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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!
 
Awesome. As a piece of feedback/request it would be so useful if gene- and robotmodding could be applied to individual pops and that on the species overview screen we could select pops by profession. I never bother picking bio ascension because of all the tedious micromanagement needed if you're trying to make a highly specialised species. It's not possible to simply select all the mine workers and assign them to the labourer template, or the scientists and make them intelligent with natural X. Because we can only break it down by planets it has to be fudged by having one "modification planet" where the pops are changed to a specific template and resettled around the empire, which is a lot of micro and not very fun.

Any develop of that system would be great :)
 
Will there be changes to achieve a 'limited victory' in liberation/subjugation wars. This was mentioned in last weeks dev diary but it wasn't clear if it will come.

Not in the next 2.0.2 version. Might be coming after that, but it depends on how complex it is and whether our ideas work out in practice.
 
Does the combat computer counts for individual weapon range when stopping the ship?

For example, if a BB has a 150 range XL weapon and a short range Medium weapon, will the BB stop when all weapons are within firing distance? or will it stop the moment one of the weapons is within firing range but disregarding the others (some weapons will be unable to fire).

The range it stops at is decided by what computer you pick, not by what weapons you pick.
 
These benefits might include gaining resources, pops, free ships and leaders, or temporary buffs to the effectiveness of your fleets.
Really like it, marauder pops will gain a habitability preference trait now? Currently, marauders and trader enclaves species have not a preference habitability trait.
 
Will the update be likely this week, or beyond? (5 man LAN game planned tomorrow, wondering if we should wait a few hours or just start early :D)
 
Finally, for those with Leviathans, we've added the ability to trade Minerals/Energy for Food and vice versa with the Trader Enclaves.
I love it, thanks.

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)
Some future plan of make possible maintain hive minded and machine pops inside your empire without mandatory purging? Maybe in the diplomacy dlc.
 
Is the AI freezing / stopping building ships fixed, or was that most likely an issue caused by 2.0.2 updating mid-game?
 
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.

YES, YES!!!

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)

YESYESYES!!!!
 
All nice changes, I was waiting for :).
I hope that we still get a claims view and I haven't read anything about the problem that the claims from my vassals comes first (and my claims were ignored) when ending the war.
All claims should be reset (with full influence payback) if a system gets a new owner.

It wouldn't be possible to pay back influence in many cases, and claims pinging out of existence doesn't feel reasonable.

Better to have a specific vassal/overlord relationship for claims (you get to decide as overlord whether your vassal's claim or yours gets fulfilled, but denying a vassal claims hurts their loyalty).
 
Dev diary thread was accidentally deleted somehow while being scheduled for posting. This reply is to bump it back to the top.

Please change the war attrition mechanic so it gets capped to either 80 to 90% or the cap depends on some sum of other war exhaustion. Right now i have a war where i have 0.1% other war exhaustion and the other 99.9% come from time because i attacked an already attacked empire with the Hunger total war CB and they have one planet left that i need to bombard for a lot more time but now i get the penalty despite them not dealing any real damage to my empire.
 
The range it stops at is decided by what computer you pick, not by what weapons you pick.

If I am understanding correctly, in your example you mentioned that Artillery computer stops the ship at range 100 by default. This really ought to be a known value since energy weapons all are shorter range than 100 (plasma 70, lasers, 80), while kinetic arty and gauss are 120/100. Without knowing this you could be fielding a Battleship that wont fire until the enemy closes on it
 
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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.

Ok. So my enemies will now actually be a problem to deal with. Annoying, but I can deal, and this will definitely make things more interesting. Definitely liking the trade with enclaves feature. I can see that coming in handy.

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.

Still does nothing when they decide to raid you (especially if someone pays them to and you can't buy them off) with 8k and you only have 2k, but thanks anyway. Leaves an interesting dynamic of "Do I want to leave these guys on my borders to get nice buffs, but risk them getting a Khan, or should I just exterminate them now, preventing the problem but losing my buffs?" Also, can fallen empires stop letting raiding fleets through? I'm sorry, but I just refuse to believe that any of the fallen or awakened empires would allow a marauder fleet through their borders, nevermind right past both their fleets and their homeworlds, which I have seen way too many times as they go through the FE to cheat past my forts. Please change this or just have the raiding fleets not pathfind through the FE or AE. Just... Please.

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.

How strong are these occupation armies? Are they weaker, or the same as the standard defensive armies? How does it decide species? Does it match the species that invaded or the primary species of the empire? I would rather have my deadly, tireless, fearless synthetic armies guard my occupied worlds than my weak space jellyfish. How many spawn? Is it fixed, or dependent on planet size, the number of intact forts, or both? Because if it's even partially dependent on intact forts then that opens up a new interesting dynamic of accepting more casualties in an attempt to take the forts intact. Great feature regardless

Thanks for adding all this in, guys. It's really nice that you show how you're workin to improve ours games.
 
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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)

So, will we be able to decide what species in a Hive Mind that can and cannot become leaders, or is that still a long time to come?