'Stellaris' Update 1.1 Patch Notes Reveal Balance Changes, UI Tweaks And More

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Patch notes for Stellaris Update 1.1 are now online. Find out what's changed in this week's patch and take a few minutes to review the complete change log for Stellaris Update 1.1
Patch notes for Stellaris Update 1.1 are now online. Find out what's changed in this week's patch and take a few minutes to review the complete change log for Stellaris Update 1.1 Photo: Paradox Interactive

Paradox Interactive released the first of many Stellaris updates on Wednesday afternoon, barely missing its goal of delivering the patch before the end of May, and fans might be surprised by just how much work Paradox managed to finish in the weeks since Stellaris’ May 9 debut

Less than a month after releasing its latest strategy game, Paradox Interactive has returned with Stellaris Update 1.1; the first of many free patches that will be published over the life of the game. Just as promised, the game’s first patch focuses primarily on improving Stellaris’ existing user interface, eliminating some of the game’s most problematic bugs and balancing the game’s launch content. That said, there are also a few surprises bundled into Stellaris Update 1.1, including better mod support and tweaks to the game’s artificial intelligence.

Of course, seeing as we’re only a few weeks removed from the game’s debut, it shouldn’t come as much of a surprise that most of the changes in Stellaris Update 1.1 are the kinds of tweaks that can’t actually be seen by the player. This week’s patch does include a few graphical changes, and some of the new features are visually represented by the game’s UI, but the dozens of balance changes featured in Stellaris Update 1.1 will have to be experienced in your next campaign.

Below, you’ll find the bulk of the patch notes for Stellaris Update 1.1. Those interested in seeing a list of bug fixes and performance tweaks can find them on the official Paradox forums .

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

***

Be sure to check back with iDigitalTimes.com and follow Scott on Twitter for more Stellaris news throughout 2016 and for as long as Paradox Interactive supports Stellaris in the coming months.

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