Stellaris - PDX_ladydzra

by Eladrin

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Happy holidays everyone!

Much of the Stellaris team has already taken off for a winter break, but it’s time for our annual retrospective on the year and thoughts about where we’re going next.

We had three major releases in 2023 and a Custodian release.

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We started the year by telling the story of how you got the stars, with 3.7 “Canis Minor” and the First Contact Story Pack. In this story pack, we focused heavily on narrative origins, each one rivaling Toxoid’s Knights of the Toxic God for the depth of content contained within them. Broken Shackles and Payback told an interlinked story of pre-FTL civilizations that suffered under the sinister Minamar Specialized Industries, while Fear of the Dark explored the Dark Forest theory and questioned whether it was a good idea to step into the void at all.

First Contact also brought cloaking into Stellaris, giving Science Ships some new versatility, and providing Frigates a new role as sneak attackers. “Canis Minor” brought Archaeotech additions to Ancient Relics.




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Our anniversary in May gave us the 3.8 “Gemini” update and the Galactic Paragons Mechanical Expansion. This release added the Council and greatly increased the influence of leaders in Stellaris. Whether you were grooming your own leaders to serve on the Council or finding Renowned and Paragon leaders, they were much more powerful and relevant than before.

The “Gemini” update also added experimental Cooperative gameplay - Stellaris is a complex game, and we’ve found that the best teachers are you, the players.



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The “Caelum” update In the autumn focused on improving a number of the old species packs and reworked habitats. We added the Enmity tradition tree to Humanoids along with some new traits, Void Hive and Selective Kinship civics to Lithoids, the Fruitful Partnership origin and Invasive Species trait to Plantoids, and Worker Cooperative and Mechromancy to MegaCorp and Necroids. A few new portraits came in as well, taking Plantoids from the second least played Species Class to the second most played the month after release.


Also, birds.
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And most recently, we released 3.10 “Pyxis” and the Astral Planes Narrative Expansion. "Pyxis" included the Leader Consolidation that finally got leaders in a state that we're generally happy with them, and once the patch cycle was complete, gave us a fully customizable outliner. Astral Planes, meanwhile, is the largest Story focused expansion Stellaris has ever released. The Astral Rifts from Astral Planes have branching narratives with multiple endings, making each one several times the size of the linear Archaeology sites of the past, and there are over 30 of them in the pack.

I have some regrets that the release was tarnished by technical issues that we introduced, and we've made some internal changes to how the team will operate to reduce the chances of these sorts of things going wrong in the future.

I'm delighted with the respect and love that Abrakam Entertainment gave to our universe and lore. Astral Planes brings new insights to some old friends and enemies, greatly expanding on narrative questions that have been asked for years.




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We have a Technology Open Beta running until January 15th, 2024. Based on how that goes, it may or may not end up being rolled into the 3.11 “Eridanus” update planned for the first quarter of 2024. I've found that the data and feedback we get from the community during these to be invaluable, and I look forward to seeing everything we've compiled when we get back. Thank you for helping us make Stellaris a better game.

We spent a lot of this year doing incremental rebalancing of the leader system following the “Gemini” update, which took more Custodian resources than I liked. We’ve gotten a few things in from the list we posted in Dev Diary #314 like the new Outliner, but for 2024 we’ll likely try to focus the Custodians on that list of topics. “Eridanus” will largely be a stabilization update, with the Custodian team focusing on bugfixing, game balance, and general stability.

Looking back, we had a share of unexpected issues and problems, but I'm proud of how we've all navigated the year together. I'm looking forward to what we can bring you next year and beyond.

See you next year!​

- Eladrin​
Stellaris Game Director ​


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Tofu, looking back at the year.
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Stellaris Dev Diaries will return on January 18th. Happy holidays!
Dec 21, 2023
Star Conflict - Super Glix


New Year is getting closer, and so we announce the beginning of a grand DLC sale in our Game store!

Until January 4 16-00 UTC, you can purchase all DLC with a discount! Unique bonuses and ships are waiting for you!

Bring joy to yourself and your loved ones with a great Christmas gift!

Sincerely,
Star Conflict Team
Dec 21, 2023
Booty Farm [18+] - TenderTrouper
Ms Santa is in a fit of fury,
someone’s stealing presents from honest gals!
And who could be stealing presents if not -
a catburglar!
Stop Annie from ruining the Holidays!

”Oh no, I'll be choked during sex, whatever shall I do?”



December 21st-27th :ninja::christmas_tree::gem:
Deep Rock Galactic - gsg_amanda

Hello Miners,

This hotfix rolls the current version back to Patch: S04.11 - See patch notes here.
We haven't been able to fix the crash we’ve been hunting for the last couple of days, so we decided to roll back to the last stable version.
Once we're back from the Holidays early next year, we'll fix this pesky crash.FINAL!
In the meantime, enjoy the Yuletide event! See you all in 2024, Miners.

With Love,
The Ghost Ship Crew

— PATCH NOTES —
- Fixed Unreal render crash
Hazy Monochrome Wand - curvemetalgames
Hello!
We would like to inform you that we have updated "Hazy Monochrome Wand".
The update contents of Ver1.200 are as follows.
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  • Addition of hard mode
Added hard mode for users who have completed the game.
You can play games with increased memory level caps and difficulty levels!

Currently, there are 5 levels of hard mode.
You can increase the level by one each time you clear it.
Although it is a very difficult mode, the upper limit level of memory increases,
You should be able to play the game with a new feeling.

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  • Added 5 new memories
The following five new memories will appear.

  • An explosion occurs when an enemy is defeated.
  • The number of clocks used when "rewinding time" will be reduced.
  • Shots now track enemies.
  • Additional keys may be placed on the stage.
  • Time stagnation is strengthened.

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  • Time Stagnation Enhancement
The strength of this game is "time stagnation",
It seems that some users said, ``I don't feel like it's slowing down that much.''

Therefore, "time stagnation" is strengthened,
All times except PL are now slightly slower.

This may make the game a little easier, but
Hard mode has also been added, so be sure to give it a try along with this update!

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Other minor bugs have also been fixed.

Thank you for using "Hazy Monochrome Wand".
Fabled Lands - Victor
Hello fellow adventurers,

As the year's end approaches, it feels like time has slipped through my fingers, a relentless chase from one task to the next. Yet, today, as I personally celebrate another trip around the sun, I find myself pausing for a moment of reflection.



DLC dropped in February

What a year it's been for Fabled Lands! February 16th marked a milestone with the game's first DLC release, and the reception was fantastic. Landing on the front page of Steam, "Lords of the Rising Sun" didn't just give a boost to my indie developer spirit, but it also provided a substantial uplift to the game's journey.

The world of Fabled Lands expanded significantly. The newly added domain of Akatsurai is rife with intrigue and power struggles where the Shogun's authority is constantly under threat. For those seeking the arcane, the hidden magic of these lands offers bountiful new loot and expansive character development opportunities.

Steam Deck and Full Controller Support

https://www.youtube.com/watch?v=rehsZT1Vp14&ab_channel=PrimeGames

The year also brought Steam Deck verification and full controller support to the game. A heartfelt shoutout to the folks at Valve for not only fast-tracking the verification process but also for gifting a Steam Deck to support an indie developer like me. This gesture was instrumental in implementing full controller support and ensuring the game's seamless transition to the small screen.

Nintendo Switch Release in October!



The leap to the Nintendo Switch took a solid five months of dedicated work. Successfully self-publishing the game on the platform was a dream come true, taking me back to the NES days that ignited my passion for gaming.

Optimizing for the Switch wasn't just a technical challenge; it was a labor of love that ultimately resulted in a game that runs smoother and lighter than ever.

The Serpent King's Domain DLC

Now, my sights are set on "The Serpent King's Domain", an epic expansion that beckons seasoned adventurers to the southern oceans and the mysterious continent of Ankon-Konu. This isn't just a DLC; it's a colossal addition that's nearly the size of the base game (consiting of two books adapted: "Over the blood-dark sea" and "The Serpent King's Domain"), crafted for those who relish a challenge.

With a commitment to the series' open-world ethos, the DLC introduces more focused quests and tantalizing puzzles that culminate in a formidable boss encounter.

Get ready for new mechanics, such as crafting, enhanced blessing systems, legendary item effects, larger legendary and mythical loot tier, heat penalties, spirit combat, along with a plethora of new enemies equipped with unique abilities. The excitement is palpable, and I am eager to guide you through the perils of the Feathered Lands' jungles.

As we sail towards the launch, targeted before the end of Q1 2024, I raise my goblet to the adventures that await us!

Here's to another year of exploration and conquest!

https://store.steampowered.com/app/1299620/Fabled_Lands
Dec 21, 2023
Baldur's Gate 3 - SaloAtLarian
Hello everyone,

We have a new hotfix for you this week, addressing a number of crashes, blockers, and gameplay issues.

Have you found some characters’ faces turning into stretched eldritch horrors with pits of flesh in place of eyes? That should not be a problem anymore!

This hotfix also addresses an issue that was preventing players from loading a save if the mods used had changed. Bear in mind some saves might still not load depending on the mods that have changed, but the menu should now let you continue.

Japanese language is now available for PC on Steam and PS5 (in Japan only). We continue to work to bring it to other platforms!

Thank you for taking the time to submit these issues to us. If you have any bugs to report, please reach out to our support team. Thank you for playing Baldur’s Gate 3!

CRASHES AND BLOCKERS
  • Fixed a potential crash during autosave after moving to another level.
  • Fixed a multiplayer crash that could occur for the client when the host loads a savegame after a Game Over screen.
  • Fixed a crash related to deleted physics objects.
  • Fixed a crash that would occur when you disarmed an NPC twice during combat and made them drop two different weapons (e.g. because they were dual-wielding), incapacitated them, and ended the combat without killing them, and then the incapacitating condition got removed.
  • Fixed not being able to load a savegame that was started with a mod that's now missing.
  • Fixed a crash that could occur on Xbox when losing internet connection while editing a lobby name.
  • Fixed a potential crash on Xbox related to the game checking whether you have the Deluxe Edition.
  • Fixed a crash that could occur when swapping to Honour Mode.
  • Fixed a crash that could occur when changing levels.
PERFORMANCE AND CODE
  • Fixed potential performance issues at the end of the cinematic where Shadowheart kills Nightsong in the Shadowfell.
  • Fixed an issue related to lava bubbles near the Sentient Amulet in Grymforge causing savegames to become very large.
  • Fixed a memory issue when closing containers on controller.
  • Fixed the Low Model Quality option sometimes not working as expected.
  • Fixed an issue that could make certain special items, like the Idol of Silvanus, enter the wrong state when decluttered to a Traveller's Chest.
  • Reduced memory usage related to animation skinning.
MULTIPLAYER
  • Fixed the Traveller's Chests sometimes disappearing when changing to or from Honour Mode in the Multiplayer Settings.
  • Fixed a multiplayer issue where, if the host was controlling a companion and a split-screen client joined the game, the client would gain control of the host's avatar.
  • Fixed a multiplayer issue where a reconnecting player wouldn't get their characters assigned back to them correctly.
  • Fixed Player 2 not being able to prepare spells if Player 1 moves their focus during a split-screen game.
FLOW AND GAMEPLAY
  • Addressed an issue that prevented you from talking to NPCs at camp when going to camp via the Long Rest button.
  • Fixed some wrong character behaviours likely introduced in Patch 4.
  • The 'Deal with the Devil' quest now accounts for different outcomes in the Epilogue.
  • Karlach should now get her scene in Avernus, regardless of whether she's an avatar or a companion.
  • Fixed companions not being able to jump when following the player character.
  • Fixed an issue where ending the tutorial with only Lae'zel alive prevented you from saving the game in Act I.
  • Fixed Gale's dialogue ending abruptly when you ask him what he wanted to show.
  • Fixed player factions sometimes becoming hostile towards each other when they shouldn't.
  • Fixed Create or Destroy Water only casting Create Water at Level 2.
OTHER FIXES
  • The Korean language pack is now enabled on Mac.
  • Fixed some weapon textures.
  • Fixed several cases of what we've dubbed the Pinocchio issue, where characters' noses (and cheeks) get stretched in cinematics. They also happen to lose their eyeballs, turning the sockets into pits of flesh.
  • Fixed equipment tooltips opened via the Inventory sometimes randomly closing on controller without player input.
Dec 21, 2023
Dreadhunter - Trickster Arts
We are working on larger systems and also new act's content for Dreadhunter. But wanted to deliver at least one more update this year. Here it is:

[VERSION 0.019] SYSTEMS CLEANUP

* Damage of items with a special damaging effect (like Missiles or Small Grenades) scales by 2% for each item level
* Bosses can now be Staggered, while having 50% Debuff Duration resistance
* Ionic Legs apply Stagger instead of Slow
* Garbage and crane hook decorations added in Factory mission
* Added tutorial popups about Market and Modding for new players
* Added controls hints in Modding UI
* Fix - Melee attacks canceling ongoing Ability casts, putting abilities on cooldown without triggering their effects
STALCRAFT: X - Gorodskovich
Promocode SC21DEC2023-SORRY for unscheduled maintenance work.

✅ 1 activation per account. Promocode is actve until 23.12.23

By activating the promocode, you'll get:
◉ Premium for 1 day
◉ 3 bottles of Anomalous Champagne
◉ 750 pine

Regards,
EXBO team.
Darfall - Wrymn
Welcome to the 13th installment of our devblog, Paladins of Aganor! It’s me Lukas, and today we're diving into the inspiration behind, and the current iteration of, the hero perk system.

In case you missed it, don't forget to check out our previous devblog #12, where we delved into the intricacies of the newly reworked survival map, showcasing its enhancements and difficulty options.

Perk System Overview

Our current perk system represents a pivotal aspect of hero customization. It consists of various nodes that you can unlock using perk points.



These nodes offer a range of enhancements - from health and damage boosts to the exciting possibility of doubling loot drops (yes, double legendary drops if you are super lucky!). They even allow heroes to directly mine resources like iron or silver.

For those interested for more behind the scenes technical info, I have also created a coding session with implementation in Unity:

https://www.youtube.com/watch?v=2eQ9XHY99Jo

Earning Perk Points

We've designed multiple avenues for accumulating perk points to allow diverse strategic approaches:

- Leveling up a hero grants +1 perk point.
- Using the 'Book of Knowledge' item from the inventory also adds +1 perk point.
- This valuable book drops from defeating elite or boss enemies.
- Additionally, the 'Book of Knowledge' can be crafted in the new Library building, which consumes mana orbs.



Our aim is to provide you with a variety of strategies and sources to acquire these points.

From Concept to Reality

Initial Design Stage

In the early design phase, depicted in Figma, the focus was not only on the node visuals but also on the mechanics of acquiring them.



Initially, I considered a progression system where performing specific actions with heroes, like resource gathering or enemy combat, would level up related skills. However, this concept often leads to a grinding routine seen in other RPGs, such as Albion Online, and didn't seem to fit a strategy game with city-building elements.

Final Design Choice

Ultimately, I decided on a more straightforward approach: unrestricted perk points that you can assign freely. This decision steers clear of grinding and offers flexibility in character development.

Inspiration and Future Expansion

A major source of inspiration for our perk system is the intricate passive tree from Path of Exile, renowned for its depth and complexity.



This model offers us the exciting potential to continually expand our system. We can add more ranks to existing nodes, like health or damage boosts, or introduce entirely new enhancements to further grow our hero's capabilities.

Stay tuned for more updates and insights in our upcoming devblogs!

- Lukas from beyond the darkness of Darfall
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