Stellaris

Stellaris Dev Tracker




02 Sep

Post

by Caligula

Welcome to another Stellaris Modding Dev Diary! Today, I’ll be talking you through some of the new scripting language features in the upcoming 3.1 patch.

We have already mentioned that Traditions are considerably more moddable [forum.paradoxplaza.com]now with the new system, with far less heavy lifting needed in the gui and loc files. I can also confirm that you can, for instance, now script in tradition trees that only become available if you make certain decisions during the game. But today, the main focus will lie on variables.

Variables
I mention... Read more
Post
    /u/ on Steam - Thread - Direct
Zomaar: Je kunt meer informatie over dit evenement hier op de aankondigingspagina vinden.

01 Sep

Comment
    AndrewT on Forums - Thread - Direct
I am told that every thread (or at least its OP) in Suggestions (for every game) is read by that game's product manager, and sometimes by devs too.

I was frankly unaware of the Implemented thing, but I guess that was an idea that was never followed through.  

30 Aug


29 Aug


28 Aug


27 Aug

Comment
    PDX_Moderator_2 on Steam Forums - Thread - Direct
Originally posted by Questionable: God ♥♥♥♥♥♥♥ bless you Numerfolt, google kept bringing up out of date guides and explanations on how to do it. Finally got it to work. ♥♥♥♥ google's inability to only bring up recent topics.

It's called Tools > Filters. Also please don't necro bump a thread that was already necro bumped.

26 Aug

Post
Hey folks,

I’m Alfray Stryke, a member of the QA team for Stellaris. As part of the Custodians’ work on the 3.1 “Lem” patch, as mentioned in Dev Diary #215, the team has done a balance and Quality of Life pass on various features throughout the game and we’d like to highlight some of the more harder hitting changes. This is not a complete list of all changes, and may contain some not-final numbers. As a reminder, the changes to the Necroids Species Pack were covered in Dev Diary #216, and all of these changes will also be included in the Lem update.

Void Dwellers
We’ve been aware that the implementation of Void Dwellers of having two separate traits, one positive and one negative resulted in behaviour that we weren’t happy with - in particular being able to gene-mod the negative aspects of the trait out of existence. To solve this we’ve made some changes to how the traits work:

There is now only a single Void Dweller trait, so it can’t be exploited via... Read more
Post
    /u/ on Steam - Thread - Direct
A lil somethin somethin: You can find the details for this event on the announcement page here.

25 Aug


24 Aug