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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:

ius

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Devs, please fix Inwards Perfection and tributaries.
According to you, what is wrong with Inwards Perfection?

My experience is limited of the civic being combined with Life-seeded. I was wondering how the proposed unity change would effect my current game and opening. I opt to get to Gaia terraforming asap. Taking the research boost first to get that essential tech out. No master here, but in my games I felt only limited by a lack of influence. Using a lot of off-world mining to acquire the necessary worldchanging resources, and thus increasing unity cost.

I can imagine if you play a fat foodie, there may be a point where your unity production goes through the roof, but you may lack other resources to put the traditions to work, unless you reform and redevelop later on.
 
Last edited:

Warper

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What is wrong with Inwards Perfection? I only have experience of it combined with Life-seeded and I used it to get to Gaia terraforming asap. No master here, but I felt on par. Not weak or overpowered, only limited by a lack of influence :)
It's not about weakness, it's about Tributary wargoal being bugged with Inwards Perfection.
 

Hype

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To summarize what I want from War Exhaustion:

1. I want to be able to enforce enemy into status quo if he hits 100% WE. If he declines, he must suffer really major penalties. If he goes bankrupt, status quo is enforced.
2. There must be no principial difference between attacker and defender in terms of general WE rules.
3. If it is I who hit 100% WE, I want to be able to spend my stashed resources to prolong war a little bit to take away from enemy some precious system.
4. Occupation must be major source of WE, because failure to protect population (death from bombing, slaughter from invasion) must directly contribute to WE.
5. Destroying 0lvl Outpost should contribute little to WE, because they can easily be retaken in course of war.

This is the best way I've seen anyone articulate exactly how I feel about the WE system.

I just started a new game to try out the energy costs for star bases. I'm still extremely early game but so far energy hasn't been a limiting factor in my expansion so my concerns there are looking like no big deal.
 

Bankipriel

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I haven't weighed in much on 2.0 yet (been too busy playing), but even the stuff that seemed troubling didn't worry me too much ... because of clear communication like this. Thanks for all the hard work: past, present, and future. I think the game is better than ever, and I'm confident you will find the right balance on WE and Status Quo.
 

Coyote027

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This is a really minor suggestion for the patch process, but would it be possible to not generate rulers with the "Slave Optimizations" agenda if you have slavery outlawed? Starting with a ruler with this is a bit annoying if you're a government that can't use slavery, it's a waste of something that should be of some usefulness.
 

Admiral_Obvious

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botlord

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Hey I posted this on reddit with regards to giving outposts an energy maintenance cost, because it seems to be very unpopular there. It could be smart to make it so energy maintenance costs don't apply to outposts "inside" your territory (i.e. when their surrounded by only your systems). This would discourage snaking hopefully.
 

TonganJedi

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Good stuff, guys. Keep up the great work.

* Asteroid Sighted can no longer pop after the first 50 years, to avoid it happening in large sprawling empires with limited time to respond

That seems a bit unrealistic, don't you think? The galaxy is a big, dangerous place. If you have a sprawling empire, you should be working to keep fleets in strategic locations to respond to threats. And not every threat *can* be countered. Sometimes the only thing you can do is pick up the pieces and rebuild.
 

arkhamknight

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I have only one thing to say thank you for once again ruining another game if I wanted EU4 I would have stuck to that no wonder your reviews on Steam went from very positive to mixed. I will be going back to 1.19 despite it's flaws and bugs it is a much better game not this Space EU garbage. Hopefully you fix, but I'm not holding my breath.
 

AlanC9

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Let's not get hysterical over the outpost costs. Past the midgame you should be running a big surplus anyway.
 

Sherfire

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I thought that 2.0 was fine aside from a couple of bugs and some AI behavior issues. This 2.02 patch has hamstrung us so that we cannot expand at a reasonable rate. I usually play as a human so the energy needs are minimal compared to robutts. However, I find myself short on influence and power to a point where that's all that I'm considering, power. The influence changes are also to severe. AI's that start with +influence gobble up space at a overwhelming pace that is impossible to compete with. Robot players will struggle to have enough power to maintain in the early game.

It seems like there are more random hostiles sitting around in systems. One of my starts I was completely boxed in by AI hostiles camped in systems, all with around 900 fleet power, that prevented me from expanding. I like more random hostiles but that made it impossible to do anything except for restart. I've not made it into combat in 2.02 yet because I can't compete with my AI neighbors. They expand so quick and develop too fast compared to me. I play on hard mode.

Maybe it was a series of bad starts but I thought that 2.0 was fine outside of some tweaks but the major overhaul in 2.02 has proven to be not fun at all.
 

AlanC9

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I thought that 2.0 was fine aside from a couple of bugs and some AI behavior issues. This 2.02 patch has hamstrung us so that we cannot expand at a reasonable rate. I usually play as a human so the energy needs are minimal compared to robutts. However, I find myself short on influence and power to a point where that's all that I'm considering, power. The influence changes are also to severe. AI's that start with +influence gobble up space at a overwhelming pace that is impossible to compete with. Robot players will struggle to have enough power to maintain in the early game.

I don't know which game you're playing, but I've had no problem playing stock humans.

Let the AIs gobble up space. Space doesn't count; too much space will kill your unity and tech., in fact. Grab the planets.
 

Sherfire

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I don't know which game you're playing, but I've had no problem playing stock humans.

Let the AIs gobble up space. Space doesn't count; too much space will kill your unity and tech., in fact. Grab the planets.

How many games have you played with 2.02? I've started 3 and that was my situation. As I said, it could have been coincidences of bad starts but after 3 starts it seems more likely the new outpost power cost is the issue.
 
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