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Stellaris Dev Diary #266 - Rise, a Knight!

written by Mr. Cosmogone

Greetings squires!

Mr. Cosmogone here, on behalf of the Lord Commander Eladrin who gave me his blessing to tell you more about the mysterious Knights of the Toxic God.

“Pledge thy Life to Realm and Quest”

The Origin is content oriented, but it does come with some unique mechanics to support the narrative and put you in charge of an empire dedicated to a quest.

Starting with your Homeworld, which still bears the scars of the passage of the Toxic God in the form of five unique blockers:

I hope you brought your swimsuit!

As the quest progresses, you might get a chance to upgrade these into powerful assets, but at the beginning of the game, they will be a thorn in your side, reducing the number districts you can build on your homeworld.

Fear not however, for the Order has built you a brand new habitat to serve as your springboard to galactic dominance!

The habitat comes with several unique features, including an imposing building:

“No fearsome Foe nor Vastness black, No moat or wild shall hold thee back.”

Knights are expensive specialists who will provide you with quest progress, and increasingly powerful boons as time goes on, while the Lord Commander is a ruler stratum job which is basically a super knight.

Both of these jobs are supported by Squires, who mainly come from the habitat’s unique districts:

“Let Faith and Honor be thy Guide, To Chivalry and Oath abide.”

All of this is done in service of the Quest, a unique situation which will slowly progress towards, well towards something.. Well, actually, multiple somethings which will be up to you to discover.

Let’s just say that it’s going to take a while, and cost you a considerable amount of money and alloys.

1819 months is about 150 years, but there are ways to speed up the quest.

The Quest, the Knights and the Order will definitely put some stress on your economy in the early game, but having the elite of your nation ready to serve also comes with a few benefits, like the Knightly Duties policy:

“Now raise thy Sword, take up the Fight”

And while your start will be rougher than most, should you overcome the challenges thrown your way, you will find that the knights can prove very valuable. That’s all for today, I’ll leave you with a peek at a late game habitat setup that occurred during one of our playtest, with only a little bit of minmaxing involved:

“Swear thy Vow, and Rise a Knight!”

[h2]What's Next?[/h2]

Is it time already? This Thursday we'll have PDX-Loke providing the Patch Notes for the Toxoids Species Pack and the Stellaris 3.5 "Fornax" update!

See you then!

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Stellaris Dev Diary #265 - The Art of Toxoid Clothing

written by Alec Beals

Hey all!

My name is Alec Beals, one of the several concept artists who worked on the Toxoids Species Pack. Today I’ll be taking you on a very fashionable walk through the seriously expanded clothing component of this pack. In a later dev diary we will go into more detail examining the design process of a species, so this will be an informally focused look at our experiences creating the clothing of Toxoids.



[h2]A Quick History of Toxoids[/h2]

At the end of our visual development process we found ourselves with a diverse array of species for the Toxoid pack. Our intention was to give around a third of them something to wear. By and large, we don’t specify which species will or won’t be clothed at the start of this process. Most artists generate concepts for creatures designed to wear nothing at all, as well as many with clothing designed specifically for that species in mind.

Once we are sufficiently satisfied with how much we’ve explored what is and is not a ‘Toxoid,’ the actual process of deciding the characteristics of our species begins. This is a fairly quick process where we assign common traits (scholar, brute, aggressive, needs pants, etc.) To everyone, after that’s done it’s time to start the clothing process!

[h2]Inspiration[/h2]

Toxoids represented a great opportunity for us to try out some aesthetic choices that had either been missing or only slightly touched on before in Stellaris. It also represented a recurring challenge: “How do we create a series of space-faring civilizations that maybe aren’t so neat and tidy without making them look like a bunch of post-apocalyptic hitchhikers?” In the end, we vaguely defined three broad areas of inspiration: High Tech Survivalism, Wasteland Toxpunk, and Protective Fashion. While we drew from each, we decided to avoid the wasteland aesthetic since it clashed the most with our sci-fi setting.

[h2]Finding style [/h2]

After this, we are at the point where we feel comfortable with both having a unique style while also ensuring that it fits well into the grander scheme of Stellaris.

For this pack, we especially wanted to reference some of the great work done on the ships in the clothing we designed. Another decision made early on was in keeping with the visual and narrative theme that roles like Scientist and General should have a decidedly more roughed-up appearance. After all, Toxoids aren’t afraid to get their numerous hands dirty.

Initially we do not focus too much on what roles each outfit will end up as and more with what makes interesting design. Here are some rough sketches I did using a basic human to explore quite a few styles.

[h2]Making it Unique[/h2]

“What’s so special about all this!” You say, between rounds of Caravan Slots. For all prior Species Packs, clothing has been a relatively straightforward process of creating a single outfit per role, and giving it several different sizes. These have always done a great job but they come with drawbacks; they mask the creature from the neck down and generally come with more limited animation opportunities.

A comparison of a role outfit amongst multiple species from earlier Stellaris and Toxoids.

With the new camera settings requiring clothing designs far beyond the original scope as well as our diverse cast of candidates, we felt that in order to do these designs justice we were going to need to create outfits more specific to each species:

Some early stages of concept and refinement. Some designs such as the Ruler seen here lasted for quite a while before being changed.

We also decided that robots shouldn’t be left out of the fun, so Toxoids is introducing the first ever clothed machine! With support of our fantastic animators, we even discussed the idea of introducing masks, backpacks, and more as ways of adding variety. Eventually it was decided that each species would get more or less a tailor-made outfit.

A continuation from the above image, this time with color and material passes, as well as figuring out how to apply each design uniquely to each of our clothed species.

An example of how assets are re-used and modified and also how small details can make noticeable differences between species.

Achieving this would require re-using as many assets as possible while still making enough changes, new details, and species-conforming components that each one felt as if it was designed for the individual wearer.

An example of ways we were looking to expand the clothing even more, also look how many artists are on this single page!

As previously mentioned, we wanted to explore add-ons such as masks, backpacks and more. Some of these concepts were not new to Stellaris, but we still felt like they could be expanded.

For the most part, during our initial development phase these proved to be costly in terms of time (complicated with the layering of species, gender, role and color variant) or in terms of the in-engine animation budget. This is the nature of the job, and it’s important to know when to push towards a solution and when to recognize something isn’t feasible.

[h2]Robots with Skirts[/h2]

As mentioned above, we have a robot with clothes! This was an aspiration I specifically wanted to see as a long time Stellaris player. After all, even a cold and calculating near-immortal machine might want to try on an outfit or two for a change.

Initially, I had hoped we could have both different heads and unique back components for each role, as well as animated sub-components. However, as with some of the other designs for non-machine clothing, these added up substantially, and quickly exceeded what can be done in-engine. Eventually it was settled on using different heads as well as a specific back component for the Ruler.

Personally I think this adds a nice variety to our machine species, and I hope you agree because I would love to draw robots with pants next.

[h2]Bringing it to life[/h2]

Once the designs and rendering are done, the next step is to separate and export files for animation. Breaking out and cleaning up each separate layer can take a while. Across all our species there’s around 150-200 total assets just for the clothing. Separating these for animation can also be a finicky process. Depending on the complexity of the costume, the method used requires all assets to line up with one another, since they will have to be layered over the original character.

Any additional components (such as the cape for a governor) need to also fit in a space unfilled by anything else. Below is a .gif showcasing how this works across an entire set:

Not shown: the dozens of stray pixels I had to hunt down during cleanup

The next step is animation, which deserves its own Dev Diary for all the effort and complexity it entails, but for now I would like to shout out our amazing animators Hannah and Mota for all the work they’ve done on this and everything else for Toxoids.

For the clothing, assets just shown being broken apart are reconstructed and layed in a 3D program (by Maya in our case). Here’s an example of what that looks like outside of the normal in-game Stellaris view:

Here you can see the robot being re-constructed in Maya

Extensive work is then done rigging and preparing the 2d images to actually be able to warp and bend in a way to help stimulate more fluid animation. This can take a variety of forms, such as creating nodes where fabric and banners can bend to areas where the 2d art will stretch and pull during animation. This is also where the animation budget I mentioned before rears its ugly, if not sensible head. All the points of articulation you see add up quite fast when you also include the character beneath the clothes.

The art can take quite a beating in the process of being rigged for animation

You’ve heard of T-pose, and A-pose, but have you ever heard of the ‘You want HOW MUCH for alloys!?’ pose?

Further complicating everything is the need for the clothing to work with some pretty dynamic animations for characters. Luckily, our animation team is amazing and was able to pinpoint any clothing that may have needed to be removed before this part of the process began. Originally there were way more hanging banners than we see now.

[h2]Coming together, final thoughts[/h2]

Finally it’s all pieced together, beautifully animated, and in game! After the requisite amount of corrosive sludge, sweat and tears, we’ve got some finely attired Toxoids. Minor tweaks aside, at this point the work is done:

This individual has never once considered if there’s more to life than being really, really, ridiculously well dressed.

Believe it or not, there are even more steps and miscellaneous details that I’ve completely passed over as to not turn this into a novel. To my knowledge, this was the most intensive and experimental clothing development cycle of any pack so far. For a variety of reasons, quite a bit of what was attempted wasn’t able to make it into the final build. However, I still feel like everything done for Toxoids can push Stellaris even further going forward.

Thanks for reading. I hope you learned something and best of luck in your future space endeavors!

[h2]Next Week[/h2]

Next Tuesday we'll be back with The Tale of the Questing Knights.

See you then! Also, Pre-Order Toxoids Now!

Announcing the Toxoids Species Pack!

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Rise from the primordial ooze with the Toxoids Species Pack on September 20th for USD9.99/GBP7.19, and is available to preorder now!

In Toxoids, you will gain the chance to detoxify toxic worlds, sacrifice the long-term survival of your species for short-term gains, and make the tough choices necessary to survive a hostile galaxy.

The Toxoids Species Pack includes:
  • 15 New Species Portraits (+1 for the owners of the Synthetic Dawn Story Pack)
  • 2 New Origins
    • Knights of the Toxic God
    • Overtuned
  • 3 New Civics
    • Toxic Baths
    • Scavengers
    • Relentless Industrialists
  • 4 New Species Traits
    • Incubators
    • Inorganic Breath
    • Noxious
    • Exotic Metabolism
  • New Toxic Shipset, cityscape, throne room backdrop, and advisor voice

* Some content may require content sold separately

See what features await you in the toxic depths of this Species Pack - just check the seals on your hazard suit before digging in!

Preorder the Toxoids Species Pack today!

Stellaris Dev Diary #264 - Damn the Consequences

written by Eladrin and Gruntsatwork

‘Sup, trash bangers?

Today we’ll be taking a look at some of the features coming in the Toxoids Species Pack. As we’re on an accelerated dev diary schedule, there’s no time to lose! Let’s jump straight into this and turn it over to Gruntsatwork.

[h2]Overtuned[/h2]

One of our two new Origins for Toxoids, Overtuned is the grim but exalting reminder that a brief life burns the brightest. Through invasive surgery and by modifying biochemical pathways you can impart your pops with 13 new overtuned traits. Each of these traits is a mirror to an already existing, far more survivable trait.



As you can see, the overtuned traits can even be picked with their “natural” opposing traits, or stacked with their mirrors for all your double-dipping needs. There are next to no restrictions on mixing them with other traits, so feel free to create whatever biological monstrosities you can imagine.

In practice, the overtuned traits are all about as strong or slightly weaker than their mirror traits, usually cheaper in trait point cost and reduce your leader lifespan depending on their point cost.

In addition to their normal effects, the origin will also grant you access to a new edict called “Damn the Consequences”.

This edict doubles the positive effect of all overtuned traits, but also doubles the upkeep of those pops. Its unity cost is a percentage of your own unity income, so you will always be able to damn the consequences. Furthermore, the edict has a lock-in period of 5 years, which means you will not be able to cancel the edict until it has been active for those 5 years.

[h2]New Traits[/h2]

With Toxoids, we are adding 4 new traits to the game, available to all portraits and 3 of these traits will be available at gamestart.

[h3]Incubators[/h3]



Incubator pops will enjoy only a modest bonus on their capital worlds given their starting number of pops but fresh colonies will quickly reveal its full power.

[h3]Inorganic Breath[/h3]



A small but flavorful addition to our trait roster, to better support your exotic needs.

[h3]Noxious[/h3]



Noxious pops will decrease the happiness of all non-noxious pops on the same planet, while in turn receiving a happiness bonus for every non-noxious and therefore unhappy pop. Talk about toxic neighbors.

[h3]Exotic Metabolism[/h3]

Exotic Metabolism however, is an advanced Trait and will thus require fully finished Genetic Ascension, as it requires a robust economy to support their exotic upkeep.



Its benefits are strong, its upkeep severe and it requires a deep investment into biological enhancements, we hope to see some interesting builds with this.

[h2]Civics[/h2]

Toxoids will also bring 3 new civics with it, to give you more of that slimy but satisfying feeling.

[h3]Mutagenic Spas[/h3]



Our first civic that does not start you out with its special building, Mutagenic Spas, and all of its alternate versions, give you the option of boosting your pop growth on highly industrialized worlds, as your pops enjoy the fruits of your pollution.

[h3]Relentless Industrialists[/h3]



Relentless Industrialists will have to deal with an ongoing situation about the environmental effects of their increased efficiency in alloy and consumer goods production. Of course, should you be cold-hearted and profit-oriented enough, it becomes a self-solving problem, if you can afford to work in such a hostile environment.

[h3]Scavengers[/h3]



Arriving hand in hand with one of our changes for the free patch, namely the ability to choose what you wish to gain from debris, alloys or research, the new Scavenger civic will allow an empire to gain both benefits as well as salvage some actual ships from the debris.

Megacorps have access to all three civics.

[h2]Detox Ascension Perk[/h2]


Even the toughest species can’t quite survive in a world that is entirely poisonous.

50% poisonous however is another beast altogether.

With the Detox ascension perk, empires will be able to turn those giant balls of death into giant balls of not-quite-death.

Given how perilous toxic worlds are, this act of terraforming will be a bit more involved than normal, since even after the initial phase makes them colonizable, there will be remnants of their toxic pasts interfering with their prosperity.



[h2]Next Dev Diary[/h2]

This Thursday we’ll have a dev diary from the Artists, including some interesting things about the character’s outfits and what we’ve done differently there.

See you then! Don't forget you can Pre-Order Toxoids Now!

Stellaris: Toxoids Species Pack coming with a free update on September 20

Paradox Interactive has announced some more goodies coming for Stellaris with the Toxoids Species Pack and a free update landing on September 20th.

Read the full article here: https://www.gamingonlinux.com/2022/09/stellaris-toxoids-species-pack-coming-with-a-free-update-on-september-20