If you haven't been living under a rock crab for the past year or so, you'll know all about our plans to upgrade the existing client towards a newer, shinier C++ version! We've already released the new client on Steam and various mobile betas for iOS and Android devices. It's been a whirl of a time so far!
We're really pleased with the progress we've made and the feedback we've received from you all, too. Along with allowing us to deliver more features that we know you want in-game, the C++ Client offers players superior memory capacity, improving FPS rates and stability on mobile. Of course, device capabilities can vary, but the initial feedback on this area from our mobile playtesters sounds promising!
New features that we've already brought to mobile through various betas include:
Buff Bars
XP Trackers
Fishing Spot Indicators
HUD Improvements (NPC Information and Combat Styles)
Agility and Slayer Helpers
Chambers of Xeric Helper
Woodcutting and Ore Respawn Timers
Increased Draw Distance
Navigation Tile Indicators
Chat Improvements
Entity Highlights for NPCs
Back in June we spoke about our client milestones. Behind the scenes, our focus so far has been all about working with our wonderful playtesters to perfect the existing features and squash any bugs. We've gathered valuable feedback from the betas about what future features mean the most to players, and this has helped inform our plans. You can expect some updated milestones next month.
However, today we'd like to talk to you about the Mobile User Interface (UI). A game's UI is always important, but it's even more critical on mobile because of the tight space you are working with. The majority of our playtesters told us that they want to see more features in the new client, too, and the UI presents a good opportunity for this.
As work increases on the C++ Client on mobile, we've realised that the mobile UI needs to receive some tweaks to free up space for new features, but without feeling cluttered or clunky.
Our mobile UI proposals aim to:
Improve common gameplay loops.
Improve tidiness and balance,
Create space for new features (such as popout panels).
Keep everything familiar enough for existing players who are comfortable with the current UI.
As always though, we need your feedback, so let's get into it!
Survey Results
Here are some of our findings from both the iOS and Android Betas:
Players' biggest frustrations concerned issues with mobile UI, the XP Tracker and several small bugs, such as issues remembering passwords or authentication details.
The most requested feature was for Ground Items & Loot Trackers. This is important for mobile users especially because it is harder to see what's dropped on the ground while playing.
When asked what the worst aspect of the client is, most players said they want more features than the client currently offers.
We already have a broad idea of the sorts of features you're after, and have data to back this up!
Android
iOS
Many of our mobile playtesters expressed a preference for 'afk' training activities on mobile due to various reasons:
Alching - on mobile, the spellbook is on the other side of the screen from the Inventory.
Fishing - for spots with multiple options, a long-press is required.
Safespotting - it's easy to mis-tap and stride into danger.
PvM - Positioning yourself under/behind an NPC can require a long-press
We want the mobile experience to be just as good as the desktop one, so here's what we're planning to introduce.
Proposed Mobile UI Changes
A picture is always worth a thousand words, right?
Currently, the mobile interface looks like this:
And here's what it could look like:
What's changed?
There are a lot of smaller changes unpack here, so let us explain.
Additional Space
Chat buttons have been moved to the left-hand side of the screen in a scrollable list, showing more of your chat vertically at once! Moving these buttons away from the top of your screen cleans up the layout somewhat.
We've moved all the side panels to the right. Panels that are integral to moment-to-moment gameplay are shown first, and panels that are more informational can be shown or hidden with the new 'Expand' button.
The chat options have moved from the top to the left-hand side, and are now in a vertically-scrollable bar.
Minimising the minimap is now easier.
The 'Logout' stone has been moved to the left-hand side of the screen for better world hopping access.
Better Usability
Buttons have been made taller so they're easier to tap.
Every button on the left is the same width as the chat buttons.
The Chat Box has been made slightly taller to utilise the new vertical space.
The new Popout Panel has been changed from a side-bar to a button in the bottom-left.
The 'Minimised Minimap' has been rearranged to resemble the order of elements on the standard minimap (i.e. the order of the globes from top-to-bottom).
Condensed Minimap
Popout Menu
Side Panels
The side panels on the left have been moved, and the right-hand side now has two columns of stones (a 'main' and 'secondary' column). The latter will be hidden by default and can be revealed by pressing the new 'Expand' stone (which moves the 'main' column and side panel slightly to the left).
The main reasons for this are:
It allows us to add new features much more easily.
The Magic and the Inventory tab will now be placed on the same side of the screen, benefitting activities like Alching or Superheating.
Popout Panel
The popout panel is behind a button in the bottom-left. Tapping this expands it, covering up anything behind it.
The current page in the popout panel can be collapsed.
The popout panel button is a three-state toggle: 'minimised', 'full', and 'small'. The latter offers a non-obstructive and easy way to keep track of your XP/hour or loot tracking (in the future).
Function Button
The Function Button has been removed and replaced with a 'controls' element - this is probably the most noticeable change.
This button is essentially a dropdown that offers more control flexibility of controls and quick access. We think this will improve mobile gaming in some combat encounters and allow for higher efficiency training methods.
From top-to-bottom, the toggles are:
Enable 'walk-here' taps
Enable interaction taps
Enable tile-highlight taps
Enable tap-to-drop
More quick-settings could be added to this menu in the future, such as a metronome toggle, or a toggle to show/hide ground items.
The open-keyboard and single-tap-mode functionality of the function button have been removed because data shows they are rarely used. plus, the new long-press time setting reduces the desire for a single-tap mode.
And that's your lot! So, what do you think?
Feedback Survey & Next Steps
If you have further questions or are unclear about any of the changes listed above, don't worry! We'll be answering your questions and responding to your feedback on our next Twitch livestream on the 26th May!
We've created a survey for you to fill out on some of the possible changes listed here. Please let us know what you think and ensure you fill out this survey to let us know if we're on the right track!
In order to improve the efficiency of selecting talents, the Chicheng police specially developed a test system, the Truth Detective system, with the blackrobe company. As a tester, you need to complete the cracking of the case under the rules of the system.
Looking forward to your performance……
Let us know once you meet any issue on Steam Discussion:)
I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms!
On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team was absolutely on fire and was able to bring many of the fixes and changes that were originally scheduled for the later release into this hotfix. As a result, the 3.4.3 hotfix is significantly larger than a hotfix would usually be.
I want to stress exactly how helpful the bug reports we received were during this process - they made it possible for QA to generate a list of the biggest issues affecting the community and helped us prioritize our work, so thank you for submitting them, and please continue doing so if you run into issues.
Revolt and Planet Stability related fixes and changes:
When planets revolt, there is now an option to declare war on the new country immediately rather than being subjected to a 10-year truce. The revolting planet counts as the aggressor. (if the planet joins another empire, and you choose war with them, the other country is now considered the aggressor). Revolt Situations no longer cause escalating stability maluses, as these could make it impossible to stop a revolt. They now give a flat 10 stability malus at all stages.
The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
Fixed it being possible for a Revolt Situation to start and immediately cancel. (They will now only start if the planet is calculated to be currently capable of succeeding the revolt)
Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
Improved AI decision making on Revolt Situations.
Fixed cases where rebels and released empires would have traditions and techs they should not have had access to (e.g. if non-gestalt pops rebelled against a gestalt empire).
Fixed cases where rebels and released empires would use their parent countries scientists for research. I.e. the researcher would be active in both countries, until one country changed their task.
Cleaned up some unclear language in the tooltip for Revolt Situation progress (the one describing what you can do about it).
Void Dwellers now replace the 1 Politician (or Executive) job from Habitat Administration buildings with two Colonist jobs, which should increase their overall stability in the early game.
Doomsday origin starting planets will no longer clamor to revolt. (Revolt Situations are disabled on them.)
Deficit related fixes and changes:
To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
Fixed a case where the situation approach to cut the maintenance of habitats would count double.
Fixed stray reference to Minerals in the Consumer Goods Deficit Situation.
Subject and Agreement related fixes and changes:
Subjects should no longer flip-flop between regular subject types and protectorate.
Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
Increased the effects of Relative Power on AI acceptance of agreement negotiation.
Added base acceptance for subsidiary.
Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
Set minimum Advanced Resources tax for Prospectorium to 15% from 30%
Fixed ACTION_DEMAND_SUBJUGATION_NOTIFICATION and ACTION_ASK_TO_BECOME_SUBJUGATED_NOTIFICATION loc keys.
Fix for trade deals that are accepted and then canceled immediately.
Fixed AI not taking relative power into account when considering subjugation proposals.
You can no longer set the priority of overlord catalytic or metallurgist jobs.
Overlord catalytic jobs no longer have the pre-3.4 penalties for food deficits.
Corporate overlords now have access to the protectorate subject type.
Slaves can now be "employed" as mind-thralls.
Fixed issue when removing/replacing overlord removes the corporate holdings.
The Divided Patronage loyalty penalty is now correctly removed from existing subjects when taking Shared Destiny, Feudal Society or Franchising.
You can no longer immediately see the secret fealty status of sectors released as subjects.
Rebalanced trade weights for specialist subject leaders.
Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
Empires can no longer have negative diplomatic weight.
Game Stability related fixes and changes:
Fixed crash connected with resettling the last pop of a species.
Fixed a rare crash in the Situations interface.
Fixed crash with modded shipsets.
Fixed a crash that would happen when generating very large galaxies with high hyperlane density.
Fixed a crash related to Federation Laws.
Ship related fixes and changes:
Ship starting experience modifiers now work when provided empire-wide (e.g. Fleet Supremacy edict)
Fixed tracking not countering evasion.
Added missing ship components for Offspring ships.
Mercenary fleets are now buffed by Offspring Auras
Added missing L2 Battleship section for Offspring Battleships.
Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
Fixed certain AIs (the ones with Calamitous Birth and Private Colony Ships) never colonizing.
You can no longer found mercenary enclaves using fleets belonging to your federation or the galactic community.
Other fixes and changes:
Legacy Human portraits have been re-added as an option in empire creation.
Fixed pops that grow as specialists on Colonies.
Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
Amenity job management is now activated even when there are no resources available for planet automation.
Fixed an issue where planet automation could not use resources from their local sector stockpile. Planet automation will now check that the unemployed pops can work the jobs that the automation would build, e.g. preventing specialist job creation for slave pops.
Reduced the amount of research given by merc dividends.
Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
Non-Prophet Organization now correctly checks for the Teachers of the Shroud origin.
Fixed the Stellar Performance achievement not being awarded properly.
Subterranean empire are now shown uncapped mining districts on uncolonised worlds.
The Crystalline Bane modifier is now removed if you kill the Crystal Kraken in a dishonorable manner.
Progenitor Nest deposit is no longer removed when terraforming a planet into a hive-world.
Hive worlds now provide an offspring drone for progenitor hives instead of a spawning drones.
Fixed the Cyro Pod warrior event for xenophobes.
Meeting the artist enclave now sets the correct flag.
Added tooltip on create office branch button when players could not open a branch office.
Shroudwalker greeting event now fires only once.
Fixed tooltip for starbase resource silos.
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New Known Issues
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Localization for non-English languages related to these changes will be coming in a future update. When negotiating an agreement, if the other party does not wish to accept the terms but does not have the influence necessary to decline, the eventual notification says that the deal timed out and auto-declined when in fact it was auto-accepted.
So what's next?
We'll be continuing to keep an eye on things, so keep those bug reports and feedback flowing. Currently our plan is to have a 3.4.4 update in a few weeks, that will contain localization updates for the 3.4.3 hotfix, more fixes and balance adjustments.
A sneak peek of some of the things we're looking at for the planned patch include the following:
"Stellaris 3.4.4 Partial Sneak Peek"
The Imperial Fiefdom will start with colonies close to every member of their empire, so nobody will feel left out of the fold. Those who feel particularly loyal will now also be able to remain a vassal of the empire after the civil war has started.
Added Hydroponics Station designation for habitats. This designation removes 2 housing from Habitation Districts in exchange for adding 1 farmer jobs.
Ships now gain 5 exp per day in battle instead of 1.
Doubled the base unity output of telepaths.
Khan should no longer be hostile to mercenaries.
Admirals no longer abandon their post on leased fleets.
Planetary automation will no longer seek to build gene clinics if you are a synthetically-ascended empire.
Planetary automation will now seek to clear blockers as soon as there is any need. It now uses the same formula as the indicator on the outliner: i.e. if it is limiting the number of districts OR if there are buildings that could be built by clearing the blockers OR if planet growth speed is reduced (previous behaviour was to only check the first of those).
Fixed issue where planetary automation would upgrade Necrophage Centers of Elevation (which is often undesirable as it may lead to you running out of necrophytes)
Newly colonized planets will now have their planet automation turned on if they are in an automated sector
Made some clarifications for the Shroudwalkers, so it is clearer what asset you are getting from them and how the planet modifier works.
You can no longer build an orbital ring around a planet with a destroyed orbital ring.
Added is_human_species scripted trigger if you want additional portraits to be considered humans.
Added on_fleet_lease_started/ended on_actions for more friendly mod compatibility
Added is_human_species scripted trigger if you want additional portraits to be considered humans.
We also have some quality of life automation improvements planned for 3.4.4:
Automated Exploration and Automated Research are now available from the start of the game rather than being tech-locked.
Construction ships now have an Automated Construction mode, which will automatically build Research and Mining Stations over appropriate deposits. (It will not automatically build Observation Stations, Hyper Relays, or other constructions.)
Account of using abnormally acquired Zenny has been temporarily restricted to use the game according to the operation policy, and this will be released as soon as the investigation and appropriate measure would be done.
Please see the following for the details.
[Account to be restricted] - Who used Zenny acquired by abnormal issue at ingame ※ Accounts that allow normal collection of abnormally acquired Zenny are not restricted. ※ Related policy - Article 7 Restriction Policy on Game Service Use (1) If the player violates the terms of service and operation policy, player may be restricted from using the service according to the criteria below. * Bug Abuse - 1st : Access Restriction for 30days - 2nd : Permanent access ban
[Restricted period] - 1day (Until collecting the abnormally acquired Zenny you have)
[Scheduled Processing Plan] - Collecting abnormally acquired Zenny within accounts with restricted use for investigation and action - Takes retrieve action every Friday morning until all the abnormally acquired Zenny is retrieved ※ Temporary restriction will be done in case of re-retrieve ※ Prior notice by in-game mail (H.E.M.S) at least 2 hours before the scheduled time for the retrieve operation - Ingame mail (H.E.M.S) notice will be sent once the retrieve work would be completed.
The above issue has been occurred due to the same cause of Zenny loss issue, and using an abnormally obtained Zenny constitutes exploitation of a bug.
However, considering the cause of the bug and the severity of the abuse, please note that one-day usage limit for investigation and action has been decided.
We ask for your active cooperation for a pleasant gaming environment in the future.
NogHead can normally be found on Veles but more recently he’s off for much-needed Golf retreat. Get under the skin of nogHead as he embarks on a journey of self-discovery through the medium of Golf! - Translation: He hacked himself into another game...
Following the launch of Golf Gang, for one week only, redeem the nogHead face to verse your Golf Gang with.
We're glad to tell you that internal testing of Challenge Editor is going on without critical problems, and we'll make this beta open before the end of this month.
You can read the following article to know more about the Editor: https://store.steampowered.com/news/app/1372530/view/5654813342042542864 Releasing this Beta will be the biggest update in the game's history yet. We'll create a separate topic in Steam Discussions and a separate channel on our Discord server for sharing and downloading challenges made by you, players. We'd like to make it possible to upload challenges on a server so that you can download and upload them without exiting the game. So, if you don't want to make your own challenges, you'll still have the content to play.
If editor will be popular, we'll gradually extend its functionality. It all depends on your support. Besides the Editor, we're working on fixing especially annoying bugs and rewriting code of the project (a quick reminder: we decided to re-write the game almost from scratch. For example, the new version uses much faster and reliable algorithm of route search). Another functionality to implement is the new version of World map (we hope to make it scrollable from both sides, as you asked). However, this is going to take quite a lot of time, so the scheduled arrival of reworked version is this atumn, closer to the release of the game.
But we have other plans to bring into life beforehand: improve saving system and optimize performance when creating new routes on the late game stages, when there is a huge number of routes. We read your messages and try to adjust out plans in accordance with your desires. We might not always succeed in making things as quick as we would like to, but all noticeable and useful bugreports and requests are put in our task tracker.
Below you can see a picture which will be displayed if event "Show message to player" is triggered by Editor - creator of the challenge will have the possibility to show any text to player so that he sees it in the specified moment of gameplay. If you combine it with other events, like adding or subtracting money, unlocking countries or cities, you can create interesting situations. Maybe, you would like to create a story-driven challenge? As always, feel free to write whether you are going to try yourself in creating Challenges in the comments (maybe, you've already got some ideas about them?)
Thanks for attention, and have a good flight!
How about joining our Discord server? Different game tactics are discussed there, and sometimes you can directly chat with the developers :) Here's the link: http://discord.gg/invite/9eHyYap
안녕하세요. 소울워커입니다. 현재 게임 내 일부 계정에서 보유 제니가 비정상적으로 획득된 현상이 확인되어 안내드립니다.
해당 현상이 발생 후 비정상 획득 제니를 사용한 계정은 운영 정책에 따라 일시적으로 이용이 제한된 상태이며, 조사 및 조치가 완료되는 대로 제한이 해제될 예정입니다.
상세한 내용은 아래에서 확인을 부탁드립니다.
■ 이용 제한 대상
ㅡ 게임 내 이상 현상으로 증가된 제니를 사용한 계정 ※ 비정상 획득 제니의 정상 회수가 가능한 계정은 이용이 제한되지 않습니다. ※ 관련 정책 - 제7조 게임서비스 이용 제한 정책 (1) 플레이어는 서비스 이용약관 및 운영정책을 위반할 경우 아래의 기준에 따라 서비스 이용 제한을 받을 수 있습니다. * 버그 악용 - 1차 : 30일 / 2차 : 영구 접속 금지
■ 이용 제한 기간 ㅡ 1일 (보유 중인 비정상 획득 제니 회수 시까지)
■ 예정된 처리 방안 ㅡ 조사 및 조치를 위해 이용이 제한된 계정 내에서 비정상 획득 제니 회수 ㅡ 비정상적으로 획득한 제니가 모두 회수될 때까지 매주 금요일 오전마다 재회수 조치 ※ 재회수가 진행될 경우에도 일시적으로 이용 제한 진행 예정 ※ 회수 작업 진행 예정 시간보다 최소 2시간 전에 인게임 우편으로 사전 안내 ㅡ 회수 작업이 완전히 종료될 경우 인게임 우편으로 완료 안내
위 현상은 제니 소실 이슈와 같은 원인으로 인해 발생한 것으로 확인되며, 비정상적으로 획득한 제니를 사용하는 행위는 버그 악용에 해당합니다.
다만, 버그 발생의 원인 및 악용 행위의 경중을 고려하여, 조사 및 조치를 위한 1일 이용 제한이 진행된 점 참고해주시기 바랍니다.
Congratulations to team Seep, winners of Tournament XXIII, our first official High Seas tournament! You may remember Seep placing second last tournament behind Sussles, but in a surprise twist the two teams dissolved and reformed themselves between tournaments, trading partners in the process. AlexD and Firework combined to win Tournament XXII over EtaN and Matteo. In Tournament XXIII it was AlexD and Matteo against EtaN and Firework as ex-partners faced off against each other in a round robin tournament.
There's no escape in round robin. The seedings and bracket can't help you and there's no avoiding unfavorable matchups. Team Seep ran the table, scoring a perfect 3 - 0 against the competition. In second place, Team Death Fridge took second, notching 2 victories along the way. And relative newcomers Team No, playing with a last second replacement player, acquitted themselves admirably performing above expectations to claim third.
We saw a little everything this tournament with the High Seas meta shakeup. Booming deckguns. Teams gambling on their ability to both land and defend Orbital strikes. Dominant AA and map control falling suddenly to relentless waves of planes. The judicious use of surprise howitzers and missiles. Clutch domes. And of course, the same high level sniper and laser and cannon play Forts tournaments are known for, now with 50% more shotguns.
If you enjoy high level Forts we highly recommend watching the replays, now available from the Featured tab of the Forts Replays menu. Watch the builds step by step and see the level of coordination on display as the teams execute. Also track their resources live, courtesy of Ximsa's Observer tools.
If you haven't already, join our Forts Official Discord server to connect with other players, share strategies, create maps and mods, and for more information on upcoming events.