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Stellaris Dev Diary #257 - Summer is Coming...

Hello!

The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things.

We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don’t work out, or need a lot of iteration before turning into something usable, but that’s okay - these are intentionally framed as experiments with lower pressure.

Rather than doing a review of what did and didn’t work after the summer, I want to give a preview of some of the systems we’re looking to experiment with, but with the caveat that these experiments may or may not pan out.

None of this is guaranteed, and I’m not giving timelines for release even if they do work out!

Relic Balance​

Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…

Relics are meant to be fun and game-changing. They are supposed to be powerful and unique items that can change the course of your empire. The issue, however, is that they are not all equal. So with a future update, I hope to at least narrow the gap between the relics a bit. I have mainly split the relics into three sets.
  • Event-based ones that are fine to have a niche and semi-powerful effects, think Omnicodex and Blade of the Huntress.
  • Precursor Relics should be strong and useful for every single empire. I am not promising that the Javorian Pox will be top tier for pacifists or that the Psionic Archive will be the best machine relic. But they will at least have neat effects.
  • Crisis Relics which are awarded for defeating the crisis should be a bit of a victory lap. You have won! It should not give you 30 society research.
With these in mind, I will be looking at every relic and attempting to bring them in line if needed. There will be a lot of buffs and a few nerfs, but hopefully, they will feel more rewarding!

I expect that we’ll post a list of the changes when we start the dev diaries up again after the summer for feedback.

Accessibility Improvements​

@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we’re looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.

At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.

If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.

Traditions​

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Deep In the Code Mines​

@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.

Fleet Combat Balance​

Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.

More Achievements​

Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.

These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.

Looks like a fixer-upper.
Well that's ominous.
Is that the Swolefin from the Overlord trailer?
CAN YOU SMELL WHAT THE LITHOID IS COOKING?
Om nom nom
More om nom nom. A lot of our achievements reference eating things, don't they?

And then there's this one, which we've called The Darkest Timeline.

You rolled a 1, time to eat the stick.

What's Next?​

These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).

As mentioned earlier, next week will be the 3.4.4 patch notes, after which we’ll be going on a dev diary hiatus for the summer.

See you next week!
 
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Silens

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The hidden strength of the Zronii precursor lies not with the crystal - I'd rate them as one of the top 3 precursors, but from the Zro.
You see, when a Zronii digsite spawns on a habitable world, merely colonizing it allows you to harvest the Zro deposit that spawns with the digsite, regardless of whether you have Zro harvesting tech or not. This adds up to around 20+ Zros per month.
And the trick is that the AI value Zro extremely highly in direct empire-to-empire trade offer. You can offer friendly AI empires with some Zro to completely drain their resource storage, trading a few hundred Zros for tens of thousand of alloy.

You're right, you can use it to exploit strike favorable trade deals with the AI. :)

But that just shows that its only real use couldn't be farther away from what it was originally supposed to do. Even as psionic empire I'd take Cybrex or Baol over Zroni, so I hope the relic itself and the Shroud will get the update they need.
 
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CometBliss

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So wait are you guys taking a break from stellaris? Or are you not working on Dev blogs during the summer?

Let me try rephasing my question: Are you still going to work on stellaris even though the dev blogs are not coming out during this hiatus?
 
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acerstart

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It would be really neat to have some small optional paths in Tradition trees we could go down. That way even if two empires go down say Prosperity they might chose to specialize in industry or trade. Plus it would give more life out of the existing traditions.
 

prismaticmarcus

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So wait are you guys taking a break from stellaris? Or are you not working on Dev blogs during the summer?

Let me try rephasing my question: Are you still going to work on stellaris even though the dev blogs are not coming out during this hiatus?
um, that's what the DD is about.

you might or might not know that just about the whole of Sweden takes the same time off during summer.
 

Alfray Stryke

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So wait are you guys taking a break from stellaris? Or are you not working on Dev blogs during the summer?

Let me try rephasing my question: Are you still going to work on stellaris even though the dev blogs are not coming out during this hiatus?

Most of the folks on the team tend to take the entirety of July as vacation, but generally for those of us that don't we use summertime for experiments as Eladrin's mentioned. We're still working on the game, but on projects that we have no idea that they're pan out or not.
 
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Mekyro

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Will we be able to get the outfits from the overlord trailer in game? The cloaked foxes and the caped emporor looks are top notch. It would be awesome to get a little more variety for the paper doll portraits.
 
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Rienfleche

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If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.
Thanks for working a bit on accessibility. I wish you could configure more hotkeys than just zooming in or out.
And this could possibly be an improvement across multiple pdx games. I don't know if it's a matter of adding the feature to the engine, then populating the various menus in the various games, but I believe that for such time intensive game, you should be able to change many of the hotkeys.
 
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tmatoce

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Please let us modify star bases more, if i build only laser its becouse i only want laser to defend this star base, dont put some rockets and cinetic.
Or let us choose the weapons.
Sometimes i want to build a starbase in a choke point with a quasar that cancell shields, so i would like it to have only laser and armor or hull. I dont want it to have cinetic or shields
 
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king of AR

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just me personally I'd love to see more advanced and detailed economics and resource management and included minor events(like why that asteroid is giving alloys,or finding a new plant species that produces more food ETC) and the possibility of making small decisions on what gets produced when finding new resources (do i want trade value or a small income of consumer goods from the gem asteroids for instance)
 

LystAP

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Relic Balance​

Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…

I don't understand why they removed the option for Pacifists to use the Javorian Pox - particularly xenophobic pacifists who would care less about what they do to xenos. Pacifists should have the option to have a permanent solution to enemies that dare interrupt their peace.
 
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Millbot

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Hopefully, you guys will run some tests on things to improve the anomaly system (sucks that it dries up after everything has been surveyed) and the leader system (I'd like for them to stop being stat sticks and some leader traits just can't compete period).

Anyways, wondering if you're looking into giving each ship type niche that involves components that are unique to the hull type. Seems like we get mono battleship or mono corvette fleets because the former can do everything that destroyers and cruisers can do, but has access to better stuff, while being able to take more hits. The latter, corvettes seem to be the only hull type with it's own niche.

Killing alpha strike as the go to meta and making fleet combat last longer, ill probably provide room for niches. I know alpha strike pretty much kills any room for unique roles for hull types.

Also any chance you can do a pass on ship components? Seems like some need a buff or to be deleted (I'm looking at you null void beams, you garbage tech). Then we have other stuff that is IMO problematic, I know a decent chunk of the ignores X amount of shields and/or armor techs fall off because of alpha strike meta, but doesn't seem like it's good design to have weapons that render shields and/or armor tech investment partially or fully irrelevant. I'd rather deal with stuff where at best, it gets bonus damage because then at least, it still has to go through both the shields and armor, even if it's getting bonus damage on one. As oppose to make it so that the points provided by my shields or armor are irrelevant because they get ignored.
 
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Colonizor48

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please only make it so new tradition trees are locked behind stuff. Leave the current ones more or less as is(maybe gate some like supremacy behind somthing trivial any kind of first contact unless your a purifier or somthing. Wouldnt make sense to invest in defense agianst somthing you werent even sure existed.)
 
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Nero1333

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I have a question, has there ever been any consideration for a another overhaul of the Ship Designer to make it more like Hoi4's Ship Designer the added complexity would make mixed fleets and specialized ships a legitimate option
 

StJimmyRocks92

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The tradition experiment has me very excited! More traditions always helps with role play/diversifying games!
 
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Gerulus Sum

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Please Paradox, all I want is an internal politics rework. We've had like 3 DLCs expanding diplomacy and yet the faction and leader systems have barely been touched since the game came out.
 
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klopkr

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Accessibility Improvements​

possible text-to-speech for events

I stumbled upon the MP chat text to speech option the other day and it's been a MEGA game changer for me! I've used 3rd party text to speech software to make playing other Paradox games smoother and they're not ever perfect. But the way you implemented it in stellaris is exactly what I was looking for. I was literally thinking of suggesting expanding it just the other day before bed. I'm so happy to see this actually is already in your minds!

I think this addition will be game changing so long as players are aware it's an option. I would even suggest it as a check mark option somewhere in the tutorial and maybe on the advisor voice page! Reading events, especially ones I've already read a hundred times! This makes playing so much smoother for me! If it goes well maybe you can implement some custom voices using the new AI options out there that are already used to generate celebrity voices!

I really hope this is a success and later built into every paradox game or the engine itself! In this age of powerful text to speech it could change all text based gameplay forever for the better!
 

Boostman10790

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Hello!

The team is working on the 3.4.4 patch as I write this - we should have a list of patch notes as next week’s DD. Today we’ll be discussing some less concrete things.

We often find ourselves with a bit of free time during the summer to experiment with different systems that strike our fancy. Previous such experiments yielded the Lithoid traits (which changed the way we make Species Packs forever) and the first trials of Industrial Districts. Often they don’t work out, or need a lot of iteration before turning into something usable, but that’s okay - these are intentionally framed as experiments with lower pressure.

Rather than doing a review of what did and didn’t work after the summer, I want to give a preview of some of the systems we’re looking to experiment with, but with the caveat that these experiments may or may not pan out.

None of this is guaranteed, and I’m not giving timelines for release even if they do work out!

Relic Balance​

Iggy has asked to look at relics and has written up proposals for a balance pass upon them. In his own words…



I expect that we’ll post a list of the changes when we start the dev diaries up again after the summer for feedback.

Accessibility Improvements​

@MonzUn has been leading a drive for improved accessibility options in Stellaris. Some of the things we’re looking at include adding more functionality for mouse side buttons, possible text-to-speech for events, and functionality like hotkeys for zooming in and out.

At his suggestion, some of us have also started playing the game with various color reshaders active to simulate different color vision deficiencies, to help find the worst issues and ways to resolve them.

If you have suggestions or accessibility problems that you face while playing Stellaris, please let us know.

Traditions​

With the flexibility in how empires can choose traditions that we introduced in 3.1 "Lem", @Alfray Stryke is planning some experiments looking at introducing new tradition trees.

These are looking at how gating tradition trees behind various triggers might influence the game. There have been some ideas suggested about introducing tradition trees that are locked behind ascension perks or origins, and we're interested to see where these may lead.

Deep In the Code Mines​

@Caligula Caesar has been finding places where we could expand our uses of multithreading, and experimenting with the way modifiers are calculated, with a particular eye towards the late game.

Fleet Combat Balance​

Meanwhile, my planned experiments primarily have to do with fleet combat.

Things I’m looking forward to looking at include:
  • Providing a late game role for Destroyers and Cruisers, and providing incentives for mixed fleets.
  • Increasing the length of fleet combats, reducing the dominance of alpha strikes.
  • Experimenting with existing counters, tracking, evasion, and accuracy mechanics.
    • This may also end up providing a role for smaller weapons.
  • Improving ship behavior based on the roles assigned them by combat computers.
    • Yes, Carrier Battleship, I know you have a point defense laser and you're very proud of it. That doesn’t mean you should charge into melee to use it.
These are likely the experiments most ethereal in nature at this time and are unlikely to bear fruit in the short term.

More Achievements​

Our artists had so much fun with the Overlord achievements that they cornered us and demanded that we add some to the species packs.

These aren’t really experiments, but will go live once we figure out what they’ll do and implement them. Here are a few as previews.


And then there's this one, which we've called The Darkest Timeline.


What's Next?​

These examples aren't comprehensive, there are many other things being worked on that aren't listed here (like previously mentioned Espionage improvements).

As mentioned earlier, next week will be the 3.4.4 patch notes, after which we’ll be going on a dev diary hiatus for the summer.

See you next week!
Love the idea of more achievements. Please add as many as you can.

Would you be able to implement a system that allows wars for or stealing others relics?
 

peter_m

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As part of the combat re-balance, I would like to see the geography of the system play a bigger role in combat. Right now, we only have about 5 or 6 environmental effects that have modifiers, and even these are somewhat rare, only affecting about 15-20% of the systems. Geography plays a big role in warfare, and can give a smaller, weaker force a big advantage if they are highly customized to their local geography.
 
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