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Stellaris Dev Diary #359 - Stellaris 3.14.1 'Circinus' Preliminary Release Notes

Hi everyone!

The Grand Archive Story Pack and the Stellaris 3.14.1 ‘Circinus’ update will be releasing next Tuesday, October 29th.

Today we have some Preliminary Release Notes for the 3.14.1 release!

Preliminary Release Notes​

Grand Archive Story Pack Features​

  • Space Fauna capture, breeding, and modification systems
  • 151 Specimens to collect and display across events from Grand Archive and the base game
    • Over 240 Specimens total including those distributed across other Stellaris content
  • 15 new Relics
  • Two new Tradition trees
    • Archivism
    • Domestication
  • Two new Origins
    • Primal Calling
    • Treasure Hunters
  • Two new Civics
    • Beastmasters
    • Galactic Curators
  • Two new forms of spaceborne life
    • Cutholoids
    • Voidworms
  • A new possible mid-game crisis - the Voidworm Plague
  • Three new music tracks
  • Events, Anomalies, Archaeology Sites, Technologies, Galactic community resolutions, and more!

Improvements​

  • Renamed Shattered Ring "Irreparable Damage" to "Reparable Damage" as once you have researched Mega Engineering. You can now restore it via decision.
  • Setting AI Empires to 1 and enabling Randomize will now generate 0-1 empires instead of always generating 1.
  • Special Project research order selector from system view now checks all possible projects for the location

Balance​

  • Made the Nexus storm chonkier
  • Significantly reduced storm effect on fleet pathfinding
  • Doubled Ranger science to 4
  • Subjects that are released from a country now copy the ascension perks of that country

Bugfixes​

  • Fixed strange boxes around technology icons
  • AI should now utilize leader assigned science ships
  • Corrected Technology Frames
  • Archaeological site Green Skies now requires Cosmic Storms DLC - you should no longer get Storms without the DLC enabled.
  • Fixed the Machine Worlds AP accidentally doubling the jobs and housing giving by Generator districts on Shattered Ringworlds
  • Reuniting the Pod project now resets tiyankis hostility before and after the project
  • Fix tiyankis potentially fleeing the system in Reuniting the Pod
  • Cybernetic leader portraits immediately change when the trait is gained
  • Fixed Regnal Names for the Fungoid 4 name list. All hail Emperor Globbelius!
  • Democratic and oligarchic Storm Chaser empire names can be randomized
  • Fixed some event leaders found in anomalies claiming that they were previously employed on your capital on their resumes
  • The Operation Exposed event (operation.5037) text no longer uses your country's name instead of the operation's name.
  • Added the correct icon to the job_researcher_upkeep_mult modifier
  • The Nu-Baol once again spawn with the Hive Mind trait and with the Phototropic Trait if the proper conditions are met.
  • Caravaneers cannot ask for a science ship that is exploring an Astral Rift
  • Saved StormVisuals as a .txt file
  • Synth ascended and Individualist Machine empire can now set the migration rights for mechanical and machine species
  • Virtual pops in synth ascended empires are now allowed to auto-migrate
  • The Event Eat or be Eaten will no longer select machine pops to be the most delicious in the galaxy.
  • Renamed the Government View to Empire View so it is no longer easily confused with the Government UI introduced in Galactic Paragons.
  • Fixed the Khan's starbases not showing a correct construction entity
  • The Unity tooltip now says Unity can be used to ascend Planets.
  • Guided Sapience and Natural Design are now mutually exclusive
  • Hid an unlocalized flag inside of the "Rorganize Leviathan Parade" button
  • Marauder Fleets now count as mercenaries for the purpose of being in breach of the Neutral Defenders Resolutions
  • The Imitator will no longer generate with the Hoarder trait causing immediate consumer goods deficit for gestalt empires.
  • Fixed a number of Cybernetic traditions not giving the correct effects if The Machine Age is not active
  • Empire generation now will be able to generate random Machine Intelligence empires.
  • The relic Crystal of Odryskia uses the correct trait name in the tooltip
  • Added the Researchers Upkeep modifier icon
  • Fixed empire designs with different randomized names sometimes preventing each other from spawning in galaxy generation.
  • add_random_technology_option effect now correctly checks techs weight
  • Fixed ships not entering the correct animation state after a combat if there was any incoming projectile animation
  • Auto-mod swapped traits won't disappear when loading a save
  • Made Genesis Guides and Natural Design mutually exclusive
  • Fixed assorted typos in script
  • Fixed assorted syntax error in script

AI​

  • The AI now has a set limit on the maximum number of habitats it should have, determined by galaxy size and difficulty setting. This limit is doubled for the Void Dweller and Void-Forged origins.
  • AI empires and Auto-Best feature now consider adding additional power sources to ship designs if there is no better component
  • When in combat, ships stay with their targets a bit longer, reducing the amount of ships flip-flopping on targets and ending not attacking anything.

Performance​

  • Updated the way ship modifiers are checked for tooltip display using a static cache

UI​

  • Polish for Game Setup UI
  • Changed icon for Exploration Vessels.
  • Fixed some ship types using the wrong icon in the fleet and combat UIs.
  • Game settings for DLC-specific features are now hidden if you don't have the DLC.
  • Reworked game setup UI.
  • Fixed triggered icons tooltip hitbox in event options

Modding​

  • planet_damage for bombardment stances is now a scripted value
  • Added on_ship_engulfed on_action
  • Added on_specimen_acquired on_action
  • Added is_last_acquired_specimen trigger
  • Added give_specimen effect
  • Allow to override technology name, description, icon and effects based on trigger conditions
  • Added centerPosition member to buttonType.
  • Smooth listbox's borderSize now affects the list's scrollable length.
  • Fixed listboxes' borderSize using X value for both X and Y.
  • Starbase building & module icons now use triggered description to allow it to be dynamic
  • spawn_planet_effect orbit_distance_offset parameter can now read variables and values
  • Concept tooltips can now be auto-generated for static modifiers using the modifier: prefix
  • Starbase buildings can now use scripted_effect_cooldown and scripted_effect_cooldown_flag fields to display cooldowns for a scripted action
  • export_modifier_to_variable can now be used with dynamic modifiers
  • Added on_fauna_capture_ended on_action, fired whenever a capture attempt ends no matter the outcome
  • Bombardment stances can now use scripted localization with a base scope of fleet
  • create_ship effect now supports rarity argument
  • Added is_last_acquired_specimen_rarity trigger
  • Starbases now support timed modifiers
  • Added ship_size_cost_resource_percent trigger
  • Added create_smaller_size_creature_in_fleet effect
  • Added component_lifesteal_add modifier
  • Added has_dna trigger
  • Section templates can now use compatible_with_all_ship_sizes instead of ship_size
  • Added mutation_slot_add modifier
  • create_nebula effect now generates nebula graphics in the galaxy view without needing to reload the current game
  • remove_point_of_interest effect now localizes the point of interest's name key if possible
  • Added age parameter to create_ship effect
  • Added evaluate_scripted_value console command
  • Added planet scope to distance_to_capital trigger
  • Added is_ship_category trigger
  • Added support to inline_scripts in event files
  • set_mia = mia_emergency_ftl now does a complete emergency ftl instead of just going mia, displaying the associated vfx
  • Added handled_by_event_tooltip parameter to special projects requirements allowing special projects to not being possible to complete manually
  • Added country_specimen_selling_cost_mult modifier
  • Added num_exhibits trigger
  • Added on_exhibit_unlocked on_action
  • Added space_fauna_growth_rate_mult modifier
  • Added ship_damage_against_boss_mult modifier
  • Added months and years parameters to event firing effects like country_event
  • Added monthly_loyalty_from_synthetic_subjects and monthly_loyalty_from_organic_subjects modifiers
  • Add detailed description to add_relic effect
  • Add trigger field to message variables
  • Added "has_any_flag" trigger
  • Added graphical_culture_fallback to create_ship effect in case graphical_culture targets an invalid GFX culture
  • Added is_core_component_set to component_sets, forcing the use of the core component icon in the technology view
  • Added on_colony_destroyed_by_bombardment on_action
  • Added timed_flag_days_left trigger

Grand Archive Achievements​

We have seven new achievements coming in with the Grand Archive Story Pack:

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It Belongs in a... oh right
Fill any Collection category with active Exhibits.

image6.png

Void Charmer
Build each type of Voidlure in one game, and attract each type of eligible Space Fauna.

image1.png

Animal Farm
Reach 50 Vivarium capacity.

image8.png

Wormageddon
Destroy a Voidworm nest.

image7.png

That's No Asteroid
Capture a Cutholoid with a Gravity Snare.

image5.png

X Marks the Spot
Discover Captain Ness's Treasure Hoard.

image2.png

Beastmaster
Defeat the endgame crisis without building a single artificial military ship.

Developer Q&A Today​

We’ll be holding a developer Q&A on the Official Stellaris Discord a little later today, stop on by and ask us questions!

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Next Week​

We should have a little bit of early post-release commentary next week, after you have the Grand Archive Story Pack in your [species.GetHandNamePlural].

See you then!

 
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genuine question - should shattered ring have a better fast track to mega engineering?
I would like it if they got Mega-Engineering as a guaranteed research option as a reward for clearing all the blockers in their home system. You'd still have to research Zero Point Power on your own, but after than you can jump straight into researching the technology to restore your sections to full functionality.
 
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this says there are 15 new relics but the main page for the grand archive and the paradox wiki says that the DLC adds 17 new relics. which one is right?


View attachment 1206387

There are a total of 17 including the one from the Treasure Hunters Origin and one from the Voidworm Plague.
 
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I would like it if they got Mega-Engineering as a guaranteed research option as a reward for clearing all the blockers in their home system. You'd still have to research Zero Point Power on your own, but after than you can jump straight into researching the technology to restore your sections to full functionality.
I'd imagined a special project after researching battleships, citadel, and zero point power that repairs the home world, and gives progress on mega engineering, but that works to.
 
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It ranged from a base of 2 on Tiny galaxies to 10 on Huge galaxies.
It's then modified by game difficulty - divided by two on Civilian up to multiplied by two on Grand Admiral.
Void Dweller origins then double it again.

They look at the value when deciding whether or not to build them, so captured ones count against their limit.

Is it building or colonizing/owning an habitat? If I got them 100 systems with habitats, would they colonize all of them or stop at 40 in Grand Admiral?
 
Is it building or colonizing/owning an habitat? If I got them 100 systems with habitats, would they colonize all of them or stop at 40 in Grand Admiral?

Building habitats. They'll fill up all 100 of the ones you gave them eventually.
 
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Doubled Ranger science to 4
:) Rangers are no longer dead content!


Still wish Environmentalists started with natural blockers, like Planetscapers, and this is probably too strong early/too weak late, but it's much better than it was. I will still rejoice, since them never being worth working was a pet peeve.
 
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On the hand this looks like a promising good DLC. On the other hand I really don't like that there are literally no balance changes to anything. No one expected a Genetics rework with this tight (maybe too tight?) release schedule, however there aren't even small buffs or nerfs to some traditions, ascensions, APs and authorities.

Roleplay is one thing but if there are some things so far ahead, it isn't bearable to pick something else. Very simplified, i guess it will stay the same with this DLC: "Oh shiny new space fauna, nice. Oh Cosmogenisis perk available, i will pick it."
I mean, 99% of the machine age content is locked behind being robots
And robots are boring

And if you want to be a crisis empire every eingle playthrough that's your problem

Others have zero issues being custodian, emperor, defender of the galaxy, etc.
 
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I'll just take the chance to say that the last season (and especially the Machine Age DLC) is much better than the previous DLCs of this season (I especially like the introduction of special buildings and professions in civics and origins.)

Thanks for the effort and I hope to see bio-ships and bio-megastructures subtype next year.
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I will never tire of talking about my deep dark fantasy about dual origins for greater individuality of nations and the gen-similar type system of civics (which again give greater individuality to nations and empires)
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I'm really looking forward to the year results of the Guardians team
 
I ask the developers to give the opportunity to change the screensavers in the main menu. The current topic is very bad. And among the old ones there were many interesting and beautiful ones.
 
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