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Wizzington

Game Director (Victoria 3)
Paradox Staff
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Nov 15, 2007
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Hello everyone and welcome to another Stellaris development diary. Today's dev diary is a highlight of a few things coming in 1.6 'Adams', a bug-fixing and quality of life-focused update that we are currently working on. We can't tell you the exact release date of Adams yet, only that it won't be a very long wait. Since it's not a major update, it's also not expected to break saves from 1.5 'Banks'. There will be no paid DLC accompanying Adams, so everything listed below is either free for everyone or only requires a previously released expansion. We wanted to make sure we had time for as much bugfixing and smaller quality of life tweaks as possible, so don't expect any major features to be part of this update!


Ruined Megastructures
One of the things we were hoping to have time for in 1.5 'Banks' that ended up being cut for time was having ruined and repairable megastructures in addition to the ones you can build. This will now be part of the Adams update instead. Once Adams is released, you will be able to find ruined versions of all the different types of megastructures in a variety of systems while exploring. Claiming these systems will allow you to repair these ruined megastructures and restore them to full functionality. Repairing a megastructure is cheaper and faster than building a brand new one, and also doesn't require any Ascension Perks, only the Mega-Enineering technology. Ruined ringworlds that existed previously (such as the Cybrex homeworld and the ones owned by the Keepers of Knowledge) are also able to be repaired, and will be able to be restored even for players that do not have the Utopia expansion. Utopia is however required to find and restore the Science Nexus, Dyson Sphere and Sentry Array.
2017_04_27_1.png


Sector Taxes & Stockpiles
Another addition to Adams is a few more tools for managing your sectors' economy. As of 1.6 you will be able to set taxes for Energy and Minerals separately, and we've added a new 'Drain Stockpile' interaction that allows you to seize 75% of a sector's stockpiled resources at the cost of 100 influence. In the event that you are fighting in a defensive war, this cost goes down to 25 influence, allowing you to use rich sectors as a resource reserve for an unexpected war declaration. Finally, we've added the ability to feed your sectors 1000 resources at a time through CTRL-clicking.
2017_04_19_1.png


New Room Backgrounds
While the code and content design team have been busy with fixes and improvements, the art time has not been idle either. As part of the Adams update, we've created 15 new room backgrounds themed around the various AI personalities. Randomly generated empires will use the background appropriate to their personality, adding flavor and allowing you to more easily tell the Slaving Despots from the Federation Builders at a glance. All 15 rooms are naturally also available when designing an empire, so if you really want your pacifist xenophile egalitarians to conduct diplomacy in a room surrounded by alien skulls, we have you covered! In addition to the player-usable rooms there are also 4 new rooms for the Fallen/Awakened Empires that are designed to suit their unique aesthetics.
2017_04_25_1.png

2017_04_20_1.png


That's all for today! Next week we'll continue talking about the Adams update, so stay tuned.
 
Do these new rooms totally replace the old rooms for their matching AI personality for random generated AI empires or are they added to the pool with a higher weight so that they are likely to be used but not solely?

Replace. Altered versions of the old rooms make up some of the new rooms.
 
@Wiz There will always be bugs, but as part of the bug-fixing part of Adams is the team just addressing the most urgent bugs or is this a sweep to catch up on the huge debt of bugs accumulated since release? Bugs that have been logged for ages but (for obvious reasons) prioritized lower in the past since there's always been something higher priority to deal with, whether that be showstopper or major bugs or the development of new DLC? If part 2 of the Adams update deals with bug fixing, would you care to comment on this issue?

That I bring it up is because as a player it is immensely frustrating to report bugs in the bug forum that PDS recognizes as internally logged, and then never see any action taken on them unless they are showstopper bugs, major bugs, or seem to deal with an issue du jour. As a developer I have full sympathy for the harsh necessities of prioritization, but as a player it is damned frustrating when reported bugs are not either a) fixed, b) marked won't fix, or c) given some sort of schedule for fixing, but instead d) end up in limbo.

Having one's reported bugs end in limbo is never fun.

It is enough to discourage people like me from filing detailed bug reports on anything but major bugs, when bugs that, while minor, are 100% reproducible, affects a lot of players (or in some cases all players using a game mechanic), and which would appear to any coder to be easy or even trivial to fix (granting that it is always easier to say that about stuff other people have to code :D) - nevertheless remain unaddressed for months on end. (In some cases rapidly approaching their first anniversary.)

We've spent a whole bunch of time on old bugs with Adams, we skipped doing any major features precisely so we'd have time to chew into the backlog.
 
That's nice but I still think you ought t break the mega engineering up into several techs, mega engineering which should be available much earlier and then separate techs for unlocking every individual mega structure.

I assume this includes the sanctuary too?

Sanctuary has no need to be repaired.