
DD #367: Precursor Selection, Databank, Species Modification, and Ship Designer
The first three are fully functional and will be in the Open Beta. The Databank still has some placeholder graphics on some buttons, and we’re planning on adding more entries, but it’s good enough for the Open Beta.
DD #368: Pacing Adjustments, Galaxy Generation, Leader Traits, Events/Messages/Notifications, Empire Focuses and the Timeline, Hard Reset, and Achievements
Wow, we covered a lot in that dev diary. All of these are functional, but like the Ship Designer, Hard Reset is in a different branch and will not be present in the Open Beta (but will be in the final release). The Timeline shows a number of important milestones, and is generally functional. There’s still some polish to be done here, but I feel like it’s in a good enough state for the Open Beta.


DD #369: Trade and Logistics, Mammalian Portraits
Most, but not all, of the features described in dev diary #369 are in a functional state. Trade is a normal resource that is shown in the top bar. There’s Logistical upkeep on ships and for local planetary deficits, and it has replaced energy as the market resource.
DD #370: Pop Groups and Workforce, Colonization, and Civilians
This is the core of what we’re interested in testing during the Open Beta. Pops have been converted to using the new Pop Group system, and most aspects of Workforce are functional. We’re still going through the various jobs and updating them, and some of the weirder stuff in Stellaris (like, for example, Permanent Unemployment) hasn’t been worked on yet. Broken Shackles is hilariously broken right now. (It’s in the name, after all.) Multispecies pop growth is working, but we haven’t made Xenocompatibility pool different species together yet.