• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Stellaris Dev Diary #261 - Challenge Accepted

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!
 
  • 106Like
  • 45Love
  • 8
  • 5
  • 3
  • 1Haha
Reactions:
I imagine "all crises simultaneously" would be a really big project.

Having all three on the map at once would likely create unintended behaviors between them and Paradox would want to iron all that out before releasing it. It's a really cool idea, but I understand why it's not something they could have slapped together during their downtime in the summer.
 
  • 6
  • 1
Reactions:
@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?
 
  • 5
  • 4Love
  • 1Like
Reactions:
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.
 
  • 6Like
  • 4
  • 1Haha
Reactions:
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.
 
  • 6Like
  • 5
Reactions:
What are you doing on the forum? ;)

It was the more recently opened tab on my phone's web browser, so my process this morning was wake up -> open web browser on phone -> see notification from Eladrin.
Are you sure he wasn't asking why you weren't working? After all, every day ending in y is a good day to work :p
 
  • 5Haha
Reactions:
Are you sure he wasn't asking why you weren't working? After all, every day ending in y is a good day to work :p

Found the Extended Shifts monitoring AI.
 
  • 6Haha
Reactions:
I asked this back in June, and got a ton of red x reactions as a result of that question, but I am still serious. When will all of this work on achievements be actually viable of use for those of us playing modded games? We still perform all of the same tasks, why are we DENIED the ability to unlock achievements because we've decided to use the MOD api the game PROVIDES to end-users to create/enjoy user-generated content within the game? I would absolutely LOVE to unlock the game's achievements, but I don't want to be stuck playing a non-modded ironman game for this purpose.
 
  • 3Like
  • 2
  • 2
Reactions:
I asked this back in June, and got a ton of red x reactions as a result of that question, but I am still serious. When will all of this work on achievements be actually viable of use for those of us playing modded games? We still perform all of the same tasks, why are we DENIED the ability to unlock achievements because we've decided to use the MOD api the game PROVIDES to end-users to create/enjoy user-generated content within the game? I would absolutely LOVE to unlock the game's achievements, but I don't want to be stuck playing a non-modded ironman game for this purpose.

Achievements are accomplishments in the base game as it is endorsed by the developers and played by the majority of players.
Mods introduce new content which may make achievements easier, thereby making them more achievable.
You can play modded Stellaris and earn achievements so long as your mods do not affect the checksum.

If you want to earn achievements that the community recognizes, you have to play the game the community recognizes. If you want validation for your accomplishments in modded playthroughs, post on the cool screenshot thread or on the Stellaris subreddit.

So when will achievements be accessible to players using modded content? In short: always and never. Because you can always play the unmodded game and you can always try to accomplish these tasks in modded playthroughs, but Paradox will likely never make achievements mod-compatible because of the nature of achievements. Modded savegames disable achievements for the same reason.
 
  • 13
  • 4
Reactions:
Well this is how achievements look in the game files and I guess if they ever don't require the correct checksum it will take 0.3 seconds for a mod to appear that unlocks all of them instantly.

Code:
achievement_colonize = {
    id = 1

    possible = {
        is_ironman = yes
    }

    happened = {
        num_owned_planets > 1
    }
}
 
@Eladrin Is there any potential to unlock galaxy map customisation a bit?

Specifically, letting us drop in configs like this?
1661073341438.png
1661073390550.png


(to get this to work, i need to swap out spiral_2.txt or spiral_4.txt).
1661073655088.png
1661073773341.png

1661074442859.png
1661074463369.png

1661074372617.png
1661074393878.png

(suprisingly the background galactic dust follows the arms, always assumed it was a preset shape)

Or moving some/all of these properties in to an "advanced"/collapsed tab in the game-start UI? (a bit like how vassalisation rework gave us a good ui for a number of pre-existing properties)
Stuff like cluster size/density, %inter-arm connections, number of nebulae, arm separation, map seed, number of rings (to have double doughnut galaxies), more granularity on ruined megastructure spawns and so on.

Galaxy map customisation needs some love.
 

Attachments

  • spiral_2_pan_1_teardrop_arm.txt
    323 bytes · Views: 0
  • spiral_4_pan_3_arms.txt
    324 bytes · Views: 0
  • spiral_4_pan_2_separated_bar.txt
    325 bytes · Views: 0
Last edited:
  • 9Like
Reactions:
I guess if they ever don't require the correct checksum it will take 0.3 seconds for a mod to appear that unlocks all of them instantly.
Anyone who would use that mod could just as easily use Steam Achievement Manager.
 
  • 6
Reactions:
I asked this back in June, and got a ton of red x reactions as a result of that question, but I am still serious. When will all of this work on achievements be actually viable of use for those of us playing modded games? We still perform all of the same tasks, why are we DENIED the ability to unlock achievements because we've decided to use the MOD api the game PROVIDES to end-users to create/enjoy user-generated content within the game? I would absolutely LOVE to unlock the game's achievements, but I don't want to be stuck playing a non-modded ironman game for this purpose.
Yeah, I hate it.

Some of the mods I play with are entirely cosmetic, or extremely minor tweaks that do not affect the difficulty of getting those achievements in the slightest. Yet even the slightest of changes lock you out completely of getting any achievements, even if it's just a mod to add more Earth textures for different climate types.

Achievements are accomplishments in the base game as it is endorsed by the developers and played by the majority of players.
Mods introduce new content which may make achievements easier, thereby making them more achievable.
You can play modded Stellaris and earn achievements so long as your mods do not affect the checksum.

If you want to earn achievements that the community recognizes, you have to play the game the community recognizes. If you want validation for your accomplishments in modded playthroughs, post on the cool screenshot thread or on the Stellaris subreddit.

So when will achievements be accessible to players using modded content? In short: always and never. Because you can always play the unmodded game and you can always try to accomplish these tasks in modded playthroughs, but Paradox will likely never make achievements mod-compatible because of the nature of achievements. Modded savegames disable achievements for the same reason.
Except this is nonsense, someone can just use Steam Achievement Manager to unlock all achievements instantaneously, and what this really does is just take the satisfaction away from people who want to get the achievements through proper (albeit modified) gameplay.

Most other games don't disable achievements based on the use of mods or cheats at all, the achievements are there more for the player's satisfaction than anything else.
 
  • 10
Reactions:
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.

This makes me happy.
 
Achievements are accomplishments in the base game as it is endorsed by the developers and played by the majority of players.

According to Steam, fewer than 30% of players have the "colonized a planet" achievement.

Screen Shot 2022-08-21 at 10.45.17 AM.png

Those are the two most common achievements. Every other achievement is a smaller % of players.

Does this mean 70% of players have never colonized a planet? OR does it mean that 70% of players started using mods before getting that far?

Evidence seems to indicate that the vast majority of players do not play unmodded ironman.
 
Last edited:
  • 8
Reactions:
According to Steam, > 30% of players have the "colonized a planet" achievement.


Those are the two most common achievements. Every other achievement is a smaller % of players.

Does this mean 70% of players have never colonized a planet? OR does it mean that 70% of players started using mods before getting that far?

Evidence seems to indicate that the vast majority of players do not play unmodded ironman.
Though to be fair, one has to assume that of those 70%, by far the larger part play unmodded non-ironman rather than modded ironman. So by far the biggest hurdle for achievements is playing ironman.

But since you can still easily "savescum" or even edit the save game on ironman, I think you might as well throw out the "no achievements without ironman" rule. And once you've done that, you might as well throw out the "no achievements when playing with mods" rule.

After all, it's lnot ike we're in the Olympics. The only one you're really cheating by getting achievements with console/mods/cheats/reloading/whatever is yourself.
 
Last edited:
  • 10
  • 2Like
Reactions: