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Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
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# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
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@Paradox

Please, please, PLEASE add a pop up when each segment of the ring world finishes by the way. Currently you only get a pop up when the first two parts finishes, you need to keep track of the other 4 yourself. This loses valuable time when trying to maximize Ring World construction :(
 
I hate this new patch to be honest. I liked the challenging, but gradual growth of the old stellaris pre Cherry Patch, but after 2.0... the challenge is... just way too hard.

Midgame is horrifyingly difficult with the Great Khans. I'm staring death in the face now with 35K fleets just destroying everybody beside me and probably going to wrekc my 12 k fleet. I could build up, but i did a Tall strategy with life-seeded and just don't have the requisite minerals.

The whole frontier post thing is just... okay I like the realism of it, I don't like how it's so impossible to defend against pirates. It's just really aggravating having to rebuild tons of my infrastructure and I'm a regional powerhouse (okay mainly through advanced tech, but still, I think i'm doing okay compared to the other AI players).

And this is after I put the crisis difficulty down to 0.5. At this point, I'm so sick and tired of the frontier outpost and crisis system I probably am going to have to turn the crisis difficulty to 0.25 if I want to play an actual campaign.

Now though, literally the only reason I would conceivably play a long Stellaris campaign is for the mods. aka Star Trek New Horizons.

Have you tried getting allies? If you're doing a kinda hard-mode one-planet deal you can't go it alone. Or just try pushing the crisis start dates a bit back. I gave the galaxy an extra 50 years before mid/end crisis hit and by the time the Khans did anything I was at ~100k.
 
Is the fleet manager reinforce all info bugged? It never shows exactly how much stuff I need to reinforce everyone. With 3 ships needed to be reinforced it says that a total number of ships to reinforce in 1 fleet (cuz I only have one atm) is 3 and it costs 290 minerals. That seems wrong to me since 1 ship costs 145 minerals. Granted I only had around 200 minerals at the time but why have a feature like that if you can't plan with it. I'm guessing this a bug or I fail to see the logic behind this.
 
I have a bug in 2.0.2 where I have a colossus and can't make claims on my neighbors, but I don't have the colossus casus belli on most of my neighbors. For some reason I have it on the awakened empires and some fanatic purifiers.
 
The war continued for another 25 years after I hit 100% exhaustion, and since I had 1000 unity stored before that point and already had all of my desired traditions, I had little incentive to stop the war before taking 50% of the territory of the Federation and then calling it a day because I was getting tired.

Actual real life war exhaustion mattering before the ingame war exhaustion does. Lol.
 
Is the fleet manager reinforce all info bugged? It never shows exactly how much stuff I need to reinforce everyone. With 3 ships needed to be reinforced it says that a total number of ships to reinforce in 1 fleet (cuz I only have one atm) is 3 and it costs 290 minerals. That seems wrong to me since 1 ship costs 145 minerals. Granted I only had around 200 minerals at the time but why have a feature like that if you can't plan with it. I'm guessing this a bug or I fail to see the logic behind this.

It only shows you what you can afford to reinforce, and thus how many minerals will be deducted when you press the button. But of course it shouldn't say 3 ships in your example if it was really only building 2 ships for 290 minerals.
 
Ive heard these threads are an echo chamber of fan boys. Ahh I see now anyone who doesnt like 2.0 is attacked by die hard fan boys whod play stellaris if 90% of the game were stripped.

Theres a reason stellaris went from a 98% rating to 80% in 2 weeks. Figure it out quickly and dont trust the echo chambers in these threads....thats how you end up with 2.0.....

There are still more positive than negative reviews posted after 2.0 launched. The highest rated recent reviews are positive.
 
All the changes seem to be such a great step forward. Stellaris is becoming a highly polished game.
I still don't get though how through many patches, expansions and iterations the ship designer audio is still bugged? It's super annoying especially when you're playing on high volume settings. I'd rather it was silent.
 
Lets Try this again. Thanks for thanking us for our feedback. 2.0 broke the game. I know thats not a popular opinion on the paradox forums. But there it is.
It's OK to post that you don't like aspects of the game, but the purpose for discussion is to express what you don't like in a constructive manner. No one is looking for an echo chamber, but as I've also come to realize, the only way I can get the exact game I'm looking for is if I was to be the designer of said game. In all games you are likely to find things you dislike and wish they were different.

Me personally, I've been playing Stellaris non stop since 2.0 came out and my initial complaint was sub space speed seemed to slow, but as I've continued to play it, I'm now torn to if it really is too slow.

As for the changes to 2.0 my view of it is kinda skewed because I don't have the in game experience that so many others do, as I'm a HOI4 player first and have only played Stellaris sporadically up to 2.0.
 
Vast majority of 2.0 changes are great. Those that weren't initially great (WE) could use some tuning, but were still pretty fundamentally solid from a design perspective. Would like to see efforts focused on balancing WE as originally intended (hard stop) instead of messing around with penalties and no forced status quo.

Removing forced status quo doesn't fix the issue of WE accumulating too quickly, nor does it fix the issue of the AI surrender weights for Humiliate and Subjugation CBs being off-kilter to the point of making these CBs impossible to enforce. Those are the fundamental issues with what is otherwise a great system - breaking the system by removing the forced status quo doesn't fix them, and in fact distracts from fixing them. IMO.
 
My experience with 2.0, 2.01, and now 2.0.2 is that I'm really missing any sort of extreme-early game decision making.
Because of the way claiming systems work, there's really no reason to fuss over who my neighbors are. Borders casually form, and expansions continues in a completely empty area. What is driving the conflict in this game? Why should I bother to claim systems from a neighbor when I have so much space elsewhere to claim.
 
War is the most annoying mechanic atm.

I am in a Federation, Wars take sooo long, when others start em in a Federation. You cant do most about it.
And if you get Federation lead, you cant end the war, because the one who started must end it. But the KI just waits for the 100% War Exhaution bar. The enemy is at 100% since 3 Years, but he cant do anything...

If you join the war, prepare to get a massive boost in planets. Because you farm the Systems and the AI just drops Armys in silence sometimes, which gives YOU the planet (System Property). But you cant get rid of the Planet, Vassalication is ony possible if there is Peace...

ATM there is even a War in Heaven going on, but all normal Factions are in a Federation or at war with this Federation = the 2 Awaken Empires just poke each other. They cant declare war on you, but they will settle on evry planet in your systems you didnt colonize. And they spam ships all over the map...

Last but not least, since the Starbase System Property Mechanic is at work, YOU get the planets and not the Awakend Empire who sets the Colony Ships en route xD
 
AI cant learn from previous games like we can. It needs things to prop it up.

That's what hard and insane modes are for. Normal should be the baseline where the AI plays by the same rules as the player, and at this point it gets very noticeable discounts to upkeep and consumer goods, and there's a bug which means it doesn't have to deal with pirates (that's the most obvious issues) which result in it being able to maintain much larger than expected fleets. There was a *slightly* large thread about all of this, so getting it resolved should be cake.
 
It only shows you what you can afford to reinforce, and thus how many minerals will be deducted when you press the button. But of course it shouldn't say 3 ships in your example if it was really only building 2 ships for 290 minerals.
The fleet manager also has a separate listing of how many fleets are lacking how many ships in total, plus what should be the total reinforcement cost. It is not, it's just the next reinforcement threshold before hitting the Reinforce button would add one more ship. It sounds a bit convoluted to explain, but it's quite obvious in-game what it does.
 
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