Sep 13, 2019 First – I reached end game years (2400+) three times and galaxy wide invasion never happened. And if it does happens – you have disruptors, cloud lighting, and arc emitter. These are energy weapons too and they completely ignore shields. Plasma is obviously an exception however – it does too little damage to shields. 25% instead of 50%. Sep 19, 2016 1) I already said that the stellaris ai will refuse no matter how high relations are, and by stellaris gameplay that's what the Rays would do 2) technically 'psionics' but the best FTL in game relies on it, and it can be used to link people directly to spaceships, even from a distance. Energy Weapons (Lasers, Neutron Launchers etc.) are good against armor but bad against shields. Energy weapons also have a 'special' kinds of weapons (Disruptors and Arc Emitters) that ignore both shields and armor, all damage goes directly to the hull but the overall damage can be pretty low.
And so the Stellaris developer diary run marches on. In today’s latest entry – number 18 – Paradox focus on the good stuff: the shooty-bang-banging equipment you’ll be tacking onto your space vessel as you engage in interstellar warfare.
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While the chat of abductions, subspecies and fallen empires that recently crept out of the Stellaris camp is infinitely intriguing, knowing what hardware we’ll be using to conquer the solar system, to me, is just as exciting. I’m a cretan, what can I say?
The latest diary explains that while weapon stats vary, all weapons can be gathered into five groupings: energy, projectiles (kinetic), missiles, point-defenses and strike craft. Strike crafts stand apart from other weapon types as they are in fact smaller ships dispensed from their mothership and fighters and bombers make up the roster of crafts at this stage. The former will be able to fire upon ships, missiles and other strike craft; while the latter won’t, but will do more damage against capital ships.
Point-defense weapons are able to spot and shoot down incoming missiles, and can also damage hostile ships within range – even if they struggle to deal significant damage.
As for the rest, the diary explains: “One type of energy-weapon is the laser, using focused beams to penetrate the armor of a target dealing a medium amount of damage. Mass Drivers and Autocannons are both projectile-weapons with high damage output and fast attack-speed, but quite low armor-penetration.
“This makes them ideal for chewing through shields and unarmored ships quickly, but are far worse against heavily armored targets. Missiles weapons are space-to-space missiles armed with nuclear warheads. Missiles have excellent range, but they are vulnerable to interception by point-defense systems. There’s of course far more weapons in the game than these mentioned, but it should give you a notion of what to expect.”
Defense-wise (pah, offense in the best form of defence, right?) a host of armour and shield components are your discretion, most which work as an extra health bar, some of which regenerate. The most important thing to note when forced onto the back foot is that once combat kicks off, it’s pretty hard to retreat.
An “Emergency FTL Jump” option can be relied upon as a full-retreat last resort, however once engaged you won’t be able to fire back at hostiles as you attempt to scramble to the nearest system. Good luck with that.
Still no release date as yet, but Stellaris is shaping up to be a very interesting game indeed.
Update May 26, 2016: Clarke is now available in beta form, as are the full patch notes for the update.
Stellaris’ first major update, Clarke, is just days away from official release. Before that, Paradox have made a beta version of the patch available to everyone, through Steam’s official Beta feature. This comes with the release of the full patch notes.
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If you want access to it, navigate to the Stellaris entry in your Steam list, right click and go to properties. Hit the betas tab and select 1.1.0_beta. Stellaris should then begin downloading an update. If it doesn’t, or you can’t see that beta entry in the dropdown list, restart Steam and it should be fixed.
The full patch notes are over on the official Paradox forums. There’s significant additions from the preview highlights given out yesterday, so do have a check if you’re interested in the nitty-gritty numbers of it all, or precise bug fixes.
Original story May 25, 2016:Stellaris’ first major patch, Clarke, is just around the corner. After Paradox revealed all of their future plans last week, they’ve now laid out the highlights that Clarke will contain, including UI and AI improvements at the fore, as well as some small balance tweaks.
Here’s what’s changing:
Paradox say they’ll be working on the Asimov patch next, which has a large focus on new features and balancing. They’ll be using their usual dev diaries to show those off in the next few weeks. For Clarke, it will enter a public beta phase before the end of the week, and hopefully be released soon after. Some more details over in the patch post on their forums.