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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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I'm usually not so down on moving on to the next thing and putting a DLC's post-release support on the backburner, but... that is a really bad idea in this specific case.

Assuming all that this patch has attempted to address goes well, we have;
  • Nexus storms no longer result in a game over if they hit you early (because they can't appear early). They still probably will late, because devastation is a much stronger mechanic than it's being treated as.
  • Devastation (maybe) will no longer gradually make colonies worthless for specifically Stormriders and Subterraneans, depends on if it hits 100% reduction because it's still uncapped going to 100% devastation.
  • Astrometeorology might be good now. Haven't tried it, don't know how much it needed.
  • Some bugs of varying significance fixed.

Unfortunately, we also have;
  • Way too many precursors for fully random design (I still have never encountered the new ones, and I'm not the only one. I've been restarting when I get another). This is a significant amount of this DLC's value.
  • Various critical bugs like with the AP unaddressed. See bug reports section.
  • Storms still cripple most empires, and the civics and AP aren't locked to Stormriders so given they help keep storms around that's just not coherent design (or, to be blunt, whoever designed the devastation gain and has now "fixed" it to still be uncapped, and unchanged for 90% of empires, does not understand what devastation does).
  • Despite whoever designed this being seemingly allergic to the reality that devastation gain is a bad mechanic for empires to not be able to mitigate (100% cap is 100% cap, even if it gets there slower), conversely the effect on ships can be 100% removed... easily, which means any use OTHER than domestic uncapped devastation gain use is gone by 2300.
  • Apparently Cetana still has bugs stopping her from being defeated but I don't know about that personally.
  • Some other bugs of varying significance not fixed.

This DLC is not ready to be moved on from. Unless the next patch after this is, despite the indication of more "new" stuff in it and that the next dev diary will be about the Grand Archive, actually a significant update to Cosmic Storms, this just isn't good. Please reconsider or this one's going to largely just annoy people if they can't refund it.
 
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There is no mention to the 0 days storm bug nor the AP removing Sustain and Stop storm options for science ships bug. Neither any mentions to changes on the technologies effect on ships nor their pathing.

Are any of these planned and going into the next Dev Diary or are they not currently planned? These seem more important than several others, not only judging by community feedback on different media but also from a gameplay perspective so it would be lovely if these, or some of these, made it out soon to the game.
 
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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.

When Season 8 was announced, I did some math and realized it was going to be a very aggressive release schedule.

Yes, it is. After Grand Archive, it'll be time to breathe and for another push with the Custodians on technical debt and bugs.
 
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I'm usually not so down on moving on to the next thing and putting a DLC's post-release support on the backburner, but... that is a really bad idea in this specific case.

Assuming all that this patch has attempted to address goes well, we have;
  • Nexus storms no longer result in a game over if they hit you early (because they can't appear early). They still probably will late, because devastation is a much stronger mechanic than it's being treated as.
  • Devastation (maybe) will no longer gradually make colonies worthless for specifically Stormriders and Subterraneans, depends on if it hits 100% reduction because it's still uncapped going to 100% devastation.
  • Astrometeorology might be good now. Haven't tried it, don't know how much it needed.
  • Some bugs of varying significance fixed.

Unfortunately, we also have;
  • Way too many precursors for fully random design (I still have never encountered the new ones, and I'm not the only one. I've been restarting when I get another). This is a significant amount of this DLC's value.
  • Various critical bugs like with the AP unaddressed. See bug reports section.
  • Storms still cripple most empires, and the civics and AP aren't locked to Stormriders so given they help keep storms around that's just not coherent design (or, to be blunt, whoever designed the devastation gain and has now "fixed" it to still be uncapped, and unchanged for 90% of empires, does not understand what devastation does).
  • Despite whoever designed this being seemingly allergic to the reality that devastation gain is a bad mechanic for empires to not be able to mitigate (100% cap is 100% cap, even if it gets there slower), conversely the effect on ships can be 100% removed... easily, which means any use OTHER than domestic uncapped devastation gain use is gone by 2300.
  • Apparently Cetana still has bugs stopping her from being defeated but I don't know about that personally.
  • Some other bugs of varying significance not fixed.

This DLC is not ready to be moved on from. Unless the next patch after this is, despite the indication of more "new" stuff in it and that the next dev diary will be about the Grand Archive, actually a significant update to Cosmic Storms, this just isn't good. Please reconsider or this one's going to largely just annoy people if they can't refund it.
I mean, you don't need to cap devastation

Most storms won't bring you to 100 anyways

Between planetary shields and the two origins (does the relief center also effect devastation?) you have enough counters to not hit 100% before the storm leaves and you're ticking down again
 
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I mean, you don't need to cap devastation

Most storms won't bring you to 100 anyways

Between planetary shields and the two origins (does the relief center also effect devastation?) you have enough counters to not hit 100% before the storm leaves and you're ticking down again
Then there is no problem with being able to cap devastation for when a neighbor keeps attracting/sustaining storms.
 
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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'd love to see a few static enhancements:

- Storms as "guardians" in static, fixed systems which don't travel (but might generate new storms later in the game) -- tactical implications for early game, reason to conquer or claim if you're a storm civic too.

- Storm name and type on a single line instead of the useless flavor being easy to read while the important info is low-contrast and difficult to read

- Storm icons should have type information more readable. Right now I have a circle ("it's an event!") around a cloud ("a storm event!") and then a tiny little hint at what kind of storm almost hidden in the top half of the cloud. The storm type info needs to be larger for my old tired eyes to be comfortable reading it. Perhaps a stormy swirl instead of an enclosing circle, and the type taking up over 50% of the interior space instead of less than 10%.

Couple more specific galaxy-map suggestions here: https://forum.paradoxplaza.com/forum/threads/cosmic-storms-first-impressions.1702814/post-29887473


Scientist governors seems like a great choice because of how Scientist demand drops after the exploration rush, if you're limited to only a single leader type of governor being useful against storms, but I'm not sure why you're limited to only a single leader type being useful in that context. Still pretty good, just a bit odd.
 
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  • adAkkaria chain actually ends now when its over
Does this cover the bug with delving the secrets of the Inetians also? (As a related issue with event chains).
 
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Yes, it is. After Grand Archive, it'll be time to breathe and for another push with the Custodians on technical debt and bugs.

Glad you're feeling better!

That's a shame tbh. As a season 8 buyer I'll think twice before buying a season 9 if it comes out. It definitely feels lately that there's several long lasting bugs and QoL issues that aren't getting addressed because the team has to race onto a new DLC.

I'll look forward to the Custodian push.
 
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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.
Great! Very good news. Thanks for taking the time to double check it.