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Stellaris Dev Diary #44 - Space Creature Rework

Hello everyone and welcome to another Stellaris development diary. This is the fifth part in a multi-part dev diary about the 'Heinlein' 1.3 update and accompaying (unannounced) content DLC. The topic of today's dev diary is the changes to space creatures coming in Heinlein.

Grounding the Space Creatures (Free Feature)
I've always loved the concept of space creatures - massive beings capable of living in vacuum, travelling between the stars under their own power. With Stellaris, I felt that we went a long way with the addition and fleshing out of space creatures such as amoebas and crystalline entities, but we failed to really ground them in the setting. You encounter them, you research them, you get some information about them... but where do they come from? They're just randomly scattered throughout the galaxy, with no real sense of belonging or having come from anywhere.

This is something we've changed in Heinlein. Instead of just spawning randomly anywhere, space creatures will belong to a particular region of space. They can be found outside it, but its rare, so once you encounter more than one set of mining drones, it's likely that you've entered mining drone space. In the region of a particular space creature, in addition to finding the regular versions of these creatures, you will also find a 'nexus', a system surrounded by powerful variants in which a 'boss creature' lives, and where this particular space creature is meant to have either its origins or their 'home', so to speak. For example, in the center of mining drone space, you will find the Mining Drone Home Base, a powerful adversary that once defeated will yield some significant rewards.
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Space Piracy (Free Feature)
Space pirates is another area where we just didn't go far enough with our implementation. Part of that is because we lack a real trade system for them to prey on, but even so, the one-off event that spawns a few ships (that may or may not look completely different from anything else your species uses) just isn't up to par. As such, we've decided to make pirates their own type of 'space creature', with a region of space they live in, a home base and several more variants of ships. From here, they will occasionally set out to raid interstellar empires across the galaxy until one of those empires has enough and attacks them at the source.

Power and Reward Rebalancing (Free Feature)
As part of these changes, we will also be looking at the power of each space creature, tweaking or creating more variants to ensure that they do not cease being relevant as soon as the player has built a destroyer or two. We will also look at rebalancing the rewards you get for killing and researching them, to make both finding and fighting them a more rewarding experience overall. The overall aim of our changes to the power and placement space creatures is to make encounters with them them rarer but more significant.
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That's all for today! Next week we'll be talking about Enclaves, a feature in the DLC that will accompany the Heinlein update.
 
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Don't like the Idea of Space Creatures having their "own" space as huge as "parts of the galaxy" - this kinda removes the whole "Space is populated by different species like a biotope on a planet" kind of feeling.
And the Pirate thing (esp if there is only one pirate base) is kinda strange as well - looking forward for the lore explanation for this though.

Only thing i see the new meta as reall fitting is with Mining Drones. I could imagine the Drones slowly expanding their "space" while looking for new Mineral rich Systems.
 
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Just to be clear: "boss creatures" have research projects and stories associated with them, right?

Are creature research bonuses (like instant scan of mining drone systems or evasion from amoebas) being reworked?

Can pirates spawn again once destroyed?
 
Don't like the Idea of Space Creatures having their "own" space as huge as "parts of the galaxy" - this kinda removes the whole "Space is populated by different species like a biotope on a planet" kind of feeling.

It gives galaxy a geography feeling. It'd be better if those things would be visible on galactic map, kinda like clouds. So you know there's a frontier there and you can't stop there cause it's an amoeba country.
 
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Bosses? Looks like that dummied out "Tyanki Matriach" will make an appearance.

And now for the epileptic trees: What are Enclaves?
 
Will space pirates be like other space creatures, in full force form the start or will they start as an abandoned precursor station and get "reinforcements" from unhappy pops in nearby empires?
 
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Grounding the Space Creatures (Free Feature)
I'm still hoping that we can have the space cows eat the Unbidden. The Tiyanki have Energy Siphons as their weapon/feeding organ, and the Unbidden are energy beings. It just adds up.


(Though, being able to develop new types of weapons in response to the crises would be cool. For example, energy siphons could be useful against the unbidden, ion cannons could be more effective against the robots (shorts them out along with their ships), and some sort of biological warfare to use against the Swarm.)
 
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Will space pirates be like other space creatures, in full force form the start or will they start as an abandoned precursor station and get "reinforcements" from unhappy pops in nearby empires?

This sounds interesting. But perhaps too ambitious for the moment. Currently the game is in a stage were Pdox needs to unlock all the low-hanging fruits first, deeply fleshing out the pirate factions might be too costly in terms of coder time.
 
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Bosses? Looks like that dummied out "Tyanki Matriach" will make an appearance.

And now for the epileptic trees: What are Enclaves?
Enclave is country/territory competely surrounded by another country/-ies. For example, Papal State or San Marino.
 
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we lack a real trade system for them to prey on

Are you thinking about implementing such mechanism as a future patch/dlc to be released after Heinlein , or it is still in the big cauldron of the "nice to have possibilities" ?
 
And the Pirate thing (esp if there is only one pirate base) is kinda strange as well - looking forward for the lore explanation for this though.
If they don't appear until midgame, when the initial expansion stages are done, it could make a lot more sense. Instead of being random raiders, they'd be vast criminal cartels, like the Hutt families in Star Wars. (For those unaware, the Hutts controlled a section of the galaxy, to the point where early on during the Clone Wars, the Republic and the Separatists were competing for Jabba's favor in order to secure a number of key hyperspace routes.)
 
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Will space creatures and their accompanying weapons trees, will they be competitive with mid and late game weapons?

Aside from the missiles, lasers and kinetics trees; there is a huge scope in alternative and rare weapons lines such as 'organics', 'crystalline', 'void energy' and mining laser trees. The mining laser tree should have some poor man's lance potential. It's one thing for totally alien civilisations to have the same weapons trees but it would be fantastic if we got a bit of a blurring of the rock, paper, scissors.
 
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Does this space critter rework come with changes to the current effects (Prismatic Lenses, Flagallenet Movement etc.), or changes to the Ethos based choice system currently in place?

As it stands the current choices are too widely different in terms of effectiveness and too static on subsequent playthroughs.
 
So... now we absolutely need space dragons that come to your system and demand energy credits for their hort.
Also a System in the centre of the galaxy with a Fallen Empire so ancient, even the fallen empires look like babies to them! Master of... Centre Galaxy!


But seriously, any chance of seeing a lot more space creatures? So that we never really know which ones will be in the game?
 
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Looking forward to playing a deeper galaxy and wondering what ideas you guys have for trade in the future. The details really make the game come alive.

The accompanying DLC is not an expansion, but rather a DLC focusing on adding scripted content.

It's planned for October.

:cool:
 
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