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Stellaris Dev Diary #109 - 2.0 Post-Release Support (part 2)

Hello everyone and welcome to another Stellaris development diary. As mentioned in last dev diary, we are still in full post-release support mode and until we are ready to get back to regular feature dev diaries, we're not going to have full-length dev diaries. Instead, we'll use the dev diaries to highlight certain fixes or tweaks coming in the rolling 2.0.2 beta update that we feel need highlighting. All the changes listed below will be coming in the next 2.0.2 update, which we expect to have with you soon.

Species Rights Changes
Both in order to fix some bugs caused by traits that alter species identity (such as Psionic ascension path traits), and to expand player freedom, we've made some changes to species rights. There are no longer any traits that cause a species to be considered entirely distinct from its parent species, so a Psionic or Hive-Minded Human pop is still considered to be a subspecies of Human. As it would then no longer make sense for all Human subspecies to share the same rights, we've added the ability to set rights for subspecies, so you can have, for example, different levels of military service and living standards for different subspecies of the same species living in your empire. However, there will still be certain restrictions for subspecies of your primary species, so if your empire is Human, you will not be able to purge a Human subspecies unless that subspecies has been majorly altered (such as being turned into Hive-Minded humans)
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Food Trading & Negative Food Spirals
We've had a bunch of feedback on AI and player problems with ending up in negative food spirals where a lack of food would cause starvation, reducing happiness and causing unrest, which would reduce food production, making starvation worse and creating a vicious cycle. To address this we've made a couple of changes. First of all, unrest and low happiness no longer reduce food production (they still reduce food from processing/livestock, as that represents the pops fighting back against being eaten). Secondly, we've improved the AI's understanding of food trading, so that it should heavily prioritize trading for food when in starvation. Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
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New Marauder Events
In order to make it less of a pure loss prospect to start near Marauders, we've added some positive events that can only fire if your empire is bordering Marauders. These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
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Occupation Armies
Since the army rework in 2.0, it's become significantly easier to snipe back planets that were recently taken by the enemy, as these planets lack a garrison to defend them. For this reason, we've implemented a new type of army type called Occupation Armies. When a planet is occupied, the occupier now spawns a garrison force of these Occupation Armies (the exact type varying depending on species just as with defense armies). Unless destroyed by battle or bombardment, the garrison force remains until the planet is either annexed or reverts to the owner's control.

Weapon Range Modifier
Since this is a topic that keeps coming up (because the way weapon range is implemented in the code is extremely complex and there is no one single weapon range modifier bug to fix, but a bunch of different places where it has to be hooked in correctly), I just wanted to mention that we've done some additional fixes, and believe that the modifier should now be fully functional. We've also implemented a separate ship_modifier entry for ship sizes that can be used to apply certain modifiers (such as firing rate and weapon range) that do not work in the regular ship_size modifier (as that modifier is applied to the ship design, and not the ship itself).

That's all for now! Remember that these are just a selection of tweaks/fixes, and there are many more that were not listed here but will be included in the patch notes when we next update 2.0.2. See you next week!
 
Trading food to Trader Enclaves sounds like it'll be a good sink for excess food production when I'm out of room for growing pops. Currently all I can do once I hit 5000 is start giving it away to my allies as a thankless gift
 
Any chance of a dedicated "Emergency return home" option on a fleets UI, or some sort of option to violate sovereign territory?

Just had to scrap another game when closed borders shut off my return route leaving my fleet stranded for at least 10 years before I'd be able to declare a war and force my way home.
 
Any chance of a dedicated "Emergency return home" option on a fleets UI, or some sort of option to violate sovereign territory?

Just had to scrap another game when closed borders shut off my return route leaving my fleet stranded for at least 10 years before I'd be able to declare a war and force my way home.

If you press "b" (return to base), it should offer Emergency FTL when there is no route home. If it doesn't, that's a bug.
 
If you press "b" (return to base), it should offer Emergency FTL when there is no route home. If it doesn't, that's a bug.
Well I was in a unclaimed pocket in my neighbours territory clearing out some of the lesser event beasts that had kept him out when he had a regime change and started to hate me.
And yeah tried to jump home but it just kept cycling re-targeting my closest shipyard with no movement.
 
Glad to see the changes! The subspecies system should make my species tab a lot less messy. (Psionic Ascension maaaay have spun off all of my subspecies into separate full species. And we forgot which one founded the empire. It's a whole thing. :p)

Is there any chance that the food changes will fix the AI's reluctance to build surface improvements? Or is that a separate issue?
Ooo, I forgot all about that! Definitely should wait for the patch till I ascend my 3 subspecies then.
 
Why? Wouldn't it make more sense for artillery ships to approach until any of their weapons fire and then stop? That way you are at max engagement range and it works for any combination of weapons you design your ship with. The way you described it, if I put weapons with range 80 on an artillery ship, then it will sit at 100 range and not fire! Another bad case: if all my ship's weapons are greater than 100 range (or whatever range the artillery ship stops at) then the ship is getting closer than it needs to and negating part of its own weapon range advantage.

Two things.

1. They have always fired whatever weapons were in range. They won't wait until 100 range to fire your Lances.
2. I bet you its intended that short range weapons have that exact disadvantage with long range computers.
 
Two things.

1. They have always fired whatever weapons were in range. They won't wait until 100 range to fire your Lances.
2. I bet you its intended that short range weapons have that exact disadvantage with long range computers.

Good Point but it still would make sense to make the range a minimum range so the ships will stay at least at a distance like 100 but if you have modifiers and/or longer range weapons than they stop at 120 or whatever distance the longest rang weapon has right now.
 
The combat computer decides the distance they stop at (unless they have Swarm behavior). This distance is modified by weapon range modifier, so a ship with a longer range will stop further away (for example, Artillery ships normally stop at range 100, but will stop at range 150 if they have +50% weapon range).
Hey, wait... Artillery computer also provide +range.

Is that 100 before or after the +range they themselves provide? So the actual range is always at least a little higher?
 
So basically free armies? So I have 100 assault armies, take a planet, I now have 100 assault armies and 10 occupation armies? It should cost me something directly related to the war effort to take and hold a planet. I should either have to leave a portion of my assault force on the planet or a fleet to keep the opposition from sending in transports. Why not leave some number of assault armies on the planet (say maybe the planet width?) and give us a timer, call it entrenchment or something like that, which would allow us to pull the armies out - but once the timer fires they become your occupation armies for the duration. I shouldn't be able to keep rolling with 100 assault armies through an enemy empire taking planet after planet without any risk of him coming behind me to snipe what I've taken away from me - pressing the attack should have a cost, either in armies, or risk.

Good Lord, no. Managing armies is already a chore. Introduce manpower, have each occupation cost minerals or energy, anything really, as long as it is passive. Don't make me click even more, for the love of God.
 
@Wiz since there are now subspecies rights, will Hive Minds (and Machines, I guess) get a "non-leader drone" variation of rights? Because ascending into Biological Mastery usually means separating your main specie (main and only specie, if you are a devouring swarm) into subspecies, like "worker drones", "war drones", "thinker drones", etc. And the amount of worker drones, willing to become scientists, is really harassing.
 
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@Wiz can we have tile based rights somehow? Like I only want a worker to grow a pop on this tile? Micromanaging everything in slaver empires is awful right now.

Also we need a +other species happiness presentient trait like empathetic or fragrant or something. (trait_presentient_empathetic please for best butlers and maids evar!)
 
@Wiz since there are now subspecies reights, will Hive Minds (and Machines, I guess) get a "non-leader drone" variation of rights? Because ascending into Biological Mastery usually means separating your main specie (main and only specie, if you are a devouring swarm) into subspecies, like "worker drones", "war drones", "thinker drones", etc. And the amount of worker drones, willing to become scientists, is really harassing.

I hope so, it's the only real gripe I have with gestalt consciousness'. I can live with no happiness boni and less influence due to lack of factions, but the inability to control what species can become leaders annoys me.
 
@Wiz can we have tile based rights somehow? Like I only want a worker to grow a pop on this tile? Micromanaging everything in slaver empires is awful right now.

Also we need a +other species happiness presentient trait like empathetic or fragrant or something. (trait_presentient_empathetic please for best butlers and maids evar!)
If the developments of last year are any indication, this will probably come sooner or later.
Remember how Devs adamantly refused to allow people to have control over sector construction because "that's not the point of sectors", and then after fruitless attempts of making sector AI not handicapped they gave up and let players have full control.
Now we get sub-species rights.
I'm sure eventually it'll be tile-based.
 
Well I was in a unclaimed pocket in my neighbours territory clearing out some of the lesser event beasts that had kept him out when he had a regime change and started to hate me.
And yeah tried to jump home but it just kept cycling re-targeting my closest shipyard with no movement.
Did you try with the dedicated "return to base" button near the top of your fleet screen? Not clicking on the system you want to go to.
 
@Elfwind probably it would be easier to just let the sector to resettle pops, since it costs energy now, and in mid-late sectors accumulate plenty of it.

The problem is they don't do it correctly. Sector ai doesn't understand unity and will put incorrect pops on buildings that generate it and other resources. They also don't recognize defender pops who go on fortresses and capitals.
 
Having all these additions is nice but multiplayer is totally broken and unplayable due to major out of sync issues rendering some of these additions mute, when can we expect to have additional patches for the out of sync?