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Stellaris Dev Diary #257 - Summer is Coming...

Hello!

The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things.

We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don’t work out, or need a lot of iteration before turning into something usable, but that’s okay - these are intentionally framed as experiments with lower pressure.

Rather than doing a review of what did and didn’t work after the summer, I want to give a preview of some of the systems we’re looking to experiment with, but with the caveat that these experiments may or may not pan out.

None of this is guaranteed, and I’m not giving timelines for release even if they do work out!

Relic Balance​

Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…

Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets.
  • Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress.
  • Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
  • Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research.
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding!

I expect that we’ll post a list of the changes when we start the dev diaries up again after the summer for feedback.

Accessibility Improvements​

@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we’re looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.

At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.

If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.

Traditions​

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Deep In the Code Mines​

@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.

Fleet Combat Balance​

Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.

More Achievements​

Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.

These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.

Looks like a fixer-upper.
Well that's ominous.
Is that the Swolefin from the Overlord trailer?
CAN YOU SMELL WHAT THE LITHOID IS COOKING?
Om nom nom
More om nom nom. A lot of our achievements reference eating things, don't they?

And then there's this one, which we've called The Darkest Timeline.

You rolled a 1, time to eat the stick.

What's Next?​

These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).

As mentioned earlier, next week will be the 3.4.4 patch notes, after which we’ll be going on a dev diary hiatus for the summer.

See you next week!
 
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Regarding fleet role rebalances, I think that making it so that picket combat computers boost the defense of nearby ships by an amount proportional to the ship's current defense status as well as increasing the likelihood that enemy ships attack them might make destroyers more valuable. For cruisers, I think that they need a new role since they don't really do "battleship lite" very well. To that end, I propose getting rid of the line combat computers and giving cruisers access to a unique combat computer, similar to how corvettes are the only ones with the swarm combat computer, based around bypassing enemy pickets to attack their artillery and carrier forces. Something along the lines of flanking for name, it would encourage a tactic of taking a wide arc around the picket line to target enemy battleships, also engaging any enemy cruisers found along the way, and allow ships with it to ignore the picket ships' "attack me" aura. Mechanically, it would also give a boost to combat speed and weapon range.
 
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I am a little sceptical about the window of opportunity for ascention perks unlocking Traditions.

Consider this:
- You kind of want the tradition to be actually picked after one picks the corresponding perk because otherwise this is just a good perk with a subpar appandage.
- Both are probably kind of locked into the window of opportunity of the fairly early game. Two of your second to fifth ascention perks are pretty hard locked for your ascentionpath. So you probably want this to be a 1st or 2nd Pick because after that the window of opportunity for everything thats not Ascention-Path slams shut for a while.
-The flipside option is to enable some really special stuff for the post-ascentionpath-phase towards the end of midgame. This would need some Serious oomph to compete with Ecu/Hive/Mec-worlds and to some extend Become the crisis.

Having said this I also am VERY intruiged by the implications.
MAYBE we can have an "ascention"-less "Ascentionpath" for a "body-purist" and/or options for Xeno-Compatibility to make them less whacky.

Rough Idear here:
Ascentionperk:
Xeno Compatibility (unlocks "Compatibility Ambition" Tradition,+10% happiness [disables: Engineered Evolution; The Flesh is weak; mind over matter])

Opener: Pan-Imperial Travel: +25% Sublight speed; +50% Popgrowth from Immigration
Right Hand:
1. Lead by Example: + 50% Amenities from Ruler Jobs
2. Meritocratic Leadership: + Leaders start with +750 XP
3. Representation: +1 Politician Job per Empire Species in Upgraded Capital Buildings.
Left Hand:
1. Gone Native: +5% Habitability +5% for each Planetary preference amongst empire species. (which is 10-75%; realistic is more like 10-30% come mid-game)
2. Interspecies Accomodation: +3 Unity per Empire Species.
Finisher: +10% Popgrowth

And then a follow up Ascentionperk:
Interspecies Workethics: +0.5% Ressources from jobs for each unique Trait amongst empire bio species.
(the number here is a wild guess at what would be alright. You can start with 12 or 13 traits if you really push hard with servile-aquatic-lithoids. There is however a realistic softcap somewhere around the 30-40 mark; you are locked out of the other Ascentionpatgs after all and there are basic 38 basic traits for bio-pops. We can dismiss Hiveminds entirely. You can maybe grab a cyborg, a psionic or some advanced bio-ascended species here and there but thats really not reliable. Probably would require aggressive testing)

I don´t know. Just what came to my head right now. Don´t hit me for trying desperately to make multi-species, non-modified empires work!
 
Looking forward to what comes out of the work! Are there any plans to revise the ship weapon loadouts?...
As a followup to this, is there current a superiority framework for ship designs, similar to the weapon superiority dynamics (i.e. kinetic better than shields, energy better than armour, etc)? Just thinking about the evolution of ship sizes, it makes sense that when destroyers are researched, they would be designed to make corvettes obsolete or at least have a big advantage over them. Same thing when cruisers and battleships are unlocked, they would only be developed to be better than the previous thing. But as the larger ships are unlocked, they become vulnerable to the smaller ships again. This would make for very interesting fleet evolutions and add another layer to combat because not only would you need to tailor your loadouts to the enemy's loadouts, you would need to tailor the whole fleet composition to the enemy composition.
 
hotkeys for zooming in and out.
Thank God, finally! It's so awkward for those of use without scrollwheels.

Also, could more flexibility in ship weapon loadouts be possible? Why can't we have a battleship with just dozens of small weapons, or a corvette that's just a big gun with an engine?
 
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Hi, i just bought the game a few days ago and tried playing it.
Sadly my mouse software wasn't recognized. Logitech G Hub and the Razer one.

The first problem was the mousespeed. BUT the bigger problem was...

I am a southpaw!
I switch my mouseclicks with the mouse software it was sold with. The game feels REALLY uncomfortable when you have to play using the exact opposite key that you are used to. I tried it, but eventually gave up. Although i don't want to give up on the game just yet.
Usually i would just move on, but i read, that you want to add acessability to the mouse settings.

Please think about switching primary and secondary mousebuttons.
The dream would be if the mousesoftware would work.

I simply don't want to give up on the game yet, since i believe, the game is right up my alley.
 
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Psionic need an heavy buff, it's really not up to par with the other ascension, live and in this dev diary. You get a flat 20% ressource for psionic pop, while a well made gen empire will get more or less 20% for specific job PLUS a massive amount of pop growth and ability to colonize way more planet than a spiritualist empire. Same with robotic AP which get some really nice trait. The only kinda loser in this like the psionic path seems to be the synthetic path