Stellaris

Stellaris Dev Tracker




19 Nov

Hello everyone!

We are finally ready to release 2.8.1 on all platforms. First of all, I'd like to thank all of you for the feedback that you have given us to help us make the best version of Stellaris yet. And secondly, with this release we are hoping to end the post-launch support for Necroids as we shift our focus to [redacted].

2.8.1 "BUTLER" PATCH NOTES
Balance
* Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
* Redid sector automation scripts and code with the following goals:
** Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
** All sectors now know about all buildings, i.e. if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
** Made ch... Read more

17 Nov


16 Nov


14 Nov


13 Nov

Hello everyone!

As you may know we have a beta patch available on Steam on the "Stellaris_test" branch and we are happy to announce that we've updated it with some further changes. There's still at least one more fix regarding Save games and rollbacks we want to get in, however we thought it best to give you the additional fixes we have today while we continue with the proper work processes that are required to get 2.8.1 out on all platforms in its final form!

The additional fixes are highlighted in the changelog. Two fixes in particular of note, dx11 should now properly work with all languages (Check the original release thread to see how to enable it[forum.paradoxplaza.com]). We've also updated the AI behavior around "Take Point", we've adde... Read more

12 Nov

Hi all!

As mentioned last week[forum.paradoxplaza.com], our plan for today is to go over some changes to automated colony management and pop resettlement.

Major goals here were to reduce the micromanagement burden in the mid to late game when individual decisions are less oppressive, and to significantly decrease the need to manually move pops at all. As with the economic changes we were discussing before, a lot of this is still a work in progress to varying degrees.
Automated Colony Management
Some sector management improvements have already been made in the 2.8.1 test branch (you can experiment and leave feedback on it by following the instructions... Read more

11 Nov


10 Nov