Quantcast
Channel: Stellaris RSS Feed
Viewing all 616 articles
Browse latest View live

Dev Diary #166 - Federation Q&A

$
0
0
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:

Subjects:
Q: Are subjects forced to join some federation types (or all?) if you ask them to?
A: It’s up to your federation whether or not subjects are allowed in. If they are permitted, they will automatically follow their overlord in or out.

Q: Can you make/start a federation with your subjects?
A: Federations are (theoretically) alliances between equals, so independent diplomacy is required to initially form one. As noted elsewhere, vassals may be brought into federations (whether they like it or not) depending on federation law.

Q: Can you form a trade-league with a 1-planet sector you released as a vassal for just that purpose?
A: No and yes. Yes, you can release a 1-planet sector with the intention of starting a federation, but they would need to be independent for you to be able form it.

Federation Laws:
Q: Will there be any tools (laws, for instance) to combat ethics drift within a Federation? It would be nice to have a way to deal with an incompatible empire other than expelling them (then reabsorbing via a liberation war).
A: No, there is no way for you to influence the ethics of other empires. The cohesion penalty is meant to be offset by having to assign more envoys to the federation.

Q: Can you pass federation laws regulating member policies? For instance, decree that all primary species must have full citizenship throughout all federation empires? Or just outlaw slavery altogether? Because I hate seeing my own species enslaved by allies I have a migration treaty with.
A: There are currently no laws to influence other empires like that within the federation, but we’re certainly open to the idea. Once Federations is released we’ll be gathering your feedback as always

Q: Will we be able to pass laws that affect specific pop types? For example, I want to have all empires in my Hegemony, or all my vassal empires be forced to set Starfish pops to purge status (after all everyone seems to think that Starfish portrait represents fanatic purifiers the best).
A: Same as the answer above.

Q: How many federation laws are there?
A: There are currently 14 categories of laws, with each category having 2-5 laws.

Q: Can we get an Academic Debate succession type for Research Cooperatives?
A: There is in fact a Challenge Type called Thesis, which very much mimics what we think you are looking for. It’s available to all federation types.

Q: Could we get an example of more federation laws?
A: Yes we can! In dev diary #158 you could see most of the laws, but there are some things that have been changed or added since then. We now have the Strongest Succession Type, which is split up into different categories like Economy, Fleet, Tech or Diplomatic Weight. We have also added two new Challenge Types: one which is a bidding process where you spend ECs to become the president, and another one which is an academic thesis. We will definitely show off all these things in more detail on a stream sometime in the future.

These are not all of the questions that we answered, there are a ton more on our forums, which you can check out here[forum.paradoxplaza.com]!

Dev Diary #167 - Galactic Community Q&A

$
0
0
Hello again!

As part of our Q&A series, this week we're going through the questions you've asked[forum.paradoxplaza.com] 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.[forum.paradoxplaza.com]

Membership in the Galactic Community
Q: Will founding the galactic community be based on a bit more that just meeting half of the players? The real UN was very, very simply put the result of two world wars. It wouldn't make a lot of sense if there immediately was the diplomatic will to form this forum just by meeting a bunch of people.
A: The event chain that initially attempts to form the Galactic Community begins once a non-genocial and non-gestalt empire has encountered at least half the galaxy, and at least three non-genocial empires agree to form the Community. If it fails to form, there will be additional opportunities later.



Q:Are we 'in' by default, or does we get a choice to join when GC is formed?
A: You are given a choice whether or not you wish to join the Community. (This is also the case for empires that were not part of the initial founding but gain communications with a galactic community member.)

Q: How do we get out? / Is leaving the galactic community a permanent decision?

A: You can leave at any time by paying an Influence cost that scales with your Empire Sprawl.



As noted, you cannot rejoin for a period of twenty years, during which you have reduced Diplomatic Weight and an opinion penalty with Galactic Community Members.

Q: If an empire leaves the galactic community to escape sanctions will other members get some casus belli against them?
A: It depends on what Resolutions have passed. Usually, no.

So this was a sneak peek from our Galactic Community Q&A, if you want to find out more have a read here[forum.paradoxplaza.com]!

Dev Diary #168 Diplomacy Q&A

$
0
0
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.[forum.paradoxplaza.com]
General Diplomatic Questions
Q: Will Diplomatic deals get a similar treatment to Federations, in that they require higher “levels” before unlocking all mechanics?
A: Not specifically, but diplomatic actions now require certain Relations levels before being able to be proposed. (Envoys can be used to relax these restrictions.)

Q: Will the interstellar assembly megastructure mechanics be changed for the update
?
A: Yes. The immigration bonus has been replaced with a Diplomatic Weight bonus, and at stages II and IV the Interstellar Assembly grants additional envoys.



Q: Will you be expanding ways to improve relations with another empire beyond the current resource bribes?
A: Yes, there is a new diplomatic action called Improve Relations which allows you to increase an empire’s opinion of you.

Q: Will AI empires that covet my territory try to sabotage relations? In other situations, will the AI try to modify relations to where it thinks they should be?
A: AI empires will use the Improve Relations envoy action if they are interested in pursuing other deals, or Harm Relations if they dislike you and either want you as a rival or want to insult you.

Q: Will we be able to get custom settings to choose which diplomatic notifications we are interested in receiving, and perhaps nuance to such a system such as "nations of interest" and "nations of total irrelevance".
A: No, but you can disable certain types of alerts by shift-right clicking on them. (You can re-enable disabled alert types by toggling that section on in the Outliner and right clicking on them.)

Q: Will having any diplomatic relationship bigger than Open Borders still generate Xenophile attraction?
A: If you are in a federation, defensive pact, or commercial pact with an empire that is a different species, then yes, the xenophiles gain a bonus to ethics attraction. (And contact with an empire that has enslaved or genocided pops of your species provides a xenophile attraction penalty.)

Q: Will there be some new (diplomacy related) Ascension Perks?

A: There are no new Ascension Perks, but Galactic Contender now also grants a Diplomatic Weight bonus.




If you want to read more about Diplomatic Questions and start asking questions about Origins, have a read here! [pdxint.at]

Stellaris Dev Diary #169 - Origins Q&A

$
0
0
Today we're continuing the Q&A series we're doing[forum.paradoxplaza.com], answering questions related to different topics. Last week we asked you to post your questions related to Origins[forum.paradoxplaza.com], which were previously revealed in Dev Diary #160.[forum.paradoxplaza.com]

Here we go!


General Origins Questions

How will randomly created AI empires choose an origin? Will it be completely random, or are some more likely to show up than others? If the latter, which logic does it follow?
The weightings are scriptable. The default currently has a weight of 100, others that are available to the AI (which is most of them) have between 2 and 10, so statistically you are likely to have a few of them once you have 10+ AI nations. Some origins like Doomsday are also blocked for advanced AIs as that wouldn't fit the narrative.

Many are also restricted so they will only randomly generate if that origin is not already represented in the galaxy.

Are there any events related to each Origin? (And many similar questions.)
Yes. Some origins, such as the Galactic Doorstep, are primarily narrative-based and thus have many events. Others, like the Shattered Ring, are primarily changes to an empire's starting conditions and have few, if any (other than custom start text).

Will the preset empires have different origins? Will they have new civics picked to substitute those that become origins? (What will happen with the Xanid Suzerainty for example?)
Yes, preset empires have origins. Most of them have Prosperous Unification, but some have others.

Empires that previously had civics that have been turned into origins will have new civics given to them. As examples, the Xanid Suzerainty now has Corvée System and Cutthroat Politics, and the Lokken Mechanists have Technocracy and Meritocracy.

Can you change your origins through events?
No, that would involve timeline alterations and the potential destruction of the space-time continuum.

Will there be origins that allow for special tech, that is otherwise unobtainable? For example, could a Fallen Empire share tech for Fallen empire buildings with you if you choose the Scion start?
We do not currently have any origins that have unobtainable tech, but this would be possible.

I believe you mentioned before that each origin had special events. Will we still have the special start events of say Mass Extinction, Habitable planet survey, and Radical Cult events? Will they still happen even if we pick say Doomsday or Remnants or Void Dwellers?
Some event chains have been disabled for certain Origins, when they no longer made sense.

Do Fallen Empires have origins?

Yes, for flavor they have been given a unique "Elder Race" Origin.

If you want to find out more about Origins, check out the full post here [forum.paradoxplaza.com] . PS. Next week, our Tech Lead Moah will be posting a dev diary giving an update on performance improvements planned for the 2.6 "Verne" update... Stay tuned!

Stellaris Dev Diary #170 - Performance and other technical issues

$
0
0
Hello, my friends! This is Moah, Tech Lead of Stellaris typing. I can finally talk about what you’ve 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).

The Delicate Balance
Stellaris, like most decently sized code bases, is like a complex game of Mikado or Jenga: every part is connected in some way to every other part. When you add a feature, you add more connections. If you’re careful, you add only a few, if you’re in a rush you add a bit too many. This generally leads to Unplanned Features (aka bugs). In addition, once we see them perform in the actual game, we tend to expand features in new, unexpected ways, leading to more Unplanned Features(tm).

Once we realize what is happening, we start being more careful. Maybe too careful. Checking too many things, too often, ensuring that this interaction that is supposed to never actually happen is actually not happening. Not now, not later. Not ever.

So you have removed the unplanned features, but the game is a bit, ah… too careful. Some would say slow.

So you remove some of these checks. You realize that you don’t need to loop around the galaxy, you can just loop around this one tiny planet. Then you go one step further, and think “well I can maybe do that check only every three weeks, and this calculation needed by all these checks, I could store it in here and reuse it until the next time it changes.”

So now the game isn’t so careful anymore, we’re back in unplanned feature territory. But if the caching (storing/reusing calculations) happens at different times on different machines, you get slightly different results (like asking a developer for something before and after they had coffee).

Slightly different results are what OOS thrives on! Clients and servers have 0.0001 cost difference, compounded over time, that corvette is bought on the server but not on the client.

So you remove your “smart” algorithm. You replace it with the correct algorithm. You lose half of what you gained in step 2 and reintroduce some bugs. Probably.
Rinse and repeat.

But enough about my morning routine! Let’s talk about…

Performance
Stellaris fans are like C++ programmers: performance is always on their mind. To be fair, it has also been on ours a lot lately. We know that it’s not all that it could be, especially in late game and with the bigger galaxies. With that in mind, we’ve taken time to improve performance in a bit more depth than we usually can. We looked at what was taking the most time, and as everyone knows that is…




Pops.
There are many reasons why pops consume a lot of time in Stellaris, but the main one is that by endgame we have SO MANY of them. SO So so so so many. And they do so much! Pops have to calculate how good they’d be at every job (they do so every 7 days). Then they have to fight every other pop on the planet to get the job they’re best at. They also have to check if they could have a specific ethic. If they could join a specific faction. How happy they are. How happy they could be. How happy they would be on that planet over there.
All these things trigger modifiers calculations. If you remember my last dev diary[forum.paradoxplaza.com], you know that modifiers are the only thing more numerous than Pops in Stellaris. And they all depend on each other. Calculating them is like pulling on a thread and getting the whole sweater.


OK, but what did we actually do about it?
Well first, I’ll admit I may have been a bit pigheaded on the whole “we need to do the jobs distribution every day because we don’t know when new jobs are added.” We reexamined this assumption, and jobs distribution is now only done on demand. It was also rewritten to iterate over a lot fewer things.

We also noticed a few triggers going through every pop of an empire to check if one or more are enslaved, decadent, or other things that can be tested at the species level. So we made new triggers to test these things at the species levels. In the same spirit, we had events going through every ship to find a fleet, so we added triggers at the fleet level.

Second, We’ve also reworked the approach to checking if pops can change ethics (and also made it work again), or if they can join factions.

Finally, we’ve looked for (and found) opportunities to use more multi threading.

But enough talk! What’s the result? Well, if a picture is worth a thousand words, here’s the answer at 30000 words a second:

https://www.youtube.com/watch?v=9SFE89Wj8go&feature=emb_title

The video compares the performance of 2.5.1 “Shelley” to 2.6 “Verne'' when running a save game from the community, which can be found attached to this post, with over 20000 pops. It was recorded on my work computer (Intel Core7-7900X @ 3.30Ghz, 10 cores and 20 threads, and AMD R9 Fury). You won’t necessarily get the same results, the exact difference in performance will vary with your computer, and the exact situation in your own save games, of course. On average, we’ve found something between 15% and 30% improvement in late game situations. This save is just ideal to showcase the impact of the pops improvement.

You wanna find out more about the performance improvements? Have a read here[forum.paradoxplaza.com] !

Stellaris Dev Diary #171 - Federations Stream

$
0
0
Hello everyone!

This week we’re back with another dev diary! We apologize in advance for it being a shorter one, but don’t 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 [www.twitch.tv]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 don’t be afraid to mention them here![forum.paradoxplaza.com]

See you on the stream!

(This post will be updated with more information during the day)

Stellaris Dev Diary #171 - Federations Stream

$
0
0
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1719750490034816293]here[/url].

Stellaris Dev Diary #172 - Reworking the AI

$
0
0
Bonjour everyone, it’s the French Paradox speaking! For those who don’t know me, I’ve 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

Fifty Shades of AI
There are several AI modules in Stellaris. For historical reasons we call them “ministers” as each one is supposed to handle a specific role in an AI empire.

There are 3 broad kinds:
  • The AI foreign minister handles diplomacy, federations, galactic community, peace deals and the like
  • The AI interior minister is in charge of the economy. He keeps budgets and order constructions, both civil and military.
  • The AI military minister is in command of all troops and military fleets, and also responsible for laying out strategic plans when at war.
For each of those ministries there are different “ministers” there are several options that can be selected for every empire in the game. All of those have generic one which behaves more or less like we’d expect a player to and is used for most AI empires. Then we have a bunch of specialized ones for special tags such as space monsters, fallen empires, crisis, marauders and the like.

As almost everything in our games, AI is configurable in script for our modders, although I’m not exactly sure what would happen if you assigned a space monster military AI to the caravaneers ;)

In guise of a welcoming gift when I joined the team, I was tasked with reworking the military one...

The Military AI
To give you a little bit of background, there were several generations of military AIs in Stellaris. The generic one (used by most “classic” empires) was redone by the great @sidestep last year, while the more specialized ones (crisis, space monsters) have kept close to what they were on release. In the midst of the sad and dark swedish winter, I managed to bring some improvements that I’ll showcase today.

First of all, I worked on visualization to help us debug how the AI “thinks”. Funny thing is, it already made it look “better” to audiences even if it didn’t actually change any behaviour. It’s actually something that’s been observed in video games: a good AI tells you what it does, which makes it look smarter. One of my favourite examples of that would be the enemies in FEAR.

So by typing 'debug_ai' in the console and observing an AI empire, you can see what it has in mind:


“I don't even see the code. All I see is blonde, brunette, redhead. Hey uh, you want a drink?”

As a simple analogy, imagine that the AI has a war minister that looks at the big picture and rates every potential target, a general staff who assign fleets to some of those objectives, and then admirals who try to lead those fleets on a tactical level to achieve those objectives...

Wanna read more about the AI rework? Check out the full post in our forum
here![forum.paradoxplaza.com]



Stellaris Dev Diary #172 - Reworking the AI

$
0
0
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1720877022022306557]here[/url].

Stellaris Dev Diary #173: Federations is soon upon us! (and patch notes)

$
0
0



Hello everyone!

In a couple of days we will finally bring you Federations[www.paradoxplaza.com], an expansion that we’ve worked incredibly hard on for quite a while now. We’re extremely excited to get it into your hands and see what you all think of it!

I’m 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 we’re 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. That’s where the Producer (that’s 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 don’t 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 it’s 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 didn’t 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 that’s 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 here! [forum.paradoxplaza.com]
And last, but not least, here’s the feature breakdown video for Federations!

https://www.youtube.com/watch?v=0hI9jUsW4gs&feature=emb_title

Stellaris Dev Diary #173: Federations is soon upon us! (and patch notes)

$
0
0
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1720877748907268556]here[/url].

Federations and 2.6.0 Verne Update are now live!

$
0
0
Hi everyone!

Today marks the release of Stellaris - Federations and the free 2.6.0 "Verne" update[/i]! 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,[forum.paradoxplaza.com] 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



Version 2.6.1 now live!

$
0
0



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[forum.paradoxplaza.com]

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

Version 2.6.1 now live!

$
0
0
: You can find the details for this event on the announcement page [url=https://steamcommunity.com/ogg/281990/announcements/detail/1795187684684414072]here[/url].

2.6.2 Patch Released!

$
0
0


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!

VERSION 2.6.2 Patch Notes
  • Fixed strike craft damage modifiers not being applied.
  • Fixed so a designable starbase updates correctly on upgrading. This fixes the issue with juggernauts that have been upgraded, disappearing.
  • Fixed the sectors trying to clear blockers they can't.

Save games shouldn't be adversely affected by the switch from 2.6.1 to 2.6.2, 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.


Thank you all for your support!


Stellaris Dev Diary #174 - Federations is out, now what?

$
0
0
Hello everyone!

Federations was released a little bit over a week ago, and we hope it's still giving you much joy.

There’s much to celebrate as the community has broken a bunch of records! We had 64-thousand people [steamdb.info] 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 we’ve received with this expansion! We hope everyone has found this expansion as fun and enjoyable as us.

While you are busy enjoying the game we’ve been planning updates and working on patches. We are currently working on a 2.6.3 that we’re 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 :)

Stellaris Dev Diary #175 - Space Fauna

$
0
0
Hello everyone!

As we mentioned last week[forum.paradoxplaza.com], 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, let’s continue and talk a little bit about what you’ll expect to see in the free May update.
Background
We’ve felt that the galaxy sometimes feels a bit empty now, compared to how it used to back in the day. Since the AI is a bit more proactive in hunting down hostile space fauna you are encountering these alien lifeforms much more seldom. We wanted to reinvigorate the galaxy with more alien life, and allow them to continue existing for a longer period of time.

Tiyanki
The tiyanki now have a home system, Tiyana Vek, which can continue to spawn more space whales throughout the continuation of your game, unless the tiyanki in the system have been hunted to extinction. The spawning of new tiyanki will also depend on galaxy size, which sets an upper limit for how many fleets can spawn (in relation to already roaming around).


Tiyana Vek, in all its gaseous glory.

The tiyanki themselves have also been updated, and there are now hatchlings in addition to the previously existing Bulls, Cows and Calves. The roaming tiyanki fleets are now also a bit more randomized in their compositions.

Space whaling.

Hunting the tiyanki will yield energy credits and exotic gas, but xenophile empires will not approve.


Successful hunt. No, bounty numbers are not final.

If you want to find out what other features will be in the free update, have a read in the forum post[forum.paradoxplaza.com]

These are the first steps we’re taking towards reinvigorating the galaxy a bit. We’ll give you more information in the next couple of weeks, so stay tuned for future dev diaries!

2.6.3 Beta Patch Released

$
0
0


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:[forum.paradoxplaza.com]

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

Stellaris Dev Diary #176 - Habitat Tiers

$
0
0
Greetings to the void-dwellers and planet-bound alike!

This week we’ll be talking about some changes we’re 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.[forum.paradoxplaza.com]

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, we’ll 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![forum.paradoxplaza.com]

2.6.3 Patch Released

$
0
0


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:[forum.paradoxplaza.com]

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.
Viewing all 616 articles
Browse latest View live