Two new achievements have been added to the game, for which you can get rewards: 1. Live 30 days; 2. Repair the boat. Also, in addition, the game found a place from which the player could pass through the wall and "fall under the location". Now this flaw has been corrected.
Our open alpha stage is finished and we want to give huge thanks to everyone who participated.
During the alpha testing, we had received tons of highly valuable feedback. We have implemented so much of it, that the game is now completely different from its alpha counterpart. Virtually every core mechanic has been revamped based on player feedback including the completely redesigned art style and a much more elaborate architecture system.
Here are the most requested features (we implemented or are currently working on implementing):
Dams god dam it! No true beaver game can do without them, and we’re gonna make Timberborn the greatest beaver game of all.
Support for higher population… the more beavers the better, obviously.
Automated tree cutting - it’s a small thing but one of the most commonly brought up PITAs.
Population growth is out of control, too slow in the early stages, and too fast in the end game.
More warehouse management features - we’ve added a number of features during the alpha, but you asked for more.
More production chains, more challenges such as fires or weather conditions, more everything - alright, you ask, we code.
More beaverness. We kept hearing that the settlements look too human-like, we are addressing that in multiple ways.
It’s important to note that now the alpha stage is over, alpha Steam keys will no longer work and everyone who had one will find themselves unable to play the (alpha) game.
Wow, update 58 was a tough nut to crack. We did so many things that were not precisely fun to do but necessary for you to have more fun with our global civilization builder. There are also some rather fresh and action packed new features waiting for you. We hope you enjoy and please let us know what you think about the changes to Imagine Earth. Best, Jens & Martin
Galaxy Map for the Hyperspace Gate
The overview of colonizable galaxies is now even more impressive. In the meantime we had moved the additional galaxy with the competition missions into the game mode „competition“, but we now prefer to visualize it as part of the clear part story based campaign. Of course we hope that there will be more galaxies at some point maybe with community generated planets from the workshop.
The Xrathul Bait
The new Xrathul Bait item can be crafted and used to distract invading Xrathul from your base or to directly send them to opposing factions. The honeypot attracts Xrathul who are on the planet. It also increases the probability of new Xrathul coming to the planet by 50%. It spreads Xrathul pheromones and is therefore an irresistible magnet for Xrathul ships, but can of course be destroyed.
Asteroids vs. Space Invaders
Well, you can now throw asteroids on Xrathul ships to totally wreck them. This method or using bombs and ideon bombs to finish them will now result in the giant ship crashing to the ground where you can harvest valuable artifacts from it.
Automation of the Workshop Crafting
Equipment can now be produced automatically as soon as all necessary resources are available. All you have to do is click on the button on the left side of the workshop screen. Automation just rules. The item of which you have the least copies in stock is always prioritized.
Drone Flight Characteristics
Build drones and harvest drones already had a lively way of gathering resources or knocking buildings out of the ground. But their flight behavior was an abandoned construction site for what there was always too little time over several updates. Now they glide wonderfully smooth onto their landing pads and launch pirouettes without any bizarre aerobatics.
The Overtaker
You can now win a competition game by gaining a victory point for taking over a city of other factions. This move is enabled when you buy sufficient shares in an opposing company. We also refined the victory points panel to be more visually appealing on this occasion and it was a good reason to revise the stock market design as well as you will learn here in the following.
Share Market Panel
The stock market is such an important panel for strategic gameplay and still it took as some time to realize we were hiding it in the upper left corner of the user interface to deeply. We have now put the panel on a par with the research menu and the development screen. The big button shows how many shares you still own from your own colony.
Finish Side Quests Later
You can now finish bonus and ideon goals after the mission is accomplished unfinished bonus quests will not fail any longer. For quite some time already you can visit planets that you built up throughout the mission and will find the goals still active so there’s such much to do when you return to your colonies after a while.
Refined Magni mission
A new sub quest to obtain the Xrathul Bait item. Several improvements make it now better understandable what needs to be done to succeed the mission tasks.
UI & graphic improvements
Centered resource and time panels on the top of the screen
Added construct preview images to the build menu
Improved journal layout
Increased visibility of limited city building area
New background for colony rating
Improved layout for victory points screen
Fixed lift animation on Tuto
Improved smoothness of camera animations
Fixed asteroid crater alpha problems
Polishing for fireworks
Added explanation popup for community translated languages
Other improvements & fixes
Keep F8 pressed to hide the UI when you want to create a screenshot
Reload after subscribing to new workshop planets
Keep predefined competitors when playing sandbox or workshop planets
Added more supply capsules to missions
Removed wind park life expectancy upgrade (in favor of new off-shore upgrade)
Fixed pirates getting stuck on unowned warehouses
Refined logic on when and where to display icons on the planet
Fixed fish and oil fields no being correctly displayed
Fixed duplicate impact of epidemics on districts
Improved texts that explain the relationship to other factions
Fighting in a war is no easy task, but thousands of Soldiers from each faction have been fighting their best to Liberate Europe!
REWARDS
Your reward as a distinguished Soldier, and true liberator of Europe will be gifted when you log in again! Choose the soldier who should receive their faction specific Battleworn Semi-Automatic Rifle, a true symbol of persistence and courage!
TOP 5 SOLDIERS
While having no extra rewards tied to being the best, these Soldiers fought extra hard for their faction. Big applause for the top 5 Soldiers during this event!
We hope you are enjoying your time with 2.7 and the 4 year anniversary of Stellaris! It’s very fun to see how far the game has come, and just as interesting to imagine what the future can hold.
We want to make sure that Stellaris is well-prepared for more content in the future. Something we’ve learned, especially with CK2, is that a long tail of new content can make it very difficult for players to see what kind of DLCs are available for the game. As we recently announced, Stellaris has more than 3 million players, and we want to make sure that players – both new and old – have an easier time finding content that they might like.
In order to improve visibility, starting today and lasting for a couple of weeks, we’re going to be running a couple of experiments that will be looking at DLC visibility within the game. We will be running a controlled experiment that will split up the player base into different groups, where each group will get a slightly different experience (or no change, in the case of the control group). The experiment will only affect the main menu and empire creation/selection, and will not have any effect on the game as you are playing. The purpose of this is to gather some insights into what kind of visibility features are actually helpful.
Before you grab your laser-powered pitchforks and plasma-illuminators, and complain about development focus, rest assured that all of this work has been done by an external team (who has done a great job btw!) and has had no effect on the development of Stellaris as a game :)
I want to emphasize that even though we want to improve the visibility of content for the game, it will never come at the expense of the game experience itself, so you don’t need to worry about that. It is very important for us that our players are able to immerse themselves in the Stellaris universe and to have fun while they play.
And because a dev diary can’t be complete without pictures or teasers, here’s two icons related to some future content. What could it be..?