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LennartGS

Managing / Game Director @ Triumph
Paradox Staff
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Jun 12, 2018
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Hi there and welcome to this new Planetfall Development Diary. Can’t believe it has been a month since release! Part of the team has been able to enjoy some vacation in the meantime, myself included, but work hasn’t stopped and we’re happy to announce the feature and fix packed Ankylosaurus Update is officially live on PC (Steam, Paradox, GoG) today. Console updates will follow as quickly as we can make it happen.

We chose this wooden clog wearing dino because one of the (smaller) features includes the ability to kick people from Multiplayer games. Clogs are of course the traditional Dutch Shoes most folks at Triumph still wear in the office. They are rendered in a Delftware Blue, befitting to the town we’re based in.

PatchNote_Dinosaurs_Ankylosaurus.jpg


There’s a ton of Patch Notes and we’d like to thank the community for your continued feedback allowing us to make Planetfal even better than it is. Here are a couple of more impactful changes:

  • Escalating Colonizer Costs We've changed colonizer cost, lowering the base cost and having an increasing cost for each additional colonizer you build. This change was made to address colony spam as discussed in the Planetfall community:
  1. An early game land grab rush shouldn't be the only valid strategy, and

  2. Having a large number of colonies resulted in too much micromanagement.
We will continue to investigate people's experiences with colony expansion.​

  • Improved random commander selection when setting up a game to increase the variety of commanders encountered.

  • Multiplayer: Kick Player Function People could frustrate multiplayer games by not processing their turn. We have now added a kick function that works in all States of the Multiplayer Notes

  • The last used scenario settings are now saved. These are saved separately for singleplayer and multiplayer.

  • World settings can now be saved into templates in Advanced Setup. Up to 3 templates per Scenario type.

  • For all you Dvar out there: Added a prospect sector particle effect on sectors that can still be prospected, when you have a stack selected that have a Prospector unit.

  • For all your Assembly out there: sorry your augmented hordes were just a bit too OP, so some balancing has been done.

  • The “share all” food sharing option will now sell any excess food for energy if other colonies are not taking all of the shared food. This allows you to stop the city from growing and managing city happiness better.

  • Technically not really part of this update, but The Paradox DevOps team has fixed the Mod Upload issue, so people can update their Mods on Steam again!
Other changes include AI Fixes, diplomacy fixes, Campaign fixes and more. See the full list of changes here.

PDXCON 2019

In other news, we are working on exciting new stuff for Planetfall, we will reveal this at PDXCON 2019, October 18-20 in Berlin.
The team will be present! Here is our mega cringe-tastic video:

Some tickets are still available at https://pdxcon.paradoxplaza.com/
 
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"The AI now no longer interacts with Settlements during the first 8 turns of the game to ensure the player has enough time to be the first to obtain a second colony."

Not sure why are you making the game easier? After all they can't buy out all the settlements in the first turns.
This is more intended to give players a reasonable chance at getting The Builder as pioneer, as opposed to making the game easier. Of course as a result AI is more limited so changes like these are always monitored and tweaked as necessary.