![]() Since then, we’ve added a couple of special Habitat variants, and various other reworks have shifted their fortunes up and down in the overall balance of the game. The 2.7 ‘Wells’ patch made the next major change to Habitats, adjusting their costs, requirements, and adding multiple tiers. In 2.3 ‘Wolfe’, alongside Ancient Relics, we removed the Voidborne requirement to build Habitats, adjusted their habitability a little bit, and gave them varying districts based on what they were built over. Habitats were introduced way back in the 1.5 ‘Banks’ update in Utopia. Let’s start by looking at the history of Habitats in Stellaris. Passion: Things the individual developers really want to do.Ĭonveniently, a lot of times all of these align quite nicely.Pain points, quality of life improvements, bug fixing, and other good ideas from the community. Directives: Things dictated by me, the Game Director, usually for long term strategic reasons.Why Are You Looking at Habitats Again?The Stellaris Custodian team looks to three primary categories when deciding what to pursue: We’ll be going through the entire development process in this dev diary, so there’s going to be a lot of ideas that were interesting but were subsequently discarded for various reasons. I hope your summers have been going well! I got a bit sunburnt, but today we’re back and ready to talk about some of the promising experimentation we’ve been doing with the Habitat system.
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