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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.

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######################### VERSION 2.0.2 ###########################
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# Feature
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* 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

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# UI
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* 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

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# AI
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* 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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To be honest, titans feel realy cheap in design... they're just a realy big gun moving around, nothing more, nothing less...
I realy feel that the current state of ship's variety and roles are realy plain.
I miss the early days, where you were able to create 'tank' battleships to go to the frontline and break the enemy lines and support them with dedicated long range battleships.
The addition of the titan ship design is realy disappointing, I've expected a great flagship, that destroys everything in it's path, but it can easily be swarmed down with corvettes, not even having a chance to hit them.
But the worst thing is it's cheap weapon design. It wasn't enough to give it's sections only L slots, it only had got a single type of titanic weapon, wich in a way forces you to use weapons, that support that weapon type -> you should go lance XL weapons on your battleships and use weapons, that support that loadout...
So much variety for lategame.
Why are there even techs, that are not supporting the tachion lance lategame build?
For XL weapons, there is a more or less 'universal' weapon for all defensive layers in the form of 'giga cannon', which has less bonuses to certain defensive layers, but has less negatives too. And there's the arc emitter to create a whole new style, the only problem being that the supporttive weaponry is not capable of supporting that style (cloud lightning is only a tier 2-2.5 tech lvl weapon, disruptors has almost no range and are limited to S and M slots) -> the style is too limited even it being interesting.

I realy hope for a good weapon diversity in the game with multpple effective loadouts... and a smart AI, that creates better, harder to hard-counter ship designs.
 
Hey I opted in for the 2.0.2 beta. I like a lot of the stuff you fixed. But when I begin to fire my colossus it just goes insane and any neighbor (currently one) just constantly send me a message saying they have the stop Colossus beli. And I mean not stop. It is kinda annoying. But so far no other issues!
 
* Ships merging in to fleets directly from stations now behave properly

This is a little vague... does this fix the fleets not counting the ships that are already in the fleet too? It's kind of annoying trying to reinforce a fleets and getting 20 more "fleets" because the reinforced fleet reached its cap before the shipyard finished building all the ships. It gets more than a little annoying when you have multiple fleets of 200 and all of them think they don't have any ships in the fleet. Hope that makes sense. haha
 
Not sure if this has been reported yet. But with the fleet manager, I am having an issue where it is waiting on "ghost build queues". It also causes crashes if you try to solve it by creating a new template and merging fleets over.
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  • while i never had a desync just by itself, games where people hotjoined (even just re-joined) had potential desyncs (RANDOM_COUNT) until total desync.
  • i saw weird stuff, like a ship built in a station just taken by the enemy becoming invulnerable, until i entered the system with another ship. Funny stuff is sometimes happening.
  • i saw one instance of a hotjoiner getting repeated namarian nomads like crazy.
  • generally i find the Driven Assimilators should still be a 50/50 race in terms of danger, and not get assimilation war demands completely for free. they got a tidbit too powerful. I find the purely aggressive setup should still be DE. I would even enjoy if DA has to pay for assimilation wars, but can get wardecced for free instead. And I am a fan of DA, but it kinda forces me now to play a certain schema. I prefered the dubiosity of DA in the past - making your neighbours constantly asking themselves if you are good or bad.
  • Generally i find this patch just brings back super evasive corvette rush. If you get bad expansions, you are quite easily out of the game. I despise that gamestyle a bit, and often facepalm if I watch streams from rush builders who seem to know almost nothing about other mechanics of the game
  • Tall feels super nerfed.
  • Marauders imho should target richer, bigger empires more. As powerful empire i sometimes just ignore them and pay them off, and they feel cheap. If you are struggling however it feels like extra punishment.
 
Great update I played few hours with beta,so far it looks like good improvement,but I have 2 bugs to report playing as Determined Exterminators:
1.Expansion tradision still shows "Expansion adoption effect gives +100% colony development speed" instead of 50% like in patch notes.
2.In Supremancy tradition Natual order has tooltip "fr_supremacy_natural_order Effects:fr_supremacy_natural_order_desc".

(This two bugs so far only appeared for me as Determined Exterminators)
 
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Fleet manager is broken for me. Totally non-functional at this point. Loaded a game and it thought my corvettes were titans, and my corvette design just disappeared. I simply cannot assemble my fleets anymore and endgame is coming. Guns still aren't showing up on the ion cannons, so they are useless. Default titan design had no weapon either. I have to abandon this game until the fleet manager gets fixed because it's basically become unplayable. It's been messed up since I started 2.0.0, but seems to have gotten worse with time and/or patches.

I don't know if it is part of the cause, but I was trying to play this playthrough entirely with auto-best for all of my ships. Perhaps if I had made custom ships from the beginning it wouldn't have been so confused? I don't know.

Other bugs:
  • For some reason, sometimes the planet or station lists bug out and started rapidly swapping the order of two of the stations/planets. Did you change the distance calculation to use # jumps vs the old distance calculation or something and it can't decide on the order?
  • Is emergency jumping out of an inaccessible area still a thing? One of my fleets got trapped behind a semi-friendly empire that closed its borders right after a war with its neighbor
  • Not sure if this is a bug, but I settled a holy world to provoke a war with a FE and even rivaled it and insulted it multiple times until I had something like -800 relationship with it, and it refused to go to war with me. I waited several years.
  • When I load a game, the resource numbers are all wrong (large negative numbers) for a day or two
  • Sometimes, for some reason my minerals will, say, fall to +50/mo. Then a couple months later, they shoot back up to +300. Then, later I realize that they are at +600. Then back to 300 again. Not from edicts, or leaders, or anything, it's just sort of random. Same thing happens to energy.
  • Constant war request spamming from allies hasn't gone away
  • Many empires have jump drives but they don't use them, even when they really should. Probably not really a bug, but I can't believe an awakened empire thought it was a good idea to attack a fully reinforced station at a chokepoint w/all of my fleets next to it, when it could just jump past it in to the vulnerable systems
Also, unless (once they work) ion cannons are a game-changer, stations become much less important later on. They can't do jack to an endgame crisis or awakened empire on their own. Despite all of the work to make small fleets more important, I still end up just massing my 4 fleets together to provide enough firepower to destroy stronger threats, like a single awakened fleet.

It should also be easier to tell what your allies claims are, unless there's already some obvious way to do that that I've missed. I'll go to war against a galactic threat (so instant landgrab), take out a station, and it'll go to an ally that I guess had a claim on it?

Despite my bitching, I love Stellaris and am actually very positive about the changes you've made to 2.x. The bugs are ruining the experience a bit, but I think the core of what you've changed makes for a more interesting and dynamic game. Thank you for many many hours of entertainment.
 
I am currently liking this patch a lot better than 2.0. Wars don't feel like they're over too quickly any more. I haven't actually stayed over 100% WE to try out those penalties but I like the feel I've had in my games so far on this patch much better than 2.0.
 
I don't know if it is part of the cause, but I was trying to play this playthrough entirely with auto-best for all of my ships. Perhaps if I had made custom ships from the beginning it wouldn't have been so confused? I don't know.
That's probably a large part of it. At the moment auto-design and the Fleet Planner has some bad interactions. The work around is to design your own ships and be fastidious about upgrading ships before reinforcing. I don't use auto-design myself but as long as your ships are upgraded to the latest design it ought to reinforce correctly (not a huge problem most of the time but I imagine it would be really cumbersome during war).
 
This is a copy pasta from when I raged at the AI, my points are ragey but relevant. The AI economy's are just able to always have superior economy, territory, fleets, etc. real annoying, is it hard to make AI changes or change AI economic bonus.

Copy Pasta: Every and I mean every AI in my game has about 20-30 systems in year 2260 while I have 17 since it costs influence yet they can expand like mad men. The AI also have a ton of planets with vitually no signifigant resource output yet they arn't hidering thier economy, being easily to deploy two fleets at 1.4k and 1.8k respectfully while all I have is one 1.4k fleet and a .4k fleet, it makes it hella annoying that the AI can magically have a tip-top economy with several planets, two tip-top fleets that don't cripple said economy. Normal mode should be where the AI has no or 5% bouns to their economy, Hard 10-15%, etc. etc. they need to fix this.
 
This is a copy pasta from when I raged at the AI, my points are ragey but relevant. The AI economy's are just able to always have superior economy, territory, fleets, etc. real annoying, is it hard to make AI changes or change AI economic bonus.

Copy Pasta: Every and I mean every AI in my game has about 20-30 systems in year 2260 while I have 17 since it costs influence yet they can expand like mad men. The AI also have a ton of planets with vitually no signifigant resource output yet they arn't hidering thier economy, being easily to deploy two fleets at 1.4k and 1.8k respectfully while all I have is one 1.4k fleet and a .4k fleet, it makes it hella annoying that the AI can magically have a tip-top economy with several planets, two tip-top fleets that don't cripple said economy. Normal mode should be where the AI has no or 5% bouns to their economy, Hard 10-15%, etc. etc. they need to fix this.
The AI by default pays 1/2 maintenance for everything.
 
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
I think it would be better to where you start to lose about 20% total influence and 20% total unity per year after 100% influence, up to four years where you are stuck at a 20% total production of unity and influence, along with riots, defiants, etc. also it shouldn't affect the defender. Also i believe i saw a forum post on steam or on these forums about how machine empires/ curtain ethics would work, like machine empires drones would start to fracture from th collective if war exhaution was maxed, he had a curtain name for it.
 
Why not make it so that you can go to 200% WE?

Have it so that at 100%, they start taking scaling influence, unity, and economic penalties, and at 200% you can white peace them.
(Or halve the values and make it 50% and 100%)
 
Hi, can you guys fix variables? They don't work properly.

@Iyur
@hadaev
@Waesche
I've posted bug report for this issue. I suppose this hasn't a high priority for devs at this moment.
However, Waesche and I have some hints how to temporary solve this, but the code is really ugly and may lead to some performance issues. Anyway, the problem is really crucial for modders, I hope pdx will fix it asap.
 
"Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance"

Well, spread empires are rather screwed now - especially Life Seeded - better pray you find a lot of energy mine locations, and just leave a wake of unbuilt stations.
 
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