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Stellaris Dev Diary #174 - Federations is out, now what?

Hello everyone!

Federations was released a little bit over a week ago, and we hope it's still giving you much joy.

There’s much to celebrate as the community has broken a bunch of records! We had 64-thousand people playing Stellaris on Saturday, which is the highest amount of concurrent players since its release 4 years ago. We want to thank you for the massive amount of support we’ve received with this expansion! We hope everyone has found this expansion as fun and enjoyable as us.

While you are busy enjoying the game we’ve been planning updates and working on patches. We are currently working on a 2.6.3 that we’re planning on releasing as a beta sometime soon. 2.6.3 should hopefully be the last of the smaller patches, as we will be switching focus to a somewhat larger free update in May.

The May update (TBA) will contain more bug fixes, but also a bunch of new things for you to play with. We are very interested in hearing your feedback and ideas regarding Federations, and if there was anything you would have wished for us to add. We are especially interested in feedback related to Resolutions and Federation Laws. Although I will not promise they will be added, I still wanted to leave some room open in case there were ideas that the community really wanted.

Will you protect the Tiyanki or hunt them for profit?

We will give you some more information about the May update at a later stage, so stay tuned! Until then, keep enjoying the game :)

2.6.2 Patch Released!



Hi everyone!

Today we are releasing a hotfix to some of the larger issues that you guys have pointed out since the release last week. This isn't the last patch for Federations, and we are making sure to address community feedback as we move along. We just thought that these fixes would be a good way of addressing some of the more common issues!

[h3]VERSION 2.6.2 Patch Notes[/h3]
  • Fixed strike craft damage modifiers not being applied.
  • Fixed so a designable starbase updates correctly on upgrading. This fixes the issue with juggernauts that have been upgraded, disappearing.
  • Fixed the sectors trying to clear blockers they can't.


Save games shouldn't be adversely affected by the switch from 2.6.1 to 2.6.2, 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.

If you want to do crossplay MP between Steam and our other release platforms (Plaza/GOG/MS Store), you need to opt in to the crossplay beta "stellaris_test" by the same method.


Thank you all for your support!

Version 2.6.1 now live!




Hi everyone!

Thank you for playing Federations! Your participation and feedback have helped us make a decision to release the 2.6.1 patch to the live build of the game, and it's now available to you all!

This version of the game includes fixes for out of syncs, missing localisations and a ton of other fixes! (Note: You will need to opt-out of the stellaris_test version to play the live version)

You can read the full patch notes for the 2.6.1 version in this post

Thank you all for keeping us in the loop, and we'll make sure to address community feedback as we are moving forward!

// AC, Community Manager Stellaris

Federations and 2.6.0 Verne Update are now live!

Hi everyone!

Today marks the release of Stellaris - Federations and the free 2.6.0 "Verne" update! We hope you are as excited as we are and that you'll enjoy the new content as much as we do.



Like we mentioned in last week's dev diary, we will also be putting 2.6.1 as a beta version. If you want to read the full patch notes for 2.6.0 as well as 2.6.1 it can be found in the dev diary above.

[h3]
2.6.1 Beta Information[/h3]
Please note that 2.6.1 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. The beta should have checksum [65d2].


Save games shouldn't be adversely affected by the switch from 2.6.0 to 2.6.1, 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.

We hope you will be having fun with this one! We will be eagerly awaiting your feedback and reactions!


Get your copy of Federations and watch the release trailer down below!

https://store.steampowered.com/app/1140001/Stellaris_Federations/?utm_source=fb-owned&utm_medium=social-owned&utm_content=post&utm_campaign=fede_stpc_20200317_ste_rel&fbclid=IwAR3MOENe9EuZRaDGDeM3tTzbkVtBSLZBLN7FcWgsTnlwUtdP8I2PblevxZY



Stellaris Dev Diary #173: Federations is soon upon us! (and patch notes)




Hello everyone!

In a couple of days we will finally bring you Federations, an expansion that we’ve worked incredibly hard on for quite a while now. We’re extremely excited to get it into your hands and see what you all think of it!

I’m posting today to bring you the Patch Notes for 2.6.0 (Verne). But before I do that, I want to talk a bit about something we’re doing a bit differently this time around. In game development there are several milestones and key dates that you need to hit to make sure that a game is made. That’s where the Producer (that’s me!) comes in to oversee that things are done in a prioritized manner (within the time/resource constraints we have) and as we get closer to what is called a “Release Candidate” (RC), we have to be as certain we can that we don’t add things that could risk the stability of the version we will put out into the public.

So what did we do differently this time around? The RC we created was ‘frozen’ earlier to ensure an as stable build as possible. Because once an RC is frozen, it is sent to QA for rigorous testing with not only our in-house testers, but also our outsourced partners. Scheduling this requires weeks (sometimes months) of advanced notice, so it’s not something we take lightly. So during this time of testing, we need to limit the amount of times we send them a new RC. Because, a new RC means the testing needs to start over and all the previous testing would have been wasted!

But as everyone knows, especially you guys, a build is never bug-free. We could work on Stellaris on now until forever to fix every bug imaginable, and there would still be a typo in a tooltip somewhere. That is the nature of our industry and software development in general. Which means that after the RC was frozen, we found some issues that we wanted to fix but didn’t want to risk the overall integrity of the RC and put in.

Which brings me to “branching”. Since there were still bugs to be fixed and features to be balanced, we “branched off” from the RC and started working on the first patch we plan to release. That patch is something we would love to get into your hands as early as possible, but as I mentioned before, stability and integrity of a build something that’s extremely important to us. So instead of putting the patch live immediately, we will be putting 2.6.1 as an opt-in beta! Which means that those of you who want to check it out early, will be able to do it on release day.

I hope this has given you some more insight into the inner workings of game development, and if you want to know more feel free to ask questions about our processes (or request another Dev Diary ;) ) !

Please note that 2.6.1 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.

Also note that save file compatibility between versions is not guaranteed. If you have an important 2.5.0 game going, don't try to load the save in 2.6.0 or 2.6.1.

But without any further ado, if you wanna read the full patch notes as well as added features, have a read here!
And last, but not least, here’s the feature breakdown video for Federations!

https://www.youtube.com/watch?v=0hI9jUsW4gs&feature=emb_title