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Stellaris Dev Diary #109 - 2.0 Post-Release Support (part 2)

Hello everyone and welcome to another Stellaris development diary. As mentioned in last dev diary, we are still in full post-release support mode and until we are ready to get back to regular feature dev diaries, we're not going to have full-length dev diaries. Instead, we'll use the dev diaries to highlight certain fixes or tweaks coming in the rolling 2.0.2 beta update that we feel need highlighting. All the changes listed below will be coming in the next 2.0.2 update, which we expect to have with you soon.

Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
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Food Trading & Negative Food Spirals
We've had a bunch of feedback on AI and player problems with ending up in negative food spirals where a lack of food would cause starvation, reducing happiness and causing unrest, which would reduce food production, making starvation worse and creating a vicious cycle. To address this we've made a couple of changes. First of all, unrest and low happiness no longer reduce food production (they still reduce food from processing/livestock, as that represents the pops fighting back against being eaten). Secondly, we've improved the AI's understanding of food trading, so that it should heavily prioritize trading for food when in starvation. Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
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New Marauder Events
In order to make it less of a pure loss prospect to start near Marauders, we've added some positive events that can only fire if your empire is bordering Marauders. These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
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Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

Weapon Range Modifier
Since this is a topic that keeps coming up (because the way weapon range is implemented in the code is extremely complex and there is no one single weapon range modifier bug to fix, but a bunch of different places where it has to be hooked in correctly), I just wanted to mention that we've done some additional fixes, and believe that the modifier should now be fully functional. We've also implemented a separate ship_modifier entry for ship sizes that can be used to apply certain modifiers (such as firing rate and weapon range) that do not work in the regular ship_size modifier (as that modifier is applied to the ship design, and not the ship itself).

That's all for now! Remember that these are just a selection of tweaks/fixes, and there are many more that were not listed here but will be included in the patch notes when we next update 2.0.2. See you next week!
 
l though it was a a circle but maybe it is on 2.01

Indeed, but it was a placeholder. What you saw was what it looks like in the beta.
 
For Machine Empires from Synthetic Dawn, will this new Species Rights change allow more customization of "Machine Integration" templates/population groups?

I don't want to have my potential leaders pulled from my "Mining Bots" (for example), but I have no choice about that currently. My main species has traits with bonuses to leaders, so they are the only group that I want to be able to become leaders.

Thanks! This game is so great!
 
Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

Interesting. Armies still need some love in this game. Speaking of which, is the terrible slow gaining of experience for generals being looked at?
 
Oh neat, I made a thread about the food spiral problem but honestly wasn't expecting anything to be done about it. I like the fix!

It's a helpful band aid, which is much appreciated, but the real issue is that the AI has no clue how to prioritize buildings on it's planets to get it's economy in good shape. I'd be much more excited about the AI learning how to build enough farms and not leaving half its planet tiles with pops undeveloped. But you know, it needs to build more ships before anything else, apparently, even if it cripples itself economically in the process.
 
Hi Wiz,
occupation army sounds good but troops that spawns from nothing not so much.
Why not draw some troops from attacking army as occupation troops?
Maybe letting players choose which (you can yet do this forcing some toops to land again, even the IA do this sometimes).
Or draw a fixed amount (maybe the same of garrison army affordable from the planet) from standard "assault troops" if (and till) enough.
As is it's too easy to conquer planets (and keep them).
 
Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

So basically free armies? So I have 100 assault armies, take a planet, I now have 100 assault armies and 10 occupation armies? It should cost me something directly related to the war effort to take and hold a planet. I should either have to leave a portion of my assault force on the planet or a fleet to keep the opposition from sending in transports. Why not leave some number of assault armies on the planet (say maybe the planet width?) and give us a timer, call it entrenchment or something like that, which would allow us to pull the armies out - but once the timer fires they become your occupation armies for the duration. I shouldn't be able to keep rolling with 100 assault armies through an enemy empire taking planet after planet without any risk of him coming behind me to snipe what I've taken away from me - pressing the attack should have a cost, either in armies, or risk.
 
The occupation armies make me very happy. Cheers !
 
The range it stops at is decided by what computer you pick, not by what weapons you pick.

Could we get an update to the tooltips that explains what range(s) should be expected for each computer? The current tooltips say "long range", "med range", etc, which is less than ideal when it comes to understanding which weapons will fire at the combat computer's ideal range.

Assuming the ideal ranges are the result of emergent behavior, this may not be feasible. As an alternative, specifying which weapons typically fire in each range category may be a reasonable alternative. The main thrust of my request is getting a better idea of ship performance during the design phase.
 
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But is it possible to have a tooltip for the computers that say short range is X units, medium is Y units and Long is Z units. Currently as far as I know there is no way to know if the weaon I choose will even be in range with a specified computer.
I have to agree, a blurb about the default range these stop at in the tooltip would be helpful in weapon choice decisions. I mean, XL weapons have that mentioned 100 range just fine but having L weapons that don't reach 100 would potentially and inadvertently gimp your ship's damage output. Or maybe even a warning when the design is save that some weapon choices are not optimal for the computer range choice..
 
Setting subspecies rights is huge, thanks for adding that!
 
Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
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@Wiz Any chance you are going to extend setting species rights to Synths in non-synthetic empires? Its really odd, both in terms of thematics and gameplay, to have them treated completely differently from everything else, and it would be nice have that extra flexibility for players ( ie let me have my super science synths please)
 
The combat computer decides the distance they stop at (unless they have Swarm behavior). This distance is modified by weapon range modifier, so a ship with a longer range will stop further away (for example, Artillery ships normally stop at range 100, but will stop at range 150 if they have +50% weapon range).

How is the range determined when combat begins?
 
The range it stops at is decided by what computer you pick, not by what weapons you pick.
So can using the Artillery and Line computers go badly wrong if you equip your ship with insufficiently long-range weapons and the enemy also have a move-to-fixed-range computer? Thanks for clarifying, but maybe the actual ranges should be in the description so the player can take them into account.
 
So can using the Artillery and Line computers go badly wrong if you equip your ship with insufficiently long-range weapons and the enemy also have a move-to-fixed-range computer? Thanks for clarifying, but maybe the actual ranges should be in the description so the player can take them into account.

I will update the combat computer descriptions to include range numbers.