Stellaris - contact@rockpapershotgun.com (Adam Smith)

We’re not even at the halfway point and 2016 is already one of the best years for PC gaming that I can remember. XCOM 2 and Darkest Dungeon already seem like distant memories, and this month alone we’ve had Kathy Rain, Stellaris, DOOM, Salt and Sanctuary, Overwatch and Total War: Warhammer. Today there’s another Hitman episode incoming and after the joy of Sapienza, I can’t wait to get stuck into Marrakesh. I’ve been starved of games for half of the month thanks to holidays and press trips so I’ve undoubtedly missed some splendid releases, so I put it to you, dear readers: what was May’s best game?

… [visit site to read more]

Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

Here’s yer weekly top ten Steam best-sellers. That being what most tore up the charts last week. Is DOOM still king? What happens to Total Warhammer now it’s actually released? And what in the name of all that’s holy is YouTubers Life? … [visit site to read more]

Stellaris - BjornB


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.


Honorable Mentions:
Tough love of planets and their satellites.


Some Space Amoeba corpses would display in Galaxy View. And they are huge.


The epilogue

Of course, being a QA is not playing games all day and occasionally reporting something that made your playthrough unpleasant. We are most famous for the ridiculous screenshots we capture, but it’s actually just a small part of our job. Our responsibilities include (but are not limited to): analysing risks of the project, keeping track of our internal database of issues, which also means regression (verifying if the issues previously reported were fixed), and giving continuous feedback on the project (what works well, and what should be changed). We are doing a number of different tests that would narrow the issues down, check if all the features are in and working etc. We have scheduled multiplayer tests twice a week, as well as exploratory testing that would help us focus on long game.

All things considered, there is never enough testing for the project, especially games like Stellaris, where anything is possible. That’s why I would like to thank our dear betas for helping us out a lot and doing all sorts of testing for Stellaris. Without you it wouldn’t be the same! :)

Original Post

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Stellaris - BjornB


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.


Honorable Mentions:
Tough love of planets and their satellites.


Some Space Amoeba corpses would display in Galaxy View. And they are huge.


The epilogue

Of course, being a QA is not playing games all day and occasionally reporting something that made your playthrough unpleasant. We are most famous for the ridiculous screenshots we capture, but it’s actually just a small part of our job. Our responsibilities include (but are not limited to): analysing risks of the project, keeping track of our internal database of issues, which also means regression (verifying if the issues previously reported were fixed), and giving continuous feedback on the project (what works well, and what should be changed). We are doing a number of different tests that would narrow the issues down, check if all the features are in and working etc. We have scheduled multiplayer tests twice a week, as well as exploratory testing that would help us focus on long game.

All things considered, there is never enough testing for the project, especially games like Stellaris, where anything is possible. That’s why I would like to thank our dear betas for helping us out a lot and doing all sorts of testing for Stellaris. Without you it wouldn’t be the same! :)

Original Post

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Stellaris

This week on the Mod Roundup, we've got a mod that lets you play as the adorable and determined Kerbal race from Kerbal Space Program in Stellaris. There's also a mod that lets you camp anywhere you like in Fallout 4, then turn your campsite into a full working settlement. Finally, a mod for Skyrim changes the prison system to work like it did in Oblivion, makes your pet dog more like Fallout 4's Dogmeat (now it, too, can fetch items), and makes a host of other interesting changes.

Here are the most promising mods we've seen this week.

Kerbal Space Program, for Stellaris

Steam Workshop link

If you're a fan of space games, you probably enjoy both Kerbal Space Program and Stellaris. Now you can smoosh them together with this mod by Knucky333, which imports the Kerbol solar system into the space strategy game. The planet Kerbin and its Mun, and of course its adorably green and brainy residents, are now yours to play with.

Conquest, for Fallout 4

Nexus Mods link

Don't settle for Fallout 4's standard settlements: make your own wherever you want. This mod by Chesko (creator of Skyrim's Frostfall mod) lets you plunk a campsite down wherever you want, and if you enjoy the location, you can turn it into a full-blown settlement. You can build ten new settlements in all, and if you change your mind about some or all of them, you also have to option to dismantle them.

Skydie Reborn, for Skyrim

Nexus Mods link

This Skyrim mod, by Sagittarius22, makes a number of changes. Perhaps most welcome is that your pet dog is now more useful, able to fetch items like Fallout 4's Dogmeat. That's just the beginning though, as the mod also changes Skyrim's prison system to ape Oblivion's (a long prison stay will erode some of your stats), requires you to own crafting tools if you want to create weapons or potions, lets you loot paralyzed NPCs, introduces blood poisoning if you drink too many potions, and tons of other changes you can read about here.

Looking for more mods? Check out our list of the best mods for Kerbal Space Program and the best mods for Skyrim.

Stellaris

Stellaris' first major patch, 'Clarke', should enter public testing before the week is out. After publishing a wishlist of fixes and features earlier this month, Paradox has confirmed the highlights for the first update.

The biggest changes target sectors and AI. Previously a faff to manage, you'll be able to access sector governance direct from the Outliner. Sectors will also be straight-up better at managing buildings, pops and orbital structures on their own.

When Phil reached his late-game crisis an invasion of void creatures none of his galactic neighbours would let him through their space to handle the problem. No more: AI is becoming more flexible in trade negotiations, particularly over access rights, while late-game crisis AI has simply received 'fixes'. AI-controlled fleets should also behave themselves better.

For fans of diplomacy, detailed notifications will fill you in on rivalries, declarations of war and the like. Warmongers, meanwhile, will be pleased to find more detailed battle reports after action.

Bugfixes have of course been thrown in you can swot up on the patch notes here. After Clarke releases, Asimov aims to enliven the mid-game with diplomatic intrigue and event chains.

Stellaris

Update: The European Phenotypes and Names mod for Stellaris is back on the Steam Workshop. Its creator, Lord Xel, said he re-uploaded the mod primarily as an experiment to see how far Paradox will lie about banning my other mod. He claimed he's uncertain as to precisely why the original was removed, since Paradox never contacted me and only gave conflicting reports to gaming media about why it was cut.

Nonetheless, he listed three rules to be followed by commenters, including that there can be no use of a certain non-offensive commonly used word. The description of the mod is also less inflammatory as well: Simply makes humans Europeans and adds a name list for European names.

Paradox said it would not comment on the mod beyond the statement released yesterday by COO Susana Meza Graham. We have a few rules of conduct that have been in effect for the better part of a decade where racial slurs, among other things, are not allowed. We interpreted this particular mod as breaking those rules of conduct, however it would appear that the comments surrounding the mod, rather than the mod itself, were the biggest problem, she said. We welcome everyone to create all kind of mods for us as long as they comply with our rules of conduct and we expect our modders to help us keep the comment sections free of any racial slurs or other things that do not comply with these same codes.

Presumably the mod now complies with those rules. They're available in full here.

Original story:

Game mods are great, but sometimes they're used to do not-so-great things. The European Phenotype and Names Only mod for Stellaris is one such example: As the title implies, it changes the game so that all humans are European which is to say, white and have only European names. If that strikes you as a little sketchy, well, you're probably not wrong and Paradox agrees.

"We shipped the game originally with an accurate representation of humans, that is to say diverse in both ethnicity and personality," a Paradox rep told Eurogamer, explaining its decision to remove the mod from the Steam Workshop. "We embrace the idea that players mod the game to best represent how they want to play, we do NOT however wish to enable discriminatory practices."

It wasn't the mod itself that led to its removal, though, but a change to its description that was made after it was posted. We saw the mod, thought it wasn't in very good taste, but let it remain. Then the creator of the mod decided to update the description of the mod to promote an 'agenda' not related to computer games at all, and this was being clearly displayed on our product page, Community Manager Paradoxal Bear wrote on Reddit. We decided it was a step too far and removed it.

In a separate post, Paradoxal Bear acknowledged that other mods allow Stellaris players to role-play the game in just about any way they see fit, and that our job is to make computer games, not push political agendas. But, he continued, this particular mod had several disturbing elements in its public description which we do not want to have clearly displayed on our project page."

Paradox didn't specify how the description had changed, but several Redditors state that it was the addition of No multiculturalism here! that triggered the decision to remove the mod. Interestingly, the description of the mod on ModDB (where it remains available) doesn't contain the phrase. The first comment, however, is a request to eliminate women from the game as well.

Stellaris - BjornB


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:

  • Sectors can now be managed directly from the outliner.


  • Diplomatic Notifications are now much more detailed.


  • End of Combat interface has received a major face-lift.


  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.

AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.


EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).



BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.

Original Post

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Stellaris - BjornB


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:

  • Sectors can now be managed directly from the outliner.


  • Diplomatic Notifications are now much more detailed.


  • End of Combat interface has received a major face-lift.


  • Habitability icons/tooltips now show you more detailed information, including which worlds in a system you can currently colonize.

AI IMPROVEMENTS
Another major target area for Clarke was to address complaints regarding the AI, particular in sectors to sectors and warfare. A few highlights:
  • Greatly improved sector AI handling of pops, buildings, spaceports and mining stations.
  • Fixes for AI in end game crises.
  • Improvements and fixes to AI handling of its fleets.
  • Less restrictions on what the AI will trade and with who, especially in regards to border access.
  • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.

We've also added a new option in galaxy setup where you can set the AI's overall aggressiveness.


EMPIRE BUILDER IMPROVEMENTS
We also took some time to add a pair of highly requested features to the empire builder. Namely, the ability to write a biography for your species and empire, and the ability to customize ruler titles. Ruler titles are customized separately by gender, and will remain even if you change government type, so long as the new government is of the same type as the previous one (so changing from a Monarchy to another Monarchy will not clear your ruler titles, while changing from a Monarchy to a Democracy will).



BALANCE CHANGES
While balance wasn't our main priority for Clarke, we nonetheless targeted a few major balance issues. A few highlights:
  • War score costs now scale to the size of your target, so you can take more planets from large empires but can't vassalize them in a single war.
  • The ability to stack evasion on Corvettes was nerfed.
  • Strike craft had their range substantially increased.
  • Ethics were rebalanced to make Xenophile/Xenophobe stronger picks, among other changes.
  • It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals are now worth more warscore.
  • Technology cost is now increased both by number of planets owned and size of population, instead of just population. Accordingly, the tech increase cost from population was lowered.

BUG FIXES
In addition to all this, Clarke naturally also includes dozens of fixes for bugs large and small. A few highlights:
  • Military Station maintenance is now correctly calculated (was far too high previously).
  • Numerous fixes to events, including fixing up the Old Gods event chain.
  • Fixed 'ghost' trade deal entries and trade deals silently failing when you traded above a certain percentage of your resource stockpiles.
  • Democracies that don't allow slavery will no longer get the Slaver mandate.
  • Difficulty settings are now available in multiplayer setup.

With Clarke almost finished, we're now switching over fully to working on the Asimov patch, as outlined in last week's dev diary. Where Clarke was mainly a fix and UI improvement patch, Asimov will target the midgame with new diplomatic features and event chains. More details about Asimov will be released in development diaries over the next few weeks, but if you have any questions about the Clarke patch, feel free to ask and I will do my best to answer.

Original Post

Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

Phew: we have nine different names in the top ten sellers on Steam last week, rather than the recent trend for various pre-orders and season passes splitting the vote excessively. Question is, has Joe/Jo Public responded as rapturously to DOOM as Ian/Iana Critic has?

… [visit site to read more]

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