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Stellaris Dev Diary #347 - Stellaris 3.12.5 "Andromeda" Preliminary Release Notes

Hello everyone!

This week the 3.12.4 hotfix (which fixed a crash related to non-latin letters in usernames) has been deployed to non-Steam platforms.

Today I’ve got a preliminary list of changes for the 3.12.5 patch, which we currently have planned for Tuesday, June 18th.

Improvement​

  • Obsessional Directive empires that control a black hole now get an option for safe and secure storage for their commodities.
  • Reworked how Fallen Empires view empires trying to match their technological level. Unless you're a Scion, any FE level tech you acquire will accrue a stacking opinion penalty with them, that is doubled for the materialist Fallen Empire.
  • Added new building icons for the Sensorium and Simulation Sites and their upgrades
  • Species list will not longer show founder species from various contacts that do not even have any presence on any of the planets.

Balance​

  • Constructing an Arc Furnace in a system will now remove all trade deposits to make way for the mining stations
  • Increased the output of Haruspex and Technophants.
    • Haruspex now produce 3 Unity and 2.5 Engineering Research (was 2 Unity and 2 Engineering Research).
    • Technophants now produce 6 Unity and 5 Engineering Research (was 4 Unity and 4 Engineering Research).
  • Spyware Directives now start with Basic Cloaking Fields as a research option
  • Synaptic Subprocessing for Hive Minds now grants Augmentor Drones to Spawning Pools instead of Modular Cybernetics, however the effect on Empire Size from Districts was halved
  • Modular Cybernetics now grants Hive Minds +3 Organic Species Trait Points as they cannot research robotic technologies
  • The AI Emporium Branch Office Holding no longer provides +5% resources from jobs, instead it provides +1 Identity Designer job and +10% Branch Office Value from Roboticists and Identity Designers. This allows the empire in which it is constructed to assemble robots even if they do not have the required technology. However, only one can be constructed in each empire in which you have a branch office and it can only be constructed if the empire has not outlawed robots.
  • The Customer Insights edict now reduces both the energy and influence cost for Branch Offices
  • The Empire Size Effect for Integrated Hives has been reduced from -50% to -33%
  • Empire Size from Pops for OTA Updates has been reduced from -20% to -15%
  • Empire Size from Pops from Harmony and Synchronicity tradition trees have been reduced from -15% to -10%
  • Cetana's relic now provides -50% planetary ascension cost, down from 75%.
  • The job strata bonuses from Synthesization have been rebalanced, moved to the robot assembly buildings, and apply to both regular empires and Synthetic Fertility

Bugfix​

  • Planets which had an anomaly present while an Arc Furnace was constructed will now correctly inherit all the deposits when the anomaly is cleared, if the planet can support mining deposits
  • Updated many anomalies to no longer remove deposits if applicable.
  • Gone Native' event has default text in case none of the other options were appropriate
  • AI Empires will check if they already have an assigned emissary for the galactic community before assigning a new one.
  • AI will assign emissaries to the Galactic Community.
  • AI will check if a federation already has an assigned representative before assigning a new one. Will prevent it from continually switching representatives.
  • Cybernetic Creed start event duplication blocked
  • Fallen Empires created by Cosmogenesis should now no longer sometimes be created tragically without a personality.
  • Federation/Galcom fleet template size is now limited by the corresponding capacity, not by the command limit.
  • Fixed Augmentation Bazaars sometimes not granting the full effects from some Cyberization choices
  • Fixed Expand the Council agenda behavior for savefiles that predate Galactic Paragons DLC
  • Fixed former federation fleets being treated as federation fleets when checking which ship designs can be added to the template.
  • Fixed some logical errors for the Bot Lord, Truth Seeker and Shroud Preacher traits
  • Fixed the concept tooltip for Machine Template System
  • Fixed the nanite deposit scaling
  • Fixed the void dweller origin sometimes trying to spawn a mining station around the habitat central complex
  • Hide Dyson Sphere build option when Machine DLC is enabled
  • Increased the animation speed of Imperial Colossus. Now it has enough time to trigger laser beam animation.
  • New rulers will properly abandon their old council positions.
  • Paradox titan graphics no longer uses the same mesh twice and looks broken.
  • Pre-sapient pop will no longer display colony abandonment cost if only one sapient pop is left on the planet.
  • Psionic species variants can be cyberized
  • Refugees will no longer flee to places where they will be dismantled on arrival
  • Replaced most checks for the Servile, Nerve Stapled, Zombie and Suppressed traits with the can_think trait.
  • Science ships using automation should no longer excavate archeology sites that aren't available to the owning empire.
  • Script error in resort worker job block
  • The Psionic Theory no longer tries to check if your empire has the Psionic Expertise trait, instead it checks if a Councilor has the trait.
  • The tooltip for Diplomatic Weight now states "Delegate" instead of "Envoys"
  • The Victory Score breakdown will now correctly include Victory Score from effects in its Score calculation at the top of the screen.
  • When a country leaves a federation, its federation fleet templates are now transferred to the president.
  • When a federation is disbanded, the president takes control of all federation fleet templates, including ones without a fleet.
  • When a non-president country builds a federation fleet from a template, the template is now transferred to the president along with the fleet.
  • When the GDF changes ownership, GDF fleet templates without actual fleets are now transferred.

Stability​

  • Fixed crash in federation fleet ui entry after resync
  • Fixed crash in federation member UI item when resyncing
  • Fixed crash upon loading a save with faulty owners of megastructures
  • Fixed CTD when technology without tech area is processed by the database
  • Fixes oos related to mining planet megastructure

Modding​

  • Added on_auto_colony_type_changed on_action.
  • Added the Servile trait to the can_think scripted trigger

Barring the unexpected, this is likely to be the final release of the "Andromeda" patch cycle, so your mods are safe until the storms blow them away with the 3.13 "Vela" release coming in Q3 2024.

What’s Next : A Mysterious Visitor, and Upcoming Stellaris Free Weekend!​


Next Tuesday we’ll find out what this is about:

Stellaris Starfish-Hype-9-16.png

We’re also going to have a Stellaris Free Weekend starting on June 20th, running through the weekend.

export example EN.gif

To help our new players out, next Thursday’s dev diary will be "Tips from the Developers".

See you then!
 
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when you fix languages error ? you do liek a yers ago path for it but it for my Polish language change not much, and from what i see it change not much for all languages who have that problem. probady all of thme who are not English, and which use a more standard alphabet, although I don't know if China and Korea also have a problem with theirs, maybe but I guess the problem is that we have a similar alphabet but additional characters... i be nice not not see coding names in half of messages add in last two yers or change in that time.
 
Will Cybernetic creed released vassals finally inherit the origin?
Please also look into what happens after a cybernetic creed empire wins a liberation war. It's frustrating that the empires we convert are normal spiritualists who think our ritualistic implants are heresy.

Changing the origin of liberated or released empires isn't necessary if having one of the unique cybernetic creed authorities would trigger replacement of the spiritualist faction with a creed. Then, liberated empires and released vassals would inherit the creed authority and therefore also the faction and non-traditional attitude towards augmentation. This would mean cybernetic creed empires would have to finish their conclave before going on a crusade, but that makes sense.
 
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  • Added the Servile trait to the can_think scripted trigger

So you're telling me "Serviles" won't be able to join factions, nor have happiness anymore? That's quite the nerf. Will the trait be rebalanced? At least the part where it gives +10% happiness?

Besides, I thought the whole idea was they can think, just not too well. Which is why they still have happiness, and a bigger boost to resource production than "Nerve Stapled", but with mostly the same limitations.
How about creating different scripted triggers for each case instead? Maybe not every single one, but at least one for which species can generate leaders, work complex jobs or be released as vassals.
 
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So you're telling me "Serviles" won't be able to join factions, nor have happiness anymore? That's quite the nerf. Will the trait be rebalanced? At least the part where it gives +10% happiness?

Besides, I thought the whole idea was they can think, just not too well. Which is why they still have happiness, and a bigger boost to resource production than "Nerve Stapled", but with mostly the same limitations.
How about creating different scripted triggers for each case instead? Maybe not every single one, but at least one for which species can generate leaders, work complex jobs or be released as vassals

I think it's to prevent things like slave rebellions headed by serviles, which tend to happen in my games
 
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I think it's to prevent things like slave rebellions headed by serviles, which tend to happen in my games
Well, I doubt that. I just made a quick search just in case, and I don't see can_think being used in anything related to rebellions.

I'm just worried whoever made the decision to add "Serviles" to that scripted trigger may not realize how much impact it will have.
 
Can I ask about modding feature? It would be good if when a mod lacks localization files for some language it would default to l_english (or make default localization files a property of the mod). It would be better for players that use non-english language without essentially copying another localization folder for every mod installed.
 
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Yes, you need to upgrade a swarm into a sphere.
I don't like that this is enforced. While it's perhaps a natural design decision, it cheapens the Dyson Sphere and the Galactic Wonders AP a bit in terms of flavor. I liked the monumental feeling of having to spend a long time building JUST the construction site for the Sphere and then the frame, without getting any benefits yet, because the end result is just that huge. Dyson Swarms and Dyson Spheres are also realistically very different things even if they both have "Dyson" in the name.

I think the build times for the Dyson Sphere Site and Frame should be shortened (or preferably, the build time for the Swarm increased) so that it's a little faster to build a Dyson Sphere from scratch, but without the intermediary benefits. Then it also wouldn't take up one of the Dyson Swarm slots and could be built in addition to them.
 
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I don't like that this is enforced. While it's perhaps a natural design decision, it cheapens the Dyson Sphere and the Galactic Wonders AP a bit in terms of flavor. I liked the monumental feeling of having to spend a long time building JUST the construction site for the Sphere and then the frame, without getting any benefits yet, because the end result is just that huge. Dyson Swarms and Dyson Spheres are also realistically very different things even if they both have "Dyson" in the name.

I think the build times for the Dyson Sphere Site and Frame should be shortened (or preferably, the build time for the Swarm increased) so that it's a little faster to build a Dyson Sphere from scratch, but without the intermediary benefits. Then it also wouldn't take up one of the Dyson Swarm slots and could be built in addition to them.
I think this (starting them earlier as a swarm) is a patch for "megastructures feel so late game and win more after the science changes", but they could do something about the Megastructure tech as well
 
I think this (starting them earlier as a swarm) is a patch for "megastructures feel so late game and win more after the science changes", but they could do something about the Megastructure tech as well
It's a good change, but it should be optional. We should still be able to build a Dyson Sphere the old way if we want to. Buying a new DLC should never take away a feature from an older one.
 
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Well, I doubt that. I just made a quick search just in case, and I don't see can_think being used in anything related to rebellions.

I'm just worried whoever made the decision to add "Serviles" to that scripted trigger may not realize how much impact it will have.
Maybe not at rebellions, but empire generation?
 
Maybe not at rebellions, but empire generation?
I don't see anything like that either. The closest thing is the rule to allow releasing vassals, but that one already properly excludes "Serviles".

Honestly, it looks like a newbie noticed that most of the time there is the line can_think = yes, there is also NOT = { has_trait = trait_syncretic_proles } (the "Serviles" trait) next to it and thought "Well, this should probably be in can_think too". Which is understandable, but as it happens, that would cause an undesired nerf to the trait.
 
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I don't see anything like that either. The closest thing is the rule to allow releasing vassals, but that one already properly excludes "Serviles".

Honestly, it looks like a newbie noticed that most of the time there is the line can_think = yes, there is also NOT = { has_trait = trait_syncretic_proles } (the "Serviles" trait) next to it and thought "Well, this should probably be in can_think too". Which is understandable, but as it happens, that would cause an undesired nerf to the trait.
better question, when is can_think used without exception for serviles?