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Upcoming Changes to Stellaris: Season 09

[p]Hello everyone,[/p][p][/p][p]With the impending arrival of the Stellaris: Infernals Species Pack, we are excited to celebrate the completion of Season 09 - a year that saw us completing the remastering of Ascensions with BioGenesis and Shadows of the Shroud, and concluded with the most ambitious Species Pack to date.[/p][p][/p][p]As we wrap up Season 09, we want to ensure that you still have the opportunity to acquire any content you missed at a discounted price. With the release of the Infernals Species Pack, we can convert the Expansion Pass into a "Last Chance Bundle" customized to you.[/p][p][/p][p]What does this mean for you:[/p]
  • [p]A 22% discount will be applied to the bundle[/p]
  • [p]If you have already purchased some content from Season 09, you will get the possibility to benefit from the discount without having to repurchase content you own[/p]
    • [p]For example, Mercedes Romero got really excited about Shadows of the Shroud, but did not feel like spending 44.99 USD for the whole Season 09, so she chose to purchase Shadows of the Shroud individually.[/p]
    • [p]Mercedes Romero sees how awesome Infernals is, and is also really itching to get BioGenesis to try Behemoth Fury. [/p]
    • [p]She can now purchase both DLCs with a 22% discount while getting access to the Stargazer Species Portrait without having to repurchase Shadows of the Shroud.[/p]
[p][/p][p]This change ensures that every player can complete their collection fairly and at the best value, without having to pay twice for anything.

A couple of important notes:[/p]
  • [p]The Stellaris: Season 09 Last Chance Bundle will be available on Steam until January 16, 2026. [/p]
    • [p]At that point, Season 09 will be retired, and all the content will be added to the Ultimate Bundle.[/p]
  • [p]You can expect some slight price variations with this change[/p]
    • [p]Due to the calculation method used for Dynamic Bundle prices, we anticipate some variations compared to the current offering. These changes should be relatively small. [/p]
  • [p]The change will happen a few hours after the release of the Stellaris: Infernals Species Pack. [/p]
[p]We look forward to bringing you Infernals, the epic finale of Stellaris: Season 09. While there is still much Custodian work to do to address all your feedback, we still have ambitious plans for the future of Stellaris!

Set the Galaxy on fire!
- The Stellaris Team[/p]

Dev Diary #405 - 4.2 “Corvus” & Infernals Species Pack Preliminary Release Notes

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

Infernals is almost here, so today we’re looking at the preliminary release notes for the Stellaris 4.2.0 “Corvus” update.

The 4.2 update is named after the Corvus constellation, representing the crow. In Greek mythology it was the sacred bird of the god Apollo, and was known for its beautiful white feathers. In one myth, Apollo ordered the crow to watch over his lover Coronis - who fell in love with a mortal man, Ischys. When the crow reported back to Apollo, he scorched the bird’s feathers black in a fit of rage.

Next week you’ll be able to scorch the galaxy:
[/p][h2]Stellaris 4.2.0 “Corvus” and Infernals Species Pack Preliminary Release Notes[/h2][h3]Infernals Species Pack DLC[/h3]
  • [p]Infernal species portraits[/p]
  • [p]Infernal ship set[/p]
  • [p]New Crisis Path: Galactic Hyperthermia[/p]
  • [p]Two new Origins[/p]
    • [p]Cosmic Dawn[/p]
    • [p]Red Giant[/p]
  • [p]Four new Civics[/p]
    • [p]Scorched World Heralds[/p]
    • [p]Planet Forgers[/p]
    • [p]Fire Cult[/p]
    • [p]Galvanic Symbiosis[/p]
  • [p]New Species Traits[/p]
    • [p]Thermophile[/p]
    • [p]Unbreakable Resolve[/p]
    • [p]Shell Slag[/p]
    • [p]Pyroclastic Channeling[/p]
    • [p]Crucible Community[/p]
    • [p]Ductile[/p]
    • [p]Volcanic Habitability[/p]
  • [p]Volcanic Worlds added[/p]
  • [p]New Colossus Weapon[/p]
  • [p]Two new Relics[/p]
  • [p]Five new Grand Archive collectibles[/p]
  • [p]New Techs and Buildings[/p]
  • [p]New Events and Anomalies[/p]
[h3]4.2.0 “Corvus”[/h3][p]Balance[/p]
  • [p]Augmentation Bazaars can now select cybernetic traits in empire creation.[/p]
  • [p]Clone Army: The Clone Soldier trait now adds a 25% increase to food and mineral pop upkeep. That modifier is increased to 30% for ascended clones and reduced to 10% for fertile clones. Clone vats max pop assembly has been reduced from 25 to 20, and the building now has a small food upkeep.[/p]
  • [p]Knights of the Toxic God: Reduced quest progress from Knight Jobs. Luminous Blades no longer negates alloy upkeep for knights and instead grants +1 Admiral Level. Choosing not to kill the Toxic Entity now grants you the ability to terraform toxic candidates. The Upkeep of the Dimensional Manipulation Device has been increased. The basic output of knights has been reduced by 1 unity and 1 of each research type. Quest rewards have been similarly modified.[/p]
  • [p]Life Seeded: Planet has improved rare resource features.[/p]
  • [p]Overtuned: Overtuned traits now also slightly reduce pop growth, between 1.5% to 5% depending on trait potency. Pre-Planned growth instead adds a 15% pop food/mineral/alloys upkeep.[/p]
  • [p]Subterranean: Reduced the Pop growth/assembly penalty from the cave-dweller trait from 20 to 10%. All planets now get +2 max districts.[/p]
  • [p]Synthetic Fertility: The Identity repository output has been decreased by 25%, while its upkeep has been increased by 20%.[/p]
  • [p]The Summon Dimensional Fleet Astral Action now summons Astral Cruisers and Astral Escorts equal to twice the number of Rifts you have explored.[/p]
  • [p]Ecumenopolises no longer provide bonuses to pop growth.[/p]
  • [p]Gaia Worlds now provide +15% pop growth.[/p]
[p]
Bugfix[/p]
  • [p]Fixed broken localization for Experimental Engineers in planet view.[/p]
  • [p]Fixed an issue where the Mindwardens event chain could break if the Exiled Empire was destroyed with help from an ally.[/p]
  • [p]Infertile pop groups don't have pop growth anymore[/p]
  • [p]Fix Reassigners giving bonus growth to living pops and not enough bonus growth to Zombies[/p]
  • [p]Presapients policies Extermination and Hunted now correctly purge presapients[/p]
  • [p]Fix dig site "Derelict Safehouse"'s notification never vanishing[/p]
  • [p]fixed genocidal empires automatically attacking enclaves and other country types where they should not[/p]
  • [p]It is now impossible to queue up two automation buildings in an urban expansion.[/p]
  • [p]Fix Branch Office buildings not producing the correct amount for Crime Syndicates[/p]
  • [p]Fix fleets with Titans sometimes behaving strangely in combat[/p]
  • [p]Fix Bulwark Battlewright and Asteroidal Carapace bonuses being counted twice[/p]
  • [p]Fix "Founder Species only" checkbox not working in colonize view[/p]
  • [p]Shipset description text boxes are now shorter and non-english versions will no longer overflow into the background.[/p]
  • [p]The leader recruitment event window was showing the debug tooltip on the hire and dismiss buttons. It now properly only displays the normal tooltip[/p]
  • [p]Fixed a bug there some jobs would be displayed in separate category entries of the same name. Those jobs are now grouped together correctly into a single group.[/p]
  • [p]Adjusted scopes in the prospectorium resource discovery event localization.[/p]
  • [p]Long event window names will no longer overflow event window.[/p]
  • [p]Deposit placement now shows an error when a deposit that is not of the same type (type none can work with all others) is added. They should not be mixed and matched[/p]
  • [p]It will now show the controller of a system to show as collecting the resources[/p]
  • [p]Added more guardrails to Cyberization and assimilation in general to prevent it from turning pops into an entirely different species.[/p]
  • [p]Modifying your species no longer displays species portraits instead of gestalt nodes.[/p]
  • [p]The Crystalline Kraken's remains now count as deposits for mining of rare crystals.[/p]
  • [p]The Prethoryn Scourge no longer stall and stop expanding when they only have empty space around them.[/p]
  • [p]Prethoryn Scourge should prioritise completely taking over systems instead of only partially conquering a system if it has multiple inhabited planets.[/p]
  • [p]Pops released from the stasis prison now eat food (or minerals or alloys) depending on dietary preferences.[/p]
  • [p]Fixed localisation for Bulwark Battlewrights not being displayed in some tooltips.[/p]
  • [p]Reworked the event Logic for shroud delve events granting psionic avatars to be more consistent[/p]
  • [p]Fixed the Galactic Standard and Anti-Piracy Initiative resolutions being cancelled upon forming the Galactic Imperium[/p]
  • [p]Updated Indentured Servitude and Battle Thralls tooltips to better reflect conditions.[/p]
  • [p]Paragons no longer get a second Destiny trait when they reach level 8.[/p]
  • [p]Fixes missing job icon for Black Needle Planetary Base Modifier.[/p]
  • [p]Moving your capital to a new planet no longer causes infinite errors.[/p]
  • [p]Pre-Triggers for Purging and Enslavement now account for Event Purging and Enslavement (should fix mutants conquering planets and not properly purging pops)[/p]
  • [p]Fixed Prethoryn planets being impossible to bombard[/p]
  • [p]Fixed cases of the Khan not receiving reinforcements at higher difficulties[/p]
  • [p]Fixed lingering Cetana storms after her defeat[/p]
  • [p]Fixed a rare case where a megacorp could own a branch office on itself[/p]
  • [p]The psionic ephapse trait no longer uses deprecated modifiers[/p]
  • [p]Seize Assets Wargoal now properly transfers branch offices on defensive partners of your target[/p]
[p]
UI[/p]
  • [p]Ascension UI in Planet view will now show correct values[/p]
  • [p]Show Empire Base resources on production tooltip of capitals other than the player's[/p]
  • [p]Fix various broken unemployment text icons[/p]
[p]
Performance[/p]
  • [p]Optimized Summon Dimensional Fleet Astral Action to work significantly faster and not freeze the game for seconds in extreme cases.[/p]
  • [p]Only calculate ship auras when the list of aura sources has changed[/p]
  • [p]Reduced the amount of modifier calculations for armies[/p]
  • [p]Reworked some crisis event triggers to be a bit more performance friendly[/p]
[p]
Stability[/p]
  • [p]Fix a CTD related to aura graphics[/p]
  • [p]Fixed an OOS caused by Factions not recalculating their approval rating on a hotjoin (leading to happiness desync, leading to economy differences)[/p]
  • [p]Fixed an OOS at game start when a country owns megastructures[/p]
[p]
Modding[/p]
  • [p]Add purge parameter to presapients policies[/p]
  • [p]Added allowed_civics and forbidden civics for species traits, these work like allowed_origins and forbidden_origins.[/p]
  • [p]added prevent_automatic_genocidal_hostilities to country types to allow more fine grained control for genocidal automatic attacks[/p]
  • [p]Replaced all `is_fanatic_X` variants to `is_X` triggers.[/p]
  • [p]Removed `is_fanatical` trigger, as it is a duplicate of `is_fanatic`[/p]
[h3]4.2.0 Performance Open Beta​[/h3][p]Last Friday we put an Open Beta up on the [c]stellaris_test[/c] branch that contains some behind the scenes changes to how modifiers are applied and how threading works. These modifier node and thread pool changes are from newer versions of our engine, and this branch contains the basic groundwork for the improvements planned for 4.3.0 and that Open Beta that we expect to start a few weeks from now.

The data so far has been positive, so currently we’re expecting to roll it into the actual 4.2.0 release. Join us on the branch if you have time and help us break it.[/p][p]Features[/p]
  • [p]New modifier node system[/p]
  • [p]New thread pool system[/p]
[p]Balance[/p]
  • [p]The Summon Dimensional Fleet Astral Action now summons Astral Cruisers and Astral Escorts equal to twice the number of Rifts you have explored.[/p]
[p]Bugfix[/p]
  • [p]Fixing decline of popgroups when they do not have any growth[/p]
[p]Performance[/p]
  • [p]Only recalculate ship auras when the list of aura in a system has changed[/p]
  • [p]Performance fix for pathfinding[/p]
[p]Stability[/p]
  • [p]Fixed crash in psionic aura graphics[/p]
[h3]Livestream​[/h3][p]Davide and I are planning on continuing burninating the galaxy while being distracted by answering questions in our last Infernals livestream. Will we make it to the end of Galactic Hyperthermia and set the universe on fire? Depends on how many questions you ask.[/p][p]
[/p][h3]Next Week​[/h3][p]The Infernals Species Pack and the Stellaris 4.2.0 “Corvus” update will be released on Tuesday, November 25th.

We’ll be in Post-Release Support for a bit thereafter, so our next Stellaris Dev Diary is expected to be on December 4th. That diary will likely be split between the ongoing Post-Release Support and previewing the upcoming 4.3.0 Open Beta. The Reckoning is coming.
[/p][h3]The Infernals Species Pack is included as part of Stellaris: Season 09 and will be released on November 25th![/h3]

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]