Stellaris

bearbeitet Mai 2016 in Andere Spiele

32!!!-Spieler Multiplayer :), Steam-Charts Platz 1

Launch-Trailer



Deutsche Reviews

Video-Review PC-Games
Gamestar-Review und 20minütiges Gameplay-Video

Internationale Reviews

Eurogamer - Recommended

If you've ever wanted to dip your toe into this incredible genre, but found Paradox's other stuff a bit intimidating, this is the one to play. If you've enjoyed their other stuff, this one's even better.

Destructoid - 9/10

This is a game for anyone who has already enjoyed the grand strategy genre or anyone who has always wanted to. There is a strong sense of accomplishment from starting an empire and guiding it along the path you choose, even if it eventually ends in failure. Stellaris is easy to comprehend and exciting to execute, which is a perfect combination for a genre notoriously difficult to break into.

Gamewatcher - 9/10

Stellaris is simply wonderful. If you enjoy grand strategy games then you’ll love this. If you don’t then this could be the one to change your mind. If you’ve been too intimidated to try the genre before now, then here’s your ideal starting point. - See more at: http://www.gamewatcher.com/reviews/s....FG5WjhN2.dpuf

TheSixthAxis - 8/10

Marrying Paradox’s particular brand of real time grand strategy to the familiarity of space and 4X empire building has worked wonders, making this the most welcoming and accessible of their games that I’ve played. There’s a few minor niggles, but it’s compelling and it’s easy to lose yourself in Stellaris for hours at a time, as you build your empire and explore both the galaxy and the stories that it can contain.

PCGamer - 7/10

Given Paradox's history, I hope upcoming patches and expansions can fill in the gaps, and smooth out the omissions and weird quirks of diplomacy. I desperately want the full game to match the promise of its opening. Tweaked in the right way, Stellaris has a chance to become an enduring classic. Right now, it doesn't meet its full potential.

IGN - 6.3/10

Stellaris is filled with good ideas, and it’s not difficult to see the outline of a great space strategy game where those ideas could come together. But beyond the early game, it’s only compelling in bits and pieces – it turns into a largely uneventful slog after that. Paradox has developed a reputation of major upgrades to their games for years after launch, and Stellaris is going to need all that love and more to reach its potential.

RockPaperShotgun - "...incredibly assured and confident, if perhaps a little too tidy and streamlined"

The great experiment of the game was not so much the change of scenery, from history to science fiction, it was the decision to create a Civ-like game of expansion with some complexities and aspects of simulation borrowed from grand strategy. It’s in the simulation of a living galaxy that most of the complexity has been lost, but what has been gained is a precise and finely tuned machine. Less erratic and surprising than its ancestors, but much more elegant in its design.


Zu den Performance-Problemen

Packt es auf SSD, die regelmäßigen Autosaves werden es Danken!!! (Download 2.8GB/Benötigt 4.5GB).

21:9

Kann es, das HUD skaliert aber nicht gut. Das ändert man in der settings.txt zu finden in:

C:\Users\Username\Documents\Paradox Interactive\Stellaris

den Parameter "gui_scale=1.00000" ändern, ich hab es auf 1.50000 gestellt für +50%



Der Gamestar-Einsteiger-Guide (sehr hilfreich!)


Kommentare

  • Daraus

    Forschung

    Stellaris hat keinen festen Forschungsbaum, sondern behandelt seine Forschung wie ein Kartendeck, bei dem jede Technologie eine Rarität (normal, selten, episch) und Wahrscheinlichkeit hat, die bestimmt, wann im Spielverlauf sie tendenziell gezogen wird. Nach jeder erforschten Technologie wählen wir eine von in der Regel drei Alternativen.

    Dadurch spielt sich kein Spiel genau gleich und wir erlangen mit etwas Glück eine besonders mächtige Technologie besonders früh. Jede Karte, die wir nicht direkt auswählen, wandert zurück in den Stapel. Bei besonders seltenen Forschungen besteht keine Garantie, dass wir diese in absehbarer Zeit erneut ziehen werden.

  • bearbeitet Mai 2016
    Dadurch spielt sich kein Spiel genau gleich
    Bei welchem 4X mit festem Forschungsbaum spielt sich denn jedes Spiel genau gleich?

    und wir erlangen mit etwas Glück eine besonders mächtige Technologie besonders früh.
    Für den Multiplayer ist das kein Pluspunkt. Wobei, ist eigentlich egal. Ob man jetzt bei der Kartengenerierung oder in der Forschung den kürzeren zieht. Kein großer Unterschied.
  • Firestarter schrieb:
    Dadurch spielt sich kein Spiel genau gleich
    Bei welchem 4X mit festem Forschungsbaum spielt sich denn jedes Spiel genau gleich?

    und wir erlangen mit etwas Glück eine besonders mächtige Technologie besonders früh.
    Für den Multiplayer ist das kein Pluspunkt. Wobei, ist eigentlich egal. Ob man jetzt bei der Kartengenerierung oder in der Forschung den kürzeren zieht. Kein großer Unterschied.
    Nur am haten ! Die werden sich bestimmt was dabei gedacht haben welche gute Forschung auch schon früher droppen kann. Nur weil jemand besonders früh Eisplaneten kolonisieren kann hat man ja nicht gleich ein Vorteil. Erst recht nicht jemand anderes schon besondern früh Planeten "invasieren"  kann. 
    Vielleicht bekommt auch gerade der der bei der Kartengenerierung etwas "Pech" hatte das höhere Forschungsglück. 
    Das würde ich jetzt erstmal nicht als Negativpunkt werten. 
  • bearbeitet Mai 2016
    Zum einen erforscht man immer drei Projekte gleichzeitig (zumindest wenn man aufpasst, was mir noch zu oft misslingt und kann nach jeweiligem Abschluss zwischen drei unterschiedlichen neuen Projekten wählen) und zum anderen findet man ständig "Anomalien" (ähnlich zu CIV-Ruinen) die allerdings hunderte verschiedene (oder - erstmal - keine) Effekte haben können. Also das da irgendwann mal was gescheites "dropt" ist denke ich gegeben. Mehr kann ich dazu aber vermutlich erst nach 300 Spielstunden und 20 Neustarts sagen.

    Ist halt alles prozedural. Was ich in zwei Anläufen und im gestrigen Parallelspiel mit Tim und Richard feststellen konnte ist, das am Anfang immer eine Horde Piraten oder religiöse Fanatiker aus dem eigenen Volk spawnt (Barbaren?) das Dich platt macht wenn Du noch kein zusätzliches Militär gebaut hast. Mir ist es natürlich gleich so ergangen.

    Zum Multi und ob der überhaupt was taugt kann ich noch nichts sagen.

    Steam should update your Stellaris version to 1.0.1 momentarily. 
    This hotfix contains the following: 
    - Fixed CTD when showing tooltip for an ambient object that gets destroyed 
    - Fixed CTD when an ambient object gets destroyed while selected 
    - Fixed fleets getting stuck trying to use wormhole stations belonging to other empires 
    - Improved performance issues and fixed issues with stuttering in early game 

    We are also currently working on a second hotfix that fixes various bugs and stability issues. The work with the first larger patch has also begun, no final release date set for that one yet. 

    Thanks to all of our players for making space great again! 


  • bearbeitet Mai 2016
    Diesen Mod für die deutsche Sprache kann ich übrigens sehr empfehlen, nutze ich seit Day1. Bei den vielen Texttafeln die es zu lesen gibt eine Wohltat. Die Modifkation muss anschließend noch im Stellaris-Launcher aktiviert werden.
    Patch 1.02

    The second Hotfix for Stellaris should go live any minute now! 

    This Hotfix contains: 

    - Fixed exploits in species customization which allowed players ignore limits to trait and ethic points etc. 
    - Improved performance for war demands view 
    - 'Hostile fleet detected' is now only shown when the fleet is heading towards one of your colonized systems, preventing massive spam in large wars. 
    - UI fixes in server browser 
    - It is now possible to connect directly to a server id 
    - Fixed CTD when renaming sectors 
    - Fixed CTD when fleets were traveling too far away from the galaxy center 
    - Fixed CTD when a country was destroyed as a result of combat 
    - Fixed CTD caused by ships shooting at ships that are not visible 
    - Fixed an issue where you could not build space ports with some screen resolutions 
    - It is no longer possible to build robot pops on uncolonized planets 
    - Game pads are now turned off by default as this caused stuttering on some configurations. Game pads can be enabled again with the -gamepad launch option or the "gamepad" console command 

    We are aware of an issue where join game via the steam friends menu won't work if the game is password protected. This is still an issue but you should be able to bypass it with the Direct Join button. The host can see the server ID either in the multiplayer lobby or, if the game has started, in the tooltip for the date in the top right.

    Schon sechs CTD-Fixes in zwei Tagen und ich hatte keinen davon, bin fast schon enttäuscht. Ach übrigens: Die Achievements sind nicht kaputt, es gibt sie nur im Ironman-Mode ohne Mods und aktiverter Steam-Cloud, es soll dem Ausdruck "Errungenschaft" schließlich gerecht werden.

  • Bringt es gut auf den Punkt, sehr gute Idee Einrichtungen die man gerade nicht benötigt pausieren zu können wenn die Ressourcen knapp werden statt sie zerstören zu müssen. Allerdings gibt es dafür auch Erlasse und Politiken um Kriegszeiten etwa mit "Enteignungen" über die Runden zu kommen.


  • Ende Mai:

    "CLARKE" HIGHLIGHTS 
    • Fixes to the Ethic Divergence and Convergence issues. Currently, Pops tend to get more and more neutral (they lose Ethics, but rarely gain new ones.) 
    • The End of Combat Summary. This screen looks bad and also doesn’t tell you what you need to know in order to revise your ship designs, etc. 
    • Sector Management GUI: There are many issues with this, and we will try to get most of them fixed. 
    • Diplomacy GUI issues. This includes the Diplomatic Pop-Ups when other empires contact you, but also more and better looking Notifications, and more informative tooltips on wars, etc. 
    • AI improvements: Notably the Sector AI, but also plenty of other things. This kind of work is never "finished"... 

    • Myriads of bug fixes and smaller GUI improvements. 
    • Late game crises bugs. There were some nasty bugs in there, blocking certain subplots and various surprising developments.


    New Diplomatic Notification. This is a mock-up, not an actual screenshot! 

    New Fleet Combat Summary. This is a mock-up, not an actual screenshot! 
    After that, we’re moving on to the “Asimov” update, and this is when we can start making some major gameplay improvements to especially the mid-game. As you might have guessed, we plan to add some new diplomatic actions and treaties. Another thing that struck me during our discussions is that the normal lack of access to the space of other empires makes the game feel more constricted than intended. It limits your options since you can’t really interact much with the galaxy beyond the borders of your empire, and you only tend to concern yourself with your direct neighbors. This is bad for your Science Ships too, of course, since they might not be able to finish some of the grander “quests”. Compare the situation with Europa Universalis, where you usually have access to the oceans and can thus reach most of the world, or Crusader Kings, where you can even move through neutral territory with your armies. We also intend to add as much mid-game scripted content as we can. Thus, this is currently the plan for “Asimov”, but it’s not set in stone yet, so please bear with us if something gets pushed or altered: 
    "Später, vielleicht"

    "ASIMOV" HIGHLIGHTS (NOT SET IN STONE!) 
    • Border Access Revision: Borders are now open to your ships by default, although empires can choose to Close their borders for another empire (lowering your relations, of course.) 
    • Tributaries: New diplomatic status and corresponding war goals. 
    • Joint Declarations of War: You can ask other empires to join you for a temporary alliance in a war against a specific target. 
    • Defensive Pacts. 
    • Harder to form and maintain proper Alliances. 
    • More war goals: Humiliate, Open Borders, Make Tributary, etc. 
    • Emancipation Faction. We had to cut this one at the last minute. Needs redesign. 
    • Diplomatic Map Mode. Much requested! 
    • Diplomatic Incidents: This is a whole class of new scripted events that causes more interaction with the other empires.
    Past “Asimov”, I can’t give you any kind of specifics yet, but I am currently leaning towards honing in on the following general areas for the “Heinlein” update (these are not promises!): 

    und danach:

    CURRENT "HEINLEIN" INTENTIONS 
    • Sector and Faction Politics: We are working on a design for this. I always wanted to make Factions more closely tied to Sectors, for example... 
    • Federation and Alliance Politics: As a player, you need more ways of interacting with the other members, push your will through, and get elected, etc. 
    • Giving Directions to Allies and Subject States. 
    • Strategic Resource Overhaul: You should need these and search for them far and wide. They should be extremely important. 
    • Battleship Class Weapons. Some Battleship front sections will be repurposed for an XL size weapon slot. There are currently four ship sizes but only three sizes to weapons, creating an imbalance. Also, Battleships should have fewer small weapon slots and have to rely on screens of smaller ships. 
    • Fleet Combat Mechanics: Formations and/or more complex ship behavior is needed. 
    • Mid-game scripted content: Guarded “treasures”, mid-game crises, colony events, etc. 
    • Living Solar Systems: Little civilian ships moving around, etc.
    Again, remember that we need to be somewhat flexible when things don't work out or when something else takes priority, so please take these later plans with a large grain of salt. As always, we also listen keenly to your feedback, so keep it coming! 
    Now, I am sure you are full of questions about the details, but hold your horses; it will all be explained in the coming dev diaries! 

  • Three Moves Ahead-Podcast

    Und die große Enttäuschung der Crusader Kings 2-, Europa Universalis 4- und Hearts of Iron-Fans über die Seichtigkeit von Stellaris und die Überraschung über die Komplexität derer die von Sins of a Solar Empire oder Master of Orion kommen.



  • Patch 1.0.3

    This Hotfix contains:
    - Fixed Planet capital modifier being spammed.
    - Fixed CTD caused by ground combat side containing invalid armies.
    - Fixed issue with disabling everything in Outliner would render it unusable.
    - Fixed issue with orbital bombardment of swarm invaders.
    - Removed shortcut from "help" button to avoid colliding with fleet "hold" shortcut.
    - Performance optimizations caused by huge amounts of resource stations.
    - Ship designer: List of designs is sorted according to ship sizes.
    - Transport ships are now designable.

    https://forum.paradoxplaza.com/forum/index.php?threads/hotfix-1-0-3-released-checksum-48f6-not-for-problem-reports.933823/

    - Transport ships are now designable.
    Wunderbar. Ist echt scheiße, wenn deine Armeen nicht dahin springen können wo für sie bereits bombardiert wird.


  • bearbeitet Juni 2016
    Clarke ist live! 66MB

    • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.
  • bearbeitet Juni 2016
    Cat Toaster schrieb:
    Clarke ist live! 66MB

    • In multiplayer, empires that are player-controlled will have a 'limited' AI for a period of 10 years if the player drops. The limited AI will not make any drastic changes to the empire, such as changing sectors, disbanding ships, declaring wars, etc, allowing a player to rejoin their empire pretty much as they left it.
    Ehm, schau mal 2 Posts weiter oben.

    Das ist der Clarke Patch von heute:
    Update 1.1 (Clarke) Released [checksum ed47] - Not For Problem Reports!
    ##############################################################
    ######################## VERSION 1.1.0 #######################
    ##############################################################
    ###################
    # Features
    ###################
    * Strike Craft attack behavior was changed
    * It is no longer necessary to control planets to demand them in war, but controlling planets that are set as wargoals now generates more warscore
    * It is now possible to set a custom ruler/heir title for your custom empires
    * It is now possible to write a biography for your custom empire
    * Added an Influence reward for establishing communications, or conversely being contacted
    * Collection of strategic resources on planet tiles is no longer suppressed by buildings
    * Added settings for AI aggressiveness in the galaxy setup screen
    * "Shipwright" mandate for democractic empires has been reworked
    * Added resource reward to Raid on Smugglers event
    * Individualist empires will no longer generate election candidates with slaver mandates, and Individualist Pops are less likely to vote for candidates with slaver mandates
    * Slaver mandate no longer possible if slavery is outlawed
    * It is now possible to set difficulty in multiplayer
    * Symbols of Domination is now available for everyone
    * Platypus species portrait and Paradox empire flag is now available for everyone
    ###################
    # Balance
    ###################
    # Technology
    * Technology costs now increase by +10% per owned planet (up from +0%) and by +1% per Pop (down from +2%)
    * Unlocking Spaceport technologies now makes you more likely to get research options for new reactor techs
    * Spiritualists and Materialists now get tech progress towards Frequency Tuning for researching Space Whales
    # Ethics
    Fanatic Individualist
    * Pops are now more unhappy in collectivist empires
    * No longer have increased ethics divergence
    Individualist
    * Pops are now more unhappy in collectivist empires
    * No longer have increased ethics divergence
    Fanatic Xenophobe
    * Rivalries now provide 50% more Influence
    Xenophobe
    * Rivalries now provide 25% more Influence
    Fanatic Xenophile
    * Alliance Influence cost reduced by 100%
    * Maximum number of embassies increased by 2
    Xenophile
    * Alliance Influence cost reduced by 50%
    * Maximum number of embassies increased by 1
    Fanatic Militarist
    * No longer gains additional Influence from rivalries
    * No longer have an increased Influence cost for being in an Alliance
    Militarist
    * No longer gains additional Influence from rivalries
    * No longer have an increased Influence cost for being in an Alliance
    Fanatic Pacifist
    * Pops are now more unhappy in militarist empires
    * No longer increases Food output, but rather reduces growth needed for a new Pop by 30%
    Pacifist
    * Pops are now more unhappy in militarist empires
    * No longer increases Food output, but rather reduces growth needed for a new Pop by 15%
    # Components
    * Strike Craft engagement range was significantly increased
    * Strike Craft launch time reduced from 5 to 3 days
    * Fighter movement speed increased from ~2 to 3.5
    * Bomber movement speed increased from 1.5 to 3
    * Chemical Thrusters Chance to Evade reduced from +10 to +5
    * Ion Thrusters Chance to Evade reduced from +20 to +10
    * Plasma Thrusters Chance to Evade reduced from +30 to +15
    * Impulse Thrusters Chance to Evade reduced from +40 to +20
    # Buildings
    * Research Institute modifier to research speed reduced from +10% to +5%
    * Colony Shelter modifier to ethics divergence reduced from +20% to +10%
    * Empire Capital-Complex can now only be built on a capital world
    # Government forms
    Theocratic Republic
    * Additional Core Planets reduced from +2 to +1
    Transcendent Republic
    * Additional Core Planets reduced from +4 to +2
    # Traits
    * Aggressive - fire rate bonus reduced from +20% to +10%
    * Butcher - army damage bonus reduced from +20% to +10%
    * Glory Seeker - army morale damage bonus reduced from +10% to +5%
    # Modifiers
    * Youthful Elite modifier effect on leader lifespan reduced from +50 to +25 years
    ###################
    # AI
    ###################
    # Misc.
    * Computer-controlled Empires will start outlawing AI over time during a certain Crisis
    * Increased negative opinion scaling for relative power of subjects
    * AI will now colonize far away systems if COLONIZE_NON_ADJACENT define is enabled
    * Fixed a bug where the AI would not use planetary edicts due to too small stockpile cap
    * Empires that were previously controlled by a player (for example if said player drops in multiplayer) will now refrain from making any major changes to the country for a period of 10 years
    * Fixed a bug where AI was modifying their species with bad traits, effectively giving them lots of traits
    * Fixed a bug where military focused sectors would not build military stations
    * Fixed an issue where the AI would not enslave any Pops
    # Diplomacy
    * AI will no longer accept a white peace when they are winning in warscore
    * AI is now more open to trading access, migration rights and (for some personalities) research treaties
    * Fixed a bug where AI would offer peace deals that gave allies' war goals to the player
    * Fixed AI spamming the player with military access offers
    * AI is now more aggressive against easily defeated targets
    # Economy
    * Fixed an issue where the AI would not disband ships even when running a heavy energy credit deficit
    # Sector
    * Respect Tile Resources setting will now prevent sector from building the wrong type of building for a tile regardless of special circumstances
    * Improved the way sectors determine which resources the country needs when constructing buildings
    * Fixed a bug where sector AI would move Pops back and forth
    * Fixed budget issues that were preventing sectors from properly managing spaceports and construction ships
    # Warfare
    * Improved military tactics and handling of units
    * Improved handling of military fleets vs. transport fleets
    * AI now fights Crises
    * Fixed issues where military fleets would not move
    * AI should be better at trying to regain control of occupied planets
    * AI should be better at trying to invade planets taken by ""AI uprisings"
    ###################
    # User Interface
    ###################
    * Diplomatic notifications and pop-ups have been improved
    * End of combat UI has been improved
    * Colony Ships now show which Pop it is carrying
    * Localization of armor/shield penetration updated
    * If a weapon has both shield penetration and a corresponding reduced damage to shields the two effects are replaced by a single line: "Ignores X% Shields"
    * Habitability icons in galaxy map and systems view have been improved
    * (BETA) Added a new experimental option for GUI-scaling in the options menu

    ###################
    # User modding
    ###################
    * Ported system for weights/triggers on songs from HoI4/EU4
    * Fixed so that effect set_name can use localization system
    * Moved Domination victory condition into defines
    * Added NOR operator
    * Species Appearance screen is now moddable
    * Species City Appearance screen is now moddable
    * Ship Appearance screen is now moddable
    * Added num_energy trigger
    * Reading a single on_action entry from multiple files will now append the events to the list entry rather than overwriting it. This should allow more mods to be compatible
    * Prescripted countries can now set the attribute "disallow_editing = yes" to disable the edit button in the Empire selection view before game start
    * Added an alert to tell the player that a research field is missing a Scientist
    ###################
    # Performance
    ###################
    * Optimized daily AI calculations
    * Fixed frame rate drop when having one or more fleets selected
    ###################
    # Graphics
    ###################
    * Lighting for ship preview images has been improved
    * 8 new event images added to the game
    * Textures for Massive Reptilians have been improved
    * Improved textures for space event assets
    * Optimized textures for event assets
    * Increased texture resolution for ancient drone station
    * Optimized textures for pirate ships
    * Updated textures for generic station
    * Increased texture resolution for AI Core
    * Optimized textures for AI ships
    * Improved texture for Arthropoid colony ship
    * Added cover art for Digital OST
    ###################
    # Bugfixes
    ###################
    * Military Station maintenance is now correctly discounted by 25% instead of increased by 75%
    * Fixed negative opinion modifiers being applied to owners of planets that the Prethoryn Scourge is purging
    * Extradimensional Invaders should no longer spawn inside Fallen Empire borders
    * Reduced chance of generating the Improbable Orbit anomaly
    * Fixed the Master's Teachings edicts "Philosophical Mindset" and "Warring States" not being applied after event project finished
    * Fixed "Colonial Failure" anomaly event handing out a Colonization tech you already had
    * Fixed an issue with the VO not triggering for the mining station tutorial mission
    * Researched robot Pops are now always listed, but are not buildable if AI policy is set to Outlawed
    * Injured Queen project is now properly cancelled and visual asset removed when another Empire researches it first
    * Species Procurement event chain descriptions now correctly refer to planet names
    * Various localization bugs have been fixed
    * Fixed outdated Avian name list titles in Brazilian Portuguese, French, Polish and Spanish
    * Fixed some faction events not printing planet names properly
    * Loyalist-affiliated candidates now display proper faction names in Election view
    * Fixed observation post events sometimes not printing planet name correctly
    * Changed the way native reservations are placed for colony event related to colonizing planets that have primitive natives
    * Fixed a bug where missiles could appear on the galaxy map
    * Ring World habitability-trait now has proper localization
    * Fixed a bug where Destroyer Assembly Yard didn't require the correct Spaceport level to build
    * Fixed an issue where trait randomization didn't respect opposing traits
    * Fallen Empires are now able to build armies
    * Fixed an exploit where you could reduce the cost of resettlement by moving pops around on the same planet
    * Newly enlightened countries should no longer be despicable neutrals
    * Fixed right click not working to give additional orders while in FTL transit
    * Fixed an issue where embassies and rivalries could remain after an empire was annexed
    * Fixed an issue where you could always enable edicts
    * Fixed Swarm Infestors and Constructors sometimes not reinforcing properly
    * Robot Pops should no longer get shuffled ethics from divergence
    * Heirs now keep the dynasty name of the ruler in monarchies
    * Added missing localization strings for leaders who gained the arrested development trait
    * Fixed Power Overwhelming achievement
    * Fixed Domo Arigato achievement
    * Fixed Elixir of Life anomaly potentially spawning multiple times if not researched
    * Fixed Living Metal deposits not being minable
    * Fixed Sublight Probe event chain sometimes breaking after combat with the Salvage Skippers
    * Fixed being unable to change speed with (-) and (+) on American keyboard
    * Fixed bugs related to Ethics Divergence. Pops should no longer drift to "neutral" ethics. Drift towards empire ethics is slower than drifting away from
    * Fixed a bug where Frontier Outposts in sectors would cost no influence maintenance
    * Fixed a bug where ship_accuracy_add was not being calculated correctly
    * Fixed a bug where assigning ethics to newly generated pops would cause incorrect ethics divergence.
    * Custom ruler and heir titles will now be properly saved and loaded.
    * Fixed armies being stuck on planets
    * Planets recaptured from the AI empire will no longer randomly become Tundra worlds
    * Fixed the AI empire having highly self-destructive ideas about AI legality


  • bearbeitet Juni 2016
    Ähm, vor zwei Tagen war der Patch aber noch nicht live. Verstehste den Unterschied? :)

    Aber wenn es Dir genehmer ist werde ich zukünftig das Verlinken von Inhalten die Du schon verlinkt hattest unterlassen. Nicht das es außer uns beiden irgend wen einen Scheiß interessiert. ;)

    Meine Fresse, was ist es denn so verfickt schwül. Jeden Abend freue ich mich das es regnet und donnert und im Anschluss ist noch verschissen schwüler als vorher. Ich komme gerade aus der Dusche und mir rinnt der Schweiß vom Kopf...
  • Hello everyone and welcome to another Stellaris development diary. Today we'll be talking a bit about where the game stands, where we're going, and what we want to focus on in the future.

    Where we stand
    As anyone who regularly reads the Stellaris dev diaries should know, the intent for Heinlein changed quite a bit back at the end of the summer. While we had originally planned Heinelin to be an update accompanying a major expansion, we decided instead to scale back the scope of the paid content by making a Story Pack, Leviathans, and focusing most of our resources on the actual free update. Now that Heinlein and Leviathans are out, my conclusion is that this was the right decision on our part. By doing this, we gave ourselves time to iterate on some of our weaker features and add a great deal of UI and quality of life functionality. Heinlein ended up as a *huge* update that we feel moved the game forward in a lot of ways, and judging from the huge amount of positive feedback we have gotten, you guys seem to generally agree with this assessment.
    So where *do* we stand? My view is that we now have a very solid base game to build on, and that going forward it's time to scale up our ambitions. To make space even greater, so to speak.

    Where we're going
    So what's next for Stellaris? I have talked a bit about the planned 'Banks' update, which will be a major update accompanied by a full-sized expansion. This is still the plan, but before we release Banks we have another update, dubbed 'Kennedy', which we aim to release before the end of the year. This will be a small update targeting a few specific key issues, such as precursor event chains and endgame crises, that we did not have time for in Heinlein. After that will be Banks, and while we will not be providing any details about the Banks update or accompanying expansion at this time, I will say that the author name chosen for this update may offer some clues. 

    What we want
    Finally, I just wanted to offer some insight into what we believe are the key areas of the game that we should focus on at this time. We have received, and continue to receive, an amazing amount of good feedback and ideas, and of course we have our own ambitions and ideas for where we want to take Stellaris, but at the moment there are three key areas that we aim to continually target with future updates and content, namely:
    • Fleshing out the mid- and lategame through the addition of more interesting narratives and 'galactic events' akin to Awakened Fallen Empires that shake up the galactic scene.
    • Improving the internal workings of empires, making pops and leaders more interesting, and making empires feel more alive.
    • Expanding on the ethics system, creating more unique playstyles and enhancing roleplaying.

    This is of course not the *only* things we aim to focus on, but they are what we consider to be the most important areas going forward right now. Just to give you an idea of what else you can expect in the future, here is a list of some features (in no particular order of priority) that we are looking into adding in the future.

    NOTE: THIS IS NOT AN EXHAUSTIVE OR FINAL LIST, AND NOTHING BELOW IS CERTAIN TO HAPPEN!
    • Ship appearance that differs for each empire, so no two empires' ships look exactly the same.
    • More story events and reactive narratives that give a sense of an unfolding story as you play.
    • More potential for empire customization, ability to build competitive 'tall' empires.
    • Deeper Federations that start out as loose alliances and can eventually be turned into single states through diplomatic manuevering.
    • Ability to set rights and obligations for particular species in your empire.
    • Global food that can be shared between planets.
    • Superweapons and planet killers.
    • Ability to construct space habitats and ringworlds.
    • More interesting mechanics for pre-FTL civilizations.
    • Factions that are proper interest groups with specific likes and dislikes and the potential to be a benefit to an empire instead of just being rebels.
    • A 'galactic community' with interstellar politics and a 'space UN'.
    • Buildable Dreadnoughts and Titans.

    Again, remember that the above is not a list of promises, that I can't answer any specific questions about future content, and that plans can and will change, but I hope I've at least given you some idea of where Stellaris will be going from here, and that you look forward to the journey ahead of us as much as we do here in the development team.

    Quelle

    Und Dev-Twitch-Stream: JETZT

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