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Stellaris News

2.7.2 Beta Patch Released



Hello everyone!

We know you've been waiting on us to fix the performance issue, and we have finally found the cause and fixed it! However, we haven't properly tested this build yet. So in the good old fashioned "getting you the fixes as soon as possible" way that we work here on Stellaris, we have set up a beta branch in Steam that you can opt into while we continue our verification process in-house!

For the full patch notes, see the forum post here.

Please note that 2.7.2 is an optional beta patch. You have to manually opt in to access it. Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

If you want to play crossplay multiplayer with your friends on non-steam platforms you can opt into the "crossplay-rollback" branch in steam.


Also note that save file compatibility between versions is not guaranteed. If you have an important 2.7.1 game going, don't try to load the save in 2.7.2.

Stellaris Dev Diary #180 - DLC Visibility Experiment

Hello everyone!

We hope you are enjoying your time with 2.7 and the 4 year anniversary of Stellaris! It’s very fun to see how far the game has come, and just as interesting to imagine what the future can hold.

We want to make sure that Stellaris is well-prepared for more content in the future. Something we’ve learned, especially with CK2, is that a long tail of new content can make it very difficult for players to see what kind of DLCs are available for the game. As we recently announced, Stellaris has more than 3 million players, and we want to make sure that players – both new and old – have an easier time finding content that they might like.

In order to improve visibility, starting today and lasting for a couple of weeks, we’re going to be running a couple of experiments that will be looking at DLC visibility within the game. We will be running a controlled experiment that will split up the player base into different groups, where each group will get a slightly different experience (or no change, in the case of the control group). The experiment will only affect the main menu and empire creation/selection, and will not have any effect on the game as you are playing. The purpose of this is to gather some insights into what kind of visibility features are actually helpful.

Before you grab your laser-powered pitchforks and plasma-illuminators, and complain about development focus, rest assured that all of this work has been done by an external team (who has done a great job btw!) and has had no effect on the development of Stellaris as a game :)

I want to emphasize that even though we want to improve the visibility of content for the game, it will never come at the expense of the game experience itself, so you don’t need to worry about that. It is very important for us that our players are able to immerse themselves in the Stellaris universe and to have fun while they play.

And because a dev diary can’t be complete without pictures or teasers, here’s two icons related to some future content. What could it be..?

2.7 Anniversary Patch Released and Happy Four Year Anniversary!




Stellaris 2.7 "Wells" Update is live now!

This update reinvigorates the galaxy for PC users, with New Visuals, Galactic Community resolutions, Federation Joint Operations, and updated Habitats.

You can read more about what the patch is about and a few thoughts from our Game Director in last weeks Dev Diary.

Two things to mention:
We have discovered and are aware of a performance hit in 2.7.1, and we are currently working on getting it fixed. So if you notice a slight dip, don't worry about it. We have our best people on it!

And we have removed an entry from last weeks changelog: "The enigmatic fortress doesn't regenerate once it's been disabled anymore". It turns out the issue still occurs, so as not to cause confusion we have removed it.

Save games shouldn't be adversely affected by the switch from 2.6.3 to 2.7.1, but just in case you do encounter issues, you can roll back to a prior version via right click on Stellaris in library -> Properties -> Betas -> choose the desired version.

Once again, thank you all for playing Stellaris and happy four year anniversary!
PS. You can play Stellaris for Free until May 17th during our free weekend!


https://www.youtube.com/watch?v=Zh9yZNrb62U&feature=emb_title


Stellaris Dev Diary #179 - 4th Anniversary & 2.7 'Wells' Update

Hello everyone!

As we’re approaching the 4th anniversary of the release of Stellaris, I thought we would take a look at what Stellaris is, and how much has changed since its release on May 9th 2016.

Stellaris was the studio’s first original IP in many years, so when we released the game we didn’t really know exactly what makes Stellaris. As a natural consequence of that the game has changed a lot since release as we explored what the game is really about, and which experiences we think are fun and valuable.

Stellaris is an exploration-focused space-fantasy strategy game that explores dystopian and utopian themes in a playful and light-hearted manner. There is no one “true” timeline and it's important that players are able to tell their own stories – every story is equally true.

The best thing we can do is provide more tools for storytelling, and of course new gameplay to make playing the game more interesting.

[h2]A Look Back[/h2]
Stellaris has had time to really grow in these last 4 years, and I thought it would be fun to take a look back and see how far we’ve come.


In the last 4 years we have (in no particular order):
  • Added a whole bunch of new anomalies to explore
  • Tweaked the galaxy multiple times to feature more interesting things to discover
  • Added a new Archaeology system
  • Added Relics & Minor Artifacts
  • Added terrifying Leviathans
  • Reworked the economic system to feature jobs
  • Added Civics & Authorities for more options during empire creation
  • Added Traditions & Ascension perks for more customization of your empire while you play
  • Added a whole bunch of new portraits for you to choose from
  • Added Starbases and changed how you take ownership of star systems
  • Added Hive Minds & Machine Intelligence empires
  • Added bigger and bigger ships like Titans, Juggernauts, Colossi and Juggernauts
  • Reworked Federations and added new Federation types
  • Added the Galactic Community
  • Added a whole bunch of diplomatic actions, such as federation associate, improve relations or defensive pacts
  • Added Curator, Artist and Trader enclaves
  • Reworked space combat & balance multiple times, and added new weapons such as the extra large Tachyon Lance or Mega Cannon
  • Added a lot of megastructures such as the Dyson Sphere or the Mega Art Installation
  • And so much more....


We have come a long way since the release of Stellaris, and our story has just barely begun. I think we have a lot to be excited about for the future, as Stellaris has almost infinite potential.

Let’s take a look into the future together!

[h2]
Announcing the 2.7 ‘Wells’ 4th Anniversary Update[/h2]



To celebrate these 4 years, and to take another step into the future, we will be releasing the free 2.7 ‘Wells’ update next week on Tuesday the 12th of May!

For this update we’ve been looking at a lot of your feedback from 2.6 Federations, and added a couple of new features and made some tweaks to already existing ones.

We will be releasing 2.7 ‘Wells’ as 2.7.1.

If you wanna read the full pach notes, have a read in the forum post here.


Thank you all for your continued support! We’re very thankful for being able to work on such a great game and to have such an engaged and great community!

Let’s celebrate many more anniversaries to come!

Stellaris Dev Diary #178 - Federal improvements (UI and more!)

Hello everyone!

Today’s dev diary will show you some of the improvements we’ve made to federations for the upcoming free update!

Federation Voting
Since the release of Federations and the 2.7 update we’ve wanted to make some improvements to how voting in federations is handled. Most of the improvements are related to UI and better feedback, but there’s also been some changes to functionality.

You are now able to use Favors to increase the acceptance chance for your AI-controlled federation members.



You are now able to use Favors to increase the acceptance chance for federation law proposals.

We’ve also changed how AI acceptance works for federation laws, so that it is more transparent and more consistent with other features in the game. We look at the AI attitude a lot more now, and it will affect which laws the AI is attracted towards. For example, militaristic empires, or those with either Honorbound Warriors or Federation Builders personalities will be more likely to accept a higher fleet contribution law.

Generally speaking, the best way for you to pass new federation laws is to get the Federation Cohesion to 90 or above, and then suggest a new law change.

When it comes to suggesting changed, the AI will still not attempt to suggest changes very often, unless they are the federation president.



The AI will generally not want to increase Centralization unless Cohesion is 90 or higher. Cohesion also directly affects the acceptance chance by a factor of x0.25 (100 cohesion equals +25 acceptance).




The UI for voting on war declarations has received a face-lift. It’s now more clear which war goal is used, and you can see a summary of the target of the war, and which their allies are. This should hopefully make it easier for you to decide if you are in favor of the war or not.



Whenever a federation law has been voted on, you will now get a pop-up that clearly informs you on what the results of the vote were, and how your federation allies voted.



We’ve also improved the feedback you get whenever your federation unlocks a new level.

[h3]Joint Operations[/h3]
Something we wanted to do, but couldn’t do for 2.6 due to lack of time, was to add some more flavor events to federations. We had some cool ideas for things we wanted to try, and we’re very happy that we’ve been able to add some events for the upcoming 2.7 update.

Joint Operations are events to which each member of a federation can contribute, and the types of events will depend on your federation type.

Research Co-operatives have the chance to engage in a joint archaeological dig across their region of federated space. Galactic Unions and Research Co-operatives alike may also find themselves dealing with strange new stellar phenomena at their federation capitals. Hegemonies will have the option of a grand project to celebrate cultural uniformity – and to see who’s still willing to tow the line. Military Alliances can partake in a joint training exercise, while Trade Leagues may seek to improve their collective worth through harmonized logistics.

In all cases, collaboration will bolster cohesion within your federation – however members may sometimes be tempted by individual gains, and further challenges may arise if the federation does not act as one.



[h3]Origins[/h3]
A small change we’ve made, albeit probably a welcomed one, is to make it far less likely for the leader of a Common Ground or Hegemony start to be blocked off by their federation members. It’s very likely that they will have at least one open hyperlane to an unexplored star system.

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That’s it for this week! Next week we’ll be back with some more information regarding the upcoming free update!