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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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Sometimes I wonder about some of the balance changes. I wouldn't disagree about them in general but in my opinion they are not the glaring elephant in the room.

For example, a rather small nerf to Harmony/Synchronicity (5% less) seems more important then making changes to the Aptitude tradition tree. This tree has a really nice opener but the rest is garbage. While there are better, worse and situational tradition trees, i won't ever consider choosing Aptitude in any playthrough.

Same goes for some civics like Heroic Past / Precision Cogs / etc. It doesn't even do something besides it effect which has zero impact. A completely dead civic.
Some ascension perks are in a rough state too, like Detox.

Those are more easy to adjust then some interface improvements (for example when assigning a governor to a planet you go through the unordered list of all your leaders).

Edit2: Or a recent example: Computation Core Focus policy for MegaCorp synthetically ascended Bio. It simply does nothing. The colonies you are working those jobs will have 0-5 clerks at maximum (for example Forge Ecu). And even then it is way more beneficial for each pop to work on another of those specified jobs then as a clerk buffing them.

Edit: Please don't get me wrong. I like the devs dedication and work and see nothing wrong in what is listed in the patch notes. However in my humble opinion it would be nice to sometimes have a broader view about some other issues besides those in the latest DLC.
Agreed with this. Also, why did Harmony need to take a hit from the nerf bat? It was finally starting to get good! I'd like to see general but slight buffs to most* Traditions, not nerfs.

*Some are fine as they are (I'm looking at you, Supremacy). Others need some serious attention (Aptitude, man, WTF happened to you?!), others could stand a spruce up (Justice for mah boii Expansion...). They massively improved Adaptability. The others can get some love too!


Anyway, on another point. Devs: you added tooltips to the Galaxy Screen for Arc Furnaces and Habitats. How about doing the same for Dyson Swarms? Top bloke Garvins on the Steam Workshop has made this mod to so do, but unfortunately it alters the checksum :( Please could something like this be adapted into the base game?
 
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better question, when is can_think used without exception for serviles?

From a search for can_think:
  • Factions
  • The cleanup drones from the orbital trash event
  • Refugees (mindless pops can't flee)
Edit: not Mortal Initiate or Knights, though I thought that initially.

And of course, happiness. For a trait that gives +10% happiness, this is the most ridiculous one.

Code:
species_has_happiness = {
    NOR = {
        AND = {
            has_trait = trait_machine_unit
            from = { has_authority = auth_machine_intelligence }
        }
        has_trait = trait_hive_mind
        can_think = no
        AND = {
            has_trait = trait_mechanical
            OR = {
                NOT = { exists = from }
                from = { has_authority = auth_machine_intelligence }
                from = { NOT = { has_technology = tech_synthetic_workers } }
                from = { has_policy_flag = ai_outlawed }
            }
        }
        AND = {
            has_trait = trait_cybernetic
            exists = from
            from = {
                OR = {
                    AND = {
                        has_authority = auth_machine_intelligence
                        has_civic = civic_machine_assimilator # Assimilator empire
                    }
                    AND = {
                        has_authority = auth_democratic
                        has_country_flag = cyber_collectivist
                    }
                }
            }
        }
    }
}

So sure, it's not often. It's just often enough to be problem.
And remember, it was a problem when they did a similar change to allows_purge a few versions ago. The change was to remove just one entry. It fixed around 5 bugs, but created a new one: all empires with the "Displacement Only" policy were no longer able to do any displacement. There was only one exception, but it caused a pretty big problem. So how many exceptions there are really does not matter (as long as there is at least one).
 
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  • 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.
I thought this was a good idea on first reading this but the implementation seems to be very punishing and much earlier than I expected. Playing fanatic materialist and going cosmogenesis and I start getting threats to "prostrate myself or else" almost immediately after getting level 2 of cosmogenesis. It is impossible to stand up to them at this point in the game, so I accept the humiliation with some very hefty penalties to unity, happiness and especially research for 10 years and once that time is up it's not long before you get the same threat and again have to accept. What this boils down to is a very large nerf to the cosmogenesis path which is in effect more often than not from level 2 onward.
 
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