You thought summer was going to be a breeze? No, it’s time to go down into the Complex again and obey The Wardens bidding. ALT://Rundown 5.0 Rebirth is out now with 13 additional expeditions for you and your team to suffer in. For many veterans, Rebirth was the Rundown that really tested their skill and teamwork.
And if your team is still struggling with R4E1 you can take a break for now. Rundowns aren’t deactivated anymore when new ones open, bringing the total available expeditions to 58. Unfinished challenges will still be there when you are ready for them. But there is also an E1 in ALT://Rundown 5.0 so gather your friends and brace for descension.
PATCH NOTES
NEW FEATURES & CHANGES
Added ALT://Rundown 5.0 Rebirth with 13 Expeditions
WEAPON CHANGES
Added
Hanaway PSB Double Tap Rifle
Accrat ND6 Heavy SMG
Buckland SBS III Sawed-off Shotgun
Changed Sawed-Off Shotgun
Increased damage
Reduced ammo
Slightly reduced shot delay
Heavy SMG
Slightly increased damage
Slightly increased range
Double Tab Rifle
Slightly increased ammo
BUG FIXES
Fixed bug where “Items required for scan” text stays red even when the item is in the scan.
If you consider buying GTFO, it would be wise to wait for our sale that starts Monday the 19th, 19:00 CEST.
We haven't been very active on Steam, and we apologize for that. In order to have a continuous thread of DEV BLOG updates, we have decided to repost the articles originally posted on Kickstarter.
The other articles will follow shortly, and we hope you will enjoy reading them!
-- this article was originally posted: 03/10/2023
Many of you have asked us about it, and the "late Kickstarter" store is now available!
To keep exclusivity for Kickstarter participants, we have significantly changed the prices of certain packs and have not added all of them. It is still possible to join the "beta" or to have a tombstone with your name in the game.
Remember, pre-ordering the game provides us with considerable support to finish the game (thus allowing us to spend more time on the game and less time on client orders).
All information and articles have been compiled in one place:Gold Project
FAQ
Will the price of the game increase?
Yes, the final price is expected to be €20 on PC and a little more on consoles (not yet defined). Crowdfunding and pre-orders help us a lot, so we want to keep a preferential price for buying the game!
We will contact you to find out which platform you want to receive the game on.
If I purchase beta access, can I play on a console?
The beta is only available on PC! If you want the game on a console, no problem. You can participate in the beta on PC and then receive the game on the console of your choice!
Why is the physical pack so expensive? A game usually costs around 40 to 70€.
You are not buying a game off the shelf at fnac. The purpose of this campaign is to support us financially! The price is higher because producing a small number of physical editions is expensive. Furthermore, it is an exclusive collector's edition. If the game is released in a physical edition later (which we hope), it will not be the same box! Also, in the pack, you will receive a "Tarot" card game. You will also have access to the beta on PC.
The game is scheduled to be released at the end of this year. We do not plan to release it in early access. The store will close a few months before the game's release, so you should be able to pre-order the game via our store until early summer! After that, it will no longer be possible to obtain limited editions or preferential rates, and you will have to buy the game directly from the relevant platform!
I have another question, where can I ask it?
Anywhere! Whether it's here in the comments, on Discord, or on social media, we strive to be attentive to all messages.
BONUS: Two new monsters!
As you know by now, we are cautious about revealing visual things about the game. Not because there is nothing to show or that we don't want to, but because we want everything to be "perfect".
Nevertheless, we are making good progress, and over time we have things to show you.
Let's start by telling you about a new monster.
In a previous article, we told you about how we create monsters.
Today, a new monster has been added to the overall list. Initially, we had an idea that was difficult to realize (and we lost a lot of time on it).
Finally, we concluded that it would be something completely different. So, a new monster. And if we talk to you about this one rather than another, it's because it has a very specific behavior.
Halfway between a boss, a monster, and something invincible.
This monster exists only once in the game, like a boss.
It will be present in several places in the game, exerting pressure on you, and will follow you throughout your progress.
It will be possible to confront and kill it, which is totally optional but possible (and it will be rather difficult and different from all the other monsters in the game).
It's hard to say more without spoiling it for you! So we will keep its appearance secret until the game is released.
And to conclude this article, here's the appearance of a monster we've never talked about before!
An animation sheet of the "Raging Berserker" monster, which is a "Hard" level monster.
One attack of the Berserker - Animation is not final
We won't say more to let you imagine the gameplay of such a creature!
We hope you like this visual and that it makes you want to face this monster!
We'll be back soon with an article titled "We planned spiders but decided to remove them, here's why."
The ‘Gemini’ 3.8.4 update has been released today. In it, we’ve continued post-release balance work. Some of the bigger changes in the release include the conversion of several leader traits into Council Traits either to reduce micromanagement (moving a governor from planet to planet to maximize benefits of some traits) or to address undesired stacking issues.
STELLARIS 3.8.4 PATCH NOTES
[expand type=showmore] ############################################################ #################### VERSION 3.8.4 ###################### ############################################################
Balance
Rebalanced a number of leader traits: Some general and governor traits that previously encouraged moving leaders from planet to planet have been made council traits or had their modifiers changed to discourage this. Resource production traits now require the leader to have at least level 2 to gain the first tier.
Empire Size now has a floor of 50, and thus can no longer go negative.
Increased the bombardment effectiveness of large fleets.
The base rate at which Raiding bombardment steals pops has been dramatically reduced. Each army present on a planet will also protect 2 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony)
Renormalised political power from living standards and reduced base faction unity gain to better fit intended unity production. The Shared Burdens civic no longer grants an increase to the base unity of the Egalitarian faction, as the benefit is now rolled into their living standards.
Sequential End-Game Crises now get +2 strength multipliers instead of +1.5.
The Khan now has terrifying admiral traits.
The opinion modifier from Defender of the Galaxy now only affects normal, non-fallen/awakened, empires that are capable of independent diplomacy.
Colonists now increase planetary build speed by 10% instead of creating defensive armies.
AI
Fixed AI hiring a governor without having a planet to assign them to.
Fixed AI hiring scientists without having science ships to assign them to.
Bugfixes
Broken Shackles Origin event "Homesick" no longer casts affected Pops into the void
Adjusted width of MP lobby chat entries so that they don't overlap the scroll bar.
Council Agenda Costs now benefit from Empire Size Effect modifiers.
Cyborg general trait will now add +2 combat width, as stated in the tooltip
Empires with the Under One Ruler origin no longer ignore the initial 20 year cooldown on government reform.
Federation project Flocks of Cloud should no longer get stuck ad infinitum in the situation log
Fixed an error in which you may have been prevented from using Operation Crisis Beacon again - beyond the intended 4-year lockout period - if said Operation was aborted after confirming its target.
Fixed duplicate tradition names in French
Fixed Imperial Heirs not having a starting leader trait.
Fixed queued move orders from a system with an FTL inhibitor not being displayed correctly.
Fixed randomly generated empires having DLC-locked civics.
Fixed randomly generated species having DLC-locked traits.
Fixed randomly generated species having invalid trait and climate preference combinations.
Fixed randomly generated species not having enough traits if it has traits (such as Aquatic) that are required by something else.
Fixed the bonus leader trait from Aptitude Traditions not applying to Imperial Heirs.
Fixed tooltip for Beacon of Liberty and Fanatic Purifiers, now they do mention that they are incompatible with Crusader Spirit
Imperial Heirs are excluded from the effects of The Orb.
Imperial Heirs that are generals or admirals in empires with Distinguished Admiralty now benefit from the +2 starting level.
Invalid civics will get removed when authority is changed through event for Under One Rule
Leaders excluded from the upkeep cost now correctly produce resources
Pharma State civic is now correctly blocked by Payback and Broken Shackles.
Removed DLC lock on some faction demands that were introduced in 3.8
Set the AI weight for reorganizing the council to 0.
Void Dweller MegaCorps with the Pharma State civic now correctly replace their starting Holo-Theaters with a Gene Clinic, unless they also have Permanent Employment (in which case it is replaced with the Employment Center).
Warform no longer has the synth trait and has the second tier of the skirmisher trait.
Improvements
Imperial Heirs are now up to 10 years younger than regular leaders of the same species. Starting Imperial Rulers are now up to 15 years older than regular leaders of the same species.
Imperial Heirs that benefit from bonus starting levels now have selectable traits for those levels for owners of Galactic Paragons.
Imperial Rulers and Heirs now have a 5% chance to start with a negative trait and an additional positive trait. The Philosopher King civic negates this.
UI
Fixed leader portrait clipping in the level up window.
Fixed position of Speech To Text button in the MP lobby.
Fixed width of MP lobby chat text for large fonts and text to speech.
If a player in your coop group adds a leader trait while you have the level up window open and there are no more traits to add, it will show the last selection.
Reworked the planet occupation icon frame
Selecting a ship by clicking it will now ignore its bounding box if it has a collision mesh.
Modding
Empire size string now uses the actual defines instead of localized numbers for its message.
Made it possible to set what leader portrait container to use for each location of the new portraits
Made reload_gui console command more stable
[/expand]
More changes to leader traits and some of the mechanics surrounding them will be coming in 3.9 in the fall. We’re placing some of the ideas and suggestions we’ve received into our “Summer Experimentation” bucket and we’ll see which ones pan out.
At this point we feel that 3.8 Gemini is in a stable state, and barring the need for a 3.8.5 hotfix, the next planned release will be 3.9 Caelum. (Caelum, “the Chisel”, represents a sculptor’s tools. Perfect for a balancing and polish update.)
Living Standards, Political Power and Unity Generation
A pass has been done on living standard political power and unity generation to normalize them when compared with one another - living standards like Shared Burdens and Utopian Abundance were not generating enough, while Academic Privilege was previously the “champion of Unity” - a little odd for the Materialist living standard.
After these changes, Utopian Abundance should be at the top of the charts, followed by Shared Burdens. (Which no longer needs the “double Unity from the Egalitarian faction” crutch.)
These changes have gone live in today’s update.
Habitats and You
A few people [ed: a few?!?] have discussed the tendency of late game systems to become flooded with extreme numbers of habitats. We have some ideas on different ways to curb this behavior while still ensuring that habitats are thematic and effective, especially in the hands of Void Dwellers.
I’ll have a broader feedback discussion later on during the summer where we present some of our ideas, discuss how experiments with them went, and collect additional feedback from the community.
Stellaris with a Twist
Stellaris with a Twist is our streaming event, where Ep3o and AlphaYangDelete play co-op multiplayer, and try to accomplish goals suggested and chosen by the Community.
If you have a suggestion for the final stream's goals, you can submit it here, and if you've missed part of this event you can get caught up here!
The last session of Stellaris with a Twist is next week, at 1500 CEST! Don't miss the exciting conclusion and find out which of our streamers will accomplish their Community-Suggested Goals for the Stream!
Free to Play Weekend
But wait, there's more!
What's better than having a galaxy full of wonder to explore? Conquering that galaxy with a friend, obviously!
From June 22nd to June 26th, Stellaris will be Free to Play; there will never be a better time to introduce a friend to Stellaris -- and with the addition of co-op, you can now work together to conquer liberate the galaxy like never before.
In Stellaris multiplayer, the host's DLC is shared between all the players in the game -- the same holds true for co-op, even if one of the players is playing for free. So grab a friend, your planet cracker, and be sure to play during the Free to Play weekend! Thinking of trying Stellaris for the first time during the Free to Play, but don't know where to start? Join us on Discord; from the 22nd to the 26th, our Player Helpers will be running "Learn to Play" Stellaris sessions!
Welcome to SEASON 04 - CRITICAL CORRUPTION! Though we have gained great ground against the rampaging Lithophage in the past months, it remains a constant threat - and to make matters worse, reports of alarming new mutations are starting to come in.
Let’s get right into it!
With Love, The Ghost Ship Crew
--- PATCH NOTES ---
SEASON EVENT: ROCKPOX CORRUPTOR ----------------------------
The Plague Hearts you have encountered previously have evolved. They will now turn into Lithophage Corruptors - ravenous, fully mobile abominations that spread Rockpox wherever they go. They appear impervious to normal gunfire, so you will need to use the Cleansing Equipment to get through their exterior shells and expose their soft, inner core.
NEW ROCKPOX ENEMIES ----------------------------
ROCKPOX BREEDER
A result of increased Rockpox infection of airborne fauna. The infection has changed the internal workings of its host to allow for Rockpox Larvae to sprout and thrive within its body.
ROCKPOX BOMBER
As if the Goo Bomber wasn’t bad enough already: The lithophage has spread to the volatile excretion this critter is so loved for, expanding the reach of the disease at a high rate.
ROCKPOX SPITTER
The Rockpox Acid Spitter has turned its already impressive bio-projectiles into a highly infectious Rockpox vector, and with a suppressed pain response and high dose of combat pheromones the Rockpox Spitter poses a far greater threat than before!
ROCKPOX EXPLODER
The Rockpox Exploder has had profound mutations to its body, thickening its skin and reducing its volatility in turn of being filled to the brim with highly contagious Lithophage spores. Being caught in the blast zone will instantly infect any dwarves nearby, so stay clear of them at all costs!
NEW ENEMIES ----------------------------
GLYPHID STINGTAIL
A powerful, heavily armored beast with a grasping tail, capable of pulling in any enemy and goring them against its massive horns. Take care around this one!
GLYPHID SEPTIC SPREADER
The malicious cousin of our old friend, the Glyphid Spitter. This one fires heavy globules of rancid biomatter, which spread out in a wide area around impact. Mind your step and try to ignore the smell!
JET BOOTS ----------------------------
You will now be able to recover crates of high powered jet modules in the caves. Attach these to your boots and turn them into fully functional jet boots, giving you a much-needed leg-up during any hardships you may encounter!
SPACE RIG ADDITION: JETTY BOOT ----------------------------
Back home, a bit of redundant machinery has been cleared out, opening up the Space Rig a bit more - which handily allows plenty of space to install a training terminal for the coded locks you will encounter on the Jet Boot crates. It would appear some smart-aleck has even seen fit to build an arcade cabinet to fit it into. Bring lots of credits!
NEW BEER: RANDOWEISSER ----------------------------
This potent ale reportedly instills a sense of adventure and lust for challenge in whoever drinks it, randomizing all equipment and cosmetics for the duration of a mission. Drink it at your own leisure!
At the Loadout Terminal, a new option to randomize all your gear and upgrades has also become available, enabling you to quickly set up challenges for yourself. Why would anyone do this? Well, never let it be said we do not wish to enable our employees!
COMMUNITY REQUEST: COPY/PASTE LOADOUTS ----------------------------
Additionally, you can now copy and paste loadouts for a smoother experience when experimenting with new weapon and mod combinations, without the hassle of redoing everything from scratch!
Some of your armors now come with a new option: Toggle between sleeveless versions of most of your owned sets! This does not count for DLC Armors or armors that are already sleeveless.
NEW MUSIC ----------------------------
A new track called “Journey of the Prospector” has been added to the game as mission background music. We hope you enjoy it while prospecting the depths of Hoxxes.
WEAPON INPUT BUFFER ----------------------------
Thanks to the hard work of the folks at R&D, all semi-automatic weapons now come with fancy input buffering. This will make it easier to consistently maintain a high rate of fire, especially on weapons like the Subata, M1000, and EPC.
WEAPON BALANCE ----------------------------
SUBATA 120
The Subata has long been in need of an update. As always if you unlocked any of the removed upgrades their cost will be refunded.
Increased base weakpoint damage bonus (from 1.2 to 1.25)
Reduced base ammo (from 160 to 144)
Modification Tweaks
Reduced the bonus of the T1 High Capacity Magazine upgrade
Moved the T1 Reload Speed upgrade to T3
Increased the bonus of the T2 Ammo upgrade
Increased the bonus of the T2 Damage upgrade
Removed the T3 Damage upgrade
Added a new 2-Round Burst upgrade on T3
Moved the T3 Ammo upgrade to T4 and increased it's bonus
Increased the bonus of the T4 Hollow-Point Bullets upgrade
Removed T5 Acid Coated Bullets upgrade
Added the Neuro-Corrosive Catalyst upgrade to T5
Added a Blowthrough Rounds upgrade to T5
Tranquilizer Rounds OC
Added a "slow" effect to help with enemies that are immune to stun
Changed the rate of fire penalty from a flat value to a percentage
M1000 CLASSIC
Hipster OC
Reduced the RoF bonus to compensate for the RoF boost from the input buffer.
BOOMSTICK
Double Barrel OC
Replaced the small pellet damage bonus with a large bonus to Blast Wave damage
Added a shot spread penalty
Made both shots fire simultaneously and updated the weapon stats and ammo display to clarify this
Changed OC type from Clean to Unstable
BREACH CUTTER
Spinning Death OC
Reduced the ammo penalty
CRYO CANNON
Snowball OC
Reduced ammo cost
Affected targets cannot warm-up for a short time after getting hit
DRAK-25
Shield Battery Booster OC
Removed overheat recovery time penalty
Added a significant shield regeneration bonus
HURRICANE GRS
Replaced the clean Manual Guidance Cutoff OC with the new unstable Rocket Barrage OC
Plasma Burster Missiles OC
Guidance system update prevents missiles from hitting the ground while swarming around a target
Increased the number of hits a single missile can deliver before expiring
THUNDERHEAD AUTOCANNON
Carpet Bomber OC
Changed the explosion radius bonus from a flat to a percentage to significantly expand it when taken together with the AoE Range upgrade
Changed the damage bonus from a flat to a percentage for an increased maximum when taken together with the AoE Damage upgrade
Neurotoxin Payload OC
Reduced the AoE size bonus
Added an ammo penalty
Removed the direct damage penalty
Increased the AoE damage penalty slightly
MISC. ----------------------------
Fixed E priorities to prioritize reviving a down dwarf over shield boosting him
Fixed an issue where the dwarf would talk about getting more canisters when inserting the 2nd fuel canister in the Drilldozer
Made Patrolbots stand still while you hack them
Centered a Rockpox particle that was unaligned in a M.U.L.E on the Spacerig
Made it so Exploders only explode once in missions with Volatile Guts, instead of twice
Fixed a bug with changing languages that made it so not everything changed when it should change
Fixed the wrong mission control progress shouts playing during the Lithophage Meteorite event.
Fixed a bug that caused scouts flare gun to not damage small enemies such as shredders, maggots and rockpox blisters
Fixed a bug that caused Breeders to become invisible when frozen
Fixed a bug that caused cave leeches to sometimes be silent for clients
Fixed a bug that caused leeches to not look frozen when frozen
Put the red light on the leeches back where it should be (not floating like a weird orb outside its mouth)
Mactera corpses now dissolve like other enemies instead of just popping out of existence
Fixed a terrain bug that caused swarmer hole debris to show up in rooms without any actual swarmer holes.
Tweaked the terrain generation around the caretaker to improve variety and allow biomes and cave generation to have a greater impact on the area
Made it so Rock Cracker pods can’t land inside each other
Fixed that drop pod would sometimes land inside the walls
Fixed that the grappling hook would sometimes cancel its shot and have to recharge when you shoot and sprint or land while sprinting.
Fixed a bug that caused rejoining clients to not be able to see the blast sphere on previously active and still active C4
Removed the little IFG label from the IFG that could be seen by other players but not the person throwing it
Fixed a bug that caused the Nishanka Boltshark X-80 Broadhead bolts to not apply the correct amount of radial damage
Fixed a crash caused by host getting grabbed while holding a grenade
Fixed a bug that caused sounds to loop when triggering ‘Today's special’ beer effect
Fixed a bug that caused the ‘Show network stats’ option to reset
Fixed some incorrect visual stats for the Warthog Auto 210: Magnetic Pellet Alignment OC
Fixed a small skinning issue with the mk5 armor
Fixed a skinning issue with the Waster weapon framework
Fixed a bunch of typos
Bosco now makes a sound, and has improved visuals when vacuuming
Rockpox waves now have a small chance to spawn during normal missions
Increased the difficulty for spawned enemies near plague towers and during cleaning
Everyone can now be dead for 0.5 seconds longer before a mission fails
Mission control should no longer mention sending down drop pods on salvage missions
Sabotage missions can now have mutators - like they were supposed to
The core infuser now carves the terrain around it when you complete the machine event
The LithoVac and the LithoFoam now have a shiny hologram above them when dropped
Thrown objects will now carry some of the player's momentum
Changed the cleaning pod placement, now they can only be placed on terrain
Added some extra breach effects to Heartstone after the final break
Fixed Flying rocks appearing in phase 3 of the Heartstone fight
Improved streamer mode, and made ambient space rig music controlled by each client instead of the host
Barrels that do not go through the Hoop now explode instead of just popping out of existence
Added game version and mission seed numbers to cave HUD
Loadout UI in the escape menu now also shows armor and pickaxe modifications
Fixed an issue where the pop-up for Color Vision Deficiency options in the options menu would appear beneath other option UI bits
Fixed a bug that caused perk tooltips to sometimes not show in the equipment terminal
Updated the credit list to include new community translators
Changed driller monochrome armor paint job to yellow tones instead of blue
Changed the ordering of DLCs in the DLC menu. Now newest is first on the list.
Optimized the drop pod dice
Improved shadows on the space rig
Optimised weapons and devices when not in use
Added more newsticker messages on the trade terminal
Added a new fire sound for the Subata 120 when using the 2-round burst modification
Changed Armskore Coil Gun OC Hellfire description to make it reflect the fact that it increases charge time, not reduces it
Fixed the Boomstick T2 Rate of Fire upgrade also reducing the reload speed
Hexawing now dies instantly when frozen.
Fixed goo cannon only consuming 1 ammo every other full charged shots if done consecutively
Fix for bug where breaking one armor plate on some enemies, would make some other armor plate unbreakable
Fixed enemy armor sometimes still being breakable when it shouldn't be (ex. when frozen)
Made the praetorian(normal, ice, rockpox) spit particles better match the attack hitbox
Fixed Thermal exhaust feedback overclock for plasma carbine not staging damage upgrades correctly
BUG Fixed 2023-06-15 1. Increased durability of melee weapons 2. Melee weapons are faster to attack and easier to trigger execution animations 3. Initial ammo replenishment of the third assault rifle is back to normal 4. The fourth shotgun clip capacity is increased 5. Players can increase the walking slope and reduce the frequency of falls 6. Player explosives no longer deal damage to fortifications 7. Fixed the height of the city buildings and fixed the border loopholes of the viaduct map 8. Night defense AI teammates fight more aggressively Thank you so much for your support! Other content is continuously optimized, looking forward to the new game mode ~
I am happy to announce that Colored Effects will be launching on June 22nd! Get ready for some action and puzzle solving. Thank you for all the support !
We would like to express our deepest gratitude for your unwavering support, invaluable feedback, and fantastic suggestions. Your dedication and passion for the game have been instrumental in making Start Over an incredible gaming experience. As promised, we have been diligently working to address the issues you've encountered and bring exciting new features to enhance your gameplay. Without further ado, let's dive into the details of our latest hotfix.
Bug Fixes and Changes:
Fixed a bug that caused rocks to disappear after collecting fiber.
Resolved an issue where enemy drones were out of range.
Fixed a bug that prevented wave NPCs from finding the base location.
Addressed a major bug that caused performance issues.
Implemented general optimizations to enhance overall game performance.
Increased the light intensity and range for the RXR.
New Features and Content:
Added the option to disable auto saves in the game settings.
Introduced a new navigation system to enhance player guidance.
Added the ability to craft a supply pad in workbench tier 4.
Thank you for being an integral part of this amazing community!
-When scrolling down on the results screen, the detailed point history is now displayed. -Point items are now displayed even when no points are being added during operation. -Fixed a problem in which the selective door operation at Hagoromobashi Station does not work when the person display is turned off. -The arrival time of train 572 at Hamazono has been corrected. -Fixed an issue where the crossing was not working for oncoming trains at the Komano station.