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Name

 Stellaris 

 

Developer

 Paradox Development Studio 

 

Publisher

 Paradox Interactive 

 

Tags

 Strategy 

 

Simulation 

 

Singleplayer 

 

Multiplayer 

Release

 2016-05-09 

 

GameBillet

 33.97 /

 

 

Steam

 9,99€ 8,74£ 9,99$ / 75 % 

 

News

 504 

 

Controls

 Keyboard 

 

 Mouse 

 

Players online

 12062 

 

Steam Rating

 Very Positive 

Steam store

 https://store.steampowered.com/app/281990 

 

How long to Beat

Main Story

 18 Hours 

 

Main Story + Extras

 27 Hours 

 

Completionist

 40 Hours 

 

SteamSpy

Peak CCU Yesterday

  

Owners

 2,000,000 .. 5,000,000 +/-  

 

Players - Since release

  +/-  

Players - Last 2 weeks

  +/-  

Average playtime (forever)

 5376  

Average playtime (last 2 weeks)

 385 

Median playtime (forever)

 2822 

Median playtime (last 2 weeks)

 450 

Public Linux depots

 Linux [153.28 M] 


DLC

 Stellaris: Infinite Frontiers eBook 


 Stellaris: Plantoids Species Pack 


 Stellaris: Leviathans Story Pack 


 Stellaris: Utopia 


 Stellaris: Nova Edition Upgrade Pack 


 Stellaris: Galaxy Edition Upgrade Pack 


 Stellaris: Anniversary Portraits 


 Stellaris: Synthetic Dawn 


 Stellaris: Apocalypse 


 Stellaris: Humanoids Species Pack 


 Stellaris: Distant Stars Story Pack 


 Stellaris: MegaCorp 


 Stellaris: Ancient Relics Story Pack 


 Stellaris: Lithoids Species Pack 


 Stellaris: Federations 


 Stellaris: Necroids Species Pack 


 Stellaris: Nemesis 


 Stellaris: Aquatics Species Pack 


 Stellaris: Overlord 


 Stellaris: Toxoids Species Pack 




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Development Diary - Space Creature Rework



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 [B](Free Feature)[/B]
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 [B](Free Feature)[/B]
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.

Read the original post


[quote]Useful links



[ 2016-09-06 11:07:02 CET ] [ Original post ]