Hello everyone!
Today the artists are excited to bring you the Stellaris Art Blast, but first I wanted a moment to talk about the patching of 4.0 and where we’re going.
4.0.10 will be releasing today (which makes four updates this week!), with the following changes:
Stellaris 4.0.10 Patch
[b]Improvements[/b]- Bloomed Biomass is now prioritized if unqueing a Building that costs Biomass on Gaia worlds.
- Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
- Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.
- Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
- Wilderness Empires will no longer be offered Gene Seed Purification
- The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
- Wilderness Biomass is now more likely to gain the Bloomed trait
- Democratic Transference will no longer be granting hundred times more efficiency than expected.
- Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
- Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
- Updated the "Weak" trait tooltip
- Fixed outdated Overtuned Traits tooltips
- Restored icons to the "Win a War" Focus Card
- Total War Empires can now complete the "Win a War" Focus Card
- Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
- Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
- Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
- Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
- Fixed Clear Design for space fauna duplicating components and not clearing anything.
- Fix some incorrect text in civics tooltips during empire creation
- Slaves and purged pop groups no longer listed as being demoted
- Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
- Fix some modifiers missing from job production tooltips.
- Fix to Tiyanki Graveyard animation
- Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos
- Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
- Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
- Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.
- Significantly improved Pop Job's production tooltip and details panel
- Buildings in the Planet UI do not escape their frames anymore.
- Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
- Updated the District Cap Background size and also the district slots padding.
- Added more padding and even margins for the Planet UI.
- Updated the look of Planet Production and Planet Deficit section of the Planet UI.
- When opening the leaders view, the Available Positions window will now always start closed.
- Reduce amount of pop groups by adding mechanic for merge smaller similar ones.
- Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations
- Reduced memory allocations between monthly job distributions
- Tweaked the grain size for planetary threaded updates
- Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
- Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
- Fixed crash when opening leader level up message if there is no trait to pick.
- Fixed OOS due to ship designer using synchronized random
- Add can_be_automated token for jobs that cannot be automated
Meat Ships!
For as long as I’ve been at this studio, one request has echoed louder than the rest: Bio Ships. Or, more affectionately (and possibly unsettlingly), meat ships. Some folks were more refined in their petitions - opting for the elegant “Organic Vessels” or “Biological Shipsets” - but the dream was always the same: meaty, fleshy, bony, and squishy starcraft. With BioGenesis, we finally got to bring that dream to life. And not just one shipset - two. In true Ascension Pack fashion, we had the chance to explore both sides of the biomass coin: the menacing Spinovores and the noble Shellcraft. Two very different flavors of organic ships, two entirely new challenges for our art team. We usually do hard-surface ships. Angular, mechanical, symmetrical. Bio ships? They’re messy. They're weird. They’re alive. (Are they alive? That’s one for the players to determine ;-) )That meant learning new visual language, new workflows, and in some cases, unlearning habits we’ve built over years. And honestly? It was a blast. This was a rare chance to stretch some artistic muscles we don’t always get to use. And the team made it count. Every tentacle, plate, gland, and chitinous hull—painstakingly sculpted, painted, and polished with the same care we give our most beloved fleets. I’ve said it before, and I’ll keep saying it: Our team is small, but they deliver like giants. Year after year, they match (and often outmatch) the output of teams twice or three times their size. Every line, every pixel, every polygon has to carry its weight. No room for fluff. Just art. Just bone. Just muscle and protein. Hope you enjoy the weird, wonderful biology of BioGenesis. We sure did. -Scott Austin- Art Director, Paradox Interactive [hr][/hr][url=Gabrielle Rodrigues - UI Artist Biogenesis UI Art]Gabrielle Rodrigues - UI Artist[/url]
[url=https://www.artstation.com/artwork/GvLAbW]Biogenesis UI Art[/url]
[url=https://www.artstation.com/artwork/OvR8qK]BioGenesis Event Image[/url]
[url=https://www.artstation.com/artwork/3EQAdE]4.0 UI Art[/url]
[url=https://www.artstation.com/cassandralindquist5]Cassandra Lindquist - 2D UI Artist[/url]
[url=https://www.artstation.com/lloydpariseagle]Lloyd Drake-Brockman - Concept Artist[/url]
[url=https://www.artstation.com/artwork/kNKv4y]Illustrations and Event Images[/url]
[url=https://www.artstation.com/artwork/EzX6aq]Deep Space Citadel[/url]
[url=BioGenesis Ships - Concept Art]BioGenesis Ships - Concept Art[/url]
[url=https://www.artstation.com/felixenglund]Felix Englund - Concept Artist[/url]
[url=https://www.artstation.com/artwork/qJKqNN]BioGenesis Portraits[/url]
[url=https://www.artstation.com/artwork/GvLxJN]Illustrations and Event Images[/url]
[url=https://www.artstation.com/artwork/2BQAQA]Behemoth Concept Art[/url]
[url=https://www.artstation.com/artwork/1NOAkG]Biogenesis Ships - Concept Art[/url]
[url=https://www.artstation.com/timwiberg]Tim Wiberg - 3D Artist[/url]
[url=https://www.artstation.com/artwork/1NY1qK]Behemoth - 3D Model[/url]
[url=https://www.artstation.com/artwork/EzKqkq]Shellcraft - 3D Models[/url]
[url=https://www.artstation.com/artwork/x3xA8R]Spinovore - 3D Models[/url]
[url=https://www.artstation.com/missfirephoenix]Emma Quer - 3D Artist[/url]
[url=https://www.artstation.com/artwork/L4v5P0]BioGenesis Ship Models[/url]
[url=https://www.artstation.com/artwork/8ByW3Q]Deep Space Citadel - 3D Model[/url]
