Hello everyone and welcome to another Stellaris development diary. As mentioned in last week's dev diary, we're currently in an extended post-launch support period, and so there won't be any feature dev diaries coming for a while. Today's dev diary will just be a quick update about a couple of the issues we're currently aware of and working on for the 2.1.1 rolling beta. This is just a select few items, not a comprehensive list of everything we're working on!
L-Cluster Variety
The first issue we're currently addressing is L-Cluster balance and variety. We've had some feedback from players who got a 'positive' L-Cluster outcome that it felt a bit underwhelming, and while we definitely do not want every L-Cluster outcome to be negative, we do acknowledge that we could have done more in regards to the flavor and detail of some of the outcomes. As such, we'll be doing an extended second pass on this feature, adding more flavor and more outcomes, and also looking into the balance of when the L-Cluster is accessible and AI-related issues for some of those outcomes. We expect to have balance and AI fixes with you sooner rather than later, with the second content pass likely a few weeks away as we have decided to invest a fair amount of additional time and resources into it.
Performance
Another problem we're aware of and working on is the issue some users are experiencing with decreased performance and stuttering in 2.1 compared to 2.0. All I can say about this at the moment is that our coders are looking into it and have already made some progress on the problem, and that we consider it to be a very high priority issue that we absolutely intend to resolve.
Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.
That's all for today! Join us again next week for... you guessed it... more post-launch support!
L-Cluster Variety
The first issue we're currently addressing is L-Cluster balance and variety. We've had some feedback from players who got a 'positive' L-Cluster outcome that it felt a bit underwhelming, and while we definitely do not want every L-Cluster outcome to be negative, we do acknowledge that we could have done more in regards to the flavor and detail of some of the outcomes. As such, we'll be doing an extended second pass on this feature, adding more flavor and more outcomes, and also looking into the balance of when the L-Cluster is accessible and AI-related issues for some of those outcomes. We expect to have balance and AI fixes with you sooner rather than later, with the second content pass likely a few weeks away as we have decided to invest a fair amount of additional time and resources into it.
Performance
Another problem we're aware of and working on is the issue some users are experiencing with decreased performance and stuttering in 2.1 compared to 2.0. All I can say about this at the moment is that our coders are looking into it and have already made some progress on the problem, and that we consider it to be a very high priority issue that we absolutely intend to resolve.
Finally for today, a picture showing off a little modding support feature we'll be putting into the rolling beta - when you name objects in script (such as naming a newly created fleet or using the set_name function) the script will now take a scope, meaning that you can for example create a ship named after a leader, or renamed a planet dynamically after the species living there.
That's all for today! Join us again next week for... you guessed it... more post-launch support!