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Stellaris Dev Diary #274 - 3.6.0.beta.final.final(1)v2 Copy

We're happy to announce that we've updated the 3.6 Open Beta again today. As mentioned in the original announcement, the Open Beta was originally supposed to run until the end of October, however due to the unexpectedly high number of players who have participated, we’re going to leave the Open Beta branch available until the official release of 3.6 ‘Orion’. We will continue to monitor the feedback you provide, but due to how close this is to the release, changes made from feedback this late will not be in the release of 3.6 ‘Orion’.

We’d like to thank all of those that have taken the time to try out the changes and given their feedback.

Thus, below are the patch notes for this week’s update to the Open Beta.

Balance
  • Explicitly prevented various scripted solar systems from spawning inside Marauder territory. These include Amor Alveo, Wenkwort, the Caravaneer capital, and Lost Colony origin systems.
  • Integrated Preservation for Machine Intelligences now affects Evaluators (and Chronicle Drones) not Coordinators.
  • Martial Law, Hunter Killer Drones and Compliance Drones planet modifiers now provide penalties to both mechanical and organic pop assembly.
  • Moved the repeatable technologies for strike craft into Society - Military Theory.
  • Rebalanced synchronicity traditions to match with the changes to harmony traditions.
  • Larger Unbidden ships and structures now have a point defense solution. Bzzt.

Beta Updates
  • Pacifist Xenophobe empires are no longer ambivalent about attacks on the Caravaneers
  • Fix for terraforming candidates that shown when tech is missing.
  • The Energy Siphon is now a space fauna weapon
  • Fixed a number of tooltips not showing for hive-mind cybernetic ascension
  • Fixed the tooltip for Adaptability for Void Dwellers.
  • Modular Cybernetics adds Augmentation Drones to Spawning Pools for hive-minds. Augmentation Drones turn alloys into pop assembly for cybernetic hive-mind pops.
  • Modular Cybernetics no longer gives hive-minds +10% pop assembly.
  • Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
  • Updated a number of stern sections to have the correct number of aux slots for offspring ships.
  • Added the Parasitic Overmind Goverment type
  • Added checks for corporate civics for shroud patrons
  • Added missing pop growth and assembly modifiers to unity designations for ringworlds.
  • Added missing tiyanki pop assembly for hive minds.
  • Fixed most of the machine intelligence authority text having highlights.
  • Updated Integrated Anatomy tooltip.
  • Balanced numbers for the instrument of Desire.
  • Fixed that the Cordyceptic Reanimation Facility wasn't buildable inside Amor Alveo.
  • Changed ethics attraction for the Composer and the Whisperer.
  • Knight jobs now give amenities instead of stability as reward from a quest. The Order's Keep now give 15 stability as a reward from that quest
  • Players now have a wider choice of leaders to become chosen through their covenant.
  • Players should no longer be able to form covenants with all the entities if they refuse the first covenant.
  • Shroud cooldown modifiers should now appear as percentage without need for unique loc.
  • The Whisperers stability penalty has been reduced. It now comes with a reduction in Unity.
  • The Whisperers will no longer kill up to 8 (!) pops on a planet.

Bugfixes
  • It is no longer possible to engage the Marauders or Horde in multiple dialogs
  • Lead ships should no longer run into the enemy disregarding their combat computer
  • Tooltip for opinion decay rate now shows two decimal places
  • Reunited the 'Code Changes' and 'Incompatible Code' modifiers with their icons
  • Fix for when becoming a vassal resets all Policies and Species rights to Default.
  • Reimplemented the localisation for the Trader Proxy Office.
  • Marauder clans may no longer spawn in systems which are adjacent to player empires.
  • Fixed AI's difficulty-adjusted economic modifiers, plus certain misevaluations of modifier benefits in its economic strategy
  • Pop Assembly modifiers now have decimal places.
  • Shroud Chosen Leaders will no longer lose their chosen trait on becoming rulers

Improvements
  • The Epi-Genetic Triggers technology and Genetic Resequencing tradition now both allow the removal of pre-sapient traits from species via species modification. The Servile trait from the Syncretic Evolution origin and traits bestowed by the Enigmatic Cache count as pre-sapient traits for this.
  • Renamed 'Planetary Government' and 'Planetary Unification' for gestalts

Modding
  • Fixed show_in_outliner in megastructures not actually working
  • Moved most pop upkeep and resource production to inline script.
  • Removed pop_assembly_speed modifier. You should use planet_pop_assembly_(organic_)mult instead. The sole difference previously was the former only worked in species traits (the untriggered sections) and the latter worked everywhere else (but not species triats). The error log didn't warn you of this, either. So now the latter works everywhere and the former no longer exists.

Once again, by the time this dev diary goes live, the Open Beta should be updated with the above changes. This is likely going to be final update to the beta branch.

Due to the Open Beta update, this dev diary replaces our normally scheduled dev diary that would have gone out on Thursday. We'll have more news next week.

Please note that the 3.6 "Orion" Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test" branch.

Don't forget to turn off your mods, they will break.
 
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When you say
  • Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.
Is that a modifier on existing assembly or an amount of assembly provided from the planet class/designation?
Modifier. +10% on ring worlds and +15% on ecumenopolises.
Thats what i hope for. But a confirmation would be nice.
I peeked at the event code, so I'd consider it confirmed.
 
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It's on my radar, don't worry!
Any chances you guys could add an option to shift the assembly to pop growth for Psionic Empires. Unless they use robots, they'll be further penalized with the changes on both Ecus and Ringworlds.

Also, have you guys fixed vassals settling Holy Worlds because the check for Zarqlan is wrong, and the Overlord being humiliated over it yet?

  • Balanced numbers for the instrument of Desire.
I really hope this is just the Unity/Alloy change. And not a nerf.
 
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Ringworld colony designations and ecumenopolis planet class now provide both mechanical and organic pop assembly.

What was the reasoning behind adding this to Ring Worlds?

At the point in the game when I'm building one, I've almost always got a surplus of population from breeder planets.

The boots from Cybernetic and Bio Ascension make this extra growth feel unnecessary, and tying the growth to designation means my fully-ascended science ring -- which I fully ascended after it was full -- is now working like a breeder world on space Viagra, which is unexpected.

Is the intended usage for Death Cults in specific?
 
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What was the reasoning behind adding this to Ring Worlds?
It's just a slight buff to the Ring Worlds. You can see the change in #271 Dev Diary, Ring Worlds getting buff to pop growth and getting compensation for orbital rings so it can come in line with Ecumenopolis.
  • Colony designations on ring worlds now provide +10% pop growth and assembly speed (this can be multiplied through planetary ascension). The default "ring world" designation provides +15%
  • Ecumenopolises now give +25% growth and assembly speed, rather than +50% growth (and no assembly)
  • Food Processing Centers, Mineral Purification Hubs, Energy Nexuses, Alloy Nano-Plants, Civilian Repli-Complexes, The Auto-Curating Vault, Citadel of Faith, Corporate Vault and Alpha Hub now have increased cost and upkeep on ringworlds, in exchange for providing the benefits normally giving by their related orbital ring buildings.
 
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It's just a slight buff to the Ring Worlds. You can see the change in #271 Dev Diary, Ring Worlds getting buff to pop growth and getting compensation for orbital rings so it can come in line with Ecumenopolis.

Ecus could be changed to give +% immigration chance instead of +% growth, and Gaia Worlds (which need a buff) could get the +% growth. Ring Worlds could also gain a +% to immigration chance. That would help.

Putting +% assembly on both Ecus and RW is weird, given how Habitats already provided a place for assembly which (unlike natural growth) doesn't care about their low capacity.

I'm asking about the reasoning -- what was the mechanical flaw which this change was intended to address?

Ring Worlds were always good, since Ecus didn't provide Research.
 
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I'm asking about the reasoning -- what was the mechanical flaw which this change was intended to address?

Ring Worlds were always good, since Ecus didn't provide Research.
Ring worlds were not good anymore tho. Ringworld start is just bad. This will help. Yes some people build ringworlds AFTER they get 2000 pops. But they should help you get there if you're not there, and with the new pop growth mechanics lots of people had complained about not being able to fill them fast. So it makes sense to put them on par with ecus for pop growth. If you need to stop them from producing pops, disable the cloning vat or robot assembly plant. Others though would make great use of these additions, I'm very excited for example.
 
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Asked this in one of the feedback threads but guessing it's gotten missed in the mass of replies so pardon a repost:

Modding related question for the devs. Will the Damage bonus based on target size accept a negetive value allowing for a weapon to do less damage against larger targets? or will it error out or default to 0? Also ae you restricted to putting it on weapons, or can you put it on combat computers, hulls, e.t.c.?
 
Ring worlds were not good anymore tho. Ringworld start is just bad. This will help.
You don't get the designation bonus until after you restore the Shattered Ringworld type into a full Ringworld segment.

I don't think it helps the Ringworld start, since the benefit comes very late.
 
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  • Added the Parasitic Overmind Goverment type

What is this?
It's a special government for Hive Mind empires with the "Cordyceptic Drones" civic and the "Necrophage" origin.
Code:
# Parasitic Overmind

gov_parasitic_overmind = {
    ruler_title = RT_PAR
    should_force_rename = yes
    possible = {
        has_origin = origin_necrophage
        has_valid_civic = civic_hive_cordyceptic_drones
    }

    weight = {
        base = 100000
    }
}
It has the same weight as the "Ravenous Hive" government (from "Devouring Swarm" civic), I wonder which one will be used when combining both...
 
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  • Added the Parasitic Overmind Goverment type
What is this?
The third government type available to Hive Minds! (Previously just the standard Collective Consciousness and Ravenous Hive for Devouring Swarms.)

Parasitic Overmind
-----------------------
Instead of relying on self-replication, this consciousness prefers to take possession of living hosts in order to reproduce.
In regular empires your government type impacts which types of leaders are allowed to be election candidates, but in gestalt empires it doesn't do much of anything except change your ruler title - in this case from "Hive Mind" to "Parasitic Mind" - and your empire's subtitle in the diplomacy view. There are no inherent mechanical effects, but government type can be used as a trigger.

You can trigger this government by using the Necrophage origin with the Cordyceptic Drones civic.
 
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Why does the Traditionalist faction oppose Cybernetic ascension but not Synthethic? It made sense when Cybernetic was a step towards Synthethic ascension, but now it feels like the Spiritualist faction should interact with it differently.
 
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You don't get the designation bonus until after you restore the Shattered Ringworld type into a full Ringworld segment.

I don't think it helps the Ringworld start, since the benefit comes very late.
2300 is not "very late". i know for lots of people the game is over by then, but personally that's where the game gets interesting for me, and I think it should be possible to restore one section at least by 2300. testing it now, not there yet.
 
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