• 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.
Status
Not open for further replies.
Hi all, Jamor here. I'm filling in for Wiz this week, as I want my Game Director to focus on post-launch support for Cherryh, our biggest update yet.

Today's dev diary is about 2.0.2_beta: the new build available as an optional beta for Steam users right now (note for Paradoxplaza Launcher users: we're using Steam as our beta testing platform at this time, if you want to try it out please use the Steam key that came with your Plaza purchase).

When we made 2.0, we knew that the scale of changes would be huge, and therefore I budgeted a larger than normal amount of dev time for post-launch support. The objective is to absorb and process player feedback, and perform bug fixes as well as balance tweaks and general improvements. There are almost as many unique play styles as there are Stellaris players out there, and our objective is to hit a good balance point for the maximum number, which you can then further tweak to your own preferences with the new game customization options.

2.0.2 is planned to be a "rolling beta", meaning we will continue to update it at intervals when we have new tweaks/fixes that we want to push to you. Your feedback on it will be crucial for determining the content of the final, official version, so please continue to play and tell us how it goes.

We especially want to make sure we get War Exhaustion/Status Quo Peace right, so that it produces believable and satisfying war results for the greatest number of people. As such, the initial changes in this patch are experimental and we'll continue to iterate on them throughout the test period. Please don't hesitate to give us your constructive feedback.

#################################################################
######################### VERSION 2.0.2 ###########################
#################################################################

###################
# Feature
###################
* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace
* Occupation no longer contributes to War Exhaustion, but instead is displayed as a separate factor in war overview, to make it clearer what you need to do in order to enforce demands
* War Overview no longer attempts to calculate a winner in battles, but simply displays war exhaustion gained by each side
* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking
* Fixed Gestalt Consciousness empires using Trading Hub starbase module and Offworld Trading Company starbase building, they now use Resource Reprocessor and External Acquisitions Area (name/flavor difference only)
* It is now possible to test-fire a World Cracker on habitable (but uninhabited) planets in your space
* Added tier 5 Dark Matter thrusters that can only be gained by scavenging Fallen Empire ships
* Transcendent Learning ascension perk has been added to the game, and it increases leader level cap and empire leader cap
* Megastructure resources are now affected by country modifiers
* Ship sizes now have a default combat behavior and will prefer computers of that type if auto-generated (Picket for Destroyers, etc)
* Added some more logic for making sure ship auto-complete doesn't switch your desired combat role
* Space stations now use the country_mult modifier instead of the tile_mult modifier and no longer get the tile_add modifier
* When a new ruler is elected, the previous ruler that was voted out of office (if alive) will now attempt to take over the job that was opened up by the newly elected ruler, assuming the leader class matches. Back to the mines, Mr. Ex-President.

###################
# Balance
###################
* Reduced War Exhaustion per ship and army killed
* Militarist ethics now gain -10%/-20% war exhaustion gain instead of army damage bonus
* Technologies that reduce claim cost now also decrease war exhaustion gain
* You now get war exhaustion a bit slower while fighting a Liberation War
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
* Base unity income increased from 1 to 2
* Base tradition cost increased from 56 to 100 (does not affect the cost increase from number of traditions)
* Tradition unity cost per system reduced from 2% to 1%
* Corvette/Destroyer/Cruiser/Battleship build speed techs now also reduce build cost of that ship type by 5%
* Habitats now have their own fortress building (Security Zone) that is effective at unrest reduction but provides only a few defense armies and no FTL inhibitor or bombardment protection
* It is now possible to mod away serviles & pre-sapient traits if you have completed biological ascension
* Egalitarian ethics effect on faction influence increased from +15%/30% to +25%/50%
* Corvette Focus trait now requires Destroyers tech (as it's hardly a 'focus' if it's the only ship type possible)
* Scout admiral trait reduced from 20% to 10% speed (so Gale-Speed is faster)
* Admiral now always dies when last ship in fleet is destroyed and there are no disengaged ships to move to
* Drone Mining Lasers are now a bit worse against hull and a bit better against shields
* Broken and shattered planets spawned on galaxy generation can now have deposits
* Thrusters now cost different amounts of minerals and give different amounts of evasion based on which ship size they are for (corvette thrusters are cheaper and add more evasion, etc)
* Reduced cost of hiring Marauder leaders to 2000 energy
* Having an enclave in your border now gives +1 opinion per year instead of +1 opinion per month, as the latter made all other opinion boosts rather meaningless
* Increased opinion bonuses for ally of ally and mutual rivals
* Increased opinion penalties of allying rivals
* Tributary wargoal is now a bit easier to enforce
* Combat computers now give evasion_mult instead of evasion_add
* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond
* First pirate event now tells you the system where they are based
* Increased time limits of all Special Projects requiring a ship in orbit (new minimum is 3 years)
* Federation fleet is now limited to an absolute max naval capacity of 500
* It is now possible to get the gateway activation tech if you know any other empire that has the technology
* When a Federation enforces ideology on an empire, that empire now gets opinion boosts with the entire federation

# Civics
* Citizen Service civic now also increases unity output from fortress and strongholds by 1
* Aristocratic Elite civic now gives +2 leader cap and +2 governor max level instead of +4 leader cap and -50% leader recruitment cost
* Distinguished Admiralty civic increases leader cap by +2
* Driven Assimilators now have the 'Assimilate' total war CB
* Purifier and anti-Purifier CBs no longer require neighboring status (was confusing and unintuitive to players)
* Nationalistic Zeal civic now gives -10% war exhaustion gain instead of +1 rivalries
* Free Haven now gives xeno migration attraction instead of migration attraction

# Traditions
* Expansion adoption effect now gives +50% colony development speed (down from +100%)
* Galactic Ambition expansion tradition now gives -20% starbase upkeep instead of +2 starbase capacity

# Ascension Perks
* Shared Destiny effect on integration cost reduction changed from -50% to -75%
* Nihilistic Acquisition can now be taken by purifier-style empires

# Edicts
* Drone Campaign food cost increased from 100 to 500
* Learning Campaign food cost increased from 50 to 500
* War Drone Campaign food cost increased from 50 to 500
* Patrol Drones planetary edict is now available to all Gestalt Consciousness-empires

###################
# UI
###################
* Added building descriptions to traditions that unlock buildings
* Starbase upgrade cost and Module/Building building cost now properly show modifiers affecting them
* Renamed Growth Speed to Pop Growth Speed to be clearer
* Added the correct icons for megastructures and starbases in the control-groups UI
* Contacts view has been improved
* Government view now displays ruler & heir skill stars
* Heir tooltip no longer displays skill effects (as heir has no skill effects until they become ruler)
* Clicking your ruler or heir name in Government View will now allow you to change their name and/or title
* Galaxy resources now show the amount actually collected, and the tooltips give you the list of applied modifiers
* Resource modifier no longer show decimal values
* Removed pointless decimals for starbase caps, planet caps, naval command cap, and naval capacity
* Added the country resources add and multipliers modifiers to the budget tab
* Improved how the speed modifiers are shown in the starbase upgrade time tooltip
* Added a more clear warning that deleting templates will also disband ships
* Fixed several instances of a Status Quo peace being called a White Peace in peace messages
* Alert for High War Exhaustion is now more helpful
* Traits that are already present in species can now always be re-added while in process of modifying template
* Aura tooltip now differentiates between system-wide friendly auras and fleet-only friendly auras
* Changed the current value of template designs in fleet manager to show the current amount of ships including ones that only are scheduled for retrofit

###################
# AI
###################
* AI now activates some of its anti-crisis logic when under threat from a mid-game crisis like the Great Khan
* AI no longer picks shared destiny unless it has at least one vassal
* Added separate definitions for mid-game and end-game crisis factions, with slightly different AI logic to respond to them
* Fixed another cause of AI endlessly inviting player to the same war

###################
# Modding
###################
* Added a country modifier for war exhaustion gain (when multiple countries are involved on the same side in a war, the averaged modifier of all of them is used)
* add_threat effect now once again takes country scope (generates threat scaled towards whole target empire)

###################
# Bugfix
###################
* Fixed system/colony tradition costs being multiplied on each other instead of additive
* Fixed additional potential out of sync issues in multiplayer
* Afterburners can no longer be installed on defense platforms, as lovely as it was to uselessly vent fuel in to space as a gesture of contempt to environmentalists
* Deep Space Black Site now requires you to own a planet in the system, instead of erroneously using the same trigger as trading hub
* All Satrapies are now properly liberated when the Horde fractures into the Diadochi
* Fixed bug where the planet class transition effect started too late
* Fixed adopting the Domination tradition tree not unlocking certain diplomatic actions for eligible Machine Empires
* Fixed auto-exploring science ships doubling up (exploring the same system simultaneously)
* Fixed a CTD. Could sometimes try to merge invalid fleets.
* No longer possible to hold Casus Belli on non-empire factions such as Crises and Marauders
* Galactic core visibility is now lifted when you explore all systems adjacent to it, instead of just one
* Fixed empires not being able to see primitives in other empires' space due to lack of comms spread
* Ships merging in to fleets directly from stations now behave properly
* Fixed scientists not dying when their science ship was destroyed in battle
* Fixed raiding stance not having bombardment graphics on planet being raided
* Fixed tooltips for status column in contacts view to reflect accurately what they represent
* Fixed raiding not always abducting pops when it should, due to bad habitability calculation
* Fixed raiding stance not having the correct pop limit (would abduct at >6 instead of >4 pops)
* Fix a freeze when trying to upgrade technologies more than their max levels
* Fixed Determined Exterminators starting with a farm building
* Construction is now paused for starbases in combat
* Fixed force ethics not correctly calculating a government for the defeated empire's new ethics
* Enigmatic fortress now properly disables even after saving and loading the game (status was not properly saved)
* Iron Fist governor trait is no longer available for Hive Minds, making it disabled for all types of Gestalt Consciousness-empires
* Fixed being unable to land armies on a colony seized by Mutants
* Fix bug where queued items wasn't moved to the new fleet design when a design upgrade becomes available
* Fixed Slaving Despots being far too common an AI personality because of wrongly scripted weights
* Disables the bypass cache when calculating the distance to capital modifier, hopefully solving an OOS issue
* Fixed a crash when quitting to the main menu in the middle of a war
* It should no longer be possible to try to spawn a star system with an invalid star class
* Fix crash when comparing the relative power of a country that has no power
* Prevented fake country from trying to initialize a technology module it does not have for some reason
* UNE now uses correct name list when spawned in Commonwealth games
* Fixed revolting slaves greedily snatching the capital planet when they're not supposed to
* No longer possible to force ideology on Fallen Empires
* Fixed Omega Theory tech sometimes not appearing at the end of the Horizon Signal chain
* Fixed an event-spawned science ship not getting a hyperdrive
* Fixed planet unrest modifiers not being properly recalculated
* Fixed Ascension Theory tech not being available to players who do not own Apocalypse

PLEASE NOTE: THIS IS AN OPT-IN PATCH. YOU HAVE TO CHOOSE TO JOIN IN ORDER TO TEST THE NEW VERSION.

Here's how to opt in:


Right click on Stellaris in your Steam library -> select Properties -> go to the Betas tab -> select "2.0.2_beta"

I'll of course ping this thread and let you know when an updated version of the beta goes out. Thank you all for your support, we think it's really great that we get to work with our fan community to constantly improve the game together.

Make sure to check out next week's Dev Diary for a first look at our development priorities going forward in the...wait for it...POST-APOCALYPSE.

(I've been waiting so long to say that)

Have fun everyone!
 
Last edited:
@MarQan - I liked the exploit but it felt very cheaty to me. It does suck to have a scientist die, but I'd argue it would be better to be able to send a fleet with them to explore to mitigate danger than to just make them invincible.

I literally just wrote how it can still be exploited. The exploit part is not fixed. Not to mention you can just reload, even on Ironman.
This "fix" just adds unnecessary micro without any benefit to gameplay.
 
"* Marauder raiding fleets are now neutral to everyone except their intended target so they won't wreck everything in their path when they go a-viking"

Jesus fuck, that is an important one.. It killed me. So much.
 
I dunno if this is the right place to ask but can you please make it so you can queue building stations in an unclaimed system if the ship has an outpost for that system in its queue already?
 
Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

Maybe that's just me, but in my current game energy was up there with minerals as the most limiting resource (which was a refreshing change, don't get me wrong). I ended up in the red several times, and that was before the quoted change, so I'm not sure that one is a good idea. I mean, 1 energy per owned system may seem small, but I'm pretty sure when I'll boot up my current huge galaxy game again, I'll be hundreds of credits in the red!

Plus, just think about the beginning of the game, where you can count your monthly energy on one hand or two... 1 energy per claimed system seems even more handicapping in that context, and redundant considering exploiting the resources inside said system already cost you energy upkeep.
 
Status update: ended the war, notifications still piling up.

Yeah I should have expected save compatibility wouldn't be guaranteed. It was funny, at least.

Yeah, save games seems borked. I have the same issue in my devouring swarm game :) Oh well. New game.
 
I really like that a leader voted out will try to take the place of the leader voted in. I have a science focused democracy right now so people shuffle around a lot. ;)

Don't forget to fix the armor tooltip!
 
I really think that whatever malus are given for 100% WE, the penalties should start only after a empire with 100% WE refuse a status quo peace. Otherwise this will be exploited by thr winner.

Yeah I'm rather confused this hasn't been addressed - the vast majority of the time the empire losing a war will spent a significant portion of that war at 100% WE. I thought they wanted to make it HARDER to snowball across all the weaker empires, not easier? o_O
 
"* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace"

How does this work for Machine Empires which have no happiness ?
 
"* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace"

How does this work for Machine Empires which have no happiness ?

They feel fine.

(aka they still have the Unity/Influence penalty but that's it)
 
How does this work for Machine Empires which have no happiness ?

Since machines cannot feel exhaustion from a depressing war, its perfectly thematic they are less affected than living xenos.
 
Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

So not only does outposts increase the science and unity cost by multiples, but they will also now cost energy to maintain? Or did they remove the unity and science cost, because in such a case I could get behind this change.
 
I’d like to see more trade stuff to compensate for the increased power costs ~ maybe a building that gives energy based on number of resources acquired or 2 buildings that are based on how far apart they are.

Also more diplomatic options to build relationships : I miss diplomats and merchants from eu4
 
I literally just wrote how it can still be exploited. The exploit part is not fixed. Not to mention you can just reload, even on Ironman.
This "fix" just adds unnecessary micro without any benefit to gameplay.
Ah, I see. You are just being boorish. Very well. The exploit is your scientist doesn't die, so yeah, that part is fixed. Having a fleet tag along is not micro managing any more than picking technologies.

Do you even know what micromamagent is? The compulsive need to manage everything. The addition of options is not some inherent flaw, the need to manage every one could be, but the question is time investment versus payoff and assigning a fleet to follow a scientist around is a very small time investment that manages itself.
 
Thanks for the many fixes!

As for the increased energy upkeep of all starbases, this will be dependent on how many resources you'll find I guess. In my recent playthrough I was fine and since most systems seem to have energy, each should be paying for itself. But, this needs to apply to the AI, too, otherwise the player will be too much at a disadvantage.
 
* Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance

That seems very extreme. It will kill me in my current save and significantly hamper any expansion at all in early game. Maybe Outpost should have 0.25 energy maintanance or something like that?
 
"* You are no longer forced to make peace at 100% war exhaustion, instead your Influence and Unity monthly gains are reduced to 0 and a happiness penalty is applied to all Pops until you make peace"

How does this work for Machine Empires which have no happiness ?

they only suffer influence and unity penalty i guess. wiz said it was intentional that hive mind and machine empires are affected less. which i agree with, those two types should mean almost infinite war.
 
Increased energy upkeep of all Starbase sizes by +1. Outposts now cost 1 energy maintenance
This is an awful change. In my current game, it's 2410 and I'm making ~110 energy. With the patch, I drop to -90. I've been endlessly limited by energy the whole game already and this would just stop the current game entirely. I would probably need to disband an entire major fleet just to fix that, but at a time when I'm increasingly pressed by an AI that has no such issues.
 
Status
Not open for further replies.