Stellaris - candyalien


Hello everyone and welcome to another Stellaris development diary. Today, we're going to be covering the headline feature of the Distant Stars Story Pack that will be accompanying the 2.1 'Niven' update.

The L-Cluster
In Distant Stars, some Black Hole systems are home to mysterious "L-Gate" structures that the player can find while exploring the galaxy. Originally part of the regular Gateway network, these L-Gates were heavily modified shortly after the initial construction of the network. The gates are operable but stuck in perpetual maintenance loops, possibly due to intentional sabotage. L-Gates cannot be activated by the usual Gateway technologies, instead requiring the collection of insights relating to subspace and the nanite technology used to activate the gates. Insights can be collected in a wide variety of ways - from anomalies and exploration, from defeating certain enemies, and from researching a repeatable technology that becomes available once your empire is sufficiently advanced to conduct independent research on nanites.

You can read the full dev diary here.
Stellaris

Hot on the heels of its anomaly-overhauling, multi-star system-flaunting 2.1 update reveal, Stellaris has unveiled its latest story pack. Named Distant Stars, the as yet undated narrative expansion targets exploration and discovery.

To this end, intrepid space surfers might uncover new anomalies, or encounter strange beings. They might unearth "hidden traces of an ancient gateway network" or unique solar systems ripe for research. And they might happen upon "unique gargantuan creatures"—who may come in peace or insist that you leave in pieces. 

Here's a trailer:

On that, Paradox's official line reads: "Distant Stars will add new content and features to Stellaris including a sealed jump lane in the gateway network leading to a mysterious sector entirely outside known space, but players must be quick as the mightiest empires of the galaxy are all racing to find the secret to unlock it." 

I recently returned to Stellaris for the first time following its comprehensive 2.0 patch. Like Phil, I enjoyed the 4x-meets-grand strategy venture's early game promise at launch, but struggled with its mid-late game lulls. It's in a much better state now, which sets up Distant Stars nicely. The new DLC is without a hard release date for now, but will cost $9.99/your regional equivalent when it lands.

For more genre reading, check out our list of the best strategy games on PC

Stellaris

Publisher Paradox Interactive has announced Distant Stars, a new "discovery-themed" paid DLC story pack for its deep-space strategy extravaganza Stellaris.

Distant Stars will introduce fresh anomalies and storylines, focussed around encounters with "strange new beings in the uncharted depths of space". It will also include surprises "that may help or harm ambitious explorers".

Most notably, valiant adventurers can find and utilise an ancient gateway network that unlocks "a sealed path to a constellation outside our own galaxy". But, asks Paradox, "is this door holding something out, or keeping something in?" Whatever its secrets, speed is of the essence, as other empires across the galaxy are also racing to harness its powers.

Read more…

Stellaris - contact@rockpapershotgun.com (Dominic Tarason)

WHAT WAS SHALL BE

One of the best things about Paradox’s increasingly feature-studded and DLC-expanded 4X strategy sandbox Stellaris is its focus on storytelling. In the vein of Crusader Kings 2, you’ll find yourself frequently confronted with decisions to make as the ever-living Emperor Of Space, which can often spiral into lengthy story arcs with sometimes spectacular end results. The next expansion for the game, Distant Stars, will be adding a good chunk more interactive prose to flesh out exploring the far fringes of the galaxy, adding a multitude of story arcs short and long to the mix.

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Stellaris - candyalien


Uncover new anomalies and storylines, and encounter strange new beings in the uncharted depths of space.

https://youtu.be/qAH6LBzbpJo
Stellaris - contact@rockpapershotgun.com (Matt Cox)

stellaris2.1header

I really want to get into Stellaris. I find myself buying every major expansion close to its release, convincing myself that late-game megastructures, role-playing as a robot or blowing up planets will be the hook that reels me in. Every time, I merrily launch into a fresh game – only to find my fun dissolving into work once I’m a few hours in.

“But that’s the best bit!”, you say. “Roaming the galaxy and discovering strange worlds with stranger stories is the most alluring step towards a fantastic sci-fi experience!”. Paradox are making that step even easier to take with update 2.1 by removing failure risk from anomaly research, and rejigging hyperlanes so space-nasties don’t get placed on chokepoints. I’m glad to see changes are still arriving that shake up the early game – perhaps they’ll be enough for me to stick with a galaxy long enough to actually build a goddamn Dyson Sphere.

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Stellaris

Stellaris, which we chose as one of the best strategy games on PC earlier this month, will overhaul the way that anomalies work in an upcoming update and introduce multi-star systems for the first time, developer Paradox Interactive has announced. The 2.1 update, called Niven, will remove the chance of failure when researching anomalies, which are points of interests on planets that can grant bonuses when investigated.

At the moment, researching anomalies has a chance to fail based on the skill level of your scientists, but Paradox says that the system adds "little to the game in terms of interesting choices", and simply encourages players to put off researching anomalies until later. After the Niven update, researching anomalies will always be successful, but the time it takes to investigate them will be heavily dependent on the level of your scientist relative to the anomaly level.

"Researching a level 2 anomaly with a level 2 scientist will be a comparatively quick affair, while attempting a level 10 anomaly with the same scientist can take a very, very long time, and might mean that it is better to return to it later with a more skilled scientist, so not to hold up your early exploration," the developer said in a forum post.

The update will also change the way the game generates the Hyperlane, the network that connects stars and systems. Rather than simply connect places together, the reworked Hyperlane will concentrate around "clusters" of stars that will be heavily interconnected by thinner space highways, which will act as natural chokepoints. "These chokepoints are also registered as such by the game, allowing us to find actual chokepoint systems and avoid placing Leviathans and other powerful space monsters there, as well as improving the AI's ability to detect suitable spots for defensive starbases."

Lastly, Paradox is adding lots of new star and system types to the game, including multi-star systems. Some systems will have two or three stars, and will often contain more resources and planets than single-star systems. After the update, some systems will generate multiple asteroid belts, and the game will have "new unique systems to find with large amounts of resources in them, guarded by powerful space creatures". 

Update 2.1 currently has no release date.

Stellaris - BjornB
Hi all,

As you know there were some issues with 2.0.3 released yesterday. We've spent the day fixing the worst of them in hopes of getting things in better shape for you all for the weekend. However, we finished this rather late in the day and we're not sure the fixes are 100% robust yet, so I'm going to put out 2.0.4 as an optional beta. At the same time I'm rescinding 2.0.3 and going back to 2.0.2 as the base version until 2.0.4 is good to go fully live.

Here's the fix list:



* Fixed AI not building Starbase buildings/modules
* Fixed broken/missing graphics, sound, and starship components
* Fixed occupation armies spawning mid-invasion/bombardment
* Fixed enlighten primitives action giving you low-level intel of the entire galaxy, despite their weird primitive all-seeing animist wisdom

Give it a try and let us know how it goes.

Please note this is an opt-in patch. You have to choose to activate it.

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose "2.0.4_beta"

Read original post by Jamor
Stellaris - BjornB
Work has begun on the 2.1 Niven update. Not much can be revealed about it yet, but let's have a look at what we can talk about at this time



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Stellaris - BjornB
Hi all, Jamor here.

I'd like to announce that the new patch, 2.0.3, is released and should be updating for you via Steam shortly. It contains many oft-requested bugfixes and balance improvements. Give it a try and let us know what you think in our official forum



################################################################# ####################### VERSION 2.0.3 ########################### ################################################################# ################### # Feature ################### * Added confirmation popup to the "clear user directory" function in the launcher, to avoid unintentionally deleting files * Added new events to notify you when the construction of Gateways has concluded * Added Will to Power unity ambition that gives +5 influence/month * Fleet view now consolidates ships into their ship size (with breakdown of ship classes available in tooltip) rather than showing each design individually, making fleet view less of a visual mess and not misleading players with numbers like 20/0 corvettes * No longer possible to decrease ship design count in fleet manager when a ship is waiting for upgrades * Scaled difficulty is now a separate setting from difficulty, so a game with Scaling and Grand Admiral will have AI empires start at no bonuses and scale up to full Grand Admiral bonuses at the end-game start date * Colossus now shows progress for charging weapon in the outliner * World Cracker can now be test fired on uncolonized habitats, ringworlds & tomb worlds * Ion Cannons no longer auto-upgrade (as they are designable) * Winning a force ideology war will now pull the target out of any federation they are a member of * Ideology war goal text now informs you of Ruler resigning and being forced out of Federation * Max hyperlanes is now 2.0x, as there was functionally no difference between 2.0x and higher * The Erudite trait now helps multiple leader types in different ways, similar to Psionic or Cyborg ################### # Balance ################### * Increased ship upkeep reduction for Fallen/Awakened Empires * Increased primitive Sol spawn chance * Ion Cannon no longer has a power cost for its weapon component * Reduced firing speed on Colossus from 90 to 30 days. Reduced weapon charge time on Colossus from 270 to 90 days * Raised hard cap on command limit from 200 to 500 * Trickster admiral trait now gives shorter emergency FTL cooldown instead of sublight speed bonus * Piracy risk is now rounded down to the nearest whole percent * It is no longer possible to use a Total War wargoal as your defensive wargoal against an attacker that isn't also using a Total War wargoal * Disabled Starbases no longer inhibit FTL of hostiles * Awakened Empires now get more resources but also more effect from decadence * Assimilators can no longer have rivals, and get tradition swaps for traditions relating to claims or rivals * Ground combat collateral damage now has a higher chance of adding blockers * Reduced damage output and raised cost of Xenomorph armies * Festival of Worlds now costs 5000 energy rather than energy, minerals & influence * Psionic Shields are now stronger than Dark Matter Deflectors, rather than the other way around * Added some food when Fallen Empires awaken, to prevent early starvation # Traditions * Master Builders now only gives +50% megastructure build speed (down from +100%) but increases the size of any Habitats owned by that empire from 12 to 15 (retroactively applied on any habitats of size <15 built before taking the perk or later conquered by the empire with Master Builders) ################### # UI ################### * Fixed certain multi-effect Strategic Resources (e.g. Living Metal) causing text overflow in the Strategic Resource list * Fixed ironman UI being broken in setup screen * The war summary now shows how many ships and armies were destroyed, as well as the number of systems and planets occupied * Clicking on a ship design to add it to a fleet template that already has it now increases the counter for that template * Fleet view now only shows template counts for your own fleets ################### # AI ################### * Subjects will now follow their overlord with all fleets * Fixed AI using jump drive in some cases where it shouldn't do so due to enemy superiority ################### # Modding ################### * Added a free_pop modifier to species rights that can be used for citizenship, living standards and military service to apply a modifier only to non-enslaved pops * Defaulted the operator of on_tech_increased trigger to >=, so that the trigger works at all * Added on_system_first_visited on action, which triggers when you first get intel on a system through any means ################### # Bugfix ################### * General fixes and improvements to the Fleet Manager * You will now be properly able to use gateways you've built even if you didn't encounter one before * Added missing localization for new features added in 2.0.2 * Fixed a bug where empires could appear without visible borders * Overlords can no longer get CBs against their vassals * Fixed issue where Gateways could not be used despite having the necessary technology * Fixed corrupted Looped Syzygy display model in Ship Details view * Fixed federation fleets created by an ally empire not being added to your fleet manager when you become federation president * Fixed a case where ships trying to find the nearest starbase to perform upgrades would ignore the one in the system they are in * Fixed the Unbidden always treating their home system as conquered, even when there were colonies blocking them from leaving it * 'Does not Compute' event will now also trigger when the final machine world is destroyed by a Colossus * No longer crashes when 'intel' or 'sensor' commands are used as an observer * Fixed some other crashes * Fixed an endlessly spamming threats from Fallen Empires about encroachment, if you have a wormhole that exits inside their territory * Planet having sapient pops during colonization no longer messes up interface and other things * Ships can now properly upgrade at the stations of allies * Added some missing tooltips * Synth Leaders in a non-synth ascended empire can now also suffer malfunctions * Which empire takes control of a disabled starbase in a war is now consistent between Starbases that were already disabled and ones that had to be disabled through force * Fixed the 'Captive Star' achievement triggering from building a Dyson Sphere construction site * Fixed a case where clicking on an obsolete ship in the fleet manager would not show the updgrade options * Event-spawned ships can now be removed from fleet templates when they have been destroyed * Claims on systems that become unowned (due to owner disbanding the outpost) are now deleted * Fixed Marauders demanding nothing in tribute when empire income was >250 minerals, because even lunch money counts * Fixed accidentally disabled mega engineering tech unlock * Fixed a bug where you couldn't build multiple gateways at the same time * Ships will now use captured enemy shipyards to upgrade during war rather than pathing all the way back to friendly territory * Fixed pre-sapients not getting pre-sapient traits * Planetary edict expired messages now will properly open planet view instead of country edicts view * Fixed Awakened Empires not being able to use the demand subjugation action * Fixed successful battles against starbases where your attacking fleet takes losses showing as a defeat in the war summary screen * Fixed a bug where establishing contact with an enclave would silently give you comms with all other empires known to the enclave * 'Stay on Target' achievement will now also trigger if the colossus is in the process of charging its weapon * Fixed issue where anomalies could overwrite modifiers in Precursor systems * Event triggers were reworked to prevent some events spawning massively far away from the player, because the game thought they were close due to a wormhole or gateway * Fixed issue where the Extradimensionals would sometimes end up owning a planet * Fixed Unbidden sometimes spawning without diplomatic contacts * Fixed leaders being able to get both Chosen One and Psychic if they were elected to or out of office * Fixed incorrect tooltip for Devouring Swarm * Pop happiness modifier will no longer increase cost of colony ships * Proper total war CB is now given when you have a colossus, but you can still make claims (was wrongly locked out before) * Disabled custom ship design when auto-generate design is on, to prevent a bunch of bad bugs with upgrading * Fixed sectors wrongly ignoring their resource storage limit via monthly income * When an empire changes their ethics, the 'go to' button on the notification event will now work properly * Fixed some species getting the wrong living standards set when citizenship was changed

Please note that save game compatibility with earlier versions is not 100% guaranteed, and some fixes listed above may only work with a new game. If you are in an important game that you want to finish and the new version interferes with that in some way, you can roll back to a previous version like this:

Steam library -> Right click on Stellaris -> Properties -> Betas tab -> select the version you want to roll back to.

When you're done, just opt out of beta programs and you'll auto-update to the latest official version. Have fun playing!

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