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?
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]
Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
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.
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.
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.
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' 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.
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.
Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
Useful links
Official Website
Stellaris Wiki
Developer Diary Archives
Stellaris Streams archive
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?