Planet Stability In the Le Guin update, Planetary Stability is the most important factor for determining the productivity and prosperity of your planets. Planetary Stability represents the overall political stability on a planet, and is influenced by a large number of factors such as Pop Happiness, Housing, Amenities, Crime and so on. Planetary Stability ranges from 0 to 100% and has a base level of 50%. A Planet that has at least 50% stability will gain bonuses to resource production and immigration pull, while a planet that drops below 50% stability will experience penalties to resource production and increased emigration push. Below 40% stability, unrest events such as hunger strikes, terrorist bombings and so on may start to occur, which can further lower stability down below the threshold for an armed revolt to start. We're still looking into which parts of the previous Unrest events we want to keep, replace, or convert to the new Crime system, so the exact way in which unrest events and armed revolts will work is not fully decided at this point, and we'll likely cover it more in detail in a future dev diary.
Pop Happiness and Approval Rating Pop Happiness is a major factor in determining planet stability. Each Planet that contains at least one Pop with free will has a Pop Approval Rating value that is the average happiness of the Pops, modified by their Political Power. Each Pop has a Political Power value that depends on their stratum and living conditions - for example, a Ruler Pop living in a Stratified Economy will have an immense degree of Political Power, and their happiness may be more important than that of even a dozen Worker Pops. However, even Pops with no political power at all can still drag down your Approval Rating, so a planet with a vast mass of angry slaves will need some Rulers to keep them in line. On the individual Pop level, Happiness no longer affects productivity, so to ensure your planets are productive you now only need make sure your Stability level is high, and whether you achieve that stability with a happy populace or ruling with an iron fist is up to your ethics, policies and general playstyle preferences. Individual Pop Happiness is not entirely without effect though, as the happiness of a Pop determines how likely it is to adopt your governing ethics, and also affects how much Crime it generates (see below for further details).
Amenities As part of trying to consolidate systems relating to happiness we've added a new value called Planet Amenities. Amenities represents infrastructure, facilities and jobs dedicated to fulfilling the day-to-day needs of the population. In order to not suffer penalties, a planet needs at least as many Amenities as it has Infrastructure, and any Amenities above or below that number cause increased/decreased Pop Happiness, respectively. Capital Buildings and many Ruler jobs produce a base amount of Amenities and may be sufficient for a sparsely populated mining world, but urbanized planets will likely need to dedicate part of their infrastructure to Amenities-producing jobs such as Entertainers to keep the population happy. Many of the things that used to directly increase Happiness in the old Tile system (such as Domestic Servants or certain special buildings) now produce Amenities instead, and direct Happiness-buffing modifiers have been made rare, so keeping your entire population perfectly happy is now something that requires dedication and resources, rather than just a matter of throwing down a couple of buildings and calling it a day.
Crime Something else that we wanted to achieve with the new system was to create the potential for social and political unrest without necessarily having it take the form of a direct penalty or revolt, especially on heavily populated worlds. Crime is a value generated by all virtually all Pops with free will, and can vary between 0 and 100% on a planet. Happy Pops produce less crime, while unhappy Pops produce more crime, but only Pops at a perfect 100% happiness produce no crime at all. Crime has no actual direct penalty, but instead may result in events such as smuggler rings or organized crime taking root on the planet. These events and conditions are generally detrimental, but may also open up certain benficial opportunities and decisions that would not be available on a planet with perfect law and order. Nonetheless, a very high level of Crime is generally something to be avoided, as crime can lower stability and also result in Pops leaving their ordinary jobs and moving into special Crime jobs that appear on the planet and which take resources away from your empire rather than producing them. To combat Crime, you can build buildings such as Precinct Districts that create crime-suppressing Enforcer jobs. In general, empires that rely on repression and inequality to keep their Pops in line will need to employ more Enforcers, but there will also be other ways to manage Crime, possibly including ways to integrate the criminal enterprises as a fixture in your society (the exact details on this is still very much something that's a work in progress).
That's all for today! Next week we'll continue with the final part of the Planetary Rework dev diaries, on the topic of Machine Empires, Hive Minds, Habitats and other mechanics that are changing alongside the Planetary Rework.
Hello everyone and welcome to another Stellaris development diary. Today, we're going to start talking about the Planetary Rework coming in the 2.2 'Le Guin' update - the complete redesign of the planetary management system and replacement of planetary tiles. This is going to be a really big topic, so we're spreading it out across four dev diaries, with today's dev diary being about Deposits, Buildings and Districts. Please bear in mind that everything shown is in an early stage of development, and there will be rough-looking interfaces, placeholder art, non final numbers and all those things that people assume are final and complain about anyway no matter how many of these disclaimers we write! ;p
Planetary Rework Before I start going into details on the actual rework, I just wanted to briefly talk about the reasons and goals that are behind this massive rework, and why we're removing tiles and building a new system instead of iterating on the existing systems. For me, getting away from the constraints of tiles has been my single most desired long-term goal for the game. It's not that I think the tile system is inherently a bad system - it works well to visualize your pops and buildings and for the early game it works well enough in giving the player some interesting economic management decisions. However, the tile system is also very constrictive, in a way I feel is detrimental to the very core concepts of Stellaris. The hard limitation of one pop and one building per tile, as well as the hard limitation of 25 tiles/pops/buildings to a planet, it severely limits the kind of societies and planets that we can present in the game.
Do we want to make city-planets, with enormous numbers of pops concentrated onto a single world? Not possible. Do we want to have a fully automated post-scarcity empire where robots do all the actual work? Can't be done without losing out on valuable building space. Sure, we could fundamentally alter the tile system in a such a way to allow these, by for example making it so each tile could support several sub-tiles with additional pops and buildings, but by doing this we will inevitably lose the easy visual presentation that makes the system attractive to begin with, and even then we would continue to be held back by the limit of one pop per building. In other words, we'd end up with something that superficially might resemble the old tile system but offers none of its main advantages and continues to be held back by most of its drawbacks.
When designing the new planetary management system we set out a number of design goals:
The new system should be able to simulate a wide variety of different societies, to build on the roleplaying and diversity in play-throughs that is such a fundamental part of the Stellaris experience
The new system needed to offer more interesting choices about how to develop your planets, while simultaneously reducing the amount of uninteresting micromanagement such as mass-upgrading buildings
The new system should make your planets feel like places where Pops actually live their lives, as opposed to just being resource gathering hubs
The new system had to be extremely moddable, to make it easier both for us and modders to create new types of empires and playstyles
We believe that this new system that we have created will not only vastly improve many of the features in the game that we couldn't get working properly with the tile system, but together with the resource rework discussed in the last dev diary will also make it possible for us to create truly weird and alien societies that play entirely differently from anything the game currently has to offer, or would ever have to offer if we had remained constrained by the tile system.
Deposits Under the old tile system, deposits were simply clumps of resources placed on a tile, which would be gathered by a pop and determined what kind of buildings were most efficient to place there. Under the new system, deposits are more akin to planetary terrain and features. Every habitable planet will have a (semi-randomized) number of deposits, with larger planets usually having more deposits. Deposits represent areas on the planet that can be economically exploited, and most commonly increase the number of a particular District (more on this below) that can be build on the planet. For example, a Fertile Lands deposit represents various regions of fertile farmland, and increases the number of Agriculture Districts that can be built on the planet, and thus its potential Food output. (Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)
Not all Deposits affect Districts however - some (such as Crystalline Caverns or Betharian Fields) are rare deposits that allow for the construction of special Buildings (more on this below) on the planet, while others yet may simply provide a passive benefit to the planet, such as a spectacularly beautiful wilderness area that increases happiness for Pops living on the planet. Deposits can have Deposit Blockers that work in a similar way to the Tile Blockers of old, cancelling out the benefits of the Deposit until the Blocker is removed through the expenditure of time and resources. A planet can have multiples of the same Deposit, and there is no hard limit to the number of Deposits that a planet can hold (though there is a cap to how many will be generated under normal circumstances). The types of Deposits that can show up on a planet is affected by the planet class, so where an Ocean World might get its Agriculture from Kelp Forests, an Arctic World would have Fungal Caverns instead. (Note: All deposit pictures shown here are placeholders, there will be new art for them that isn't done yet)
Districts Districts are at at the core of how planets are developed in the Le Guin update. Districts represent large areas of development on the planet dedicated towards housing or resource gathering. For most empires, there are four basic types of Districts: City Districts, Mining Districts, Generator Districts and Agriculture Districts. There are exceptions to this (such as Hive Minds having Hive Districts) but more on this in a later DD. The total number of districts you can build on a planet is equal to its size, so a size 16 planet can support 16 districts in any combination of the types available to you. Additionally, the resource-producing districts (Mining, Generator and Agriculture) are further constrained by the Deposits on the planet, so a planet might only be able to support a maximum of 8 Mining Districts due to there simply not being any further opportunities for mining on the planet. City Districts are never limited by the deposits on the planet, so you can choose to forego a planet's natural resources and blanket it entirely in urban development if you so choose.
The effects of each District is as follows:
City District: Provides a large amount of Housing for Pops, Infrastructure for Buildings and Clerk Jobs that produce Trade Value and Luxury Goods
Mining District: Provides a small amount of Housing/Infrastructure and Mining Jobs that produce Minerals
Agriculture District: Provides a small amount of Housing/Infrastructure and Farming Jobs that produce Food
Generator District: Provides a small amount of Housing/Infrastructure and Technician Jobs that produce Energy Credits
There will be more details on most of the concepts mentioned above coming in the other dev diaries. For now, suffice to say that the way you develop your planets with Districts will shape that planet's role in your empire - a heavily urbanized planet will be densely populated, supporting numerous Buildings and specialist Pop Jobs such as Researchers and providing Trade Value for your empire's trade routes (more on this in a future DD), but at the expense of not being able to produce much of the raw resources that are needed to fuel your empire's growth and manufacturing capacity.
A planet's Deposits and Planetary Modifiers may influence this decision - a large planet with High Quality Minerals and numerous Mining Deposits will certainly make for a lucrative mining world, but what if it also sits in a perfect spot to make a heavily urbanized trade hub? No longer are choices regarding planets simply limited to 'Where do I place the capital for the best adjacency bonuses?' and 'Should I follow the tile resource or not?' but will be fundamental choices that create diverse and distinct planets that each have their own role to fill in your empire.
Buildings In the Le Guin update, Buildings are specialized Facilities that provide a variety of Jobs and Resources that are not suitable to large-scale resource gathering. For example, instead of having your scientists working in a Physics Lab on a Physics Deposit (whatever that is supposed to be...) you now instead construct a Research Labs building (representing not a single laboratory but rather an allocation of resources towards the sciences across the planet) which provides a number of Pop Researcher Jobs that conduct research for your empire. Buildings are limited by the planet's Infrastructure, with one building 'slot' being unlocked for each 10 Infrastructure on the planet. Some Buildings are also limited in the number you can build on a planet, while others can be built in multiples (for example, a planet can only support a single Autotchton Monument, while you can have as many Alloy Foundries as the slots allow). Buildings can still be upgraded to more advanced versions, but generally there will be far fewer upgrades to do and those upgrades will often require an investment of rare and expensive resources, so it's more of an active choice than something you simply have to click your way through after unlocking a tech.
Infrastructure comes primarily from constructing Districts, with City Districts giving much more Infrastructure than resource gathering districts do (6 as opposed to 2 in the current internal build, though non final numbers and all that). In addition to unlocking additional Building slots, a higher Infrastructure level also makes some Buildings more efficient, as the number of jobs they provide is fully or partially determined by the planet's Infrastructure level. For example, in the current internal build, Research Labs and Alloy Foundries both have the number of jobs they provide determined by the infrastructure level, meaning that concentrating your research and manufacturing to your heavily urbanized planets is generally more efficient than trying to turn your agri-worlds into science hubs. In addition to Buildings that provide resource-producing Jobs, there is also a wide variety of buildings that provide for the material and social needs of your Pops, such as Luxury Housing for your upper class Pops, Entertainment Buildings to make your populace happy and Law Enforcement to quell unrest and crime. Densely populated planets tend to require more such buildings, as the need for Housing and Amenities scales upwards with Pops and Infrastructure.
Whew, that was a lot of words. Still, we're only just getting started on the Planetary Rework and next week we'll continue talking about it, on the topic of Stratas, Pop Jobs, Housing and Migration.
After spending the summer in beta without introducing drastic new issues, version 2.1.2 is now the official live version of Stellaris. Below are the complete patch notes.
VERSION 2.1.2
Free Features
Map modes now are able to show claims - diplomatic map mode shows claims of selected empire by default
Added the Kuiper Belt to the Sol system
Added several new event pictures
Ctrl-F9 now also hides system lines and navigation arrows
It is now possible to rename the currently selected faction in faction view by clicking its name
Balance
Re-enabled pre-sapient discovery Anomalies for the AI
Existing Horde fleets are now removed upon Great Khan's death and replaced by a fixed number of replacements
AI empires are now more likely to find L-Cluster insights after 100 years have passed
Increased levels of precursor anomalies across the board
Balanced anomaly levels according to QA and player feedback
Marauder empires are less likely to spawn close to an empire's starting system
Rogue Servitors & Assimilators can now once again pick World Shaper perk
Reduced frequency of terraforming candidates by about 50%
Reduced min distance at which Fallen Empires can spawn from other empires
Fixed some fallen empire tasks being able to target other fallen empires
UI
Only ships that are docked in a starbase with upkeep reduction will now show as having a green orbit icon on the outliner, other ships in orbit around something but not receiving an upkeep reduction will show as yellow
Modding
It is now possible to set anomalies as should_ai_and_humans_use = yes which will allow them to be used by both AI and human empires (overrides should_ai_use)
Added on_added_pop on action for when a pop is added to a planet
Bug Fixes
Numerous OOS fixes to improve multiplayer stability
Fixed issue where acquiring an L-Gate and the L-Gate activation tech out of order would cause the L-Gate special project to fail to appear
Names for country designs are not duplicated anymore
Marauder raiding fleets are now always deleted a year after they start to withdraw to prevent rare situations where they get stuck
Added missing localization for Great Khan leader titles
Fixed template manager displaying wrong military power
Fixed event trigger preventing Rudimentary Robots chain from continuing once you colonize their planet
Fixed Colossus Tech being reverse-engineerable from debris
Federation requests between two empires belonging to the same species class should now present correct localisation
Fixed Curator cost checks to avoid truncation problems
The AI no longer considers fleets that are running away as support in their current endeavour
Fixed the AI thinking unreachable systems are the closest systems
Fixed Cloud Lightning being hidden and unavailable as a component
Impossible Organism Nivlac Empire should no longer be placed on a Holy World or in a hostile system
Fixed the bug where ships were losing health while merging
Fixed Pacifist Defensive Wars Only demand to trigger properly
Fixed issues with upgrading designs twice in the Template Manager
Fixed issue where ship designer would not show the difference after researching new tech
Fixed issue where players could change components on auto-generated designs
Auto-upgrade is now considered as an update and can be saved
Strategic Resources generated via events will now trigger the Strategic Resource discovery message
It is no longer possible to construct event ships from starbases
L-Cluster strategic resources will no longer appear on terraformed planets or Ring Worlds
Fixed nonsensical requirement to have a free Leader slot in order to buy L-Gate Insight from the Curators
Event text for opening the L-Cluster is now correct if only one L-Gate exists in the galaxy
Fixed typo in Great Khan dialogue
Limbobots can no longer be used to colonize worlds
Limbo can only trigger once per game globally
Fixed errors in Vechtar Zavonia event chain outcome
Fixed on_entering_system event not being fired in your own systems. This fixes bugs like the shrines to the old gods not being completable
Fixed non-sapient robots getting the wrong species rights in a Machine Empire
Fixed certain opinion modifiers from distant stars events not going away over time
Fixed defense platform cost not being correctly calculated
Fixed instances of fleets getting stuck
Fleets that cannot have their leader assigned or removed will now show this in the interface
Resolved an error where Fanatic Purifier style empires could get an alien scientist from an anomaly
Tweaked War in Heaven to generally have more AI empires picking sides among the Awakened Empires rather than staying neutral
We're happy to announce that we've now released the 2.1.2 opt-in patch with a couple of fixes listed in the patch notes below!
It's save game compatible with 2.1.1, as usual with minor updates :)
################################################################# ######################### VERSION 2.1.2 ########################### #################################################################
################### # Free Features ###################
* Map modes now are able to show claims * Added the Kuiper Belt to the Sol system * Added several new event pictures * Ctrl-F9 now also hides system lines and navigation arrows * It is now possible to rename the currently selected faction in faction view by clicking its name
################### # Balance ###################
* Re-enabled pre-sapient discovery Anomalies for the AI * Existing Horde fleets are now removed upon Great Khan's death and replaced by a fixed number of replacements * AI empires are now more likely to find L-Cluster insights after 100 years have passed * Increased levels of precursor anomalies across the board * Balanced anomaly levels according to QA and player feedback * Marauder empires are less likely to spawn close to an empire's starting system * Rogue Servitors & Assimilators can now once again pick World Shaper perk * Reduced frequency of terraforming candidates by about 50%
################### # UI ###################
* Only ships that are docked in a starbase with upkeep reduction will now show as having a green orbit icon on the outliner, other ships in orbit around something but not receiving an upkeep reduction will show as yellow
################### # Modding ###################
* It is now possible to set anomalies as should_ai_and_humans_use = yes which will allow them to be used by both AI and human empires (overrides should_ai_use) * Added on_added_pop on action for when a pop is added to a planet
* Fixed issue where acquiring an L-Gate and the L-Gate activation tech out of order would cause the L-Gate special project to fail to appear * Names for country designs are not duplicated anymore * Marauder raiding fleets are now always deleted a year after they start to withdraw to prevent rare situations where they get stuck * Added missing localization for Great Khan leader titles * Fixed template manager displaying wrong military power * Fixed event trigger preventing Rudimentary Robots chain from continuing once you colonize their planet * Fixed Colossus Tech being reverse-engineerable from debris * Federation requests between two empires belonging to the same species class should now present correct localisation * Fixed Curator cost checks to avoid truncation problems * The AI no longer considers fleets that are running away as support in their current endeavour * Fixed the AI thinking unreachable systems are the closest systems * Fixed Cloud Lightning being hidden and unavailable as a component * Impossible Organism Nivlac Empire should no longer be placed on a Holy World or in a hostile system * Fixed the bug where ships were losing health while merging * Fixed Pacifist Defensive Wars Only demand to trigger properly * Fixed issues with upgrading designs twice in the Template Manager * Fixed issue where ship designer would not show the difference after researching new tech * Fixed issue where players could change components on auto-generated designs * Auto-upgrade is now considered as an update and can be saved * Strategic Resources generated via events will now trigger the Strategic Resource discovery message * It is no longer possible to construct event ships from starbases * L-Cluster strategic resources will no longer appear on terraformed planets or Ring Worlds * Fixed nonsensical requirement to have a free Leader slot in order to buy L-Gate Insight from the Curators * Event text for opening the L-Cluster is now correct if only one L-Gate exists in the galaxy * Fixed typo in Great Khan dialogue * Limbobots can no longer be used to colonize worlds * Limbo can only trigger once per game globally * Fixed errors in Vechtar Zavonia event chain outcome * Fixed on_entering_system event not being fired in your own systems. This fixes bugs like the shrines to the old gods not being completable * Fixed non-sapient robots getting the wrong species rights in a Machine Empire * Fixed certain opinion modifiers from distant stars events not going away over time * Fixed defense platform cost not being correctly calculated * Fixed instances of fleets getting stuck * Fleets that cannot have their leader assigned or removed will now show this in the interface * Resolved an error where Fanatic Purifier style empires could get an alien scientist from an anomaly * Tweaked War in Heaven to generally have more AI empires picking sides among the Awakened Empires rather than staying neutral
Test it and tell us what you think. Most of the team will be going on vacation shortly, so we'll leave this up over the Summer.
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 "2.1.2_beta"
New Hello everyone and welcome to another Stellaris development diary. Now that we have officially released the 2.1.1 update, we are working on making another rolling beta patch that we expect to release to you guys sometime next week. This beta, with version number 2.1.2, will continue to focus on bug fixes, QOL features and improvements to performance/stability. We expect to keep the beta going through the summer and release it as an official update sometime after the team returns from vacations.
Claims in Diplomatic Mapmode Something that's been highly requested by the community since 2.0 came out is the ability to see the claims of other empires on the galactic map. In 2.1.2, you will be able to see the claims of any empire you have communications with by going into diplomatic mapmode and selecting that empire, allowing you to easily get an overview of what systems they are interested in. Displaying claims is a scripted setting on a mapmode that modders will be able to add to any custom mapmodes they feel would benefit from it.
Creature/Fallen Empire Spawning We're also spending some time tweaking the spawning radiuses of space creatures and fallen empires to try and ensure that they show up regularly even in densely populated galaxies. The spawning algorithm will still try to avoid boxing players in with Leviathans or hostile FEs, but hopefully there should be fewer instances of space creatures and Fallen Empires not showing up due to there being too many player empires on the map.
L-Cluster Improvements As mentioned previously, we are still working on fleshing out the L-Cluster and adding more outcomes to it. We expect to get these improvements in at some point during the 2.1.2 rolling beta.
That's all for today! As July and vacation time is coming up, we're now going to go on a dev diary hiatus. There will likely be an update or two during this period to the 2.1.2 beta, but no regularly scheduled dev diaries. Dev diaries will return on August 9th, at which point we should be ready to start talking about what's coming next in terms of major updates and features. See you then!
After a good time in beta in which we were able to get confirmation that the L-Cluster related lag spikes were fixed, and no new critical issues introduced, I'm making 2.1.1 live now as the official version.
Spoiler: Full Patch Contents
################################################################# ######################### VERSION 2.1.1 ########################### #################################################################
################### # Free Features ###################
* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist * You can now choose to start in a trinary or binary star system when creating your empire * Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival * Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace * Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them
################### # Balance ###################
* Increased power usage of torpedoes * Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70% * A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates * Reduced HP of missiles across the board, making point defense more potent * The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only * The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only * Reduced the chance of a Marauder Great Khan dying from noncombat causes * Rogue Servitors can now allow organics to colonize planets * Increased AI weight for naval cap & command limit techs * Increased base weight of terraforming techs * Reduced Materialist opinion boost towards Machine empires
################### # UI ###################
* New icon for the L-cluster
################### # AI ###################
* AI will now a wait some time before changing AI priority if it recently changed priority
* Cached tile resource production for faster performance * More border calculations optimization * Borders are now only updated if they need to be, reducing unnecessary operations * Removed useless recalculation of borders when planet change owners * Bypass distance cache improvements * Ensured Starbases owner modifiers are calculated only once, and parallelized that bit * Parallelizing AI strategy monthly recalc and reducing the number of system evaluated * More caching of tile related data performance - fixes a performance bug with previous caching of tile related data
################### # Modding ###################
* Moved scripted variables for buildings into the scripted variables file * Saved Event Targets should now always persist through Special Projects * Added is_event_design setting for event ship designs that should be blocked by fleet manager * Improved performance of Global SavedEventTargets * You can now define in a section template whether its components (turrets etc) should be drawn graphically or not * Effects that take name (such as create_ship or set_name) can now extract name from scope, ie set_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)
* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear * Fixed pop_modifier out of sync in MP * Fixed several other OOS causes with convoluted causes * Fixed several crashes with similarly arcane origin stories * Added Distant Stars ownership icon for MP setup * Fixed an OOS related to ship armor stats * Fixed missing ambient sounds for certain star classes * Fixed missing brain slug traits for scientists and admirals * Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders * Fixed "Asteroid Collision" anomaly awarding the wrong deposit type * Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded * Fixed missing text description for the L-Gate insight technology * Missing word added in Phase Disruptor tech description * Fixed other typos rendering the game literally unplayable * Fixed some Horizon Signal-related building tooltips * Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze * Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them * Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life * Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway * Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly * Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that * Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates * Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates * Fixed a text overflow issue in the Anomaly tracker * Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight * Fixed a crash when the gateway type doesn't exist (affected certain mods) * Fixed an OOS due to Experimental Subspace Navigation * Added missing modifier string for all languages * Marauder neighbor events can no longer trigger for empires that have no communications with them * Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly * Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects * Addressed a couple of edge cases that might cause improper Strategic Resource tech weights * Added Go To buttons to a couple of Anomalies * Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join * Scriptable localization error logging fix * Asteroids can now glow * Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1 * Minor loc polish and fixes to events * Fixed broken repair costs for ruined buildings * Fixed the Great Khan being stuck bombarding the planets of Satrapies * Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit * Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads * Added missing check to prevent Sea of Consciousness tech gain exploit * Fixed the bug where it was impossible to land troops on planets captured by titanic life * Fixed ruined gateways blocking construction of megastructures * Fixed construction time being calculated incorrectly for defensive platforms * Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings * Fixed ludicrously broken costs for starbase defense platform upgrades * Added missing selection sound effects for ice asteroids and brown dwarves * Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets * World Shaper ascension perk is no longer available to Machine Empires * Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life * Autonomous Ship Intellects is no longer marked as a dangerous tech * Planned Obsolesence can no longer fire for non-materialist empires * Fixed CTD on loading save game from in game * Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
It's too close to the end of the work week to do it right now, but the plan is to make a new 2.1.2 optional beta branch next week, containing more fixes and improvements. We'll get back to you with more on that shortly, but the key thing for us is to get the really badly needed lag fixes in the hands of the whole playerbase now that they have been confirmed. Thanks again for all your help making sure the release version was sound.
Save files from older versions should be compatible with 2.1.1, but just in case you need to roll back, here's how:
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose the version you want
There will be no dev diary today as we're busy working on getting the fixes and performance improvements in the 2.1.1 beta live to all users. There will be a dev diary as normal next Thursday, focusing on further fixes and improvements coming in 2.1.2.
Hey lovely Stellaris players! We've got a new new Beta patch out for Stellaris 2.1.1 and we know a lot of you want to help us make it even better! Below are the patch notes for the current version as quoted from the forums, ORIGINAL THREAD HERE. "Hi all, Jamor here.
As promised we've kept at work for the 2.1.1 beta patch. I've got a new batch of fixes ready. All those interested in trying out the patch before it goes live, please do so and give us your feedback. Please note that all new additions to the patch are in BOLD YELLOW (not yellow on Steam).
################################################################# ######################## VERSION 2.1.1b ########################### #################################################################
################### # Free Features ###################
* Hyperlane density can now be changed to "full", which guarantees every possible hyperlane will exist * You can now choose to start in a trinary or binary star system when creating your empire * Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival * Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace * Put in greyscale versions of strategic resources icons, to indicate that you currently lack the technology to collect them
################### # Balance ###################
* Increased power usage of torpedoes * Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70% * A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates * Reduced HP of missiles across the board, making point defense more potent * The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only * The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only * Reduced the chance of a Marauder Great Khan dying from noncombat causes * Rogue Servitors can now allow organics to colonize planets * Increased AI weight for naval cap & command limit techs * Increased base weight of terraforming techs * Reduced Materialist opinion boost towards Machine empires
################### # UI ###################
* New icon for the L-cluster
################### # AI ###################
* AI will now a wait some time before changing AI priority if it recently changed priority
* Cached tile resource production for faster performance * More border calculations optimization * Borders are now only updated if they need to be, reducing unnecessary operations * Removed useless recalculation of borders when planet change owners * Bypass distance cache improvements * Ensured Starbases owner modifiers are calculated only once, and parallelized that bit * Parallelizing AI strategy monthly recalc and reducing the number of system evaluated * More caching of tile related data performance - fixes a performance bug with previous caching of tile related data
################### # Modding ###################
* Moved scripted variables for buildings into the scripted variables file * Saved Event Targets should now always persist through Special Projects * Added is_event_design setting for event ship designs that should be blocked by fleet manager * Improved performance of Global SavedEventTargets * You can now define in a section template whether its components (turrets etc) should be drawn graphically or not * Effects that take name (such as create_ship or set_name) can now extract name from scope, ie set_name = root will take the name from the root object (even if it's a different type of object, such as naming a ship after a leader)
* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear * Fixed pop_modifier out of sync in MP * Fixed several other OOS causes with convoluted causes * Fixed several crashes with similarly arcane origin stories * Added Distant Stars ownership icon for MP setup * Fixed an OOS related to ship armor stats * Fixed missing ambient sounds for certain star classes * Fixed missing brain slug traits for scientists and admirals * Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders * Fixed "Asteroid Collision" anomaly awarding the wrong deposit type * Fixed "...and Hope?" achievement for opening the L-Cluster not being awarded * Fixed missing text description for the L-Gate insight technology * Missing word added in Phase Disruptor tech description * Fixed other typos rendering the game literally unplayable * Fixed some Horizon Signal-related building tooltips * Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze * Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them * Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life * Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway * Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly * Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that * Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates * Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates * Fixed a text overflow issue in the Anomaly tracker * Fixed "Bunker-Bot" anomaly not generating an L-Gate Insight * Fixed a crash when the gateway type doesn't exist (affected certain mods) * Fixed an OOS due to Experimental Subspace Navigation * Added missing modifier string for all languages * Marauder neighbor events can no longer trigger for empires that have no communications with them * Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly * Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects * Addressed a couple of edge cases that might cause improper Strategic Resource tech weights * Added Go To buttons to a couple of Anomalies * Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join * Scriptable localization error logging fix * Asteroids can now glow * Fixed L-Gates that were opened in 2.1.0 being unusable in 2.1.1 * Minor loc polish and fixes to events * Fixed broken repair costs for ruined buildings * Fixed the Great Khan being stuck bombarding the planets of Satrapies * Fixed issue with Ancient Manufactory that could leave the system's star without a resource deposit * Hid display of weapons when inspecting space creatures, to prevent Amoebas with frickin' lasers attached to their heads * Added missing check to prevent Sea of Consciousness tech gain exploit * Fixed the bug where it was impossible to land troops on planets captured by titanic life * Fixed ruined gateways blocking construction of megastructures * Fixed construction time being calculated incorrectly for defensive platforms * Machine Intelligences will no longer look down upon Synthetic Empires for being Artificial Beings * Fixed ludicrously broken costs for starbase defense platform upgrades * Added missing selection sound effects for ice asteroids and brown dwarves * Fixed Gray Goo and Marauder fleets sometimes just idling instead of attacking nearby targets * World Shaper ascension perk is no longer available to Machine Empires * Fixed hyperlane detection range wrongly showing up in every ship-related popup known to sentient life * Autonomous Ship Intellects is no longer marked as a dangerous tech * Planned Obsolesence can no longer fire for non-materialist empires * Fixed CTD on loading save game from in game * Fixed "Asteroid Collision" anomaly awarding the wrong deposit type
Your feedback will help us get the best possible full release version, so please give it a try and get back to me.
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 "2.1.1_beta"
Hello everyone and welcome to another Stellaris development diary. As mentioned in last week's dev diary, we're currently in an extended post-launch support period, and so there won't be any feature dev diaries coming for a while. Today's dev diary will just be a quick update about a couple of the issues we're currently aware of and working on for the 2.1.1 rolling beta. This is just a select few items, not a comprehensive list of everything we're working on!
L-Cluster Variety The first issue we're currently addressing is L-Cluster balance and variety. We've had some feedback from players who got a 'positive' L-Cluster outcome that it felt a bit underwhelming, and while we definitely do not want every L-Cluster outcome to be negative, we do acknowledge that we could have done more in regards to the flavor and detail of some of the outcomes. As such, we'll be doing an extended second pass on this feature, adding more flavor and more outcomes, and also looking into the balance of when the L-Cluster is accessible and AI-related issues for some of those outcomes. We expect to have balance and AI fixes with you sooner rather than later, with the second content pass likely a few weeks away as we have decided to invest a fair amount of additional time and resources into it.
Performance Another problem we're aware of and working on is the issue some users are experiencing with decreased performance and stuttering in 2.1 compared to 2.0. All I can say about this at the moment is that our coders are looking into it and have already made some progress on the problem, and that we consider it to be a very high priority issue that we absolutely intend to resolve.
Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.
That's all for today! Join us again next week for... you guessed it... more post-launch support!