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Stellaris Dev Diary #271 - Ready…? Fight!

Hello again!

This week’s topic is the combat rebalancing planned for the Stellaris 3.6 “Orion” update. We’ll begin with an exploration of the goals and intended scope of the changes, and then go into detail regarding what we’ve done.

Scope and Intentions​

We first discussed the combat balancing back in Dev Diary #257, and then provided some more information on our early work at PDXCon. Since then, we’ve done more experimentation and gathered some feedback before making more iterative changes.

When we started thinking about doing the Combat Rebalancing experiment, we had to decide what it was, and perhaps just as importantly, what it was not.

Goals​


We decided that the primary goals were to:
  • Shake up the meta and improve general space combat, while maintaining a limited scope.
  • Provide benefits to having mixed fleets rather than unihull.
  • Using the 3D Assets that we have, improve counterplay and ship design options.

Containing the scope of these changes was considered critical - this is intended to be tightly focused on fleet composition and balance changes rather than a massive rewrite of how fleet combat works. We’re also not touching ground combat at this time.

Problems​


Some of the problems that we identified with fleet combat in Stellaris included:
  • “Alpha strike” artillery battleships dominate the late game. We added a bit of rock-paper-scissors when we improved Strike Craft, but due to the way repeatable technologies interact with combat, eventually all that matters is who has longer range.
  • Disengagement mechanics further encourage overkill.
  • Ships like Destroyers and Cruisers fall out of effectiveness almost immediately. The Point Defense niche of Destroyers isn’t very valuable, and almost anything a Cruiser can do, a Battleship can do better.
  • Command Limits don’t really do their intended jobs.
  • Doomstacks aren’t fun.

The last two were deemed out of scope for this round of changes, and will be explored in future updates. We’re also not really touching repeatable technologies at this time, focusing instead on trying to provide useful roles for more ship sizes.

So What Did You Do?​


The biggest changes include:
  • Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
  • Torpedoes and select other weapons now gain a multiplicative damage bonus based on the size of the target.
    • Missiles have been moved out of the G slot back into S and M.
    • Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
  • A new ship size called the Frigate, an advanced Corvette frame that delivers torpedoes, but is slower and less evasive. It's unlocked with the Torpedo technology.
  • Added a minimum range to all Large weapons except Lasers
    • Note: Currently ships do not yet back off if all weapons are unable to fire due to range.
  • Strike Craft no longer intercept missiles, but will continue to fight each other.
  • Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
  • Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
  • Ships now get a limited number of Disengagement Opportunities per combat. All current drives provide 1 disengagement roll (except for Psi Jump Drives, which provide 2) once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
  • Some sources of Evasion have been replaced with other effects.
  • Everything else changed. Everything we know is wrong. Panic, and know despair.

A more comprehensive list of changes can be found here:

Note: 3.6.0 patch notes are also to be considered “in Beta”, as they have not undergone the full review normally done before posting. This is hot stuff.

3.5.3 patch notes have also been included in the following list.

This includes (most of the) changes from 3.5.3 and 3.6.0 (beta) as of Oct 10, 2022 14:56:52 +0200

Consider this changelog to be a beta as they have not undergone the full review we normally do before posting them.

Combat Rebalancing​

  • Ship Roles can now be selected to auto-design ships that actually fulfill certain roles, such as Artillery, Brawler, Torpedo, and so on. If you do not possess any weapons that fulfill the selected role, it’ll do its best with what you have.
  • Added a new ship size: Frigates are an advanced form of Corvette specialized in delivering G class weapons.
  • Torpedoes now gain a multiplicative damage bonus to their damage based on the ship size of the target, as do Prethoryn missiles. The Unbidden also get a reduced variant of this.
  • Torpedoes now have a maximum firing arc of 25 degrees.
  • Energy Torpedoes such as Proton and Neutron Launchers have been changed into G class weapons with a minimum range. Damage has been adjusted to be balanced as a Torpedo class weapon, and like the new Torpedoes, they deal increased damage to larger targets. Unlike standard torpedoes, they remain instant hit weapons for now.
  • Some sources of Evasion have been replaced with other effects.
  • Small weapons of a category now have a slightly faster refire rate, Large weapons of a category now have a slightly slower refire rate.
  • Added a minimum range to all Large weapons except Lasers
  • Ship combat computers now ignore certain weapons for desired range purposes, and base their desired distance on the actual loadout of the ship. "Swarm" and "Torpedo" behavior will charge in, "Picket" and "Line" behaviors will attempt to stay at the range of their median range weapons, and "Artillery" and "Carrier" will try to stay at the range of their longest ranged weapons.This generally increases the desire for ships to remain at range if possible.
  • Strike Craft no longer intercept missiles, but will continue to fight each other.
  • Flak Batteries now more strongly counter Strike Craft, while Point Defense now more strongly counter missiles and torpedoes. Strike Craft are more reliant on Shields, Missiles and Torpedoes are more reliant on Armor. Due to their ability to bypass shields, Strike Craft are very effective against other Strike Craft.
  • Added Armor Hardening and Shield Hardening modifiers, which reduce armor and shield penetration. Added new aux components that use Living Metal or Zro to provide late game armor and shield hardening.
  • The Destroyer (Interceptor), Cruiser (Gunship), and Battleship (Broadside) stern sections now have an extra Aux slot.
  • Autocannons now have a faster fire rate (and thus are very high damage for their weapon size, but have very short range).
  • Added Medium and Large Autocannons
  • Added nanite autocannons and flak cannons as a reward for killing the scavenger bot.
  • Disruptors and Autocannons are now considered Brawling weapons, with short range but faster attacks.
  • Ships now get a limited number of disengagement opportunities. All current drives provide 1 disengagement roll once the ship takes hull damage below its disengagement threshold, and the Hit and Run war doctrine grants all of your ships an additional attempt. Civilian ships set to evasive will continue to try to disengage with each hit.
  • The Enigmatic Encoder now proves +1 Disengagement Opportunity rather than evasion.
  • Weapon component tooltips now display minimum range and firing arc.
  • Armor components now grant twice as much armor as before. Shield components now grant +50% more than before, but regen remains the same. Hull components grant less than before.
  • Hull Technologies now give 10% hull instead
  • Armor and Hull regen now behave like shields - five times faster outside of combat. (Regen values are now 20% of the previous values for most components.)
  • Defense Platforms no longer have G-slot ship sections.
  • Missiles now fit into S weapon slots and have had their damage modified accordingly, Swarmer Missiles go into M. Torpedoes (and Neutron Launchers) are now the only weapons that fit into the G slot.
  • Adjusted the maximum range of all non-torpedo missiles. Reduces the range of torpedoes.
  • Made XL weapons more likely to target battleships and titans
  • Massively increased the chances to lose or damage ships when a fleet uses emergency FTL to escape a battle.
  • Reduced the time before emergency FTL can be initiated during combat.
  • Ships now attempt to disengage at 25% hull.
  • Ships should try to spread out a little further away from one another in combat.
  • It is no longer possible to kill a dragon by distracting it with a large fleet of transport ships
  • The cap to the Force Disparity bonus for fleets that are significantly outnumbered has been dramatically increased.

Feature​

  • Added an archaeology site in a new solar system with a debris belt
  • Added Ascensionists civic for regular empires and equivalents for hives and machines. Provides +25% planetary ascension effects and -10% costs
  • Added Holy Covenant Federation type and Conclave Federation Election type
  • Added the Cordyceptic Drones civic to hiveminds allowing them to reanimate all organic space fauna.
  • Added various new galaxy shapes, such as 3 and 6 arm spirals, and some more experimental and irregular shapes
  • Galaxies now default to Spiral (2-Armed) rather than Elliptical. Tiny Galaxies now support Spiral (2-Armed) galaxies.
  • Added a new tradition tree (Politics) to the Federations DLC, which requires the Galactic Community to exist. These traditions empower those that are active in the galactic community, including giving Council members new resolution options to propose.
  • Reworked the Ascension Paths from Utopia. Instead of requiring two ascension perks to be taken, each Ascension Path is now a tradition tree unlocked by an ascension perk.The Synthetic path is now split into two paths, Cybernetics and Synthetics.


General Improvements​

3.5.3:
  • You will no longer get alerts about envoys dying
  • AI will now research debris.

3.6.0:
  • The habitability planet icons in the system view can now be clicked just like on the galaxy map.
  • Added "planet revolt" VO to planetary revolt situation
  • Added a Planet Automation setting which allows for construction even during resource deficits
  • Rolled Slave Revolt content into the general Separatist Revolt Situation as a variety when slaves try to revolt
  • Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use
  • Planet Automation Crime Management will now forbid enforcer jobs if you have 0 crimes and allow enforcer jobs if you have more than 27 crime
  • The tooltip for planetary automation designation setting now explains when it will create new jobs

Balance​

3.5.3:
  • Shared Burden now doubles the unity gained from the egalitarian faction
  • Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
  • Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
  • Capped Noxious happiness bonus at 40%
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.

3.6.0:
  • The fixable segments for the Shattered Ring origin can now be colonised on game start, depending on the Guaranteed Habitable Worlds setting.
  • Shattered Ringworlds are no longer ideal worlds, but have a base of 100% habitability.
  • Reduced cost and time to restore the Shattered Ringworld by 25%.
  • Repairing Shattered Ring Segments now qualify you for the Galactic Wonders AP.
  • Colonisable Shattered Ring segments have a large number of blockers including some that require advanced technology to clear, but impact the habitability of the segment.
  • Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
  • Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
  • Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
  • Added an event on game start with Common Ground origin to let you pick your federation type
  • Mechanist origin now provides +15% robot assembly speed and +1 robot trait pick (for when you unlock robo-modding)
  • The starting robots for the mechanists origin now start with the bulky and high maintenance traits and the matching trait for whichever worker job they hold.
  • The Mechanist origin now grants the Robomodding technology as a research option from the start of the game.
  • If a species cannot live on a planet, it is now the first to be purged from it (this closes a Clone Army exploit related to slowly purging other species instead)
  • It is now allowed for the galaxy to contain multiple void dweller empires
  • Artificers now no longer produce engineering research.
  • Efficient Bureaucracy now grants Bureaucrats, Priests, Managers and Death Priests with Edict Fund production
  • Pearl Divers have had their trade output reduced and their Consumer Goods output increased, with a corresponding increase in food and mineral upkeep.
  • Dramatically increased the absolute value of opinion modifiers.
  • Increased the opinion modifiers granted from first contact, decreased the base rate at which they decay and made the decay rate modified by improving/harming relations.
  • Increased the opinion penalty for undertaking Become the Crisis.
  • Maximum opinion from Improve Relations has been increased to 150. Minimum opinion from Harm Relations has been decreased to -150. Previous values were 100 and -100.
  • Only xenophobes are now happy if the caravaneers are destroyed.
  • Opinion modifiers from Galactic Imperium interactions now have their decay rate affected by improving and harming relations.
  • Refactored opinion modifiers from Galactic Imperium.
  • Xenophile, pacifist and corporate are upset if the caravaneers are destroyed.
  • Capped Federation Experience at 2000 above what is required for level 5, so that level 5 federations with AIs are no longer one of the most fragile configurations known to man
  • Increased the time it takes to do first contact with other civilisations by about 30%
  • Logic Engines trait is now allowed on droids.
  • The Aquatic trait now costs 2 points.
  • Imperialist and Supremacist factions will now be pleased forever if you defeat a Leviathan, not just for 20 years. They are also a bit less selective about which Leviathans they are pleased about you killing (i.e. the list has been updated for those added since Leviathans DLC)
  • Reduced governing ethics attraction of newly-conquered pops
  • Several factions now care about the type of federation you are in, if it is one attached to a particular ethic
  • Subjects that are not disloyal will now gain ethics attraction corresponding to their overlord's ethics (this was already the case for spiritualism, now it is the case for all ethics)
  • The imperialist faction will now care about how much of your fleet power you are using
  • A large number of tweaks to the ethic assignment weights. Includes making certain weights based on diplomacy with empires of a particular ethos have an impact that is more dependent on the number of empires you are engaged in such diplomacy with. Fixed some oddities that hampered authoritarianism, e.g. now relations with authoritarian empires boosts authoritarianism, and if you are authoritarian, it will no longer boost egalitarianism for you to give your pops good living standards. Finally, also added some weights based on the job the pop is actively working (e.g. priests, nobles and soldiers)
  • Occupied planets no longer produce or consume resources from buildings or pops
  • Rebalanced Harmony, Prosperity, Mercantile, Versatility and Adaptability traditions.
  • Slightly increased the chance of having a unique first contact event chain
  • Special endgame crisis factions such at the Aberrant, Cybrex and Sentinels now show up a bit earlier on large galaxy maps
  • The Cybrex and Sentinel factions now scale to a limited degree based on the setting for endgame crisis difficulty (their difficulty = square root of crisis difficulty)
  • Splinter Hive holdings now require at least 30 pops present on the subject planet to be constructed.
  • Tweaked Galactic Market location formula to far more strongly favour trade value in its criteria
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template as a valid combination in the first place
  • Zro distillation technology no longer explicitly requires Psionic Theory, but is extremely rare without it.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • The [REDACTED] now has an acidic gland dealing 1.25% hull damage per day to all ships in the same system. This does not apply to the player controlled variant.

Performance and Stability​

  • Further improved the performance of using triggered economic category modifiers
  • Made mean time to happen events early out if they have fire_only_once and have already fired. (I.e. they will stop draining performance once no longer relevant)
  • Opening the fleet manager in the late game will now have a much-reduced impact on frame rate
  • Slightly sped up the calculation of pop job weights when updating them from serial (i.e. not during the monthly batch parallel update)
  • Fixed a rare crash caused by invalid trade routes
  • Fixed rare crash related to invalid situation or triggered modifier target.
  • Fixed rare crash related to invalid situation while updating country modifiers

UI​

  • Added a more helpful tooltip to the Inter-Dimensional Trade modifiers
  • Added a tooltip for war demand achievement acceptance that lists systems you lack claims on.
  • Added modifier details to production and upkeep of buildings
  • Added modifier details to production and upkeep of districts
  • Added tooltips for ship roles in ship designer.
  • Caravaneers now tell you when you will be allowed to open another Reliquary in the tooltip where they say they can't offer one right now as they need more time to prepare.
  • First Contact event chains will now progress if there is a purely random event with only one option. (Note that this only covers events between stages, not the ones that end stages, which may also only have one option). You can tell if your first contact chain is not blocked by a pending event because the alert icon will look a bit less threatening.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects)
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you)
  • Fixed the tooltip for commercial pacts showing the wrong value for how much you would benefit in terms of trade income
  • Reduced notification spam from empires having certain CBs on you
  • Selecting fleets from the galaxy map will now no longer select fleets merging with larger ones - so you can select all the large fleets in a system and move them somewhere without disrupting all the single ship fleets that are on their way to merge with them
  • The subject will no longer be able to press the "Build Holdings" button in the agreement view.
  • Tooltips regarding offering or receiving Federation Association status now explain that this is basically a non-aggression pact

AI​

3.5.3:
  • Increased the monthly random chance that an AI will decide to start preparing for war.
  • AI empires will now bring their assault armies towards the enemy during war preparation phase.
  • Reduced the maximum AI war preparation period from 60 months to 30 months.
  • Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
  • Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
  • Fixed AI sometimes not hiring enough scientists to keep researching.
  • Fixed some cases where AI would inexplicably spam admirals.
  • AI hive-mind will no longer destroy hive warrens.
  • Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
  • Improved AI's early game alloy expenditure (it wanted to put a lot into buildings)
  • Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
  • Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
  • Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
  • Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
  • Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
  • Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
  • Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
  • Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
  • AI empires who do not use food will no longer build hydroponics on starbases

3.6.0:
  • AI will not get stuck trying to activate tradition trees it was blocked out from activating, like the ascension perk trees. (This previously mainly affected modded games)
  • AI will now correctly avoid superior enemy forces when pathing to link up with fleet group
  • Fix an issue where the Prethoryn Scourge did not get all AI updates it should
  • Fixed AI sometimes not hiring enough scientists to keep researching
  • Fixed an issue where AI would sometimes build strongholds even though their economy plan for navy cap was not activated
  • Fixed another issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time
  • Made the AI generally want more battleships, and generally varied the AI's desire for a certain distribution of ship sizes between personalities

Bugfixes​

3.5.3:
  • Fixed Toxoid presapients having Aquatic portraits.
  • Fixed gateway tags not showing up in the solar system map.
  • Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
  • Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
  • Updated tooltip for Mutagenic Spa to match values given by Bath Attendent jobs.
  • Fixed farm appendages bonus from “Damn the Consequences” edict.
  • Fixed low maintenance to be an actual bonus.
  • Added the actual effect of Damn the Consequences to its effect tooltip.
  • Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
  • The Debris Field anomaly will now reliably fire an event when you research it.
  • Fixed copy paste error in Toxoids 3 name list (male regnal names).
  • Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
  • Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
  • You can now only consecrate one habitat per activation of the Toxic Maw.
  • Updated the tooltip for requiring additional activations of the Toxic Maw.
  • The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
  • Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
  • Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
  • Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
  • The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
  • Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
  • Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
  • Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
  • Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
  • Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
  • Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
  • Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
  • Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
  • Added missing effect to the tooltip of the Psionic Archive relic.
  • You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
  • Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
  • Science ship modifiers are no longer doubled in the tooltip.
  • You should no longer be able to have multiple monuments on a single planet (again).
  • Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
  • Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
  • Chemical Bliss no longer states that it causes unemployed pops to produce unity.
  • Fixed various crashes.

3.6.0:
  • Added check for disabled fleet when ships are destroyed and end combat if the last ship is disabled.
  • Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.
  • Habitats built in orbit of large zro, alloy or dark matter deposits now also collect these deposits.
  • Habitats built in orbit of planets with multiple deposit types, such as the mixed energy and alloy deposit spawned as part of the KotTG initialiser can now only have one of research, mining or generator districts instead of spawning too many district types.
  • Executing or eating the envoys that hand-delivered a strongly worded letter no longer incorrectly locks policies that are not causing you to be in breach of galactic law.
  • Added close button in caravaneer diplomacy view
  • Added missing megastructures to the Giga-Engineering achievement check.
  • Added missing tooltip for district sorting in expansion planner
  • Adjusted textbox max height to remove truncation in korean fleet view
  • ai hive-mind will no longer destroy hive warren
  • All other resolution in the Galactic Market category now require the market to be formed in order to be proposed.
  • C.A.R.E. Relic World now has Dense Ruins rather than Former Relic World (which it could then get twice if you made it an ecumenopolis)
  • Colony event "Wasteland Radiation" won't trigger anymore if your species is immune to radiations
  • Corpse-Filled blockers now take a year to clear.
  • Corrected the caravaneers focus button sprite and added a location for every related diplomacy event script so that the button shows up.
  • Currently picked anomaly scientist's skill icon now has the correct tooltip
  • Devouring Swarms should no longer come and inspect your ringworlds.
  • Expand the Planetary Sea is now no longer available on a planet you are terraforming
  • Fix a missing "Missing DLC" tooltip for authority type
  • Fix declared crisis war names
  • Fix issue with war names using the wrong Country's name
  • Fixed "blocker cleared" VO not playing
  • Fixed "Crystal Ball" event not triggering correctly upon entering the Crystalline Home System
  • Fixed a case where the caravaneers would ask a country they had never met to relocate there after their home system was destroyed
  • Fixed a tooltip for the Life-Seeded Origin which would appear to repeat a query on the Relentless Industrialists civic.
  • Fixed being unable to reorder the build queue of your branch offices and subject holdings
  • Fixed colony auto designations really thinking you wanted hydroponics stations
  • Fixed Corporate Dominions requiring to have finished Mercantile Traditions to form a Trade League.
  • Fixed galcom resolution Neutral Defenders, Tiyanki Pest Control and the Tiyanki Conservation Act not correctly unlocking sanctions
  • Fixed inconsistent coloring in leader trait descriptions
  • Fixed it being possible to get Slave Optimization agenda and Iron Fist trait without actually having any slaves
  • Fixed missing alpine world modifier in Contingency's habitability preference
  • Fixed missing goto button for "Mineral Factorial" anomaly event
  • Fixed missing X on Xeno-Compatibility tooltip for non-xenophiles.
  • Fixed some cases where orbital deposits could spawn on habitable planets
  • Fixed that the ruined quantum catapult in the salvager system spawned above the black hole.
  • Fixed the diplomatic mapmode showing tooltips saying you were in a Commercial Pact with someone if you had a Research Pact with them, and vice versa
  • Fixed the negative happiness impacts of the Noxious trait being a bit unclear in a pop's happiness breakdown
  • Fixed the possibility that the automatically-spawned Commonwealth of Man or United Nations of Earth could spawn next to a xenophobic fallen empire
  • Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet
  • If you open a Vault on a tomb world Earth, you will now find Humans inside rather than random aliens (unless Humans already exist in the galaxy)
  • Moved process string from effect_impl to CGraphicalModifer::GetFullDescription
  • Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
  • Repairing the Shattered Ring now makes it have your graphical culture too (as restoring ruined ring worlds does)
  • Robot empires will now take planet habitability into account correctly for auto-survey targets
  • Stopped you getting the Xeno Comedy event as a gestalt empire as it didn't really work flavour-wise for them
  • Synth ascension now gives a warning for the Overtuned origin.
  • The asteroid colony event will no longer get distracted when shot and is now slower to allow for more time to react.
  • The Horizon Signal events converting your empire species' portraits wholesale now give you a little bit of warning ("This may have significant and unpredictable consequences")
  • The last pop on a planet will no longer auto-migrate away
  • The resolution Form the Galactic Market is now in the Galactic Market Resolution category.
  • The Spiritualist Awakened Empire should no longer be capable of making a gestalt consciousness turn into a spiritualist empire.
  • The tooltip for planetary ascension upgrade will no longer show upgrade info for the non existent tier 11.
  • The unbidden no longer have an increased opinion of you if you destroy the Caravaneer's home.
  • Updated credits.
  • Using plant crackers against pre-ftl civilizations now requires the Unrestricted Native Interference policy.
  • You can now crack pre-ftl worlds within your borders.
  • You will no longer get a notification of another empire completing their gateway construction when you are the first to make a gateway and it activates some other gateway somewhere.

Modding​

3.5.3:
  • Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
  • Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
  • Fixed the script profiler (previous results using it should be disregarded)

3.6.0:
  • Added <resolution_category>_vote_strength_mult modifier
  • Added a define for the ship roles effect on the weapon selection.
  • Added a galaxy_shape trigger
  • Added a is_capitalist scripted trigger to check for corporate authority, merchant guild civic or corporate dominion civic.
  • Added a valid_leader parameter to federation types to limit the leadership candidates
  • Added ability for planet automation to forbid and allow jobs
  • Added ability to script in modifiers on ship sections
  • Added additional_crisis_strength trigger
  • Added country scope num_planetary_ascension_tiers trigger
  • Added destroy and abort triggers for starbase modules and buildings.
  • Added envoy_cohesion_effect_mult modifier for federations
  • Added federation_experience_add modifier
  • Added government_election_years_add and government_election_years_mult
  • Added modifiers planetary_ascension_effect_mult and planetary_ascension_cost_mult
  • Added on_resolution_passed and on_resolution_failed on_actions 340) Added position_on_current_resolution and position_on_last_resolution
  • Added point_defence_targets to component template, which sets valid targets for PD weapons. "missile" and "strike craft" are valid options. See 00_weapons_pointdefence.txt and 00_strike_craft.txt for examples.
  • Added set_variable_to_random_value effect
  • Added size_damage_factor to weapon components, which modifies damage based on the ship size. At 0, there is no effect. Positive values multiply the weapon damage by the value times the target ship size. (Ship size is treated as a minimum of 1 for these calculations.)
  • Added support for sound_is_advisor on show_sound in events
  • Added triggered_ship_modifier in component templates
  • Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded
  • Fixed num_free_districts sometimes providing erroneous results if used with districts that were not capped by modifiers
  • Fixed print_scope_trigger not working
  • Integrated ship roles to the remaining components and their selection process with an additional define for utility components.
  • Made excessively confusing way of doing tradition tooltips make you have to explicitly tell the game you want to overwrite the automatic modifier and effects tooltip with a custom one (custom_tooltip). Also added custom_tooltip_with_modifiers and made on_enabled show up in the tooltip too
  • Made galaxy shapes (map/galaxy) into regular database objects. This means you can define new ones.
  • Made the fail text of a tradition's "possible" check show up in tooltips
  • Ship roles can now affect weapon selection.

TLDR; ELI5​


The roles for different ship sizes should become more valuable. The introduction of size based damage make Frigates and Cruisers potentially very dangerous to Battleships and other large ships.

Frigates, however, are very vulnerable without a screen of Corvettes to protect them, Destroyers are the masters of Point Defense in Screen or cutting down those Corvettes and Frigates using the Gunship or Brawler roles.

Artillery ships are vulnerable if something closes under the range of their guns, but with a screen that engages the enemy further away, they are free to blast away.

Every ship role has a counter somewhere in the system, and mixed fleets that cover for deficiencies are thus generally much more difficult to hard-counter.

Ship Sizes info


Ship Roles info

If you prefer to listen to a good summary, we have @MordredViking here explaining everything using sounds made by flapping meat at us.


Pictures Are Worth 1,000 Words, Right?​


Torpedo Frigate

A Torpedo Frigate

Neutron Cruiser

Neutron Launchers and Missiles Cruiser

Aux Slots on Battleship Sterns

Different number of Aux Utility slots on the sterns.



Torpedo tooltip

That's going to hurt if it hits that Titan.

Shield Hardener tooltip

Shield and Armor Hardening counter Shield and Armor Penetration.

I Want To Try It and Provide Constructive Feedback!​


Good, I was hoping you would.

As of the posting of this dev diary, the Stellaris 3.6 “Orion” Open Beta should be live on Steam, and will run until the end of the month.

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.


Don't forget to turn off your mods, they will break.

As this build is still in “hot” and in development, expect to see many placeholder icons and TODO text here and there. Numbers are not necessarily final, and we’ll be looking at data gathered from the Open Beta to potentially make additional changes.

Known Issues:
  • Many placeholder icons and some placeholder text.
  • All new text will only be in English for the duration of the Open Beta.
  • Ships do not currently back away if they are trapped within the minimum range of their weapons.

We expect to be making more changes and plan to update the beta at least once during the upcoming weeks.

Targeted feedback threads exist for the following topics:
And we have a thread for general discussion of the Open Beta.

Thanks for reading, and I hope you enjoy the Stellaris 3.6 "Orion" Open Beta!
 
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Please, add the game setting to Disable Habitats. The Habitat spam is greater than ever and is causing late game lag nightmare for me and I like playing Ironman with achivements.
There should be three settings for Habitat construction: Enabled, Player Only, Disabled

Player Only would allow players to construct Habitats normally, but disable Habitat construction for AI. Given their reliance of Habitats, Player Only and Disabled should probably also disable the spawning of empires with Void Dweller origin.
 
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Please, add the game setting to Disable Habitats. The Habitat spam is greater than ever and is causing late game lag nightmare for me and I like playing Ironman with achivements.
The problem has always been the guaranteed 3.0 pop growth. They should remove that.
For habitats, I believe banning pop assembly buildings except for tier 3 habitat would be sufficient.
 
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random question - does the beta kill the old problem with the federation starts that one of the partners always gets trapped? because it's an old and annoying problem that one of the partners in a federation start almost always gets trapped.
 
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I like all of these changes so much I already don't know if I can go without them. Is there any kind of estimate on when this will be ready for a full release, after the open beta closes at the end of the month?
 
Re: Disengage

As part of these changes, we also made Disengagement not check until 25% hull rather than 50%, during the next beta update I'll increase that a little and see how that goes for a bit. We did some tests with battleships that stacked Disengagement Opportunities, and they escaped without many losses. Might also spread it out a little more, so Hit and Run gives +2 and maybe add it to a civic.

I like all of these changes so much I already don't know if I can go without them. Is there any kind of estimate on when this will be ready for a full release, after the open beta closes at the end of the month?

No official date yet, but the Custodian team issues updates once per quarter. (Oct-Nov-Dec) So with the beta ending at the end of October, and the second half of December being holidays, that gives you an approximate unofficial window for the target release if everything continues to go well. (So far I see the need to finish polish some stuff up, and some numbers absolutely need some adjustments, but most things seem generally decent.)
 
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As part of these changes, we also made Disengagement not check until 25% hull rather than 50%, during the next beta update I'll increase that a little and see how that goes for a bit. We did some tests with battleships that stacked Disengagement Opportunities, and they escaped without many losses. Might also spread it out a little more, so Hit and Run gives +2 and maybe add it to a civic.
Doesn’t really make sense that battleships benefit more from disengage. A small ship should be able to flee more easily from the battlefield than a battleship. With such a low health threshold small ships will have almost no chance to flee.
 
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The problem with disengagement was that there wasn't enough of it not that there was too much of it.

Without relatively high disengage rates the first battle decides the entire war, this was always the problem of old, taking serious losses in the first engagement can never be recovered during the scope of a single war.
 
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The problem with disengagement was that there wasn't enough of it not that there was too much of it.
Slight disagree with this:
The problem with disengagement was that there wasn't enough of it when using weapons that do very high damage (ships instantly destroyed) and that there was too much of it when using weapons that do low damage (such as PD, because it can attack normal ships too).
 
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  • Doomstacks aren’t fun.

Doomstacks lead to big climactic battles, are easy to micromanage and protect against the all-seeing AIs tendency to go after smaller fleets if you split it up.
Also you have jsut recently patched the AI to lessens its habit of sending a hundred small fleets out to attack mining systems, because it simply is not fun on the player side.

Removing doomstacks from Stellaris requires a lot of reworks, in many connected systems, that I honestly am not sure will result in a better experience.
Handle with care.


They want you to have to actually make hard choices on your playthrough and try different stuff each time, not just have 15 perk / tradition slots so you can pick the same ones every time

The issue with hard choices is that they need to be interesting and meaningful enough without being to limiting. In the past especially with traditions we has the situations where the choice which to pick (or pick first) wasn't really that meaningful.
But with more and more tradition trees being added and more ascension perks, there is the growing risk that too much is withheld and you have to few picks. Thre question of Detox is worth being its own ascension perk is not one easily answered positive.
Especially since these limits feel a bit aribitrary in the end and disrupt the fiction of building a sci-fi empire. It is weird to learn you cann not filter toxins from an atmosphere because 150 years ago your people decided to focus mroe on educating when you otherwise can shape worlds and have mastered nature.

And now with ascensions becoming traiditon trees and the new "do the galactic community a bit better" one, traditions look like a system that might get similarly overcrowded.
 
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Doomstacks lead to big climactic battles, are easy to micromanage and protect against the all-seeing AIs tendency to go after smaller fleets if you split it up.
Also you have jsut recently patched the AI to lessens its habit of sending a hundred small fleets out to attack mining systems, because it simply is not fun on the player side.

Removing doomstacks from Stellaris requires a lot of reworks, in many connected systems, that I honestly am not sure will result in a better experience.
Handle with care.




The issue with hard choices is that they need to be interesting and meaningful enough without being to limiting. In the past especially with traditions we has the situations where the choice which to pick (or pick first) wasn't really that meaningful.
But with more and more tradition trees being added and more ascension perks, there is the growing risk that too much is withheld and you have to few picks. Thre question of Detox is worth being its own ascension perk is not one easily answered positive.
Especially since these limits feel a bit aribitrary in the end and disrupt the fiction of building a sci-fi empire. It is weird to learn you cann not filter toxins from an atmosphere because 150 years ago your people decided to focus mroe on educating when you otherwise can shape worlds and have mastered nature.

And now with ascensions becoming traiditon trees and the new "do the galactic community a bit better" one, traditions look like a system that might get similarly overcrowded.
I agree. Traditions I think are fine, for now, but the effective number of ascension perks we have is actually more like 4, because we are specifically NOT making hard decisions. Species ascension and either hive/machine/arcology worlds are absolutely obligatory, Master Builders and Galactic Wonders are effectively the same. That's half of them right there. The current number isn't making us make hard decisions and use different perks, we're making no decisions and taking the exact same perks because some of them are just so obviously drastically better than others. I'm not sure whether adding more perk slots is a good solution, but the only alternative I can come up with is moving them (them being the auto-picks) over to tech only (no perk required) and tech really absolutely and definitively doesn't need that kind of buff.
 
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Large weapons being large it makes sense they have much slower turning arcs. Once an enemy is up close they can out-maneuver your large guns.
In space combat, nothing is close. In any event, we already have something that represents large weapons turning slower - tracking, and we have something that already represents ships being able to out-maneuver large guns - evasion. We're literally reinventing the wheel here.
 
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I’m not a fan of the addition of a minimum range. I can’t really wrap my head around what it’s supposed to represent, so it breaks my immersion badly. I’d much rather work with decreased tracking at closer distances than outright being unable to fire at a large target that’s sitting right there.

Really like that all Torpedos and Launchers are in the same slot now.
Same. Space is vast, and "Captain, the enemy is only 1 million km away - we can't hit them!!!" doesn't work for me. Minimum range is already reinventing the wheel for things that we already have - accuracy, evasion and tracking. About the only thing I can think of to make the concept of minimum range to work is large weapons having semi-guided munitions that only kick in after they reach a certain range to conserve reaction mass or perhaps if we were using a beam weapon instead of plasma weapons that it represents either a beam using exotic particles like mesons that only "pop" past certain ranges, or perhaps an array of some sort that's optimized to only focus past a certain point to make up for the individual beams attenuation past a certain point.

Plasma weapons having minimum ranges hurts my head and makes no sense, and in any event any science fiction I can remember seeing plasma weapons of this type in, their magnetic containment fields quickly dissipate, and they tend to be deadly but short-range weapons. Plasma weapons conceptually should be brawling weapons, plus mechanically they would synergize much better with autocannons then disruptors (just given that they act almost exactly like the energy counterpart to autocannons doing extra hull damage and armor damage, they would help the autocannons take out armor once autocannons got past the shields, rather than disruptors which do nothing to help the autocannons, being that they totally ignore armor). Since disruptors act like Meson weapons ignoring shields and armor, perhaps plasma weapons and disruptors should be switched (except disruptors have a different problem of not coming in large sizes, which could be fixed by adding a large disruptor and making cloud lightning weapons be something different?)

Rather than minimum range, perhaps as a compromise we could have a minimum effective range, where weapons have decreased accuracy at shorter ranges because they have semi-guided munitions or whatnot that kick in past a certain point? IDK.

I also do love that torpedoes and launchers are g-slot weapons now. That does make corvettes/frigates and cruisers stronger while nerfing battleships a reasonable amount. The problem is that with that happening, there are not enough energy weapon options left, thus the weirdness of plasma weapons being long ranged weapons, given that the only other laser alternative are disruptors, which logically make more sense, but don't come in large sizes.
 
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Will this be added to the Xbox game pass version of Stellaris on the pc? I've played Stellaris on the pc with Xbox game pass for a while and id love to be able to play this new update.
 
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I love all the non-combat changes in the beta, but I do have one big problem with the combat changes in that I'm unhappy with disruptors being the only energy brawling weapon and would rather have plasma weapons as brawling weapons instead of, or in addition to, disruptors. Disruptors still don't work well with autocannons.

Conceptually, plasma weapons work better as brawler weapons as they tend to be depicted in most works of science fiction, role-playing games and video games I've read, watched, or played as balls of superheated plasma contained within magnetic fields that dissipate rather quickly, tending to make them have shorter ranges than lasers, particle beams, and other more exotic energy weapons. Thus, when I saw the large plasma cannon having a minimum range, it made my head hurt, as logically maximum range should always be the big problem with plasma weapons as they have gigantic problems just holding themselves together for any distance.

Mechanically, they synergize much better with autocannons than disruptors, as they function very similarly except that they damage armor instead of shields, and so once the autocannon knocks down the shields, the plasma weapons can then help take the armor down for the autocannons until they can both work together to damage the target's hull. Disruptors, on the other hand, do nothing to help take down armor, so they don't really work well to help autocannons get through armor, which autocannons don't do well. Trying to get through armor using just autocannons is a long, drawn-out process.

Disruptors could still be kept as brawler weapons, but more as a stand-alone weapon in a brawling ship armed solely with disruptors or a weapon used in concert with torpedoes by frigates and cruisers, rather than used with autocannons, or perhaps changed to be longer ranged weapons as an alternative to lasers. Of course, disruptors don't have a large version, which hurts them in this function, but frankly also is another reason they work poorly with large slot autocannons as well. Perhaps a large disruptor could be implemented, but then there's the question of what to do with the cloud lightning weapon. Maybe the cloud lightning weapon could be reworked into a different type of special weapon, since it always seemed odd that the large version of the disruptor was a weapon that couldn't be researched unless you killed a space creature and studied it's remains, while the X-slot version could be researched on its own just like small and medium disruptors.

It all boils down to that the big problem caused by making launchers into energy torpedoes (which is something I actually like, and think is cool - it's a good way to nerf battleships a bit and strengthen smaller ships like frigates and cruisers) is that disruptors, not having a large variant, doing relatively little damage, and generally being weird, don't work well as brawler weapons, and don't work well as alternatives to lasers, and conceptually, plasma weapons don't make good alternatives to long-ranged lasers either. Perhaps if there needs to be a new energy weapon that's an alternative to lasers if plasmas are made into brawling weapons and disruptors can't do the trick, maybe an easy fix could be the mining laser, which could be renamed a particle beam, and could be made in all sizes and recolored with two alternate colors to represent an advanced particle beam and an ultimate particle beam. Since it's using a pre-existing model, the art team wouldn't need to be brought in. Then again, I'm just fine with lasers being the only long-range energy weapon, as long as plasma weapons are made into brawler weapons.
 
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Some nice QoL changes buried in there like long overdue faction demand updates. Also a special shoutout to the level 5 federation adjustment.
The level 5 federation buffer is an excellent quality of life improvement, to be sure, especially in a federation with a lot of AIs being uncooperative with you or each other or a federation with many members joining or leaving.
 
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It's a safety feature. Torpedoes have to go a certain distance before they arm to avoid them detonating too close to the ship that is firing. I'm fairly certain that is how torpedoes, missiles, rockets work in real life too.

If you have ever seen the movie Hunt for Red October there is that scene where the captain of one sub turns and charges straight at the enemy submarine so the torpedo doesn't have enough time to arm.
Except this is space combat, and a torpedo or missile detonating too close would only be a danger at point-blank range. In a game where "close range" might be 10,000 km, detonating too close should never be an issue.
 
You can only shoot the main cannon of a tank at a target at a certain distance from the tank or greater. Any closer, and the cannon can't be lowered far enough to hit the target (essentially, the tank's own hull is in the way). You could justify it with some similar excuse.

I mean, it's really just a gamey mechanic to screw people who use large ships, much like Stellaris has the gamey sprawl mechanic to screw people who actually want to play a 4X game, but you can find ways to justify it if you want.
Pretty much. I sort of justify it by figuring large weapons might be firing guided projectiles that only activate past a certain range to conserve fuel, but honestly trying to come up with an excuse for plasma weapons having a minimum range hurts my head, and in any event, they should be brawler weapons like autocannons anyhow. The thing is, though, that minimum range is really just a reinvention of the wheel when we have accuracy, tracking, and evasion already. In a space combat game when "close range" might be 10,000 km away, minimum range is sort of a odd concept.
 
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Except this is space combat, and a torpedo or missile detonating too close would only be a danger at point-blank range. In a game where "close range" might be 10,000 km, detonating too close should never be an issue.
Battles are in vacuum so any shrapnel that is created by explosions will keep all momentum despite of travel distance. Should it be 10k km or 10M km. So we have to talk about distance-based chance to be hit by shrapnel created by any explosion. Then we come to the point where downed rockets can self-detonate and 'distribute' shrapnel around. Imagine the possibilities for friendly fire and tactical opportunities!

Or, if damaging factor of missiles isn't a shrapnel but rather explosion delivered to ship's interiors (e.g. HEAT ammo) then minimal arming distance don't make any sense.

Anyway, I wonder why whole codebreaking/espionage stuff still has nothing to do with all guided and smart weapons and stuff.
 
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