I’m Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’ work on the 3.1 “Lem” patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we’d like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.
Void Dwellers
We’ve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren’t happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we’ve made some changes to how the traits work:
There is now only a single Void Dweller trait, so it can’t be exploited via genetic modification of your species. The modifiers on the trait itself have changed, previously it gave:
+15% Resources from Worker and Specialist jobs & -10% growth speed (for the positive version)
-60% growth speed (for the negative version)
The new version of the trait is now:
+15% Pop Resource Output on Habitats.
-15% Pop Resource Output on Non-Artificial Worlds.
-10% Growth Speed
-30% Happiness on Non-Artificial Worlds.
The new, improved, Void Dweller trait with its modifiers.
What this means is your Void Dwellers pops are most productive and happiest on habitats, have their bonuses removed on ringworlds and have production and happiness penalties if they settle on planets (best to leave those for immigrants or robots!)
Shattered Ring
So before you grab your plasma-pitchforks (yes, plasma-pitchforks are canon now), rebalancing the Shattered Ring origin is something the team has been discussing for a while. We’ve gone through various iterations on decreasing the initial power of the origin, while keeping the player fantasy that it provides in mind and eventually settled on having the progression of the Shattered Ring resemble that of the Remnants origin.
The Voor Technocracy, showing off the Shattered Ringworld Segment as a homeworld.
The shattered ring itself supports the following district types:
City, Hive & Nexus - housing depending on your empire type.
Industrial - where valuable consumer goods and alloys can be manufactured.
Trade - where clerks turn a tidy profit and artisans run their workshops.
Generator (not pictured) - where hive-minds and machine intelligence power their infrastructure. Note that Generator and Trade districts swap depending on the owner of the Shattered Ring, much like Commercial and Generator Segments on a ringworld.
Agricultural - where food is grown for those that eat it.
Mining - more on that in a moment...
Once all the rubble has been cleared out, there’s space for 25 of these districts.
So you might be wondering, “Are those mining districts on my ringworld? What am I mining?”
Well dear reader, the answer is the ring itself!
Mining districts, aka tunnels filled with valuable minerals and alloys. As a civilization that has only known life on the ring prior to achieving spaceflight, the only resources available to you were those that made up the ringworld itself. Luckily ruined ringworlds are massive and can spare some missing broken materials without falling into their local sun.
As such your mining district on the shattered ring replaces the regular miner jobs with scrap miner jobs with a base job output of 2 minerals and 1 alloy per month.
Of course, as was alluded to above, we wanted the progression for the shattered ring to resemble that of the relic world from the Remnants origin. So once you’ve cleared all the debris from the shattered ring and researched the appropriate technology you can repair it into a fully functioning ringworld segment.
Of course, sometimes a bit of home repair work needs to be done.
Upon completion of this monumental task, the districts on the shattered ring are upgraded into their respective ringworld districts at a 5:1 ratio - so 5 agricultural districts become 1 agricultural segment. Since fixing up the ring means you’ll no longer be clearing out material, the mining districts are removed and the ability to construct research segments is added.
Ecumenopolis QoL Changes
Something we’ve received a lot of feedback on is that when a world is transformed into an Ecumenopolis is the assignment of industrial districts.
Prior to 3.1, all of the industrial districts were assumed to be devoted to alloy production and thus converted into foundry arcologies. No more, in 3.1 industrial districts will convert based off of the planetary designation:
With the “Foundry World” designation, industrial districts will convert into foundry arcologies, at a 2:1 ratio
With the “Factory World” designation, industrial districts will convert into factory arcologies, at a 2:1 ratio.
With any other designation, including the “Industrial World” designation, industrial districts will convert into both foundry and factory arcologies, at a 4:1:1 ratio.
Earth, a bygone relic of a time long past, ready to be restored anew.
Earth, restored anew! Note that the local governing algorithm did not assume all industrial capabilities should be focused on supporting the Custodianship Navy.
Another change we’ve implemented is the Arcology Project ascension perk and decision to restore relic worlds into ecumenopolises is now accessible to Rogue Servitors. In addition, the leisure arcologies that would normally be present have been repurposed for housing bio-trophies in luxurious towering arcologies.
Pampering will be provided at Floor 314, Room 15 at 9:26 am.
Assorted QoL Changes
As mentioned above, the planetary designation for consumer goods has been renamed to Factory World, because we’ve added an Industrial World designation.
Multiple planetary designations for your various needs
The new Industrial World designation is ideal for planets where you don’t want to focus the Industrial districts on a single job type, instead providing a minor upkeep discount to both Artisan and Metallurgist jobs.
Industrial World Designation
Subversive Cults (MegaCorps with both Gospel of the Masses and Criminal Syndicate) no longer have access to the Temple of Prosperity. Instead, they can now establish a Subversive Shrine in their branch offices - increasing both Spiritualist ethics attraction and crime on the planet.
Subvert expectations with deals so good they’re criminal!
With that I’ll pass things over to Gruntsatwork to discuss some of the changes we’ve made to civics!
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Hello everyone.
I am one of Game Designers currently working on Stellaris and on the Custodian Team. While we have been busy with radical changes here and there, new civics and origins, we also wanted to have some more tame but no less important balance changes for our already existing civics, specifically for our outliers and those we felt under- or especially over-utilized.
The following lists all the civics we felt needed a substantial lift up
Regular Empires
Beacon of Liberty: Gave +15% produced Unity -> Now ALSO also gives -15% Empire Sprawl from Pops
Imperial Cult: Gave +1 Edict cap -> Now gives +2 Edict cap
Idealistic Foundation: Gave +5% Happiness -> Now gives +10% Happiness
Environmentalist: Gave -10% Consumer Goods Upkeep -> Now gives -20% Consumer Goods Upkeep
Parliamentary System: Gave +25% Faction Influence -> Now gives +40% Faction Influence
Efficient Bureaucracy: Gave +10% Admin Cap -> Now gives +20% Admin Cap
Nationalistic Zeal: Gave -10% War Exhaustion Gain and -10% Claim Cost -> Now gives -20% War Exhaustion Gain and -15% Claim Cost
Functional Architecture: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
Hive-Minds
Subspace Ephase: Gave +15% Naval Capacity -> Now gives +20% Ship Speed and ALSO gives +15% Naval Capacity
Divided Attention: Gave +10% Admin Cap -> Now gives +20% Admin Cap
Machine Intelligences
Constructobot: Gave -10% Building and District Cost, -10% Building and District Upkeep and +1 Building Slot -> Now gives -15% Building and District Cost, +2 Building Slots, Upkeep reduction removed
We hope those changes, while strictly number tweaks, will give those civics a breath of fresh air and increase their appeal to the wider player-base because, “oh, shiny new numbers” is one hell of a drug.
Now sadly, only strengthening the civics we felt undervalued or under-used doesn’t solve all issues, so we also introduced some slight nerfs to the 2(3) biggest offenders in terms of being “must have” civics.
Slaver Guilds : Reduced enslaved population from 40% to 35%
Indentured Assets: Reduced enslaved population from 40% to 35% (Megacorp civic)
Technocracy: Added 1 Consumer Goods upkeep to Scientist Jobs that create unity because of Technocracy
As you can tell, for the slaver guild civics, this change is relatively minor, compared to the Technocracy nerf. The goal here is to make those 3 civics slightly less good. We have no intention of nerfing them into the ground. Our goal here is to move them from “the best pick, every time” to “could be best pick, depending on circumstances”.
We will be following your feedback here and over all other platforms very closely as well as our own telemetry and we will keep adjusting and tweaking the civics as we go on.
As an extra note, we know that there are several other civics that definitely need a pick me up, we will be looking into them as well, but not for the Lem update.
That’s everything from us this week! Thanks for reading and we’ll be back next week diving into more changes in the Lem Update.
From 28.08 - 00:00 till 29.08 - 23:59 (by Moscow time) a hunt for common bears, boars and hogs (not rare and not "killer class") has been announced! Only those mutants are counted, victory over which brings more than 5 experience points.
-Fixed an issue where, after watching the end credits, the number of salt, candles, and keys wouldn't reset correctly. Also, all the examined shelves and junk piles will be reset after the update.
Guild of Dungeoneering Ultimate Edition - Gambrinous
Small patch for the Demo of Ultimate Edition - Remove health changes from Fate traits on loot - Remove Pirate Map as a random Treasure card - Missing discard action descriptions on battle card tooltips - Show correct dungeoneer on card in graveyard details
Starbase is going down for maintenance in approximately one hour and the expected downtime is one hour. Here are the patch notes for today's update!
Major Features
Health Bar
Players gradually heal when inside a Safe Zone
New Market Station added over 300 km deep into the belt, includes: - Auction House and very low 2% tax. This AH is not connected to Origin AH's. - All ship shops - Easy Build Hall - Ship Design Workshop - Refill stations - Insurance transfer with limited 100 km range - 50 km permanent safe zone - Notes: - This station does not buy ore or items. It's only meant for player trading. - The station is located in the bottom area of the belt. You need to be mid-way from Origins to get the transponder to show, at approximately 200 km out. - There will initially be asteroids inside the safe zone. This is intended, as players seeking a brief refuge for mining can mine in safety until the asteroids are depleted. Note that you need to first get to the station to benefit from this. Also the station is not located in the highest tier asteroid zone.
Animations
Fixed 1st person Pipe Tool fire animation not activating correctly
Fixed animation not activating correctly when removing a weapon from a Tripod
Fixed legs not animating correctly during movement when firing the Shotgun
Fixed sprint animation looking wrong when equipped with Tripod autocannon
Audio
Added UI sounds for Pilot Chair bind menu
Added missing sounds for Auction House UI
Fixed incorrect window closing sounds when the Research Tree hadn't been visible
New Audio Signal Device sounds
Toned down environmental noise when player is working in an in-game editor
Companies
Fixed an issue that caused creating company ranks to fail for new companies
Crafting
Added "Frames" sub-category under the "Station modules" category
Added Hinge B 48x48 CM to hinges & hatches node
Categorised all current station modules
Fixed not being able to craft Full or Refill versions of Propellant Tanks
Fixed not being able to craft Solar Panels or Solar Panel Light Sensors
Prevented crafting in Ship Designer test mode
Crafting from Crate requires Resource Bridge flow in and out
Fixed refunding Ore when crafting from Crate fails
Devices
Fixed Utility Body bolt profile issue where it couldn't bolt properly
Plasma Thruster base propellant consumption reduced from 290 to 248
Gameplay
Players gradually heal when inside a Safe Zone
Fixed an issue that caused the player to spawn in an incorrect position after death
Fixed an issue where Ship sell confirmation was incorrectly visible on Ship spawn or Ship sell terminals
Now only custom items which include Ore should be blocked from inventory
HUD
"Despawn Ship" -text was changed to "Store Ship" in the ship despawn menu
A few changes to Settings menu description texts
Added Health Bar
Moon
Added new moon terrain, rotated the moon and raised the City above the ground
The city should now have longer "beam legs", i.e. it shouldn't float
New moon 1 ground level, ground shapes and textures
Moon city now has three limited range (100 km) insurance transfer terminals, located at the city main entrance, at the main flight port and at the tournament memorial
Updated: - Croc - Pincer has been updated: - Control layout has been reworked for the ship - Ship now comes with 2 batteries and has new generator adjusting script making the ship more fuel efficient - EcoMode button also has a note to turn it off before using Cargo Lock Beams
Ship Designer
Added some additional info to the error message when an error concerning failing to load scene file data is shown
Fixed a crash when joining a group session in test mode
Fixed an issue where snap points were visualized incorrectly
Prevented F5 test mode toggle while the scene is saving, loading, buy custom ship dialog is open, or a state transition is already in progress
Prevented closing the buy ship dialogs while the buy operation is active
Ship Easy Build Mode
Fixed Easy Build created ships flipping when re-entering
Fixed name for Basic 2 T1 Fuel Rod & Rack module
Fixed resource containers sometimes emptying when module is placed for the first time
Fixed ships duplicating if ship's thrusters are separated from the ship
Fixed welding in Corner 1 Ore Crate module
Toned down environmental noise when player is working in an in-game editor
Stations
Fixed Factory Hall Areas saving properly
Fixed Station Foundation's rotation while placing
Fixed an issue that caused the first Easy Build Mode module being placeable anywhere inside the Easy Build Mode area instead of next to the Station Foundation module
Fixed an issue where devices did not properly power off when a Factory Hall Area was deactivated around them
Prevented devices working on stations outside Factory Hall Areas
Updated new trading station name to "Trading Station Markka"
Tools
Durability errors can now be viewed in game by hovering your reticle or cursor over them
Fixed an issue that caused the Building Tool to not repair
Tutorial
Added camera distance binds to tutorial hints
Added a Quickbar Edit tutorial
Fixed Repair Job ship respawning not always working during the last phase of Repair Job tutorial after logging out and back in
Fixed an issue during Crafting tutorial where the game showed the amount of ores owned incorrectly
Fixed quickbar highlight during tutorial to not highlight any non-visible quickbar and to select the quickbar that has the lowest position on the screen
New Mineral Discovery messages now work outside tutorial mode
UI
Added short descriptions for handheld weapon magazines
Main menu updated with new Starbase logo
Weapons
Fixed typo in Mounted Weapon Barrel locales: "Elelctricity" -> "Electricity"
Fixed Tripod weapon reload animation not playing
Improved locales for Tripod Autocannon:
Better explaining how to use the weapon and showing basic stats similar to what mounted ship weapon barrels have