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Stellaris Dev Diary #40 - Heinlein Patch (part 1)

Hello everyone and welcome to another Stellaris development diary. This is the first in a multi-part dev diary about the 'Heinlein' 1.3 patch that we are currently working on. As I mentioned in last week's dev diary, Heinlein will be a patch focusing on addressing community feedback, tentatively planned for release sometime in October. As such, you can expect a large number of interface and quality of life improvement, too many for me me to list here precisely what we have planned. However, we do also have some larger changes planned, and this dev diary is here to give you an overview of what to expect.

Auto-Explore
Exploration is an important part of the Stellaris early game, but towards the mid and late game, it can get annoying to have to manage your science ships while also trying to run a sprawling interstellar empire. We've said previously that we don't want the automation fully automated away, so the compromise we've settled on is to introduce a technology that will appear after your empire grows to a certain size that allows science ships to be automated (it will also grant some other bonuses so to be useful to the AI). Though we know that there are are people who want automation options from the very start, we believe that there is always a cost involved in automating core parts of the game experience. You will of course be able to mod the game to permit you to have it enabled from the start, if you so wish.

Rally Points
One of our most requested features since release has been a better way to manage newly built ships. After discussing the various options (such as a fleet designer) we decided to settle on adding Rally Points for your fleets. In Heinlein, you will be able to mark any planet or star in the galaxy as well as any warfleet owned by you as a rally point. When a new warship is built in your empire, instead of remaining at the planet that built it, it will look first for a fleet marked as a rally point. If it finds such a fleet, it will travel to that fleet and automatically merge with it. If something happens to destroy that fleet while the ship is traveling to it, it will abort and return back to its point of origin. If you have no fleet rally points, the ship will instead use the nearest planet rally point, traveling there and merging with any fleet present around that planet. In addition to changing how newly built ships behave, rally points also alter the 'return' order given to ships - instead of returning to the nearest spaceport, they will return to the nearest spaceport marked as a rally point. If no spaceport is marked as a rally point, they go to whichever one is closest, as before.

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Expansion Planner
Another highly requested feature that will be coming in Heinlein is an expansion planner - an interface where you can see planets that are available to colonize or build resource/observation stations at. It is currently planned to be a tab in your empire screen, where you can filter by what you are looking for and easily see the best candidate planet for whatever it is you are looking to do. More details on this will come in a future DD.

Strategic Resource Rework
An area of the game that we feel didn't really work out as planned is strategic resources. They are at once too rare and too common, too varied and too bland. Most of all, we feel that they are far too fiddly to interact with, requiring you to keep track in your head of which spaceports have which particular modules. As such, we currently have the following changes in mind for strategic resources:
- Split strategic resources into strategic (living metal, lythurgic gas, etc) and local (betharian stone, alien pets, etc) resources. Local resource will only be found on colonizeable planets and will allow you to build a specific building (such as a Betharian Power Plant) only on the tile where they are present.
- Add more types of local resources to colonizeable planets, making certain planets more desirable for that powerful special building you'll be able to build on it.
- Have strategic resources have clearly defined civilian OR military use, instead of each being a mix of both.
- Make their bonuses purely global, either via the construction of unique buildings or simply by providing a passive bonus.
- Require you to have only a single unit of a strategic resource to get its full benefits, so the excess can be traded away (terraforming resources will likely be an exception here).

That's all for today. Next week we'll continue talking about the Heinlein patch, specifically about the big rework coming in it: Fleet combat overhaul and dedicated ship roles. Note that as I said, there will be a *lot* of bug fixes, UI improvements and QoL changes coming in Heinlein, so I will not be able to answer every question about which exact ones will and will not make it, but if you have something you feel should be addressed for Heinlein (and it isn't a major feature addition/overhaul), feel free to mention it here.
 
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October sounds as much good as never but for upcoming hotfix could you please remove limitations for strategic resources in sectors. It is just a pain in the ass to play with mods where a lot of them. Give planet to a sector and there is like 20 warnings about missing resource.
 
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Can you guys consider making some of the more redundant parts of the game less tiresome or remove them completely? For example the "first time" pop ups. After several dozen games it quickly gets old how many times I have to click through them. Also consider making it an option to track all items in the situation log so I don't have to manually click every animal that has to be collected. As a suggestion, have more dynamic and situational event chains, and less track this and collect for "x resources," as they are quite tiring after you've read the text several times over.
 
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Hello. Thank you very much for the game, I love it. Could you please allow us to rename our ground armies and their transport fleets permanently? Currently we can't rename ground armies and while we can rename their transports, the name resets after being deployed to a planet.

Thank you.
 
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When you refer to strategic resources only requiring a single building in order to get global benefits, does that apply to those strategic resources that increase things like kinetic weapon damage or shield strength? Would we only need to build a module corresponding to that strategic resource on a single spaceport in order to allow that resource's benefit to apply to all our subsequent ships built at all of our ports?
 
Thanks for the DD, @Wiz. I'm really looking forward to this patch.

May I ask if you guys are working on the first major DLC yet or whether that's on the backburner while the vanilla game gets sorted?
 
Will we have to wait until October for sector AI to stop enslaving and emancipating pops on their own? Or will that be included in the hotfix for Xeno integration (pretty please)?
 
Good information!

3 things to add to hotfix:

-Fix bug with democracies getting free leaders
-Slightly nerf Tachyon Lance just to make warfare a bit more varied until Heinlein is ready
-Add toggle to turn annoying hyperlane grid on/off on galactic map

Thanks.
 
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@Wiz

I'll be keeping an eye on things for sure. Stellaris has done well and has a lot of untapped potential I feel. If some compelling gameplay dynamics can be created at the intersections of multi-species empires, factions, sectors, ethics, and diplomacy I think that would make for a great mid-game experience. The basics are in place for this, but it needs some serious design thinking to get it firing on all cylinders.

My other big, "transformational" wish is that there be more interesting victory conditions coupled to your ethics / government type that help drive gameplay. I've assumed that the current victory conditions are sort of a place-holder. As is, the conquest-only victory only really makes sense for xeno-phobic militaristic types. Having interesting late-game victories, that are narrative / event-log based, for other combinations of ethics would really make the game sing and could make the late-game interesting too. Again, it would help drive-gameplay and would couple well with an enhanced faction system.

I'm surprised only one person mentioned this. END GAME. Winning conditions. Now I love it people are more concerned about game play mechanics, it means people just want to play, explore, and rule, not just play to win. Having to conquer 40% of the galaxy is sometimes a chore, especially for pacifists. How about something like Taking over all the homeworlds of every Fallen empire? Or finding that super weapon through anomalies, and research? Building a device to allow your race to travel to a new Universe? Exploring the galactic core? Fixing Alliances and Diplomacy so winning with allies is a thing?
 
Sad that fleet templates aren't in yet, but hopefully it's something you'll look at in the future.

The main quality of life element I hope gets addressed (and the expansion planner is a step in the right direction), is removing the fake difficulty of lots of the game's information being very difficult to access: how many ships do I have of what types? Where are all of the strategic resources? Where are my happy/unhappy pops? Where are my pops with different ethos? What attachments do my armies have (and of course changing them)?
 
Really disappointed that they're not doing a fleet designer. Having the ability to design different fleets for different roles would be a huge bonus for Stellaris. Having fleet designs for heavy forces, quick raid forces, fast reaction defense fleets and then one click to have them built and assemble at a designated rally point to be
 
Really disappointed that they're not doing a fleet designer. Having the ability to design different fleets for different roles would be a huge bonus for Stellaris. Having fleet designs for heavy forces, quick raid forces, fast reaction defense fleets and then one click to have them built and assemble at a designated rally point to be

We may do one in the future, but it's a significant undertaking and would mean several other things being cut from Heinlein. We do not have unlimited time or manpower, so we have to prioritize.
 
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So is the fleet designer effectively nixed? That was a feature I really would like to have seen. Right now, I'm finding myself having to go to each planet individually and try to remember which planet has what bonuses for ships, how many ships I want of a particular type, and I have to spread this across maybe ten planets. This is especially painful for big fleet pushes like when an entire 500-ship fleet gets destroyed by extra-dimensional invaders. It can be very painful to build up your fleet since you have to track the progress of everything across multiple planets, and you have to track how much of each thing you already have in order to get the composition you want.

Both HOI 4 and EU4 have something like a fleet designer, and since Stellaris can have diversity of equipment like HOI4, it would be nice if there were a more effective system than the existing one to manage fleet design and composition.

That said, I appreciate at least the existence of rally points and I can think of many things in Stellaris I like.

EDIT: And just as I was writing this, @Wiz responded. That's funny.
 
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Excellent, really looking forward to Heinlein.

I'm really hoping that one day you guys can implement 'Living Galaxys' with tiny civilian freighter traffic, mining skiffs going out to asteroid belts, etc. I imagine this could be an entire DLC in it's own right! Mining Stations would be reworked cosmetically for asteroid belts - instead of an orbiting platform large rocks could be 'adapted'. I would also like to see variations of other orbiting platforms that we build.

Another minor cosmetic change I would love to see is changing the in system perimeter boundary from a dashed interface line to an actual glowing ring of tiny, extremely spaced apart, checkpoint light markers, denoting international space. Think of sea buoys along a coastline or in the film 5th Element where a ship is briefly held/waiting at a red light outside of human space.

Oh and another cosmetic idea, when we discover alien or forerunner relics, please can we see an actual physical representation of them on the map? E.g. A strange cuboid orbiting a planet which triggers the Alien mural quest.

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P.S.When bombarding a planet, the fleet should actually fire upon the planet using the same visuals as a fleet battle. Currently the planet just glows from within whilst the fleet just sits there. Fleet stance would determine the fire cycle rate, so light would be very sporadic, full would be very vigorous.

Great suggestions, i agree completely.