##############################################################
######################## 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
##############################################################
######################## 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
Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive
Our Adam had a look at the state of Stellaris [official site] after Paradox released the most-recent update and paid add-on for their space strategy game. He called those “an indication that the studio have ideas as to how the universe can become more lively, without making it more cluttered at the same time, and that makes the future of Stellaris very exciting indeed.” And what of that future? Paradox have shared some of their plans and hopes for the future, which include fleshing out the mid- and late-game, adding a “space UN”, expanding ethics, and making empires more interesting and alive. … [visit site to read more]
Since launch in May, Paradox's sci-fi 4X grand strategy has bore witness to a slew of enduring mods, updates, and official DLC much like the rest of the developer's back catalogue. Off the back of its first story pack and substantial Heinlein patch the Swedish studio has now outlined where the game stands now, where it's going and what Paradox want.
If you've been following Stellaris' developer diaries over the past wee while, you might have spied mention of a 'Banks' a major patch which will be accompanied by a "full-sized" expansion. Paradox say that's still the case, however in the interim another update, named 'Kennedy', is planned before the end of this 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," reads an update post on the Stellaris blog. "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." (Which might mean the 'Kennedy' update is in reference to Alexis' work on the game.)
As Phil noted in his review, while busy in its early stages, Stellaris stagnates a little come mid-game which is something Paradox aims to improve with the "addition of more interesting narratives and 'galactic events' akin to Awakened Fallen Empires that shake up the galactic scene."
Improving the internal workings of empires, making pops and leaders more interesting, expanding the ethics system and making empires feel more lived in are also among the developer's top priorities. The developer diary can be read in full this way, however here are the key points moving forward as per the devs themselves:
Paradox makes a point of noting the above is not a list of promises per se, yet, having played many an acrimonious multiplayer bout of Stellaris, mention of a galactic community and space UN sounds fantastic and something I probably need to see to believe.
In other Stellaris news, hotfix 1.3.1 landed yesterday.
Space dragons, wars in heaven, awakening gods, secret enclaves and (most delicious of all) user interface improvements>. Stellaris: Leviathans [official site] brings some gargantuan beasts and big features to Paradox’s sci-fi strategy game, but is it a small step forward or a great leap into the unknown?
Useful links
Official Website
Stellaris Wiki
Stellaris Development Diary Archive