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Stellaris Dev Diary #404 - Red Giant and Galactic Hyperthermia

[p][/p][p]by Eladrin[/p][p][/p][p]Hello, Stellaris community!

We’re hoping to get the 4.2.0 Open Beta up soon on the [c]stellaris_test[/c] branch. This build currently consists of architectural changes to modifier application and threading. We do not expect significant improvements from these changes by themselves, but as I mentioned last week they’re necessary to create the foundation for the 4.3 performance focus.

The 4.3 changes are currently being worked on and some have made it into our Closed Beta. This week a number of economic changes hit them, the biggest change likely being us moving away from Upkeep reductions being so prevalent and trivial to stack (including Colony Designations), replacing many of them with Job Efficiency. We’re currently doing a pass on those as well so stacking doesn’t get quite as nutty as before. On the ship front, we’ve buffed Frigates (again) and are continuing to gather data on the overall impact of the changes, but it’s looking positive.

Now we’ll be taking a look at the Red Giant origin and the new Crisis path, Galactic Hyperthermia.

[/p][h3]Red Giant​[/h3][p]The Red Giant at the heart of our home system has suddenly entered a phase of rapid and anomalous growth. Its energy output is increasing, but it’s unclear exactly why.

As we grow to understand exactly what’s going on, we’ll have to make the decision whether to halt or even reverse the process, or be reforged in its flames.[/p][p]Fapeaqul looks nice. It’d be a shame if something were to happen to it.​[/p][p]
If you dare investigate the issue, you’ll soon find that this is not, in fact, a natural occurrence, and that a twinned pair of subspace tunnels exist deep within your star.[/p][p]That situation’s Finisher Effect sounds super!​[/p][p]
More approaches will appear as we learn more about the situation, which could do anything from reversing the stellar inflation to… well… adding fuel to the fire.[/p][p][/p][p]I suppose we can try to figure out where the problem is coming from, if we must.​[/p][p]
As the situation advances, there will be opportunities to exploit the phenomenon or to hide behind our scientists begging them for protection.[/p][p][/p][p][/p][p]This is fine. As the star grows the planet modifiers may change.​[/p][p]
After triangulating the source of the disturbance and… uh… dealing with them (I was playing as Scorched World Heralds for this playthrough so it didn’t go so well for them…) we’ll open up more options from reversing the process to accelerating it.[/p][p]Is that really the best idea?[/p][p][/p][p]Goodbye, Fapeaqul, we’ll miss you.​[/p][p]
“Completing” the situation in this manner will grant us a beautiful lightshow and a shortcut to Galactic Hyperthermia.
[/p][p][/p][h3]Galactic Hyperthermia​[/h3][p]I’ll be continuing this playthrough by taking Galactic Hyperthermia…as my first Ascension Perk.(A little perk for blowing up my sun.)[/p][p][/p][p]All it cost was 80% habitability cap on my homeworld and a little bit (okay a lot) of devastation.[/p][p][/p][p][/p][p]The Galactic Crucible is the core of Hyperthermia.[/p][p][/p][p]Upgrading this Megastructure allows it to deploy Entropy Conduits - automated systems designed to channel and amplify stellar entropy. Much like those poor fools from earlier in this dev diary did by accident to your home star, you can itentionally intensify stars, turning them into red giants to support your empire’s expansion.[/p][p][/p][p]Conduits are completely autonomous, and are produced at regular intervals. To start with, they will remain within territory you control, but in time they will spread across the galaxy.[/p][p][/p][p]By default, the Crucible produces Crystallized Entropy and increases your Naval Capacity.[/p][p][/p][p][/p][p]It’s so cute!​[/p][p]
The Forced Ignition Crisis perk allows you to Overclock the Crucible, selecting different options.
[/p][p][/p][p]Unlike the other Crises, Galactic Hyperthermia does have an opportunity to temper their ambitions.[/p][p]I didn’t pick the nice option.​[/p][p]
Ember Cruisers and Battleships become available at various points in this Crisis path - they’re similar to standard Cruisers or Battleships, but gain additional benefits from the Hyperthermia perks. They cost Crystallized Entropy to build and are also wreathed in flames, which is pretty hot. The Ember Battleships can equip the Lensed Paralyzers that the Conduits carry.[/p][p][/p][p]Completing the Crucible does not snuff out the galaxy - but it does begin the final phase of your plan. With the Crucible complete, you can secure access to six staging systems around the Galactic Core - deploying Conduits in all six systems and letting them do their work will allow you to reforge the entire galaxy at once.[/p][p][/p][p]Sadly, the empires of the galaxy may disagree with our climate improving agenda, and mobilize against us. We have some time to prepare our defenses before they attempt to disrupt our operations.[/p][p][/p][p][/p][p]Just need to hold out a little bit longer.​[/p][p]
Galactic Hyperthermia does have a little bit of an epilogue. After cleansing the galaxy in flame, if you choose to continue playing, you receive a relic that can seed thermophilic life suitable for the new, tempered galaxy.[/p][p][/p][p][/p][h3]Next Week​[/h3][p]We’re almost there! Next week we’ll have the Infernals and 4.2.0 'Corvus' Preliminary Release Notes!

See you then!


[/p][h2]The Infernals Species Pack is included as part of Stellaris: Season 09 and will be released on November 25th![/h2][p][/p]

Stellaris Dev Diary #403 - Cosmic Dawn, Civics, Infernal Shipset

[p][/p][p]by Eladrin[/p][p][/p][p]Hello again!

4.1.7 released earlier this week with the following changes:
[/p][h3]4.1.7 ‘Lyra’ Open Beta Patch Notes[/h3][p]Improvement​[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance​[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix​[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
  • [p]Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.[/p]
  • [p]Players now take ownership of claimed DSCs after war finishes[/p]
  • [p]The Olonnais planet now properly becomes colonizable after completing the related special project[/p]
  • [p]Fixed a localization issue in the Rogue Agent event chain[/p]
  • [p]Fixed a duplicated cost issue in the Behemoth action tooltips[/p]
  • [p]Blind trait now properly displays its workforce efficiency modifier in the trait tooltip.[/p]
  • [p]Fixed Psionic Avatars sometimes spawning multiple times.[/p]
  • [p]Updated the outcomes of the Blue Lotus event chain.[/p]
  • [p]set_hostile effect should now properly set relation both ways[/p]
  • [p]Implemented some slavery, presapient, and robot category fixes discovered by fs_nanamedou. These were causing unemployed slaves to get caught in job loops and failing to process correctly, and correct the processing and unprocessing of presapients and robot servants. This also appears to fix some of the issues with Necrophages.[/p]
[p]AI​[/p]
  • [p]The AI will now correctly build and upgrade Orbital Rings instead of usually leaving them empty. They will also no longer be absolutely obsessed with creating Hatcheries or Beastports out of them, even if they're literally unable to build those.[/p]
[p]Modding​[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability​[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]
Today we’re going to go over the Cosmic Dawn origin, then take a look at the Civics of the Infernals Species Pack, and end with the ships. If you attended our livestream last week you’ve seen a lot of this. (Speaking of which, we’ll have another Infernal livestream today at 16 CET.)

On the Custodian team, we’ve made some more progress on improving the underlying architecture of modifier application and porting a more modern solution for threading from newer versions of the Clausewitz engine into Stellaris. These by themselves will not provide significant changes yet, but are part of the necessary work to create a better foundation to build upon during the rest of the year’s Open Betas.

Since this has been going fairly well, currently we’re expecting to put a 4.2.0 Open Beta up sometime early next week.

On the design side, the advanced hulls experiment has run into some snags with UX and, to be perfectly honest, fun. I’m not thrilled with how some of the gameplay is working and the impact it has on pacing, so I’ve shelved that variant for now and am experimenting with a different trial that also reduces ship counts that so far feels like it works better within existing systems. Some things, like Titan weapons having collateral damage, will likely make it into this experiment as well. More info on this as I get a better feel for it and as we get closer to the 4.3.0 Open Beta.
[/p][h3]Cosmic Dawn​[/h3][p]Like a warmer Remnants, in the Cosmic Dawn origin, your empire once thrived long ago. Your people awaken to a cold and hostile galaxy, and you have the opportunity to find and release your brethren and rediscover the past.
[/p][p][/p][p]This origin may appeal greatly to anyone who enjoys digging holes, and meshes thematically quite nicely with the Galactic Hyperthermia Crisis Path.[/p][p][/p][p]I am a slug and I’m digging a hole.​[/p][p]
I don’t want to spoil too much of what happens, though if you attend the livestream this afternoon I’m planning on playing Cosmic Dawn there.
[/p][h3]Infernal Civics​[/h3][p]Four new civics are coming in the Infernal Species pack for regular empires - Fire Cult, Galvanic Synthesis, Planet Forgers, and Scorched World Heralds.[/p][p][/p][p][/p][p]The Gestalt versions of these civics are extremely similar. There are some thematic differences between the Megacorp and regular empire versions and the Hive and Machine Intelligence version of Galvanic Symbiosis, but mechanically they match.[/p][p][/p][p][/p][p]Planet Forgers are one way to gain Volcanic World habitability with non-Infernal portraits. You’re not required to have a Volcanic homeworld, but the civic does remove Arctic, Alpine, and Tundra Worlds.[/p][p][/p][p][/p][h3]Infernal Ships​[/h3][p]For the Infernal shipset, we wanted to go with sweeping obsidian teeming with energy. I’ll go through a few of the ships from concept art to what they look like in game.
[/p][p][/p][p][/p][p]The purple sections reflect your primary flag color.[/p][p]
[/p][p][/p][p]Cool volcano inside the dome.[/p][p][/p][p][/p][p][/p][p][/p][p]Corvette, Frigate, Destroyer, Cruiser, Battleship, Titan, and Juggernaut[/p][p][/p][p]Science, Construction, and Colony Ships[/p][p][/p][p][/p][p]Colossus, caught in the act.​[/p][h3]Anything Else?​[/h3][p]We’re neck and neck with EU5 on the comfy sweater front.[/p][p][/p][p]Get them here!​[/p][p]
And as mentioned before, we’ll have another livestream today, showing off Cosmic Dawn.

Next week’s livestream featuring the Red Giant Origin will be on Tuesday November 11th instead of Thursday - on Thursday we’re having a community mixer here in Stockholm from 16 - 18. If you’re in the area you can sign up here![/p][p][/p][p]And Tuesday the 11th too!​[/p][h3]Next Week​[/h3][p]Next week, we’ll be focusing on the Red Giant origin and the Galactic Hyperthermia crisis.

See you then![/p]

4.1.7 Patch Released (checksum 6486)

[p][/p][p]by PDX-Loke[/p][p][/p][p]Hello all,

Our latest and greatest patch has arrived. 4.1.7 should now be available for download on all platforms.
Please find the changelog below.
[/p][h3]4.1.7 change log[/h3][p]Improvement​[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance​[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix​[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
  • [p]Indentured Servitude and Battle Thralls no longer make any mention of soldier jobs as they are worker jobs.[/p]
  • [p]Players now take ownership of claimed DSCs after war finishes[/p]
  • [p]The Olonnais planet now properly becomes colonizable after completing the related special project[/p]
  • [p]Fixed a localization issue in the Rogue Agent event chain[/p]
  • [p]Fixed a duplicated cost issue in the Behemoth action tooltips[/p]
  • [p]Blind trait now properly displays its workforce efficiency modifier in the trait tooltip.[/p]
  • [p]Fixed Psionic Avatars sometimes spawning multiple times.[/p]
  • [p]Updated the outcomes of the Blue Lotus event chain.[/p]
  • [p]set_hostile effect should now properly set relation both ways[/p]
  • [p]Implemented some slavery, presapient, and robot category fixes discovered by fs_nanamedou. These were causing unemployed slaves to get caught in job loops and failing to process correctly, and correct the processing and unprocessing of presapients and robot servants. This also appears to fix some of the issues with Necrophages.[/p]
[p]AI​[/p]
  • [p]The AI will now correctly build and upgrade Orbital Rings instead of usually leaving them empty. They will also no longer be absolutely obsessed with creating Hatcheries or Beastports out of them, even if they're literally unable to build those.[/p]
[p]Modding​[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability​[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]
Enjoy!
[/p]

Stellaris Dev Diary #402 - Infernal Pops, Traits, and Volcanic Worlds

[p][/p][p]by Eladrin[/p][p][/p][p]Hi everyone![/p][p][/p][p]The Steam Open Beta branch was updated this week with a preview of 4.1.7, with the following fixes:[/p][h3]4.1.7 ‘Lyra’ Open Beta Patch Notes[/h3][p]Improvement​[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance​[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix​[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
  • [p]Players now take ownership of claimed DSCs after war finishes[/p]
[p]Modding​[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability​[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]
Originally planned for the 4.2 Open Beta, the 4.1.7 Open Beta also includes a test of some “safe…ish” changes to how modifiers are applied behind the scenes. This may have some small hardware-dependent performance effects, mostly in the mid to late game, but lays the groundwork for some more radical changes that are planned for the ongoing Open Beta.

If all goes according to plan, 4.1.7 will be released early next week, though these modifier changes will not be moving as part of it to live yet. There may be additional fixes included in the release - for example, some slavery and pop category issues that also affected Necrophages have been identified by a player "fs_nanamedou" and are currently being investigated.

Development continues as described in Dev Diary #399. On the design side, alongside the advanced ship hulls experiment, we’ve created a branch focused on economic balancing and moderating many sources of non-linear growth. The Custodian programmers are currently focusing on the more advanced modifier dependency system, multiplayer stability, and a system that will let us give better tracking of performance related issues.

Now, on to some Infernal information.
[/p][h3]Infernal Pops and the Thermophilic Trait​[/h3][p]This species evolved tissues of metallic alloys to grow and thrive on hot planets where traditional organics would cook. These alloyed cells are slower to degrade and are replaced infrequently, delaying the onset of age-related diseases. They also conduct cold temperatures, which can threaten their health in colder climates.

For the Infernals Species Pack, we’ve decided to make them exist somewhere between Lithoids and normal Organics. Your pops will begin with the Thermophile trait, which replaces their food consumption with a small amount of alloys. They thrive on Volcanic Worlds but suffer on colder planets. Under normal circumstances this changes their habitability preference screen, replacing Arctic, Alpine, and Tundra Worlds with Volcanic.[/p][p][/p][p][/p][p]For those of you that have both Lithoids and Infernals, we’ve let two of the Lithoids be able to freely choose whether to be Lithoid or Infernal - the lithoid human portrait and the lava star. They’ll have the phenotype trait based on the phenotype you were looking at when you select them.[/p][p][/p][p][/p][h3]Volcanic Worlds​[/h3][p]Rocky world with a sulfur rich atmosphere and a partially liquid lithosphere. The ash and basalt covered surface is interspersed with fresh volcanic activity, lava lakes and rivers. Only extremophile life forms can be found, if any.

When Toxoids released, we included the Detox Ascension Perk to allow you to build colonies on Toxic Terraforming Candidates. This was the solution to the problem that we felt that we couldn’t simply let you live on any Toxic world as they outnumbered normal habitable worlds ten to one. You made it clear that this wasn’t terribly satisfying because it did not let you fulfill the fantasy of living on Toxic worlds until the relatively late game.

When discussing the initial designs for Infernals, we knew that we wanted to let you live on Molten Worlds right away, but we had the same problem - Molten Worlds are also far too common to be trivially colonizable, so we created a new planet class - Volcanic Worlds. These are Molten Worlds that retain an atmosphere of sorts and have sufficient solid land to be considered at least… semi-habitable.[/p][p][/p][p][/p][p]Volcanic Worlds replace Mining Districts with Magma Conduits and Agricultural districts with Thermotechnic Forums.[/p][p][/p][p][/p][p][/p][p]Thermoforgers split their production between Minerals and the Alloys Infernals need to feed, and Thermotechnic Mentor Specialist jobs provided by the Forums modify the production of Thermoforgers, Technicians, Metallurgists, and Artisans.

In some of the speculation around Volcanic Worlds since the announcement, I’ve seen a few of you suggest the idea of converting Toxoids to a similar system using “Corrosive Worlds” - I like the idea but it’s not likely to happen in the near future.
[/p][h3]Infernal Species Traits​[/h3][p]A picture is worth a thousand words, so the Infernal Species Traits are:[/p][p][/p][p][/p][h3]Anything Else?​[/h3][p]Davide, our Product Marketing Manager you have encountered in our livestreams, has some Ghelli jolly news:
[/p]
[p]We just launched a time limited offer for you to buy the Stellaris (and other games) Christmas Sweaters!

These sweaters are well beloved within the Stellaris team, and now you can get yours too!
[/p]
[p]
There’s a hat and socks too. Bury him in Trade and we’ll be able to convince him to make a new design for the next holiday season.[/p][p][/p][p][/p][p]You can get them here!
​[/p][p]Speaking of livestreams - it’s time for you to see the Infernals Species Pack yourself. Join us for our first preview stream at 16 today.[/p][p][/p][p][/p][p][/p][h3]Next Week​[/h3][p]We’ll be looking at the Cosmic Dawn origin, the Infernal Civics, and give you a better look at the Shipset.

Until then, here’s a different look at the new portraits.[/p][p][/p][p][/p][p][/p][p][/p][p][/p]

v4.1.7 Open Beta released! (checksum ad13)

[p][/p][p]Hello happy gamers,[/p][p]For those who do not know me I am Gustav, Tech Lead for Stellaris, and i am proud to present the last Open Beta in the 4.1.x series![/p][p]As Lorenzo previously mentioned we are very grateful for the feedback you give us around these Open Betas and they are gonna continue be very important to us in the future with the 4.2.x series where they will be more focused on game simulation performance (aka tick speed).[/p][p]So this is 4.1.7 Open Beta (checksum ad13) and you can find it on Steam branch stellaris_test if you decide to try it out, do keep in mind that it is considered experimental so both backwards and forward compatibility of savegames is not guaranteed.[/p]
Changelog v4.1.7
[p]Improvement[/p]
  • [p]AI exterminator empires with the chosen civic will not pick the Cradle of Souls as their patron.[/p]
  • [p]Updated the Broken Shackles Origin Tooltip to mention that you need to explore the Crashed Slaver Ship dig site before unlocking City District Specializations.[/p]
  • [p]Added the Visionary job swap for politicians, which combines Science Directors and Merchants[/p]
[p]Balance[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix[/p]
  • [p]Many fixes related to Cybernetic Ascension (with a special thanks to modder FirePrince for providing a number of these)[/p]
    • [p]Fixed handling of leader species when converting between limited and not limited cyberization policies.[/p]
    • [p]Improved Neural Chip conversion[/p]
    • [p]Updated leader trait handling after species modification.[/p]
    • [p]Fixed checks regarding subject-overlord relations on if you are a legal criminal or not.[/p]
    • [p]Fixed scope errors in species assimilation.[/p]
    • [p]Fixed species assimilation not handling robots for synthetically ascended organics.[/p]
    • [p]Improved handling of mechromancy[/p]
    • [p]Fixed the cyberization situation claiming you needed to build an augmentation center even if you had built one[/p]
    • [p]Fixed issues with converting between the Cyberization Standards policies.[/p]
    • [p]Cyberization pop conversion the situation now takes into account your Cyberization Standards policy.[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]The Prethoryn should once again turn worlds into Infested worlds once they have finished purging the pops on it.[/p]
  • [p]The Contingency should be able to purge pops again and should also properly gain control of them when they finish the purging.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
[p]Modding[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[p]Stability[/p]
  • [p]Fixed OOS in pop growth system[/p]
[p]Besides these changes, there is also a full overhaul of the modifier dependency system included that was originally expected to only be ready for the 4.2 Open Beta. (These are the "safe...ish" modifier changes described in Dev Diary #399.)[/p][p]Atm any effects to performance of it should be small, but it is going to give us a solid foundation for future performance work planned and we also want to get some extra input from you to catch if certain combinations of hardware is effected either positive or negative.[/p][p]It is our intention to keep these modifier changes in Open Beta when 4.1.7 releases to the live branches for further testing and improvement[/p][p]Have fun gaming!
The Stellaris Team[/p]