• 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 #70: The Adams Update (part 1)

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.
 
I don't want to be forced into using an FTL setup where I can easily be closed down into a very small area because I've got neighbors whose area of control overlaps the one star system that I can use to leave my starting cluster.
On the stream they mentioned allowing the player to to set the amount of hyperlanes that's generated for this particular reason. They're also adding a button in 1.6 for toggling hyperlane visibility. So cranking up hyperlane generation and disabling their visibility would be pretty much the same as using warp drives (except for e.g. warp cooldown).
 
Could we hear more about the diplomacy fixes (if any) such as endless wars when you're unable to sue for peace? I've had that issue come up in game (specifically with federation mechanics) and seen other examples on the forums.
 
On the stream they mentioned allowing the player to to set the amount of hyperlanes that's generated for this particular reason. They're also adding a button in 1.6 for toggling hyperlane visibility. So cranking up hyperlane generation and disabling their visibility would be pretty much the same as using warp drives (except for e.g. warp cooldown).

I'm uncertain this would be the case. Even with lots of hyperlanes, you can still get forced bottlenecks and areas that effectively have one or two exits only to other areas, or being forced to go through "dangerous" aliens in order to expand; whereas with warp at least you can skip those systems until you're large enough to deal with them. Unless *every* system connects to every other local system, it still won't offer the freedom of warp (or wormhole, but I don't enjoy having to plant all those wormhole generators, especially early on.
 
So what are our guesses for when Adams will be out? Two dev diaries and then release?
 
So, if I'm reading the murder butterflies right - this means Fanatic Purifiers no longer just need to murder everything just because they can. Now they can do it because their butterfly god told them to, or because they just want to discet everything that isn't them for science. I like it
 
You mean Awakened?
 
If you're doing quality of life changes, can you please change build orders for space ports?

I'd like to queue up the space port, all its levels and modules I want in one go, instead of having to go back to a planet 3 times for that.

Also, a way to build them from the ledger for sector worlds would be great.

Speaking of sectors... could the influence cost for removing planets be changed to only when you finish working on them?
 
@Wiz Could we please have an option to force spawn all 'unique systems' in our game? That being so that we get all the Leviathan creatures, Sanctuary, Enigmatic Fortress etc in our play throughs?
 
@Wiz Could we please have an option to force spawn all 'unique systems' in our game? That being so that we get all the Leviathan creatures, Sanctuary, Enigmatic Fortress etc in our play throughs?
He addressed that in the stream, the answer is no because then people would see everything and complain that there wan't enough to discover. That if people really want it it's easy enough to mod.
 
Priorities:
1) Fix War in Heavens
2) Fix End Crisis Balancing
3) Revamp Combat <1.7*
4) Revamp Sectors <1.7**

* Make Admirals cap out a certain fleet size/% of naval capacity. As they get more stars they can handle bigger fleets. If two fleets are in the same fight against an enemy there is a confusion variable that reduces the effectiveness of the fleets so the sum is always less than the parts.

** Like a complete revamp. Make them like mega factions, or some sort of mini-state. I would like the ability to grant sectors independence. Or any planet for that matter.
 
Need titan-class ships, end-game weapons tech, expansion of the whole tech tree, and better options for automating big wars. I don't want any of this to be part of the 1.6 bugfix. I want this to be a huge undertaking that gets its own big DLC and lots of its own care and attention.
thats was your opinion.