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Stellaris Dev Diary #354 - Stellaris 3.13.1 'Vela' Preliminary Release Notes

Hi everyone!

Today’s dev diary is going to be a relatively short one. The 3.13.1 ‘Vela’ patch is planned for next Tuesday, September 24th, and we have a set of preliminary release notes for you to look over.

The biggest change is probably the removal of Nexus storms from the early game pool.

The Vela cycle will be a very short one, since the 3.14 ‘Circinus’ update and Grand Archive is already bearing down on us.

Preliminary Release Notes​

On to the release notes!
Balance
  • Added free pop to first blocker for planetscapers
  • Decreased Storm Creation costs and buffed Astrometeorology job
  • Stormriders and Subterranean get less devastation from storms
  • Scientist governors now also reduce devastation from storms
  • The Nexus Storm of 2211 will no longer happen. (Nexus Storms have been removed from the Early Game storm pool.)

Bugfix
  • A Fallen Empire cannot ask for a scientist that is exploring an Astral Rift
  • Added traits to hired marauder leaders
  • Added victory score to the two new precursor relics
  • All starting council positions are also filled without Galactic Paragons
  • Fixed a spelling error in the event Stormbound Sighted
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • Fixed machine name lists using ruler names for all non-envoy leaders.
  • Fixed randomly generated rulers not using regnal names when they should.
  • Fixed the concept tooltip for Storm Riders in the Storm Chasers origin tooltip
  • Fixed the handling of scientist heirs in the Stormfall event Cosmic Shapes
  • Fixes to Unique planets from Cosmic Storms:
    • Unique planets from Cosmic Storms can no longer spawn in the starting cluster of an empire
    • Reduced the size of the unique planets from Cosmic Storms
  • Fixing Rick the Cube tooltip in the additional content being misleading
  • Payload Padding technology now properly apply its effects
  • Removed Double Jobs for Gestalts on Ecumenopolis
  • Solar storm orbital resource modifiers now applying correctly
  • The Crimson Crawlers: Cooked Consumption planet modifier now has a yellow border
  • The Storm Touched trait is made available for individual machines
  • The Strip Mine Planet decision is only allowed once per planet
  • adAkkaria chain actually ends now when its over
  • Added a job weight to Storm Dancers so that pops actually want to work the job
  • Allow proper switching between corporate and non corporate planetscapers civic
  • Fixed descriptions for the special projects Stabilize the Collision and Harmonize the Collision
  • Fixed the secrets of the new precursors
  • Fixing resetlement cost modifiers not being capped by minimum economic modifier mult define
  • Made militarist empires with imperialist factions less likely to become vassals
  • Made the Irradiated Wasteland planet modifier produce +10% physics research
  • Planetscapers on Ocean Paradise will now get their blockers as promised
  • Removed the mention of sector automation from the planet designation tooltip
  • Saturated Filters can now be removed by the one who conquered the planet
  • Tempest Invocator storm placement will now be canceled if you lose the selected Scientist.
  • The Tempest Invocator's range is now centered on the selected Scientist's location.
  • Voidforged may not access Geo-Engineering Inc anymore
  • Fix to Initiate Storm replacing Sustain Storm if you have the Galactic Weather Control Ascension Perk
  • Several Tempest Invocator fixes

Stability
  • Changed cosmic storm spawn cooldown scale to prevent CTD
  • Fixed CTD in fleet manager when reinforcing fleets with ships without fleet size
  • Fixed CTD when in-game music player has no permission to write to playlist file

Modding
  • Added regnal_second_names_female and regnal_second_names_male to namelists.
  • Added use_regnal_name to effects that create leaders.
  • Fixed randomly generated empires in static galaxies having missing data if the player empire is randomly generated.
  • Removed ruler_names from namelists and added regnal_full_names. When generating regnal names, non-regnal full names will no longer be used if a regnal name is available, but if no regnal name is available, normal names will be used.

Next Week​

Next week’s dev diary will be at 18:00 instead of 13:00, and will have more new stuff than this one. :D

See you then!

 
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Is it deliberate that industrial districts now create only a single fabricator job instead of 2 for machine empires (I'm playing as XT-489). Overnight, after the update, I went from comfortably producing 400+ alloys per month to 90, with a dozen or more unemployed pops on all of my forge worlds.
 
Is it deliberate that industrial districts now create only a single fabricator job instead of 2 for machine empires (I'm playing as XT-489). Overnight, after the update, I went from comfortably producing 400+ alloys per month to 90, with a dozen or more unemployed pops on all of my forge worlds.
That definitely sounds like a bug. The only civic I can think of that would affect your foundry drones is the one that lets you use food instead of minerals as upkeep. What is your empire setup and are you using any mods?
 
That definitely sounds like a bug. The only civic I can think of that would affect your foundry drones is the one that lets you use food instead of minerals as upkeep. What is your empire setup and are you using any mods?
I'm using the vanilla XT-489 empire, and I have no mods. I have not yet done any civic reform. I'm running without the storms DLC active.
 
I'm using the vanilla XT-489 empire, and I have no mods. I have not yet done any civic reform. I'm running without the storms DLC active.
This is definitely a bug. I loaded a few games real quick and confirmed that fabricator jobs from districts for machine gestalts (I didn't check for individualist machines) have been cut in half (I checked for regular worlds, machine worlds, and ring worlds). I am filing a bug report. This probably has something to do with them cutting machine jobs in half on Ecu worlds.
 
Is it deliberate that industrial districts now create only a single fabricator job instead of 2 for machine empires (I'm playing as XT-489). Overnight, after the update, I went from comfortably producing 400+ alloys per month to 90, with a dozen or more unemployed pops on all of my forge worlds.
Destroying your empire's infrastructure is part of the update. "Because it's a Living Game" OooOOhh!
It sounds like a bug because it acts like a bug because we're letting Paradox do whatever they want to the programs we've bought, and never calling them out on it.
 
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Destroying your empire's infrastructure is part of the update. "Because it's a Living Game" OooOOhh!
It sounds like a bug because it acts like a bug because we're letting Paradox do whatever they want to the programs we've bought, and never calling them out on it.

Oh yes, the Stellaris playerbase, famously known for not pointing out clumsy boneheads by devs.
 
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Oh yes, the Stellaris playerbase, famously known for not pointing out clumsy boneheads by devs.
It's like they didn't even read my multiple overly long posts calling them out on this being badly designed. Or the various other posts doing that. All in this thread.

Anyway, time to go make a post in the actual 3.13.1 release post making yet more detailed complaints about how badly designed I think this is.
 
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Is it deliberate that industrial districts now create only a single fabricator job instead of 2 for machine empires (I'm playing as XT-489). Overnight, after the update, I went from comfortably producing 400+ alloys per month to 90, with a dozen or more unemployed pops on all of my forge worlds.

Just to reply in this thread, here's Grunts' post about the upcoming patch from yesterday.

Hello everyone, I have returned, bearing the Word of Eladrin. We are seeing your reports and are currently looking into getting one more patch out to you all before Grand Archive, especially concerning the missing jobs for machines.
 
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I've added a couple more to the bugfixes that got missed in the previous export.
  • Fix to Initiate Storm replacing Sustain Storm if you have the Galactic Weather Control Ascension Perk
  • Several Tempest Invocator fixes
I'll be poking around about some of the others mentioned in the thread.



Yes, it is. After Grand Archive, it'll be time to breathe and for another push with the Custodians on technical debt and bugs.
I'm afraid that custodians aren't able to fix all issues.
1. Their patches are too rare.
2. There is always a bunch new content that breaks more previous things.

Maybe you should replace 1 new content DLC or whole season to truly work for game health? Mostly to eliminate necessary micro, like gene mod, warfare, planet management (maybe all planets from sectors could have their UI combined and managed from single panel?).
Balance and lore changes, localization, outdated mechanics. Whole ethics needs some love, and maybe full overhaul.
I bet if you could release "support DLC" that gives no new content, maybe one portrait or shipset, and spent all this money into fixing game problems. Even 4 such DLCs, but fix the game. People would still buy it
 
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Behavior is tied to a define, FLEET_PATHFINDING_COSMIC_STORM_WEIGHT, that currently adds 100 days to the "cost" per system that has a storm in it, but that shouldn't cause it to take a circuit around the galaxy instead of go through three systems. In my picture, if I sent the ships to Vurul it'll path around the storm, but if Baeeruta is the destination they cut across it.

Got to be honest, I don't want player ships to ever change their behaviour for a storm. This defeats the object of having storms grant a tactical benefit and the player should be able to rely on their ships choosing the most direct route.

Going from your post, there doesn't seem to be a bug. My ultra-fast sublight speed on my stormchaser empire means if you add 100 days per system, that is about 300-600 days per storm crossed, with multiple stormfronts often in sequence. It's no surprise that fast fleets will find a 'better' route leading them half way across the galaxy, if we are looking at at such a high weighting.

Again, I think the issue we have is that we don't want the intended behaviour. Ships should be under our control, not the storm's.
 
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Got to be honest, I don't want player ships to ever change their behaviour for a storm. This defeats the object of having storms grant a tactical benefit and the player should be able to rely on their ships choosing the most direct route.

Going from your post, there doesn't seem to be a bug. My ultra-fast sublight speed on my stormchaser empire means if you add 100 days per system, that is about 300-600 days per storm crossed, with multiple stormfronts often in sequence. It's no surprise that fast fleets will find a 'better' route leading them half way across the galaxy, if we are looking at at such a high weighting.

Again, I think the issue we have is that we don't want the intended behaviour. Ships should be under our control, not the storm's.

Unless this person is mistaken wrt hyperlanes (and I don’t know why they turned it off for the screenshot) there must be some sort of bug.

This is with 100% storm protection for ship defenses researched btw.

View attachment 1193586
It just needs to go through the Scodd system.
 
Bumping this up again. Please revert pathfinding to previous versions. I think there is no need to mention yet another example of it being broken, even changing the 100 days for something else would be unwanted. The previous way was preferable, no one complained about it (except fleets not avoiding levis, but its fixed by marking the system as avoid)
 
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