunnarsson
Style Guide
The end of the vis-dev should result in a style guide, a document that should communicate the vision and the aesthetic, with extracted details and breakdowns. It is used by the whole team, from animators to VFX so it needs to be quite descriptive.
For example, below is a breakdown of materials that 3D artists will use as a guide to creating them.
Production
The actual concept art production is the bulk of our workload. It's where we create actual blueprints for 3D artists to follow. But it's really just a linear but iterative process to get to a final result. We start with sketching some ideas, and we slowly commit more and more to certain aspects until we have a design we like, then we refine it, add materials and ultimately a final asset sheet is created.
Initial sketches
Concept artist use 3D to easier present the ship and get a better feel for the design
Laying down material patterns, starting with a broad design then adding secondary and tertiary level of material details
Finalized asset sheet, complete with materials and material ID for the 3D artists to follow
In-game final asset
The end, but not quite!
This is our process with every new ship aesthetic, but the ships have a few more stops on the road before they're truly final, both animation, VFX and audio will get their hands on these before the full process is complete!
Thank you for taking the time to read this long post, here's a Nemesis (imperial style) titan! You will hear from our VFX artist, Erik Forsstrm, in a Dev Diary in a near future! "
PS. If you want to see a short video of the Nemesis (imperial style) titan, scroll down to the bottom of the forum post here!
Hello everyone!
Last week we talked about how the Galactic Community can elect a Custodian to unite them against an ongoing crisis, and this week we aim to continue that story.
The Unbidden invaded the galaxy, and in order to defeat the crisis you needed to ask for additional powers, and the length of the war underlined the need for more permanent powers. Those powers were very nice to have, and they are powers that you may not want to give up so easily.
Remember that time when you needed to make your custodianship perpetual? Those were the days.
It would be better if you could find a more permanent and legitimate solution. Besides wouldnt the galaxy be safer under your leadership anyway?
When a Custodianship is granted on a perpetual term limit, the Custodian can propose a resolution for the creation of a Galactic Imperium.
Proclaim the Galactic Imperium
Citizens of the galaxy! On this day we make history as we transition into a new, and brighter future! Under this New Order, our ideals and rights will be protected. We hold these rights to be self-evident and we will defend them by force of arms. No star shall be lost to the enemies of our Community and together we will repel all attacks from within or without. Let our enemies learn to fear us: those who challenge our resolve will be crushed.
High Chancellor Nilapatep, during the proclamation of the Galactic Imperium
Long live the Imperium!
Long live the Emperor!
When the Galactic Imperium is created, all federations that were previously in the Galactic Community will be disbanded.
There is a New Order in town.
The Galactic Imperium cannot be proclaimed during a War in Heaven.
Galactic Imperium
Once created, the Galactic Community ceases to exist and turns into the Galactic Imperium instead. Some things will be familiar, and some things will be entirely different.
Will the Imperial Senate Comfort the Fallen?
The Galactic Emperor will gain access to a number of new resolutions, and a number of resolutions that are similar to those that were available to the Custodian.
There is much work to be done in the Galactic Imperium.
The Galactic Emperor retains the powers available to the Custodian, e.g. such as Conclude Session and Freeze Resolution. They will also have a permanent Intel bonus against members, and gain an additional bonus to Diplomatic Weight.
Your Ethics will shift towards Fanatic Authoritarian, shift your Authority to Imperial, and you will get a new government form. Your Civics that are incompatible with your new position will be removed and you will gain a new unique Civic.
The emperor will gain a new unique Civic that doesnt occupy a Civic slot.
Hive Minds, Machine Intelligences and Megacorps are not blocked from proclaiming the Galactic Imperium, and have their own slight twist on it.
A Megacorp that forms the Galactic Imperium gains access to regular civics as well as corporate civics.
Imperial Armada
If there was a Galactic Defense Force during the previous Custodianship, it will be converted into the Imperial Armada instead.
Imperial Authority
The power that the Emperor holds over the Galactic Imperium is reflected in Imperial Authority. Depending on the strength of the Imperial Authority, different things can happen.
Members of the Galactic Imperium can choose to Strengthen or to Undermine Imperial Authority.
The Galactic Emperor gains access to a new Operation Target Seditionists which will prevent the target from undermining Imperial Authority with their envoys for a certain amount of time.
Those opposing the lawfulness of this New Order will also gain their own tools. The Weaken Imperial Authority Operation will do exactly what it promises. Should Imperial Authority fall below 50, they also gain access to the Spark Rebellion Operation, which will also do exactly what you would expect.
Rebellion
The rebels have chosen to light the flame, and the galaxy is in turmoil once again.
Those who refuse to join the rebels will join a loyalist federation instead, and a war will be declared that pits these two federations against each other. All rebel empires will leave the Imperium for the duration of this war.
If the Rebels win the war, the Imperium is dismantled and reverts back into the Galactic Community. All Rebels will rejoin the Community, Council members lose their seats, and all Loyalists get a temporary debuff to their diplomatic weight for a few years, meaning their influence in the reborn Galactic Community will be limited to begin with. The former Emperor will get even greater diplomatic weight penalties which will also last longer.
If the Loyalists win, the Rebels are all forced back into the Galactic Imperium and they get temporary debuff which lowers their diplomatic weight for a few years. In addition, Imperial Authority is greatly increased.
Regardless of who wins, the Rebel and Loyalist federations are disbanded.
If the war ends in a Status Quo/White Peace, the Rebels secede from the Imperium, and their Federation stays intact.
A Galaxy on Fire
With Nemesis we wanted to focus on the things that can go wrong, we wanted to focus on disruption and chaos. With one crisis defeated, the next crisis might be just around the corner, and it will be up to you to navigate the delicate balance of the galaxy.
Will you light the flame, or will you restore the balance?
Who will be your Nemesis?
Hello everyone!
Today were back again with yet another dev diary; number 200 in fact. It sure has been a very exciting journey for Stellaris, and I think it is only going to get better! Nemesis is shaping up to be a very interesting addition to Stellaris, and today we thought we would talk about another headline feature for our upcoming expansion namely the Custodian.
While some empires seek to set the universe on fire, others need to find their destiny as its defender. As we mentioned last week, the Galactic Community will get their own tools to fight the crisis, and that is what they can do by electing their chief crisis fighter.
We are setting the stage for these two nemeses to battle over the fate of the galaxy, and it is up to you who will win.
Becoming the Custodian
As soon as there is a Galactic Council, the Galactic Community can propose to elect one of the council members to become the Custodian. It is possible to have multiple proposals going at once, but as soon as a resolution is passed that elects a Custodian, others cannot be proposed anymore, as the choice has already been made.
Concrete evidence that my lithoids should rock the Custodianship.
The AI is more likely to vote for a Custodian when there is some sort of crisis going on, which can be a Marauder crisis, end-game crisis, Become the Crisis-crisis or any of the other things that can happen.
Time to get to work.
Powers of the Custodian
In order to be effective at their role, the Custodian must gain access to some special powers. The Custodian may need to be able to affect which resolutions move to the Senate Floor, so they have extended powers to be able to influence that more directly.
The Custodian in the Galactic Community.
Prematurely End Session: A Custodian can end the current session after half of its voting period, which will pass or reject the resolution being voted on depending on the voting situation at the time.
Emergency Measures: The Custodian can use the Emergency Measures power to send a proposal to the Senate Floor, but has a much lower cooldown than regular council members.
Shared Intel: The Custodian will gain some Intel on all other members of the Galactic Community, such as knowing their Relative Fleet Power.
Freezing proposals: The custodian can pay 200 influence to freeze a resolution for 4 years, making it impossible for the resolution to move to the Senate Floor for the duration.
Brrrr. Will you be resolute and wait it out..?
Custodial Resolutions
There are a number of new Resolutions that are tied to the Custodian. Lets take a look at some of them:
Wanna read more about the Galactic Resolutions and Galactic Defence Force? See the forum post here!
https://www.youtube.com/watch?v=UfBJjAhaJXw Paradox Interactive is proud to announce the new expansion coming to Stellaris - Nemesis! Determine the fate of the galaxy by pulling strings behind the scenes with new espionage mechanics. Choose to become the Galactic Custodian to counter Galactic threats, or take the menace option to BECOME the crisis - Nemesis gives you the most powerful tools ever available in Stellaris. Ultimately, you will have to decide whether to grasp the reins of a galaxy spiraling into chaos or ferment the chaos yourself. Will you find a way to take power through diplomacy and subterfuge, or will you stand on the sidelines as the stars go out one by one? You can wishlist Nemesis now here!
Hello everyone! Today were back with another exciting dev diary to talk about a new feature in the upcoming expansion for Stellaris. For far too long has the galaxy remained safe from !bt'|htNq1XIp'c`KSq`[UX] << ENCRYPTED - estimated time to crack code: 5 hours >> ... Wonder what is going on? See what the encrypted message reveals here...
Hello again!
Now that we've gone over several of the basic Operations, this week we want to go over Provocations.
Operations vary in risk and consequences. The simplest Operations such as Gathering Information and Acquiring Assets will only rarely cause major issues between the two Empires, while Stealing Technology or Sabotaging Starbases is more frowned upon and can cause some diplomatic issues. Provocations are the types of acts that the galaxy as a whole will generally take a dim view to, treating them as war crimes. Expect blowback and repercussions from them, even when they are successful.
Part of these repercussions is modelled by the loss of Infiltration - whether it be that parts of your Spy Network are compromised, security holes have been closed in response, or "friends" within the empire stop being quite as friendly. The flashier and messier the operation is, the more your network will be impacted.
Provocations will usually cause the greatest losses of Infiltration, making it difficult or impossible to run other operations in that network until it is built back up.
One Provocation that we're planning is Arm Privateers (Provocation, Economy). It's a fairly advanced Operation requiring an Infiltration level of 60, and has the primary objective of disrupting the target empire by providing weapons and funding to violent and unstable individuals.
Surely nothing will go wrong with this plan.
The weapons are untraceable, so it'll be fine.
These are a trustworthy group, right?
Your spymaster makes a good point there though.
Last chance to back out.
Privateers or pirates?
The Privateer fleet disabled the local starbase and set up their own little pirate base. Their fleet strength is based to a degree on the fleet strength of the empire it was created in, so while it is likely to be only a temporary annoyance, it can prove incredibly useful if deployed at the right time.
As noted during the events, these fleets are hostile to everyone, including their original patrons.
The nastiest Operation to date is the Crisis Beacon (Provocation, Technology).
Surely nothing will go wrong with this plan either.
Crisis Beacon is an extremely difficult Operation to pull off, but if successful, will add the target's capital system as a target of interest to an ongoing End-Game Crisis. It currently has the highest Infiltration level requirement (80) and cost of any Operation. This will typically require an extremely well developed Spy Network with numerous Assets.
If all goes according to plan, this will usually result in the Crisis sending a fleet to "investigate" it in the friendly way that they do when visiting systems.
Goodbye! We'll miss you!
As with many Operations, things can develop in different ways depending on what's going on.
The last time we'll hear from them.
Shortly thereafter, the bait is set.
It's like Prethoryn catnip.
The sacrifice of our operatives (and the rest of the Spy Network that we had built up in the Anathurian Nation) bought us a bit of time as it diverted a Prethoryn fleet away from our own territory. The Swarm chose to support that fleet with other resources, leading them away from our border nicely.
Now, this sort of Operation is definitely an act of war, and we're currently discussing exactly what the consequences should be if you get caught performing such a heinous deed. At the very least, your target is not going to be happy at all with you. (And if you have a Xenophilic faction they might not be too pleased.)
That's this week's dossier of secret information. Next week we'll continue to talk about the Crisis a bit.
Hello!
Today were going deeper into some of the things you can do with the Spy Networks your envoys carefully built up last week.
As noted there, building up a Spy Network will passively provide Intel on the empire they are in as their Infiltration Level increases. (This was previously called Spy Network Level but has been renamed for clarity.) Once they've built up enough strength, you can choose to run Operations within the empire. A strong Spy Network can have sufficient bandwidth to run multiple Operations simultaneously.
Like First Contact, Operations use a variant of the Archaeology system first introduced in Ancient Relics. Unlike Archaeology and First Contact, however, when Operations complete objectives necessary to complete their mission, they usually do not require your intervention unless something important has come up.
When starting an Operation, you have the option of assigning a single Asset to the mission.
Operations have an energy credit cost to initiate as well as energy upkeep while ongoing. Most Operations pause for your final approval before they initiate their final step, but your operatives can be given permission to launch as soon as it is ready in the UI.
Covert missions are a little tricky, and sometimes things are a little unpredictable. If problems arise during the mission, your spymaster may contact you seeking guidance. Do you provide them with additional resources to bribe the problem away, have them dedicate a larger portion of the Spy Network to the mission (assuming they have any unallocated Infiltration available), or do you scrap the mission and leave the Asset assigned to the mission out to dry? Likewise, even when things go according to plan, sometimes your operatives have to take what they can get - while other times they may stumble upon far more than they expected.
Yes, you can run operations within a hive.
Completing Operations often has an impact on your Infiltration Level - some resources get compromised or otherwise unusable, and depending on the Operation you performed, a hornets nest of security may have been stirred. If you had an Asset assigned to the Operation, you will often be given a chance to use them as a scapegoat, burning them to protect the rest of the Network.
-s- Attn: Spymaster Utra, daughter of Roba, Our operatives have provided information on the activities of the vile Paradoxians. Despite their attempts at secrecy, we have managed to acquire some intel. The images our agents have taken appear to be of crude prototypes that they are still refining, but we thought it best to pass this dispatch along now so you can better prepare for the future. Agent Tiny Sorbet signing off. - - Hello and happy new year! In Dev Diaries 193 and 194 we explored the mysteries of first contact, hidden information, and intelligence gathering through diplomatic means. It may come as a surprise to many, but sadly there are starfaring civilizations out there with whom peaceful co-existence and mutually beneficial diplomatic ties are simply not an option. Against these threats, it may prove useful to utilize the more intrigue-oriented members of your society, and turn to espionage. Espionage and covert operations are a frequently requested feature that seem to be natural extensions of the intel system that weve described in the recent dev diaries. With the obfuscation of knowledge, naturally there should be systems to acquire that information.
Hello everyone!
Were approaching the end of 2020 and we in the Stellaris team wish you the happiest of holidays! This year has certainly been a challenging one for many reasons, but under the circumstances were still fortunate to be working in an industry that has been relatively untouched by world affairs. All we can do is be thankful for what we have, and try to help those around us.
Were also thankful for the many fans that support us and are excited for the things that we have in store for you all. Theres still a few months of development left, and starting next year our dev diaries will be showcasing the remaining features. I hope youll be as excited to read them as well be about talking about them!
While Federations was about cooperation and order, our next upcoming addition to Stellaris is sure to provide a different experience. The fate of the galaxy may be in your grappling appendages, and to what end will you guide it?
Although those hints may be subtle, what I can unveil is the topic of the dev diaries well be starting the new year with. Many of you have astutely noticed that we have been showing clear indications of Espionage being added to the game, and that is indeed what well be talking about in the beginning of 2021.
Work in progress. Game development is fun, and sometimes during development, unintentional circumstances can occur.
I wont reveal too much about Espionage yet, but I can say that it will tie heavily into Intel and information gathering, but also other things. Similar to how we work with a lot of other systems (like archaeology), we usually combine the new game system with fun and interesting content. We dont want a feature where you just perform an action and wait until you get a result we want there to be events and random occurrences along the way.
Starting in the new year well be talking about all of these new features, covering everything from spy networks, to operations, assets and how they tie into Intel. Were very excited to soon be able to share the progress our team has made.
A lot of teamwork goes into making new features for a game, and each profession contributes to different parts. Were currently looking for a lot of talent to add to our strength, so that we can keep improving Stellaris and making more new cool content. We have great ambitions for the future, and we need to bolster our ranks!
Were currently looking for:
Senior Producer - Do you want to help us run our game projects?
Senior Game Programmers - Do you want to help us implement cool new features in the game? Do you want to help us with performance, AI or is something else your speciality?
Mid-level Game Programmers - Do you want to help us implement cool new features in the game? Do you want to help us with performance, AI or is something else your speciality?
Lead Artists - Do you want to help us lead our artists and make sure we can deliver the right assets at the required quality?
Tech Artist - Do you want to be the interface between our artists and our programmers? Do you want to help us create the correct tools so that your colleagues have an easier time with their tasks?
Senior Concept Artists - Do you want to help us add more cool things to the game? We need more people to help us draw things like space dragons, cool new ships or JEFF.
Senior 3D Artist - Do you want to realize the concepts drawn by your colleagues, and perhaps build ships or megastructures?
If any of those roles sounds interesting and well-suited for you, or if you know someone who might be, please dont hesitate to apply!
Our next dev diary will be on January 14th, but until then: Happy Holidays and stay safe out there! Happy New Year, and lets make 2021 a great year!
Hello everyone! Last week we started talking about some of the changes were making to establishing first contact, and as promised, today we will continue talking about how you can learn more about alien empires. All of the things we are talking about today is work in progress and may not accurately reflect the finished product. That said, we still want to hear your thoughts and read your feedback!
Hello everyone! This week we are going to talk about something new that weve been working on - namely improving first contact and extending the exploration aspects of the game. All of this is work in progress and may not accurately represent what the game will look like once all of this work is finished. A lot of UI is very much work in progress, so don't pay too much attention to icons or such.
Hello! This week were going to look at some more changes we're planning, as well as a review of how some of the experiments mentioned in the last few dev diaries have evolved. Thank you for the massive amount of feedback in those threads.
Hello everyone! We are finally ready to release 2.8.1 on all platforms. First of all, I'd like to thank all of you for the feedback that you have given us to help us make the best version of Stellaris yet. And secondly, with this release we are hoping to end the post-launch support for Necroids as we shift our focus to [redacted].
Hello everyone! As you may know we have a beta patch available on Steam on the "Stellaris_test" branch and we are happy to announce that we've updated it with some further changes. There's still at least one more fix regarding Save games and rollbacks we want to get in, however we thought it best to give you the additional fixes we have today while we continue with the proper work processes that are required to get 2.8.1 out on all platforms in its final form! The additional fixes are highlighted in the changelog. Two fixes in particular of note, dx11 should now properly work with all languages (Check the original release thread to see how to enable it). We've also updated the AI behavior around "Take Point", we've added an explanation under the changelogs to explain how the AI reacts to the player using the "Take Point" command.
Hi all! As mentioned last week, our plan for today is to go over some changes to automated colony management and pop resettlement. Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.
Hi everyone! Way back in Dev Diary 152, we discussed some planetary changes that we experimented with during summer 2019. At the time, we decided that while we learned a lot from the experiment, they required significant additional refinement before being something we wanted to incorporate into Stellaris. Summer 2020 gave us the additional time we needed to revive these (and some other) experiments. Our primary objectives were to reduce the mid to late game micromanagement burden and provide quality of life improvements, including generally making the prebuilding of planets more viable, making planetary automation reliable enough to be trusted in the mid to late game, and making dealing with unemployment and pops easier. Well be talking about these subjects in multiple dev diaries over the next couple of months.
Hello everyone!
We are proud to announce that the Necroids Species Pack is now live!
We are super proud of this release and we are excited to see what kind of spOooOOky Empires you all will create with this new addition to Stellaris!
Get your copy of the Necroids Species Pack here!
In addition, we will also have a Halloween themed multiplayer stream this weekend (in the true undead spirit of the Necroids Species Pack) on https://www.twitch.tv/paradoxinteractive!
Halloween Multiplayer Stream Schedule
Saturday October 31st 5pm CET (4pm UK, 12pm EDT 9am PDT)
Sunday November 1st 5pm CET (4pm UK, 11am ET, 8am PT)
Stay safe out there and have a Happy Halloween!
https://www.youtube.com/watch?v=S6ON871QXrY&feature=emb_title
Hello everyone!
The 2.8.0 'Butler' patch should now be live on all platforms!
We are super proud of this release and we are excited to see what kind of spOooOOky Empires you all will create with the Necroids Species Pack!
We have also included quite a few bugfixes and QOL improvements that we think everyone will enjoy :)
For those of you that read Last weeks Dev Diary, you might've noticed that we mentioned that we've been working on some more stuff that couldn't make it into the main release and that we would release as a 'Beta Patch' sometime in the future. Well I'm glad to announce that that time is the same time as 2.8.0 :D. You can check out the changelog for 2.8.1 [checksum 9dc4] below! (The patch currently says 2.8.0, but just verify the checksum and you should have it!)
The 2.8.1 Beta Patch is available on Steam only, as this is the only platform that supports separate branches. Once we release it live as the default patch, all platforms will receive the update at the same time!
With the release of 2.8.0, we are also enabling dx11 support which should boost loading times and performance in some cases. However, please note that we're only enabling this as an opt-in solution for now, as it still is in an experimental stage! Steam users can use the launch command options as mentioned in the changelog, but for MS Store users you need to follow these steps:
1. Right click on your desktop and select New/Shortcut
2. Set the location of the item to (assuming your Windows folder is on C:\):
C:\Windows\System32\cmd.exe /C start shell:AppsFolder\ParadoxInteractive.Stellaris-MicrosoftStoreEdition_zfnrdv2de78ny!App -dx11
3. Click Next, choose a name for the shortcut and click Finish
4. Start Stellaris using the shortcut
Final note about dx11, it currently does not support languages that uses special fonts (Polish, Russian, and Chinese). We're working hard to figure out what's causing the issue!
Save games shouldn't be adversely affected by the switch from 2.7.2 to 2.8.0, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> Properties -> Betas -> choose the desired version.
Please note that 2.8.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
If you want to play crossplay multiplayer with your friends on non-steam platforms you can opt into the "crossplay" branch in Steam in the same way as above.
Hello everyone! We are rapidly approaching the release of Necroids, the next species pack coming for Stellaris. Yesterday we announced that Necroids will be released next week on Thursday the 29th of October. Necroids will be released together with the 2.8 Butler Update. As we promised next week, here's the full list of the patch notes.
Hello everyone! My name is Fredrik Toll, and I am the Art Director for Stellaris. For this week's dev diary, we will have a look at how we develop our characters included in the Necroids Species Pack.
Zaztls time had come. The Ritual of Elevation was soon to begin, and as she was inching ever closer to her own final destiny, she wondered Is this perhaps the start of a new life?. She couldnt help but to latch on to hope in her moment of dread, but she also knew the futility of the question.
No Jeferian would ever know the answer to that question.
Shumon ins-Beth was born, the newest individual to join the Pasharti species.
---------------
The result of dark experimentation by the Jeferians - the former owners of the planet Taralon - the Pashartians are the ultimate parasites. Originally a semi-sapient creature dwelling in the depths of Taralon's mountains, the Jeferians uplifted and augmented them to act as a subservient slave race. However, their uplifting was rather too effective, and they unleashed a monster. Horrified at the capabilities of their creation - which included the ability to absorb other sentient species and turn them into Pashartians - the Jeferians tried to shut down the experiment. However, a small group of uplifted Pashartians escaped.
Over the years, they bided their time, managing not only to evade capture, but also gradually increase their numbers and develop a technological base to rival the Jeferians. Eventually, the Jeferians noticed that something was amiss, but by then they were powerless to resist.
Soon the Pashartians had seized control of the planet, unleashing violent pogroms on their erstwhile oppressors - all the while further increasing their numbers. Now poised to take to the stars, the Pashartians stand ready to pursue what they see as their solemn duty - the conversion of all lesser life forms to their likeness.
---------------
Hello everyone!
Two weeks ago we announced the Necroids Species Pack, and today well be giving you more information about the gameplay aspects. But first, Ill take the opportunity to link the trailer once again, in case you missed it.
https://www.youtube.com/watch?v=q0WbgYFvb5I&feature=emb_title
For Necroids we wanted to add some new gameplay that would be available to many more different types of empires and species. Unlike Lithoids, these Civics and Origins will not require you to use a Necroid portrait. For Lithoids we felt like it made sense, but in this case we didnt want to impose any limitations on your imagination and creativity.
Necroids gameplay includes:
Hello everyone!
Today we bring you some exciting news about our upcoming Species Pack! Were happy to announce that our next species pack will be themed around death and should allow you to live death to the fullest! Check out the trailer below:
https://www.youtube.com/watch?v=q0WbgYFvb5I&feature=emb_title
Congratulations, [Employee.GetFirstName]!
Due to consistently meeting or exceeding performance goals and receiving high marks from both your manager and colleagues, you have been selected for termination at the end of this quarter! Your sacrifice is greatly appreciated by all of us here at Dodacorp, and were lucky to see you go!
Your manager will be in touch with you to provide instructions related to termination benefits, reallocating your Dodacorp retirement credits to your next of kin, and the necessary paperwork for your desired post-termination arrangements. As a valued member of Dodacorp, remember that you have an employee discount on cremation services from our partners at Burnatech and dont forget that you can claim your complementary Eternal Interment urn from our Repositrexx subsidiary.
Ask your manager about securing a spot for your urn on the Wall of Honor, the most desirable places are going fast!
Please make sure to complete all of the requisite forms by the first of [Employee.TerminationDate.PreviousMonth] so you dont miss this exciting opportunity.
Wed like to thank you again for your service here at Dodacorp, and appreciate that your sacrifice today will lead to record profits tomorrow!
Sincerely,
[Employee.Division.Supervisor.GetFullName]
[Employee.Division.Supervisor.GetFullJobTitle]
---
Inspired by the extreme popularity of CK2s Sunset Invasion, we continue our exploration of mortality with two more civics that were planning for an upcoming release, the Death Cult and Corporate Death Cult.
Death Cult civic - sadly the Curators arent allowed to secretly be a death cult
Corporate Death Cult civic - ritual murder for funds and prophet
Available to Spiritualist empires, empires with either of these civics replace the Temples that Spiritualists can normally build with Sacrificial Temples that provide both Death Priest and Mortal Initiate jobs.
Sacrificial Temple building - funny how there always seems to be a Help Wanted sign in the window
Death Priest job - dedicated to improving game performance
Mortal Initiate job - the benefits are to die for
Death Cults that have Mortal Initiate positions filled gain access to three new Sacrifice Edicts that let them perform the ritual slaughter to the gods (or whatever force your empires pops believe in). Theyre a bit fickle though, and the magnitude of the benefits varies, but the more blood that is shed, the more likely you are to get the better blessings.
To read the full forum post, follow the link here.
Chronicle Drone Unit-W3 swept the plaza, as it did once every ten days since its creation. Before that, Unit-V3 had performed this duty until a piece of crumbling masonry crushed it beneath tons of rubble. Unit-W3s first assignment was to remove that debris.
The Mollarnock Commonwealth was once a mighty empire of a dozen planets, ruled from the glistening spires of their ecumenopolis capital, Azure Chalice. The Chardin Process created Director, a gestalt consciousness that could coordinate the many machine servants of the Mollarnock. They toiled so their Mollarnock masters could spend their time on arts, sciences, and philosophy.
But all things fall.
The colonies had been destroyed during the Discovery War, reduced to radioactive rubble by an unforgiving foe. To deny their enemy the victory they craved and to prevent them from seizing the jewel of the empire, Chancellor Rhosen chose to end things on their own terms and released a terrible bioweapon, rendering Azure Chalice uninhabitable for centuries.
Those centuries passed.
The Chardin Mechanicals collected the dead and interred them with the Sanctuaries of Repose. Their struggle to maintain the planet was admirable but doomed - scavenging, repurposing, and reallocating materials could only do so much. Without a stream of resources coming from the colonies, they were losing the battle to keep it from decaying.
A program to return to the stars once controlled by their creators was begun.
The Mollarnock may have destroyed themselves four hundred and eighty seven years ago, but they would never be forgotten.
---
Stellaris is full of stories - some that we tell you, but so many more that you tell us that emerge from the gameplay.
This is the story of the Mollarnock, destroyed by a terrible enemy and those that were left behind.
Memorialist is a new civic we have planned to bring you in a future release. Unlike many current civics, it will be available to regular, machine, and hive empires. (They say that Megacorps try to resist remembering anything unless it directly impacts the next Quarterly Report.)
Machine Empire Memorialist Civic
To read the full post, you can read it here:
"Hi everyone! I am Caligula, one of Stellaris Content Designers, which means that I do a variety of tasks based around narrative writing and scripting - scripting being our term for doing things that is somewhat similar to programming, but without changing the source code. In other words, I do what modders do (though I have the significant advantage of also being able to peek into the source code and change it around when needed). Every Content Designer has their niche, and mine is that when a particularly complicated system needs to be scripted in (or, more frequently, is giving some sort of trouble - the War in Heaven still gives me nightmares...), I step into the breach. Now, we have a lot of exciting stuff to show off in the weeks and months to come, but for today, inspired by some questions that were asked after the last dev diary, Im going to be writing about the technical side of scripting for modders and aspiring modders, specifically with an eye on what can cause performance problems and how to avoid making bad scripts. The Stellaris scripting language is a very powerful tool, and a lot can be done with it, but first of all, a note of caution: just because something is possible, does not mean it should be done. I cant really stress this enough, because (and I speak from experience here) this attitude will almost certainly end up causing both performance issues and unreadable scripts that you will not be able to disentangle six months later when you realise some part of it is broken. Though it should be borne in mind that doing something in code is, by definition, faster: in code, you can check a single function and be done with it, but if you want it to be accessible through script, theres a fair few necessary functions it has to go through before you get to checking your function (turning the line of script into a code command, checking whether its used in the right scope, etc etc) - hence why some things are hardcoded, and also why hacky solutions to problems can end up being quite bad. So, the first question to consider is, should I really be doing this? But who am I kidding, Im speaking to modders here, so of course you will do it :D So without further ado...
Today's Dev Diary is a greeting from one of our Stellaris Programmers, Mathieu aka The French Paradox! "Hello everyone, this is The French Paradox (Stellaris Programmer) speaking! On behalf of the whole Stellaris team, we hope you've had a good summer vacation, with current circumstances and all! We're all back to work, although not at the office yet. It is going to be a very exciting autumn and winter with a lot of interesting news! We are incredibly excited to be able to share the news with you over the coming weeks and months! Today I open the first look at the upcoming 2.8 release with some of the technical stuff that we programmers have been working on over summer. The rest of the team will reveal more about the upcoming content and features in the following diaries. Without further ado, let's talk about threads!
Hello everyone!
Although challenging, weve had a great start to the year. The launch of Federations was a huge success for us as a game and we passed 3 million base game copies sold in March.
The 2.7 Anniversary Update gave us an opportunity to add some game features that timing didnt allow us to fit in for Federations release, add a little more life and ambiance to the galaxy by refreshing some of our in-game visuals, as well as remastering our sound assets.
Also, in case any of you missed the Anniversary Trailer, you can watch it here:
As some of you already know, most of Paradox takes a Summer break during July, and after the 2.7 Update and associated hotfixes, the we have been busy planning the future development for Stellaris. Since we want everyone to have an opportunity to have a break, especially with the world in the state that its in, were having a Dev Diary hiatus until later in the Summer.
We dont yet have any specific dates for when the Dev Diaries will resume, but rest assured, we remain committed to working on the game, making important improvements, and adding some new fun stuff. We will be sharing more progress after the summer!
We hope you all will enjoy your summer, stay safe, stay healthy and well be back later in the Summer!
Hello everyone!
We're finally done with the verification process of 2.7.2, and in addition to the fixes on the beta branch right now we've added a few more. Thank you for your patience :)
If you wanna read the full patch notes, see the forum post here
Save games shouldn't be adversely affected by the switch from 2.7.1 to 2.7.2, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version.
If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta "stellaris_test" by the same method.
Hello everyone!
We know you've been waiting on us to fix the performance issue, and we have finally found the cause and fixed it! However, we haven't properly tested this build yet. So in the good old fashioned "getting you the fixes as soon as possible" way that we work here on Stellaris, we have set up a beta branch in Steam that you can opt into while we continue our verification process in-house!
For the full patch notes, see the forum post here.
Please note that 2.7.2 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
If you want to play crossplay multiplayer with your friends on non-steam platforms you can opt into the "crossplay-rollback" branch in steam.
Also note that save file compatibility between versions is not guaranteed. If you have an important 2.7.1 game going, don't try to load the save in 2.7.2.
Hello everyone!
We hope you are enjoying your time with 2.7 and the 4 year anniversary of Stellaris! Its very fun to see how far the game has come, and just as interesting to imagine what the future can hold.
We want to make sure that Stellaris is well-prepared for more content in the future. Something weve learned, especially with CK2, is that a long tail of new content can make it very difficult for players to see what kind of DLCs are available for the game. As we recently announced, Stellaris has more than 3 million players, and we want to make sure that players both new and old have an easier time finding content that they might like.
In order to improve visibility, starting today and lasting for a couple of weeks, were going to be running a couple of experiments that will be looking at DLC visibility within the game. We will be running a controlled experiment that will split up the player base into different groups, where each group will get a slightly different experience (or no change, in the case of the control group). The experiment will only affect the main menu and empire creation/selection, and will not have any effect on the game as you are playing. The purpose of this is to gather some insights into what kind of visibility features are actually helpful.
Before you grab your laser-powered pitchforks and plasma-illuminators, and complain about development focus, rest assured that all of this work has been done by an external team (who has done a great job btw!) and has had no effect on the development of Stellaris as a game :)
I want to emphasize that even though we want to improve the visibility of content for the game, it will never come at the expense of the game experience itself, so you dont need to worry about that. It is very important for us that our players are able to immerse themselves in the Stellaris universe and to have fun while they play.
And because a dev diary cant be complete without pictures or teasers, heres two icons related to some future content. What could it be..?
Stellaris 2.7 "Wells" Update is live now!
This update reinvigorates the galaxy for PC users, with New Visuals, Galactic Community resolutions, Federation Joint Operations, and updated Habitats.
You can read more about what the patch is about and a few thoughts from our Game Director in last weeks Dev Diary.
Two things to mention:
We have discovered and are aware of a performance hit in 2.7.1, and we are currently working on getting it fixed. So if you notice a slight dip, don't worry about it. We have our best people on it!
And we have removed an entry from last weeks changelog: "The enigmatic fortress doesn't regenerate once it's been disabled anymore". It turns out the issue still occurs, so as not to cause confusion we have removed it.
Save games shouldn't be adversely affected by the switch from 2.6.3 to 2.7.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> Properties -> Betas -> choose the desired version.
Once again, thank you all for playing Stellaris and happy four year anniversary!
PS. You can play Stellaris for Free until May 17th during our free weekend!
https://www.youtube.com/watch?v=Zh9yZNrb62U&feature=emb_title
Hello everyone! As were approaching the 4th anniversary of the release of Stellaris, I thought we would take a look at what Stellaris is, and how much has changed since its release on May 9th 2016. Stellaris was the studios first original IP in many years, so when we released the game we didnt really know exactly what makes Stellaris. As a natural consequence of that the game has changed a lot since release as we explored what the game is really about, and which experiences we think are fun and valuable. Stellaris is an exploration-focused space-fantasy strategy game that explores dystopian and utopian themes in a playful and light-hearted manner. There is no one true timeline and it's important that players are able to tell their own stories every story is equally true. The best thing we can do is provide more tools for storytelling, and of course new gameplay to make playing the game more interesting.
Hello everyone!
Todays dev diary will show you some of the improvements weve made to federations for the upcoming free update!
Federation Voting
Since the release of Federations and the 2.7 update weve wanted to make some improvements to how voting in federations is handled. Most of the improvements are related to UI and better feedback, but theres also been some changes to functionality.
You are now able to use Favors to increase the acceptance chance for your AI-controlled federation members.
You are now able to use Favors to increase the acceptance chance for federation law proposals.
Weve also changed how AI acceptance works for federation laws, so that it is more transparent and more consistent with other features in the game. We look at the AI attitude a lot more now, and it will affect which laws the AI is attracted towards. For example, militaristic empires, or those with either Honorbound Warriors or Federation Builders personalities will be more likely to accept a higher fleet contribution law.
Generally speaking, the best way for you to pass new federation laws is to get the Federation Cohesion to 90 or above, and then suggest a new law change.
When it comes to suggesting changed, the AI will still not attempt to suggest changes very often, unless they are the federation president.
The AI will generally not want to increase Centralization unless Cohesion is 90 or higher. Cohesion also directly affects the acceptance chance by a factor of x0.25 (100 cohesion equals +25 acceptance).
The UI for voting on war declarations has received a face-lift. Its now more clear which war goal is used, and you can see a summary of the target of the war, and which their allies are. This should hopefully make it easier for you to decide if you are in favor of the war or not.
Whenever a federation law has been voted on, you will now get a pop-up that clearly informs you on what the results of the vote were, and how your federation allies voted.
Weve also improved the feedback you get whenever your federation unlocks a new level.
Greetings!
Today well touch upon a subject dear to the hearts of many galactic rulers - namely Edicts!
Background
Edicts are meant to be a way for your empire to focus on certain issues without necessarily taking a permanent stance on them. More permanent stances on issues would be covered by Policies.
Although we felt that Edicts do fit this role pretty well, there were a couple of issues with the system that we think could be improved. The fact that Edicts would always time out felt like a little bit of unnecessary micromanagement at times, and didnt really emphasize the feeling of I am choosing to focus on these 2 things right now. We felt that it would fit better if Edicts had a greater emphasis on making choices that you can go back and change, rather than being things you constantly go in and refresh.
An old friend with a slight makeover. Some Edicts are now toggled on/off instead of being on a timer
Edict Capacity
Enter Edict Capacity a new mechanic that puts a soft limit on how many Edicts of a certain type that you can have active at once. Similar to Starbase Capacity, your empire will suffer penalties if you exceed it, and the penalty in this case being Empire Sprawl. For every toggled and active Edict above the Edict Capacity, your Empire Sprawl will be increased by +25%.
By default, an empire will start with an Edict Capacity of 2, and can be modified by things like Authority, Civics and Ascension Perks. These values are very prone to being changed as more balance feedback comes in.
Dictatorial and Imperial Authority now increases Edict Capacity by +1.
The God-Emperor knows best.
You can now vigorously enact more Edicts.
Not all Edicts will use Edict Capacity, but rather only the ones that last until cancelled will. Edicts that can be toggled will have an Activation Cost and a Deactivation Cost, which is usually Influence. This means that you are paying the Influence when you are making changes, rather than paying to upkeep the Edicts you want.
Edicts that last until cancelled will be marked with a different icon from the edicts (and campaigns) that expire once their duration runs out.
An example of two different Edicts. Red: toggled - lasts until cancelled and uses Edict Capacity. Blue: temporary - lasts for 10 years and does not use Edict Capacity.
Edicts
Some of the Edicts have changed and we have added a couple of new ones, to better fit with the Edict Capacity. Lets take a look at a few of them:
Whenever you need to stimulate your economy, subsidies can be the way to go. There are Farming, Mining, Energy and Industrial subsidies.
Neighbors suddenly turned hostile? Need to secure your borders? Pass this Edict to refocus your efforts!
Has the galaxy become more hostile? Do you need to build a powerful fleet to project your power? Focus on Fleet Supremacy for a more powerful and imposing fleet.
Pop Growth is problematic, so we have made some changes in the upcoming patch that will reduce Pop Growth from different sources across the board (more on that later). Food Policies are no more, and the popular Nutritional Plenitude is now a toggled Edict instead.
No longer a food policy (they dont exist anymore). There are different versions for Hive Minds and Rogue Servitors.
Resource Edicts, Campaigns and Unity Ambitions
The model for the new Edict Capacity doesnt fit very well for all types of Edicts, which is why the rare resource Edicts, Campaigns and Unity Ambitions remain unchanged and keep working like you are used to. This is also better for modding purposes, so that modders have the opportunity to use Edicts however they see best.
Finishing thoughts
Overall we feel like the new system better allows us to structure how the players get the tools they need to focus their empires for certain tasks. As we make more additions to the game in the future, this new system will also allow us to give the players more tools to address certain issues.
----
That is all for this week! We will be back again next week with another dev diary, this time about some federation-related content!
Hello everyone,
Since the beta patch hasn't introduced any major issues, we've decided to put patch 2.6.3 live today :)
Here's the forum post with the full changelog for 2.6.3:
Save games shouldn't be adversely affected by the switch from 2.6.2 to 2.6.3, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version.
If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta, stellaris_test, by the same method.
Greetings to the void-dwellers and planet-bound alike!
This week well be talking about some changes were planning on making to the engineering marvels that are Orbital Habitats. These are currently slated for the May update that Game Director Daniel mentioned two weeks ago.
Introduced in Utopia, Orbital Habitats provide a way to continue some form of limited expansion after colonizing all of the habitable planets within your empire. In the 2.3 Wolfe update, we added some specialized districts to them based on the celestial body they orbited, opening up the possibility for things like building dedicated astro-mining facilities, and recently in Federations, we added a Void Dwellers origin which let you start your empire among the stars in three habitats.
This May, well be introducing multiple tiers of habitats. These will be accessible to anyone with the Utopia expansion or using the Void Dwellers origin from Federations.
The first tier of Orbital Habitats now comes a bit earlier in the tech tree and require fewer alloys to build. The basic Orbital Habitat is smaller than the old version, starting with 4 district slots. They also have a simpler appearance than the ones currently in the game, a core of a station to build upon later.
Fungoid Orbital Habitat
The Habitat Expansion engineering technology is placed around where the Habitat technology used to be in the tech tree, and will allow you to upgrade an Orbital Habitat that has filled all of its districts to an Advanced Habitat using a planetary decision that costs some time and alloys.
Upgrading to an Advanced Habitat provides 2 additional district slots and allows basic housing buildings to be built even for normal empires.
The Advanced Habitat upgrade adds a ring of modules around the central core.
Avian Advanced Habitat
A third technology permits upgrading a fully developed Advanced Habitat that has a Habitat Central Control into a Habitat World.
Habitat Worlds have 8 districts, shown as another ring of modules around the habitat.
If you want to read more about the upcoming habitat tiers, see the full forum post here!
Hello everyone!
Last week we briefly mentioned that we would release 2.6.3 as an opt-in patch "soon", and soon has arrived! This opt-in beta is on steam only, so cross platform Multiplayer won't work until we officially release this patch. However, you can opt in to "crossplay_rollback" to continue your 2.6.2 games :)
Here's the forum post with the full changelog for 2.6.3:
Please note that 2.6.3 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Also note that save file compatibility between versions is not guaranteed. If you have an important 2.6.2 game going, don't try to load the save in 2.6.3
Hello everyone! As we mentioned last week, we have begun working on a larger free update targeted for May, and it would be fun to share some of the new things you will be able to discover. 2.6.3 is still planned to be released as an opt-in beta SoonTM, so stay tuned for more information about that. But for now, lets continue and talk a little bit about what youll expect to see in the free May update.
Hello everyone!
Federations was released a little bit over a week ago, and we hope it's still giving you much joy.
Theres much to celebrate as the community has broken a bunch of records! We had 64-thousand people playing Stellaris on Saturday, which is the highest amount of concurrent players since its release 4 years ago. We want to thank you for the massive amount of support weve received with this expansion! We hope everyone has found this expansion as fun and enjoyable as us.
While you are busy enjoying the game weve been planning updates and working on patches. We are currently working on a 2.6.3 that were planning on releasing as a beta sometime soon. 2.6.3 should hopefully be the last of the smaller patches, as we will be switching focus to a somewhat larger free update in May.
The May update (TBA) will contain more bug fixes, but also a bunch of new things for you to play with. We are very interested in hearing your feedback and ideas regarding Federations, and if there was anything you would have wished for us to add. We are especially interested in feedback related to Resolutions and Federation Laws. Although I will not promise they will be added, I still wanted to leave some room open in case there were ideas that the community really wanted.
Will you protect the Tiyanki or hunt them for profit?
We will give you some more information about the May update at a later stage, so stay tuned! Until then, keep enjoying the game :)
Hi everyone!
Today we are releasing a hotfix to some of the larger issues that you guys have pointed out since the release last week. This isn't the last patch for Federations, and we are making sure to address community feedback as we move along. We just thought that these fixes would be a good way of addressing some of the more common issues!
Hi everyone!
Thank you for playing Federations! Your participation and feedback have helped us make a decision to release the 2.6.1 patch to the live build of the game, and it's now available to you all!
This version of the game includes fixes for out of syncs, missing localisations and a ton of other fixes! (Note: You will need to opt-out of the stellaris_test version to play the live version)
You can read the full patch notes for the 2.6.1 version in this post
Thank you all for keeping us in the loop, and we'll make sure to address community feedback as we are moving forward!
// AC, Community Manager Stellaris
Hi everyone!
Today marks the release of Stellaris - Federations and the free 2.6.0 "Verne" update! We hope you are as excited as we are and that you'll enjoy the new content as much as we do.
Like we mentioned in last week's dev diary, we will also be putting 2.6.1 as a beta version. If you want to read the full patch notes for 2.6.0 as well as 2.6.1 it can be found in the dev diary above.
2.6.1 Beta Information
Please note that 2.6.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch. The beta should have checksum [65d2].
Save games shouldn't be adversely affected by the switch from 2.6.0 to 2.6.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> Properties -> Betas -> choose the desired version.
We hope you will be having fun with this one! We will be eagerly awaiting your feedback and reactions!
Get your copy of Federations and watch the release trailer down below!
https://store.steampowered.com/app/1140001/Stellaris_Federations/?utm_source=fb-owned&utm_medium=social-owned&utm_content=post&utm_campaign=fede_stpc_20200317_ste_rel&fbclid=IwAR3MOENe9EuZRaDGDeM3tTzbkVtBSLZBLN7FcWgsTnlwUtdP8I2PblevxZY
Hello everyone!
In a couple of days we will finally bring you Federations, an expansion that weve worked incredibly hard on for quite a while now. Were extremely excited to get it into your hands and see what you all think of it!
Im posting today to bring you the Patch Notes for 2.6.0 (Verne). But before I do that, I want to talk a bit about something were doing a bit differently this time around. In game development there are several milestones and key dates that you need to hit to make sure that a game is made. Thats where the Producer (thats me!) comes in to oversee that things are done in a prioritized manner (within the time/resource constraints we have) and as we get closer to what is called a Release Candidate (RC), we have to be as certain we can that we dont add things that could risk the stability of the version we will put out into the public.
So what did we do differently this time around? The RC we created was frozen earlier to ensure an as stable build as possible. Because once an RC is frozen, it is sent to QA for rigorous testing with not only our in-house testers, but also our outsourced partners. Scheduling this requires weeks (sometimes months) of advanced notice, so its not something we take lightly. So during this time of testing, we need to limit the amount of times we send them a new RC. Because, a new RC means the testing needs to start over and all the previous testing would have been wasted!
But as everyone knows, especially you guys, a build is never bug-free. We could work on Stellaris on now until forever to fix every bug imaginable, and there would still be a typo in a tooltip somewhere. That is the nature of our industry and software development in general. Which means that after the RC was frozen, we found some issues that we wanted to fix but didnt want to risk the overall integrity of the RC and put in.
Which brings me to branching. Since there were still bugs to be fixed and features to be balanced, we branched off from the RC and started working on the first patch we plan to release. That patch is something we would love to get into your hands as early as possible, but as I mentioned before, stability and integrity of a build something thats extremely important to us. So instead of putting the patch live immediately, we will be putting 2.6.1 as an opt-in beta! Which means that those of you who want to check it out early, will be able to do it on release day.
I hope this has given you some more insight into the inner workings of game development, and if you want to know more feel free to ask questions about our processes (or request another Dev Diary ;) ) !
Please note that 2.6.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Also note that save file compatibility between versions is not guaranteed. If you have an important 2.5.0 game going, don't try to load the save in 2.6.0 or 2.6.1.
But without any further ado, if you wanna read the full patch notes as well as added features, have a read [url=https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-173-federations-is-soon-upon-us-with-patch-notes.1354520/]here!
And last, but not least, heres the feature breakdown video for Federations!
https://www.youtube.com/watch?v=0hI9jUsW4gs&feature=emb_title
Bonjour everyone, its the French Paradox speaking! For those who dont know me, Ive joined the Stellaris team this December after a year and a half as a programmer on Europa Universalis IV.
Today, we are gonna talk about AI.
A good introduction for those new to the field
Hello everyone! This week were back with another dev diary! We apologize in advance for it being a shorter one, but dont worry, we aim to make up for it with a stream! Later today at 17:00 CET we will be hosting a stream over at Twitch where we will be talking about Federations and showing off all the features in more detail (such as all the federation perks). We will also be announcing the release date for the Federations expansion and showing off a cool new trailer! If you have things you want us to show on stream, please dont be afraid to mention them here! See you on the stream! (This post will be updated with more information during the day)
Hello, my friends! This is Moah, Tech Lead of Stellaris typing. I can finally talk about what youve all been waiting for: How many new platypi will there be in Federations? After weeks of Well, apparently, I should be "more technical." But before we jump into the mysteries of the Stellaris code, I want to take the time to talk a little about the balance between adding new features, improving performance and stability especially in terms of multiplayer and the dreaded out-of-syncs (dreaded at least by me).
Today we're continuing the Q&A series we're doing, answering questions related to different topics. Last week we asked you to post your questions related to Origins, which were previously revealed in Dev Diary #160. Here we go!
Greetings! As a part of the Q&A series we're doing, we will be answering your questions related to different topics. Last week we asked you to post your questions related to diplomacy, and we want to thank you for all the questions we've gotten. Before we jump into the questions, I'll take the opportunity to mention that the Q&A series will continue next week as well, and you can already post your questions about Origins.
Hello again! As part of our Q&A series, this week we're going through the questions you've asked about the Galactic Community. As expected, there were a lot of them, so we condensed a few similar questions together. While some of the Diplomacy related questions are answered here, we're compiling questions for the next Q&A in this thread.
Hello everyone! In last week's dev diary we talked about the new Q&A format that we will be doing for the next couple of dev diaries. We asked you to post your questions regarding the federation rework, and we're glad to see so many questions! Next week's topic will be the Galactic Community, and you can already post your questions here! Anyway, let's begin with the Q&A:
Hello everyone!
Were finally back at the office and were very excited to be back working on Federations! We will be continuing to focus on AI and stability, while also polishing our features. As a couple of examples of something we are working on right now; we are looking at the economic AI as well as making more unique behaviors for the end game crisis AI. As we continue polishing well also be making improvements here and there.
To share some polish progress, as one example, weve added a new slavery type called Indentured Assets, which will be a part of the Utopia (as its a part of the expanded species rights). We wanted to have a slavery type that works better for your more dystopian and evolved empires, which has a greater need for many specialists.
While slaves only have 25% political power of free pops, indentured assets will retain 75%.
As promised before vacations, we will be doing a number of Q&A sessions related to different topics. The first Q&A will be about the Federation Rework and you can already post your questions in our forum thread here. We will be answering some of your questions next week, on Jan 23rd.
Future topics:
Hello everyone!
Christmas is fast approaching, and before the team disappears for some well-deserved rest, we thought it would be good to sum up the year and share some thoughts.
2019 has been a challenging year for us, with many different challenges that weve had to tackle. The year began with an extended period of patching, which had us starting on a bad footing. We had a lot of issues to address, but we also had plans for the year, plans that included small side projects as well as developing new content for the game.
The year made it clear that we need to slow down and refocus our efforts, because weve been running at a high pace for too long now. We are working hard with Federations to make sure we have time to address any outstanding issues, and to make the expansion a great release.
Our communication hasnt been the best during the year either, and a lot comes down to us not having a lot to communicate (as we were busy working on things), and that we decided to use PDXCON for all our announcements. Next year we hope to be better, and as mentioned previously, we will be starting 2020 with a bunch of Q&A dev diaries related to different topics each week. The schedule for the Q&A will be posted next year, with our first dev diary on January 16th. Our plans for 2020 are looking very good, and were very excited for the future.
In dev diary #141 I outlined some of the concepts that I wanted to explore for the game. Lets take a look at some of the things weve achieved:
Pop growth: Look into how immigration/emigration works, try to make base growth across multiple planets less powerful, make habitability matter more again
Sectors & automation: Allow players to nudge which sectors planets belong to, reduce micromanagement by improving sector management tool.
- A lot of work has been done with this, such as creating sectors, manual designations and planet automation. All work isnt finished however, and we want to add more improvements.
Backgrounds: Split up some civics into backgrounds, and add more backgrounds.
- This is being implemented as Origins, and were very happy with how much value this adds to the game.
Civic flavour: Spend more time on making the civics feel more unique and fun.
- Weve done some work towards this, but we dont consider it finished yet. There are still a bunch of Civics we would like to make more fun.
Institutions: Define which institutions make up your empires internal departments (such as Diplomatic Corps, Xenology Bureau etc.), and their funding, size and power.
Espionage: Intel to determine how much you know about another empire, spy actions, cloaking, sabotage & general mischief.
Religion & Cults: Similar to factions, cults could appear in your empire during certain circumstances. Spiritualist empires would most likely have imperial cults. Worship of powerful entities etc.
Archaeology: [strike]Explore the ruins of ancient civilizations.[/strike]
- We added Archaeology in Ancient Relics, and were very happy with how the system allows us to tell stories in chapters.
Subject contracts: Allow overlords to better customize what type of subjects they have, tribute levels, benefits to subject etc.
Federation depth: Allow federations to level up, have different election types, taxes etc.
- This will be done with the reworked Federation system coming with the 2.6 update next year.
Galactic Council: Create a sort of a space UN with galactic politics and diplomacy.
- This will be done with the Galactic Community coming with the 2.6 update next year.
Primitives: Allow for more interactions with primitive pre-FTL species
With everything weve been working on during 2019, we will be adding a lot of depth and customization to Stellaris. We are especially looking forward to when you all get a chance to play with Origins and the Galactic Community.
And because we cant have a dev diary without some sort of sneak peak, we will show you this:
The previous design that we outlined in dev diary #158 showed Strongest (Economy) and Diplomatic Weight as two succession types. We werent entirely happy with that, so we have separated the Strongest Succession Type from which category is used to determine who is the strongest. Setting Strongest as the Succession Type now requires High Centralization. The cool thing is that this now allows you to have a Research Cooperative federation that is led by whichever empire has the best technology.
Producer Switch
And now a message from Jamor:
Hi all. Firstly, I want to wish you all a happy and safe holiday season. Play lots of video games, spend time with your loved ones, and start 2020 in the best style.
I became the producer (called Project Lead back then) of Stellaris back in February 2017. While I wasnt new to the games industry, for me it was an amazing moment to finally work on the sort of hardcore, deeply nerdy strategy games that I myself played at home (having started with Paradox games in 2007 with HOI 2). I look back upon the starry-eyed character who wrote this and reflect upon the journey so far: contributing to three full expansions, three story packs, and two species packs, seeing the title through absolutely massive changes, and all in all patching on 37 separate occasions - some great, some not so hot (Im sure some of you remember the great dawning of galactic peace that arose from the 1.6 patch, by the simple expedient of making the AI actually incapable of declaring war). All in all its been the most intense and memorable era of my career in this crazy industry.
The only constant is change, however, so now Im moving over as producer to Imperator: Rome. They are a great bunch of folks who are bringing out the immense potential of that game more and more, in the classic Paradox style. It is my honour to lead them forward as the game continues to grow and evolve.
Of course that means Im leaving my beloved Stellaris team. After sharing so many experiences, some magic, some tragic, it is not without emotion that I do this. But ultimately, you cannot keep doing the same thing forever, and Im eager to get started on this new challenge. I want to thank my guys, who have so fearlessly and loyally pushed on towards the objective no matter what. I also want to thank you, the fans, without whom there would be no Paradox, and as a fellow fan reaffirm my commitment that Ill always do the best I can, on whatever team Im in, to uphold our Special Secret Thing (). Were Paradox, were different from everyone else, and Im thrilled to be a part of it. Obidobi will take over leadership of the Stellaris team, and he has my complete confidence.
Now, I turn in my laser, and gird on my gladius. LETS GO PDS!
A message from Obidobi:
Hello everyone!
I'm Obidobi, some of you may have seen me around as I've been working at Paradox (and Stellaris for that matter) for the past 5 years. I started my journey as a newcomer to the gaming industry as a Paradox QA in 2014 where I saw Stellaris in its pre-alpha stage and I've been on this spaceship ever since. In 2018 I joined the producer team helping Jamor on Stellaris and some other projects, including the Console Edition of Stellaris. Stellaris is basically running through my veins at this point, and I don't think I'll know what to do if I ever move projects. So as my dear mentor Jamor leaves for more ancient lands, like any proper Shounen Protagonist, I will have to pick up the mantle of Hokage and become stronger than ever before (Look forward to these kinds of references).
I'm really looking forward to see where the team and I can take Stellaris going forward and I'm truly excited about getting an opportunity to hold the steering wheel. I hope you guys will accept me with open arms as you did with Jamor!
I hope youre all as excited as I am for the future, but for now I just want to wish you all a merry Christmas and a happy new year!
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That is all for this week and the year! We will be back again on January 16th!
Remember you can also read this Dev Diary and comment on our forums.
Merry Christmas and Happy New Year!
Hello everyone!
Today well be talking about some big stuff namely the Juggernaut and the Mega Shipyard.
Both of these new behemoths are a part of the upcoming Federations expansion.
Juggernaut
Stellaris has been in development for many years and, and if theres something we know for sure its that big ships are cool, and bigger ships are even cooler. With this flawless logic in mind, we obviously wanted to add something even bigger than a Titan.
Mobile starbases is something that we know has been widely requested, so why not hit two avians with one lithoid?
Visually, the Juggernaut has the shape of a giant pair of wings.
The juggernaut is as much a mobile starbase as it is a massive warship. Although the Juggernaut works like a mobile starbase in some regards, it will not project borders or control ownership or systems. A Juggernaut instead functions like a forward base of operations during offensive campaigns where you can repair your ships. The Juggernaut will not have starbase modules or buildings instead it will count as always having 2 Shipyards (which means it can build, repair and upgrade ships).
The Juggernaut can be designed in the ship designer, and features 2 XL turrets, 6 hangar slots and 5 medium turrets.
In addition, the Juggernaut gets access to a couple of new and unique aura components.
The Juggernaut will be unlocked by a technology which requires Citadels and Battleships to be already researched. A Starbase will also need to have a Colossal Assembly Yard in order to be able to construct one. The Colossal Assembly Yard is required for (and unlocked by) both the Colossus and the Juggernaut.
The Juggernaut will have an empire limit of 1.
Mega Shipyard
New Megastructures are always nice, because we all want more ways to show off the glory and magnificence of our empires. The Mega Shipyard is exactly what it is, a giant shipyard that allows you to build a lot of ships really fast.
The Mega Shipyard will also provide ships with +100 starting XP, so that it will not matter where you build them. Generally speaking, are trying to avoid design that creates incentives for players to engage in more micromanagement that may not be fun. We believe the choice of where to build a ship (because it would cost less, or gain more XP somewhere) is an example of micromanagement that is not very fun. The only incentive is to avoid loss aversion, which is not a good. Incentives should generally be positive.
The Mega Shipyard is unlocked by a technology which requires Mega-Engineering (like the others). Its found in the Society tree and belongs to the Military Theory category.
The Mega Shipyard will have 3 stages (in addition to construction site):
Mega Shipyard Framework - 10 Shipyards, +33% Ship Build Speed, +100 Starting Ship XP
Mega Shipyard Core - 20 Shipyards, +66% Ship Build Speed, +100 Starting Ship XP
Mega Shipyard - 30 Shipyards, +100% Ship Build Speed, +100 Starting Ship XP
The bonuses to Ship Build Speed will be empire-wide.
Keep in mind that these numbers are work-in-progress and may change.
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That is all for this week! Next week will be the last dev diary of the year, before the holidays, and we will be doing a round up of the year.
Also keep an eye on our social media channels, as we will be sharing some more screenshots of the Juggernaut and Mega Shipyard.
As always, you can also read this Dev Diary and comment on our forums.
Hello everyone!
Today we thought wed talk about some of the smaller changes coming to diplomacy with the free 2.6 update. Although the Galactic Community and the reworked federations are sure to have a large impact on galactic diplomacy, it's also important to talk about the smaller things!
Envoys
One of the more important things weve added are the Envoys. Envoys function very similar to Diplomats in EU4, and they are required for certain diplomatic actions such as:
Improve / Harm Relations it is now possible to send an Envoy to improve or harm relations which can affect Opinion by up to (-400 / +400 ). More on Opinion and Relations later.
Assigned to Federation (to increase monthly Cohesion by +1)
Assigned to Galactic Community (to increase Diplomatic Weight)
Improve Relations
In Federation
Galactic Community
Although Envoys are characters, they do not currently have any character-mechanics such as traits. We didnt think it would be fun to have to micromanage and switch Envoys around to better fit certain jobs depending on their traits.
Diplomacy Interface Updates
Weve finally gotten around to give a bunch of diplomacy-related interfaces a facelift! First up, lets talk a little about the general diplomacy screen.
You are now able to more clearly see things such as Civics, Origins, Relative Power breakdowns, your ongoing diplomatic agreements, and also the new diplomatic stances!
This Hegemonic subordinate was kind enough to act as a model for the new diplo screen!
Declaring rivalry never looked so appealing.
The diplomatic offers are now a bit more clear on what is going on (not final text). A downside, however, is that it's now much harder to fool colleagues into becoming your vassal in our internal multiplayer sessions.
Diplomatic Stances
Sometimes we like concept that our colleagues have put into some of our other games, and the diplomatic stances from Imperator: Rome were a good example. Although not exactly the same, we like the general idea. We wanted empires to be able to set a diplomatic stance that dictates their behaviour towards other empires on a galactic stage.
Diplomatic Stances are Policies and can be changed once every 10 years. There are a bunch of different stances, and some may also be unique to certain empire types (e.g. Isolationist is called Mercantile for Megacorporations).
Stances are designed to be quite different, and to facilitate different playstyles. Perceptive readers might notice that the Belligerent stance seems very similar to Supremacist, and that is true, except that Supremacist stance is designed for all empires that want to be a big player. Supremacist empires will dislike other empires with the same stance, so it is almost like a soft rivalry of sorts.
Stances also have some effect on internal politics, as some of your factions may have certain preferences when it comes to your foreign policy.
Relations and Opinion
We wanted an easier way to measure how the diplomatic relations between two empires is doing, so weve added a new aggregate value called Relations. Relations exists in different levels ranging:
Terrible <- Tense <- Neutral -> Positive -> Excellent
They do have an effect on which type of diplomatic actions that are available.
We want diplomacy to be less fickle, and more mechanical. Players should now have more ability to influence what other empires opinions are of them. Overall diplomacy should feel less static and more prone to evolving over time.
Form Federation requires Excellent Relations, and pacts like Migrations, Research or Commercial require Positive Relations. Similarly, Rivalries require Terrible Relations. This is also the case in player-to-player diplomacy, so its important to maintain a good standing.
Some of these restrictions can be bypassed by having an Envoy to harm or improve relations.
Favors
Finally we want to talk about Favors. Although Favors were primarily added to give players agency within the Galactic Community, they can also be used to influence the AIs likelihood of accepting certain diplomatic agreements.
Favors is a new mechanic that allows you to increase your Diplomatic Weight for certain votes or proposals in the Galactic Community. An empire can owe another empire up to 10 Favors, and each Favor will increase Diplomatic Weight by 10%.
For example Empire B owes 10 Favors to Empire A. Empire A spends influence to call in all 10 Favors and adds 100% of the Diplomatic Weight that Empire B has. Empire A will add the Diplomatic Weight from Empire B, for a specific vote, without Empire B losing their Diplomatic Weight.
In effect, Favors allows an empire to manipulate vote results towards their point of view. It is not possible to Call in Favors when an empire is already voting the same way as you are. Multiple empires can call in favors from the same empire, and it's designed in this way to reduce the complexity of having to figure out which favors should have priority, or which favors should matter more.
Pretty please. You owe me.
In addition to the Galactic Community, Favors can also be called in to increase acceptance chance by +5 when offering certain diplomatic deals.
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That is all for this week! Next week well be back with some more details on the Juggernaut and the Mega Shipyard.
Remember, you can always read this Dev Diary and comment directly on our forums.
Hello everyone!
For this weeks dev diary we chose to switch the order of a couple of dev diaries to be able to give you some updates earlier rather than later.
The Stellaris brand has understandably been under more scrutiny than usual for the last few months, and we want to address situations related to work-in-progress art in Federations. As an example, we had some UI design mockups (shown during PDXCon) that contained placeholder art. We want to make clear this is not how the game will appear in its final version.
Moving on to Federations: During PDXCON 2019 we said that we would give more information on the expansion later during the year and today we want to share some news that Federations is targeted for release in early 2020. Although we understand that some of you might be disappointed that Federations will not be released in December, we want you to know that we are taking more time to make sure that the next update is going to be amazing.
In addition, to give us the best chance of improving some of the pain points youve shared with us, we have assigned some of our team members to focus solely on trying to improve performance and AI. It is very important to us that 2.6 does not compound any of the current issues with the game, and that we can take the time we need to address some of the issues remaining from 2.2. Its important to remember, however, that working on these kinds of issues is not a sprint, but a marathon it's something that is constantly being worked on over longer periods of time.
If you want to read more about performance, and how we work to maintain it over time, we shared some more information on this topic in Dev Diary #149.
While we have been unable to give concrete information or specifics related to these issues, we can say that it is very important to us. With that said, it's important for us that you know that your feedback is not being ignored, even if we have no news to share.
We want to thank you for being such a dedicated community and helping us by providing feedback and reporting issues with the game. We appreciate this to no end and encourage you to continue voicing your thoughts to us.
From the beginning of next year, well be doing a series of dev diaries dedicated entirely to answering questions related to specific topics each week. The schedule for those dev diaries will be released later in December when well summarize and round up the year.
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That is it for this week! Dev diaries will resume their regular schedule, and as promised last week, next week we will be talking about some of the new things affecting diplomacy, such as Envoys.
P.S:
Since this dev diary had no pictures I felt it was necessary to add something, so here's a picture of the premade Lithoid empire that some of you have been asking us to add to the Lithoids Species Pack! (Will also be updated with 2.6)
As always, you can also read this dev diary and give us feedback directly, on our forums.
Hello everyone!
In our previous dev diary #155 we talked about Origins, and today we will be returned to the topic by going through Origins again, but in more detail.
Please note that although this is a pretty exhaustive list, there is no guarantee that these Origins will necessarily match what will be in Federations once it is released.
What are Origins?
Origins allows you to pick a background story for your empire. An empire can only pick one Origin.
Prosperous Unification is the default Origin.
There are currently 18 Origins in the game, where some of them were converted from previously being Civics. Origins that were converted will be unlocked by the same DLC that they were unlocked by when they were civics.
The Origins
Prosperous Unification: Start with 4 additional Pops and 2 additional Districts. (Available to everyone)
Mechanist: Start with 8 Pops being robots, and the ability to build more. (Utopia)
Syncretic Evolution: Start the game with 12 Pops being of another species. (Utopia)
Life-Seeded: Start on a Gaia World. (Apocalypse)
Post-Apocalyptic: Start on a Tomb World. (Apocalypse)
Remnants: Start on a Relic World. (Federations)
Shattered Ring: Start on a Shattered Ring World. Your empire lives on the only intact section of the ancient megastructure, and it is possible to repair most of the other sections. (Federations)
Void Dwellers: Start on a Habitat above your destroyed, former homeworld. Adept at living in habitats, and start with the technology to build new ones. (Federations)
Scion: Start as the vassal of a Fallen Empire. (Federations)
Galactic Doorstep: Start with a dormant Gateway in your home system. (Available to everyone)
Tree of Life: Only for Hive Minds. Start with a powerful Tree of Life on your homeworld. Disastrous if you would somehow lose control of it. (Federations)
On the Shoulder of Giants: Start with an Archaeological Site related to a mysterious benefactor. (Federations)
Calamitous Birth: Lithoid Only. Start with a Massive Crater on your Homeworld. You are also able to build Meteorite Colony Ships, which colonize planets in a more dramatic fashion. (Lithoids)
Resource Consolidation: Machines only. Start with a Machine World as your homeworld. (Synthetic Dawn)
Comfy federalized start.
Common Ground: Start with as the leader of a Galactic Union federation, and with The Federation tradition unlocked. (Federations)
Hegemon: Start with as the leader of a Hegemony federation, and with The Federation tradition unlocked. (Federations)
Doomsday: Your homeworld is doomed and it will explode after 64 years, so you need to find a new home for your species. (Federations)
Lost Colony: Another empire with the same species as you will exist somewhere in the galaxy. (Available to everyone)
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That is it for this week! Next week we will be back and we will be talking about some of the new things affecting diplomacy, such as Envoys.
Remember you can also read this Dev Diary on our forums.
Hello everyone!
Today we will be talking about a new feature coming with Stellaris: Federations the Galactic Community!
The Galactic Community is very similar to a United Nations in space. Members can propose and vote on Resolutions, which are laws that affect all the member empires.
Resolutions
The Resolutions are intended to be divisive, so that even empires that are allies can have very different agendas when it comes to which Resolutions should be passed.
Resolutions exist in categories and have a couple of steps in each category.
Go big or go home.
Passing a Resolution
The first step to passing a Resolution is proposing it! Any member of the Galactic Community can propose a Resolution, but they can only have one ongoing. When a Resolution is proposed, it moves into the proposal queue.
The Galactic Community deals with matters of critical importance to the continued well-being of the galaxy and all of its inhabitants.
Only one Resolution can be voted on at a time on the senate floor, and the proposal that moves into session next will be the proposed Resolution with the highest amount of Diplomatic Weight supporting it.
Senate in session, voting on a Resolution.
When a Resolution is in session and is being voted on, empires can support, oppose or abstain. Voting for or against will add an empires Diplomatic Weight to either side, and when the current session ends the votes will be counted. A Resolution will pass if the Diplomatic Weight in favor of the Resolution is higher than the amount opposing it.
Diplomatic Weight
Diplomatic influence will be calculated using a new scoring system called Diplomatic Weight, and it will be composed of things like economy, technology, fleet power to name a couple of examples.
Cooperative Diplomatic Stance increases Diplomatic Weight by +25%.
There will also be a number of different ways to influence how much Diplomatic Weight you are getting from different sources. There are Resolutions that can modify how much Diplomatic Weight you gain from your economy, and there are Diplomatic Stances that increase how much Diplomatic Weight you gain from fleet power or other areas (more on Diplomatic Stances later!).
So as you can see, there are many different ways to make yourself more influential on a diplomatic, galactic stage!
Favors
For Resolutions, empires have the possibility to call in favors to strengthen their votes. An empire can owe another empire up to 10 favors, and each favor is worth 10% diplomatic weight. For example, if an empire calls in 10 favors, they can add 100% of the other empires diplomatic weight to theirs. Calling in favors this way will only affect votes on Resolutions. This also means that favors will work the same between player empires as it will between player and AI empires.
Calling in favors costs Influence.
Favors can also be used to increase the likelihood of AI empires accepting diplomatic deals.
Favors can be traded through the trade diplomatic action.
Galactic Council
It is possible to reform the Galactic Community to include a Galactic Council. The council will be composed of a number of empires with the highest Diplomatic Weight. By default, the council will have 3 members, but the number can be changed through Resolutions.
The Galactic Council also gets access to special powers such as veto rights or emergency measures.
Veto rights allows a council member to veto a Resolution that is currently in the proposal queue.
While the galactic senate is in recess it is possible for Galactic Council members to declare a proposed Resolution an emergency. This will immediately put the senate into session and will initiate a vote on the emergency Resolution.
Galactic Focus
It is possible for the Galactic Community to set a Galactic Focus. This will mean the Galactic Community together have decided to achieve something or to deal with a crisis.
There will be Resolutions to declare the galactic invaders a threat to the galaxy, which means it will be against galactic law to have closed borders to any other Galactic Community member while the crisis is ongoing.
The Galactic Market is now founded through a Galactic Focus to Found the Galactic Market. When the Resolution to form the Galactic Market has been passed, the bidding process to be the market founder will continue as it previously did.
Creating/Joining/Leaving the Galactic Community
When an empire has established communications with half of the empires in the galaxy, an event will trigger to suggest the formation of a Galactic Community. This means that forming the Galactic Community will be similar to how it used to work to form the Galactic Market.
It is possible to join the Galactic Community (and to see it!) as soon as you have established communications with any member of it.
Leaving the galaxy community is something an empire might choose to do if they become the target of too many sanctions or if there are too many Resolutions that negatively impact them.
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To read this Dev Diary on our forums, click here.
Next week we will be showing all the Origins!
Hi all, Jamor here, with the news that after a weekend in beta without new breaking issues being introduced, I'm putting patch 2.5.1 fully live right now.
It contains a number of bug fixes for the Lithoids release.
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######################### VERSION 2.5.1 ##########################
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# UI
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* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat
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# Bugfixes
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* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected
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Save games shouldn't be adversely affected by the switch from 2.5.0 to 2.5.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> properties -> betas -> choose the desired version.
If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta, stellaris_test, by the same method. If you have a 2.5.0 MP game that you want to finish before updating, roll back to the crossplay_rollback version.
We're going to aim to get as many bug fixes and improvements as possible as we continue work on Federations. Stand by for more information about that in future dev diaries.
Also, the new Paradox Launcher continues active development in parallel. If you have feedback or issues with the Launcher, please let my colleagues in the Launcher team know in this thread.
To read this post on our forums and give us feedback there, directly, go here.
Hello everyone!
It was great to finally reveal what were working on at PDXCON, and today were back with yet another dev diary where we will dive into some more details on the reworked federations.
The screenshots still feature a bunch of work-in-progress stuff, like every federation perk using a placeholder right now. Numbers and effects arent necessarily final either.
Federation Types
Like we mentioned at PDXCON, federation will now come in different Federation Types. Each federation type has a unique passive effect and can unlock federation perks as they level up.
Certain federation types have requirements on what type of empire can suggest to form them, but there are no limitations on who can join a federation (except for killer empires & inward perfection). Yes, this also means that Barbaric Despoilers and Criminal Syndicate are no longer excluded.
Galactic Union
This will be a more generic type of federation that will fit most groups of empires. This federation makes it easier to cooperate with empires, as diversity of ethics will have a less negative impact on maintaining cohesion. This federation type will be available to everyone in the free patch.
Fleet bonuses a plenty!
Martial Alliance
This federation type is focused around having a very large and powerful federation fleet. Only militarists can suggest to form this federation.
Free and automatic research sharing!
Research Cooperative
Empires who wish to cooperate in achieving technological mastery should join together in a research cooperative. Only materialists can suggest to form a research cooperative.
New trade policy!
Trade League
If trade value is the focus of your empire, the Trade League is probably a very good federation for you to be a part of. The Trade League gets access to a new Trade Policy which combines the bonuses of all other trade policies. An empire needs to be a Megacorporation or have the Merchant Guilds civic in order to be able to suggest to form a trade league.
Did you know there is an Origin that lets you start as the president of a Hegemony?
Hegemony
This federation type is built around one strong core member. The president gets most of the bonuses, but the bonuses for the members are also quite powerful. Only authoritarian empires may suggest to form a hegemony.
Federation Perks
Federations will get access to new perks when they level up, and the perks they get access to depend on their type. There are usually 2 perks that gives bonuses to every member and 1 perk that gives bonuses only to the president. However, the Hegemony flips this around by giving the president 2 perks and the members 1 perk (which does not benefit the president in this case!).
Hegemony member perk.
President gets an additional Envoy.
Each time a federation levels up, they will get access to 3 new perks.
Level Up & Cohesion
In order to level gain XP, a federation needs to have positive Cohesion. The amount of XP a federation gains (or loses!) per month is directly tied to its Cohesion, which is a value that ranged from -100 to +100.
There are a number of things that will reduce Cohesion every month, such as every member, diverse ethics and opposing ethics. Federation members can counteract this by assigning Envoys to the federation, which will increase monthly Cohesion.
When Cohesion is at +100, the federation will gain +10 XP every month. If a federation loses XP and drops a level, they will lose access to their perks after a few months.
Federation Laws
It is possible for federations to customize some aspects of its rules. In some cases, federation types also have access to different laws at different points. A Research Cooperative can never have the highest level of fleet contribution, and they also require higher centralization to increase their Fleet Contribution.
There are a number of laws which define certain rules for the federation.
Centralization
Many federation laws require federation centralization to be high enough. To increase centralization, a federation needs higher level. In fact, centralization is the only law locked behind federation levels right now.
Increasing centralization isnt always easy though, as doing so will have a large negative impact on Cohesion. That means more Envoys will need to be assigned to the federation to maintain its Cohesion.
The Galactic Union federation type requires Medium centralization to have a 20% Fleet Contribution.
Fleet Contribution
Most federations will not start with the ability to build a federation fleet, as their fleet contribution will start on None. The Martial Alliance and the Hegemony do start with a Low fleet contribution, however. The Martial Alliance is also able to change its fleet contribution law to High as early as Medium centralization.
Most of the other laws not visible earlier.
Succession types
As you could see in previous screenshots there are a bunch of different laws for how federations can decide who becomes the president. Strongest is the empire with the greatest economy. Diplomatic Weight is the empire with the largest Diplomatic Weight (we talked about that at PDXCON, but more on that later). Rotation will rotate the president. Random will choose a president from a random member. Challenge succession type allows you to pick a challenge type for your federation.
Perhaps well have enough psi-capable pops next time...
There are currently two different challenge types:
Psionic Battle lets psionic pops battle it out over which empire should be president.
Arena Combat lets the rulers of competing empires battle it out. Certain traits for the ruler (both species and ruler-specific) will influence how large chance the ruler has at winning. The Chosen will of course be very hard to beat.
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Thats it for this week, and we hope you survive the information overload! We realized there are so many details we possibly could share, but this should cover the most important parts.
Next week we will be talking about the Galactic Community, Resolutions and more!
Hello everyone, it's your friendly neighborhood Associate Producer, Obidobi. We've seen your feedback and have put together a small patch to fix some of the major annoyances. To bring it to you faster, we're putting it up on a beta branch in Steam as we continue our verification process in-house.
While this patch will be put as a Beta branch on Steam, we are setting it as default on both GoG and Plaza. This means that if you want to play Multiplayer with your friends on other platforms, you'll have to switch to the Steam beta branch.
Here's the full changelog for 2.5.1:
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######################### VERSION 2.5.1 ##########################
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# UI
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* The tooltip for Livestock now mentions that Lithoid Livestock produce Minerals instead of Food
* Chat muting commands now work consistently between in-game and lobby chat
###################
# Bugfixes
###################
* Lithoid Empires with the Terravore civic should no longer occasionally end up blocked from social research
* Fixed so that players get the correct visual representation of chosen parts for the lithoid ships
* Fixed Lithoids wrongly getting unhappiness and growth penalties from negative food, this comes from negative minerals for them now
* Graphics options chosen in game launcher should actually apply in game now
* Launcher should correctly handle mods and game options on the Paradoxplaza version of the game
* Fixed a crash when network is disconnected
Please note that 2.5.1 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.
Also note that save file compatibility between versions is not guaranteed. If you have an important 2.5.0 game going, don't try to load the save in 2.5.1.
We are standing by for your feedback on the version. We've allocated people and time for post-launch support and we'll be following your comments closely. To give us feedback on our forums go here.
f you are having any issues specifically with the new launcher, please let our colleagues in launcher team know:
https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/
Hi everyone!
Im Eladrin, Game Designer on Stellaris, and Im one of the newer members of the Stellaris team. I joined the team during the development of Ancient Relics, and its been a blast. It was awesome meeting so many of you at PDXCON, and getting to hear so many ideas and excellent stories directly from you.
Back in Diary 152 and Dev Diary 153, Grekulf mentioned some of the Summer Experimentation that we did - but in todays dev diary I wanted to talk about one of the things I worked on during the summer - game mechanics for the Lithoids.
[previewyoutube=4pE0J6M_xIs;full][previewyoutube=4pE0J6M_xIs;leftthumb][/previewyoutube][/previewyoutube]
The Lithoids Species Pack is very sedimental to me. When I wanted to dig deeper into the systems and get my hands dirty in the code, I looked at the wouldnt it be cool if list, and saw ...Lithoids ate minerals instead of food? up near the top. This seemed like a solid foundation to start with, and a gneiss stepping stone to get my feet on the ground that fit my apatite - it seemed like a pretty simple change after all.
Okay, Ill stop with the rock puns.
There are fifteen Lithoid portraits (and one new machine portrait), some of which have appearances that resemble some of the other phenotypes so you can do some interesting things with Syncretic Evolution.
Look at me! I'm a sparkly space unicorn!
The ships use a beautiful asymmetrical crystal design. Remember that the colors of your ships reflect your flag. You can use this to your advantage to make a pretty sweet looking fleet.
This is my favorite Titan in the game.
Theres also a Lithoid Advisor Voice. I may have stopped with the puns for now, but theres no force in the universe that can stop the Lithoid Advisor.
Changing the Lithoids to consume minerals was simple enough, but we also wanted to embrace the sci-fi trope of slow growing rock beings living in inhospitable climates. We started by giving them a massive boost to habitability which they still retain today, and a much larger pop growth penalty than they eventually ended up with. For flavor they receive a bonus to Army Health, and we increased their leader lifespans (but have their leaders start somewhat older as well).
Every little change leads to several more, however. If a species eats minerals instead of food, their homeworld should start with extra mining districts and no agricultural districts built. In fact, if a species evolved to eat rocks, their homeworld should probably by mineral rich and food poor. But wait, what about if theyre a Syncretic Evolution species, or if a Rogue Servitor wants to start with pet rocks? What about if they want to be a Devouring Swarm?
Many minor changes came along with what started as a simple economic change. Just a few examples include the Lithoids being tragically unable to be declared the most delicious species in the galaxy if there are any alternatives, loosening restrictions a bit on Bio-Reactors, modifying the Fleeting trait to be -25 years for Lithoids instead of -10, and a handful of Tradition changes. We also added a few Lithoid specific traits that allow them to generate small amounts of special resources every month.
After many rounds of qualitative feedback and a huge number of playdays, we ended up with the following as the Lithoid species trait:
The large habitability boost that Lithoids receive allow them to colonize worlds that would be marginal for other species, allowing them to work around their slower pop growth speed. Empires with a Lithoid primary species also begin with Lithoid Monolith blockers on their homeworld that can be removed at a large mineral cost for an additional Lithoid pop. (A Lithoid specific Origin in Federations modifies these a bit, and well talk more about that in another Dev Diary.)
So very sleepy.
The Lithoid trait is automatically applied to any species that uses a Lithoid portrait. For the Xenophiles out there, Half-Lithoids generated by Xeno-Compatibility follow this rule as well, so if the portrait is a Lithoid it will consume minerals instead of food, produce minerals when purged, and so on.
Weve exposed this ability so modders should be able to similarly add phenotype forced traits to species they create by adding trait = "trait_lithoid" to the species class entry. (Replacing the Lithoid trait with their own custom species trait, of course.) I look forward to seeing what you do with it.
As for the Lithoid Devouring Swarm They dont have precisely the same motivations as a regular Devouring Swarm. While they will still press organics inhabiting the worlds they take into nutritive paste for the Bio-Reactors, their hunger is a bit more ambitious. Renamed Terravores, they operate largely the same way as a regular Devouring Swarm, but once off their homeworld they have an additional planetary decision to consume the habitable worlds of the galaxy, leaving devastated husks in their wake:
Are you going to eat that?
Terravores are barred from Terraforming (and thus do not have access to Hive Worlds) and cannot clear the devastation they leave behind, but other empires can clean up after them, though it takes a major effort.
Modders will now be able to change the name and description of a civic out for another based on species class, similar to how traditions can be swapped.
Im quite pleased with how the Lithoids turned out, I think they're a real gem. I hope that you all enjoy it just as much.
In a few hours the free 2.5.0 patch will be up and the Lithoids Species Pack will be available for shale, so pick it up, rock out, and leave the galaxy gravelling at your feet!
#################################################################
######################### VERSION 2.5.0 ############################
#################################################################
###################
# Balance
###################
* The Pop Growth Reduction for Bio-Trophies now actually reduces their growth rate. Driven Assimilators now apply their organic growth penalty as a multiplier the same way as Rogue Servitors do, and is now also 50%
* Defensive Platforms placed on Outposts now provide 2 points of Piracy Suppression for their system. The Great Game tradition from the Supremacy tree now also reduces the cost to build Defensive Platforms by 33%
###################
# UI
###################
* Shift+clicking on ship count in the Fleet Manager now adds ships up to the nearest unit of ten, using ctrl fills up to the template max size (for realzies this time)
* The Shared Burdens civic will no longer appear by itself in the civics list when you select Gestalt Consciousness ethics but have not yet selected Machine Intelligence or Hive Minded authority
* Added a notification when one empire guarantees the independence of another
###################
# AI
###################
* Automated building now checks that upkeep cost is covered by income
###################
# Bugfixes
###################
* Fixed wrong save file being loaded from the resume button in the launcher, caused by a conflict between local and cloud saves
* Fixed the game complaining about mods not being in UTF8-BOM3 for no good reason
* Fixed a potential crash in AI when evaluating market values
* Fixed cases where planetary events could fire multiple notifications
* Odd Factories no longer sometimes block pops from getting purged, because you monsters should be free to purge whatever you want
* Mod load order is now the same as the order in which the mods are displayed
You can also read this Dev Diary and comment on our forums, here.
Hello Players! The PDX Con 2019 is here and we have great announcements for you! We're streaming the announcement show on Twitch! Join your fellow xenos here! We start at 10a.m. CEST. In 30 minutes! See you on the other side!
Hi all, Jamor again.
We're deploying a small, quick hotfix to address two issues we were able to solve today: inability of the launcher to display incompatible mods, and an economy bug related to artisan jobs and consumer goods.
Given that it's early yet and some may not have seen the original changes in 2.4.0, I'll repost those. Please note that due to a human error, namely this producer managing to transcribe fixes from the wrong dev branch in to the patch notes (!), a few of the listed changes in 2.4.0 are not actually present in the build. In the interest of getting the hotfix to you all with maximum speed, those will come in a future update when they can be properly merged and tested. I'll put them in the notes for reference, but crossed out.
#################################################################
######################### VERSION 2.4.1 ##########################
#################################################################
###################
# General
###################
* Added Launcher v2
* Updated all factions titans with panning light meshes. Updated vfx for ether drakes wing attack (muzzle, projectile, hit effect)
* Caravaneer ship & station vfx update
* Added "/mute
Hello everyone! As we mentioned in our last dev diary, this week we will be talking about some of the cool things you can be expecting to see at PDXCON 2019! Announcement show What: PDX will be announcing new titles and expansions. Stellaris will be featured. When: Saturday (Oct 19) 10:00 CEST Where: PDXCON main stage or Twitch Stellaris talk What: I will be holding a talk where I will be talking about future updates to Stellaris. When: Saturday (Oct 19) 18:00 CEST Where: PDXCON main stage or Twitch Paradox Awards What: Paradox celebrates its community by recognizing outstanding achievements in our community. When: Saturday (Oct 19) 20:00 CEST Where: PDXCON main stage or Twitch Stellaris booth What: Play new content, meet the devs, talk to other fans When: Saturday (Oct 19) 11:00 - 20:00 CEST Where: At PDXCON Stellaris meet-and-greet What: Meet the devs! When: Sunday (Oct 20) 12:00 - 13:00 CEST Where: Auditorium Stellaris LAN What: Play new content, meet the devs, talk to other fans When: Sunday (Oct 20) 10:00 - 14:30 CEST and 16:00 to 20:30 CEST Where: At PDXCON PDXCON is next week, and we hope well be seeing some of you there! The next dev diary will be in two weeks, after PDXCON. Once our big announcements are out in the open, we will resume the weekly dev diaries. If you want to give us feedback on our forums, you can also read this schedule here.
Hi all, Jamor here, with some news for you just before our biggest event of the year, PDXCON.
Today we are releasing version 2.4.0 Lee. The primary objective of this version is to get our new Paradox launcher in to Stellaris:
Why are we doing this? There are two main reasons: Firstly, as you know, Stellaris is available on Steam, Paradoxplaza, GOG, and as of today, the Microsoft Store. Currently, there are hoops that someone has to jump through if they want to do a multiplayer game with users on another platform, involving opting in to beta branches. Our long term goal is to unite all Paradox gamers under one universal MP umbrella, so everyone can play with anyone they want at any time, on any release platform, with a minimum of fuss. To do that, a single unified launcher for all our of various platforms is a key prerequisite (just to clarify, this is the end goal, it does not change how you play Stellaris in multiplayer today). The launcher also has its own dedicated personnel which means it is a time saver for each game team at Paradox, letting us focus exclusively on making and improving the game itself. As a producer, I gotta tell ya, anything that lets us focus more on our core mission is most welcome.
The second big reason for the move is that this new launcher will become a much more feature-rich hub for all things related to the game. We plan improved presentation of announcements and dev diaries, mod management with player control over load order, mod support for non-Steam users via PDX Mods, the works. A low key but nice convenience feature that's in right now is the addition of a resume last save button right at the top, letting you start up your most recent game with one click. Our ambitions for it are high.
Heres some more details from my colleague Anders, the Product Manager for Launcher Team:
https://forum.paradoxplaza.com/forum/index.php?threads/about-the-paradox-launcher.1254011/
The launcher has benefitted from user feedback from prior releases on other PDS games, and will be continually developed by the launcher team. In that regard your input is very helpful. It is self patching, which means updates to the launcher can be deployed without the game version needing to change. It is a separate binary that is used by all PDX games employing it, meaning it only installs once per computer.
Without diminishing the effort of the core dev team working on
Hi team! It's time for another Dev Diary and our Game Director Daniel has a cool new feature to share with you today! :)
-----------------------------
Hello everyone!
I have just returned from a belated vacation in Japan, and although I had a great time there it is also fun to be back to work. Today I want to talk about some of the cool things happening with Stellaris this year. As many of you have probably guessed, Stellaris will announce a new expansion at PDXCon this year. This expansion will feature a lot of cool new things, most of which will be revealed at PDXCon. But I do also have something really neat that I want to share with you now!
Good ol civics. Gotta love em.
Back in Utopia we introduced a lot of cool new features to improve how you could customize and specialize your empire. Civics were a great addition to the game (in fact I consider them to be one of the best), but they are also awkwardly split between backgrounds like Syncretic Evolution and institutions like Distinguished Admiralty or Imperial Cult. Civics have added a lot of really cool options to how you can play the game, and that is something I want to expand upon this is where the Origins come in.
Materialistic, mechanist, mushroom madness?
Origins is a new feature that is very similar to Civics, and will now represent your empires background. An empire can only select one Origin, and an Origin cannot be changed. We will be adding a bunch of new Origins (some of them are really cool!) and we will also be changing some Civics into being Origins instead. Examples of Civics that will be converted into Origins are Mechanists, Post-Apocalyptic, Life-Seeded and Syncretic Evolution.
Life-Seeded Origin, now open to hive minds.
Certain types of empires were previously unable to access some of these backgrounds since they have their own set of Civics (Gestalts and Megacorps for example). Because some of those Civics have been turned into Origins, those backgrounds will now be available to more types of empires. This means that it should now be possible to have a hive mind with the Life-Seeded origin or a Megacorp with the Mechanists origin. We know this is something people have been asking for for a long time now, and its really great to be able to add Origins to the game.
Like I mentioned earlier, we will also be adding a whole lot of new Origins that will add interesting starting positions for your empire. Right now we have 16 in the current version of the game, and we will probably see a few more until it's finished. I think Origins will be a great addition to the game that will surely help to facilitate a lot more player stories and player fantasies.
We wont be showing all of these yet, but it will probably be immensely hard for us to not tease a few every now and then ;)
Who isnt curious about Remnants and Scions?
PDXCon is rapidly approaching and Stellaris fans will have a lot of cool things to look forward to! In two weeks we will be back again with another dev diary, where well talk a bit more about PDXCon.
------------------------------------------------------
As always, remember you can also read this Dev Diary on our forums and give us feedback in that thread: https://pdxint.at/DD155
Hello all, this is Hildor Anduv, the UX Designer on Stellaris. Ive been with the team since December, and have really enjoyed working on such a great game. With my first Dev Diary Im going to be sharing how I have been approaching UX Design on Stellaris.
Disclaimer: We're not quite ready to announce our plans just yet (we're saving that for the big stage, PDXCon), so this is going to be more process oriented without delving into specifics about any new feature. If that's not your thing, you can safely give it a miss, but if you're interested in the nuts and bolts of how games are designed and made, let us lift the curtain a bit.
Whiteboarding: The UX Corner
Whiteboards are a great place for getting your ideas out quickly. When whiteboarding I try to get team members from multiple disciplines and rough out ideas, together. Its a great way to discover gameplay and player needs, as well as find any potential development pitfalls early on.
We wanted to create a permanent space for this, and thus the UX Corner was born. Here we come together and iterate on ideas in real-time as a group. Having the permanent space has helped facilitate conversion and increased cross-discipline communication within the team,.
Wireframing & Prototyping.
From the whiteboard sketches, I then move onto creating more detailed wireframes, the skeletal mockup of a UI design. Keeping your wireframes simple lets you iterate quickly, but more importantly allows you to nail down what content should be displayed, and how best to lay it out visually for the player.
I typically try to nail down one key screen, and from there I build out a User flow of the entire experience.
When Designing the Archeology UI for Ancient Relics, I had some key pillars I wanted to nail.
Hello everyone!
Were back with yet another dev diary to showcase some more fruits of summer experimentation. As with the previous dev diary, this involved a lot of work carried out during the summer and involves something Ive wanted to explore for a good while now.
Today well be talking about empire sprawl and administrative capacity. Do note that these changes are still fairly young in their development, so numbers and implementation details may not be representative of what it will look like in the end.
As a background, I can mention that I have a grander idea of where I want to take these mechanics, but it will not all happen at once. These changes aim to mimic state bureaucracy or overhead created by managing a large empire. As a minor aspect I also wanted you to be able to experience the funny absurdity of having a planet entirely dedicated to bureaucracy. The movie Brazil is a great source of inspiration here :)
Empire Sprawl
We wanted to expand on how empire sprawl is used, so that it becomes a more interesting mechanic. The largest change means that pops now increase empire sprawl. Most things in your empire should be increasing empire sprawl to various degrees, to represent the administrative burden they impose.
Empire Sprawl can now be modified from its different sources, and as an example, the Courier Networks expansion tradition will now reduce empire sprawl caused directly by the number of planets and systems. As another example shows, the Harmony traditions finisher now reduces the total empire sprawl caused by all your pops.
We are also able to modify how much empire sprawl each pop contributes, and weve added a couple of new species traits that affect it. There are also machine variants of these traits.
We have also increased the penalty for the amount of empire sprawl that exceeds your administrative capacity. The goal is not to make administrative a hard cap, but we want to make it necessary to invest some of your resources into increasing your administrative capacity. More on that later.
The current plan is for machine empires to be more reliant on keeping their administrative capacity in line with their empire sprawl, so machine empires will suffer a much harsher penalty for exceeding their cap. We want machines to feel centralized and to perhaps favor a more tall playstyle.
Hive Minds, on the other hand, should be more tolerant of a sprawling empire where unmanaged drones are able to fall back on their instincts whenever they cannot maintain a responsive connection to the hive mind. Therefore, hive minds should be more tolerant of a wide playstyle.
Administrative Capacity
With all these changes to empire sprawl, what about administrative capacity, I imagine you asking? Well, since empire sprawl is becoming an expanded concept, administrative capacity will naturally be a part of that. Increasing your administrative capacity will now be a part of planning your empires economy.
For regular empires, the bureaucrat is a new job that increases your administrative capacity at the cost of consumer goods. This is also a specialist job, and has needs accordingly. Administrators are unchanged, and do not currently affect administrative capacity or bureaucrats.
For machine empires, the coordinators have changed roles from producing unity to now increasing administrative capacity instead, and they are more effective than bureaucrats. A new job called Evaluators now produce unity for machine empires.
Hive Minds currently have the hardest time to produce administrative capacity, but it has been added as a function of the synapse drone job.
Certain sources that previously increased administrative capacity by a static amount now increase is by a percentage amount instead. This doesnt affect the output of the jobs, but rather increases the total administrative capacity directly.
Summary
Personally Im very excited for these changes and Im very much looking forward to taking it to its next step in the future. I hope you enjoyed reading about the changes that will come to Stellaris sometime later this year. As always, well be interested to hear your thoughts.
As mentioned in last weeks dev diary, the schedule for dev diaries will now be bi-weekly, so the next dev diary will be in another 2 weeks.
If you want, you can also read this Dev Diary and comment on our forums: Dev Diary #153
Hello everyone!
Summer vacations are reaching their end and most of the team is back as of last week. Work has started again and we're really excited for what we have in store for the rest of the year.
While most of us have been away during most of the summer, weve also had some people who worked during July. July is a very good time to try out different designs and concepts that we might not otherwise have time to do, and today we thought it might be fun for you to see some of the experiments we ran during that period of hiatus.
Although we learned some useful insights, these experiments didnt end up being good enough to make a reality.
Industrial Districts
As I have mentioned earlier, I have wanted to find a better solution for how we handle the production of alloys and consumer goods. I often felt like the experience of developing a planet felt better with an Ecumenopolis rather than with a regular planet. I think a lot of it had to do with their unique districts and that it feels better to get the jobs from constructing districts rather than buildings. Not necessarily as an emotion reaction to the choice, but rather that the choice perhaps feels more pure or simple.
An experiment I wanted to run was to see if it was possible to add an industrial district that provided Laborer jobs, instead of having buildings for Metallurgists and Artisans. Laborers would produce both alloys and consumer goods but could be shifted towards producing more of either.
This meant we added a 5th district, the Industrial District. By adding another district we also needed to reduce the number of building slots available. Since there would be no more need for buildings that produced alloys and consumer goods, this should still end up being similar.
A Laborer would consume 8 minerals to produce 2 alloys and 4 consumer goods, and that amount could be modified in either direction by passing a Decision. What I wanted was to have an industry that could have a military and civilian output, and where you could adjust the values between these outputs.
Having a laborer job that generates an industrial output, which could be translated into either alloys or consumer goods did feel good, but the specific solution we used didnt feel quite right.
City Districts & Building slots
Another experiment was to see how it felt if city districts unlock building slots instead of pops. This experiment didnt have a specific problem or issue it was trying to address but rather it was to investigate how that would feel and work. It was interesting but ultimately it felt less fun than the current implementation. It would have needed more time to see if it could be made to work.
This experiment did include increasing the number of jobs you would get for the building, so a research lab would provide 3 jobs instead of 2.
City District Jobs from Buildings
At the same time, we also tried a version where buildings applied jobs to city districts instead of providing jobs by themselves. One upside would be that youd need less micromanagement to get the jobs, but the downside is that it would also be quite a large upswing in new jobs whenever you built a city district. In the end, it felt like you had less control and understanding of what a planet was specializing in.
Summary
Although these experiments were interesting, they didnt end up quite where we wanted to, so they never became more than just experiments. We did learn some interesting things though, which we will keep in mind for the future. The industrial districts are still something I want to keep looking into, but we have to find a better solution.
Dev diaries will now be back on a regular schedule, but we will be looking into changing the format a bit this time around. For now, dev diaries will be coming bi-weekly, which means we will be back again in another 2 weeks with a similar topic.
You can also read today's Dev Diary on our forums here.
Hello everyone! We're ready to announce that we're releasing 2.3.3 with a few extra fixes as a live build before going on vacations. Below you'll find the traditional patch notes, with the extra fixes since the beta in underlined text.
We hope you enjoy the balances, tweaks and changes we introduced with this build!
#################################################################
######################### 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
* Increased alloy expansion budget to allow machine empires to do early expansion
* AIs in federation have finally discovered ship types other than "corvette"
* AI will no longer maniacally press the "build army" button in order to make armies building faster
###################
# 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 =
Hello everyone!
Weve 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.
Known Issues:
Hey everyone!
With a weekend of beta testing on 2.3.2 behind us, it is now fully live. We're going to keep working on 2.3.x, in particular we are aware of some issues with presapients, overflows, and an energy deficit bug. We'll get fixes for those out as soon as we can, but given that 2.3.2 is overall a much better version than 2.3.1, we want to make it a part of the live build while we keep working on the remaining issues.
Full changelog below:
#################################################################
######################### VERSION 2.3.2 ###########################
#################################################################
* Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.
###################
# Ancient Relics Story Pack Features
###################
* The random outcome "Archaeological Loop" in the "Dj Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
* The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research
###################
# Balance
###################
* Added a new artifact action to discover a precursor site for 25 minor artifacts
* Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
* Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
* Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
* Scales of the Worm relic effect on unity replaced with +10% physics research speed
* Rubricator relic effect on unity replaced with +20 society research per month
* The Surveyor relic activation cost is now 500 energy instead of 150 influence
###################
# UI
###################
* You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
* Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
* Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box
###################
# AI
###################
* Fixed AI activating population control when it shouldn't
* Fixed colony automation spamming too many districts at once in multiplayer
* Lots of little tweaks to the AI's economic decision making
###################
# Modding
###################
* Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro
###################
# Bugfixes
###################
* Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
* Fixed barren worlds not terraforming
* Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
* Fixed synth ascended robots that were robomodded not being assembled on planets
* Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
* Fixed a crash when a planet building a robot template changes owner
* Fixed unplayable have/has typo atrocity in the Grand Herald event
* Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
* Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
* Inscrutable Power achievement now properly looks for the Galatron relic
* Planets shouldn't start with unemployed pops anymore
* Habitat specific orbital deposits should no longer rarely appear on non-habitats
* The "Givernor" skill is no longer a thing
* Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
* No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
* Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
* The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
* Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
* Did some more smoothing of SFX volume spikes in new Ancient Relics content
* Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
* Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
* Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
The stellaris_test version is still there as 2.3.2, the only difference being it uses our experimental crossplay MP layer. Steam users need to be on stellaris_test to crossplay with GoG and Paradoxplaza.
We'll get a new beta version with more fixes for your reported issues. In the meantime, enjoy, and we'll see you shortly with a new beta patch!
Hi all!
We've been busy processing the results of the 2.3.1 version, and are ready to roll out the next batch of fixes, which I'm making available as the 2.3.2 beta patch right now. If you want to get in on the new version early, please read the notes and instructions below.
Please note that 2.3.2 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> betas tab -> select stellaris_test branch.
The stellaris_test branch is also required if you want to crossplay with people playing on the Paradoxplaza or GoG versions of the game. 2.3.2 is the default version on those platforms.
Here's the list of fixes and changes:
#################################################################
######################### VERSION 2.3.2 ###########################
#################################################################
* Producer's note: in the interest of getting these fixes to you quickly, anything requiring new text is not yet translated in to languages other than English. We'll get localization done and in for the final 2.3.x version, never fear.
###################
# Ancient Relics Story Pack Features
###################
* The random outcome "Archaeological Loop" in the "Dj Vu Dig" Archaeology Site now has altered story text, and the outcome temporarily traumatizes the Scientist
* The random outcome "A Custom Job" in the "Cut To Fit" Archaeology Site now rewards the player with benefits to Terrestrial Sculpting tech research
###################
# Balance
###################
* Added a new artifact action to discover a precursor artifact for 25 minor artifacts
* Reduced AI expansion distance to 2, for slightly less gruesome Balkan borders. It will still be more aggressive than before about trying to avoid being boxed in
* Nu-Baol Life-Seeding decision no longer has any cost, since the cost is paid for by activating the relic
* Ether Drake Trophy relic effect on unity increased from +10 a month to +10% a month
* Scales of the Worm relic effect on unity replaced with +10% physics research speed
* Rubricator relic effect on unity replaced with +20 society research per month
* The Surveyor relic activation cost is now 500 energy instead of 150 influence
###################
# UI
###################
* You now get a popup when resettling the last pop of a colony to make sure you want to destroy said colony
* Added the ability to toggle Steam rich presence on or off in settings, if you don't want your friends and family to know you're extinguishing all sentient life as a race of murderous Fanatic Purifier BDSM catgirls
* Fixed a draw issue on the Mechanocalibrator and pre-space Ratling worlds that would cause resources districts to display as a single gigantic box
###################
# AI
###################
* Fixed AI activating population control when it shouldn't
* Fixed colony automation spamming too many districts at once in multiplayer
* Lots of little tweaks to the AI's economic decision making
###################
# Modding
###################
* Using brackets in loc in 'scripted triggers' and 'scripted effects' can no longer result in an infinite loop as it thinks it's supposed to be a macro
###################
# Bugfixes
###################
* Fixed colonies not being destroyed properly when emptied of population. Go forth and purge once more.
* Fixed barren worlds not terraforming
* Fixed armies mysteriously gaining strength, regenerating or disappearing without a trace during invasions
* Fixed synth ascended robots that were robomodded not being assembled on planets
* Fixed Gestalt empires starting with either unemployed drones or unmanned job slots
* Fixed a crash when a planet building a robot template changes owner
* Fixed unplayable have/has typo atrocity in the Grand Herald event
* Fixed a bug where Steam Rich Presence would sometimes fail to display you were a race of murderous Fanatic Purifier BDSM catgirls with too many ethics
* Fixed so that pops will not promote to specialists/rulers if there are unemployed pops from those strata already available. Get back to the acid mines, proles.
* Inscrutable Power achievement now properly looks for the Galatron relic
* Planets shouldn't start with unemployed pops anymore
* Habitat specific orbital deposits should no longer rarely appear on non-habitats
* The "Givernor" skill is no longer a thing
* Driven Assimilators may now properly have farming worlds to feed their hungry Cyborgs
* No longer possible to merge the salvage cruiser with normal fleets to prevent exploits with upgrades and resource refunds
* Fixed the Atomic Clock event annihilating primitives but leaving observations stations intact to observe...their irradiated cadavers, I guess?
* The Galactic Wonders Ascension Perk will now begrudgingly accept a Science Nexus as "complete" even if it doesn't have a brain in a jar. Your researchers will still know it's not really complete without one though, and that knowledge will haunt them in the lonely hours of the night.
* Fixed events like "A New Metal" spawning on worlds that already had science stations, and wrongly being collected by these
* Did some more smoothing of SFX volume spikes in new Ancient Relics content
* Fixed a case where the Rubricator world could wrongly spawn a second, entirely unrelated dig site
* Fixed being able to make a slave army from any species whatsoever so long as a single pop of any race was enslaved on the planet, even though it was an admirable display of class solidarity
* Prevented the Baol chain from spawning any digsites in the Sol system because that made even less sense than lasers making sound in space
Glad we were able to get this done in time for the weekend. Give it a spin, let us know your feedback, and we'll use that to help us improve the next build. Thanks all, and have fun.
Hi Everybody! After the weekend in beta test, with no drastic new issues introduced, we've decided to make the 2.3.1 patch fully live. It contains a ton of fixes that we wanted to get in everyone's hands, most important of which are out of sync fixes for MP.
Here's the list of changes:
#################################################################
######################### VERSION 2.3.1 ###########################
#################################################################
###################
# Ancient Relics Story Pack Features
###################
* Increased variety of introductory images for archaeology sites
* Added some missing SFX to archaeology site dig stages and random events
###################
# UI
###################
* Added alert if planet automation is low on resources and monthly transfer is lower than 10
* Fixed missing loc string in Zro deposits
* Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
* Grunur system spawn popup event now displays neighbouring system name instead of an empty string
* Fixed some missing text on the omnicodex arc site
###################
# AI
###################
* Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
* AI is much more willing to actually spend that alloy on ships
* Fixed AI wasting its Influence by constantly reforming government
* Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
* Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
* Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)
###################
# Bugfixes
###################
* Fixed failure to launch crossplay beta branch on Linux
* Fixed failure to launch the GOG version on Mac without using GOG Galaxy
* Fixed cases where victorious Force Ideology wars would not result in ethics shift
* Fixed an economy out of sync
* Fixed a potential crash in the cross-breeding game rule
* Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
* Fixed core sector being named after the initial planet name, before any homeworld name is applied
* When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
* Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
* Fixed unconscionable, unplayable typos and missing texts
* Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
* Fixed cases where General leader traits were wrongly applied to armies
* Added missing special portrait for the Nu-Baol, feat. Fred Durst
* Fixed new Ancient Relics SFX playing at way too loud a volume
Don't be alarmed if a fix for an issue affecting you isn't in yet, we're not done. We are continuing to work on 2.3 post launch support and will push new beta patches followed by live versions in the coming weeks, so keep the productive feedback coming. We're logging your issues in our bug base and will continue to knock them off as we go.
If possible, your feedback is especially appreciated in this forum thread: https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-3-1-patch-release-checksum-bcd1.1188440/
Hi everybody!
We just published a new beta patch for Stellaris 2.3 "Wolfe" and Ancient Relics, thanks to your speedy feedback!
We know that not all of you want to wait for the full verification process, so if you want, you can opt into it via the "betas" tab and by selecting the "stellaris_test" branch!
Patchnotes below.
#################################################################
######################### VERSION 2.3.1 ###########################
#################################################################
###################
# Ancient Relics Story Pack Features
###################
* Increased variety of introductory images for archaeology sites
* Added some missing SFX to archaeology site dig stages and random events
###################
# UI
###################
* Added alert if planet automation is low on resources and monthly transfer is lower than 10
* Fixed missing loc string in Zro deposits
* Fixed the tooltip for machine pops being processed by a devouring swarm wrongly suggesting that you could get delicious food out of their soulless metallic husks somehow, instead of decidedly unappetizing alloys
* Grunur system spawn popup event now displays neighbouring system name instead of an empty string
* Fixed some missing text on the omnicodex arc site
###################
# AI
###################
* Improved AI's desire to aggressively produce alloy foundries to drive its fleets and expansion
* AI is much more willing to actually spend that alloy on ships
* Fixed AI wasting its Influence by constantly reforming government
* Fixed AI being only willing to spend rare resources on base construction, never upgrades or edicts
* Updated AI food, energy, mineral, and influence budgeting. It will now try to use them on decisions and edicts when able, instead of amassing huge, untouched stockpiles
* Fixed AI treating pirate occupied systems as total no-go zones even when it had more than enough fleet power to wipe them out (should help them expand without being blocked off)
* AI empires will now be willing to expand into systems up to 5 jumps beyond their borders, making it more difficult to cut them off at chokepoints
* Tweaked AI influence spending on edicts and campaigns so as not to activate ones with limited value (map the stars when most of the galaxy is explored, etc)
###################
# Bugfixes
###################
* Fixed failure to launch crossplay beta branch on Linux
* Fixed failure to launch the GOG version on Mac without using GOG Galaxy
* Fixed cases where victorious Force Ideology wars would not result in ethics shift
* Fixed an economy out of sync
* Fixed a potential crash in the cross-breeding game rule
* Fixed Zroni precursor sites being wrongly visible to all empires, not just the discoverer, allowing them to be ninja'd by others and leaving you stranded with an uncompletable chain
* Fixed core sector being named after the initial planet name, before any homeworld name is applied
* When you have multiple fleets selected, some with the Psi Jump Drive and some without, it will now show the longest combined jump they can make together, not the max range for just the Psi ships
* Fixed exploits related to jump drive use allowing fraudulent circumvention of cooldown times and max ranges
* Fixed unconscionable, unplayable typos and missing texts
* Fixed a hilarious one from last year where if one of your starbases came under enemy occupation in a war, you could still queue up defense platform construction there. Helpfully, the enemy empire would pay for this from its own resource stockpile
* Fixed cases where General leader traits were wrongly applied to armies
* Added missing special portrait for the Nu-Baol, feat. Fred Durst
* Fixed new Ancient Relics SFX playing at way too loud a volume
Thanks for playing and keep the feedback going!
Uncover the ruins of long-dead civilizations in Relic Worlds to piece together the story of their rise and eventual downfall. Excavate their derelict cities and ships to unearth the truth, discover powerful relics and harness them for your own empires ambitions.
Ancient Relics is OUT NOW!
Stellaris: Ancient Relics includes:
Hi team!
Today, Jaime has prepared full patch notes for the Ancient Relics Story Pack and its accompanying 2.3 "Wolfe" update, releasing on June 4th! The team has worked hard on new features, bug fixes, balance as well as performance and AI improvements!
#################################################################
######################### VERSION 2.3.0 ###########################
#################################################################
###################
# Ancient Relics Story Pack Features
###################
# Relics
* Collect Relics to show off the achievements of your empire. Display your glory by showing off your very own Omnicodex, Miniature Galaxy, and more. All grant powerful passive and active effects to their owner.
# Archaeology
* A system that allows multi-stage investigations of strange alien sites, with rewards for unlocking each stage. Find them, excavate them, make their secrets yours. Also added some new archaeology-themed scientist traits tying in to these.
# Two New Precursors
* Learn more about the ancient history of the Stellaris galaxy with two more Precursor races: the Baol, a peaceful plantoid hive mind, and the Zroni, a powerful psychic species that was the first to reach the mysterious alternate dimension known as The Shroud. Find their ancient homeworlds and hopefully learn from their demise.
# Relic Worlds
* Discover a new world type, a mausoleum on a planetary scale. The the dead civilizations that once dwelt here left behind a treasure trove of arcane technology, which you can excavate at archaeological sites.
# Minor Artifacts
* Ancient Relics adds a new rare resource, Minor Artifacts, which can be uncovered via archaeology and exploration. They can be spent to give powerful empire ethics-specific boons. Celebrate the diversity of life in the galaxy by displaying these artifacts in a museum, or destroy them to proclaim the superiority of your own eternal empire.
# Achievements
* Unlock the mysteries of the galaxy to get 10 new Steam achievements
######################
# 2.3.0 "Wolfe" Free Features
######################
# Prior Content Relic Rework
* Many things from previous game content have been reworked to use the new Relics system. Among several others, you can gain the Isolated Contingency Core or the Prethoryn Brood Queen as symbols of your triumph.
# Sector Redesign and Automation
* Sectors have been greatly improved in 2.3, allowing the player more control over how and where they are formed, as well as giving more robust automation tools to let them run themselves if you want to focus on the bigger picture.
# Planet Designation
* You can now choose to manually set a planet designation (Agri-World, Forge World, etc), focusing production on different resource outputs. There is now a shared automated development stockpile that you can pay in to and allow planets to set their own build orders.
# Megastructure Improvements
* Habitats gain different effects based on the type of celestial body they inhabit. Ring Worlds gain specialized, highly efficient districts.
# Other Stuff
* 2.3 is now a 64 Bit application. Support for 32 Bits is deprecated, but you can roll back to 2.2 if you want to play on such hardware.
* Precursors no longer spawn in a preselected pie slice of the galaxy
* Added a menu option at game start to disable Caravaneer fleets if you don't want those sweet, sweet deals
* Added a randomize button when renaming planets
* Rogue Servitors can now build a variant of leisure districts on habitats to entertain their bio-trophies in space
###################
# Balance
###################
* Thrall Worlds can now build Energy Grids and Mineral Purification Plants
* Terraforming worlds no longer re-rolls districts, blockers, unique deposits
* The Voor Technocracy prescripted Empire is now Fanatic Materialist/Authoritarian
* Technocracy civic now requires fanatic materialist ethics
* Rebalanced the Worm-In-Waiting to make it more of a real threat
* Habitats can now build food processing buildings, research labs, commercial zones, and holo theaters
* Adjusted costs of clearing Arcology blockers
* Habitats built over rare deposits now gain the associated deposits
* Mastery of Nature ascension perk requirement reverted, can once again be picked in the first slot
* Ecumenopolis districts now require rare resources build (50) and upkeep (2)
* Low habitability now also reduces pop growth and job output by 0.5% per missing habitability
* Gaia World terraforming time reduced from 7200 to 3600 days, cost reduced from 10000 to 7500
* Matter Decompressor Site alloy cost increased from 3000 to 5000, to be consistent with other sites
* Architectural Renaissance unity ambition now also increases megastructure build capacity by +1
* Dyson Sphere energy output increased from 250/500/750/1000 to 1000/2000/3000/4000
* Matter Decompressor mineral output increased from 250/500/750/1000 to 500/1000/1500/2000
* Consolidated placement rules for most megastructures, so that they are no longer inconsistent
* Interstellar Assembly now costs energy in upkeep instead of consumer goods, restoration alloy cost reduced from 20000 to 15000
* Mining Drone Home Base now also drops a strange device
* Gestalt races now also benefit from increasing the flow of Dark Matter from the Dimensional Portal
* Rogue Servitors start with another Nexus District
* Galactic Wonders ascension perk no longer immediately unlocks the ability to build Ring World, Matter Decompressor and Dyson Sphere, but instead adds them as research options
* Picking life seeded will no longer grant neighboring Gaia worlds, but rather a randomized starting planet class
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
* Inward Perfection empires can no longer form research agreements or commercial pacts
###################
# Performance
###################
* Fixed a case where unneeded VFX were being rendered, causing a gradual game slowdown over time
* Reduced the delay when there is a big transfer of systems after a country surrender
* Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizens
* Improved faction threading, for performance and OOS safety
* Smoothed border calculations to reduce stutter
* Reordered threaded economics calc to avoid race condition of ships depending on planet resources depots
* Fixed a case where every pop would check for faction membership on every daily tick, creating a performance drain
###################
# UI
###################
* Corrected misleading tooltip that falsely claimed it was not possible to set a species to Transcendent Awakening when it has Assimilation citizenship
* Queuing up multiple outpost constructions will now give the adjacency discount for influence costs where appropriate
* Fixed an issue when having multiple fleets selected including a colossus, right click orders menu on planets would be empty
* Rivalry influence production now displayed with modifiers in diplomatic view
* Diplomatic actions now display correct influence upkeep cost with modifiers
* Added entry to the fleet capacity tooltip explaining how many Titans you can build
* Fixed terraform button tooltip wrongly suggesting you can terraform gaia worlds
* Fixed some technology description texts overlapping with the tech specialization icon
* Fixed quite unplayable text spillout for guaranteed habitable worlds slider in multiplayer galaxy setup
* Fixed info about "Mass Produced" and "Custom-Made" modifiers for robot assembly being missing in the tooltip
* Fixed the reinforce fleets option in the Fleet Manager wrongly showing missing minerals rather than alloys, if you don't have enough of the latter
* Fixed text spillout of View Privacy Policy button in options (I'm looking at you, 23 letter German compound word)
* Fixed a heinous pixel error with Mass Driver I
* Fixed fractional costs of rare resources in ship designer displaying as 0, causing confusion
* Added tooltip to terraform button when it is disabled, detailing why
* Removed redundant repetitive redundant diplo offer duplication for peace offers
* Fixed an issue where the overall progress of a fleet upgrade order would visually reset to 0% after any single ship in the fleet completed upgrades
* Fixed observer outliner to be less broken, along with the hotjoin interface
* Fixed missing species portrait in the declining pop window, so now you can feel extra sad
* Fixed a display issue where replacing a built district would temporarily add to the number of built districts, sometimes causing overflows
* Replacing a planetary building now triggers a re-sort of building icons to keep similar types grouped together
* Removed the "has no FTL drive" part of the tooltip for stations when they are selected and you hover over a different system
* Fixed an issue where losing a building due to resettlement would show the pop requirements for all slots displaying as 5 lower than reality
* Even though devouring swarms can now purge inorganics for alloys, the tooltip wrongly stated they could not be processed...fixed
* Fixed so that unemployment by strata icons are properly displayed and has a working tooltip
* Now it is possible to add federation ships to a fleet design
* Fixed commercial pact diplo agreement wrongly inverting what the proposing and receiving empire will get from the deal
* Fixed visual issue wrongly showing zero tech progress until after first monthly tick
* Cornucopicturesque and Mineralistic event option tooltips no longer refer to adding tile deposits
* Fixed placeholder icons for Ascendancy Shipwrights modifier and Menial Drone Output (extra % produced by Coordinators)
* Fixed missing reference to influence gain reduction in the tooltip describing the result of losing a humiliation war
* Fixed unplayable overlap of the investigate button on unknown alien fleets
* Fixed bad text wrapping in federation fleet power display when the number was over 10000
* Machine empire Mineral Purification/Energy grid etc buildings no longer show the tooltip for raising district cap on inapplicable planet types
* Fixed tooltip that falsely claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standard
* Habitability map icon now considers all possible species instead of just owned ones
* Added descriptive text to the jobs screen to explain how favouriting jobs works
* Updated Corporate Dominion civic tooltip to refer to its new post-MegaCorp effect
* increased tooltip decimal precision on the complex drone output bonus Rogue Servitors gain from Biotrophies
###################
# AI
###################
* Implemented improved AI building selection weights (thanks to Glavius for awesome insight here)
* AI will now properly bombard and invade primitive planets rather than suffering last minute pangs of conscience about using orbital lasers on people armed with bronze daggers
* AI now checks for how many outposts are being upgraded to starbase status already when deciding if it can build more
* Fixed the AI considering federation ships as part of its own fleet capacity, causing them to drastically neglect their own fleet building
* Fixed a bug preventing sector automation ever upgrading research labs to level 3
* AI will not build nanite transfusers without nanite income, nor build more than 2 per planet
* Fixed AI fleets getting stuck with redundant attack/defend orders if their target went MIA
* The sector AI of Machine Intelligences and Synthetically Ascended Empires will no longer build food-producing districts or buildings unless they actually need food
* AI will now consider repairing ruined branch office buildings
* Fixed so that transports don't emergency FTL as soon as they take any damage whatsoever, because D-Day didn't stop when the first landing craft hit a mine
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* AI prefers City districts over Housing buildings a bit more
* Machine empires will no longer build nonsentient, less efficient robot pops and unemploy their own citizens
* AI will now take more opportunities to repair damaged fleets when it has the chance
* Fixed AI bug caused by fleets unassigned to any group not being able to be added to one due to damage, instead just sitting idle
* Fixed AI not bothering to send its war-weary fleets home following a peace agreement
###################
# Modding
###################
* The Archaeology system from Ancient Relics is open for modding use, to create your own multi-stage event chains
* Fixed a map distance cache bug that affected mods with non-random maps, causing each outpost to cause the maximum amount of influence
* Added GetAge, GetFirstName and GetSecondName to the leader scope in localization, to allow you to do events calling just first or second names, etc
* on_fleet_destroyed_xxx events will now happen only once. For example: the shattered loop
* Added num_owned_relics trigger
* kill_pop_chance now uses weights with Pop scope
* Added locked_random_list with predetermined effect for random colony automation
* added building/district specific building speed modifier "planet_
It is the last chance to get 20% off your ticket with the Early Bird bonus! The discount ends on 31st May so if you already know that you're going to be joining us for PDXCON, now is the time to save on your tickets!
Visit https://pdxcon.paradoxplaza.com
See you in Berlin!
Hi everyone, this week we put Moah in the driver's seat of the Dev Diary. If you don't know who he is, he is the Tech Lead on Stellaris and today he will be talking to you about the free 2.3 "Wolfe" update that will release alongside Ancient Relics, and what it brings to the table in terms of tech!
Stellaris is going 64-bit
People have been clamoring for this for a while now, and various factors have led us to finally do this for this patch. I should temper your expectations though: while many have claimed that this would be a miracle cure for all their issues with Stellaris, the reality is somewhat more tame.
What does it mean?
The one solid benefit is that Stellaris is no longer limited to 4gb of memory, and wont crash anymore in situations where it was reaching that limit. For people who play on huge galaxies, with many empires, many mods or well into 3000s, this will be a boon.
In terms of performance, though, it doesnt change much. Without drowning you in technical details, lets just say that some things go faster because you handle more data at once, some things go slower because you have more data to handle. In the end, our measurements have shown no perceptible difference.
Finally, the last effect of switching to 64 bits is that the game will no longer playable on 32 bits computers or OSes. We dont think this will affect many people, but there you have it.
What about Performance?
I know thats everyones favourite question, so lets do our best to talk about it. First, let me dispel some notions floating around in various forums: Stellaris does use multithreading, and were always on the lookout for new things to thread. In fact between 2.2.0 and 2.2.7, a huge effort was made to thread jobs and pops, and its one of the main drivers of performance improvement between these version.
Pops and jobs are indeed whats consuming most of our CPU time nowadays. Weve improved on that by reducing the amount of jobs each pop evaluate. Weve also found other areas where we were doing too much work, and cut on:
Hello everyone, we have a new Dev Diary from grekulf!
As most of you probably know, the next upcoming DLC for Stellaris will be the Ancient Relics Story Pack. Last week I also promised I would show something awesome, by which I meant the headline feature of the story pack the Relics themselves.
We announced Ancient Relics on Tuesday and we also streamed a lot of stuff that will be coming with Ancient Relics and the free 2.3 update that goes with it. If you havent seen the stream yet, you may want to check out the summary on YouTube.
Relic Worlds
A smaller part of Ancient Relics are the Relics Worlds. It is a new planet class that is essentially a planet entirely covered in ruins. If you find a Relic World, it's very likely that you will be the first to get to excavate its archaeological site. An archaeological site found on a Relic World should have many chapters and have a high difficulty.
A Relic World can be restored to an Ecumenopolis, but it will lose its unique deposits and archaeology site if there is one.
The homeworld of the First League precursors have been changed into a Relic World. We felt that this fits way better thematically and we also felt that finding a free Ecumenopolis was too strong. You will now have to work a little harder to restore the ancient city planet.
As mentioned before, we havent quite had the time to refresh the old precursor content, but this is something we want to do over time, so eventually it's quite likely youll be able to find more Relic Worlds and associated archaeological sites.
Relics
The Relics are a really cool new feature to Stellaris. Relics are very powerful artifacts and trophies that you can collect. Every Relics has a passive effect as well as an activation effect. All Relics share the same activation cooldown, so you will have to choose which one you will want to activate. The activation cooldown is 10 years.
Most relics will have an Influence cost for the activation cost, but in some cases this will be different.
The Relics system itself will be included in the base game, and you will be able to find a few Relics from previous content. Each crisis will have a Relic tied to it, and owners of MegaCorp will be able to get The Galatron. Owners of Apocalypse will be able to take the Khans Throne and owners of Leviathans will be able to take a trophy by defeating the Ether Drake.
Ancient Relics will feature a whole bunch of new Relics that you can collect. In total youll be able to find 20 of these new Relics.
The system is very moddable, and since the Relics system itself is free, mods will be able to use the system without requiring its users to own Ancient Relics. Were very much looking forward to seeing what cool new Relics the community can conjure up!
Relics Design Intentions
I started as the first UI/UX designer at Paradox Development Studio over 6 years ago now, before switching over to purely doing game design and now eventually taking over as the game director for Stellaris. EU4 was the first game I worked on, and the macro builder is what I see as my first large contribution to our games. Ive always thought that the UI/UX design and game design need to mesh really well for a solid experience. Although we cant always get it right (my faults included), it's really fun to do something different here.
With the Relics I wanted us to start experimenting with more visual rewards. I wanted something that would be so cool to find, collect, and look at, that you almost didn't care about what the effects of the thing were. I wanted large icons with a slight animation, kind of like golden Hearthstone cards. Originally we only planned to have passive effects for them, but in order for the player to experience the visual rewards more often, we had to create incentives for them to open the UI and look at them. That is how the active effects came into play. By giving the Relics a really cool activation effect, players will open the UI more often and get those feel good moments by looking at their Relics.
From a design perspective, I am very happy with how the Relics turned out. Weve made a really nice-looking UI with a thematic background that really fits the art style. Weve also made awesome and animated relic icons that are really rewarding to collect and look at. The activation effects for a lot of the Relics are also really cool.
---
Ancient Relics is turning out to be a really cool addition to Stellaris, and it's going to be really great seeing how you guys react to the content once you get a chance to try it out.
That is all we had to share for this weeks dev diary. Next week we will be back with something different, technically speaking.
Greetings Galactic Emperors, Rogue AIs, Humble Hiveminds, and Exalted Starfish,
Today is the 3rd Anniversary of Stellaris, the game that brought all of you together in a galaxy of conflict, friendship, primordial creatures, and everything else in between. To celebrate this and share our celebratory happiness with everyone, we are holding a Free Weekend so that anyone can download the base game of Stellaris and play!
This free weekend starts now on Steam and will be available until Sunday 12th May at 13:00 PDT / 16:00 EDT / 22:00 CEST.
Additionally, the entire Stellaris catalog is on discount now, with MegaCorp on discount for the first time! Check out the Steam store page to find out all the savings!
Finally, were going to be giving away the e-book version of Stellaris: Infinite Frontiers to everyone that signs up for the Stellaris newsletter with their Paradox Accounts. To receive this free gift, you can follow these easy steps:
[olist]
Tickets for PDXCON are now available!
Join us for a weekend in Berlin, filled with games, people and all things Paradox and get a ticket now before they sell out!
Read more and get your tickets here: https://pdxint.at/pdxcontickets
Hello everyone!
As promised last week, were back to talk about something old thats new which, as many of you correctly guessed, is about new precursors. Adding new precursors has been something weve been wanting to do for quite a while now, and were very happy that we can now finally provide whats been asked for.
In the next DLC you will be able to explore the fate of two new precursors, namely the Baol and the Zroni. To not spoil too much, Ill only give a basic description of their respective backgrounds and lore.
The Baol
The Baol Organism was once a sprawling interstellar Hive Mind comprised of trillions of psychically-linked plantoids. With their ability to slowly terraform a planet's ecosystem and atmospheric gases via centuries of sustained photosynthetic processes, the Baol civilization produced a plethora of rich flora and fauna on otherwise unremarkable worlds. The Baol Organism curated lush planetary gardens and arboretums across many systems, forming mutualistic symbiotic relationships with local alien wildlife.
The Zroni
The Zroni were possibly the most powerful psionics to have ever existed, or at least they were the first to discover the dimension which has come to be known as The Shroud. Once the Zroni population reached a certain critical mass it seems that their collective unconscious minds began to make contact with the proto-shroud in dreams, leading to mass lucid dreaming. Soon the phenomenon was studied and the Zroni discovered how to psionically project themselves into the Shroud, where they found that they could manipulate the very fabric of reality with their psionic powers. It wasn't long before the Zroni discovered they could physically enter the Shroud and live like Gods, transforming the dimension to suit their whims.
Precursor changes
One of the more impactful changes weve made is that we have now made the precursor spawns randomized so that they will no longer spawn in a specific part of the galaxy.
We have also added some more features and rewards to the old precursors. For example, after having found the Irassian home system, you can now spend minor artifacts to unravel some of the secrets of the Irassians. The new artifact actions arent the only new things though, and theres some more cool things that you will be able to find.
Additional precursor plans
Some of you have been asking about archaeology and adapting some of the old precursor content to use the new system. In regards to that question I will say that it is something that I always planned to do, but due to other things taking priority we cant promise that it will happen immediately. If those changes dont make it into the next update, it's very likely they will appear in the next big update after that. Changing that content would of course still be a part of the base game.
---
To get involved in the discussions on this Dev Diary with our dev team directly, head over the official Stellaris forum thread here.
That is all we had to share for this weeks dev diary. Next week well be back again, which also happens to be the 3 year anniversary for Stellaris :)
Hello everyone!
Today were back with yet another dev diary, which will build upon some of the things we revealed last week. Last week we outlined some information about Minor Relics, and how they can be useful. We didnt mention specifically how they are usually found, but luckily that is something youll learn today!
Archaeology
In the next DLC you will be able to experience some new content related to uncovering and excavating archaeological sites. Sites can be discovered in multiple ways, be it either on survey, generated at game start, or perhaps generated by an event.
Sites that lie inside your borders can be excavated by a Scientist, and will consist of several different chapters. A site can have 1-6 chapters, in addition to an introduction/prologue. Each chapter will have its own narrative and a reward, and has to be unlocked before it becomes visible.
Excavation in progress. Spoiler-blurred text.
A chapter will be unlocked whenever the Scientist excavating the site gets a successful result at the end of an Excavation Phase mechanically this works very similar to how sieges work in EU4. As the Scientist goes through phases, it will roll a dice and add modifiers to the result. The final result will then either do nothing, add clues, or make a breakthrough to the next chapter.
Game mechanics details:
[quote]
Result = dice roll + Archaeology Skill + Clues - Difficulty
Result Outcomes:
0-7: Status quo
8-10: +1 clue
11-13: +2 clues
14+: Breakthrough
[/quote]
Chapter completed. Spoiler-blurred text.
A neat feature of this new system is that you can click previous chapters to go back and read what happened.
At the end of each Excavation Phase, it is also possible that the Scientist triggers a random event, which will inject some unpredictability and create opportunities for emergent storytelling.
Everything is fine.
Archaeology chapters commonly reward the player with minor artifacts but it can also be resources, research points or other more unique rewards.
Design intentions
Archaeology becomes a way for us to express narrative in a more evolving and controlled manner, and every site it also tied to a location on the map. All of these things together should make it more enjoyable to experience the content, since we hope it becomes easier to build a mental model of what is happening where. In general I believe that having narrative tied to things you can see on the map makes for a better experience. Its not uncommon for me to forget where on the map a previous event occurred, and that is something Id like to improve over time. I really like archaeology because it lands well between mechanics and narrative.
------------
We hope you could dig todays dev diary, and next week well be back with something old that is new.
PDXCON2019 is coming and we couldnt be more excited to meet our community at the event - which takes place on October 18th - 20th, 2019. Tickets go on sale on May 7th, but weve got a secret to tell you
If you head over to the PDXCON 2019 website at https://pdxcon.paradoxplaza.com/ you can sign up to the mailing list. Anyone that signs up will be given 8 HOURS early access before the public availability of the tickets to buy before everyone else! Sign up now and keep your eyes on the news well be sending out because tickets will sell out.
Hello everyone!
First of all, Id like to follow up on last weeks dev diary by sharing some more things were trying out with Megastructures (and habitats!).
After all of that, we also have something new to talk about!
Lets start from the beginning which of course leads us to the Mega-Engineering technology itself.
As always, numbers may not be final and temporary things may be sighted.
Mega-Engineering
Mega-Engineering is still a rare technology, but will now be more likely to appear as you build more Habitats and Citadels. This means it is way more likely to appear if you are performing actions in the game that would lead you towards the route of building larger and more powerful structures.
Master Builders
The Master Builders ascension perk no longer unlocks mega-engineering or adds size to habitats, but instead increases the number of megastructures you can simultaneously build by +1. What about increased habitat size you ask? Well, keep on reading!
Habitats & Voidborne
Habitats are no longer locked behind the Voidborne ascension perk but is rather a technology that branches off from the Star Fortress technology. Habitats now have a default of 80% habitability. Were also experimenting with that some of the habitats districts will depend on which planet they are built over. In case you build one above a planet with mining deposits, this could happen:
Voidborne ascension perk now increases habitat size by +2 and increases Habitat habitability by 20%. This should mean it becomes more of a choice for specialization, rather than feeling it is a non-choice.
As a final note on habitats, it might be worthwhile to reiterate my thoughts that I eventually want to add different levels/sizes to habitats. It is however not something for the immediate future, but a little further down the road.
Ring Worlds
We didnt quite like how Ring Worlds ended up feeling like a vast farm, so were making some changes. Instead of being a size 50 with regular districts, were changing it to a size 5 with a unique type of districts segments. A Ring World, as you know, has 4 planets. Each planet can now build 5 segments, which are very powerful districts with many jobs and a lot of housing.
Minor Artifacts
Some of you might recognize the icon for what was supposed to become arcane technology, that partially got into 2.2. It was something that I was personally working on, but that didnt work out as I had imagined it, and that I didnt get enough time to finish with other things taking priority.
In the next upcoming DLC, you will be able to come across Minor Artifacts. Minor Artifacts is a broad term that includes any smaller and nameless artifact left behind by ancient civilizations. They are never gained passively every month, but will rather have to be found.
What are they used for, I imagine you asking? Well, the basic functionality is that they can be consumed in so-called artifact actions. There are a bunch of different actions that can be performed by consuming Minor Artifacts, with varying effects for each.
Some of these actions will be locked behind a technology, which some may also recognize.
Arcane Deciphering allows you to consume Minor Artifacts for a random technology-related bonus.
------------
Thats it for this week! Happy Easter everyone! Next week well be back again :)
P.S. Attaching an Easter present
Hello everyone!
We are back with a dev diary outlining some of the changes were making to megastructures in a future update. Weve recently felt that the Galactic Wonders ascension perk feels a little bloated when it unlocked up to 8 different things, in addition to it being a little awkward that you suddenly got access to so many vastly more powerful structures.
We didnt like that Galactic Wonders became so much of a non-choice due to unlocking so many things, so it will now be possible to unlock most of the megastructures without having to dedicate an ascension perk for it.
Galactic Wonders
We are making some changes to Galactic Wonders so that it no longer unlocks all megastructures, but rather only unlocks the most powerful megastructures. In addition, they are also unlocked as technology options rather than as finished schemes ready for construction. This means that you will still have to research the technology to build a Dyson Sphere, which also means it becomes a choice if you want to first focus on the Dyson Sphere or the Matter Decompressor (they are both Physics technologies).
Megastructures
The other megastructures Strategic Coordination Center, Mega Art Installation, Interstellar Assembly, Science Nexus and Sentry Array are now instead of their own unique technologies. It is now possible to build these without having the Galactic Wonders ascension perk.
The megastructures are split into different research categories. Strategic Coordination Center, Mega Art Installation and Interstellar Assembly are all Society research. Science Nexus and Sentry Array are Physics. All of these new technologies have mega-engineering as their prerequisite.
At the same time we are also taking the opportunity to look over the placement rules for megastructures, as they were not entirely consistent. The 5 mentioned here above should now follow similar rules for placement.
------------
Thats it for this week! Next week well be back again
Version checksums ea03 and b1a8
Hi everyone! Just want to drop a line to inform you that 2.2.7 is now the official live version. It fixes a few gameplay and stability issues that came up with 2.2.6.
VERSION 2.2.7
UI
Hi Everyone!
After its beta testing phase, the 2.2.6 patch is ready for its live release!
Since the latest beta build, we addressed 3 small, but important issues:
Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizen (shoutout to Glavius!)
Fixed a crash when editing UNE template ethics
Fixed the AI not utilizing fleet capacity
You can read the full update patchnotes below:
[quote]#################################################################
######################### VERSION 2.2.6 ###########################
#################################################################
######################
# 2.2 Le Guin Free Features
######################
* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!
* Added the Legion flag set with six new selectable flag emblems
###################
# Balance
###################
* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks:
-Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing
-Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each)
-Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each
-Starts with 1 additonal Nexus District
* Driven Assimilator tweaks:
-Bio pop growth reduced by 40%
-1 fewer Replicator job per level of capital
-Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
* Rogue Servitors start with another Nexus District
###################
# UI
###################
* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing
* Fixed so that unemployment by strata icons are properly displayed and have a working tooltip
* Rogue Servitor complex drone output bonus from each Bio-Trophy was not being displayed due to lack of decimals showing, this is fixed
###################
# AI
###################
* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
* Fixed AI not repairing damaged branch office buildings
* Fixed AI fleets getting stuck when their target goes MIA
* AI will not build nanite transfusers without nanite income or build more than 2 per planet
###################
# Performance
###################
* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last
###################
# Modding
###################
* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs
###################
# Bugfixes
###################
* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards
* Picking Life Seeded will no longer give automatic nearby ideal worlds that are also Gaia
* Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
* Fixed OOS for diplomatic upkeep upon hotjoining
* Fixed some causes of country_resources OOS
* Restored non extermination types of purging
* Fixed script checking wrong resource for automated sector upgrading to research lab lvl 3
* Fixed Prethoryn purging primitives at an incorrect, too-slow rate
* Fixed the planet screen being cut off on the left side of the screen on certain resolutions
* Fixed empires in federations wrongly budgeting for Federation fleet ships as part of their own navy, and thus underdeveloping their own fleets
* Fixed a crash when gifting planets to a vassal
* Fixed a situation where replacing a district temporarily adds to the maximum numbers of built districts, as if you were building a new district
* Speed demon event will add the red/green traits even if your species is very strong/adaptive
* Fixed planets under colonization suffering low stability events
* Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)
* Fixed the end of year lag when big empires with lots of pops being assimilated convert them into proper citizen (shoutout to Glavius!)
* Fixed a crash when editing UNE template ethics
* Fixed the AI not utilizing fleet capacity[/quote]
Aside from that, were keeping a 2nd 2.2.6 build in beta for crossplay support and to help us test our networking backend. As always, your help in testing the build is greatly appreciated!
Have fun playing!
Hi all! Were continuing the work on the 2.2.6 beta patch, and we just updated it with a set of new tweaks and fixes! Big thanks to all of you helping us identify hidden bugs and issues! For those of you who are using the stellaris_test branch, it will update automatically. This is the build you need to play with your friends on GoG! The live build version, remains the 2.2.5. Jamor has summarized the new changes for your convenience (new entries are in bold): [quote]################################################################# ######################### VERSION 2.2.6 ########################### ################################################################# ###################### # 2.2 Le Guin Free Features ###################### * Added a new, more user-friendly planet screen, with better organization and display of info and buttons * Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process * Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity * Added Logistical Corps tradition custom flavour text swap for Hive Minds * Added Great Game tradition custom flavour text swap for Devouring Swarms * Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company! * Added the Legion flag set with six new selectable flag emblems ################### # Balance ################### * Pop growth further adjusted to put less priority towards minority pops * Battle Thralls can now take enforcer jobs * Hallucinogen Removal special project cost reduced from 5000 to 3000 * Breaching the Shroud special project cost reduces from 50000 to 20000 * Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50% * Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP) * Rogue Servitor tweaks: -Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing -Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each) -Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each -Starts with 1 additonal Nexus District * Driven Assimilator tweaks: -Bio pop growth reduced by 40% -1 fewer Replicator job per level of capital -Now start with +100 food, and 100 less energy * Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%) * Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything * Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10% * Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators) * Technological Ascendancy ascension perk now also makes rare technologies 50% more common * Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly * Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd * World Shaper ascension perk slot requirement reduced from 3nd to 2nd * Imperial Prerogative ascension perk no longer has any slot requirements * Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology * Eternal Vigilance ascension perk now also increases starbase hull points by 25% * One Vision ascension perk now also reduces pop amenities usage by 10% * Numistic shrine now costs 4000 energy to buy and 1000 minerals to build * Clerks and Preachers job weights no longer care about being strong, weak, or proles * Miner job weights DO care about being proles * Synth Empires pay only alloys for Colony ships, like Machines * Rogue Servitors start with another Nexus District ################### # UI ################### * Added missing modifier icons for mote harvesting traps and extractors, also updated old icon * Added a bunch of shortcuts to the planet view * Added shortcut "U" to upgrade starbase platforms button * Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface * Strategic resources summary on the top bar will now show in red to let you know if any are in deficit * Fixing devastation progress bar reaching 100% and disappearing * Fixed so that unemployment by strata icons are properly displayed and have a working tooltip * Rogue Servitor complex drone output bonus from each Bio-Trophy was not being displayed due to lack of decimals showing, this is fixed ################### # AI ################### * Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc * AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet * The sector AI should now be better at upgrading buildings relevant to its selected focus * Improved the AI's budgeting of Alloys * AI will now only consider enacting population control if it cannot produce more housing * Sector automation will now clear blockers if able, and if it is not building a building or district at that moment * Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them * Sector AI will now upgrade buildings if possible * All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs * AI will no longer obsessively shuffle scientists from one role to another every few days * Lowered the AI's mineral budget allotment for ground armies (they were producing way too many) * AI empires with alternative cost types for colony ships will now budget the correct resource for it * AI prefers City districts over Housing buildings a bit more * Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work * Fixed AI not repairing damaged branch office buildings * Fixed AI fleets getting stuck when their target goes MIA * AI will not build nanite transfusers without nanite income or build more than 2 per planet ################### # Performance ################### * Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance * Reordered some operations in the invasion calculations to make sure the most expensive are done last ################### # Modding ################### * Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block * Pops now use the asset_selector again to choose their clothes * Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet" * Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic * There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs ################### # Bugfixes ################### * Fixed edge case where multiple megastructures could be built in the same system * Fixed missing missions for primitive observation posts * Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two... * Fixed a broken string in the tooltip for the Egalitarian ethic * Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation * Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society * Planets under colonization will no longer generate low stability alerts * Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies * Winning an "impose ideology" war will no longer overwrite the defeated empires civics * Impose Ideology war now properly creates an ally instead of a vassal * Fixed a crash that happened when a ship was destroyed while being upgraded * A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters * Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job * Fixed vassal integration wrongly costing no influence * Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres * Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high * Slave processing centers should no longer vanish when build anywhere but a Thrall-World * Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld * Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc) * Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire * Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty * Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting * Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip * Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it * Prikkiki-Ti will no longer spam player with multiple communications established messages * Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital * Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet * Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created * Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence? * Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits * Added piracy suppression values to event generated ships that were missing them * Fixed a few more cases of techs with the wrong specialty group assignment * Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects * Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium) * Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type * Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets * The modifier for Refinery worlds should also now affect Gestalt jobs * Fixed several ship weapons which had incorrect resource costs * Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa * Fixed a crash when a country gets a trade route that used to belong to someone else * Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards * Picking Life Seeded will no longer give automatic nearby ideal worlds that are also Gaia * Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic * Fixed OOS for diplomatic upkeep upon hotjoining * Fixed some causes of country_resources OOS * Restored non extermination types of purging * Fixed script checking wrong resource for automated sector upgrading to research lab lvl 3 * Fixed Prethoryn purging primitives at an incorrect, too-slow rate * Fixed the planet screen being cut off on the left side of the screen on certain resolutions * Fixed empires in federations wrongly budgeting for Federation fleet ships as part of their own navy, and thus underdeveloping their own fleets * Fixed a crash when gifting planets to a vassal * Fixed a situation where replacing a district temporarily adds to the maximum numbers of built districts, as if you were building a new district * Speed demon event will add the red/green traits even if your species is very strong/adaptive * Fixed planets under colonization suffering low stability events * Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)[/quote] When testing the new 2.2.6 beta build, remember we always welcome constructive feedback! Your reports, especially on o
Hi all!
Today we will resume our Dev Clash! Make sure to tune in on Twitch at 15:00 CET! You simply have to click here!
Naturally everything will be available in VOD in the coming days!
Checksum information:
2.2.5 release: 05d3
2.2.6 beta: 1018
Hi all, Jamor brings you new set of patch notes this week and some news! We'd like to announce that after a good period of beta testing, 2.2.5 is now fully live. It contains a ton of balance, AI, and performance improvements as well as bug fixes, and is all in all a greatly superior version to 2.2.4. It features a big balance pass on machine empires, and we were also finally able to find the fix for the long-lived "meandering strike craft" problem. Thanks to all the intrepid open beta testers who helped us get it ready for release.
Based on the feedback and testing done during 2.2.5 beta, we've also created version 2.2.6. We've taken the decision to do this as a beta as well, to give it the time to be proven before fully flipping to live. This will be useful since it includes a few brand new quality of life features that we want to try out in field conditions. More on that in a bit, first let's take a look at the fixes contained in the 2.2.5 live version:
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######################### VERSION 2.2.5 ###########################
#################################################################
###################
# Balance
###################
* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators
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# UI
###################
* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine intelligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
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# AI
###################
* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories
###################
# Performance
###################
* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map
###################
# Modding
###################
* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
###################
# Bugfixes
###################
* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engineering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
As mentioned before, we're also putting out a new open beta version for you bold souls who want to get first access to the next round of fixes and improvements. 2.2.6 is available now on the stellaris_test beta branch, as well as being the release version on Paradoxplaza and Good Old Games. If you are playing on Steam and want to multiplayer with friends on Plaza or GoG, you need to be on this beta version.
2.2.6 has a new, reworked planet management screen, with the objective of making it easier to see relevant info about a world and make informed decisions. We think it'll make handling your economy and population easier, so please give it a try. 2.2.6 features a completely redone the ship upgrade system, making it so ships are upgraded individually, on a ship-by-ship, shipyard-by-shipyard basis. No longer will interrupting an upgrade order cancel upgrade progress for the entire fleet. We also included improvements to the economic and military AI. AI empires should now be much less passive, more competent opponent in war.
To read the full 2.2.6 beta patch notes, head over to the full patch notes post on our official forums.
Hello everyone!
Today Im back with a bit of a larger dev diary to share some of my thoughts and ideas. Weve been busy focusing on the tasks at hand, and now I think it's important for us to share something on a higher level.
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######################### VERSION 2.2.5 ###########################
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######################
# 2.2 Le Guin Free Features
######################
* Added the new "Legion" flag set, with 6 new flag emblems
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# Balance
###################
* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification plants/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Mining Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators
###################
# UI
###################
* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
###################
# AI
###################
* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories
###################
# Performance
###################
* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map
###################
# Modding
###################
* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
###################
# Bugfixes
###################
* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
#################################################################
######################### VERSION 2.2.6 ###########################
#################################################################
######################
# 2.2 Le Guin Free Features
######################
* Added a new, more user-friendly planet screen, with better organization and display of info and buttons
* Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
* Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
* Added Logistical Corps tradition custom flavour text swap for Hive Minds
* Added Great Game tradition custom flavour text swap for Devouring Swarms
* Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!
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# Balance
###################
* Pop growth further adjusted to put less priority towards minority pops
* Battle Thralls can now take enforcer jobs
* Hallucinogen Removal special project cost reduced from 5000 to 3000
* Breaching the Shroud special project cost reduces from 50000 to 20000
* Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
* Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
* Rogue Servitor tweaks:
-Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing
-Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each)
-Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each
-Starts with 1 additonal Nexus District
* Driven Assimilator tweaks:
-Bio pop growth reduced by 40%
-1 fewer Replicator job per level of capital
-Now start with +100 food, and 100 less energy
* Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
* Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
* Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
* Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
* Technological Ascendancy ascension perk now also makes rare technologies 50% more common
* Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
* Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
* World Shaper ascension perk slot requirement reduced from 3nd to 2nd
* Imperial Prerogative ascension perk no longer has any slot requirements
* Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
* Eternal Vigilance ascension perk now also increases starbase hull points by 25%
* One Vision ascension perk now also reduces pop amenities usage by 10%
* Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
* Upped Machine Empire colony ship cost to 750 alloys, to balance recent changes from beta
* Clerks and Preachers job weights no longer care about being strong, weak, or proles
* Miner job weights DO care about being proles
* Synth Empires pay only alloys for Colony ships, like Machines
###################
# UI
###################
* Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
* Added a bunch of shortcuts to the planet view
* Added shortcut "U" to upgrade starbase platforms button
* Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
* Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
* Fixing devastation progress bar reaching 100% and disappearing
###################
# AI
###################
* Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
* AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
* The sector AI should now be better at upgrading buildings relevant to its selected focus
* Improved the AI's budgeting of Alloys
* AI will now only consider enacting population control if it cannot produce more housing
* Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
* Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
* Sector AI will now upgrade buildings if possible
* All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
* AI will no longer obsessively shuffle scientists from one role to another every few days
* Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
* AI empires with alternative cost types for colony ships will now budget the correct resource for it
* AI prefers City districts over Housing buildings a bit more
* Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
###################
# Performance
###################
* Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
* Reordered some operations in the invasion calculations to make sure the most expensive are done last
###################
# Modding
###################
* Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
* Pops now use the asset_selector again to choose their clothes
* Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
* Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
* There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs
###################
# Bugfixes
###################
* Fixed edge case where multiple megastructures could be built in the same system
* Fixed missing missions for primitive observation posts
* Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
* Fixed a broken string in the tooltip for the Egalitarian ethic
* Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
* Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
* Planets under colonization will no longer generate low stability alerts
* Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
* Winning an "impose ideology" war will no longer overwrite the defeated empires civics
* Impose Ideology war now properly creates an ally instead of a vassal
* Fixed a crash that happened when a ship was destroyed while being upgraded
* A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
* Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
* Fixed vassal integration wrongly costing no influence
* Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
* Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
* Slave processing centers should no longer vanish when build anywhere but a Thrall-World
* Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
* Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
* Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
* Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
* Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
* Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
* Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
* Prikkiki-Ti will no longer spam player with multiple communications established messages
* Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
* Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
* Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
* Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
* Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
* Added piracy suppression values to event generated ships that were missing them
* Fixed a few more cases of techs with the wrong specialty group assignment
* Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
* Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
* Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
* Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
* The modifier for Refinery worlds should also now affect Gestalt jobs
* Fixed several ship weapons which had incorrect resource costs
* Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
* Fixed a crash when a country gets a trade route that used to belong to someone else
* Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards
Checksum information:
live patch / 2.2.4: 0019
stellaris_test / 2.2.5: aab4
Hi all! We're back with the latest round of post-launch support for 2.2 / MegaCorp. First, after a good while in open beta, we are making 2.2.4 live as the official version now. Based on your feedback during the beta we were able to fix numerous reported out of sync issues, so the game should be more stable in multiplayer. Also, with an average of 25% increase in years per hour, 2.2.4 has significant improvements that we didn't want to wall off behind the beta any longer. Thanks to all those pioneers who helped us check it out and give feedback in the live beta conditions.
We are also continuing with our open beta on the stellaris_test branch, with version 2.2.5. More on that later, first let's have a look at what's in the new live version, 2.2.4.
#################################################################
######################### VERSION 2.2.4 ###########################
#################################################################
######################
# 2.2 Le Guin Free Features
######################
* Added some missing localization for new 2.2.2 features/fixes
* You can now choose not to care about brain implant problems
###################
# Balance
###################
* 50 years must now pass before the Galactic Market can be founded
* Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general
* Increased delay before Caravaneer fleets start roaming the galaxy
* Increased Alloy production for relevant Branch Office buildings from 2 to 3
* Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs
* Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy
* Lowered Tidal Locked modifier on total available planetary districts from -50% to -30%
* Syncretic species do not increase xenophile attraction
* Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered
* Changed the size of all sectors to be 3 hyperlane jumps
* Drone Storage building now increases amenities instead of adding a maintenance drone job
* Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs
* Drone Storage building effect on housing reduced from 5 to 4
* Priest job weights have been tweaked
* High Priest jobs now also provide 2 society research
* Reduced Devastation needed to destroy Contingency Worlds to 50%
* Debris Analyzed research points per component increased to 20 x level
* Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights
* Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology
* Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology
* Gene Crops technology no longer requires Colonial Centralization technology
* Several planetary modifiers now force a good mineral or energy deposit to spawn
###################
# UI
###################
* Added missing modifier icons for Improved Code Standards and Production Quota Surpluses
* Fixed incorrect colony type icon on industrial worlds
* Fixed slight visual spillout of the Hive Nexus and Hive Core building icons
* Removed unnecessary and confusing close button from the caravaneer GUI
* Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders
* Fixed Branch Office value not displaying if over 99.9
* When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown
* Made the Build Megastructure menu a bit less cramped
* Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world
###################
# AI
###################
* AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard
* Fixed it so AI can now attempt to counter piracy even when at war
* Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war
* Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war
* Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad)
* Fixed AI not repairing ruined buildings when it had the resources to do so
* AI will now actually follow through on its well-intentioned desire to upgrade buildings
* Tweaked alloy budget for fallen empires to better match their needs
* Stopped the AI from spamming redundant colony ships
* Fixed Gestalt empires not building colony ships
* Tweaked budgeting to make the AI less reticent about hiring leaders
###################
# Performance
###################
* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks
###################
# Modding
###################
* Ecumenopolises now have properly-set graphical cultures
* Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes
* Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added a destroy_trigger to building types[
###################
# Bugfixes
###################
* Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster
* Fixed democratic election lacking candidates due to leaders having no mandates
* Fixed being able to purchase some unique Numistic Order products more than once
* Fixed the terraforming swaps for the Geothermal Vents planetary feature
* Fixed a crash that could occur when giving fleet patrol orders in late game
* Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet
* Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation
* Fixed figuratively unplayable typos
* Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly
* Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000
* Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen
* Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers
* Fixed event-based buildings wrongly being buildable on Thrall-Worlds
* Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon
* Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples
* Fixed duplicate text in mechanized mining technology description
* Removed a bunch of formatting/line break errors all over the place
* Fixed Clone Vats being buildable on Resort Worlds (reluctantly...)
* Fixed habitability wrongly being displayed for unsurveyed worlds
* Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power
* Devouring swarm tooltip now correctly shows Biology research bonus
* Wrongly applied culture shock modifier has been removed for Gestalt empires
* Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed
* Added missing description for the deposit added by the "Of Transmissions Decoded" event
* Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing
* Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free
* Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name
* Fixed planets with anomalies showing the resources from them before being surveyed
* Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution
* Fixed a crash on autosave
* Fixed Economic Policy modifiers affecting a country's total income rather than just job output
* Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead
* Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected
* Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet
* Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well
* Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources
* Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features
* Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15%
* Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill
* Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands)
* Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it
* Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting
* Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take
* Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources
* Fixed Pops continuing to grow while under occupation by Crises
* Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you
* Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists
* Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them
* Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them
* Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant
* Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights
* Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool
* Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones
* Fixed broken graphical assets for the Contingency crisis
* Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed
* Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits
* Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building
* The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost
* Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts
* Removed obsolete reference to tiles in Docile Migrating Forests modifier
* Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons
* Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers
* Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch
* Fixed not being able to form research agreements with fellow Federation members
* Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly
* Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other
* Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons
* Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building
* Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features
* Fixed tooltip for purges of non-organic species wrongly referring to food production
* Fixed AI using the Market causing prices to always increase, even when it was selling and not buying
* Fixed Nomadic trait not reducing resettlement cost
* Fixed Shipyard construction speed modifiers not being applied to civilian ships
* Fixed the Chthonian Planet modifier not adding a Mineral planetary feature
* More traits are checked when evaluating pops for Merchant and Manager jobs
* Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch)
* Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but...
* Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3
* Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead"
* Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits
* Fixed a crash when hovering over empire comparisons in observer mode
* DLCs are being sent at the start of a MP game. Fixes instant OOS as well
* Fixed potential CTD when loading market and certain empires no longer exist
* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age
* Fixed total wars creating empty sectors
* Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected
* Mardak Vol now spawn as a Stone Age civilization as described in the event
* Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension
* Fixed crash on load when a planet you had a branch office got destroyed
* Fixed a couple of literally unplayable typos regarding the Kilik Cooperative
* Restored capital conversion when taking ownership of planets
* Returning removed orbital deposits to uninhabitable Precursor homeworlds
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
* Colonizable planets will no longer be clear-cut and paved
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Crises purge to the end now, and don't keep a spare pop just in case they have the munchies
* Fallen Empire and Awakened Empire pops get purged like everyone else
* Fixed Prethoryn purges not preventing pop growth on occupied planets
* Fixed a bunch more OOS
At this time we're also happy to announce a new open beta version has arrived on the stellaris_test branch. 2.2.5 contains many new fixes that came out while we were iterating on 2.2.4, and we'd like to offer you brave souls the opportunity to try out an early version. Your feedback, as ever, is critical to help us make the best possible release version.
2.2.5 has many dozens of fixes and balance changes, notably a stab at de-suckifying strike craft, tweaks to pop growth, as well as a bevy of balance tweaks to Machine and Synth Ascension empires that will make them more competitive and fun to play. Please give it a shot if you're interested.
Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:
stellaris_test / 2.2.5 contains all the fixes from 2.2.4, and is required if you want to crossplay between Steam and other distribution platforms.
#################################################################
######################### VERSION 2.2.5 ###########################
#################################################################
######################
# 2.2 Le Guin Free Features
######################
* Added the new "Legion" flag set, with 6 new flag emblems
###################
# Balance
###################
* Pop growth: Reduced Random factor in pop growth, habitability has more of penalty on growth selection, lessened bias towards new species, and traits have a larger effect on Robot selection
* Strike craft now do more damage, have longer range, are faster, and turn and accelerate quicker
* Machine Empires get 50% more resources from mining bases
* Machine Empire Tech Drones now produce 6 energy (up from 4) base. Agri Drones now produce 5 food (down from 6) base. Both of these also apply to Synth Empires.
* Machine Empire Colony ships now add 2 pops to a new colony, but cost 400 alloys (up from 300)
* Machine Empire Outposts now cost 150 alloys
* Machine Empire Fabricators produce 4 alloys (up from 3) at the cost of 8 minerals (up from 6).
* New Machine Empire colonies start with 2 replicator jobs to give a bit of early boost (up from 1), upgraded capitals reduced to give the same number overall. The extra Replicator jobs beyond the 2 granted by upgraded capital buildings now depend on the planet still having >= 10/40 pops, to remove a tedious exploit with resettling pops to unlock the upgrade, then moving them again
* Machine capital planet grants +5% drone output
* Unemployed Machine Pops now use 0.25 Energy for upkeep (down from 1)
* Replicators now also produce 1 Engineering research
* Coordinators now produce 1 of each Research (was 3 Society)
* Each Coordinator on a planet now boosts Simple Drone resource output by 1%
* Energy grids/nexus' are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Mineral purification planets/hubs are more expensive, but give an additional 5% bonus and add 2/4 Max Generator Districts to their planet. This also applies to Synth empires
* Robots with Emotion Emulators are now more likely to become maintenance drones
* Citizen Service civic effect on soldier unity generation increased from +1 to +2
* Eco Simulation, Gene Crops and Nano-Vitality Crops technology effect on farmer output increased from +10% to +20%
* Geothermal Fracking, Deep Core Mining, Mineral Isolation technology effect on miner output increased from 10% to 20%
* Field Modulation, Quantum Energy States, Quantum Field Manipulation technology effect on technician output increased from 10% to 20%
* The Repugnant/Uncanny trait now has less of an effect on pops avoiding amenity producing jobs
* Maintenance drone job priority now considers amenity level of the planet
* Simple drones now ponder the empire level food/mineral/energy income when choosing a job
* Made the bad outcome of the Abandoned Terraforming Project event produce a Tomb World, rather than a totally unusable Toxic World
* Added potential negative outcomes the Atomic Clock chain, since previously there was no real choice involved
* Made Fanatic Purifiers always able to choose "no retreat" war doctrine
* Scaled back bonus resources from planet modifiers to just be for chthonian planets and carbon world, for now...
* When freed from the time loop, the Prikkiki-Ti lizards will start with the same level of tech as their closest neighbour. Also their economy and fleet power has been improved
* Telepaths, head researchers, high priests, administrators, executives, researchers, enforcers and entertainers now have weights for ascension/events/uplifts related traits
* Returned removed orbital deposits to uninhabitable Precursor homeworlds
* Species with very low habitability will not generally be selected to grow new pops
* Ministry of Culture for Hive Mind empire now adds Synapse drone jobs, rather than Coordinators
###################
# UI
###################
* Added missing modifiers on army strength to some tooltips
* Fixed some text overlaps in the empire creation screen for Robot Empires in Russian language
* Fixed missing tooltip on leftmost trait, if a leader had more than three traits
* Removed some obsolete modifiers from the shipyard UI
* Fixed resource cost display in colonization menu showing all required resources as red, even if you were only short on one of them
* Updated Machine inteligence food tooltip to mention that Cyborgs need food too. Don't let your Cyborgs starve!
* Unhallowed Ground Traditionalist pop faction demand tooltip now clarifies that even terraforming tombworlds upsets them
* Clarified relative power requirement to offer subsidiary status in the tooltip for this diplo action
* Fixed the Expansion Tradition finisher effect not being displayed in tooltip about max district numbers, making the math look really broken
* Fixed bug where closing planet view side panel brings up redundant window for a split second
* Plasma Accelerators no longer display Caravan Cannon tooltips
* Migration pull tool tip now displays actual pull with factors
* Fixed tooltip that wrongly stated that only full citizens can take ruler jobs
* Fixed debug string shown in the tooltip of certain diplomacy interactions with fallen empires
* Fixed broken string in tooltip for event option you absolutely should not click, you have been warned
###################
# AI
###################
* Machine and Mechanical AI empires will favor generator districts a bit more
* AI will not build housing buildings when it doesn't need them
* AI will no longer start scrapping buildings immediately once it decides it doesn't need more of them, it will just stop building new ones for a while
* Improved AI budgeting for megastructures
* AI empires will generally not build more than 2 buildings of the same type per planet
* AI should be keen on building Organic sanctuaries if their bio-trophy pops are unemployed
* AI only becomes more interested in building commercial zones if it needs energy and amenities (was previously overbuilding these)
* AI will check for surplus population before making buildings
* AI now budgets the full total available resources into categories
###################
# Performance
###################
* Reduced performance cost of the outliner
* Threaded calculations for rendering planet icons on the galaxy map
* Cached habitability calculations for planet icons on the galaxy map
###################
# Modding
###################
* Changed scope of the faction_approval trigger from pop scope to pop_faction scope, making it not broken anymore
###################
# Bugfixes
###################
* Fixed broken targeting for strike craft that caused them to meander out to the edges of the system rather than engage enemy fleets
* Fixed some Planetary Features (and thus Districts) not surviving the terraforming process to Gaia planet class, because what's a paradise planet if you can't strip mine it and turn it in to a honeycombed shell?!
* Foundry level 3 now correctly gives Machine Empires Fabricator jobs instead of Foundry Drones
* Fixed Private Colony Ships being generated without names in some circumstances
* Fixed an issue where the "Galactic Market Hub Nomination" Decision would once again become available if a nominated planet's rating was boosted past a certain point
* Orc and cyclops portraits from the Humanoid species pack no longer have a shoulder clipping through their clothing
* Fixed an out of sync due to parallelization of pops calculation
* Fixed a source of OOS on reconnect
* Fixed OOS introduced by caching starbase related values
* Fixed clicking "colonize" on a planet not working for Machine Empires (planet naming didn't work, colony ship insta-builds but did nothing, this bug was a real champion)
* Free movement faction demand no longer cares about robots or their rights
* Pops without military service rights will no longer take soldier or enforcer jobs
* Fixed not being able to assign/unassign leader (by clicking portrait) from fleet manager view
* Fixed literally unplayable typos in certain Italian names in the human namelist
* Fixed a case where a build outpost command inside space you already own would wrongly claim you were trying to build in another empire's territory
* Finally got around to adding a proper confirmation click sound when adding claims on the galaxy map
* Fixed cases where pop growth would not overflow properly after a new pop is spawned (99+3 used to = 100), causing all sorts of weirdness with pop growth modifiers
* Fixed cases where science ships on auto-explore would just stop, or randomly choose a crazy indirect path to the next unexplored system
* Fixed the supply ship wreckage event to not fire if the other party is a genocidal empire, since it makes little sense for them
* Fixed Expansionist Overtures leader agenda appearing before you've made contact with any other empires
* Fixed an issue where a Fallen Empire's Shielded World would not spawn
* You can now build multiple habitats at the same time, in the same system
* Fixed the "Ships Lost" outcome of the Fleet Maneuvers event sometimes not having any effect, by preventing it firing if there are too few ships in the fleet to destroy
* Updated the text in some of the Synth Uprising events to better convey the scale of the disaster, since while we'll never tell how many beings compose a Pop, it's probably more than a dozen
* Removed nonfunctional and unintended "merge fleets" button for things like the lost amoeba, that are not supposed to merge with normal fleets
* Fixed a pathfinding issue that would cause fleet to not move towards their destination
* Fixed ship losses not being correctly counted in the battle list in the war overview
* Fixed a bug from 2016 (!) where if you split a fleet, then tried to drag-box select both, only one would be picked
* Atomic clock follow-up anomaly rewards that grant Engingeering deposits will now correctly convert any existing Mining Stations into Research Stations
* Fixed duplicate component slot and moved slots around on the Automated Dreadnought
* Fixed bug where deposits granting districts wouldn't actually grant the districts until a game reload
* Bonus minerals from planet modifiers will no longer overwrite the dragon hoard
* Fixed bountiful plains (level 1 food deposit) not showing up on savannah worlds
* Fixed workers abandoning the mines to displace specialists, leading to basic resource starvation and a lot of unemployed high strata pops later in the game. No social mobility for you!
* No longer possible to sometimes rival countries that have pathetic relative power
* Made sure to cull the old, empty lost amoeba fleet from the fleet manager as the amoeba matures
* Ensured capital buildings can convert to the correct type when a planet of primitives/machines/hive minds is taken over by another empire type
* AH4B from Distant Stars can no longer change composition to prevent naval capacity bypass exploit
* Dead/killed slaves are now properly culled from the slave market, so no more invalid entries, you heartless monsters
* Added checks to help ensure that buildings specific to one empire type are properly destroyed/converted when the world is taken over by a different empire type
* Fixed primitives and fallen/awakened empire pops not being purged by the Prethoryn and Contingency (Valar Morghulis)
* Fixed the Horizon Signal's "waiting world" events erroneously occurring on Ecumenopolises
* Coloniziable planets will no longer be clear-cut and paved over to hold a single mineral or energy deposit by survey teams who become over-excited at their planet modifiers
* Caravaneer weapons should no longer appear at game start
* Fixed pop growth bravely continuing even while the planet was being purged by the Prethoryn
* Fixed coming across the Caravansary home base (before encountering a Caravaneer Fleet) not giving you communications with them
* Added fixes for more cases where the Scourge would sometimes stop expanding
* Fixed Contingency and Scourge not being able to purge the final pop on an occupied planet, because thoroughness is important
* Fixed An Odd Factor event triggering even if no pop had the Odd Factory Worker job, and pops not actually being removed by event despite claims to the contrary
* Fixed broken pirate ship turret graphics
Please let us have your constructive feedback, it helps immensely in zeroing in on the key improvements we should tackle next.
2.2.5 is NOT the end of the road for our 2.2.x support, we'll continue to deliver new versions to you when we get a useful batch of changes.
Have a fun weekend!
Please note stellaris_test is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"
Note Checksums are as follows:
2.2.3 = 746c
2.2.4 = f25b
---
Hi all. After a good chunk of time in public beta, we are rolling out 2.2.3 as the official live version today. It's got a lot of improvements over 2.2.2 that we don't want to gate behind the beta wall forever, and we'll continue to iterate on it as we progress with post launch support for 2.2/MegaCorp.
Thanks to your help in the beta were were able to correct a few issues with it, and also get a ton of new fixes that we want to try out in the new 2.2.4 beta (more on that in a bit)
#################################################################
######################### VERSION 2.2.3 ###########################
#################################################################
######################
# 2.2.3 Le Guin Free Features
######################
* Added a new decision to stop or continue Robot, Droid, and Synthetic Pop assembly, and made this work independently of organic population controls
* Added Nanite Actuators edict, which increases research speed
* Null Void Beam now has its own icon
###################
# Balance
###################
* Zro is now significantly more likely to appear in the galaxy, although still being very rare
* Planetary modifiers now affect the district cap for mining/farming/generators if they affect its output
* Nexus Districts now provide 1 tech drone job and 1 maintenance drone job
* Machine empires no longer start with a maintenance depot
* Maintenance Drone effect on amenities reduced from 5 to 4
* Fanatic Purifiers can no longer draw the Uplifting or Xenomorph Armies techs. Devouring Swarms still can, because sapience enhances the flavour of your food
* Set minimum market fee to 5%
* Removed bulk discount on Internal and Galactic Market
* The dense urbanization of city planets is repellent even to the Worm, and it will no longer take them into its nuclear embrace (Ecumenopolises excepted from Tomb Worldification)
* Fixed Tomb Worlds created by the Worm not having any planetary districts at all, as harsh and brutal and heavy metal awesome as that was
###################
# UI
###################
* Fixed superfluous line break in technology power number in federation view, if over 4 digits
* Fixed truncation of fleet capacity display when it gets to 4 digits
* Fixed incorrect doubled amenities value displayed when viewing the tooltip of a strata
* Fixed missing description in market fee tooltip
* Fixed stability tooltip for Gestalts
* Fixed Deviancy stat being listed as "Crime" when a Criminal Heritage empire views the worlds of Gestalt
* Fixed pop status icon being misaligned in Resettlement view
* Fixed trade value text not being wide enough to display 1000+ trade value
* Fixed so that monthly trade resources don't overlap with the amount box
###################
# Performance
###################
* Made some changes to trade calculations that should improve performance
###################
# Modding
###################
* Added define for minimal trade fee on market
* Added define for max base amounts that can be traded in one single trade
###################
# Bugfixes
###################
* Xeno-Zoo no longer wrongly available for nonstandard empire types
*Disabled replacement of buildings the planet cannot currently support
* Fixed missing flavour image on the completed Strategic Coordination Center
* Fixed martial law decisions staying permanently activated on planets captured in war by empire types that cannot use the martial law decision
* Exalted Priesthood civic now properly increases unity output for all priest jobs
* Fixed some Planetary Features getting deleted when terraforming to Gaia World
* Fixed superfluous line break in technology power number in federation view, if over 4 digits
* Fixed truncation of fleet capacity display when it gets to 4 digits
* Added missing localisation for Voidspawn planet rift deposits
* Fixed broken "go to" option for the Enigmatic Cache
* Added a missing response text for enigmatic cache interaction
* Fixed literally unplayable typos and grammatical/formatting errors
* Fixed egalitarian faction "free movement" issue referring to a concept that no longer exists ("Core Worlds Access")
* Fixed a nasty one where you could start building an ecumenopolis, then have all the progress lost and no resources refunded if the planet gained an extra district by event/tradition/etc
* Fixed Nerve Stapled not giving the correct 10% bonus to resource job production
* Fixed the weight of the Mega-Engineering tech not being increased by having any of the new megastructures within your borders
* Added a more robust fix for galactic market buy and sell exploits
* Fixed a wrongly appearing monthly trade deficit alert appearing if you max buy price was set lower than the current market price
* Fixed misleading phrasing of claims opinion modifiers that swapped the places of the claimant and the claim...ee? Is that even a word?
* Fixed restoring an Interstellar Assembly not granting the intended opinion modifier
* Underground trade zones now give drone jobs for gestalt empires, and the Portal research zone now correctly switches job types if the planet changes hands between gestalt and non-gestalt empires
* Fixed an issue introduced in 2.2.3 beta where building a Ministry of Culture would remove itself on every monthly tick
We've been in full force debugging mode since we got back, and today are also ready to roll out the next batch of fixes to the stellaris_test beta branch. The objective is to expose them to field conditions before flipping the switch to make this new version, 2.2.4, fully live.
If you want first access to the fixes therein, read on. It's got a ton of fixes, balance tweaks, AI and performance improvements. We got a good jump in YPH (average years per hour) in our overnight test games, and are interested to hear your results.
Also, as a thank you for your help with this version, we're offering you first access to the "Legion" set of 6 new empire emblems:
stellaris_test/2.2.4 contains all the fixes from 2.2.3, and is required if you want to crossplay between Steam and other release platforms.
#################################################################
######################### VERSION 2.2.4 ###########################
#################################################################
######################
# 2.2 Le Guin Free Features
######################
* Added the new "Legion" flag set, with 6 new flag emblems
* Added some missing localization for new 2.2.2 features/fixes
* You can now choose not to care about brain implant problems
###################
# Balance
###################
* 50 years must now pass before the Galactic Market can be founded
* Xenophile faction now cares about whether any pops are actually enslaved, rather than slavery policy in general
* Increased delay before Caravaneer fleets start roaming the galaxy
* Increased Alloy production for relevant Branch Office buildings from 2 to 3
* Significantly lowered the priority of drone maintenance jobs as they were always chosen before other simple jobs
* Fixed so that newly promoted pops can be instantly demoted if fired within a year of promotion. This should help with cases of pops abandoning basic resource production jobs to take on more specialist roles when the buildings that provide them are activated, crippling your economy
* Lowered Tidal Locked modifier on total available planetary districts from -50% to -30%
* Syncretic species do not increase xenophile attraction
* Biotrophies are now quite upset if they don't have the Bio-Trophy "job" of laying about being pampered
* Changed the size of all sectors to be 3 hyperlane jumps
* Drone Storage building now increases amenities instead of adding a maintenance drone job
* Upgraded Drone Storage building now increases amenities instead of adding 2 maintenance drone jobs
* Drone Storage building effect on housing reduced from 5 to 4
* Priest job weights have been tweaked
* High Priest jobs now also provide 2 society research
* Reduced Devastation needed to destroy Contingency Worlds to 50%
* Debris Analyzed research points per component increased to 20 x level
* Culture Workers, Artisans, Metallurgists, Chemists, Translucers and Gas Refiners have had slight tweaks to their job weights
* Quantum Energy States and Advanced Food Processing technologies no longer require the Colonial Centralization technology
* Quantum Field Manipulation and Nano-Vitality Crops technologies no longer require the Galactic Administration technology
* Gene Crops technology no longer requires Colonial Centralization technology
* Several planetary modifiers now force a good mineral or energy deposit to spawn
###################
# UI
###################
* Added missing modifier icons for Improved Code Standards and Production Quota Surpluses
* Fixed incorrect colony type icon on industrial worlds
* Fixed slight visual spillout of the Hive Nexus and Hive Core building icons
* Removed unnecessary and confusing close button from the caravaneer GUI
* Added proper icons for Improved Code Standards and Production Quota Surpluses modifiers, and removed placeholders
* Fixed Branch Office value not displaying if over 99.9
* When researching Paradise Domes/Organic Paradise, only the building your empire type can build will be shown
* Made the Build Megastructure menu a bit less cramped
* Fixed the UI committing seppuku if you clicked the population tab on an uninhabited world
###################
# AI
###################
* AI now properly prioritizes starbase types it has too few of; the prime one being a shipyard
* Fixed it so AI can now attempt to counter piracy even when at war
* Made AI a lot less likely to split up its fleets in to portions so small, it then calculates it lacks sufficient strength, and will not attack when at war
* Lowered the threshold for the AI deciding whether or not to attack, so it shouldn't resort to a Fabian strategy of non-engagement in war
* Fixed some AI weights for population control (thanks for the heads-up Glavius, you're rad)
* Fixed AI not repairing ruined buildings when it had the resources to do so
* AI will now actually follow through on its well-intentioned desire to upgrade buildings
* Tweaked alloy budget for fallen empires to better match their needs
* Stopped the AI from spamming redundant colony ships
* Fixed Gestalt empires not building colony ships
* Tweaked budgeting to make the AI less reticent about hiring leaders
###################
# Performance
###################
* Performance improvement when computing pop factions
* Performance improvement on modifiers using a hybrid array
* Threaded some fleet calculations
* More pops threading for better performance
* Optimization: will no longer calculate the country modifiers at the end of the planet daily update serial, but have a pass to calculate all countries that were modified after all planet updates
* Optimization: Improved job counting
* Parallelized fleet looking for combat for slight performance increase
* Added more threading to planet handling
* Optimized population calculations some more, reduced unnecessary calculations
* Reduced amount of systems the outliner needs to check for planets to populate planet and branch office lists
* Adjusted amount of extra rendering for micro and daily ticks
###################
# Modding
###################
* Ecumenopolises now have properly-set graphical cultures
* Updated the is_organic_species and is_robotic_species scripted triggers to use the new is_archetype trigger, to better support modded species classes
* Added "purge = purge_type" to job types. Pops doing that job are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
* Added "purge = purge_type" to pop categories. Pops in that category are getting purged in the type indicated (purge_normal, purge_matrix, purge_neutering, purge_displacement, purge_labor_camps, purge_processing )
###################
# Bugfixes
###################
* Tweaked wording regarding strategic resources offered by the Dessanu to no longer falsely imply they are unique to the L-Cluster
* Fixed democratic election lacking candidates due to leaders having no mandates
* Fixed being able to purchase some unique Numistic Order products more than once
* Fixed the terraforming swaps for the Geothermal Vents planetary feature
* Fixed a crash that could occur when giving fleet patrol orders in late game
* Fixed ships sometimes not being able to complete special projects when part of a multi-ship fleet
* Fixed a literally unplayable broken string in a tooltip when trying to build more than one Mega Art Installation
* Fixed figuratively unplayable typos
* Fixed missing reference to increasing Anomaly discovery chance in the tooltip for the "Diamond in the Rough" Anomaly
* Fixed text description of one of the Vengralian Trium's caravaneer deals wrongly stating it costs 1200 alloys, when in fact it deducts 2000
* Fixed triply duplicated message about needing to close branch offices before declaring war in the diplomacy screen
* Fixed pop habitability tooltip being shown as a fraction instead of a percentage, and not displaying the base number nor any of the modifiers
* Fixed event-based buildings wrongly being buildable on Thrall-Worlds
* Fixed Resource Processing Center improperly creating administrators jobs and a rulers stratum for gestalt empires, while someone played the Internationale on a mandolin in the dusty hills of Aragon
* Corporate Monuments can no longer be built (but can still be used) by Spiritualist Megacorporations, as the latter have Temples
* Fixed duplicate text in mechanized mining technology description
* Removed a bunch of formatting/line break errors all over the place
* Fixed Clone Vats being buildable on Resort Worlds (reluctantly...)
* Fixed habitability wrongly being displayed for unsurveyed worlds
* Updated Residence citizenship type tooltip. Pops can engage politically, but they have less political power
* Devouring swarm tooltip now correctly shows Biology research bonus
* Wrongly applied culture shock modifier has been removed for Gestalt empires
* Made improvements to the Alien Machine event chain to help you out if a wormhole was created to a system you've not yet surveyed
* Added missing description for the deposit added by the "Of Transmissions Decoded" event
* Rugged Woods planetary feature now properly converts to another planetary feature when the planet is terraformed, rather than simply disappearing
* Clamped research costs so they wouldn't overflow with late game repeatable techs, and become free
* Fixed the "Single-Minded" anomaly sometimes causing duplicate planet modifiers in a weird rebellion against its own name
* Fixed planets with anomalies showing the resources from them before being surveyed
* Fixed having artificial intelligence set to outlawed disabling ruler jobs after synthetic evolution
* Fixed a crash on autosave
* Fixed Economic Policy modifiers affecting a country's total income rather than just job output
* Devouring Swarms will no longer attempt to digest robots as food, and will break them down into alloys instead
* Fixed clicking on your fleet in the galaxy view also selecting alien ships in the same system, disabling giving orders until the aliens were deselected
* Fixed planet with rudimentary robots wrongly showing ethics info from the last selected player empire planet
* Fixed the plasma accelerators tech wrongly stating it would unlock caravaneer ship weapons as well
* Updated the Dessanu L-Gate outcome from Distant Stars to properly work with the 2.2 resource rework. It will now provide monthly rare resources
* Fixed some instances of orbital deposits being wrongfully placed on habitable planets, via anomalies or events (Silent Behemoth, Cunning Flora, Echoes From The Deep, etc). Also replaced some of these cases with usable planetary features
* Fixed a Vengralian Trium caravaneer deal's description text wrongly promising a 10% trade value increase, when the tooltip and gameplay result is 15%
* Fixed newly added democratic mandates not registering progress on them correctly, making them impossible to fulfill
* Federation Associate now also counts as a non-aggression pact for the purposes of faction demands (fixes an issue with pacifist faction demands)
* Fixed so that unemployed pops of the same strata are chosen for a job before promoting new pops for it
* Fixed some techs having a discrepancy between area and expertise, ie, physics techs requiring the engineering field's "materials" expertise. This also fixes issues with tech weighting
* Fixed the machines sometimes rising up twice, since there's only so many Terminator spinoffs one galaxy can take
* Fixed Offworld Trade Companies, Mineral Purification, Food Processing techs wrongly being blocked by not having access to rare resources
* Fixed Pops continuing to grow while under occupation by Crises
* Fixed so that the Subterranean Aliens event correctly spawns armies that can properly invade you
* Researcher job no longer evaluates trait_syncretic_proles because syncretic proles cannot be specialists
* Researcher job now evaluates trait_intelligent and trait_brainslug separately because a pop can have both of them
* Manager job now evaluates trait_thrifty and trait_nuumismatic_administration separately because a pop can have both of them
* Colonist job now has weights for trait_robot_domestic_protocols, trait_charismatic and trait_repugnant
* Merchant and Executive jobs now check for Thrifty and Numistic Administration separately for both modifiers and chance weights
* Heritage Sites tech path is now properly unlocked by Rare Crystals rather than Volatile Motes, although the Leaning Tower of Pisa made entirely of C4 would be pretty cool
* Criminal job types should no longer appear at all in Gestalt Empires, only Deviant Drones
* Fixed broken graphical assets for the Contingency crisis
* Fixed Cracking or Pacifying a Contingency World causing it to not be counted as destroyed
* Fixed Phaseshifted planet anomaly rerolling planet deposits every time it shifts. Will also no longer wrongly generate orbital deposits
* Gene Banks tech now grants the ability for Assimilators to produce Clone Armies once again, without needing the Clone Vats building
* The following anomalies will now clear orbital deposits if they are of an incompatible type with the anomaly outcome: Energetic Spectra, Life Electric, Blackhole Hologram, Dead God, White Hell, Heavy Metal Frost
* Titanic Life and Dangerous Wildlife blocker drop rates adjusted and made non-recursive so they don't give you planets with negative districts
* Removed obsolete reference to tiles in Docile Migrating Forests modifier
* Fixed an issue where the War in Heaven would involve Awakened Empires that had previously woken up for other reasons
* Fixed the Micro-Replicators and Self-Assembling Components techs not applying their modifiers
* Fixed finding the Galatron in every Reliquary after getting it once, which did reduce the sense of cosmic wonder a touch
* Fixed not being able to form research agreements with fellow Federation members
* Fixed the Prethoryn Scourge and Contingency Crises not purging pops properly
* Event chain objecting to construction of a Dyson sphere will no longer trigger between countries with very hostile opinion of each other
* Fixed outposts and station's tooltips showing a mystery question mark icon, for reasons
* Fixed Engineered Evolution ascension perk tooltip not mentioning unlocking Clone Vats building
* Fixed terraforming *from* Hive and Machine worlds resulting in planets with no Planetary Features
* Fixed tooltip for purges of non-organic species wrongly referring to food production
* Fixed AI using the Market causing prices to always increase, even when it was selling and not buying
* Fixed Nomadic trait not reducing resettlement cost
* Fixed Shipyard construction speed modifiers not being applied to civilian ships
* Fixed the Chthonian Planet modifier not adding a Mineral planetary feature
* More traits are checked when evaluating pops for Merchant and Manager jobs
* Fixed Contingency not purging (found something at the last minute where the last pop on a crisis occuppied world will not be purged, we'll get it sorted, but didn't want to make you wait until next week for the patch)
* Disabling sector automation now REALLY disables it. Previously it would continue to build if it had resources left. Good initiative, but...
* Fixed tooltip for the Fender Bender anomaly stating it grants 9 eng research when in fact it only gives 3
* Fixed tooltip for the Rudimentary Robots anomaly stating it grants 3, when it actually gave out 2, by just saying "hell with it give 4 instead"
* Entertainer job now properly applies the modifiers for the Domestic Protocols, Charismatic, and Repugnant traits
* Fixed a crash when hovering over empire comparisons in observer mode
* DLCs are being sent at the start of a MP game. Fixes instant OOS as well
* Fixed potential CTD when loading market and certain empires no longer exist
* Fixed issue where the Marauder Horde was not dealt with properly if the Khan died of old age
* Fixed total wars creating empty sectors
* Biotrophy deviancy will no longer cause unemployment event to trigger nor will unemployed biotrophies be affected
* Mardak Vol now spawn as a Stone Age civilization as described in the event
* Enigmatic Ascension is no longer aborted upon moving capital. Event added for when homeworld is occupied during enigmatic ascension
* Fixed crash on load when a planet you had a branch office got destroyed
* Fixed a couple of literally unplayable typos regarding the Kilik Cooperative
Also, I can give you a bit of clarity on what we're continuing to work on. Performance and AI improvements are the continuing biggest priority. We also plan usability and readability improvements to the planet management screen, as well as the usual bug fixes and polish. Stand by for more of those, but in the meantime please give this beta a spin.
We'll keep at it and watch for your feedback. Thanks for your support.
Please note stellaris_test is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "stellaris_test"
Hi all, Jamor and his team brings you a new patch right before the Winter Holidays start!
As you probably know, we created a beta patch with experimental fixes for 2.2/Le Guin some time ago. The objective was to both stress-test the robustness of the changes, and also get the fixes in to the hands of interested players with a minimum of delay after launch, without having to wait through the normal QA and release process. In order to not gate these necessary improvements behind a beta over the holidays, I'm taking 2.2.2 out of beta and making it the official live version as of right now.
It includes all the fixes listed below, plus some key improvements we were able to make to the beta based on your feedback:
(Click thumbnail to watch Launch Trailer on YouTube)
Stellaris: MegaCorp is out now! Step into the role as the leader of a Megacorporation and rule the galaxy through your business acumen and prowess as a corporate superpower.
MegaCorp is available to purchase on our Store right here. Some of the core features of the expansion include:
The time has finally come to present the full patch notes for the 2.2 'Le Guin' update and the accompanying MegaCorp expansion coming out on December 6!
Today's Dev Diary comes to you with the nitty gritty details related to modding and getting really in-dept into the changes that will be coming in Le Guin.
While this isn't something that is of interest to everyone, we are dedicated to giving our modding community even better tools to let their ideas and imaginations run wild.
For the full details, check out the Dev Diary on our forums here.
Stellaris: MegaCorp will be releasing on December 6th, 2018 with a host of new gameplay updates, giving you the change to play as your very own MegaCorp and conquer the galaxy with commerce and your own finely-tuned business acumen.
Also, we've just released the MegaCorp Story Trailer - which you can watch either on the our Steam store page or click the image below to watch it on YouTube!
Hello everyone!
Were back for this weeks installment of the Stellaris Dev Diary. This week we will covering a mix of paid and free features. More exactly, well be talking about the Slave Market, Unity Ambitions and new Mandates. I bet I know which one youll want to read about first, so lets start with that one.
Before we start I need to reiterate that this dev diary contains things that are WIP, with non-final numbers, interfaces or mechanics that might change.
The Slave Market (PAID)
To better facilitate different playstyles, weve added the Slave Market feature to MegaCorp. This will allow more easy transfer of slaves between empires. In MegaCorp, nothing can stand in the way of the pursuit of profit.
Access to the Slave Market is granted once the Galactic Market is founded. Only empires that also have access to the Galactic Market will be able to use the Slave Market. Only Pops that are currently Slaves are able to be sold on the Slave Market, but anyone can buy them (either to set them free or to put them to work).
To sell a slave you select one or more Pop(s) on a planet (it must be enslaved). Right now the interface shows planets as the drop-down, but we will be changing it so that you first select a species, and then the list shows the different planets. Were tweaking the interface right now, so some things might look a bit different as the next couple of weeks pass.
When you have decided which slaves to sell, they will be put on the market. The price of slaves is 500 the cost affected by traits. The traits that make them good slaves drives the price up, while things that make them bad slaves drives the price down. Many traits will not affect the cost of a slave.
To buy a slave, you select a destination planet and then simply click the buy button. This will complete the transaction and move the pop to your selected planet.
We are considering adding a simple bidding process as an additional step, but at this time we cannot promise that we will have time to add it before the release of MegaCorp.
Unity Ambitions (FREE)
We are now making this feature a free feature because we felt it works better that way. We want to make sure that Unity is always useful.
Mandates (FREE)
We have reworked and added a bunch of new mandates for democratic empires. They usually go along the lines of building more districts, building more stations to gather resource, to increasing monthly income etc.
That is what we have for this week. Next week well return with a Dev Diary about what the community can expect in terms of Modding capabilities.
Dont forget to tune into Twitch for the Dev Clash at 15:00 CET on https://www.twitch.tv/paradoxinteractive, starting with a special video showcase, so you can see us whack at each other with our new pointy sticks!
Hello everyone!
Today were back for this weeks installment of the Stellaris Dev Diary!
Now for the standard reminder that were not yet ready to reveal when MegaCorp will be released, and that screenshots may contain placeholder art, interfaces and non-final numbers. That said, youre now free to begin the honored tradition of ignoring that and start arguing about any numbers posted or asking for a release date.
Anyway, lets begin! Today we will be covering The Caravaneers, another cool feature in MegaCorp.
The Basics
The Caravaneers are space-based traders who send out fleets across the galaxy to offers you great deals! The best deals! There are three different Caravaneer fleets who set out from their coalition base in Chors Compass.
The Fleets
Like mentioned earlier, there are three new fleets of traders roving the galaxy, known as Racket Industrial Enterprise, the Numistic Order, and the Vengralian Trium.
They travel across the galaxy, and when they show up in your space they will offer you lucrative deals. Each fleet has their own set of specialized deals and may ask for different things in return for what they are offering.
The Caravaneer Coalition Base
For those who seek to enjoy some quality pastime, a visit to the caravaneer base is surely worth a visit! The caravaneers have some great deals on offer only Energy Credits are accepted for being exchanged for the exciting CaravanCoinz! (Your primitive , $, won't be accepted here!)
CaravanCoinz allows you partake in some excellent games of chance, or to buy sealed boxes of loot. Who knows, maybe you will be lucky enough to find the most glorious and precious thing known in the galaxy The Galatron.
Either way, a visit to the caravansary coalition base is not something youll regret!
Wow, so many great deals to look forwards to!
That is it for this week, folks! Next week we will be back with another exciting topic - namely the Slave Market (and some additional minor stuff)!
Also don't forget to tune into Twitch at 15:00 CET for the third session of the Stellaris Dev Clash.
Hello everyone!
On this stellar day you will be able to read another of our dev diaries about the upcoming expansion - MegaCorp.
Like always I have to mention that were not yet ready to reveal when MegaCorp is due to being released, and that this article may contain placeholder art, interfaces and non-final numbers.
For this dev diary we will be exploring some of the new cool features in the MegaCorp expansion namely Ecumenopolises and new Megastructures.
Ecumenopolis
Thus shall we make a world of the city, and a city of the world.
The city planet is here. To create a Ecumenopolis, you first need to unlock the associated Ascension Perk. The ascension perk is only available for non-gestalt empires, and requires the new Anti-Gravity Engineering technology.
Once you have the ascension perk, a decision will appear on your colonized planets. To be able to enact the decision, you need your planet to be entirely filled with only City Districts, in addition to the cost.
Ecumenolopises replace the regular districts with special districts available only to the ecumenopolis. These districts are Residential Arcology, Foundry Arcology, Industrial Arcology and Leisure Arcology. These districts are more powerful and provide a lot more jobs than regular districts. Additionally, Ecumenopolisis provide a bonus to pop growth and resource production for all jobs on the planet.
The Arcology Project is a must for anyone wishing to build a truly "tall" planet.
Megastructures
MegaCorp is releasing with 4 new Megastructures:
Every Thursday at 15:00 CET, tune into the Stellaris Dev Clash!
We're kicking off Week 2 of the Dev Clash right now, with our developers taking on the roles of their very own empires. Come and follow the narrative and get an exclusive look on the lastest MegaCorp internal build.
Twitch: https://www.twitch.tv/paradoxinteractive
Mixer: https://mixer.com/paradoxinteractive
Hello everyone and welcome to another Stellaris development diary. Today marks the first dev diary about MegaCorp, the major expansion accompanying the 2.2 'Le Guin update', and the topic is the titular feature of MegaCorp: MegaCorporations. As said before, screenshots will contain placeholder art, prototype interfaces and non-final numbers.
MegaCorporations
A MegaCorporation is a type of empire that uses the new 'Corporate' authority added in MegaCorp. It is an interstellar empire that is structured like a business, and is focused on trade, building tall and generating large amounts of Energy Credits. Unlike the other two new authorities added in Utopia and Synthetic Dawn, the Corporate authority does not have a special ethic, but rather can support any combination of the regular empire ethics - you can play your MegaCorp as an authoritarian spiritualist corporation with indentured workers, or an egalitarian co-op that looks after the welfare of its citizens. Regardless of your ethics though, the Corporate authority has the Oligarchic election format, with a new leader elected every 20 years from a pre-selected pool of candidates.
The Corporate authority comes with its own special set of civics and a number of advantages and drawbacks. MegaCorps get a higher administrative cap (how large your empire can grow without suffering penalties such as tech and unity cost increases), but take double the penalty that normal empires do from being above said cap. This means that MegaCorps are ill-suited to controlling large swathes of space directly, and should focus on claiming fewer, better quality systems and planets. MegaCorps also have special variants of the Administrator and Culture Worker jobs called 'Executive' and 'Manager' respectively, that both produce trade value in addition to their other effects.
The Corporate authority fully replaces the old 'Corporate Dominion' civic for those who have the MegaCorp expansion, but Corporate Dominion is still available as a civic pick if you do not have MegaCorp.
Branch Offices
To compensate for their deficiencies when it comes to controlling territory directly, MegaCorps have the ability to construct Branch Offices on the planets of other empires. A Branch Office is a separate part of the planet screen that is managed by the controlling MegaCorp, where said MegaCorp can construct special Corporate Buildings. Branch Offices can normally only be established on the planets of regular (non-Gestalt, non-Corporate) empires that the MegaCorp has signed a Commercial Pact with. Commercial Pacts are trade agreements signed between two non-Gestalt empires that allow each empire to gain income relative to the size of the other empires' collected trade value, and is a part of the free Le Guin update. For MegaCorps, however, they additionally open for the MegaCorp to establish Branch Offices by paying a fixed sum of Energy Credits.
Branch Offices generate income for the owning MegaCorp based on the amount of trade value present on the planet, and so are best constructed on planets with a large number of Pops. Additionally, for every 25 pops on the planet the MegaCorp can build one Corporate Building, up to a maximum of four. Corporate Buildings are typically mutually beneficial, providing the Corp with some sort of modifier (such as Naval Capacity) or production of a resource (such as Alloys), and giving the planet owner some sort of modifier (such as Amenities) or an increased number of jobs. Many Corporate Buildings also incrase trade value, which benefits both the owner of the planet and the MegaCorp. As a general rule however, the MegaCorp will always benefit more than the owner of the planet.
While Branch Offices require a Commercial Pact to be established, cancelling the Commercial Pact does not automatically close them down - once a MegaCorp is established on your planets, it's not that easy to get rid of! Instead, any empire with a planet where a MegaCorp has an 'unlicensed' (no active Commercial Pact) Branch Office will get the 'Expropriation' Casus Belli on the Corp, which if pressed successfully in war shuts down all Branch Offices on that empire's worlds, with the attacker gaining a sum of Energy Credits for each office shut down. However, one should be careful not to declare an Expropriation war they might lose - if the MegaCorp forces surrender on the attacker, the attacker is forced to become a Subsidiary of the MegaCorp (see below for details). It is not possible for a MegaCorp to establish a Branch Office on the planet of an empire they are at war or have an active truce with.
Subsidiaries
Subsidiaries are a special kind of subject available only to MegaCorps, and replacing all the other normal forms of subject (Vassal, Tributary, Protectorate) for them. Subsidiaries have some diplomatic independence, and can expand into new systems and wage war among themselves, but are required to join the MegaCorp in their wars and pay 25% of their energy credit income to their Corporate overlords. Subsidiaries can not be integrated.
In addition to their more straightforward 'regular' civics, MegaCorps also have two gameplay-changing Civics, Criminal Heritage and Gospel of the Masses:
Criminal Heritage
Criminal Heritage has no ethics requirements but cannot be added or removed once the game has begun. It turns the MegaCorp into a criminal syndicate that cannot enter into Commercial Pacts, but does not need the permission of other empires to establish Branch Offices on their planets. The income of their Branch Offices scales to the level of crime on the planet, with a higher level of Crime providing more income, and they have their own set of Corporate Buildings that generally increase crime on the planet in addition to their other effects. Criminal Corporate Buildings are not entirely negative for the owner of the planet, however, especially if that owner has opted to co-exist with criminal elements on the planet. It is also possible to counteract Criminal Syndicates by heavy use of law enforcement, as a low level of crime on the planet will both cut into the income of the Crime Syndicate and makes it possible for an event to fire where law enforcement shuts down the criminal Branch Office on the planet and blocks any further such offices from being built for a time.
Gospel of the Masses
Gospel of the Masses requires spiritualist ethics and can be freely added and removed after the start of the game. It turns the MegaCorp into a MegaChurch that gains a large boost to spiritualist ethics attraction and which gains economic benefits from spiritualist pops on their planets and branch office planets in the form of increased trade, representing tithing and a general cult of consumerism and spending. They can build a special Temple of Prosperity building on their branch office planets which boosts Spiritualist attraction, resulting in more spiritualist pops and economic benefit to both the MegaChurch and the owner of the planet, though an empire that does not wish its pops to start turning Spiritualist may want to consider carefully before allowing the MegaChurches to gain a foothold on their planets... assuming they have a choice in the matter, as Gospel of the Masses can be combined freely with the Criminal Heritage civic.
That's all for today! Next week we're going to continue talking about the MegaCorp expansion, on the topic of Ecumenopolises and new Megastructures.
Stellaris: MegaCorp introduces a revolutionary new way to conduct business on a galactic scale by seamlessly synergizing new markets and city planets with state-of-the-art citizen solutions and more marketable human capital. Alongside a host of free updates coming to Stellaris, the new MegaCorp DLC will include:
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of new technologies that we have added in the update. As said before, screenshots will contain placeholder art and interfaces and non-final numbers.
New Economic Techs
As part of the economic system and planetary management changing, we also had to deal with how the various technologies governing resources and the economy would change. Previously, new economic technologies would usually unlock building upgrades, leading to a spree of upgrade-clicking across your planets when your empire got access to a new level of mining technology or similar. As one of the stated goals of the planetary rework was to remove unnecessary micromanagement, we decided to split resource technologies into two types: Raw Resource Technologies, affecting jobs that produce basic resources such as Minerals, Food and Energy and Advanced Resource Technologies, affecting jobs that produce advanced resources such as Consumer Goods and Alloys.
Typically, Raw Resource Technologies provide an instant and straightforward bonus to production, such as a bonus to mineral output from Miners, while Advanced Resource Technologies offer upgrades to buildings such as Foundries into more efficient versions that provide more of that particular type of resource production job. There are, of course, exceptions to this rule (for example, buildings like Mineral Purification Plants that improve planet-wide mineral yields) but as a general rule it holds true. Also, we are aware that some people consider straight bonus technologies to be boring, but it would both be unfeasible and entirely undesirable for all of the hundreds of technologies that you can research in Stellaris to require active engagement on the part of the player - we'd simply end up with a whole lot more of the same kind of tedious chore that was the old building upgrade system.
We've added several new technologies for Mining and Research stations that increase their efficiency, so space-based resource extraction now increases with time and technology just as planet-based resource extraction does. There's also a number of new technologies related to rare resources such as Exotic Gases to either be extracted from natural deposits, or synthetically created in the event your natural deposits are insufficient for your needs.
Specialized Planet Technologies
Of course, not all the new technologies are related to resources. One of the advantages of the new planetary management system is that it allows us to create planets that are truly different from each other, and one of the applications of this potential will be technologies that allow you to designate a highly specialized role for a planet. Currently, there are two specialized planet technologies planned for Le Guin, Penal Colonies and Resort Worlds, each of which unlocks a decision that allows you to transform a newly colonized planet into a Penal Colony or a Resort World, respectively. At time of writing, you can only have one of each of these in your empire at a time, though this may change before release.
Note: For a closer and more detailed look at the images for each of the Tradition options, check out the full thread at https://forum.paradoxplaza.com/forum/index.php?threads/1123421/
Hello everyone! Today you will be able to enjoy yet another Stellaris development diary, so that the drudgery of ordinary life gets momentarily replaced with excitement and joyous anticipation. As promised we will continue by detailing the features in the free 2.2 'Le Guin' update, and the topic will be the traditions and how they have been updated to work with our new game systems.
As per usual I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 Le Guin is coming out, and that images may contain placeholder art, interfaces and non-final numbers.
Lets get started then! Updating the traditions was of course a necessity with the reworked economy, but a secondary objective was also to make the themes of each tradition tree be more well-defined. A tradition tree should stick to a theme or a playstyle, while also making sure the bonuses are as unique and fun as possible.
Expansion
The Expansion Traditions are themed around colonizing faster, growing a large population, and generally having a large empire.
Domination
The Domination Traditions are no longer focused around vassals, but are instead focused around reducing crime, better workers and slaves, and better rulers and governors.
Prosperity
The Prosperity Traditions are themed around improving planets and making specialists better.
Harmony
The Harmony Traditions are themed around sustainability, amenities, and stability.
Supremacy
The Supremacy Traditions are themed around domination of space. You will be able to field larger fleets and upgrade more starbases, while both of them will also be stronger.
Diplomacy
The Diplomacy Traditions are themed around federations, the galactic market and trade.
Discovery
The Discovery Traditions are themed around research and space exploration.
That covers most the traditions and how they have been updated to the new system. As you saw, some of them still have some work that needs to be done. They are also still prone to change and numbers are non-final and all that.
Tune in for a short stream today where Ill be talking some more about the traditions, and perhaps showing up some the more unique traditions for gestalt empires and purifiers.
Next week we will continue to mercilessly tease you about the upcoming update by showing some of the New Technologies, so make sure to mark it in your calendars!
Hello everyone! We’re back yet again for another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, and as promised last week, the topic will be Decisions and Planetary Bombardment.
And before we get right into it I of course have to reiterate that we're not yet ready to reveal anything about when 2.2 ‘Le Guin’ is coming out, and that screenshots may contain placeholder art, interfaces and non-final numbers.
Decisions
Planetary edicts are gone - long live Decisions! Decisions is a new feature that will replace the old Planetary Edicts. We’ve always wanted to do more with planetary edicts, and Decisions now allow us to do a lot more cool stuff. Some Decisions can be enacted on any planet (colonizable or not) in your empire’s borders. Decisions can cost any resource, and can also require a certain amount of time to pass before the effect will take place. For example, the Mastery of Nature Ascension Perk now allows you access to Land Clearance – the Decision (see image below). Some Decisions will have toggle options – like for example Martial Law. Enacting the Martial Law Decision allows you to later on Revoke Martial Law should you wish to do so.
The system will be fully moddable and we’re looking forwards to seeing what cool stuff the community can come up with.
Planetary Bombardment & Devastation
To better fit with the new systems, bombardment has been slightly reworked.
When a planet gets bombarded it will suffer Devastation. Devastation ticks up from 0 up to 100, and is a direct penalty to your planet’s housing, amenities, trade value and pop growth. Clearing Devastation will take time and cost resources, as one would expect.
Fleets, as you know, have different Bombardment Stances – each with its own effect on how fast Devastation ticks up and how large chance there is for a Pop to be killed during bombardment. The higher the Devastation is on a planet, the higher the chance is for a Pop to be killed. When a building slot becomes invalid due to no longer having the amount of Pops required for it to operate, the building occupying it will become Ruined. A Ruined building may be repaired once the requirements of the building slot are once again met.
For those concerned that Devastation is too punishing, rest assured that we will be looking into that. Recovering from Devastation should never feel like an impossible task.
Next week our we will continue covering the features of the 2.2 ‘Le Guin’ update with the topic of Tradition rework. Because this week’s dev diary is a bit shorter, I’ll leave a teaser for next week. Enjoy!
This new version of PDX Multiplayer is now ready for testing, with huge improvements to connectivity and stability, as well as expanded in-game features to help you connect with friends and play together regardless of which platform the game was purchased from! Before we go fully live with it, we want to offer it to interested parties as an OPT-IN BETA PATCH.
This will help us expose the system to greater stress and find issues before full release. We're putting this optional beta out on Steam right now, but we're not asking you to help us test it for nothing: 2.1.4 also includes the debut of the much-requested STELLARIS MULTIPLAYER OBSERVER MODE.
We're happy to finally have observer features available like in other PDS games, to allow you to spy on your friend's MP in the most benign or horrible ways you can imagine!
See below for the full patch notes.
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######################### VERSION 2.1.4 #########################
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# Features
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* Added observer mode to multiplayer, with numerous observer-only events to keep track of what's happening in the whole galaxy
* Added a new multiplayer system to allow cross-play across all supported platforms
* Added tons of empire info to hotjoin menu
* In MP, added a player map mode that displays player name instead of empire name on the map, and greys out AI empires
* Added filter check box for non-player controlled empires in galaxy/contacts view
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# Balance
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* Removed game rule restrictions for making claims when you have a Colossus
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# UI
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* Added "-observe" command line argument to start directly in observer mode
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# Modding
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* You can now script the size and distances for the "stacks" of orbital ships around planet: PLANET_ORBIT_STACK_SIZE and PLANET_ORBIT_STACK_DISTANCE in 00_defines.txt
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# Bugfixes
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* Added a bunch of missing text strings
* Fixed an issue where the number of fleets in orbit around a stellar body was capped, leading to hilarious results like not being able to queue movement orders there, because parking sucks in this town
* Fixed a bug where lacking a suitable planet to terraform in to a Gaia world, the nanites would terraform the star instead
* Fixed advanced start AI empires lacking additional colonies on game start
* Fixed an OOS related to ship design upgrades
* Properly reset the retrofit list so it can rebuild correctly when switching ship design in fleet manager
* Fixed more things that could lead to multiplayer OOS
Please note this is an opt-in patch. You have to choose to activate it.
Go to: Steam Library -> Right click on Stellaris -> Properties -> Betas tab -> choose "2.1.4_beta"
There it is, folks! Give the new MP and observer mode a try, play with your friends across all PC distribution platforms, send us the issues you find, and we'll work together to produce the best possible full release version.
Are you ready for the Stellaris Dev Clash?
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of Trade Value and Trade Routes. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.
Trade Value
Trade Value is a new value that's being added in the Le Guin update for non-Gestalt empires, representing the civilian and private-sector economies of these empires. All Pops generate a small amount of Trade Value based on their living standards, with higher living standard Pops generating more trade value, and is also produced by a number of different jobs such as Clerks and Merchants. Additionally, Trade Value can be found as deposits in space, representing various resources that don't have a direct industrial application but might still be desirable to your population (for a real-life example, think of things like as precious stones used in jewelry). Trade Value has no inherent purpose, but can be turned into other resources by being exploited, representing taxation and tariffs imposed on the civilian economy by an empire that has the necessary infrastructure in place to benefit from it.
In order for Trade Value to count as exploited, it has to fulfill two conditions:
1) There must be an upgraded Starbase in range from the system to collect the Trade Value. By default, upgraded Starbases can only collect inside their own system, but their collection range can be extended by constructing additional Trade Hub modules, with each module extending the collection range by a single system up to a maximum of 6 hyperlane jumps away. You do not need to build an orbital station to collect trade value from planets - this is done automatically if it is in range of a collecting Starbase.
2) Once collected, Trade Value needs to be sent to your capital system. This will be done automatically if the Starbase collecting is located in said capital system, but otherwise the Starbase must be connected to the capital through a Trade Route (more on that below).
Trade Value that is successfully exploited will be converted into other resources (currently, trade value is turned into energy credits at a 1:1 conversion rate, but which exact resources it becomes is fully scriptable and may differ depending on your empire type) and added to your monthly income.
Trade Routes
Trade Routes are paths are that used to connect remote Starbases to your capital in order to exploit the trade value collected there. Each upgraded Starbase can support a single Trade Route by connecting to another Starbase, which is where the first Starbase will send all of its collected trade value. For example, an empire might have a remote Starbase (we'll call it starbase A), which is sending trade value to another Starbase closer to the capital (starbase B), which in turn sends on both its collected trade and all trade sent to it by starbase A on to the capital. The player has full control over which Starbase sends its value where, and can redraw routes, though there may be an efficiency loss on a newly drawn route for a time.
This means that if starbase A collects a value of 10 from the systems around it, and starbase B collects 15, 10 value will be sent from A to B and all 25 combined value is then sent on to C (the capital) and is successfully exploited. Any trade value that fails to reach the capital, either because of lack of collection, lack of a route, or piracy (more on that below) is wasted - the empire gets no benefits from it - so it'll be especially important to ensure any populous colonies that are generating a lot of trade value are properly connected via trade routes to your capital.
Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later.
Piracy and Trade Defense
Of course, all that lucrative merchandise being moved through space won't exactly go unnoticed by the less savory elements of your empire. Over time, piracy will begin to accumulate along trade routes, especially routes with a high degree of trade value moving through them. For each system with piracy that the trade route passes through, a certain amount of the trade value will be lost. To combat piracy, an empire can make use of a combination of Starbases and fleet Patrols. All upgraded Starbases will have a trade protection value, that is essentially a minimum amount of trade value that will always make it through any system under their protection, regardless of the level of piracy (representing heavily escorted merchant convoys). By default, this trade protection is only for the system they are located in, but can be extended to additional systems by building defensive modules such as Hangar Bays.
Additionally, any military fleet can be given orders to patrol a route between two Starbases to actively eliminate pirates and reduce the amount of piracy in the systems. The old system of spawning pirate ships in empty systems adjacent to your empire will also change - instead, pirate fleets may spawn in systems where a large amount of trade value is being lost to pirates. Overall, pirate fleets is something you will experience less often and can actively work to prevent, but will be more of an actual threat when they do spawn. We will most likely keep some sort of piracy for having a sprawling empire with a lot of unprotected connections, possibly by simply raising the amount of piracy experienced along your trade routes, or some sort of efficiency penalty. We may also have a system similar to the old pirates for Gestalts, since they do not have access to Trade Value or Trade Routes.
(Yes, we know the grammar/spelling is wrong, no need to point it out)
That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Decisions and Planetary Bombardment
Previously you were able to revert back to earlier versions of Paradox Development Studios (PDS) games at will on Steam. These specific versions predate the enactment of the General Data Protection Regulation (GDPR) - hence they are not compliant with the new policy.
In order to continue our endeavor to reach full GDPR compliance, we have designed a new system regarding the access to earlier versions of PDS titles: from the 1st of October 2018 onward all previous versions of PDS titles will be locked under a Steam password.
After 1st October, you will need to log into the Paradox Plaza website with your Paradox Account to access the codes for previous branches of each game that you own. This will, however, require you to link your Steam account to your Paradox Account. In an effort to comply with the GDPR, this is something we need to put behind the Paradox logins as it requires agreement to the Privacy Policy and Terms of Use to adhere to the GDPR guidelines.
To get the codes for previous versions:
Sector Rework
Sectors have always been a bit of a controversial feature. Even if you disregard arguments about the general level of competence of the sector AI, the fact that sectors effectively force the player to cede control over all but a few of their planets has never gone down well with certain players. In truth, the decision to force players to give planets to sectors was very much a result of the old tile system - because of the sheer amount of micromanagement that was involved in managing a large number of planets, it was decided that automation was necessary, and also to make that automation mandatory (barring mods) to effectively force players to not make themselves miserable by micromanaging the tiles of a hundred different worlds. With the planetary rework in the Le Guin update, we no longer feel that this mandatory automation is needed any longer, and so we've decided to rework the sector system entirely.
Instead of being autonomous mini-economies, sectors are now administrative units in your empire, with their layout decided by galactic geography, with each sector corresponding to a cluster of stars in the galaxy. Sectors are automatically created when you colonize a planet in a previously uncolonized cluster, and your 'core sector' is simply the cluster in which your capital is located. All interfaces that are relevant to sectors and planets (such as the outliner) are now organized by collapsible sector entries, allowing for better overview and management of a large number of planets. As before, each sector can have a governor assigned to it, but sectors now automatically send all of their production to the empire stockpile instead of having their own fully realized economy. However, since we still want players to be able to offload some of the planetary management when controlling a large number of worlds, it is still possible to allocate resources to a Governor, who will use those resources to develop the planets under their control. This of course means that there is no longer any core sector limit, and anything that previously used to give a bonus to core sector planets has either been changed into a different bonus or removed altogether.
(Note: Image is highly WIP and has missing elements)
Faction Happiness Rework
Factions are also changing in Le Guin, though not to nearly the same degree as sectors. Most of the core mechanics of factions will remain the same, but Faction Happiness is being changed into something we call Faction Approval, measuring how much a Faction approves of your empire's policies. Where previously Factions would only give influence when above a 60% happiness threshold, Factions now always give some influence, with the amount scaling linearly to their Approval, so a 10% Approval faction will give only 1/10th of the influence that a 100% Approval faction gives you (the amount they give also still scales to their share of power in your empire). Faction Approval is also no longer directly applied to Pop Happiness, but rather will affect the happiness of Pops belonging to that faction at different thresholds, with small boosts to happiness at higher levels of approval and increasingly severe penalties to happiness at low levels of approval (effectively swapping the influence threshold for various happiness thresholds).
This should mean that even small boosts to faction approval now directly translates into influence gain, and that factions almost always give *some* benefit, even if that benefit may be outweighed by the unhappiness and unrest they can cause. We're also hoping to have time to review the faction issues, tying them more directly to policies to make them easier to understand. For example, instead of demanding that all species have their rights manually set to Full Citizenship, the Xenophile faction might demand a certain empire-wide policy setting that forces the equal application of species rights across all species.
That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Trade Value and Trade Routes.
Hello everyone and welcome to another Stellaris development diary. Today we're going to continue talking about the 2.2 'Le Guin' update, on the topic of the Galactic Market. As said before, we're not yet ready to reveal anything about when Le Guin is coming out, only that it's a long time away and we have many more topics to cover before then. Also as said before, screenshots will contain placeholder art and interfaces and non-final numbers.
The Market
The Market is a new interface accessible from your topbar, where you can buy and sell resources. Resources are bought and sold for Energy Credits, with their prices dependent on a variety of factors such as whether the Galactic Market is founded, supply and demand, and possibly also from various events. On top of the actual price of the resource, there is also a Market Fee which has to be paid for any sale or purchase, equal to 30% of the purchase value. This Market Fee is there so that it will not be possible to make money by purchasing and then immediately re-selling resources at a higher price. Resources can be purchased either in bulk, or by setting up a monthly trade, where you for example specify that you want to sell 20 food and buy 10 minerals per month, and can set a minimum sale/maximum purchase price, if you want to ensure that major fluctuations in price do not disrupt your empire's economy too much.
Internal vs Galactic Market
At the start of the game, empires only have access to the Internal Market, which represents trading with actors inside your empire such as corporations and local governments, or in the case of Gestalt Consciousness empires, resource reprocessing. The prices on the Internal Market are set to always be higher than those on the Galactic Market, so relying too heavily on trading will be disadvantageous in the first few decades of the game. Some empires, such as Devouring Swarms, may only ever have access to the Internal Market (this is something we're still testing and balancing) and so might get better prices there. Once the game has progressed to the point where at least one empire knows about at least 50% of the other empires in the galaxy, the Galactic Market will eventually be founded. One empire that meets the criteria is picked as Market Founder, and their capital system becomes the Market Capital, spawning a special station and map marker to denote it. From then on, any empire (barring possible restrictions for Devouring Swarms and the like) that knows of the Market Capital system has access to the Galactic Market and is able to trade on it. The controller of the Market Capital get a reduction in their Market Fee and increased trade value for their trade routes (more on that in a later DD).
Prices on the Galactic Market are always lower than those on the internal market, though the actual prices will fluctuate based on supply and demand - every time Minerals are sold on the market, prices will drop, and conversely, every time they are bought prices will increase. The purchases and sales you make on the Galactic Market do not just affect your own prices but also those of other empires, so that it is possible to for example massively drive up Food prices by purchasing a huge amount of food, damaging the economy of any empire that is reliant on importing it. It isn't actually possible for a resource to 'run out' on the Market, so you will always be able to purchase critically needed resources, though the cost of doing so may be extremely prohibitive. However, some resources (such as Dark Matter and other rare strategic resources) will not be available until they are actually accessible to empires on the market in large enough quantities, and are not available on the Internal Market at all. The aim of the Galactic Market is to make it so that it is actually a viable strategy to specialize your economy, importing resources that are difficulty for your empire to produce and exporting resources that you can produce easily in large quantities.
Trader Enclaves
Since the Market has much of the same functionality as the Trader Enclaves from Leviathans, we're also changing said Enclaves for those with the Leviathans Story Pack. Instead of trading food, energy and minerals, Trader Enclaves will sell rare resources (Rare Crystals, Volatile Motes and Exotic Gases) in the form of monthly trade deals offered at advantageous prices. Each Trader Enclave will offer only one of these resources. Additionally, once you reach 50+ opinion, Trader Enclaves will sell special Governor-type leaders with unique, trade and commerce related traits. Finally, if you control the home system of a Trader Enclave AND have 50+ opinion with them, you will be able to build a special Starbase building in that system which lowers your Market Fee, allowing for cheaper trading on the Galactic Market.
Finally, just a note to say that we're ignoring the Slave Market tab of the Market screenshots on purpose - this is something that will be covered in a later Dev Diary.
That's all for today! Next week we're continuing to talk about the Le Guin update, on the topic of Sectors and Factions.
Planet Stability
In the Le Guin update, Planetary Stability is the most important factor for determining the productivity and prosperity of your planets. Planetary Stability represents the overall political stability on a planet, and is influenced by a large number of factors such as Pop Happiness, Housing, Amenities, Crime and so on. Planetary Stability ranges from 0 to 100% and has a base level of 50%. A Planet that has at least 50% stability will gain bonuses to resource production and immigration pull, while a planet that drops below 50% stability will experience penalties to resource production and increased emigration push. Below 40% stability, unrest events such as hunger strikes, terrorist bombings and so on may start to occur, which can further lower stability down below the threshold for an armed revolt to start. We're still looking into which parts of the previous Unrest events we want to keep, replace, or convert to the new Crime system, so the exact way in which unrest events and armed revolts will work is not fully decided at this point, and we'll likely cover it more in detail in a future dev diary.
Pop Happiness and Approval Rating
Pop Happiness is a major factor in determining planet stability. Each Planet that contains at least one Pop with free will has a Pop Approval Rating value that is the average happiness of the Pops, modified by their Political Power. Each Pop has a Political Power value that depends on their stratum and living conditions - for example, a Ruler Pop living in a Stratified Economy will have an immense degree of Political Power, and their happiness may be more important than that of even a dozen Worker Pops. However, even Pops with no political power at all can still drag down your Approval Rating, so a planet with a vast mass of angry slaves will need some Rulers to keep them in line. On the individual Pop level, Happiness no longer affects productivity, so to ensure your planets are productive you now only need make sure your Stability level is high, and whether you achieve that stability with a happy populace or ruling with an iron fist is up to your ethics, policies and general playstyle preferences. Individual Pop Happiness is not entirely without effect though, as the happiness of a Pop determines how likely it is to adopt your governing ethics, and also affects how much Crime it generates (see below for further details).
Amenities
As part of trying to consolidate systems relating to happiness we've added a new value called Planet Amenities. Amenities represents infrastructure, facilities and jobs dedicated to fulfilling the day-to-day needs of the population. In order to not suffer penalties, a planet needs at least as many Amenities as it has Infrastructure, and any Amenities above or below that number cause increased/decreased Pop Happiness, respectively. Capital Buildings and many Ruler jobs produce a base amount of Amenities and may be sufficient for a sparsely populated mining world, but urbanized planets will likely need to dedicate part of their infrastructure to Amenities-producing jobs such as Entertainers to keep the population happy. Many of the things that used to directly increase Happiness in the old Tile system (such as Domestic Servants or certain special buildings) now produce Amenities instead, and direct Happiness-buffing modifiers have been made rare, so keeping your entire population perfectly happy is now something that requires dedication and resources, rather than just a matter of throwing down a couple of buildings and calling it a day.
Crime
Something else that we wanted to achieve with the new system was to create the potential for social and political unrest without necessarily having it take the form of a direct penalty or revolt, especially on heavily populated worlds. Crime is a value generated by all virtually all Pops with free will, and can vary between 0 and 100% on a planet. Happy Pops produce less crime, while unhappy Pops produce more crime, but only Pops at a perfect 100% happiness produce no crime at all. Crime has no actual direct penalty, but instead may result in events such as smuggler rings or organized crime taking root on the planet. These events and conditions are generally detrimental, but may also open up certain benficial opportunities and decisions that would not be available on a planet with perfect law and order. Nonetheless, a very high level of Crime is generally something to be avoided, as crime can lower stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet and which take resources away from your empire rather than producing them. To combat Crime, you can build buildings such as Precinct Districts that create crime-suppressing Enforcer jobs. In general, empires that rely on repression and inequality to keep their Pops in line will need to employ more Enforcers, but there will also be other ways to manage Crime, possibly including ways to integrate the criminal enterprises as a fixture in your society (the exact details on this is still very much something that's a work in progress).
That's all for today! Next week we'll continue with the final part of the Planetary Rework dev diaries, on the topic of Machine Empires, Hive Minds, Habitats and other mechanics that are changing alongside the Planetary Rework.
Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers we write! ;p
Planetary Rework
Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.
Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.
When designing the new planetary management system we set out a number of design goals:
Happy Thursday, everyone! We've added some necessary hot fixes to the previous patch notes! The version number will not change but the checksum will now be 5bcb:
After spending the summer in beta without introducing drastic new issues, version 2.1.2 is now the official live version of Stellaris. Below are the complete patch notes.
Hello everyone,
We're happy to announce that we've now released the 2.1.2 opt-in patch with a couple of fixes listed in the patch notes below!
It's save game compatible with 2.1.1, as usual with minor updates :)
#################################################################
######################### VERSION 2.1.2 ###########################
#################################################################
###################
# Free Features
###################
* Map modes now are able to show claims
* Added the Kuiper Belt to the Sol system
* Added several new event pictures
* Ctrl-F9 now also hides system lines and navigation arrows
* It is now possible to rename the currently selected faction in faction view by clicking its name
###################
# Balance
###################
* Re-enabled pre-sapient discovery Anomalies for the AI
* Existing Horde fleets are now removed upon Great Khan's death and replaced by a fixed number of replacements
* AI empires are now more likely to find L-Cluster insights after 100 years have passed
* Increased levels of precursor anomalies across the board
* Balanced anomaly levels according to QA and player feedback
* Marauder empires are less likely to spawn close to an empire's starting system
* Rogue Servitors & Assimilators can now once again pick World Shaper perk
* Reduced frequency of terraforming candidates by about 50%
###################
# UI
###################
* Only ships that are docked in a starbase with upkeep reduction will now show as having a green orbit icon on the outliner, other ships in orbit around something but not receiving an upkeep reduction will show as yellow
###################
# Modding
###################
* It is now possible to set anomalies as should_ai_and_humans_use = yes which will allow them to be used by both AI and human empires (overrides should_ai_use)
* Added on_added_pop on action for when a pop is added to a planet
###################
# Bugfixes
###################
* Fixed issue where acquiring an L-Gate and the L-Gate activation tech out of order would cause the L-Gate special project to fail to appear
* Names for country designs are not duplicated anymore
* Marauder raiding fleets are now always deleted a year after they start to withdraw to prevent rare situations where they get stuck
* Added missing localization for Great Khan leader titles
* Fixed template manager displaying wrong military power
* Fixed event trigger preventing Rudimentary Robots chain from continuing once you colonize their planet
* Fixed Colossus Tech being reverse-engineerable from debris
* Federation requests between two empires belonging to the same species class should now present correct localisation
* Fixed Curator cost checks to avoid truncation problems
* The AI no longer considers fleets that are running away as support in their current endeavour
* Fixed the AI thinking unreachable systems are the closest systems
* Fixed Cloud Lightning being hidden and unavailable as a component
* Impossible Organism Nivlac Empire should no longer be placed on a Holy World or in a hostile system
* Fixed the bug where ships were losing health while merging
* Fixed Pacifist Defensive Wars Only demand to trigger properly
* Fixed issues with upgrading designs twice in the Template Manager
* Fixed issue where ship designer would not show the difference after researching new tech
* Fixed issue where players could change components on auto-generated designs
* Auto-upgrade is now considered as an update and can be saved
* Strategic Resources generated via events will now trigger the Strategic Resource discovery message
* It is no longer possible to construct event ships from starbases
* L-Cluster strategic resources will no longer appear on terraformed planets or Ring Worlds
* Fixed nonsensical requirement to have a free Leader slot in order to buy L-Gate Insight from the Curators
* Event text for opening the L-Cluster is now correct if only one L-Gate exists in the galaxy
* Fixed typo in Great Khan dialogue
* Limbobots can no longer be used to colonize worlds
* Limbo can only trigger once per game globally
* Fixed errors in Vechtar Zavonia event chain outcome
* Fixed on_entering_system event not being fired in your own systems. This fixes bugs like the shrines to the old gods not being completable
* Fixed non-sapient robots getting the wrong species rights in a Machine Empire
* Fixed certain opinion modifiers from distant stars events not going away over time
* Fixed defense platform cost not being correctly calculated
* Fixed instances of fleets getting stuck
* Fleets that cannot have their leader assigned or removed will now show this in the interface
* Resolved an error where Fanatic Purifier style empires could get an alien scientist from an anomaly
* Tweaked War in Heaven to generally have more AI empires picking sides among the Awakened Empires rather than staying neutral
Test it and tell us what you think. Most of the team will be going on vacation shortly, so we'll leave this up over the Summer.
Please note this is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "2.1.2_beta"
New
Hello everyone and welcome to another Stellaris development diary. Now that we have officially released the 2.1.1 update, we are working on making another rolling beta patch that we expect to release to you guys sometime next week. This beta, with version number 2.1.2, will continue to focus on bug fixes, QOL features and improvements to performance/stability. We expect to keep the beta going through the summer and release it as an official update sometime after the team returns from vacations.
Claims in Diplomatic Mapmode
Something that's been highly requested by the community since 2.0 came out is the ability to see the claims of other empires on the galactic map. In 2.1.2, you will be able to see the claims of any empire you have communications with by going into diplomatic mapmode and selecting that empire, allowing you to easily get an overview of what systems they are interested in. Displaying claims is a scripted setting on a mapmode that modders will be able to add to any custom mapmodes they feel would benefit from it.
Creature/Fallen Empire Spawning
We're also spending some time tweaking the spawning radiuses of space creatures and fallen empires to try and ensure that they show up regularly even in densely populated galaxies. The spawning algorithm will still try to avoid boxing players in with Leviathans or hostile FEs, but hopefully there should be fewer instances of space creatures and Fallen Empires not showing up due to there being too many player empires on the map.
L-Cluster Improvements
As mentioned previously, we are still working on fleshing out the L-Cluster and adding more outcomes to it. We expect to get these improvements in at some point during the 2.1.2 rolling beta.
That's all for today! As July and vacation time is coming up, we're now going to go on a dev diary hiatus. There will likely be an update or two during this period to the 2.1.2 beta, but no regularly scheduled dev diaries. Dev diaries will return on August 9th, at which point we should be ready to start talking about what's coming next in terms of major updates and features. See you then!
Hi all, Jamor here.
After a good time in beta in which we were able to get confirmation that the L-Cluster related lag spikes were fixed, and no new critical issues introduced, I'm making 2.1.1 live now as the official version.
Spoiler: Full Patch Contents
#################################################################
######################### VERSION 2.1.1 ###########################
#################################################################
###################
# Free Features
###################
* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
* Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them
###################
# Balance
###################
* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
* Reduced the chance of a Marauder Great Khan dying from noncombat causes
* Rogue Servitors can now allow organics to colonize planets
* Increased AI weight for naval cap & command limit techs
* Increased base weight of terraforming techs
* Reduced Materialist opinion boost towards Machine empires
###################
# UI
###################
* New icon for the L-cluster
###################
# AI
###################
* AI will now a wait some time before changing AI priority if it recently changed priority
###################
# Performance
###################
* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
* Removed useless recalculation of borders when planet change owners
* Bypass distance cache improvements
* Ensured Starbases owner modifiers are calculated only once, and parallelized that bit
* Parallelizing AI strategy monthly recalc and reducing the number of system evaluated
* More caching of tile related data performance - fixes a performance bug with previous caching of tile related data
###################
# Modding
###################
* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is_event_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
* You can now define in a section template whether its components (turrets etc) should be drawn graphically or not
* Effects that take name (such as create_ship or set_name) can now extract name from scope, ie set_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)
###################
# Bugfixes
###################
* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
* Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
* Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1
* Minor loc polish and fixes to events
* Fixed broken repair costs for ruined buildings
* Fixed the Great Khan being stuck bombarding the planets of Satrapies
* Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit
* Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads
* Added missing check to prevent Sea of Consciousness tech gain exploit
* Fixed the bug where it was impossible to land troops on planets captured by titanic life
* Fixed ruined gateways blocking construction of megastructures
* Fixed construction time being calculated incorrectly for defensive platforms
* Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings
* Fixed ludicrously broken costs for starbase defense platform upgrades
* Added missing selection sound effects for ice asteroids and brown dwarves
* Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets
* World Shaper ascension perk is no longer available to Machine Empires
* Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life
* Autonomous Ship Intellects is no longer marked as a dangerous tech
* Planned Obsolesence can no longer fire for non-materialist empires
* Fixed CTD on loading save game from in game
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
It's too close to the end of the work week to do it right now, but the plan is to make a new 2.1.2 optional beta branch next week, containing more fixes and improvements. We'll get back to you with more on that shortly, but the key thing for us is to get the really badly needed lag fixes in the hands of the whole playerbase now that they have been confirmed. Thanks again for all your help making sure the release version was sound.
Save files from older versions should be compatible with 2.1.1, but just in case you need to roll back, here's how:
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose the version you want
Have fun playing this weekend!
Hey everyone, There will be no dev diary today as we're busy working on getting the fixes and performance improvements in the 2.1.1 beta live to all users. There will be a dev diary as normal next Thursday, focusing on further fixes and improvements coming in 2.1.2.
Hey lovely Stellaris players! We've got a new new Beta patch out for Stellaris 2.1.1 and we know a lot of you want to help us make it even better! Below are the patch notes for the current version as quoted from the forums, ORIGINAL THREAD HERE.
"Hi all, Jamor here.
As promised we've kept at work for the 2.1.1 beta patch. I've got a new batch of fixes ready. All those interested in trying out the patch before it goes live, please do so and give us your feedback. Please note that all new additions to the patch are in BOLD YELLOW (not yellow on Steam).
#################################################################
######################## VERSION 2.1.1b ###########################
#################################################################
###################
# Free Features
###################
* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
* Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them
###################
# Balance
###################
* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
* Reduced the chance of a Marauder Great Khan dying from noncombat causes
* Rogue Servitors can now allow organics to colonize planets
* Increased AI weight for naval cap & command limit techs
* Increased base weight of terraforming techs
* Reduced Materialist opinion boost towards Machine empires
###################
# UI
###################
* New icon for the L-cluster
###################
# AI
###################
* AI will now a wait some time before changing AI priority if it recently changed priority
###################
# Performance
###################
* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
* Removed useless recalculation of borders when planet change owners
* Bypass distance cache improvements
* Ensured Starbases owner modifiers are calculated only once, and parallelized that bit
* Parallelizing AI strategy monthly recalc and reducing the number of system evaluated
* More caching of tile related data performance - fixes a performance bug with previous caching of tile related data
###################
# Modding
###################
* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is_event_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
* You can now define in a section template whether its components (turrets etc) should be drawn graphically or not
* Effects that take name (such as create_ship or set_name) can now extract name from scope, ie set_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)
###################
# Bugfixes
###################
* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
* Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
* Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1
* Minor loc polish and fixes to events
* Fixed broken repair costs for ruined buildings
* Fixed the Great Khan being stuck bombarding the planets of Satrapies
* Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit
* Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads
* Added missing check to prevent Sea of Consciousness tech gain exploit
* Fixed the bug where it was impossible to land troops on planets captured by titanic life
* Fixed ruined gateways blocking construction of megastructures
* Fixed construction time being calculated incorrectly for defensive platforms
* Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings
* Fixed ludicrously broken costs for starbase defense platform upgrades
* Added missing selection sound effects for ice asteroids and brown dwarves
* Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets
* World Shaper ascension perk is no longer available to Machine Empires
* Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life
* Autonomous Ship Intellects is no longer marked as a dangerous tech
* Planned Obsolesence can no longer fire for non-materialist empires
* Fixed CTD on loading save game from in game
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
Your feedback will help us get the best possible full release version, so please give it a try and get back to me.
Please note this is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "2.1.1_beta"
"
Hello everyone and welcome to another Stellaris development diary. As mentioned in last week's dev diary, we're currently in an extended post-launch support period, and so there won't be any feature dev diaries coming for a while. Today's dev diary will just be a quick update about a couple of the issues we're currently aware of and working on for the 2.1.1 rolling beta. This is just a select few items, not a comprehensive list of everything we're working on!
L-Cluster Variety
The first issue we're currently addressing is L-Cluster balance and variety. We've had some feedback from players who got a 'positive' L-Cluster outcome that it felt a bit underwhelming, and while we definitely do not want every L-Cluster outcome to be negative, we do acknowledge that we could have done more in regards to the flavor and detail of some of the outcomes. As such, we'll be doing an extended second pass on this feature, adding more flavor and more outcomes, and also looking into the balance of when the L-Cluster is accessible and AI-related issues for some of those outcomes. We expect to have balance and AI fixes with you sooner rather than later, with the second content pass likely a few weeks away as we have decided to invest a fair amount of additional time and resources into it.
Performance
Another problem we're aware of and working on is the issue some users are experiencing with decreased performance and stuttering in 2.1 compared to 2.0. All I can say about this at the moment is that our coders are looking into it and have already made some progress on the problem, and that we consider it to be a very high priority issue that we absolutely intend to resolve.
Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.
That's all for today! Join us again next week for... you guessed it... more post-launch support!
Hey everyone,
We've spent the week since PDXCon and the 2.1 Niven release listening to your feedback and addressing bugs, balance, and stability issues. I'm happy to report the new 2.1.1 opt-in patch is available.
Spoiler: Full Patch Contents
#################################################################
######################### VERSION 2.1.1 ###########################
#################################################################
###################
# Free Features
###################
* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
###################
# Balance
###################
* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
###################
# UI
###################
* New icon for the L-cluster
###################
# Performance
###################
* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
###################
# Modding
###################
* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is_event_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
###################
# Bugfixes
###################
* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
* Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
Give us a try and let us know how it goes. We'll continue to update the beta in the coming days as we get more fixes and improvements to send your way.
Please note this is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "2.1.1_beta"
Hey everyone, If you missed out on watching Martin Anward's talk at PDXCON - or you just want to watch it again, this is the video for you! https://www.youtube.com/watch?v=6f0cO9Bqu8g
Hello everyone and welcome to another Stellaris development diary! This one is just a short update to let you know what's going on in the development team and what you can expect in the coming weeks and months. As we just released Distant Stars this week, we will now be entering into an extended period of post-launch support with a rolling beta patch similar to what we did after the 2.0 release, both to sort out any issues with the 2.1 launch and to give us time to work on older bugs, QoL improvements and so on. We expect to have the first version of the rolling beta out early next week, with OOS fixes, a fix for starting planets sometimes spawning far away and some other priority issues sorted out.
All of this means that feature dev diaries will be taking a break, and instead we'll be focusing on simply giving you a weekly update on the rolling beta and notable additions or fixes (if any) that we are doing. Feature dev diaries will resume at some point in the summer, when we should be ready to start talking about the next major thing.
For every complex problem there is an answer that is clear, simple, and wrong.
# Story Pack Features
###################
* Added many new Anomalies, increasing the total amount by almost 50%
* Added new Leviathan: Voidspawn
* Added new Leviathan: Tiyanki Matriarch
* Added new Leviathan: Scavenger Bot
* Curator Enclaves will now also spawn for Distant Stars owners, to help with the new Leviathans
* Added new unique systems to explore
* Added L-Gates and the mysterious L-Cluster outside the known galaxy, which you will have to investigate and research to access
###################
# Free Features
###################
* Galaxy generation has been reworked for more interesting hyperlane terrain: stars are now grouped in highly connected 'constellations' separated by thin 'highways', making for more strategic placement of natural chokepoints
* All hyperlanes are no longer immediately visible when starting a new game, but will be revealed through exploration. Hyperlane visibility extends roughly twice as far as your sensor range
* Added binary star systems
* Added trinary star systems
* Added new star classes
* Anomaly levels have been reworked to span levels 1-10 instead of 1-5
* Anomalies can no longer fail, but instead the time to research an anomaly will depend on the difference between scientist level and anomaly level, with high level anomalies potentially taking a very long time to research for a low skill scientist
* Some older Anomalies have been reworked and fixed to function properly
* Strategic Resources have been reworked so that similar materials have the same types of effects - crystals for ship damage, ores for ship defenses, gas for empire effects, etc.
* All Strategic Resources are now always visible, but most require specific Technologies to be mined
* Strategic Resource deposits are no longer distributed according to galaxy clusters
* Added new Aldar Crystals Strategic Resource
* Added Aldar Crystals tech
* Added Experimental Subspace Nagivation which allows science ships to go missing-in-action and travel to a selected system. This will allow them to bypass (but not enter) closed borders
* Added a new Alert for when establishing communications reveals a new Strategic Resource within another Empire's borders
* Establishing communications with another Empire that has a Bypass (Gateway, Wormhole, L-Gate) within its borders now counts as discovering that Bypass Type
###################
# Balance
###################
* Survey speed increase per Scientist level increased from 5% per level to 10% per level
* Most scientist level requirements for Special Projects have been removed, as they tend to be gated by anomalies anyway
* Decreased outer boundary distance for Fallen Empires (was preventing more Fallen Empires from spawning in large galaxies)
* Zro Distillation is now a Tier 3 tech (down from 4)
* Rebalanced Strategic Resource tech tiers to better fit their effects
###################
# UI
###################
* Situation Log has been reworked and will now also list anomalies
* Science ships now have a "Research Anomalies in System" right-click command on systems
* Renamed tile science modifiers from e.g. "Physics Output" to "Tile Physics Output" to better reflect what the modifiers actually do
* Scientist level is now shown in the outliner
###################
# AI
###################
* AI will retreat its Colossus if it is alone in combat, as even a planet destroying giant laser is cold comfort in the lonely depths of space
* Fixed an issue where the AI would incorrectly allocate too much budget to navies when it could not support any more ships, resulting in underdeveloped empires
###################
# Modding
###################
* Scripted variables rework: centralized all @values in commonscripted_variables folder
* Scripted variables rework: centralized @values can be overridden by @values defined in individual files
* Anomaly rework: combined _anomaly_categories and _anomalies files into one file
* Anomaly rework: added "anomaly_event" effect with expected scopes for use in anomaly categories
* Anomaly rework: added a number of new features and updated syntax
* Added "exclusive_trigger" functionality to event descriptions
* Added "last_changed_species_rights_type" trigger
* Added "fleet_action_research_special_project" effect
* Added "remove_orbital_deposit" effect that removes the orbital deposit on planet
* Added picture parameter for set_planet_entity effect
* Added support for multiple asteroid belt types
* Added "create_saved_leader" effect
* Hyperlane Discovery Range is now separate from Sensor Range, and can be modded for ships, planets, megastructure, etc.
* Added "is_bottleneck_system" trigger
* Added scriptable bypass connections
* Added "delete_megastructure" effect
* Added HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA define to hide hyperlanes outside TI
* Added "add_tradition" effect
* Added support for sealed_wormholes as a bypass type for wormholes
* Added the ability to specify colonizer pop species when spawning a colony ship via create_ship
* Added a batch optimization effect for spawn_system
###################
# Bugfixes
###################
* Fixed issues with the pulsar Marauder system initializer
* Fixed edge case where Marauders would sometimes demand more tribute than they should
* Fixed a number of minor syntax issues (shoutouts to Dayshine)
* Pop production modifier no longer affect strategic resources
* Fixed more potential out-of-sync issues in multiplayer
* Fixed stability issue when a selected situation log entry is removed
* Fixed aborted special projects not disappearing from the situation log and blocking others from completion
* Fixing game text descriptions for planet classes
* Fixed the OOS when you ctrl-shift-click an enemy fleet
* Fixing the set location effect having a wrong angle for fleet position
* Withdrawal symptoms are no longer reset when changing species rights
* Bugfix for when deleted bypasses were not removed
* Fixed issue where the Strategic Resource tutorial mission could trigger for resources located inside other empires, because envy is the darkest emotion
* Fixed an effect attempting to link up already-linked wormholes (which would crash the game)
* Fixed issue where tutorial missions could sometimes trigger for Gestalt Consciousness empires, who really should know all this instinctively already
* Fixed issue where Remove Orbital Debris special project did not require a Science Ship
* Fixed Occupation tooltip always displaying 0 planets being occupied
* Planet picture override should now apply correctly
* Fixing the issue when context effect used in hidden effect caused assert
* Fixed more potential text overflows in Federation view
* Habitats no longer double dip on orbital deposits
* First Contact tutorial mission will no longer trigger when encountering primitives
* Fixed anomaly tooltips sometimes displaying incorrect value types
* Fixed issue where gateways were sometimes weirdly initialized, causing first gate activation to not activate a second gate
* Made it impossible to start building pops that cannot grow and will be removed next monthly tick anyway
* Starbase occupation now counted even if there are no occupiable planets in the system
* Fixed OOS on hot join due to fleet auto-moving
* Fixed CTD for survey console command in case of player is invalid
* Fixed erroneous tooltip in "Leviathan Down" anomaly
* Disabled the upgrade button of starbase defense stations when you can't afford to upgrade them
* Defense armies are no longer so morally affronted by cybernetic enhancements that they mass disband upon completing Synthetic Ascension
* Fallen empires will now avoid spawning at the edges of the galaxy
* In case a starbase is lost in a save game it will be restored
* Fixed the bug when jump drive didn't call the notification for entering the system
* Blocked the ability to pick a non-mergeable fleet for deploying newly built ships to prevent an exploit with fleets lacking a size limit
* Fixing the bug when it was possible to load save game in an ironman game, and the attendant confusion
* Planet having sapient pops during colonization no longer messes up interface and other things
* Fixed ironman UI being broken in setup GUI
* Made debris try to pick earlier tech available for research rather than having latest one
* Event ships can now be removed from fleet designs when they have been destroyed
Please be advised that 2.1.0 MAY BREAK SAVES from previous versions! If you have games that you want to complete, please do so before updating!
Are you ready to return to the spirit of exploration at the heart of Stellaris?
Encounter new anomalies and strange beings in the depths of space with Stellaris: Distant Stars - Out now!
https://youtu.be/8sb_mLT1rO0
Hi all, Jamor here.
I've got the newest update to 2.0.2 beta and it's out on Steam now. There's a ton of balance tweaks as well as bugfixes, including more for the OOS problems we've been experiencing in multiplayer. We're sending it to QA shortly to produce an official, non-beta version, but there are good fixes in here that I wanted to get in to the hands of those interested sooner rather than later. Please keep your constructive feedback coming so we can make the best possible final version of 2.0.2.
You can read the full patch notes here.
We have a new batch of fixes and improvements added to the latest version of the 2.0.2 rolling beta. Some good stuff for you available right now, and more still to come as soon as we implement and test it.
PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.
Here's how to opt in:
Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"
Read the updated patch notes here!
Hello and welcome to another Stellaris dev diary. As we are still in full post-release support mode, until we are ready to get back to regular feature dev diaries, we're not going to have full-length dev diaries. Instead, we'll use the dev diaries to highlight certain fixes or tweaks that we feel need highlighting. Today, we're going to be covering some changes coming to the 2.0.2 beta in regards to War Exhaustion and forced Status Quo.
In 2.0, with the new war system, we added forced status quo peace as part of the new war exhaustion mechanics. We felt that this mechanic was necessary to ensure that limited wars could actually happen and so that the outmatched side in a war still had a reason to fight (pushing the enemy into 100% war exhaustion in order to force peace and reduce their territorial concessions). There were some problems with this mechanic, however, primarily that people felt surprised by a sudden peace in which they might lose systems the enemy has just occupied days ago, and also that certain wars (such as subjugation wars) were very difficult to fully win before being force-peaced out.
After receiving intial player feedback on these issues, we decided to try out a different model of war exhaustion in the 2.0.2 beta, replacing the forced status quo with a penalty at 100% war exhaustion. We have since been playing, testing, tweaking and collecting further feedback, and coming to the conclusion that our original design was correct - forced peace is necessary for the new war system to not simply become a series of single wars to the death, or powerful empires forcing a weaker empire into 100% war exhaustion and refusing to peace while their enemies were crippled by penalties.
For this reason, we will be reintroducing forced status quo peace, and this time it's here to stay. However, we are not simply going to roll back to exactly the way it is in 2.0, instead it will now work as follows:
- When a side in a war reaches 100% war exhaustion, they are now flagged as being at high war exhaustion, and get the alert as before
- Once at high war exhaustion, a 24 month timer will start to tick down for that side in the war. Once the timer is up, that war side can be forced into a status quo peace
- There will be no penalties for war exhaustion, but we will leave in the functionality for modders, as well as the ability to change the number of months before a forced peace is possible or disable forced peace altogether, so that those who truly hate to the idea of ever being forced to peace can at least change it through modding
Click to read the latest Dev Diary by Wiz
Just in case you missed the news - Surviving Mars (a survival management game set on Mars) is set to release on the 15 March and part of the pre-order is an awesome Stellaris themed dome that you can build as part of your game.
You can find out more details on the Steam page for Surviving Mars here:
http://store.steampowered.com/app/464920/Surviving_Mars/
Will you be making your way to the red planet?
We're ready with the latest round of updates to the 2.0.2 rolling beta, building upon what was done in the Tuesday update. I'm making it live right now. Progress is ongoing and we're knocking off as many critical bugs and balance items as we can, and I'll continue to push those to you at reasonable intervals. Will let you know as soon as a new version is ready, as always. In the meantime, thanks so much for all you feedback! It really does help in the end, even if we can't act on all of it right away.
Click here to read the patch notes in full: https://forum.paradoxplaza.com/forum/index.php?threads/dev-team-2-0-2-beta-patch-updated-8-3-2018-checksum-da0f.1076790/
Hello everyone and welcome to another Stellaris development diary. Today's dev diary will be focusing on the road ahead after Cherryh and Apocalypse, and our long-term priorities going forward.
Cherryh Post-Release Support
As mention in last week's dev diary, the immediate priority for the team is post-release support for Cherryh and Apocalypse, fixing bugs, addressing balance/feature feedback, and working on quality of life and performance improvements. We are maintaining a running 2.0.2 beta patch which we will continue to update every few days or so until we are happy with the state of the game.
The Post-Apocalypse
Apocalypse and Cherryh were an expansion/patch focused almost exclusively on war, and with it out, we are now going to be moving on to other, non-war related priorities for future updates, expansions and story packs. To give you an idea of what's coming, we're going to revisit the list of long-term goals for Stellaris I made and updated for Dev Diary #50 and Dev Diary #69. This time, we're going to organize the goals into the ones we feel have been delivered on, old goals that were added to the list before 2.0, and new goals that we have set for ourselves after 2.0 (there is no prioritization difference between goals based on when they were added or whether they are considered old or new for this particular list).
As before, the list is NOT in order of priority, and something being considered completed NOT mean we aren't going to continue to improve on it in future updates, just that we consider it to be at a satisfactory level.
As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, NOTHING NOT ALREADY COMPLETED IS CERTAIN TO HAPPEN AND THERE ARE NO ETAS
Read the full Dev Diary here
We just updated the 2.0.2 beta patch and we’d like you all to try it out! Please note this is an opt-in patch, so you need to actively make the choice to partake.
To opt-in to the beta patch, right click Stellaris in your Steam Library, go to properties and select the BETAS tab. In the drop down list, select “2.0.2_beta -” and wait for the game to update.
There should be no problem continuing with saves from 2.0.1 or the previous 2.0.2 beta patch, but we can’t guarantee there are no problems. If you discover problems with save files, then you can let us know in our official forum.
Thank you!
To read the full patch notes, please read the official post in our forum.
Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.
Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).
When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.
2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.
We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.
You can read the Dev Diary in full here
Hi all, Jamor here. Thanks again for all your valuable feedback on 2.0/Apocalypse. Any update this size is going to have a lot of moving parts and we've been taking the time since release to target some high-value fixes. In the interest of getting them in to your hands sooner, I'm doing a 2.0.1 hotfix right now. REST ASSURED, WE ARE NOT DONE WITH POST-LAUNCH SUPPORT FOR 2.0 Every patch balances completeness with speed, there are more fixes coming when we have time to implement and test them. Here's the contents of this patch: Fixed processing/grid amalgamation/livestock purge types being broken Fixed a bug where a fleet split from its parent would forget the previous hyperspace jump and get stuck in systems with FTL inhibitors indefinitely Fixed several out of sync bugs in multiplayer Fixed some missing/broken localization in various languages Fixed upgrading ships wrongly having their XP deleted Fixed some UI visibility issues on certain screen resolutions Fixed misleading costs displayed for building mining/research stations Fixed Admirals being unassigned from a fleet during combat Fixed FTL inhibition effect not being removed when you downgrade a starbase Again, let me assure you that this is just a small package of severe/fast to fix things that I want to get in your hands sooner rather than later. Larger, more comprehensive support will continue in the coming weeks. We know how massive the changes wrought in 2.0 are and your feedback will continue to be critical to make it the best possible experience. Thanks.
Save 60% on Stellaris as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
https://www.youtube.com/watch?v=AssQqRk3qQM The time to redefine warfare is now! Who's ready to blow up some planets?
We are super stoked for Apocalypse and we are both inspired by your excitement and grateful for your continued support. We love that we have such a great community, and for that reason, we wanted to share something awesome with you and give something back!
I just wanted to let you guys know that we had 4 posters designed specifically for this expansion and we wanted to offer them up to you as a high-quality download for you to do what you will with them (they make a great desktop background, just saying!).
You can find them here
We hope you enjoy them.
Roll on tomorrow - who else is excited for release day? :)
https://www.youtube.com/watch?v=nk5VWUNpbD8
Sit down and join us as Stellaris Game Designer Daniel Moregård takes us through what the upcoming Apocalypse Expansion will bring! Enjoy our brand new Stellaris: Apocalypse Feature Breakdown.
Hello everyone! 2.0 'Cherryh' and Apocalypse will be coming out in a week, so here as usual are the full patch notes in advance for your perusal. As we're still in the process of proofreading them, there might be omissions or errors, so please let us know if you spot anything that looks out of place. Thank you!
See full Dev Diary HERE for full Patch-notes
As mentioned in the patchnotes, there are 10 new achievements coming with 2.0 'Cherryh' and the Apocalypse updated. Here they are:
Hello and welcome to another Stellaris development diary! Today we will take a look at some of the minor features and changes in the coming 2.0 'Cherryh' update.
Quality of Life
We have added small icons to the outliner that lets you see if planets have buildings that can be upgraded, or if there are Pops that do not have a building they are working. Similarly, you will be able to see when a starbase has an empty module or building slot.
This should make it a lot easier for you to manage your planets and starbases.
You can read the full diary here
Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Ascension Perks and Civics. Please note that placeholder art is present for civic icons, and that is not how they will look on release.
Changed Ascension Perks (Cherryh Feature)
There will be a number of changes to existing Ascension Perks in the Cherryh update. As mentioned in Dev diary #94, all Utopia ascension perks except for the Ascension Paths, Habitats and Megastructures have been rolled into the base game, so with the exception of the changes to the Biological Ascension Path, these changes will affect everyone.
Interstellar Dominion: As of the result of a number of mechanics changes in Cherryh, including the removal of 'pushing borders' and the Border Range modifier, forcing us to replace this modifier with other effects. Rather than always replace it with the same modifier in each place, we made a number of different changes as we thought suited both the place the modifier was, and the overall balance of the game. Interstellar Dominion remains an ascension perk focused on expansion, giving -20% reduction on the Influence cost of both new Starbases and Claims.
Mastery of Nature: Mastery of Nature ended up being a bit of a weird perk. Originally, it was designed as only removing clear blocker cost, but this was obviously too weak, and so we buffed it by adding the automatic unlock of all blocker techs. This, in turn ended up being too strong, and so we tweaked it again by only having it remove half the clear blocker cost. What we ended up with was a very strong perk... but only if picked immediately as your first choice. In the end, we decided to go back to the drawing board and remake it into something that would be useful at any stage of the game and give an additional use for influence for empires not bent on expansion. The new Mastery of Nature, instead of giving blocker techs, instead unlocks a planetary edict that allows you to permanently increase the size of a planet. The Planet will have its number of tiles increased by 1-3, with the amount set based on the size of the planet, so a size 10 planet will always become a size 13 planet and so on. These new tiles will have randomly generated deposits.
World Shaper: World Shaper was another ascension perk with very situational uses. Instead of having it simply be a buff to terraforming, we've changed it to be a requirement to terraform Gaia worlds, and given Gaia worlds a bonus to overall resource production (though a lower one than Machine Worlds) instead of the happiness bonus it used to have. The idea behind this is both to make focusing on terraforming more of a distinct playstyle, and make Gaia worlds even more special.
You can read the rest of the diary here
The Time to Redefine Warfare is Now! (...or at least soon!). The Stellaris Apocalypse expansion releases 22 February 2018.
Who else is super hyped for this expansion?
You can watch the latest trailer here: https://youtu.be/zW3YB2ptGws
Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Edicts, Campaigns and Unity Ambitions.
Edict Changes (Cherryh Feature)
There will be a number of changes coming to Empire and Planetary Edicts in 2.0 'Cherryh', with the aim of both making Edicts more attractive to use, and increasing the number of useful things players have to spend their pooled Influence and Energy resources on. Firstly, we have moved most of the edicts out of the Planetary Edict category, keeping only a handful of Edicts that are either about dealing with a specific short-term problem (such as Unrest-reducing edicts) or executing a long-term or permanent effect (such as Consecrated Worlds or the new Land Clearance edict given by Mastery of Nature). Instead, a number of these edicts have become Empire Edicts.
You can read the Dev Diary in full here
Hello everyone and welcome to another Stellaris development diary. Today, we continue talking about the Apocalypse expansion and 2.0 'Cherryh' update, on the topic of Marauders and Pirates.
Marauders (Apocalypse Feature)
Marauders are a new type of non-playable empire that those with the Apocalypse expansion can encounter in the galaxy. They are essentially nomadic FTL societies that have eschewed planetary living in favor of living on ships and stations in and around a handful of resource-rich systems, subsisting largely on raiding each other and extorting tribute from settled empires. Being born spacefarers, they are hardy warriors and expert ship crew, able to muster impressive fleets despite their relative lack of technology compared to other older civilizations (such as Fallen Empires). Marauders are always hostile to regular empires, but will generally not attack them unless you attempt to enter their home systems, or they are in the process of raiding them.
You can read the Dev diary in full here
Hello everyone and welcome to this very special triple digit Stellaris development diary! Today's dev diary marks the start of talking about the Apocalypse Expansion that will be accompanying the 2.0 'Cherryh' update. We still can't give you an ETA on the release of either, and there's a fair bit to cover in the expansion before then, but we're getting closer. As this is the start of talking about paid features, I just want to take a moment to reiterate that everything talked about in dev diaries 91-99 (with the exception of Dev Diary #95 which was about Humanoids) were about the Cherryh update and all features and changes mentioned in these previous dev diaries are part of the free update, NOT the expansion. Everything mentioned in this dev diary will be part of the paid Apocalypse expansion, however. Please note that some of the screenshots in this dev diary feature placeholder art and icons.
Read the Dev Diary in full here
The Time To Redefine Warfare is Now!
Space Marauders, Planetary Destruction Weapons and so much more. A world ending expansion!
Apocalypse will bring new levels of warfare and destruction to the galactic exploration and discovery game and will add many new ways to extend one’s galactic dominion – including the ability to destroy entire enemy planets.
Apocalypse will bring new military options, civic paths, and challenges to Stellaris when it arrives in early 2018. Find out more about it here
Hello everyone and welcome to another Stellaris dev diary. Today's dev diary is about some changes coming to ground combat and armies in the 2.0 'Cherryh' update. This will be the last dev diary before we take a break for the holidays, so there will be no diaries in the next week or the week after that. Stellaris dev diaries return on Thursday January 11th, 2018.
Read the Dev Diary in full here
1.9.1 beta has been out for a few days now and looks good. It hasn't introduced any new critical issues and contains a number of desirable bug fixes, so I've rolled it out live as the official version now. Make sure you're opted out of any beta versions, and you'll get the update automatically. You may need to restart Steam to force it to check for updates.
Here's a list of the fixes:
- fixed broken tile graphics in colonization and resettlement screens
- fixed issue where the humanoid frontier outpost model was incorrectly swapped with the mammalian one
- reverted a previous GUI fix that caused anomaly windows to display blank or cut off
- fixed issue with human preset and custom empires not spawning at all, as well as the Space Platypus, because that's a travesty
- fixed off-center turret positions on military stations
- fixed the Technocrat VO name not displaying properly in the voice selection screen in Spanish and Russian
- fixed some low-repro possible crashes
- fixed the Plantoids Species Pack being rendered with remarkable brevity in the launcher as simply "Plantoid"
- fixed a crash that happened when you shift-select a fleet and a spaceport, then try to click on the spaceport in the list of selected items
We'll be taking a bit of a break for the holidays and to continue work on the future stuff mentioned in our dev diaries. Stellaris has made great strides in 2017, and we're just getting started: 2018 is going to be massive. Stay tuned.
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about new interface functionalities for navies in the 2.0 'Cherryh' update that we collectively call the Fleet Manager. Please note that the interfaces shown in this dev diary are early WIP versions that have not yet seen an artist's touch, and will look very different in the finished product, meaning that feedback on their look/layout is pointless at this stage. Thank you!
Read the Dev Diary in full here
Hi all,
We've spent the last couple days absorbing your feedback on 1.9.0 - Boulle, and have got some bugfixes for you. We're going to release it now as an optional beta version, allowing those who are interested to try it out in the live environment. As usual, when we've made sure the fixes are solid and no new issues have been introduced, we'll roll it out at as the official version.
Here's the list of fixes:
- fixed broken tile graphics in colonization and resettlement screens
- fixed issue where the humanoid frontier outpost model was incorrectly swapped with the mammalian one
- reverted a previous GUI fix that caused anomaly windows to display blank or cut off
- fixed issue with human preset and custom empires not spawning at all, as well as the Space Platypus, because that's a travesty
- fixed off-center turret positions on military stations
- fixed the Technocrat VO name not displaying properly in the voice selection screen in Spanish and Russian
- fixed some low-repro possible crashes
- fixed the Plantoids Species Pack being rendered with remarkable brevity in the launcher as simply "Plantoid"
- fixed a crash that happened when you shift-select a fleet and a spaceport, then try to click on the spaceport in the list of selected items
Please give it a try and let us know how it works out for you.
PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.
Here's how to opt in:
Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "1.9.1_beta"
One Small Step for Man, One Giant Leap for Mankind - The Humanoid Species Pack is now available!
Featuring a selection of new portraits, ship models, voiceover sets for VIR & music expand your takeover of the Galaxy the humanoid way.
Find out more here
You can read the 1.9 patch notes in full here
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about two topics: Technology in the 2.0 'Cherryh' update, and the release of the Humanoids Species Pack that is coming out today and will be available for purchase around 15:00 CET.
Humanoids Species Pack
We already covered the details of the Humanoids Species Pack in Dev Diary #95, so rather than repeating myself, I am simply going to post the changelog, along with a short excerpt on the new prescripted empire, the Voor Technocracy, that we modeled on the 'loading screen aliens' and which are coming in the species pack along with the portraits, ships, city graphics, new advisor voices and music.
Read the diary in full here
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about the 2.0 'Cherryh' update, and will delve into the long-awaited topic of Doomstacks, combat balance and some changes coming to ship design and components.
Doomstacks
'Doomstacks', the concept of rolling all your ships into a single stack in order to be able to beat your opponent's single stack has long been a popular discussion topic on these forums. It's a fairly common design problem in strategy games owing to the principles of force concentration outlined in Lanchester's Laws: A larger force engaged with a smaller one will not only win the battle, but take disproportionately less casualties. In other words, if a 13k force engages a 10k force (all components being equal so there's no other factors at work), the 13k force will not only win, but will inflict far more than 1.3x the casualties on the inferior force that the superior force inflicts on the lesser force. This, combined with the high decisiveness and lethality of combat in Stellaris (and many other strategy games) means that bringing an inferior force to battle is always a no-win situation: Not only will you lose tactically, you will also lose strategically, as whatever damage you inflict on enemy is outclassed by the damage they inflict on you in turn.
Read the Dev Diary in full here
This week's Dev Diary is live and is all about the Humanoids Species Pack!
Read it in full here.
Hello everyone and welcome to another Stellaris dev diary. Today's topic was supposed to be ship balance and doomstacks, but because certain things weren't ready to show off yet, we're instead going to be doing a smaller dev diary talking about some changes coming to Ascension Perks and Surveying. We'll get back to the doomstack topic in a couple weeks.
You can read the dev diary in full here
Hello everyone and welcome to another Stellaris dev diary. Today we're going to continue talking about major changes coming in the Cherryh update, specifically on the topic of war and peace. As said before, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have.
Wargoal Overhaul
The wargoal system in Stellaris has always felt a bit odd, and has been the target of some very well-reasoned criticism from players. In one way, the system is extremely unrestrictive, allowing you to declare war on anyone for any reason to take any planet, no matter if said planet is on the literal other side of the galaxy in the middle of enemy territory and could not feasibly be held by your empire, and then demand that planet in the peace even if none of your soldiers had ever set foot on it. On the other hand, the restriction to only being able to take planets meant that you had a fairly limited control over your actual borders after the peace, and might be forced to take planets you had no interest in just to get that system with a resource or colonizable planet that you *actually* wanted. Other issues include a rather messy wargoal interface (particularly when trying to set goals after being declared on) and a lack of ability as an ally in a war to affect what gains you were going to get in the peace, and that wars were very 'all or nothing' affairs with no real mechanics for any other outcome than total victory for one side.
You can read the full Dev Diary here
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is about Faster than Light travel in the Cherryh update, and it's likely to be a controversial one. When discussing, please remember to keep things civil, and I would kindly ask that you read the entire dev diary before rushing to post, as it's going to cover some of the questions and concerns we expect to see from the playerbase. Also, as posted last week, all of these changes are currently far away, and we cannot give more details on ETAs or the exact nature of the Cherryh update than we already have. Thank you!
FTL Rework
The single biggest design issue we have had to tackle in the Stellaris team since release is the asymmetrical FTL. While it's a cool and interesting idea on paper, the honest truth is that the feature just does not fit well into the game in practice, and blocks numerous improvements on a myriad of other features such as warfare and exploration, as well as solutions to fundamental design problems like the weakness of static defenses. After a lot of debate among the designers, we finally decided that if we were ever going to be able to tackle these issues and turn Stellaris into a game with truly engrossing and interesting warfare, we would have to bite the bullet and take a controversial decision: Consolidating FTL from the current three types down into a primarily hyperlane-based game, with more advanced forms of FTL unlocked through technology.
You can read the full Dev Diary here
Today's dev diary marks the start of dev diaries about a major upcoming update that we have named the 'Cherryh' update after science fiction author C.J. Cherryh. This is a major update that will include some very significant reworks to core gameplay systems, reworks that we have been prototyping and testing for some time. Right now, we cannot say anything about the exact nature of the update or anything at all about when it will be released, other than that it's far away. Normally, we wouldn't be doing dev diaries on an update at this stage but there's simply too much to talk about that we have to start early. Cherryh will be a massive update, the largest one we've done to date, and there are many new and changed things to talk about in the coming weeks.
You can read the dev diary in full here
1.8.3_beta has been out for a bit and seems to be good. It's time to put it live, with a few additional fixes we added courtesy of player feedback (many thanks for that, btw) - You can read the full patch notes here
The Stellaris Devs have unearthed an old but very cool music track that was never used in the soundtrack (due to the tone of the game changing). If you want to - you can listen to it here.
This week's Dev Diary is all about the Stellaris soundtrack and some changes. Read it in full here.
PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION. To read the changelog click here
Want to win a very exclusive limited edition Stellaris pin (we have only 10 up for grabs!)?
All you have to do is enter our Halloween competition here
Just to tempt you a little bit more... This is the pin!
This weeks Dev Diary features more about the post release support of 1.8 as well as a mysterious screenshot.
You can read it in full here
Hi everyone. The 1.8.2 hotfix update, with all the changes from the 1.8.1 beta patch as well as some additional fixes and tweaks, is now live for all players.
1.8.2 should be fully compatible with 1.8.0 and 1.8.1 saves.
###################
# Balance
###################
- Increased the distance at which empires are forced apart in random setups
- Changed the shape of ring galaxies to have a thicker ring, fixes many generation bugs (such as Fallen Empires not appearing) associated with them
- Contingency ships now use energy lances instead of Arc Emitters
- Reduced the rate of Contingency reinforcment fleets somewhat
- It is now possible to spawn 5 fallen empires in a Huge galaxy if you have Synthetic Dawn
- Buffed Processing Hub and Hive Node buildings to produce Unity
- Buffed Machine Worlds to 25% robot production output
- 200 years must pass in-game before a Crisis can occur, up from 150
- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
- Buffed Devouring Swarm, Purifiers and Exterminators
- Assimilators can now research most Genetics techs
- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
- Doubled the chance of getting the ""Hotfix"" Warning Signs event
- Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability
- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
- Planets now only start repairing at full speed 60 days after bombardment ends
- Added some armor penetration to Scourge weapons
- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface
- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
- Increased the likelihood of High and Medium probability reward options in Shroud events
- Increased likelihood of several unique Shroud events granting special boons to fire
- Warning Signs (and Machine Uprisings) can no longer occur before 50 in-game years have passed
- Empires that have outlawed robotic workers before any Warning Signs events occur will no longer experience Warning Signs or Machine Uprisings
###################
# AI
###################
- Fixed some issues with sector AI not properly prioritizing tile resources when told to
- Fixed a bug where the AI would overprioritize food when food stockpile was not full
- Sectors now build robots by default
- Fixed unbidden AI sometimes freezing up when other ED factions spawned
- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
- AIs will no longer terraform while under crisis attack
- Fixed AI repeatedly asking player to join in a war they had already declined to join
- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
- Fixed an issue where the AI would not defend planets it had occupied from enemies from being taken back
- Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles
- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
- Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend
- Fixed AI Machine Empires ceasing to build armies under some circumstances
###################
# Interface
###################
- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message
###################
# Modding
###################
- Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits
- Added support for species archetypes to inherit their trait points from another archetype
###################
# Bugfixes
###################
- Breaking a guarantee no longer creates a bilateral truce
- Disabled Selected Lineages techs for Assimilators
- Organic sanctuaries are now properly assigned to primitives when conquered
- Fixed some Fanatic Purifier dialogue referring to the wrong empire
- Planets in outliner are now properly sorted by distance to capital in all circumstances
- It is no longer possible to declare on the tributary of an empire that you have a truce, non-aggression or other war-blocking status with
- Fixed stacking -%unrest modifiers that added up to more than 100% reduction resulting in a negative modifier that applied massive unrest
- Hive Minds can no longer use the decadent trait
- Fixed Synthetic Ascension disabling the ability to set species rights and potentially locking in invalid species rights
- Neuro-Electric Amplifier building is now available in habitats
- Uplink Node building can now be upgraded in habitats
- Spare Parts Depot and Gene Clinic can now be upgraded on Habitats
- Fixed an OOS when some player(s) have Plantoids DLC while others don't
- Fixed Determined Exterminators and Devouring Swarms not getting the swapped Purity tradition tree name and description
- Fixed Determined Exterminators not getting the Autonomous AI tradition swap
- Fixed Synthetically Ascended empires being unable to assimilate cyborgs
- Ghost Signal no longer affects Synthetically Ascended empires
- Fixed Fallen Empires not making demands due to believing they had been defeated in a war
- Fixed the calculation for winner in democratic election not working correctly in some cases
- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
- Fixed vassals not being able to colonize within their own borders
- Symbol of Purity is now properly restricted to one per planet
- Restored old keyboard shortcut for increasing speed
- Fixed rebel countries sometimes getting one Ethic too many
- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations
- Fixed tributary war demand not working
- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
- Fixed non-swapped modifier names being used for name-swapped traditions
- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
- Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them
- Fixed Psionic Ascension not changing founder species, creating a variety of bugs
- Fixed cyborgs getting double leader age boost from species and leader trait
- Fixed the End of the Cycle not properly preying on colonized worlds
- Fixed some issues with fleet reinforcements for crises
- Fixed sector colonization setting not working properly
- Fixed Synthetic Ruler Trait not having an effect
- Fixed the Machine Uprising not taking control of Military Stations properly
- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
- Machine Empires can no longer research Positronic AI
- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
- Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction
- Fixed issues with not being able to repair Megastructures
- Fixed Decent living standards being available to Assimilating pops
- Psionic expertise can no longer be given as a trait to Machine scientists
- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
- Removed duplicate percentage sign in Adaptive Ecology Tradition description
- Fixed minor color issue in Contingency diplomatic text
- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
- Species that are set to be assimilated will no longer be targeted by Land Appropriation
- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
- Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.
- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
- CTD fix when using a mod with duplicate species class
- CTD fix when using a country that doesn't have a tech module
- Fixed an overflow error causing purged pops to produce massive amounts of resources
- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
- Fixed refugees being able to flee to planets that are occupied, under bombardment or under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes
Read original post by Wiz
We do not collect bug reports from Steam. If you encounter any issues, please report these in our official forum
Thank you!
This dev diary is really just an update on the 1.8.1 beta that we put out last week to fix the major issues reported in 1.8. We have gotten a lot of good feedback from it both externally and internally, and we are now in the process of putting together a 1.8.2 update that contains all the fixes from the beta, as well as fixes for some issues introduced in 1.8.1 and some additional issues that were previously missed. 1.8.2 is currently in internal testing, and we hope to roll it out as soon as it clears QA. Once 1.8.2 is out, if no further critical issues are discovered, we will be wrapping up the 1.8 post-release support and fully move on to future development priorities.
You can read the full dev diary here
Hello everyone and welcome to another Stellaris development diary! This is going to be a short one, as it's really just about letting you guys know that we'll be taking a break from feature development diaries for the next few weeks, so everyone gets a chance to focus on and enjoy Synthetic Dawn and the 1.8 update that just came out.
Read the full Dev Diary and check out something a little bit mysterious here
Hi all,
I want to first of all thank everyone for giving 1.8/Synthetic Dawn a try. We've spent the time since launch absorbing your feedback and tackling reported issues. We fixed several of these as well as merged in some fixes from before that didn't make it in by code freeze. In order to make sure this new version is as good as it can be, we're going to release it as an OPTIONAL BETA starting right now.
###################
# Balance
###################
- Buffed Processing Hub to produce Unity
- Buffed Machine Worlds to 25% robot production output
- 200 years must pass in-game before a Crisis can occur, up from 150
- Cost of "Blocking the Ghost Signal" project now calculated based on number of owned Pops.
- Successfully assimilating a Pop as a Driven Assimilator now generates one month's worth of Unity and Society Research
- Driven Assimilators can now allow Cyborgs to procreate (they do not need food to grow)
- Buffed Devouring Swarm, Purifiers and Exterminators
- Assimilators can now research most Genetics techs
- Driven Assimilators can now derive Assault and Defense Armies from Cyborg Pops
- Pops are now assimilated much faster, on a per-planet basis rather than per-species basis
- Doubled the chance of getting the ""Hotfix"" Warning Signs event
- Reduced fleet power calc for very powerful ships, as exponential effects would cause it to get much larger than the ship's actual combat ability
- Fixed Flak being strictly better than regular Point-Defense rather than a tracking vs damage trade-off
- Planets now only start repairing at full speed 60 days after bombardment ends
- Added some armor penetration to Scourge weapons
- Reduced the effect of Admiral skill level on ship fire rate from 5% to 3% & changed general modifier to not overflow interface
- Reduced consumer goods cost of Chemical Bliss, Utopian Abundance and Social Welfare
- Increased the likelihood of High and Medium probability reward options in Shroud events
- Increased likelihood of several unique Shroud events granting special boons to fire
###################
# AI
###################
- Fixed a bug where the AI would overprioritize food when food stockpile was not full
- Sectors now build robots by default
- Fixed unbidden AI sometimes freezing up when other ED factions spawned
- Fixed AI stopping colonization in some cases if it gained a high-habitability species without colonization rights
- AIs will no longer terraform while under crisis attack
- Fixed AI repeatedly asking player to join in a war they had already declined to join
- Fixed a bug where AI fleets would sometimes stop following their allies if fighting a defensive war against a powerful foe
- Fixed an issue where Guardians of the Galaxy would not fight the crisis because of the presence of another Awakened Empire
- Fixed an issue where the AI would not defend planets it had occupied against enemy attempts to retake it
- Fixed AI overprioritizing power plants even when it did not need energy due to only wanting to build energy-producing buildings on unpopulated tiles
- Fixed a case where AI would get stuck on enemy mining stations, unable to move their fleet away
- Fixed machine AI personalities having an excessive penalty to diplomacy, even with other machines
- Fixed a bug where the Scourge would build military stations in systems it didn't need to defend, instead of systems it does in fact need to defend
###################
# Interface
###################
- Made Artisan Troupe button tooltips consistently display what resources the player is lacking, rather than just a "We cannot afford this" message
###################
# Modding
###################
- Traits are now restricted by moddable species archetypes rather than species classes, so new species classes need only be assigned the correct archetype instead of having to be added to every trait. Archetypes can be set to inherit the traits of other archetypes for easy creation of new archetypes with unique traits
###################
# Bugfixes
###################
- Ghost Signal no longer affects Synthetically Ascended empires
- Fixed Fallen Empires not making demands due to believing they had been defeated in a war
- Fixed the calculation for winner in democratic election not working correctly in some cases
- Fleets on passive stance can now be ordered to make manual attacks on mining & research stations
- Fixed Spare Parts Depot line of buildings not being researchable for Machine Empires
- Fixed Social Engineering Edict (it was strictly worse than the basic one non Authoritarians get)
- Fixed vassals not being able to colonize within their own borders
- Symbol of Purity is now properly restricted to one per planet
- Restored old keyboard shortcut for increasing speed
- Fixed rebel countries sometimes getting one Ethic too many
- Enigmatic Observer Fallen Empires now hate Fanatic Purifiers, Devouring Swarms, and Determined Exterminators slightly less, removing instant war declarations
- Fixed tributary war demand not working
- Fixed a bug where releasing vassals as a Hive Mind or Machine Authority would result in broken ethics/authority setups
- Fixed non-swapped modifier names being used for name-swapped traditions
- Added a cap on planet combat repair, as crisis planets were otherwise nearly impossible to destroy with light stance
- Fixed military power of robotic/synth armies being overvalued to the point where the AI would not invade planets defended by them
- Fixed Psionic Ascension not changing founder species, creating a variety of bugs
- Fixed cyborgs getting double leader age boost from species and leader trait
- Fixed the End of the Cycle not properly preying on colonized worlds
- Fixed some issues with fleet reinforcements for crises
- Fixed sector colonization setting not working properly
- Fixed Synthetic Ruler Trait not having an effect
- Fixed the Machine Uprising not taking control of Military Stations properly
- Fixed some Warning Signs events potentially reoccurring after a Machine Uprising
- Machine Empires can no longer research Positronic AI
- Fixed liberating planets as a Machine Intelligence giving rise to Despicable Neutrals
- Fixed issue where Machine Empire capitals did not produce additional Unity from Distributed Computer tradition.
- Fixed Prethoryn Scourge ceasing to spawn reinforcements once they had 100 armies built
- Fixed an exploit where you could have one more than one Dyson Sphere/Science Nexus at a time by releasing the system to a vassal while under construction
- Fixed issues with not being able to repair Megastructures
- Fixed Decent living standards being available to Assimilating pops
- Psionic expertise can no longer be given as a trait to Machine scientists
- Fixed erroneously getting the 'Hopeless War' notification when attacked by an Awakened Fallen Empire
- Removed duplicate percentage sign in Adaptive Ecology Tradition description
- Fixed minor color issue in Contingency diplomatic text
- Fixed a bug where the Contingency would get stuck trying to withdraw its fleets to the final machine world
- 'Country destroyed' notification disabled for when nationalist rebels defect to their former empire
- Species that are set to be assimilated will no longer be targeted by Land Appropriation
- Removed Atmospheric Filtering for non-Serv, non-Assim MIs since it is useless for them
- Fix food surplus not being calculated correctly with sectors (sector pops were twice as hungry as they should be)
- Fixed MI namelist to avoid use of the word ""Habitat"" to distinguish between AP Habitats"
- Fixed a missing ID that was resulting in an unlocalized string during colonization (BUILDING_CONSTRUCTION_COLONIZATION)
- Created a leader event called from on_actions that removes the Sapient/Custom AI Assistant traits from any leaders that have them when a player changes their policy to Outlaw AI.
- Fixed leaders with Arrested Development gaining negative experience rather than simply not leveling up
- Fixed CTD when attempting to randomize secondary species name without selecting a portrait first
- CTD fix when using a mod with duplicate species class
- CTD fix when using a country that doesn't have a tech module
- Fixed an overflow error causing purged pops to produce massive amounts of resources
- Defeating the Machine Uprising no longer results in biological pops saved from it having recently conquered malus
- Fixed refugees being able to flee to planets under colonization
- Fixed bio-trophies not being given an organic sanctuary on migration
- Fix CTD related to modded planet classes
As you can see it has a ton of bugfixes and balance tweaks that we think will greatly improve your experience, and we appreciate you giving it a try to let us know if it's ready to roll out as an official release in the near future.
PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.
Here's how to opt in:
Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "1.8.1_beta"
*** PLEASE REPORT ANY ISSUES WITH THIS PATCH IN THE OFFICIAL FORUMS! WE WILL NOT COLLECT BUG REPORTS ON STEAM! ***
Official Forum
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Story Pack “Synthetic Dawn” Available Today for Organic Players Everywhere STOCKHOLM — Sep. 21, 2017 — Paradox Interactive, a publisher and developer of digital entertainment that is beneficial to humans, today announced that Synthetic Dawn, a new Story Pack for Stellaris, is now available to download directly to your power-siphoning pacification pod and/or via online distributors. Synthetic Dawn,available today for Windows, Mac, and Linux PCs for $9.99, adds new content and features to Stellaris, allowing players to experience the sci-fi exploration and empire-building game like never before. The new Story Pack allows for the creation of Machine Empires, where players can form entirely mechanical societies and find their place among the organics -- or on top of their charred remains. Witness the breaking of the Synthetic Dawn in a new trailer: https://www.youtube.com/watch?v=J79EBh60skU Stellaris: Synthetic Dawn adds unique game features and event chains to the core Stellaris experience that will allow the new machine races to expand as a robotic consciousness, and create an AI-led network that grows to galactic dominance. Players can co-opt organic life as overenthusiastic servitors, take over as driven assimilators, or simply KILL ALL HUMANS (and other meatbags) as determined exterminators. Features:
Please note that this is not the full changelog (they don't fit in a Steam announcement).
Please refer to our official forums for the complete list
[quote]# Important
- Added 5 new achievements
- Reworked the old AI crisis into The Contingency, an ancient and dormant AI that can be awakened by the presence of synthetic pops, and will attempt to sterilize the galaxy of intelligent biological life
- Reworked genetic modification so that there is now a system of templates that can be created, modified and applied to populations
- Added traits for robotic species, and a technology that lets you do 'robomodding', the equivalent of genetic modification for robotic pops
- Reworked tradition trees for Hive Mind, Devouring Swarm, Fanatical Purifier and Inwards Perfection empires with better suited traditions and flavor text
- Awakened Fallen Empires now start to experience decadence after being awakened for 20 years. Every month, there is a chance that an AE's decadence will increase, based on how large they have grown and how many empires they have forced to be subjects. Decadence reduces AE resource production and ship strength and makes their subjects far more rebellious
- Reworked or blocked numerous events for Hive Minds where the text or effects did not work well narratively
# Species Rights
- Added 'Academic Privilege' living standard type available to Materialists only, boosts research output and happiness at increased consumer goods cost
# Diplomacy & Subjects
- Vassals are now released directly from planet view and can be released from any non-capital planet
# Game Setup
- Added galaxy setup option to partially randomize number of empires, advanced starts & fallen empires
- Added a galaxy setup option for Crisis Strength, replaces the previous galaxy size/habitable worlds scaling
- Added a galaxy setup option for chance of Primitive Civilizations being generated
# Events
- Added special Hive Mind interactions for the Prethoryn Scourge
# Technology
- Added new technology Glandular Acclimation that unlocks the ability to modify Pop habitability type
# Policies
- Added new policies for the treatment of pre-sapients. They can now be protected, tolerated (allowing for selective purging), hunted for food, or exterminated.
- Added an Initial Border Status policy that controls whether borders to other empires are open or closed by default.
- Added a Robotic Workers Policy that controls whether or not robot pops are allowed or automatically disassembled. The old AI rights policy now instead determines stance towards sapient AI.
- Added a Land Appropriation policy. If enabled, newly acquired planets that have less than 5 tiles of free space and are populated by non-citizen species will have some of them removed from their land, freeing up tiles and potentially creating refugees
# Governments & Civics
- Added Corvee System civic, gives -50% resettlement cost
- Added Feudal Realm civic, reduces penalty of relative power of subjects in half and allows them to colonize outside their borders
- Added a unique government form for Devouring Swarms
- Added Feudal Empire and Megachurch government forms
# Buildings
- Added new Sacred Nexus building for Spiritualists with corresponding technology
+ Balance changes, optimization, bug fixes and more.
[/quote]
Click here for a full changelog
We are only about a week away, let's have a look at the changes coming in the free 1.8 Čapek update
Read the Latest Development Diary from Wiz here
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
The 1.8 'Čapek update will introduce decadence for Awakened Empires, as well as some changes to ascension paths (Psionic and Synthetic ascension for everyone!) Read the Development Diary [quote]Useful links Official Website Stellaris Wiki Stellaris Development Diary Archive
Stellaris Welcomes the Machine Empires on September 21 STOCKHOLM — Sep. 6, 2017 — Paradox Interactive, a publisher and developer of games that challenge your hivemind, today announced that “Synthetic Dawn,” a new Story Pack for Stellaris, will be available on September 21, 2017. Synthetic Dawn, a pack which allows players to expand across the universe as a customized robotic civilization, will release later this month on Windows, MacOS, and Linux PCs in order to spread its message to as many potential computerized allies as possible. Featuring Machine Empire gameplay and events, along with new music, voice packs, portraits and more, Synthetic Dawn will retail for $9.99. To prepare humanity for proper subjugation under the unstoppable machine intelligence, Paradox Development Studio has today released a new video developer diary detailing the many features included in Synthetic Dawn. https://www.youtube.com/watch?v=Jg-hcUcOIi8 Stellaris: Synthetic Dawn provides an all-new way for players to establish their empire across the stars: as an entire civilization of artificial beings. Stellaris players will have the option to start the game as a Machine Empire, be they relentless exterminators or overenthusiastic servitors. Players will face unique challenges as they assert their digital dominance – and encounter mysterious robotic Fallen Empires in the far reaches of space.
Composer, Andreas Waldetoft, talks about the new music in the Synthetic Dawn Story Pack.
To read the full Dev Diary Click here
Today's dev diary is about Machine Uprisings, a feature in the Synthetic Dawn Story Pack.
To find our more - read the full post here.
New Story Pack “Synthetic Dawn” to Add AI Civilizations and Robot Collectives STOCKHOLM — Aug. 3, 2017 — Paradox Interactive, a publisher and developer of digital entertainment for organic minds, today announced a new Story Pack for Stellaris, the sci-fi grand strategy game from Paradox Development Studio. The new content, titled “Synthetic Dawn,” will add new ways for players to experience Stellaris, focused primarily on synthetic life forms. Robot workers and citizens can now form entirely mechanical societies at the start of the game and seek greatness among the stars – including the ability to rise up and conquer those squishy organics. Stellaris: Synthetic Dawn will be released for Windows, Mac, and Linux PCs later this year. It does not compute for you to not watch this new trailer for Synthetic Dawn: https://www.youtube.com/watch?v=18o8QC7d2js Stellaris: Synthetic Dawn provides an all-new way for players to establish their empire across the stars, starting the game as a Machine Empire -- a society made up entirely of robots. Unique game features and event chains will allow the machines to expand as a robotic consciousness, and create an AI-led network that grows to galactic dominance. Features:
Create a one-minute movie based on the theme of Discovery using the base game and/or non-copyrighted materials (including music and mods).
Last day for entry is 16 August (cut off at 18:00 CEST) where you share a link to your movie in the Stellaris Movie Competition thread on the forum.
Between the 16th and the 21st August, a panel of Paradox staff will look at the entries and make a shortlist of the best 10. We will then create a poll where you, the lovely community, will get to vote for the movie you like the most. Voting ends at 16:00 CEST on the 25th August and the winner will be announced shortly after.
Please note, if you use any licensed IP mods or music in your video, you will be instantly disqualified - And your video can be under one minute, but not over - though if you are a few seconds over for a credit sequence that is fine).
The prize is an MSI GeForce GTX 1080 GAMING X 8GB graphics card (or equivalent), a Blorg plushie and all the acclaim that comes with being awesome!
Good luck! We can’t wait to watch your entries.
Read more of the details and watch the tutorial video here.
This one is all about some changes to ship balance, components and behaviour coming in the 1.8 'Čapek' update. All changes mentioned here are part of the free update.
You can read it in full here
Hello everyone and welcome to another Stellaris dev diary. Today we'll be talking about some changes coming to robots in the 1.8 'Čapek' update, including the ability to modify Robotic pops. All changes mentioned in this dev diary are part of the free update.
You can read the diary in full here
Hello everyone and welcome to another Stellaris development diary. This week’s diary is about Voice Over’s for the (unannounced) Story Pack coming alongside the 1.8 ‘Čapek’ update! We still can’t tell you any further details about the name or release date of the Story Pack, but stay tuned for future dev diaries!
Read the full diary here
Hi everyone! This weeks Dev Diary is all about more changes coming in the 1.8 'Čapek' update, with a particular focus on Hive Minds and Traditions.
You can read it in full here
Today's dev diary will be about changes and new additions for Fallen Empires in the 1.8 'Čapek' update and its accompanying (unannounced) Story Pack, about which we cannot currently provide any information except what's in this dev diary. We also cannot currently provide say anything about the release date for the update other than to say that it's not coming out anytime soon. After what happened with 1.6, we want to take our time with this one and make sure we get it to you in a good shape.
Read the full Dev Diary [https://forum.paradoxplaza.com/forum/index.php?threads/stellaris-dev-diary-75-fallen-machine-empire.1032960/] here
Hi all,
We were able to isolate a key issue that was preventing certain people from successfully joining games. It's been tested internally and the fix looks very robust, so I want to make it available to all our open beta testers now.
Here's what the latest build adds:
Fix for certain users being unable to join certain other MP games, or crashing on join
Fix for people who were unable to login to their Paradox account
We encourage everyone to give it a try to help us gather useful data and optimize this MP system, but most especially those reporting the above issue in previous versions. We want to be certain we've fixed it for you, so please give it a go and let us know your results.
If you are seeing any issues, please run Stellaris with the command line option "stellaris.exe -pdxmp_max_log" and send the log file to @Krille
PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.
Here's how to opt in:
Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "bradbury_beta"
To avoid confusion we've deleted the old 1.7.2_beta branch as that one is now outdated. If you're already opted in to bradbury_beta you don't need to do anything, it'll auto-update the next time you launch.
Hi, please see the below thread for a statement from Paradox Interactive's CEO, Fredrik Wester: https://forum.paradoxplaza.com/forum/index.php?threads/pricing-change-rollback-information-thread-latest-news-here.1031635/
The topic of today's dev diary will be some changes coming to genetic modification in the 1.8 'Čapek' update.
To read the full dev diary click here.
Work continues on our new multiplayer system and you can opt in to the beta if you want to try it out. We really appreciate our community's support for this as pre-rollout testing will give us the data we need to resolve remaining issues and give you the best possible final release on launch day.
Here's what the latest build adds:
- Fixed starvation having no effect on happiness and growth
- Fixed drain Sector resources function not working with <200 Influence
- Stopped AI from nonsensically terraforming its planets and wasting a ton of resources
- Fixed Xenophile Factions wrongly considering robots to be "alien slaves"
- Fixed pre-sentients wrongly counting as slaves for the Xenoist faction
- Fixed Governing Ethics Attraction having no effect
- Fixed Devouring Swarms being able to conduct diplomacy with Enclaves
- Fixed issue preventing you from attacking the Unbidden Portal despite destroying the Anchors first
- Fixed rare crash when a threat was added
- Fixed crash when starting terraforming
- Fixed crash in swarm AI fleet update
- Fixed crash in swarm AI when a planet was destroyed
- Fixed crash when starting the game with mods that disable a tech module
- Increased society research gained by consuming Pops as a Devouring Swarm
- Stopped an exploit against the Scourge with resettling Pops to occupied worlds
- Fixed sector AI automatically deleting Slave Processing Facilities if they had less than 5 slaves
- Fixed missing terraform option for cold barren planets
- Retaking a planet from the Scourge now properly stops purging of Pops
- Fixed terraforming of inhabited planets causing tile resources to be reshuffled, because Betharian is pretty rad, but shouldn't be able to teleport
- Fixed some missing localizations
- Fixed Android defense armies wrongly being able to embark and invade planets
- Subjects will now always accept being gifted planets by their overlord
- Fixed incorrect city images for primitive civilizations
You can read the original post here
Hi all,
We've taken the time to read and absorb all your feedback on 1.7.2. This has helped us enormously in finding solutions for the problems that have emerged, and we're working on those right now.
However, until we can build and test an improved version it's not OK to leave the live game in a state where certain people simply cannot play. The small number of people in the beta version obscured the true scope of things.
As such we are going to roll back the official version to 1.6.2. This includes all the most up to date gameplay fixes, but removes the MP layer we put in for 1.7.2 which didn't work for everyone. 1.7.2 will return to beta until we can get it in a true releasable state. If you are in the majority of people for whom it does work, I encourage you to stay on that version and keep sending us data, it'll help the final version immensely. But really the key thing that outweighs everything else is that everyone can play the game with a minimum of fuss.
Please accept my apology for this misstep. Hard choices had to be made with limited time and information, but I hope it can be seen that when we realize we've messed up, we try to make it right, right away. You can always count on that from us.
You can read the full post here
This version introduces our new multiplayer system, which uses our own architecture which will allow for better speed and stability over time. This has been designed and built from the ground up to enable us to have greater control over the multiplayer elements of our games going forward, so we can ensure the best experience for you. It features in game chat and friends adding for all Paradox account holders, and many more cool things to come. As a living project it will be continuously improved. Read more about it here
Today's dev diary is all about the next update, which has been named 1.8 'Čapek'. This update will include the reworked AI crisis and other changes to crises outlined in dev diary #72. More information will be forthcoming in future dev diaries on the exact nature and release date of 1.8, but for today we'll be going over some changes and improvements to Habitability and Terraforming coming in 1.8. Read all about it here.
We're happy to announce that the Bradbury multiplayer beta has been updated to a new version that includes some key gameplay fixes.
We would like to encourage all interested players to opt in to this beta version so we can stress test it as much as possible before full release and make sure that everything works together.
To read the full details click here
Today's dev diary is going to be about crises, and how we're changing them in the future, particularly in regards to the AI crisis.
Click here to read!
Hello Everyone!
We are in the process of developing some new Multiplayer Tech for our games, and we are in need of more beta testers!
Please visit our official forum to learn how you can join and provide us with feedback from your experience. As a token of our appreciation, we'll be handing out unique in-game portraits to everyone participating in the beta!
Learn more here!
Hi all, The 1.6.1 hotfix has been out as an opt-in beta over the weekend. The results of that plus our internal testing showed that it didn't introduce any new critical issues, and confirmed that it fixed several broken things in 1.6.0, so we're pushing it live for all players now: [quote] * Fixed AI never declaring war * Fixed egalitarian faction unhappiness wrongly being generated by having robot "slave" Pops (Issue with xenophiles is known, we will address it) * Fixed issue with AI empires switching ethics far too frequently * Fixed a bug allowing you to terraform planets you don't own in contested space * Fixed wrongly stacking "was enslaved" happiness modifiers * Fixed graphical error with Ringworld skies * Fixed issue with War in Heaven where total occupation would not equal 100% warscore, leading to neverending war * Added back a couple of old diplomacy rooms and fixed black background on older ones * Fixed not being able to construct spaceports around Ringworld sections * Fixed wrong tooltip text on Armageddon bombardment stance * Hive Minds can now properly use Full bombardment stance * Fixed egalitarian faction issues appearing before you have any contact with alien empires and thus no ability to fulfill them * Devouring Swarms now properly get -1000 opinion penalty due to being, well, Devouring Swarms * Fixed a rare crash when planetary Pops are destroyed * Fixed crash when rebels take over a planet and defect to another empire * Fixed missing isolationist faction issue name * Fixed numerous missing loc strings in languages other than English and Russian * Can now properly rename civilian ships again * Fixed missing animation for Armageddon bombardment * Fixed event that was endlessly firing in the background * Fixed an issue where Xenophobe fallen empire opinion penalty for frontier outposts was calculated strangely, leading to incorrect war declarations * Fixed primitive enlightenment failing in the early game * Reduced AI nonsensically replacing buildings in a wasteful way, disregarding tile resources [/quote] In order to get critical bug fixes in your hands with minimal delay, necessarily the patch had to be small. But rest assured, we will continue to attack the bug count as long as I'm here, and push updates to you when they're tested and safe. As always, if you encounter any unexpected issues with this build, you can revert to a previous version: Instructions on how to keep playing on older versions here.
We have some improvements coming to the way that we handle Multiplayer with Stellaris, and we'd love for you all to get on-board as we develop it! Read more here: https://forum.paradoxplaza.com/forum/index.php?threads/be-the-first-to-try-our-new-multiplayer-tech.1022176/ Rumour has it that those involved will be the first to get their hands on a fancy new species portrait!
As you may have guessed by all of today's excitement, it's our birthday! We have one last treat to wrap things up, a fantastic sale on the base game AND DLC! Check here for the goodies: http://store.steampowered.com/app/281990/Stellaris/
Hi all, Jamor here with some good news: Stellaris: Adams Update 1.6 is live right now!
The timing of this update is very symbolic for us, as it marks the one year anniversary of Stellaris being unleashed upon the galaxy. We've come a long way since release and we're happy to have you with us on this ongoing journey.
While there are some small content additions, our main concept for this update was housekeeping and quality of life: the sheer number of new features we've added since launch has inevitably caused some things to work less perfectly than we want, so we have put in hundreds of bug fixes and quality of life improvements to improve your play experience.
##############################################################
####################### VERSION 1.6.0 ########################
##############################################################
###################
# Expansion Features
###################
* (UTOPIA) Added Devouring Swarm civic to the game for Hive Minds
* (UTOPIA) It is now possible to find and repair ruined Megastructures in the galaxy
###################
# Features
###################
* Possible to repair ruined Ringworlds with the Mega-Engineering technology
* Reworked the empire diplomacy rooms into a set of 16 different rooms themed around AI personalities that can be freely chosen between when designing an empire
* Replaced Growth Time modifier effect with Growth Speed and rebalanced related values
* Added the ability to drain sector resource stockpiles, giving you 75% of their stockpiled resources at the cost of 100 influence. The cost is reduced to 25 influence during defensive wars
* It is now possible to terraform inhabited planets if you have researched the new Ecological Adaptation tech
* You can now set taxes for Energy Credits and Minerals on sectors separately
* Ironman autosaving is now quarterly instead of monthly
###################
# Balance
###################
* Humans are now Adaptive, Nomadic and Wasteful instead of Quick Learners and Nomadic
* The cost of species modification projects is now based on the difference between the traits at the start and end of modification, rather than on the sum of the trait cost
* The Prethoryn Scourge crisis will now show up more often and the Unbidden less often
* More than doubled the base strength of the Prethoryn Scourge invasion fleets
* Doubled the base strength of the Extradimensional fleets, and their initial fleet has been more than quadrupled
* The power of crisis fleets now scales to the size of the galaxy
* The power of Fallen/Awakened empire fleets now scales somewhat to the size of the galaxy
* Certain common anomalies will no longer spawn repeatedly
* It is no longer possible to technologically enlighten Fanatic Xenophobe primitives
* Choosing the religious awakening end of the Old Gods event chain now just shifts your empire's ethics towards spiritualist rather than completely replacing them
* Increased warp wind-down time
* Charismatic and Repugnant now only impact opinion of other empires (+25/-25 respectively) rather than affecting happiness
* Pops that are freed from slavery in a Caste System will now have some lingering unhappiness about being made slaves in the first place
* Delicious Titans now gives +50% food (down from +100%)
* Hive Minds can now choose to eat titanic life
* World Shaper ascension perk now also unlocks the Atmospheric Manipulation technology
* Master Builders ascension perk now increases megastructure build speed by +100%, but no longer provides a cost reduction
* Terraforming-related technologies are now less rare, and even more likely to appear if you have the World Shaper ascension perk
* Planetary Survey Corps now gives 1/10th of monthly research (min of 3) instead of 1/3rd
* Reduced likelihood of enclaves and space monsters spawning within player borders at game start
* Tuned Xeno Outreach agenda weights
* All consumer goods are now paid for on the empire level, to make it more clear to the player what costs are incurred by living standards
* 'Megastructure Demands Rejected' modifier set to 7200 days
* Withdrawal effects of Chemical Bliss are now less severe and do not last as long
* Extradimensionals now turn planets barren after destroying colonies
* Sensor techs now increase planet sensor range instead of survey speed
* Automated Survey Protocols now provides +50% ship survey speed (up from +15%)
* Reduced distance at which Xenophobe Fallen Empires are angered by Frontier Outposts
* Corporate Dominion civic no longer requires you to be Egalitarian
* Leviathans will no longer occasionally spawn right next to empire starting systems
* Spiritualist Fallen Empires are no longer upset by colonizing tomb worlds, as this caused issues with various event chains and was inconsistent when they would not be upset over terraforming them
* Upgrading transport ships is now instant and has no cost
* Ships caught in FTL magnets no longer warp in right on top of a station, but rather near it
* Boosted the damage output, shield hit points and hull points of military stations and frontier outposts substantially
* Increased the distance at which military stations have to be built from each other
* Boosted the output of Science Nexus to +30/+60/+90
* Habitat Solar Processors can no longer be built in a system with a at least half-completed Dyson Sphere
* It is now possible for Fanatic Xenophobe Spiritualists to be Fanatic Purifiers
* Strength of Legions Civic now also adds -20% army upkeep
* Faction Issues have been remixed, with multiple new and re-tuned demands
* Increased the effect of promoting an ethic to +100% attraction
* Fallen Empires now spawn slightly further apart from other empires
* Removed influence cost from Fleet Academy spaceport module
* Guardians of Zanaam are now a bit more difficult to defeat
* There is now a 30-day cooldown on insults, to prevent spamming of them in multiplayer
* Homeworld habitability is now a +30% bonus instead of always being 100%
* Colonial Centralization is now a tier 2 tech
* No longer possible to trade away systems while at war
* Galactic Administration and a number of technologies depending on it are now tier 3 techs
* Pre-FTL civilizations can no longer achieve FTL in the first 25 years of the game
* Share the Burden edict is no longer possible for synthetic empires
* Removed weapons from Mining and Research stations
* Adopting domination now gives +20 to acceptance on diplomatic subjugation actions
* Properly completing the Enigmatic Fortress event chain now yields a random Enigmatic technology rather than all of them
* Hive Minds now get a +25% Pop Growth Speed
* Hive Minds now get +10% habitability
* Each tradition group adopted now adds +10% to tradition adoption cost
* Terraforming technology is now more common
* Pops will now only voluntarily migrate away from planets that are heavily crowded
* Fanatic Purifiers civic now increases Xenophobe attraction
* Mechanist civic now increases materialist attraction
* Inward Perfection civic effect on citizen happiness removed
# Buildings
* Symbol of Unity building and related technology have been removed from the game
* Artist Monument no longer affects happiness or unity as a modifier, but instead has its unity ouput increased from 3 to 10
* Champion of the People trait effect on happiness reduced from +10% to +5%
* Peace Festivals edict effect on happiness replaced with +30% food
* Paradise Dome building effect on happiness reduced from +10% to +5%
* Dragon Monument building effect on happiness replaced with 15 unity output
* Dragon Shrine building effect on happiness replaced with 15 unity output
* Stellarite Trophy building effect on happiness replaced with 15 unity output
* Cultural Center habitat building effect on happiness reduced from +10% to +5%
* Cultural Center habitat building unity output increased from 3 to 4
* Loop Institute building effect on happiness reduced from +10% to +5%
* Loop Institute building society output increased from 4 to 8
* Omega Alignment building physics output increased from 8 to 10
* Clinics now produce society research instead of food
* Habitats are now a little better at mineral production, and a little worse at energy and science production (though still much better at the latter than the former)
And much more! Unfortunately they don't fit in a Steam announcemt. Please visit our official forum thread for a complete changelog
To really celebrate our anniversary in style we're rolling out an Anniversary Edition bundle today, containing the base game plus all expansions to date. For those new to our universe, it's the most complete option to start your journey, and for our existing players it's a great way to upgrade your experience with a nice discount.
And finally, it is my very great privilege to announce a gift to all our players: a free DLC anniversary portrait pack, including the Creatures of the Void preorder species portraits plus three new ones made specially for the anniversary:
Please accept this as our sincere thanks to you all for a year of interstellar adventure, and come along with us as we continue our voyage into the endless stars.
******* IMPORTANT! ********
Saves from 1.5.1 should work in 1.6.0, however we couldn't test every possible case and it's possible some issues may occur. If that happens to you in a game you want to complete, you can always roll back to a previous version.
Instructions on how to keep playing on older versions here.
Original author: Jamor
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is the second part on the 1.6 'Adams' update, with a couple more breakdowns of features we wanted to highlight for the update. Additionally, we're also going to post the full 1.6 patchnotes, along with an announcement of the release of 1.6 'Adams' on Tuesday, May 9th, the 1-year anniversary of Stellaris' release! Save games from 1.5 should be fine to be continued in 1.6, but we will as always provide the ability to roll back your game to 1.5 if you experience any issues with your save.
Devouring Swarm
A new addition in 1.6 for those with Utopia is the Devouring Swarm civic. This civic represents a Hive Mind that is hell-bent on consuming or absorbing all other life in the galaxy and has no use for diplomacy with those that are not part of the Hive. Devouring Swarms have the same diplomatic restrictions with other species applied that Fanatic Purifiers do, and will effectively be unable to conduct any diplomacy besides wars and insults. Like Fanatic Purifiers, they get no additional tradition cost from alien Pops and get a boost to society research for each Pop they devour. They also get significant boosts to Army Damage, Ship Hull Points, Society Research and have a small amount of constant hull regeneration on their ships.
We have also fixed regular Hive Minds so they can choose to displace rather than devour non-Hive Mind Pops.
Terraforming Enhancements
Another new addition to 1.6 is the 'Ecological Adaptation' technology that can be researched after Atmospheric Manipulation and allows for terraforming of inhabited worlds. Terraforming an inhabited planet will leave the sentient population alive, but give them slight happiness penalties while the process is underway. You can still only terraform planets that are either owned by you or uninhabited but within your borders.
Additionally, for those with Utopia we have also made some slight adjustments to the World Shaper perk. When it is taken, you will immediately unlock the Atmospheric Manipulation technology (if that technology is not already researched) and will be more likely to have other, more advanced terraforming technologies be available for research.
And now, without further ado, here are the full patchnotes of 1.6. Due to them being too long to fit in a Steam announcement, we must ask you to go to our official forums.
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a highlight of a few things coming in 1.6 'Adams', a bug-fixing and quality of life-focused update that we are currently working on. We can't tell you the exact release date of Adams yet, only that it won't be a very long wait. Since it's not a major update, it's also not expected to break saves from 1.5 'Banks'. There will be no paid DLC accompanying Adams, so everything listed below is either free for everyone or only requires a previously released expansion. We wanted to make sure we had time for as much bugfixing and smaller quality of life tweaks as possible, so don't expect any major features to be part of this update!
Ruined Megastructures
One of the things we were hoping to have time for in 1.5 'Banks' that ended up being cut for time was having ruined and repairable megastructures in addition to the ones you can build. This will now be part of the Adams update instead. Once Adams is released, you will be able to find ruined versions of all the different types of megastructures in a variety of systems while exploring. Claiming these systems will allow you to repair these ruined megastructures and restore them to full functionality. Repairing a megastructure is cheaper and faster than building a brand new one, and also doesn't require any Ascension Perks, only the Mega-Enineering technology. Ruined ringworlds that existed previously (such as the Cybrex homeworld and the ones owned by the Keepers of Knowledge) are also able to be repaired, and will be able to be restored even for players that do not have the Utopia expansion. Utopia is however required to find and restore the Science Nexus, Dyson Sphere and Sentry Array.
Sector Taxes & Stockpiles
Another addition to Adams is a few more tools for managing your sectors' economy. As of 1.6 you will be able to set taxes for Energy and Minerals separately, and we've added a new 'Drain Stockpile' interaction that allows you to seize 75% of a sector's stockpiled resources at the cost of 100 influence. In the event that you are fighting in a defensive war, this cost goes down to 25 influence, allowing you to use rich sectors as a resource reserve for an unexpected war declaration. Finally, we've added the ability to feed your sectors 1000 resources at a time through CTRL-clicking.
New Room Backgrounds
While the code and content design team have been busy with fixes and improvements, the art time has not been idle either. As part of the Adams update, we've created 15 new room backgrounds themed around the various AI personalities. Randomly generated empires will use the background appropriate to their personality, adding flavor and allowing you to more easily tell the Slaving Despots from the Federation Builders at a glance. All 15 rooms are naturally also available when designing an empire, so if you really want your pacifist xenophile egalitarians to conduct diplomacy in a room surrounded by alien skulls, we have you covered! In addition to the player-usable rooms there are also 4 new rooms for the Fallen/Awakened Empires that are designed to suit their unique aesthetics.
That's all for today! Next week we'll continue talking about the Adams update, so stay tuned.
Read the original post
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to briefly cover our plans for future Stellaris updates, and what you can expect from us going forward.
The Adams Update
With Utopia and Banks now out, the next thing we have planned for you is the 1.6 'Adams' update. This update, named after Douglas Adams, is going to focus completely on bug fixing and quality of life changes, with no major feature additions and no accompanying paid DLC. Work on 1.6 actually started almost immediately after Banks/Utopia went into code freeze, and it already contains hundreds of bug fixes and usability/UI additions and tweaks. A particular focus of Adams has been to work on our backlog of old issues, taking care of many of the smaller issues and annoyances that have been present in the game since release. We've also made time for some of the things that were originally planned for Banks, but had to be cut due to time constraints. While I can't give you an exact release date for Adams yet, I can say that you shouldn't have to wait too long.
Beyond Utopia
Back in Dev Diary #50, I listed a number of priorities for us going forward from Heinlein/Leviathans. A number of these things have since been added to the game, so I'm going to go ahead and list it again to give you an idea of where our focus will lie in future updates, expansions and story packs, with the items that are already completed noted with a strikethrough. The list is NOT in order of priority.
As before, THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN (unless it already did)!
Hi all, Banks/Utopia has been out for a few days now and we've been busily absorbing your feedback on it. We pushed an opt-in beta version last Friday, and are now pleased to release the finished 1.5.1 patch to all users. This addresses numerous stability and gameplay issues, prioritizing safe fixes so we could get it out to you quickly. The game is in constant development and you may count on more improvements in the future. ############################################################## ##########################HOTFIX 1.5.1########################## ############################################################## ################### Bugfix ################### * Fixed a couple rare crashes * Fixed Server ID not being auto-filled when joining a multiplayer game * Ironman now saves properly when exiting to main menu * Ironman games now properly show an icon to mark them as ironman * Fixed a bug where a hotjoining player without the Utopia DLC could not pick countries that used Utopia features * Fixed a bug that was causing nerve stapled pops to never be enslaved * Fixed Philosopher King civic not applying to your starting ruler * Fixed AI weights for Megastructures * Fixed: Tooltips for sectors were in wrong order * Megastructures can no longer be built around planets/stars with Anomalies * Fixed improper reference to game mechanic (pops) in event texts * Fixed an issue with movement arrows acting strange when lots of orders had been queued * Hive Mind will now stop processing pops of other species when they're gene-modded to gain the Hive Mind trait * Fixed randomized species sometimes being generated with the Uplifted trait * Players can no longer reform governments to have invalid civics * Pop faction promotion/suppression modifiers are now removed when the faction is destroyed * Fixed out-of-sync where killed ships had their movement updated * Infested planets no longer destroyed * Fixed issue preventing multiple pops migrating to a planet at the same time * Fixed missing text for the news feed in the launcher * Fixed Chemical Bliss living standard accidentally requiring the Utopia expansion * Fixed bug where robotic species could not be picked to play when hotjoining a multiplayer game * Fixed a bug where timed modifiers on factions would never update * Fixed sector tooltip displaying "Planning to construct none" for spaceport constructions. * Texture optimization for megastructures * Synthetic rebel leaders are now properly assigned names * Fixed game getting stuck after game over, continuing in observer mode ################### Interface ################### * Fixed overflow bug causing ethic attraction to show wrong values * Fixed faction demand displaying wrong tooltip * Fixed missing species class-related descriptors for Robots * Adjusted AI Citizen Rights tooltip * Added some missing/broken texts * Added missing modifier and tech icons ################### AI ################### * Fixed bug where AI cancelled fleet order to attack hostiles within borders ################### Modding ################### * on_modification_complete is executed after changing the species of all affected pops and after updating the empire's founder species (if applicable). Fix FROM (species) scope of that event not working. * Fixed an issue where a set_citizenship_type effect missing the country reference * Fixed an issue where you were not able to override specific defines in the common/defines files ################### Performance ################### * Fixed a memory leak with potential pop factions Read original announcement
STOCKHOLM – Apr. 6, 2017 – The time has come to lead your species into a permanent golden age; to a future where the brilliance of your scientists and energy of your administrators is harnessed to build immense megastructures that dwarf even the planet itself. Sound leadership and a firm hand in diplomacy will bring your species to the promised land, to Utopia. Utopia is the first major expansion for Stellaris, the best-selling science fiction grand strategy game that delivers unparalleled variety in an ever changing universe. Utopia adds new ways to improve your planets and even your species itself, with a greater focus on allowing you to reach your full potential in a multitude of new ways - both peaceful and aggressive. One of the major upgrades in Utopia is the addition of Ascension perks. Harness the unity of your species to establish strong cultural traditions allowing your empire to pursue your specific vision of Utopia. Choose to advance via genetic engineering, psionic exploration, or even abandon frail mortal flesh entirely and pursue a path of cybernetic ascension. https://www.youtube.com/watch?v=Bl5IjvPvSPs Other features available in Utopia include:
(open full image)
It is with distinct pleasure that we unveil the Banks update to the universe today.
This is by far the largest update to date and dramatically improves the game in many ways. It is accompanied by the equally massive Utopia DLC!
We sincerely hope you enjoy playing it as much as we enjoyed making it.
#################################################################
########################## VERSION 1.5.0 ########################
#################################################################
###################
# Free Features
###################
# Important
* Added Authoritarian ethics
* Added Egalitarian ethics
* Removed Collectivist ethics
* Removed Individualist ethics
* Government system has been completely reworked and Civics have been added to the game, allowing for far more customization when creating your empire's government
* Traditions and Unity added to the game. Unity is a new resource that is used to unlock Traditions
* Food is now stored and distributed empire-wide instead of being local to individual planets. When food reaches the empire storage cap, surplus food contributes to increased Pop growth across the empire
* Pops now have a monthly mineral cost called Consumer Goods. How large this cost it depends on what living standards are set for their species in the empire
* Reworked ethics attraction. Pops now only have a single ethic, and their attraction to different ethics depends on a wide variety of factors such as their traits, the empire's governing ethics and policies, the local conditions on their planet, and so on
* Reworked the faction system. Factions are now political movements with specific issues rather than rebels, and have a happiness level based on how well your empires' policies and actions fulfill those issues. Faction happiness determines their member Pops' base happiness, and factions with high happiness will provide an influence boost to the empire they are a part of
* Unrest is a new mechanic that affects planets. Unrest is generated by unhappy Pops and slaves, and can reduce productivity and in extreme cases spark rebellions. Unrest can be lowered by certain buildings or by garrisoning armies
* Added the ability to Displace Pops as an alternative method of Purging, this forces them to move out of the empire instead of killing them
* Pops that are being purged will now sometimes manage to escape to other empires
* Added a policy for whether an empire accepts refugees (Pops that are being Purged or Displaced) from other empires
* Added a new policy for which Pops are allowed to live on an empires' core (non-sector) planets
* Added a policy that determines whether an empire tolerates pre-sentients living on their planets
* Added a music player that lets you select which tracks you want to play, play specific tracks on demand, and toggle shuffle mode on and off
# Species Rights
* Added the ability to set Species Rights for individual species. Slavery and Purging is handled through this interface instead of on an individual Pop basis
# Misc.
* Added a war demand to dismantle Frontier Outposts
* Ship engine-trails will now be colored by their empire's primary color
* Kingdom of Yondarim prescripted empire has been reworked
* You are no longer at war with rebels when they take over a planet
* Stone Age Civilizations now work like other primitives and have Pops instead of simply being tile blockers
* Added "Yurantic Crystals", a new strategic resource that improves energy weapon damage
* Becoming a patron of the Artisan Troupe enclave now has an up-front cost
* Being a patron of the Artisan Troupe enclave now gives +15% Unity generation
* It is now possible to terraform barren planets that have the "Terraforming Candidate" modifier if you possess the Atmospheric Manipulation tech. Mars is such a world by default
* Pioneering Terminal spaceport module removed from the game
* You can now choose room background in the ruler customization view
* New shader for Stations that are under construction
# Events
* Being the first to find a Precursor homeworld now yields a significant amount of Unity
* Precursor anomalies are now player-only
* When your patronage ends, the Artisan Troupe will contact you for renewal
* Limbo event chain expanded
# Technology
* NEW: Interstellar Campaigns technology added to the game
* NEW: Galactic Campaigns technology added to the game
* NEW: Colonial Bureaucracy technology added to the game
* NEW: Galactic Bureaucracy technology added to the game
* NEW: Subdermal Stimulation technology added to the game
* NEW: Cultural Heritage starting technology added to game
* NEW: Heritage Site technology added to game
* NEW: Hypercomms Forum technology added to game
* NEW: Autocurating Vault technology added to game
* NEW: Holographic Rituals technology added to the game
* NEW: Transcendent Faith technology added to the game
* NEW: Assembly Patterns technology added to the game
* NEW: Construction Templates rare technology added to the game
* Assembly Algorithms repeatable technology now belongs to the engineering category instead of physics
* Frontier Initiatives technology removed from the game
* Frontier Traditions technology removed from the game
* Frontier Collectives technology removed from the game
* Frontier Commissars technology removed from the game
* Paradise Dome technology removed
* Manifest Destiny technology has been removed from the game
* Propaganda Transmissions technology has been removed from the game
# Buildings
* Symbol of Unity building now produces 2 unity and provides +5% happiness
* Visitor Center building now requires Alien Tourism tradition
* Paradise Dome building now requires Paradise Dome tradition
* NEW: Autochthon Monument is a new building that provides Unity
* NEW: Heritage Site is a new building that provides Unity
* NEW: Hypercomms Forum is a new building that provides Unity
* NEW: Auto-Curating Vault is a new building that provides Unity
* NEW: Temple is a new building that provides Unity
* NEW: Holotemple is a new building that provides Unity
* NEW: Citadel of Faith is a new building that provides Unity
* Grand Mausoleum removed from the game
# Traits
* NEW: Wasteful trait added to the game
* NEW: Conservational trait added to the game
* Decadent trait now requires authoritarian or xenophobe ethics
# Components
* NEW: Psionic Shields component has been added to the game
...And much more that couldn't fit in a Steam announcement. Click here to read it all!
Please be advised that 1.5 will break saves from previous versions! If you have games that you want to complete, please do so before updating!
Instructions on how to keep playing on older versions here.
Hi! We strongly recommend that you finish any ongoing games before updating to 1.5 Banks. Here is how you continue to play on an earlier version of Stellaris: 1. Right click the game in Steam 2. Go to Properties and select the tab called "BETAS" 3. Pick the version you want to play and close. 4. Allow the game to update 5. Make sure, before you load any save, that the version number in the game is the one you want. 6. If the previous step fails, exit the game, right click -> properties -> local files -> Verify integrity of game files and wait for all files to be verified before going back to step 5. You can freely swap between the latest version and previous versions this way. By selecting "NONE - opt out of all beta programs" you go to the latest released version.
STOCKHOLM – Apr. 3, 2017 — Paradox Interactive and Paradox Development Studio, a hive mind to be reckoned with, today released a new video developer diary for “Utopia,” the upcoming major expansion for Stellaris. Utopia, arriving on Windows, Mac, and Linux PCs on April 6th, will add an array of sweeping new changes to the Stellaris experience, including Megastructures, Orbital Habitat Stations, Ascension Perks, and much more. In the new video, game director Martin Anward explains each new feature in detail, and shares insight into what they can mean for players’ empires. See the new additions to the Stellaris universe in the dev diary here: https://www.youtube.com/watch?v=iqGrB0HX6Ok
Since the notes are too long for a Steam Announcement, I must ask you to come read the original post over at our official forum.
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. We're getting close to release, so today's dev diary is the last dev diary for Utopia/Banks, and will cover a couple of graphical and interface changes coming in the free 1.5 'Banks' update.
Ship Coloring
Something that's hardly gone unnoticed in the screenshots and streams is that the ships in Banks look different than from before. We've mentioned wanting to make each empire's ships more distinct so that no two Fungoid empires would have the exact same ships. In Banks, your flag color will affect the coloring and lighting of your ships, as well as the color of the engine trails they leave. The exact way in which the coloring affects the ships depends heavily on the ship style you're using, but the overall effect should be that your empire's ships feel much more distinct and that it's easier to tell apart the ships of different empires at a glance.
Map Colors
Another tweak we've done to make empires more distinct is to add a bit more color variety on the map. Instead of each empire having the exact color shade of their flag, there is now a number of valid colors for each map color, so that two empires with the same blue flag will have at least slightly different shades of blue on the map. Who gets what shade is determined by the spawn order of the empires, so in most instances the player will get the 'original' flag color, and other empires with the same flag color will get other variants. While this change won't eliminate every case of border confusion (there's only so many distinct shades of light blue), it should at least help cut down on it.
Primitive Galaxy Map Icons
Another interface addition in Banks is the ability to see Primitive Civilizations on the galaxy map. Any system containing a Primitive Civilization you have discovered, either through surveying or acquiring star charts, will show up as a special icon in the galaxy map informing you of their presence in that particular system. If an Observation Post is constructed above that Primitive Civilization's planet, the icon will change to reflect this.
Details Mapmode
The last topic we're going to cover is how we've reworked the Details Mapmode in Banks. Or more specifically, how we've reworked the Details Mapmode when it's toggled off. Previously, having the Details Mapmode off would show you almost no information, while having it toggled on would show you everything. In Banks, having the Details Mapmode on works exactly the same way as before, showing you all information about system resources, colonizeable planets, anomalies, etc. Having it off, however, will now aim to show you all *important* information. What this means is that it will show you unexploited resources in your own and unclaimed systems, but hide resources that are either already being exploited by you or are inaccessible to you due to being inside another empire's borders. It will show you planets you are able to colonize, but hide planets that cannot be colonized, and so on. This should make for a better default mode that leaves your map cluttered without hiding important information you need to expand your empire.
That's all for today! Next week, instead of a regular dev diary, we're going to publish the full patch notes for Banks and Utopia. There'll be some choice teasers from the patch notes coming over the week, so stay tuned!
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about the new music added in Utopia, so I'll start by giving the word to the very man who created it: Andreas Waldetoft, our resident composer.
My name is Andreas Waldetoft and I am fortunate enough to be the senior music composer here at Paradox.
From the get go when we started discussing Utopia music and what it should be, we talked about having large scale music. What better way to get that kind of music then with a full live orchestra with synths added on top!.
But why stop there, we extended the brass section with more horns and more low brass. What we ended up with was a rather loud sounding ensemble to say the least.
In fact, we had to record the brass by themselves on a few tunes just because it was hard to hear all the other instruments as the brass leaked way to much in the other sections mics.
We had decided to go for the Budapest Film Orchestra as we had heard they had done a good job on quite a few games already and knew the drill.
This first piece I want to share is a song called “Towards Utopia”, this excerpt section is in the middle of this long tune.
(Music sample: Excerpt från “Towards Utopia”)
https://www.youtube.com/watch?v=N_lw-xgG62w
I always get impressed when going on these recording sessions, the musicians were really top class. They had to endure gut wrenching long breaths, really weird time signatures and really fast runs for extended periods of time. I was actually surprised at some difficult passages how they nailed it after just a few runthroughs. Thanks to this we actually had time to record some extra stuff which I had written in half a day or so before going to Budapest. This next tune I want to share is one of those bonus songs. I am extra pleased that we got to record this one because it is a lament to one of the greatest scientist Stellaris has ever produced!
The song is called “In Memory of M.R” and it was recorded in one take, 5 minutes before we had to pack up and end the recording session. The musicians had never seen the music sheets before and this is what happened.
(Music Sample: Youtube video of “In Memory of Mercedes Romero”)
https://www.youtube.com/watch?v=WhBNQdANHOo
I hope you guys will like the new music for Utopia and I can’t wait to do more music for Stellaris when I get time off from all the other games we are doing.
This is a list of the songs included in Utopia with a running time of 24 minutes and 30 seconds:
“A New Dawn”
“Towards Utopia”
“The Imperial Fleet”
“Cradle of the Galaxy”
“In Memory of M.R”
/Andreas
The Music Player
Thank you Andreas! I also wanted to touch briefly on the Music Player. The Music Player is an in-game tool that allows you to browse the music tracks available in the game and pick specific tracks you want to listen to. It also allows you to set which tracks should be on your playlist, whether they should play sequentially or use random shuffle, and also lets you go back to previously played tracks and skip forward to the next track. In other words... it's a music player, exactly as it says on the tin. :)
H
Finally, I'll leave you with a cryptic little note: There's something special that's been added to the audio for Banks by none other than our Audio Director, Björn Iversen, himself. Keep your eyes peeled for it in the patch notes...
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris dev diary. This week we'll be talking about Ascension again, specifically the Synthetic and Biological Ascension Paths. In dev diary #60 we talked about the Psionic Ascension Path and the associated Shroud. The Shroud was a fairly major mechanical addition to the game, which we felt was needed as Psionics lacked any such mechanic associated with them, unlike the other two. For this reason, the Biological and Synthetic Ascension Paths do not have the same degree of new mechanics associated with them, but rather focus on enhancing the existing mechanics (Genemodding and Robots) that they are tied to.
The Synthetic Ascension Path focuses on abandoning your frail biological forms for that of a perfect machine. The first step, the Flesh is Weak, requires the Droids technology and allows you to modify your entire population through a special project, turning them into cyborgs. This gives them an immediate +20% boost to habitability, as well as bonuses to mineral production and army damage, and also makes any leaders generated from those species have the Cyborg trait granting an additional +40 years of lifespan.
The next step, Synthetic Evolution, requires the ability to build Synths, and allows you to upgrade your cyborg population into fully mechanical forms, finally abandoning the frailty of flesh for the surety of synthetics. When it is complete, you will become a fully robotic empire, with a robotic primary species. Your population will benefit from all the advantages normally conferred to Synths in production and research, and all your leaders will be immortal, able to be killed only in battle or through events. You will also naturally no longer require Food for your synthetic population, instead being replaced by an Energy maintenance similar to regular Synths. You will also be able to name your new, gloriously post-biological people.
The Biological Ascension Path focuses on mastery of DNA and evolution. The first step, Engineered Evolution, requires the Gene Tailoring technology and grants a major reduction to the cost and time required to genetically modify species, gives you +2 trait points, and also unlocks the ability to research the Gene Seed Purification technology which is otherwise unavailable (it can still be researched as normal for those who do not have the Utopia expansion), allowing recruitment of Gene Warriors.
The next step, Evolutionary Mastery requires the Targeted Gene Expressions technology. It grants an additional +3 trait points, a further reduction in time and cost of genemodding, and unlocks the ability to research the Genetic Resequencing technology, which once researched unlocks Advanced Genemodding. With Advanced Genemodding you will be able to add negative traits and remove positive traits, allowing you to completely reshape species at your whim. It also unlocks five new traits that are exclusively available to the Biological Ascension Path:
Robust: Upgrades from Extremely Adaptable, adds +30% habitability and an extra +30 years of lifespan.
Fertile: Upgrades from Rapid Breeders, gives -30% growth time and +5% happiness
Erudite: Upgrades from Intelligent, gives +20% science production and +1 leader skill levels.
Delicious: Makes the species delicious and nutritious, granting +100% food yield from Processing and Livestock.
Nerve Stapled: Removes the ability of the species to feel happiness or sadness. Happiness is disabled and Food/Mineral production increased, but adds major penalties to other resource production.
Additionally, Advanced Genemodding allows for the ability for non-Hive Mind empires to remove the Hive-Minded trait from Pops and for Hive Minds to add it to Pops, as mentioned in dev diary #62.
That's all for today! Next week we'll be talking a variety of smaller features coming in the Banks update, including the ability to terraform Mars.
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
STOCKHOLM – 27 February 2017 – Paradox Interactive and Paradox Development Studio have set a release date for their first expansion to their celebrated space grand strategy game. Stellaris: Utopia will be shaping galactic civilizations as of April 6, 2017 and will be found at Steam and the Paradox Store for $19.99/€19.99.
One of the core improvements in Utopia is the introduction of Ascension Perks. As your species advances and gains new traditions, it can choose how it wants to evolve as it is further enlightened. You can choose between a biological path, a psionic path or a synthetic path, with various options within these broad categories. Body, Mind or Machine - how will your species challenge the future?
See how one civilization's take on Utopia can dramatically affect another's here:
https://www.youtube.com/watch?v=YmvGlBFaFEU
Utopia also includes:
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about the Government Rework, the last of the major feature reworks coming in 1.5 'Banks' and some related features in the 'Utopia' expansion.
Government Rework (Free Feature)
With the focus of Banks and Utopia being ethics, internal politics and empire customization, we felt it would be remiss of us not to put in some work in regards to governments. While the old government grid worked alright to give you a broad range of governments to pick from, they were a bit lackluster, not very well balanced and I rarely felt that the government I picked truly corresponded to my own idea of what my empire's society was like. To address all of these issues at once we decided to go back to the drawing board and redo the way governments are constructed completely. In Banks, instead of picking from a preconfigured government, you build your own from Authority and Civics.
The Authority determines how power is transfered in your government. The different Authorities are:
Democratic: A ruler is democratically elected every 10 years.
Oligarchic: A ruler is elected every 40 to 50 years.
Dictatorial: Rulers are elected but rule for life.
Imperial: Rulers rule for life and are succeeded by appointed heirs on death.
In all systems that involve elections, leaders will be elected from the different Factions in your country, and electing a ruler of a particular Faction will significantly strengthen the political clout of that faction and the attraction of their related ethics, so be careful about letting a Xenophile take charge of your Supremacist Empire!
The Civics represent the political and social traditions of your government, and come in a wide variety of types, primarily limited by your authority and ethics. In addition to providing modifiers, they can also change how your empire is governed. For example, the Citizen Service Civic ties citizenship to military service, so that only species with Full Military Service are afforded the right to vote and become leaders. On empire creation, you can choose two Civics, with a third able to be unlocked later through research.
With a few exceptions (more on that below), Civics and Authorities are not necessarily permanent. Where previously you could change your government type for 250 influence, you now have the option to effectively rebuild your government at the same cost. By using the 'Reform Government' button in the government screen, you can add and remove Civics and change Authority from among the picks available to your ethics. As your Ethics and Authority change, you may end up with Civics that are no longer valid for you country - for example a 'Beacon of Liberty' that has lost its Egalitarian ethics. When this happens, the Civic in question will remain, but will become 'inactive' and stop providing you with any sort of bonus, effectively a wasted Civic slot until you reform your government and replace it.
From the Authority, Civics and Ethics you pick, a Government Name is finally generated. The Government Name is purely there to roughly summarize the government you have built, as well as provide flavor, and has no actual impact on gameplay.
Advanced Civics (Paid Feature)
In addition to the normal Civics available to everyone, there are also a few special Civics that are only available to those with the Utopia expansion. These Civics are meant to simulate very specific kinds of societies and generally have more of an impact on your game than the normal Civics do. They are as follows:
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to be about psionics and one of the three ascension paths mentioned in Dev Diary #56: the Psionic Ascension Path.
Psionics
First, before we start digging into the way psionics will work Utopia, we should clarify that we are not removing any features from the free version of the game. If you have the Banks update but do not own Utopia, psionics will continue to work the same way they currently do: As technologies that you unlock. The only difference is that psionics can now only be researched by Spiritualist empires, though it is entirely possible for an empire that does not start out as Spiritualist to acquire psionics by shifting their empire ethics to Spiritualist over the course of the game, and once you start down the Psionic path it is possible to continue along it even if you stop being Spiritualist. This Spiritualist requirement applies whether or not you own Utopia.
If you *do* own the Utopia expansion, most of the psionic features will no longer appear as technologies. Only Psionic Theory, the very first psionic tech, is still researchable. To get access to the rest of the psionic path you will need to pick the 'Mind over Matter' Ascension Perk to start your empire on the Psionic Ascension Path. Picking this Ascension Perk will unlock latent psionic abilities among your primary species. A certain percentage of your leaders will have the 'Psychic' trait that grants a variety of advantages for the different leader classes, you will get access to Psionic Armies and also the special Psi Corps building. As with all Ascension Paths, you will need to have at least two Ascension Perk slots unlocked to pick 'Mind over Matter'.
After picking Mind over Matter, you will need to continue amassing Unity and working your way through the Tradition trees. Once you have unlocked your fourth Ascension Perk slot, the 'Transcendance' Ascension Perk becomes available. This is the second stage in the Psionic Ascension Path and represents the full Psionic awakening of your species. From this point on, your entire species will get the 'Psionic' species trait and all leaders from this species will be full-fledged Psychics. In addition to the advantages granted by these traits, from now on there is also a chance that other species in your empire will psionically awaken, first as latent Psychics and then as fully awakened ones much like your own.
The Shroud (Paid Feature)
Not long after fully awakening, your species will become aware of The Shroud. The Shroud is the realm from which psychics draw their power, a strange dimension very unlike the material universe, a place of opportunity and danger alike. To begin exploring The Shroud, you will need to complete a special society research project that once completed will give you access to The Shroud in the contacts view. Each time you wish to enter The Shroud you will need to expend a considerable amount of energy (in the form of Energy Credits), though this cost can be reduced by having access to the Zro Dust Strategic Resource.
As for what can happen while exploring The Shroud... quite a few different things. We will not give them all away here, but some examples include unlocking psionic technologies, asking the spirits that dwell there for a boon, or even forming a Covenant with one of a number of particularly powerful spirits... a pact that will give great benefits, but may come at a terrible cost.
That's all for today! Next week we'll be coming back to Factions and how you can use them to change your Empire Ethics. We'll also be talking about Indoctrination. See you then!
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to cover the headline feature of the Utopia Expansion that we announced mere hours ago: Megastructures.
Megastructures (Paid Feature)
Have you ever looked at a Fallen Empire's Ringworld and thought 'I want to build one of those?'. Well, so have we, and in the Utopia expansion you will be able to do so. Megastructures are massive multi-stage construction projects that require an enormous investment of resources and time but offer quite spectacular pay-offs. There are four Megastructures that you can build: The Ringworld, the Dyson Sphere, the Sentry Array and the Science Nexus. In order to build a Megastructure you will need to unlock a number of advanced technologies and pick the appropriate Ascension Perk. This will unlock the ability for your construction ship to build a Megastructure Construction Site in an appropriate location. The Construction Site alone is a project that takes a large amount of resources and takes several years to complete.
Once you have built the Construction Site for a Megastructure, you will be able to upgrade it to the first construction stage for a Megastructure. For the Ringworld and Dyson Sphere, this is an initial frame that provides no benefit, while the Science Nexus and Sentry Array gets a partially completed structure that provides some of the benefit of the finished version. From here, you can upgrade the unfinished Megastructure to the next stage(s) by investing more time and resources. For the Dyson Sphere, Science Nexus and Sentry Array, you upgrade one stage at a time, with increasing benefits from each finished stage until you have the completed Megastructure. The Ringworld Frame has four segments that can all be upgraded into finished Ringworld Sections simultaneously.
The four different Megastructures work as follows:
Ringworld: Can only be built around a planet-rich star in your borders and, once finished, provides four maximum size 100% habitable planets. The Ringworld construction project will consume all planets in the system to be used as building materials. Cannot be built around Black Holes, Pulsars or Neutron Stars.
Dyson Sphere: Can only be built around a star in your borders and provides a huge amount of energy each month, with the amount increasing for each stage of the Dyson Sphere completed. Once completed, the Dyson Sphere will cool down the system, turning most planets there into frozen worlds. Cannot be built around Black Holes, Pulsars or Neutron Stars.
Science Nexus: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and provides a huge amount of science each month, with the amount increasing for each stage of the Science Nexus completed.
Sentry Array: Can be built around any non-inhabitable non-moon non-asteroid planet (similar to Habitats) and functions as a sensor station, providing sensor range in a radius that grows for each stage of the Sentry Array completed. Once fully finished, it will give complete sensor view of the entire galaxy.
Building a Megastructure is hardly a subtle affair, and once an empire starts construction on such a project, all other empires that have communications with them will be notified about the start, progression and completion of such a project. As monumental undertakings involving the resources of a whole empire, these projects can also have unintended political and diplomatic consequenses. Also, much like the Ringworlds already in the game, you are not the first civilization to conceive of the idea of Megastructures, and you may encounter ancient, ruined Megastructures while exploring.
That's all for today! Next week we'll be talking about yet another feature of the Utopia expansion: Psionic Transcendance and The Shroud.
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[quote]Useful links
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Stellaris Wiki
Stellaris Development Diary Archive
We are are proud to Announce the First Major Expansion for Stellaris!
https://www.youtube.com/watch?v=svnH2mmONiw
STOCKHOLM – 02 February 2017 – We reach for the stars for many reasons. They challenge us to explore. They dare us to explain. They prod us to expand. But, most of all, the universe offers every space-faring race a new start. This is the chance to perfect the species and to reach new heights of self-awareness, technological prowess or spiritual enlightenment. You can only get to Utopia by moving faster than light.
Stellaris: Utopia is the first major gameplay expansion to Stellaris, Paradox’s critically acclaimed and best selling strategy game about building an empire in new galaxies. Utopia introduces new options for developing your empire, with new types of space stations and constructions that open alternate avenues for making your species the dominant power in the galaxy.
One of the core improvements to Utopia is the introduction of Ascension Perks. As your species advances and gains new traditions, it can choose how it wants to evolve as it is further enlightened. You can choose between a biological path, a psionic path or a synthetic path, with various options within these broad categories. Body, Mind or Machine - how will your species challenge the future?
Utopia also includes:
Hello everyone and welcome to another Stellaris development diary. Today's dev diary is going to cover a feature coming in the (unannounced) expansion accompanying the 1.5 'Banks' update: Habitats. As before, I still can't say anything about the release date of the update/expansion other than that you're in for a bit of a wait.
Orbital Habitats (Paid Feature)
One of the things we have stated that we want to address is the lack of options for building 'tall' in Stellaris: Even if you're playing pacifist xenophiles that have no interest in conquering others, sooner or later your empire is going to have their borders closed in on all fronts, all the habitable planets in your space will be terraformed, and your only option for further expansion is to grow your space through conquest. When we say that we want to enable building tall, however, this doesn't mean we're going to make being a five-system empire just as good as being a fifty-system empire: There should always be an incentive to expand your borders, but for those who do not want or simply cannot do this, we want there to options other than just stagnating.
Orbital Habitats is one of our solutions to this problem: Instead of expanding to new systems and colonizing new planets, you create new, artificial 'planets' for your Pops to live on. Orbital Habitats are massive space stations that function like small (currently size 12, though this may not be the final number) planets that (like Gaia Planets and Ringworlds) have 100% habitability for all species. They can be built around any non-habitable planet (not asteroid or moon) in your space, and there is no limit to the amount you can build other than the number of such planets you have to build them around. Habitats function exactly like a planet: They can be colonized with whatever Pops you want to live there, they can be worked for resources by constructing buildings there, and they count as a planet for the purpose of empire research costs. In order to build a habitat, you need to have researched the maximum level of spaceport technology and picked the 'Voidborn' Ascension Perk (for more info on Ascension Perks, see dev diary 56)
Habitats mostly do not have tile resources with the one exception that if the planet they are orbiting has a resource that could otherwise be worked by a mining or research station, that resource will be present on one of the Habitat's tiles. Instead, Habitats have their own, unique set of buildings distinct from the normal planetary buildings. Overall, Habitats are efficient when it comes to research and energy general, but do poorly when it comes to food and mineral production. These buildings are 'single-stage': they have a fairly large upfront cost and high immediate research production, but cannot be upgraded. The reason for this is to allow for easier management of systems with several habitats in them.
Graphics-wise, Habitats use different models depending on which ship set you have selected, and each ship set (including Plantoids) has its own habitat model. They also have their own planet icon and will get a unique planetary graphic and tile set (that is still a work in progress and thus not shown below), emphasising the ways in which they differ from regular planets.
That's all for today! Normally, this is where I'd tell you what next week's dev diary is going to be about, but this time I have to keep it a secret for the time being... so all I'm going to say is that it's going to be big.
Very big.
Hello everyone and welcome to another Stellaris development diary. Today&#039;s dev diary is going to be a meaty one, covering several new features in the 1.5 &#039;Banks&#039; update, as well as some paid features coming in the (unannounced) expansion accompanying Banks. Please note that because of some sickness, we&#039;re a little behind in the interface department, so the interface graphics shown today are placeholders and not what will be in the final product.
Species Rights (Free Feature)
The big new feature we&#039;ll be talking about today is Species Rights. Previously, what rights your species had were controlled through a set of policies that could only discriminate between &#039;your founder species&#039; and &#039;everyone else&#039;. We felt that this was an area in need of more granularity, both to make playing a multispecies empire more interesting and also to create more of a sense of distinction between your pops. Thus, in Banks, it will now be possible to individually determine the rights and obligations of each species in your empire. In addition to setting rights for a species currently in your empire, you can also set rights for species outside your empire (for example granting species you would like to attract to your empire via migration Full Citizenship and a good living standard) and have a default set of rights that is applied to any species you have not specifically configured the rights for.
The most fundamental status of a species in your empire is Citizenship. Citizenship is the overall set of rights and privileges given to a species: Whether they are free or unfree, whether they can participate in the political processes of the country, what restrictions can be placed on them and even whether they have the right to live in your empire at all. In addition to rights and obligations, citizenship also affects Pops&#039; migration attraction: A Pop that is currently enjoying Full Citizenship is unlikely to move to another empire where their rights would be curtailed, and Pops living under second-class citizen conditions are more likely to move somewhere that promises them a better life.
Save up to 50% on &lt;a href=&#039;http://store.steampowered.com/app/281990/&#039;&gt;Stellaris&lt;/a&gt; during this week&#039;s Midweek Madness*!&lt;br&gt;&lt;br&gt;*Offer ends Friday at 10AM Pacific Time&lt;br&gt;&lt;a href=&quot;http://store.steampowered.com/app/281990/&quot;&gt;&lt;img src=&quot;http://cdn.akamai.steamstatic.com/steam/apps/281990/capsule_467x181.jpg&quot; style=&quot; float: left; margin-right: 12px; height: 181px; width: 467px;&quot;&gt;&lt;/a&gt;
Hello everyone and welcome to another Stellaris development diary. Today we'll be talking about a feature that was hinted at in last dev diary, Ascension Perks. Ascension Perks are related to the Traditions and Unity system, but is a paid feature in the (unannounced) expansion accompanying the 1.5 'Banks' update, rather than a part of the update itself. Those without the expansion will get full access to the Traditions and Unity features, but not to the Ascension Perks themselves.
Ascension Perks
The idea behind the Ascension Perks is to provide more unique unlockable features for Empires, and to provide the player with the ability to determine an 'endgame' for their species: What their empire is striving towards. Perhaps your goal is to go all-in on AI, replacing the frail biological bodies of your pops with immortal machines, or to harness the psionic potential of your species and reach a higher form of existence, allowing your empire to tap into other planes of being? All these and more are covered by the Ascension Perk system.
Each time you complete a Tradition tree, you will unlock one Ascension Perk slot, of which there are 8 in total. There may also be other ways to unlock slots, such as from certain rare technologies or as a reward for a particular event chain. This slot can then be filled with any of the Ascension Perks available to you. The final number of perks is not yet set down, but there are currently more than 20 and there will likely be more added. Ascension Perks have pre-requisites, which can for example be a particular technology or tradition, a certain number of Ascension Perk slots to be unlocked, or a specific ethos or government type. Some Ascension Perks are one-offs that simply provide a bonus to a particular area of your empire: For example, a bonus to border range, or cheaper terraforming. Others unlock new features, such as the ability to construct new types of space structures (more on in later dev diaries).
Finally there are the three 'Species Endgame' paths: The biological path, the spiritual path and the synthetic path. These three paths each consist of two perks, the first of which unlocks access to the second once a number of other pre-requisites have been met. The paths are mutually exclusive, and once you start heading down one of them, the other two are locked off.
Hello everyone and welcome to another Stellaris development diary. Today we'll be talking about a new feature coming in the 1.5 'Banks' update called Traditions and Unity. As before, I can't talk about when Banks will be coming out, only that it's a while away and we have quite a few dev diaries to go through before we get there :)
Hello everyone and welcome to another Stellaris development diary. Now that 1.4 is out, we can finally start properly talking about the 1.5 'Banks' update, which will be a major update with an accompanying (unannounced) expansion. As of right now we cannot provide any details on when 1.5 will come out, or anything about the unannounced expansion, so please don't ask. :)
Today's topic is a number of changes coming to ethics in the 1.5 update. Everything in this diary is part of the free update. Please note that values shown in screenshots are always non-final.
Authoritarian vs Egalitarian
One of the things in Stellaris I was never personally happy with was the Collectivism vs Individualism ethic. While interesting conceptually, the mechanics that the game presented for the ethics simply did not match either their meanings or flavor text, meaning you ended up with a Collectivist ethos that was somehow simultaneously egalitarian and 100% in on slavery, while Individualism was a confused jumble between liberal democratic values and randian free-market capitalism. For this reason we've decided to rebrand these ethics into something that should both be much more clear in its meaning, and match the mechanics as they are.
Authoritarian replaces Collectivist and represents belief in hierarchial rule and orderly, stratified societies. Authoritarian pops tolerate slavery and prefer to live in autocracies.
Egalitarian replaces Individualist and represents belief in individual rights and a level playing field. Egalitarian pops dislike slavery and elitism and prefer to live in democracies.
While I understand this may cause some controversy and will no doubt spark debate over people's interpretation of words like Authoritarian and Individualist, I believe that we need to work with the mechanics we have, and as it stand we simply do not have good mechanics for a Collectivism vs Individualism axis while the mechanics we have fit the rebranded ethics if not perfectly then at least a whole lot better.
Pop Ethics Rework
Another mechanic that never quite felt satisfying is the ethics divergence mechanic. Not only is it overly simplified with just a single value determining if pops go towards or from empire ethics, the shift rarely makes sense: Why would xenophobe alien pops diverge away from xenophobe just because they're far away from the capital of a xenophobic empire? Furthermore, the fact that pops could have anything from one to three different ethics made it extremely difficult to actually quantify what any individual pop's ethics actually mean for how they relate to the empire. For this reason we've decided to revamp the way pop ethics work in the following way:
Horizon Signal Update For Stellaris Adds New Mysteries
Paradox SciFi Sim Gets Free Boost From Renowned Game Writer
STOCKHOLM - 05 December 2016 - A new and rich storyline has been added to the already deep well of events and occurrences in Stellaris, the hit grand strategy space epic from Paradox Development Studios. A signal in distant space is calling out to your empire. What does this entity want, and how does it know who you are?
https://www.youtube.com/watch?v=KysBgh1Tvno
Horizon Signal is written by Alexis Kennedy, a British writer best known for his work at Failbetter Games, which he co-founded. His writing for Sunless Sea and Fallen London has been widely acclaimed, and now he is scribing new stories for Stellaris.
This story update is free for all Stellaris owners and highlights one of the great strengths of the game – its ability to tell stories that entertain and entrance without distracting you from the core strategic gameplay.
Horizon Signal is available now.
To see the original changelog post for Update 1.4 Kennedy, go here!
[quote]
FAQ
How do I get this new content?
- Just make sure that you are online on Steam and it should be automatically added. You can check the DLC tab in the launcher to make sure.
Will the Horizon Signal content be available in already started games, or do I need to start a new game to access it?
- Even if you are playing a save that was started before the release of Horizon Signal, the event chain can still occur in your game.
What exactly is the new content?
- It's a somewhat rare event chain that can potentially be triggered at any time in your game.
I can't see Horizon Signal in my DLC list, neither in the launcher or Steam
- Restart Steam by exiting properly and starting it again.
[/quote]
This is a bugfixing and balance update accompanying the free 'Horizon Signal' DLC created by guest writer Alexis Kennedy of Sunless Sea/Failbetter fame.
1.3.2 saves should be compatible with 1.4, but no guarantees.
Please report any problems in the bug report forum
Click details below to see the changes included.
Changelog
##############################################################
####################### VERSION 1.4.0 ########################
##############################################################
###################
# Leviathans Story Pack
###################
* Added new introduction event for the Artisan Troupe
* Added encounter event for the Enigmatic Fortress
###################
# Features
###################
* Added 33 new achievements
* No longer possible to build robots on planets belonging to sectors
* Added victory event after defeating the Prethoryn Scourge
* Added new events for discovering additional Precursor anomalies, so that the quest chains can always be completed
* Changed the way the Extradimensionals work: Instead of spawning reinforcements as soon as a fleet is lost, the Extradimensional portal will create new fleets at a fixed rate depending on the number of dimensional anchors the Extradimensionals have placed in the galaxy. Dimensional anchors are a type of station that the Extradimensionals construct, and their main portal is invincible while any dimensional anchors exist in the galaxy. This should make the war against the Extradimensionals more of a long-term fight and less of a surgical strike against the portal.
###################
# Balance
###################
#General
* Evasion is now capped at 90%
* Ship mineral maintenance reduced from 0.5% to 0.4% of ship cost
* Ship energy maintenance reduced from 0.5% to 0.4% of ship cost
* Afterburners now use the auxiliary slot
* Regular empires now start with 8 pops
* Primitive farms and factories can now be upgraded directly to hydroponics farms/mining networks
* Pirate ships have been reworked slightly and buffed in most cases
* Primitives are now consistent in how many pops, farms and factories they get on each age of development, and get new pops, armies and buildings when advancing through the ages
* Stone age primitives now generate fewer tile blockers
* Space Torpedoes technology now requires Fusion Missiles instead of Nuclear Missiles
* Venerable trait cost reduced from 5 to 4
* Mineral Silos are now restricted to 1 per planet
* Increased max minerals from Mineral Silos from +1000/+1500/+2000 to +2000/+3000/+4000
* Level 3 mineral silo now only provides +1 mineral per adjacent tile
* Increased protectorate tech discount to 95%
* Protectorates can no longer conduct independent diplomacy
* Repeatable technologies have their base cost increased from 1500 to 3000 and their increasing cost increased from 480 to 1000
* Slave Processing Plant now gives +10% slave food/mineral production instead of +5%
* Reduced spawn odds of tomb worlds
* Increased frequency of alien pet deposits
* Reduced warscore costs for planetary and vassalisation wargoals
* Doubled Pre-Sentient Anomaly spawn chances
* Fixed CTD when generating a certain tooltip while the player has no planets
* Pops are no longer upset if an occupier purges Pops on one of your planets
# Components
* Space Torpedo mineral cost reduced from 20 to 10
* Space Torpedo power usage reduced from 20 to 10
* Space Torpedo maximum damage reduced from 260 to 215
* Space Torpedo armor penetration set to 50%
* Armored Torpedo mineral cost reduced from 40 to 15
* Armored Torpedo power usage reduced from 40 to 15
* Armored Torpedo damage reduced from 150-300 to 140-280
* Armored Torpedo armor penetration set to 50%
* Devastator Torpedo mineral cost reduced from 60 to 20
* Devastator Torpedo power usage reduced from 60 to 20
* Devastator Torpedo armor penetration set to 50%
* Devastator Torpedo missile HP reduced from 8 to 6
###################
# AI
###################
#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries
#Sector
* Major work done to sector AI to make it better at budgeting and utilizing resources
#Diplomacy
* AI will now sometimes gift countries that are at war with their rivals and threats
* AI will no longer ask you to become their vassal multiple times in a row
* AI is now less keen to accept a lot of defensive pacts
* Slowed down AI requests for federation membership/association status to prevent message spam
#Misc
* Fixed a bug where AI would send fleets to deal with pirates, only to retreat due to pirates being stronger
* Fixed a bug where AI was trying to build buildings on tiles that had presentients on them
###################
# User Interface
###################
* Added a setting to disable all auto-unpausing from popups
* Clicking on some resource icons in top bar no longer opens tabs due to being inconsistent
* Construction Ship now sends notification 'fleet order finished' only when the last construction in the queue is finished
* Planet view colonize button opens same surface view window as when planet is clicked from expansion planner
* 'Closed Borders' and 'Truce' are shown as diplomatic statuses
###################
# Bugfixes
###################
* Garrisons are now properly shown and spawned on occupied worlds.
* Fleets will now prioritize spaceports and military stations over other stations (such as mining stations) in combat.
* Close borders wargoal now forces borders open for the duration of the truce regardless of rivalry status, etc.
* Ships and weapon components targeting logic now correctly accounts for evasion, so large weapons are much less likely to target corvettes etc
* Fixed armor absorbing too much damage if the ship also had shields left
* Fixed very high armor values negating the effects of armor penetration
* Fixed auto generated ship designs getting wrong combat computers
* Swarm units have had their sound volume adjusted
* Spaceport no longer provide Naval Capacity while under construction
* Fleet view shows current fleet activity instead of order description
* Vassals and overlords no longer gives sensor to each other while at war
* Sector AI will spend own resources instead of players resources when upgrading spaceports
* Uplift species button is locked if no species can be found on any owned planet
* Fixed a bug where some leaders could live forever
* Planets with Stone Age Primitives will no longer generate Anomalies
* Tzynn Empire now starts with the proper number of trait points
* Fixed Nomads getting wrong opinion modifier and habitability trait when allowed to settle on a planet
* Launcher MOD tab scrollbar appears with correct position and size when content overflows container
* Fixed a rare case of portrait duplication caused by prescripted species templates
* Fixed so that NPC ship designs now correctly have PD slots for their PD weapons
* Situation Log entry list of counters grows up instead of down
* Savannah and Alpine worlds now have proper localization in the start screen
* Fixed typo in Frontier Hospital technology description
* Fixed a bug where upgrade fleet progress could display numbers above 100%
* Fixed some outdated hotkey references in tutorial texts
* Fixed frantic twitching animation in diplomacy window for main species
* Fixed reversed fanatic/militarist bonus to rivalry influence
* Fixed some potential event spam when running on high speeds during War in Heaven
* Planet edict modifiers are applied to pops again. Use planet modifier categories when applying planet edict modifiers
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Enclave governments now get a new ruler when the first one dies
* Primitives that nuke themselves will no longer leave pops on a tomb world where they have no habitability
* Fixed some ships getting stuck in a looping death animation
* Fixed CTD when looking at a ship that fired a shot during the same frame as it died
* Fixed CTD that could happen if ground combat was started on a planet without owner
* Garrison from Pops will no longer spawn on planets that have already been occupied
* Fixed CTD that could happen when assigning a new mission to an observation station
* Fixed various issues with Swarm behaviour
###################
# Graphics
###################
* Tweaked humanoid 02 and 05 portraits
* Added updated clothes textures
* Added fixed clothes for humanoid 05
* Arthropoid battleships sections now all line up
* Galaxy view textures have been updated.
* Extradimensionals' death effects have been updated.
###################
# Modding
###################
* Event chain counter max = -1 means max is ignored. Default value is -1
* Added count_countries trigger
* Script trigger pop_percentage = { percentage > 0.1 limit = { is_robot_pop = yes } }
* new trigger won_with_condition = domination_victory
* Added trigger num_strategic_resources
###################
# Performance
###################
* Misc performance improvements
Hello everyone and welcome to another Stellaris development diary. Today we'll be listing the new achievements coming in the 1.4 'Kennedy' update. In fact, to compensate for the lack of achievements added since release, there's a whole 32 new achievements coming, bringing the total amount of Stellaris achievements to 55. They are as follows:
Victorious: Win the game through any victory condition.
Hear me Roar: Hatch the egg.
Infinite Creation: Birth a new universe.
Whence It Came: Defeat a horrifying invader.
Dreadnought: Restore an ancient warship.
Stellar Performance: Take a trophy from a stellar being.
Warrior of Light: Destroy a wraith.
Unravelling Enigma: Uncover the secrets of an ancient fortress.
Patron: Support the Artisan Troupe for 10 years.
Mad Genius: Recruit a scientist from the Curators.
The Good Stuff: Purchase a rare resource from the Traders.
Return to Dust: Destroy an enclave.
Last, Best Hope: Lead the non-aligned powers to victory against an awakened empire.
Put A Ring On It: Have a ringworld section as your capital.
Slave to the Systems: As a collectivist empire, have at least 200 enslaved pops in an empire of at least 500 pops.
Suffer not the Alien: As a xenophobic empire, purge all other sentient species in the galaxy.
Tourist Trap: As an individualistic empire, own a planet with at least 10 different species on it.
Planned Obsolescence: As a materialist empire, have at least 75% of the pops in your empire be robotic in an empire with at least 200 pops.
Peacekeeper: As a pacifistic empire, have all other independent empires be pacifistic as well.
Very Open Borders: As a xenophilic empire, have migration treaties with at least 10 other empires.
Deus Vult: As a spiritualistic empire, own 4 holy worlds.
Omnicultural: Have your ruler be of a different species class than your founding species.
Old Friends: Receive a gift from a Fallen Empire.
Unboxing: Open up a shielded world.
Enlightened Times: Enlighten a bronze age civilization.
Payback: As a humanoid species, infiltrate the homeworld of pre-FTL reptilians.
Paradise Found: Terraform a planet into a gaia world.
What Came Before: Find the home system of a precursor empire.
Outside Context: Invade pre-FTL Earth while it is in the midst of a world war.
Then Virgil, Now Beatrice: Return a long-dead species to life.
What Was Will Be: Close the loop, or don't.
Resourceful: Have access to ten different strategic resources.
Read the original post
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
This is a small hotfix to address some common issues.
Please report any problems in the bug report forum
Click details below to see the changes included.
Changelog
[quote]
##############################################################
######################## HOTFIX 1.3.2 ########################
##############################################################
###################
# Balance
###################
#General
* Particle Lance damage increased from 74-213 to 144-273
* Tachyon Lance damage increased from 85-232 to 169-331
* Arc Emitter damage increased from 1-170 to 1-184
* Focused Arc Emitter damage increased from 1-190 to 1-221
* Mega Cannon damage increased from 111-249 to 92-300
* Giga Cannon damage increased from 133-265 to 121-350
* Shield Capacitors now increase shield regeneration by +50% instead of a fixed +15.0
# Guardians
* Infinity Machine rewards are now distributed more even-handedly
* Now possible to get the best result for helping Infinity Machine regardless of ethos
###################
# AI
###################
#War
* Federation AI is now better at picking wargoals for non-conqueror federations, will focus on retaking planets and liberating larger countries
#Sector
* Fixed some more cases of Sector AI removing +happiness buildings from planets
* Fixed a budgeting issue that was causing sectors to sometimes not build buildings when space construction was toggled on
#Diplomacy
* Fixed an issue where AI would guarantee and then almost immediately revoke their guarantee towards a nation they are protective of
* Fixed an issue where the 'Wary' and 'Receptive' attitudes would sometimes not be used
* AIs that are in Federations are now more likely to stay neutral during the War in Heaven
* Slowed down AI requests for federation membership/association status to cut down on message spam
#Misc
* Fixed a bug where AI would not rebuild depleted navies while at war because it prioritized armies first
* Fixed a bug where AI was not budgeting for buildings and colonies in some circumstances in early game
###################
# Bugfixes
###################
* Fixed a bug where the first federation member would leave, if any player tried to leave a federation, instead of the player leaving
* Fixed auto-generated ship designs getting wrong combat computers
* Ships and weapon components targeting logic now correctly accounts for evasion
* Fixed armor absorbing too much damage if the ship also had shields left
* Pops working on guardian buildings no longer appear unemployed
* No longer possible to guarantee an empire while at war with them
* Fixed missing localisation key FEDERATION_ACCEPTANCE_FACTOR
* Fixed a bug where the Non-Aligned League winning the War in Heaven could result in endless event spam
* Enclave governments now get a new ruler when the first one dies
* Non-playable countries can no longer win the game
* Fixed an issue where Awakened Empire subjects would not join the War in Heaven if they became a subject before it started
* Fixed a case where declared wars would become invalid due to attackers' subjects guaranteeing the target
* Fixed an issue where some Awakened Empires would have their 'crisis fighter' AI kick in during a War in Heaven
* Fixed some cases where Diplomatic Incident events were firing inappropriately
* Infinity Machine interaction events should no longer fire if the Infinity Machine has been destroyed
* Fixed Enigmatic Fortress event chain not reacting appropriately when special projects time out
* Fixed Drake Egg Incubation project not timing out properly
* Fixed Infinity Machine destruction event triggering after destroying non-Infinity Machine fleets in some circumstances
* Fixed Terraforming achievement not working
* Fixed Continental, Savanna and Alpine worlds not being used for primitive civs
* Fixed CTD that could happen when building tooltip for relative power in the diplomacy screen
* Fixed rare CTD that could happen when changing policies
* Fixed rare CTD related to anomalies
* Fixed CTD when completing a certain Special Project
[/quote]
Hi and welcome to another Stellaris dev diary. Today we’re going to talk about some of the things we’re adding in the upcoming Kennedy update.
The Extradimensionals didn't work quite as we had imagined them. Players were more or less forced to throw everything they had at their dimensional portal, but there was no way to slowly push them back. The mechanics through which they received reinforcements also felt a bit too arbitrary, so we decided to shake things up a bit.
As before, the Unbidden care little for planets (aside from harvesting their populations). They are an entirely space-based civilization, but now they will also build a new class of station: Dimensional Anchors. These Anchors increase the ability of the Unbidden to bring in reinforcements from their portal. The more Anchors they have constructed, the shorter the time between their reinforcement waves. In addition to that, they will also bring in a new fleet from their portal every time an Anchor finishes construction.
Anchors are very large stations, and they take a long time for the Unbidden to build. They also function as Frontier Outposts, in that they generate borders. If you see one under construction, you may want to consider a preemptive strike before it comes online…
Overall these changes mean that the Extradimensionals can no longer simply be defeated with a single surgical strike once they have had time to establish themselves in the galaxy, but also that they don’t get unlimited and instant reinforcements, so you can wear them down in a war of attrition.
Our illustrious Art Department has not been idle while we worked on these changes. They have added new death animations for all Extradimensional ships and stations:
Extradimensional Constructors have also been given a new effect when they are building stations:
We have also revisited the Precursor anomalies. It was much too difficult (sometimes impossible) to collect all six artifacts needed to finish their chains. As you approach the mid-game now, there is a chance that you will get a new event that spawns an additional anomaly somewhere inside your space.
That’s all for today! Next week we’ll be talking about new Achievements coming in the Kennedy update.
Read the original post
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
This is a small hotfix to address some common issues.
Please report any problems in the bug report forum
Changelog
##############################################################
######################## HOTFIX 1.3.1 ########################
##############################################################
###################
# Features
###################
#General
* Fleets that go MIA will now prioritize retreating to spaceports they can repair at or where there are rally points
* Disabling the tutorial now recycles the Advisor's RAM, granting 2 Minerals (once per game)
* Returning MIA fleets will now appear at the edge of the system's gravity well, with an order to orbit a friendly colony queued
* Removed restriction on moving pops in sectors, as it caused some issues with resettlement
* Empires get high intel level in systems with Enclaves they have communications with
* Purging now prevents all population growth
#Diplomacy
* It is no longer possible to offer Non-Aggression Pacts while at war
###################
# Balance
###################
#General
* Scaled spawn chance of the second Enclave station of each type has been doubled, resulting in 24/64/96/100/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Scaled spawn chance of the third Enclave station of each type has been increased, resulting in 18/48/72/96/100% spawn rate in Tiny/Small/Medium/Large/Huge galaxies
* Civilian fleets can now emergency FTL much faster than military ones
* Reduced frequency of planets with Stone Age Primitives
* 'Alien Overlords' happiness modifier is now affected by policy happiness modifier
#Diplomacy & War
* Reduced the extra warscore cost for taking Capitals
#Encounters & End Game Crises
* Unbidden Escort ship base evasion reduced from 80 to 20
* Swarm orbital bombards
* Swarm changes bombardment stance
* Swarm only builds stations within borders
* Swarm sends fleet if it's small but can't be merged
* Swarm can now use Full Orbital Bombardment
###################
# AI
###################
#War
* AI no longer uses torpedoes until cruisers are available
#Sector
* Fixed bug causing sectors to destroy empire and planet unique buildings when redevelopment is toggled off
* Fixed a case where sectors would not properly keep pops enslaved
* Sector AI now only builds military stations in systems with colonies, outpost stations and wormhole stations
#Diplomacy
* AI countries who join the League of Non-Aligned Powers will now always stay in it for at least 20 years
* AI will no longer ask you to become their vassal multiple times in a row
#Misc
* Fixed bug causing AI not to build stations
* Fixed bug causing AI to build empire and planet unique buildings just to destroy them a second after
* AI does no longer know that player is building a Spaceport
* Fixed bug that caused AI not to build armies sometimes
###################
# User Interface
###################
* Save game incompatibility is indicated by gray text
* Expansion planner shows colony ship type
###################
# Graphics
###################
* Added new environment for Gaia planet, added new surface tiles for savannah and alpine, and fixed the LUT for alpine and savannah planets
* Stellar Devourer spawn VFX duration reduced to 1 day
* Added missing tech icon for tomb world adaptation
###################
# Bugfixes
###################
* Frontier Hospital technology now properly requires Frontier Health
* Fleets can now attack during warp drive wind-down
* Added missing localization for Kicked from Federation notification text
* Added missing localization for Federation Association Request
* Added missing localization for Federation Association Ended
* Added missing component set for Enigmatic Disruption Field which broke localization
* Display all DLCs enabled by the host for clients in the multiplayer lobby
* Fixed Fallen Empires spamming threats and remove flag effect being shown in tooltips
* Transports now also showing fleet status
* Fixed some events attempting to spawn removed ship designs
* Slaver mandate is no longer valid if the country's policies disallow slavery
* Fixed a bug where Colony Influence Cost would sometimes be too high
* Fixed Alpine and Savannah worlds not counting towards the Habitable Worlds Survey event chain
* Fixed CTD caused by ships trying to shoot at entities that did not exist
* Fixed an issue with a slave faction tooltip
* Fixed CTD when an event timed out without any valid options
* The event window will now properly close when the event times out
* Fixed visual artifacts on pulsar and neutron stars
* Added missing localization for Plantoid 4 name list
* Launcher DLC tab scrollbar appears with correct position and size when content overflows container
* Founder species now changes when no pops of that species exist after gene modification
* No longer possible to generate infinite resources by trading non-existent resources
* No longer possible to trade last resource via multiple trade deals
* Tooltip for sector settings was missing localization
* Fixed bug causing ship designer to choose components that haven't yet been researched by player
* Rebuilding Automated Dreadnought now gives you a ship with the same FTL system you have
* Fixed a bug where robots could sometimes get ethics
* Don't send double notification messages when notifying all communications
* Fixed mapicons showing 100% habitability after building a robot pop
* Colonization orders only cancel if player lacks resources when resources haven't yet been allocated. Canceling colonization order for colony ship built via expansion planner returns allocated resources.
* Special projects in the same option group which time out on the same day no longer get blocked from failing properly
* Fix an Infinity Machine event bug where a Spiritualist empire modifier from the Infinity Machine would be removed from one empire if the Infinity Machine killed a fleet from another empire
* Second Infinity Machine contact event will no longer occur if Infinity Machine is hostile
* Wrong event will no longer fire if fleet is destroyed by Infinity Machine
* Dimensional Horror special project now appears in system view
* DPS calculator and military power now take ship firing speed modifiers into account
* Fixed missing graphics on sanctuary guardians
* Fixed conflicting traits for Kel-Azaan
* Fixed materialist Fallen Empire task not giving opinion boost
* Fixed bug causing wrong player to get removed from federation in multiplayer
* Fixed CTD when using polish or russian on Linux/OSX
* Fixed CTD caused by game not having write privileges to its cache files
Hello everyone and welcome to another Stellaris development diary. Today we'll be talking a bit about where the game stands, where we're going, and what we want to focus on in the future.
Where we stand
As anyone who regularly reads the Stellaris dev diaries should know, the intent for Heinlein changed quite a bit back at the end of the summer. While we had originally planned Heinelin to be an update accompanying a major expansion, we decided instead to scale back the scope of the paid content by making a Story Pack, Leviathans, and focusing most of our resources on the actual free update. Now that Heinlein and Leviathans are out, my conclusion is that this was the right decision on our part. By doing this, we gave ourselves time to iterate on some of our weaker features and add a great deal of UI and quality of life functionality. Heinlein ended up as a *huge* update that we feel moved the game forward in a lot of ways, and judging from the huge amount of positive feedback we have gotten, you guys seem to generally agree with this assessment.
So where *do* we stand? My view is that we now have a very solid base game to build on, and that going forward it's time to scale up our ambitions. To make space even greater, so to speak.
Where we're going
So what's next for Stellaris? I have talked a bit about the planned 'Banks' update, which will be a major update accompanied by a full-sized expansion. This is still the plan, but before we release Banks we have another update, dubbed 'Kennedy', which we aim to release before the end of the year. This will be a small update targeting a few specific key issues, such as precursor event chains and endgame crises, that we did not have time for in Heinlein. After that will be Banks, and while we will not be providing any details about the Banks update or accompanying expansion at this time, I will say that the author name chosen for this update may offer some clues. ;)
What we want
Finally, I just wanted to offer some insight into what we believe are the key areas of the game that we should focus on at this time. We have received, and continue to receive, an amazing amount of good feedback and ideas, and of course we have our own ambitions and ideas for where we want to take Stellaris, but at the moment there are three key areas that we aim to continually target with future updates and content, namely:
Save 25% on Stellaris as part of this week's Weekend Deal*!
*Offer ends Monday at 10AM Pacific Time
You’re Going to Need a Bigger Space Boat for Leviathans - First Story Pack for Stellaris Arrives Alongside Major Free Update
STOCKHOLM - 20 October 2016 - Paradox Interactive and Paradox Development Studio have today released Leviathans, the first story pack for the critically acclaimed science fiction strategy game, Stellaris.
Leviathans adds new exploration centered content, as you encounter new, potentially dangerous species, pirates and space creatures when you expand across the galaxy. New events and new options are open to you, bringing you even deeper into an epic space opera of your own creation.
http://www.youtube.com/watch?v=bG0rc3x8Aew
Stellaris: Leviathans includes:
We are extremely happy and proud to release the Heinlein update today.
This update is the biggest one to date for Stellaris and is accompanied by the Leviathans Story Pack DLC!
Enjoy!
Click here to read full changelog
[quote]If you wish to continue playing on 1.2.5 - Asimov to complete an already started game, or for any other reason. Then please follow this guide.[/quote]
>>Bigger version of the image<<
Hi! Please be advised that 1.3 will break any saves started in 1.2. Make sure you stay on 1.2 if you wish to finish off any ongoing games! http://steamcommunity.com/app/281990/discussions/0/351660338715630667/ Apologies for the inconvenience.
Coming Thursday October 20th!
Since Steam has some limitation on space, and our patch notes are so awesomely long.
Please visit our official forum for the full list of changes
#Important
* NEW: Players can encounter powerful Guardians that guard secrets and treasures
* NEW: Enclave Stations can be encountered and exist in three different forms; Artisans, Curators and Traders.
* NEW: Trader Enclaves can trade minerals/ECs and sell strategic resources
* NEW: Artisan Enclaves can construct monuments and hold festivals on your planets
* NEW: Curators can sell star charts, aid you with your research and provide valuable insight into how to defeat certain Guardians
* NEW: 'War in Heaven' can be triggered between two Awakened Fallen Empires, resulting in a galaxy-scale war
#Enclave Resources
* NEW: "Riggan Spice" strategic resource
* NEW: "XuraGel" strategic resource
* NEW: "Muutagan Crystals" strategic resource
#Graphics
* 5 new 'cuties' portrait: 2 Molluscoids, 1 Reptilian, 1 Anthropoid and 1 Fungoid.
#Music
* 5 new songs by Andreas Waldetoft, including a new main theme that will play if you the story pack is installed and enabled.
###################
# Features
###################
#Important
* NEW: "Federation Victory" victory condition
* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* NEW: It is now possible to designate a colony as your new Capital at a cost of 250 influence
* NEW: Added extra large weapon slots. Extra large weapons can only be mounted on battleships and have a limited firing arch
* NEW: Tracking is a new stat for weapons that reduces the evasion of the target by the same amount. Most weapons now have a Tracking value
* Point-Defense is now its own slot size instead of sharing space small slots
* NEW: Torpedo slots have been added to the game
* NEW: Aux utility slots have been added to the game
* NEW: Added 2 new habitable planet classes, Alpine and Savannah
* NEW: Added a new Humanoid species class with 4 new portraits
* NEW: Added toggle to Suppress pop factions, spending Influence to drain their Support over time
* Terraforming rework - terraforming stations have been removed. Any non-colonized planet within your borders can be terraformed for a cost
* Sectors now have settings where the player can toggle certain behaviors on or off
* Strategic Resources have been reworked and now provide a global modifier to your empire as soon as you have at least one of that resource without the need for buildings or modules, allowing you to trade with and for excess resources
* Fleets can toggle whether other AI fleets should follow it or not
#General
* Combat computers have been reworked and each ship size has its own series of computers with different stats and behaviors
* Space Monsters now inhabit specific, randomized regions of the galaxy. You will still find the occasional straggler among the stars, but in general Space Monsters tend to cluster together per-species and more unusual specimens can only be found on their home turf
* Void Clouds now always spawn near the star in their system and guard rich energy deposits
* Crystal Entities now guard a few rewards
* Aura components removed from battleships
* Assault armies can now be recruited even though the planet has reached max capacity. New armies will automatically embark in transports
* It is now possible to resettle pops to and from sector-controlled planets
* Strike Craft now move towards their own kill target instead of their carrier's
* Strike Craft and missiles can now use evasion
* Missiles can now have health, armor and shield
* NEW: Additional Plantoid name list, updated old ones
* Utility Slots of most ship sections have been consolidated
* Battleships and Cruisers have had a couple of sections removed and reworked
* Space Whale weapons are now always small slot weapons
* NEW: It is now possible to ask empires to become your tributary (and to offer to become theirs)
* Strategic resource deposits have been overhauled to fit the resources' new roles. A number of deposits have also had their spawn chances tweaked
* Crystalline weapons are no longer available to players
* Capacity Overload edict is now unlocked by Global Energy Management instead of New Worlds Protocol
* Droid technology is no longer marked as Rare. Chance to appear is unchanged
* Synthetic Thought Pattern technology is no longer displayed as Rare. Chance to appear is unchanged
* NEW: New galaxy setup options - max Fallen Empires, amount of habitable worlds, whether to allow advanced empires near player at start, whether to use clustered starts, and whether to allow end-game crises
* Policy tooltips now display how pop happiness will be affected
* NEW: Frontier Clinic can be upgraded into Frontier Hospital
* NEW: Frontier Hospital is a new building
* NEW: Terraforming rework - terraforming stations, gases and liquids have been removed. Any planet within your borders can be terraformed for a cost
* Terraforming gases and liquids now significantly reduce terraforming cost
* Terraforming is now available earlier in the game
* You can now directly terraform any planet type to any planet type, so long as you have the tech required
#Diplomacy
* It is now possible to offer and request associate status with a Federation. Associate status acts as a non-aggression pact with the whole Federation and builds up trust between associate and all members of the Federation. Federation members vote on granting and revoking associate status.
# Technology
* NEW: Vitality Boosters, increases leader lifespan by +10 years
* NEW: Frontier Hospital, allows Frontier Clinics to be upgraded into Frontier Hospitals
* NEW: Mega Cannon, unlocks the Mega Cannon extra large weapon
* NEW: Giga Cannon, unlocks the Giga Cannon extra large weapon
* NEW: There is now a technology for terraforming Tomb Worlds, and a rare tech for making Gaia Worlds
#Fallen Empires
* Fallen Empire pops no longer have any negative traits, and start the game with additional positive traits
* Each of the four Fallen Empire types now has their own set of ship designs
* Fallen Empires will now sometimes start with Titan-class ships
* Xenophile Fallen Empires will no longer attack regular empires just for slaving/purging
* Materialist Fallen Empires will no longer attack regular empires just for researching AI
* Xenophile and Materialist Fallen Empires will now sometimes offer tasks and make demands of regular empires that result in an opinion boost if accepted/completed
* Xenophile and Materialist Fallen Empires will now sometimes bestow gifts on regular empires that they have a high opinion of
* Fallen Empires can now 'awaken' and become Awakened Empires if regular empires are growing too strong, if another fallen empire has lost planets, or if there is an end-game crisis ongoing. Awakened Empires get a new personality type and new goals and will attempt to force the rest of the galaxy to bend to their will.
* Fallen Empires now start with multiple levels of each repeatable tech researched
* Fallen Empires no longer start with creature and crisis techs (matter disintegrators, etc)
There is much more here!
Stockholm - 17th October, 2016 - Paradox Interactive today released a new feature spotlight video outlining some of the upcoming features that players can expect with the release of Leviathans on the 20th October. Stellaris Game Director Martin Anward talks us through the mysterious and formidable Guardians, reclusive Enclaves, and the potentially world-shattering War in Heaven. https://www.youtube.com/watch?v=BsYjZxX8Xac
Hello everyone and welcome to another Stellaris development diary. This development diary will cover improvements made to graphics in the Heinlein update and new species portraits coming in both Heinlein and the Leviathans Story Pack.
Improved Bloom Shader (Free Feature)
One of the features we really wanted to get in for release but never could was the improved bloom shader. Bloom is now days a dirty word, and has a bad reputation from previous generations overuse. But when used correctly it really makes thing look amazing. A game like Stellaris where so many things are glowing, ship windows and engines, stars, laser weapons etc. We had most of the code done before release, but once we switch over, everything in the game which was glowing needed to be tweaked, and in some cases needed code.
During Heinlein we had some time for this and now its all fixed so the star burn bright and the lasers glow.
We also spent a little bit of time improving the planet city textures.
New Portraits
Both before and after the release of Stellaris we've received a lot of different requests for new species portraits. Among the more frequent requests are to make more 'alien' aliens, and this is something we tried to address before release, adding a large number of non-human shaped aliens. Another common request, that I felt we did *not* address, was for more 'cute', 'pretty' and 'humanlike' aliens. Sure, we have your basic humans and there's the ever-lovable space foxes, but we've noticed that quite a few people tend to play *only* as humans or *only* as space foxes, and we wanted to give these people some more options to play with. For this reason we decided to do a new round of portraits, with the work split between 'cuties' and 'humanlike' aliens.
Humanoid Portraits Pack (Free Feature)
Humanlike (or 'rubber forehead' as they're sometimes derisively called) aliens is something we intially avoided putting into Stellaris, focusing on more alien species to give a sense of the galaxy as a diverse place full of different lifeforms. However, I felt that in doing so we overlooked the fact that there is quite a few people who actually want to play as, and encounter, more humanlike aliens, as they are something that we as humans can more easily recognize and relate to than say, a sentient crab. For this reason we decided to create a new species class called 'humanoids' that is essentially mammalians that look more like humans than other mammalians, and made 4 new portraits for this category that will be given to everyone in the free Heinlein update. Humanoids do not have their own city graphics or ships as they are essentially mammalians and mostly only have their own group for interface sorting purposes. When making portraits going into the future, we will continue to focus primarily on 'alien' aliens, and humanlike ones will always be very much in the minority, but they will still be there for those that want them.
Humanoids:
Cuties Portraits Pack (Paid Feature)
The cuties, on the other hand, are simply something we very much know that many people (including myself) wanted: More cute species. We decided to focus on adding them to the species classes that didn't already have something cute, and also to species classes that had fewer portraits than the others.
Reptilian ('Gecko'):
Arthropoid ('Butterfly'):
Molluscoid ('Starfish'):
Molluscoid ('Snailien'):
Fungoid ('Prettyshroom'):
That's all for this week! Next week, Heinlein and the Leviathans Story Pack will be coming out, so we are now officially all tapped out on content to show you for them. However, be sure to watch the release stream and today's Extraterrestial Thursday stream for further previews and sneak peeks. We will also be posting the 16-page patch notes sometime during next week, so keep your eyes peeled for that as well.
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Don't forget our Extraterrestrial Thursday Livestream - Today (Thursday) at 15:00CEST on https://www.twitch.tv/paradoxinteractive
[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Long time no seen interstellar explores!
It’s time for me to make another entry about the Sound Design & Music (Jazzhole will write about his music). We want to write about our thoughts and what kind of direction we wanted to go with the music and sound design. But I also want to take the opportunity some of the improvements that will be included in Heinlein.
Sound Design:
Cuteness and Roar in space?!
When I first learned that we were going to create all the grand Guardians in the game my first thought was: “Time to sound even bigger!”. Not only should you notice that grand size of these Guardian by graphics, you should here the sheer size of these mysterious beings.
If we are going to create big and awesome Dragon in space, you can bet that I’ll really excited to create audio assets. And now it was my time to shine as a VO artist! I wanted to try out my “inner beast” voice. It was great fun but I needed to a lot of test recordings and iterations before I could get the right voice. But I’m pleased with the result and I think that you as a player will hear and notice the Dragon whenever you’re in the same system.
https://www.youtube.com/watch?v=9k53JFm_7P8
But not only creating audio for when the Dragon is roaring I needed also create assets for when it’s breathing and flying around. *insert your joke about
Hello everyone and welcome to another Stellaris development diary. Today we'll continue talking about the Leviathans Story Pack, specifically its headline feature: the Guardians.
The Guardians (Paid Feature)
The Guardians, or Leviathans as they're also known, are space-dwelling beings of immense power. They vary a great deal in biology and composition: Some are enormous space creatures, some are technological remnants of ancient civilizations, and some are something far different altogether. How you find them also varies - some you may encounter in their home systems, jealously guarding their territory, others may be unleashed on the galaxy by exploring the wrong planet or star.
The chance of a particular Guardian being present in your game will depend on the size of your galaxy - a tiny galaxy might only have one or two, while a Huge galaxy might contain nearly all or even all of them if you explore far enough. Defeating them, or in some cases, helping them, will unlock rewards in the form of resources, empire-wide modifiers and unique technologies. Guardians vary in power, but are meant to be a serious challenge for a mid-game empire, so don't expect to be able to bring them down in the first decades of the game.
Below I am going to talk a little about a few of the Guardians. These are just a sample and not nearly all of them, but we want to avoid showing off everything there is for a player to find in the Leviathans Story Pack for those who wish to explore and find out for themselves.
The Space Dragon
The Space Dragon is a capricious being, jealously guarding its hoard. With this particular Guardian, there is no reasoning or dialogue... it wants to be left alone, and will attack any and all trespassers in its territory. If you wish to get at its hoard, you will have to slay it, and you had best be sure to bring a large enough fleet - anger it enough, and it will not settle for simply driving you off. Should you bring it down, however, the vast mineral riches of its hoard will be yours to claim... and who knows what you might find among the treasures. Technology, artifacts... perhaps even a dragon egg?
The Infinity Machine
The Infinity Machine sits waiting at the edge of a massive black hole, a perfect metal sphere, unmoving. It does not attack as you approach, does not communicate, does not even react. It seems to be waiting for something. Perhaps if you find a way to communicate it, you can find out what it wants. Perhaps you can even help it? Or, if you choose, you could simply order your fleet to attack... after all, how much of a threat could a mere metal sphere be?
Stellarite
What can live inside a star?
What sort of being can withstand, and even thrive in, such immense heat and pressure?
What could be its purpose?
... what does it eat?
That's all for today! Next week we'll be talking about changes to the graphics and sound of Stellaris coming in the Heinlein update, as well as a teaser on the more than 20 minutes of new music by Andreas Waldetoft included in the Leviathans Story Pack.
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. This development diary will cover Leviathans, the recently announced DLC that will be accompanying the 1.3 'Heinlein' update. As previously mentioned, Leviathans is not an expansion but rather something we call a 'Story Pack', a collection of mostly scripted content that is larger than an event pack but smaller than a full expansion. Originally, Heinlein was supposed to be an update accompanying a full-fledged expansion, but we chose instead to do a Story Pack so that the Stellaris programmers would be able to focus on bug fixing, UI improvements and improving/reworking features in the free update.
The Heinlein update has already been exhaustively covered in several development diaries, but I still thought I should take the time to remind everyone of what it contains. Note that this is NOT an exhaustive list:
Space is lovely, dark and deep, but it has secrets it wants to keep. Rich systems defended by fierce creatures, hostile pockets of resistance to your civilization, and the sleeping giants of the universe – the Fallen Empires who may yet be stirred from their centuries long indolence.
In Stellaris: Leviathans, the galaxy will be filled anew with adventure and challenge as your new and naïve space-faring empire comes face-to-face and ship-to-ship with a host of dangers and rewards.
https://www.youtube.com/watch?v=REijXUSQrQc
Hello everyone!
Today we will go into the sixth part in a multi-part dev diary about the 'Heinlein' 1.3 update and accompanying (unannounced) content DLC. The topic of today's dev diary is the changes to ship roles and ship balance.
Ship Roles
The new design intends to give each ship a more unique combat role. Some ships will be defensive, while others will be more offensive.
Corvettes
Small and aggressive ships with high evasion that can be equipped with torpedoess. They will be very effective against large ships like battleships due to their high evasion and access to torpedoes. They have very low armor, but a very high chance to evade.
Destroyers
Defensive ships that are designed to counter corvettes, which is why they receive an innate +10 bonus to Tracking. They can be equipped with point-defense weapons, to shoot down the torpedoes fired by corvettes. They have moderate armor, and a moderate chance to evade.
Cruisers
These aggressive ships should be able to put out a lot of damage, but at the cost of less defense. Cruisers, like corvettes, can also be equipped with torpedoes. But unlike corvettes, they can also be equipped with hangars for strike craft. They have somewhat high armor, and a small chance to evade.
Battleships
The new role for battleships will be durable capital ships that fire at its enemies from a long distance. They are the only ship size that can be equipped with extra large weapons. They have very high armor, but minimal evasion.
Evasion, Tracking & Armor
A new feature in the Heinlein patch will be the Tracking stat. Each weapon will have a Tracking value that determines how effective they are against ships with high evasion. Every point of Tracking reduces the target’s chance to evade that attack by the same amount. Small weapons will have high Tracking, medium weapons will have medium Tracking, and large weapons will have minimal Tracking.
This means that large weapons - with a poor Tracking value - will still be very effective against large ships like cruisers or battleships, but almost useless against small ships like corvettes due to their high evasion.
The armor penetration of weapons has also been rebalanced so that large weapons have a much higher armor penetration values than smaller weapons.
In effect, this means that small weapons are good at shooting at small ships, while large weapons are good at shooting at large ships.
Another note is that missile weapons no longer ignore evasion, and can be evaded like normal. Most missiles, however, will have a very high Tracking value.
New Slots
Something new in the Heinlein patch will be the introduction of a couple of new slot types.
The extra large slot will contain powerful spinal-mounted weapons that are designed to target and take out enemy capital ships. Only Battleships will have a ship section with this weapon slot.
The torpedo slot, as evident by its name, will hold torpedoes. Torpedoes are slow firing weapons that deal massive damage, perfect for taking down larger ships. Unlike other missiles, however, torpedoes do not have good Tracking, which means they are very ineffective against ships with high evasion, such as corvettes or destroyers.
The auxiliary slot will hold components that have ship-wide effects. Crystal-Forged Armor, Shield Capacitors and Regenerative Hull Tissue are examples of components that will now be equipped in this slot.
Point-defense weapons now have its own slot size. The idea is that you should need to specialize some ships into countering enemy torpedoes
Major weapon rebalancing
Most weapons have been rebalanced to better suit the new design.
That's all for this week! Join us again next monday when we’ll be back with another dev diary!
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Good afternoon all. It's Thursday meaning that we are due a development diary for the upcoming EU4 expansion: Rights of Man.
Last week we gorged on five new features: Disinherit, Strengthen Government, Prussian Monarchy, Debase Currency and Abandon Personal Union. Today we'll be taking a light snack with just one, which is in no way related to me being busy with moving home at the moment.
Late game you could well have fought against or even played as a Revolutionary Republic. In the 1792 Start date you can enjoy spreading the revolution as France but mechanically any European nation can get into the mood for it. As part of the Rights of Man expansion, these Revolutionary Republics will have access to their own Revolutionary Republican Factions system, akin to Ming or Merchant Republics.
Three factions will wrestle for influence in your nation, which you can boost using ADM, DIP and MIL points.
Jacobins cost ADM to boost and gain influence from Republican Tradition being high. When they are the leading faction they have the following effects:
Global Unrest -2
Build Cost -15%
National Tax +15%
Diplomatic Reputation -2
Royalists cost DIP to boost. If their influence is high and republican tradition is below 40 then they can seize control to turn your nation into a Revolutionary Empire.
Diplomatic Reputation +1
State Maintenance Cost -25%
Subject Liberty Desire -20
Republican Tradition -0.5 per year
Girondists cost MIL to boost. They want to bring the revolution to other nations. They gain influence from being at war and lost it from being at peace.
Land Forcelimit +20%
Manpower Recovery +20%
Discipline +5%
Aggressive Expansion Impact +20%
So essentially you have your stabilizing faction, your empire building faction and your warring faction. Balance their effects and bonuses to either spread the empire far and wide or consolidate your holdings. If you allow yourself to "stabilize" into a revolutionary Empire, you will leave the faction system and return to a monarchy, albeit the best* monarchy in the game.
As is often the case, there are new events to coincide with them, usually affecting the influence of your factions.
Revolutionary Republic Factions will be a paid feature in the upcoming Rights of Man expansion, which will be released alongside the 1.18 Prussia Patch on 11th October 2016.
If you thirst for more (and why wouldn't you?) perhaps I can interest you in checking out the feature stream for Rights of Man with myself and Johan
http://www.youtube.com/watch?v=hhi_xQchvpY
*Not counting Hordes, of course.
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. This is the fifth part in a multi-part dev diary about the 'Heinlein' 1.3 update and accompaying (unannounced) content DLC. The topic of today's dev diary is the changes to space creatures coming in Heinlein.
Grounding the Space Creatures (Free Feature)
I've always loved the concept of space creatures - massive beings capable of living in vacuum, travelling between the stars under their own power. With Stellaris, I felt that we went a long way with the addition and fleshing out of space creatures such as amoebas and crystalline entities, but we failed to really ground them in the setting. You encounter them, you research them, you get some information about them... but where do they come from? They're just randomly scattered throughout the galaxy, with no real sense of belonging or having come from anywhere.
This is something we've changed in Heinlein. Instead of just spawning randomly anywhere, space creatures will belong to a particular region of space. They can be found outside it, but its rare, so once you encounter more than one set of mining drones, it's likely that you've entered mining drone space. In the region of a particular space creature, in addition to finding the regular versions of these creatures, you will also find a 'nexus', a system surrounded by powerful variants in which a 'boss creature' lives, and where this particular space creature is meant to have either its origins or their 'home', so to speak. For example, in the center of mining drone space, you will find the Mining Drone Home Base, a powerful adversary that once defeated will yield some significant rewards.
Space Piracy (Free Feature)
Space pirates is another area where we just didn't go far enough with our implementation. Part of that is because we lack a real trade system for them to prey on, but even so, the one-off event that spawns a few ships (that may or may not look completely different from anything else your species uses) just isn't up to par. As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.
Power and Reward Rebalancing (Free Feature)
As part of these changes, we will also be looking at the power of each space creature, tweaking or creating more variants to ensure that they do not cease being relevant as soon as the player has built a destroyer or two. We will also look at rebalancing the rewards you get for killing and researching them, to make both finding and fighting them a more rewarding experience overall. The overall aim of our changes to the power and placement space creatures is to make encounters with them them rarer but more significant.
That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
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[quote]Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Hello everyone and welcome to another Stellaris development diary. This is the fourth part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. Additionally, from this point on we will also start to cover some features in an upcoming content DLC that will be released alongside Heinlein. This content DLC will not be a full expansion, but rather a smaller pack of events and scripted content focusing on a particular area of the game. Please note that everything mentioned thus far, and everything mentioned from now on that isn't explicitly marked as paid content will be free in the Heinlein patch. Details about the DLC such as name, price and release date will come in a future announcement. The focus of today's dev diary is Fallen Empires, who are about to receive a number of reworks, changes and additions.
The Fallen
Fallen Empires are my favorite part about the Stellaris setting. The idea of a precursor empire, milennia old, whose borders once stretched across the galaxy, their glory now faded, their great advancements forgotten, but the power of their ancient fleets and technology still far above that of any fledgling empire. Enigmatic actors on the galactic scene, whose morals and ambitions have been warped by ages of self-imposed isolation. For me, it invokes images of the Galactic Empire from the Foundation and the Vorlons and Shadows from Babylon 5. However, the implementation of Fallen Empires never quite matched my visions - originally meant to be completely passive, they were retooled fairly late in the development to give them some basic personality and goals as enforcers of particular taboos. While these goals make for some memorable experiences for new players (I've seen more than a few stories of careless colonization of Holy Worlds) they by necessity require Fallen Empires to behave in a highly predictable manner that, once understood, turns them back into actors of little consequence to the player. For this reason, fleshing out Fallen Empires and adding an element of unpredictability to them has been high on my priority list ever since I became Game Director, and this is what we're aiming to do in the Heinlein patch and accompanying DLC.
Sleepers Awake (Free Feature)
The idea of Fallen Empire 'awakening' was mentioned by Henrik Fåhreaus/doomdark a number of times during development as something we were interested in doing, but ultimately is something that ended up being cut for time. In Heinlein, all Fallen Empires will have a chance to awaken as a result of certain external factors. The exact conditions and chance under which each Fallen Empire will awaken depends on their ethos, but some examples include:
Hello everyone and welcome to another Stellaris development diary. This is the third part in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be about more miscellaneous changes and improvements coming in the patch, currently planned for release sometime in October.
Federation/Alliance Merger
When Federations were given the ability to vote on invites and wars, alliances became a bit of an odd duck in the Stellaris diplomacy. A middle layer between the 'loose' diplomacy of defensive pacts and joint DOWs, they ended up as little more than a weak form of Federation that's usually swapped out the moment the latter becomes available. In Heinlein, we've decided to retire alliances altogether and have Federations be the only form of 'permanent' alliance. When you unlock the technology for Federations, you will immediately be able to invite another empire into a Federation with you, 4 empires no longer being necessary to start one. Once a Federation has been formed, the technology is not required to invite new members or to ask to join it.
Federation Association Status
Another issue we ran into with the changes to diplomacy in Asimov is that Alliances and Federations had trouble bringing in new members - since non-aggression pacts, defensive pacts and guarantees were no longer possible with outside powers, building trust is difficult and you have to mostly rely on large bribes to get new members to join, something that just didn't feel right. To address this, we're adding a new diplomatic option to Heinlein called 'Federation Association Status'. This works similarly to an invite to the Federation in that it can be offered and asked for with any member of the Federation, but must be approved via unanimous vote. A country that has Federation Association Status is not actually a part of the Federation, but has a non-aggression pact with all Federation members and will gain trust with them up to a maximum value of 100. Revoking association status can be done via majority vote, or on the part of the associate at any time they like.
Planet Habitability Changes
The planet habitability wheel is a mechanic we were never quite happy with - it makes some degree of sense, but it's hard to keep track of how each planet relates to your homeworld type, and it ends up nonsensical in quite a few cases (Desert being perfectly fine for Tropical inhabitants, or Arid for Tundra, etc). We found that most players tend to intuitively divide planets into desert/arid tundra/arctic and ocean/tropical/continental, and so we decided to change the mechanic to fit player intuition. Instead of a wheel, planets are now divided into three climate groups (Dry, Wet and Cold) and two new planet types (Alpine and Savanna) were added so that each group has 3 planet types. Habitability for the climates now works as follows (numbers may be subject to change):
This is a small hotfix to address some common issues.
Please report any problems in the bug report forum
Click details below to see the changes included.
Changelog
[quote]
##############################################################
####################### VERSION 1.2.5 ########################
##############################################################
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# AI
###################
* Fixed another case of wars at 100% warscore not being ended by the AI
* Fixed another case of AI open/close borders spam
* Fixed an issue where sector AI would build research of only one type due to a math error.
* Fixed AI inviting players to wars they should have no interest in.
* AI will no longer prioritize working food tiles on planets with only robots.
###################
# Features
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* Added 2 more plantoid namelists.
###################
# Bugfixes
###################
* Fixed bug where multiple special projects were being researched at the same time.
* Special projects with time cost no longer use stored resources.
* Fixed a couple of CTDs.
[/quote]
Hello everyone and welcome to another Stellaris development diary. This is the second in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. This week's dev diary will be focusing on a series of changes made to ship design and fleets that we call the Fleet Combat Overhaul.
Dedicated Roles
One frequent critique of the ship types in Stellaris is that they don't really have roles - besides corvettes being unable to mount large weapons, there is basically no difference in what type of weapons can be mounted on what type of hull, meaning that there is no actual reason to use a proper mix of ship types - often the best strategy is just to find a single effective design (such as all-corvette fleets on release version or the currently popular destroyer tachyon lance fleet.). To address this we sat down and thought about what the roles of each type of ship should be, and came out with the following:
https://www.youtube.com/watch?v=7HCvgUCGdmc You can get it right here! http://store.steampowered.com/app/498870/
This is long over dew. Here you can finally see all our new fiber based buds!
The Stellaris - Plantoid Species pack releases TOMORROW (04/08-16)!
Which will be your first pick to branch out throughout the galaxy?
We've released a hotfix for 1.2 that we hope will address most of the issues you have been having!
Changelog
[quote]
##############################################################
####################### VERSION 1.2.1 ########################
##############################################################
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# Features
###################
* Forming a Defensive Pact now cancels guarantees and non-aggression pacts with that country
* Primitives nuking themselves now properly affects pop count
* Risk of Malcontent Slaves faction effect "Interstellar Railroad" now scales from 1% to 5% risk with 5 to 11+ owned slaves, down from 2-10% risk with 4-8+ slaves
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# Balance
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* Upgraded Nomads arsenal and ship designs. Reduced Nomad Fleet HP and damage bonus modifier from +50% to +25%. Overall they should be stronger than before
* Reduced HP of Nomad ark ships and gave them basic weapons
###################
# AI
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* Fixed AI not properly signing white peace in some wars that would just drag on forever
* Fixed AI not declaring prepared wars
* Fixed a case where sectors could get stuck due to lack of energy tiles and respect tile resources
* Multiple fixes for AI combat behaviour
###################
# User Interface
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* Fixed spelling in English localization for Attitude Map Mode
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# Bugfixes
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* Fixed a bug where merging fleets would prioritize the smallest fleet
* Fixed a bug where Gaia world spawn chance was not explicitly reduced for inhospitable stars
* Fixed issues with democratic elections alternative parties, issue caused the alternative parties to be invalid
* Fixed a bug where the display height of a galactic object wasn't being restored after loading a savegame
* Fixed so that democratic elections check the correct policy flags
* Fixed Xeno Integration tech weights
* Fixed upgrade arrow incorrectly displayed as greyed out for certain buildings on non-capital planets
* Fixed a bug where migration pacts between subjects and overlord were not allowed
* Fixed AI sometimes initiating a vote to kick right after a new member joins the alliance
* Fixed max trust not being properly set to 100 when forming an alliance
* Fixed issue with Nomads building too many new ships
* Fixed issue with Nomads not setting an end point for their journey when playing in a tiny galaxy
* Technology database patches tech_repeatable_improved_core_planet_cap -> tech_repeatable_improved_core_system_cap if save file version is below "Stellaris v1.2.0"
* Fixed CTD due to invalid pops on planet
* No longer wait for research in ALL tech areas to be halted before updating technology research alternatives
* Survey fleet order checks if fleet can move to system, so players can no longer reach out-of-reach systems using fleet view survey button
###################
# Graphics
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* Improved skybox quality
[/quote]
Old versions are as always available under the beta tab in Steam.
Asimov update (1.2) Released post
Today we are super happy to release the Asimov 1.2 update for Stellaris!
If you are feeling unsure what this update will bring to the table I suggest you check out the info-graphics below or have a look at our changelog posted here.
Related Development Diary
Stellaris Dev Diary June 27th - New Skyboxes
Stellaris Dev Diary #37 - Asimov Patch part 2
Stellaris Dev Diary #37 - Asimov Patch part 1
Hello everyone and welcome back to another Stellaris development diary! This week’s dev diary was supposed to be about future Stellaris development, but we decided to delay that for a week so that our Art Director Aerie can talk about some nice new graphical additions to the Asimov patch.
This dev diary will be a bit more technical and in-depth than most dev diaries.
One of the major changes that you will notice in the Asimov patch, is the changes to the background environment, usually referred to as the skybox. A major issue we had with these at launch was the lack of variety between system appearances. Since they all have the same skybox they more or less all feel the same. Systems have different amounts of planets, in different configurations, with different owners etc. but the skybox makes up for 95% of all pixels on screen, at any given time, so it is by for the most visually significant factor.
So, just make more skyboxes right?
Well, a problem with skyboxes, is that they are very expensive memory wise. They each “cost” about 12.5 megabytes of video memory. In comparison, all the UI in the game is about 90 MB. The memory cost is due to the texture being 12280 x 2048 pixels large. That is what it takes to cover a 360 degree environment all around you. And then you still look at the image at 150% magnification. Despite the size of these files, they are still fairly heavily compressed, and with the skyboxes we had, you could easily tell. Because of the size of the skyboxes, we were reluctant to add more.
What we could do however, was recolor them. We could use what is called a LUT (Look-Up-Table), where you use a reference texture to recolor everything. With this we can make all the adjustments we want in photoshop, using color balance, hue / saturation, levels, curves etc, and have this affect the textures in-game. LUT’s are a very powerful tool to change the mood of a game. LUT though, comes with a big drawback: it compounds the issue of compression artifacts even further.
Like I mentioned earlier, the skybox we had was not that good to begin with, it looked nice aesthetically, but quality wise, it was flawed from the very beginning. What we did when we created it, was we created a large panorama image of 4000x2000 pixels. This image was then wrapped around a sphere in maya, and rendered with 6 cameras each with a 90 degree field of view, to capture the information needed for the skybox.
But a 4x2k texture is not enough for a 12x2k skybox, we would have needed a 8x4k texture to start with, at the very least.
The problem went even deeper than this. Even before we rendered it, the panorama texture was created in photoshop by painting and stitching together clouds and nebulae using levels and masks. Because of this the texture had some banding issues, before we even imported it into maya, which is another step that degrades the texture’s image quality.
We considered for a moment creating a new skybox with the same technique as before, just with higher resolution, and better source textures. But working in 8x4k is very taxing on the hardware and as the layers would add up, even a good computer would start to struggle. Much more significantly, there were no guarantees that it would actually yield any good results.
So back to square 1. We needed to do something completely different.
We chose to try working with fluid simulation, using this to build an environment, and then simply render that out. We had only limited previous experience with fluid dynamics, but it's always good to try new solutions. Using fluids we could eliminate the entire first step, thereby removing a lot of texture degradation. Working with fluids in maya is surprisingly simple, and after some learning and simple tests we had a scene up and running that would give us roughly what we needed.
Before we added the new skybox to the game from maya, we did some additional work in photoshop to add more detail. So now we had a new skybox, looking similar to the old one, but of higher quality and with less compression artifacts.
For recoloring purposes though, this new skybox was still not enough. The recoloring still caused enough artifacts to make it unsuitable. We had more variation, but it was 3 steps forward, 2 steps back.
Talking to the engine team, one of the coders suggested using YCoCg compression. What this does is, instead of saving the colors as RGB (Red Green and Blue), it saves the information as luminance, hue, and saturation which works a lot better for the color shifts in our skyboxes. A fun aside is that YCoCg is not dissimilar to how human eyes actually process colors. Anyway, besides being a good way to lower the information degradation, it was a cool idea, so we had to try it. Getting that up and running was also fairly easy, and it did indeed produce good results. These new textures are twice as big, so 25 mb each, but with these textures covering so much of the screen it is totally worth it. If any part of the game deserves more graphical resources, it’s the skybox.
But it was still not enough. The thing that caused the most artifacts was drastical changes in hue, but we had to be able to move from a blue-ish green background, to a yellow, orange or red. So, instead of doing this change with the LUT- color correction, we do this in-engine in an earlier rendering step and then add a bit of color correction on top. This way, we can also subtly influence the colors of the ships, which makes them blend in a lot better. All in all, it produced a great result.
Beyond just changing the colors, we did want to do some more work to increase variety. We created some new skyboxes with different star densities, a dense one used closer to the core, a “mid-range” one which is similar to the one we had, and finally one for the rim, where the background stars are a lot more sparse and the skybox feels darker.
With these changes, each system will be a bit more unique, and it will be a be a bit easier to know where you are in the galaxy.
Original Post
[quote]Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
[/quote]
Hello everyone and welcome to another Stellaris development diary. Today we will once again be talking about the Asimov 1.2 patch, that is planned to be released before the end of June. Last week's dev diary covered most of the diplomatic changes, here we'll be covering a variety of other changes and additions, though it will by no means be an exhaustive list. Full patch notes will be posted at some point before the patch is made available to the public, and include a large number of balance changes, bug fixes and UI improvements.
Better Looking Battles
One thing we were not quite happy with in the release of Stellaris is the way battles look - when small numbers of ships are engaged, it generally looks fine, but large fleet battles turn into disorganized heaps of ships, or 'beeswarms' as they have been described by players. A number of mods (such as the Beautiful Battles mod) emerged quickly to tweak this part of the game, and we've been looking at them for inspiration on how to improve the battle visuals. We plan to look more in detail at ship roles and fleet engagements in the future, but for Asimov we've made the following changes:
- The range of all weapons have been increased, so that fleets will engage at longer ranges and spend more time advancing at each other before close-up engagements happen.
- Combat computers were changed from Aggressive and Defensive into Swarm and Bombardment computers, to better describe their roles. Ships with Swarm computers will move in closely and engage, similar to old combat behaviour, and have bonuses to damage, speed and evasion. Ships with Bombardment computers will advance into weapons range and then slowly drift towards the enemy until they have range with all of their weapons, and have bonuses to accuracy, fire speed and weapons range.
- The default combat behaviour of ships was changed from that of orbiting 'swarm' mode into one where they make passes at the enemy and attempt to engage with 'broadsides', which should help make large battles look like less of an angry beeswarm unless all ships involved are using aggressive computers.
Map Modes
A highly requested feature ever since release has been the addition of more map modes, so that players can more easily keep track of things such as who their allies are, which empires they are at war with, or who has a positive attitude towards them. For Asimov, we've added a map modes feature with fully scriptable map modes that let modders at their own map modes, with three new map modes coming as part of the patch:
- Diplomatic Map Mode: Shows diplomatic relations with other Empires, such as whether you are at war, are allies with them, or are blocked from entering their borders.
- Opinion Map Mode: Shows their opinion of you.
- Attitude Map Mode: Shows the AI's attitude towards you.
Nomad Fleets
Another feature that we decided to expand on for Asimov is Space Nomads. A rather rare encounter in the base game, all they do is share contacts with other empires, and we felt they're an interesting concept that can be used in far better ways. Nomads are now a roaming fleet that can enter the galaxy sometime during the course of the game, and will then plot a course through the galaxy, visiting a variety of locations before they leave it again for destinations unknown. If they pass through your space on the way, they may interact with you in a variety of ways, such as offering to sell you some ships, or requesting permission to settle some of their people within your borders.
Slave Factions
As you likely know if you've been reading these forums, slaves were not intended to be as docile as they were in the release of the game, but rather we had to cut slave revolts for lack of time because slaves were completely unmanageable and threatened to make the feature entirely useless. For Asimov, we've reworked the Slaves faction into a pair of factions called the Docile and Malcontent Slave Factions. As the names imply, Docile Slaves are slaves that are relatively content with their lot in life, and will at most demand that regulations are placed on the worst excesses suffered by slaves, while Malcontent Slaves are far more riotous and will demand their freedom. There is also an Aboltionist factions that can be joined by free pops who are sympathetic to the plights of the slaves.
New Wargoals
Something that has been frequently requested is more variety in the wargoals you can use on others, so that war can happen for other reasons than simply to transfer territory. This is an area we'll be looking at fleshing out long-term, but for Asimov we've added at least a few new wargoals to spice things up:
- Make Tributary: You can now take tributaries in war. Tributaries is a type of subject that pays 20% of their Energy and Mineral income to their overlord, but do not join their overlord's wars and are free to declare their own wars and colonize planets.
- Abandon Planet: If you have Purge policies allowed, you can force an enemy to abandon a planet, killing all pops on that planet in the process.
- Humiliate: You can humiliate enemy empires, making them suffer a negative modifier and giving you a chunk of influence.
- Open Borders: Forces the other Empire to open their borders towards you for 10 years.
- Stop Atrocity: Forces the other Empire to ban slavery and purging.
Diplomatic Incidents
A big part of the aim with the Asimov patch is to make the diplomatic game more interesting, and have more interaction between neighbouring empires. Diplomatic Incidents is a series of events that can occur between empires which shake up relations, usually related to the actions of one empire towards the others. An example is that an empire might suspect that a foreign science ship surveying inside their borders is there to spy on them, and will demand humiliating assurances from the owning empire that their secrets are safe, or else close their borders to the 'transgressor'.
That's it for today! Next week will be the last development diary before we all disappear on vacation, and will talk about what the future holds for Stellaris.
We are proud to release the first major update for Stellaris. The "Clarke" update comes with various UI improvements and bug fixes.
See Stellaris Dev Diary #34 - Clarke Patch for some of the highlights.
Full patch notes can be found here!
This update also unlocks the following content for free:
- Platypus species portrait
- Paradox empire symbol
- Symbols of Domination
Hello everyone!
Today’s DD will bring a little light on QA work, and give a glimpse of odd and interesting bugs the team struggled with throughout the development of Stellaris. My name is Chandika, and I work as Embedded QA on Stellaris, alongside with Leo Larsson and Obidobi (partially). We are part of the Development Team, but we also have Central QA working with us. They are not assigned for any project for good, as they are working with all our titles.
For a deeper and detailed explanation on how Quality Assurance department works in Paradox Development Studios please check this Dev Diary written by Distantaziq, Embedded QA on Hearts of Iron IV.
Although QA job is not just reporting bugs and issues we find, this is what we are known for, bringing programmers to tears and despair. Also, it is the most visible part of our work, as you can see below.
The beginning
Very first bug ever that has been reported on Stellaris was, you could say, pretty important. Courtesy of MrNibbles, who found out that there was no Exit or Quit Game button present in game at all. Perhaps it was by design? ( ͡° ͜ʖ ͡°)
Jormungandur: "We didn't see a need for the player to be able to stop playing"
Migrating hair, clothes and other things
Throughout the life of Stellaris, many aliens seemed to have their own will to change looks. Some would say it’s the hottest spring/summer 2016 of the stellar fashion, and as a matter of fact, it wouldn’t be that far from true.
This Reptilian was called Fabalien in our QA team. We even made our own Emoji in the chat we’re using at work. It’s fabulous!
Scientists sometimes would change their clothes, depending on which alien empire they would encounter.
Socially awkward Molluscoid would creep through the window while having a conversation with you. Don’t make eye contact!
Naming your empire
Let’s say you wanted to name your empire with one letter. It would be a pity if it wasn’t visible on the map, right?
I mean, one letter can be easily missed in the vast Galaxy full of wonders.
You gotta make sure other empires treat you seriously, Q.
Space whales preparing for war
Purely a graphical bug where Space Critters, Whales and Amoebas decided to look a bit more intimidating than usual.
Instant rebellions
Look at this kaleidoscopic galaxy! It was a result of instant rebellions that AI could not handle.
Hello everyone! As you may have noticed, there was no Stellaris development diary this week, because the team has been extremely busy working on the first free patch for the game, which we have named Clarke. Clarke is currently undergoing internal QA testing, and we hope to have a beta version of the patch out for you before the end of the week. Therefore, we decided to do a dev diary after all, detailing some of the fixes, changes and improvements coming in the patch.
Please note that the highlights below are just highlights, NOT exhaustive patch notes!
UI IMPROVEMENTS
A major target area for Clarke was the UI, particularly in regards to sectors and diplomacy. A few highlights:
The third Hotfix for Stellaris should go live any minute now!
This Hotfix contains:
- Fixed Planet capital modifier being spammed.
- Fixed CTD caused by ground combat side containing invalid armies.
- Fixed issue with disabling everything in Outliner would render it unusable.
- Fixed issue with orbital bombardment of swarm invaders.
- Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
- Performance optimizations caused by huge amounts of resource stations.
- Ship designer: List of designs is sorted according to ship sizes.
- Transport ships are now designable.
Please report any issues in the bug reports sub-forum and make sure to specify that you are running with 1.0.3.
Both the 1.1 (CLARKE) and 1.2 (ASIMOV) updates are progressing according to schedule. Our intention is to release 1.1 as a beta patch late next week.
Original post
Stellaris Dev Diary #33 - The Maiden Voyage
Hotfix Patch 1.0.1 post
Hotfix Patch 1.0.2 post
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