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Eladrin

Stellaris Game Director
Paradox Staff
Apr 4, 2019
1.211
40.440
www.paradoxplaza.com
Hi everyone, I hope you’ve had a wonderful summer.

Today we’ll start going into some of the things planned for the upcoming Stellaris 3.5 “Fornax” update.

New Difficulty Settings​

With the improvements that have been made to the AI over the past few updates, we’ve noticed that new players are finding things a bit more challenging and there have been some requests for an easier difficulty setting. As such, we’re adding a Civilian difficulty setting, and making Cadet the default difficulty.

Civilian difficulty further increases the bonuses players receive in Cadet difficulty, with an additional bonus towards completing First Contact.

Civilian Difficulty


Now, we’re aware that most of you that read these dev diaries are looking for a greater challenge rather than the opposite, but we have some things for you as well.

Two new settings are being added that allow you to better customize the difficulty of your game.

Rather than being a simple toggle, Scaling Difficulty can now be set to Off, Mid Game, or Late Game - if set to Mid Game, AI bonuses will scale from zero to the selected difficulty by the Mid-Game Start Year. Late Game will provide the current behavior of scaling to the selected difficulty by the End-Game Start Year.

Mid Game Scaling Difficulty


Difficulty Adjusted AI Modifiers is a new toggle that can dramatically increase the strength of the AI on higher difficulty levels as the game progresses. If enabled, the AI bonuses apply to all other modifiers the AI accumulates.

As an example, the Geothermal Fracking technology grants +20% Minerals from Miners. On Grand Admiral difficulty with this setting enabled, this technology would instead grant AI empires a 40% bonus.

Difficulty Adjusted AI Modifiers


Fornax will also bring one other tiny little addition to the galaxy generation settings for players looking for an extra challenge.

Crisis Type: All


The Crisis Type setting will now have an option for All, which will spawn every crisis sequentially, with each subsequent crisis being stronger than the previous. The galaxy is counting on you. No pressure.

Species Pack Achievements​

Stellaris achievements have always been a bit tongue in cheek and enjoyable to make, if not always enjoyable to complete. (I’m looking at you, Galatron achievements!)

We’ve submitted to the demands of our artists, and will be adding three achievements to each species pack that has previously been released.

While Stellaris achievements have traditionally always been careful to not require “cross-dlc”, we didn’t enforce that restriction to some of these since we felt that if you have all of the Species Packs you probably have everything else already.

Here’s one example from each.

Aquatics:
Fishing for Trouble

Fishing for Trouble - As an angler empire, provoke a Fallen Empire into declaring war on you and win.

Necroids:
There's a Zombie on my Lawn

There’s a Zombie on my Lawn - As a Necroid empire, eradicate a Plantoid empire, or vice-versa, without blowing up their final planet.

Lithoids:
Rock Beats Paper

Rock Beats Paper - As a Lithoid empire, show the Galactic Community exactly what you think of that strongly worded letter.

Humanoids:
Strange Mood

Strange Mood - As a Master Crafter empire, fully construct a megastructure while you have a Covenant with a Shroud entity.

Plantoids:
DIY

DIY - As an Idyllic Bloom empire, convert the junk worlds of the Ketling Star Pack into Gaia Worlds.

Next Week​

Next week I'll spoil more of the achievements, and go into some quality of life changes. Iggy will also give a compiled update on relic changes based on your feedback.

Quality of Life Spoilers


We'll be a bit slow with replies to this dev diary as we're currently at a staff conference. We'll catch up as we can.

See you next week!
 
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@Eladrin HOW DID YOUR COMBAT REWOWK GO DUDE OMG IM DYING TO KNOW WOOOOOOOH

Ongoing. Anything we decide to do from the combat rebalancing experiments will definitely not be in Fornax, I'd like to put it up in an open beta beforehand - this is one of those scenarios where the data would be very useful.

I'm going to hold a small design talk at PDXCon where I'll be going through what we're thinking (earlier than I'd normally be comfortable with, since we're still very much in the experimental phase :D) alongside some of the things @Alfray Stryke 's been up to.

A sneaky Dwarf Fortress reference I see.

It probably should have required Subterranean, huh?
 
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I'm going to hold a small design talk at PDXCon where I'll be going through what we're thinking (earlier than I'd normally be comfortable with, since we're still very much in the experimental phase :D) alongside some of the things @Alfray Stryke 's been up to.

I'm looking forward to talking about some of the untraditional things I've been experimenting with.

It probably should have required Subterranean, huh?
Fine, I'll add Subterranean to the requirements on Monday.
 
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Time to blow up a holy world.

We're really mean to the Spiritualist fallen empires.

Name suggestion: Fixer Upper

I like that, I'll pass the suggestion along next week and see what the others think.

Fine, I'll add Subterranean to the requirements on Monday.

It's Saturday, what are you doing on the forum?

So it does not require Permanent Employment?

No, I didn't want to make it too restrictive.

Is it just me, or is the banner for the Dev diary new art? Seems like a "bad things are happening" event art, so possibly more situations coming soon?

It's new art, I think the CD team requested it for the bankruptcy event. But I love it.

Unfortunately, due to how the achievements are checked, they can’t be awarded retroactively.

If they have a save lying around they might be able to load it and get it. Depends on the exact triggers.

Please add an option to select level or at least disable the AI vassals difficulty debuff.

This seems like a good idea. It won't be in for Fornax, but I'll put it on the list.

Huh, I love the idea of having to deal with all the crises but I have to admit I'm disappointed you cant have them all at once

The end game crises share some flags, so they'll interfere with each other to some extent if run simultaneously. (For example, the Unbidden might think they're doing better than they actually are, if the Prethoryn are stomping part of the galaxy, triggering the secondary and tertiary factions to spawn at inappropriate times.) Detangling them is possible, but a larger task than adding sequential crises, which we felt was pretty safe.
 
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Difficulty Adjusted AI Modifiers sounds really good. Does it also help with the late game bottleneck, where the AI runs out of naval capacity by increasing the naval cap they get from techs and naval cap modifiers in general? Or does it mean, that not only the economic modifiers, but also the weapon modifiers adjust according to the difficulty? A doubling fleet firepower certainly, because the AI gets double the output of its weapon tech for example.

We already have AI overflowing with ressources, which it cannot put into bigger fleets with grand admiral, Difficulty adjusted AI modfiers will enable the ai to reach the naval bottleneck sooner, but I fear it wont help in prolonging the gametime, before it gets either boring or the galaxy is conquered.
Just staying alive long enough until you can outfleet the AI shouldnt be a save victory. Thats why I am curious, if only economic modifiers get affected or the rest too.
No it will not help AI with this issue. However, next patch brings AI logic for using fortress building after repeatbles have been unlocked to boost its navy capacity as well as several fixes to starbase building/upgrading which will increase their late game navy cap significantly.
 
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