• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

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:

image3.png

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!

1729602283649.png

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!

 
  • 45Like
  • 12Love
  • 5
  • 1
Reactions:
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.
Give me the Hallelujah!

Now the question is - is this limit editable via mods?
Nevermind, it was already answered.


Game settings for DLC-specific features are now hidden if you don't have the DLC.
This one is also pretty good change.

Subjects that are released from a country now copy the ascension perks of that country
RIP psionically ascended synths.
 
Last edited:
Made an account just to ask: does the scourge have any interactions with this new dlc? I know we can technically already make more if we get the brood queens, but it'd be fun to be able to grow them if we miss out on snagging that.
 
  • 1
Reactions:
No, the main menu will remain until REDACTED.
Correct me if it is already in the game, but maybe there could be an option to choose main menu picture and music.
 
  • 6
  • 1Like
  • 1Love
Reactions:
No, the main menu will remain until REDACTED.

Totally unrelated to the DLC, but have you guys ever considered having past menu screens cycle or be selectable? You guys have done such amazing art work for this game over the past 8 years, it just feels like a shame to have those old splash screens be gone forever.
 
  • 30
  • 1Like
Reactions:
I like the looks of this DLC a lot. I also like the Shattered Ring adjustment a lot. I'm particularly excited for the achievement to beat the crisis with no artificial ships, as that implies that they can indeed replace your whole normal fleet (which means the civic penalty isn't as bad as it seems).

However, and for the record, this is barely anything for Cosmic Storms unless there's more that didn't make it into the patch notes. It still very badly needs fixes for;
  • Precursors are very buggy
  • Storms don't always end at 0
  • Storm fleet effects are too easy to negate entirely
  • Storm planet effects are too hard to mitigate at all, devastation is a crippling threat with no counterplay early and requires not using them despite all civics, AP and origin encouraging keeping them around. Reducing rate of devastation gain doesn't fix this, it needs to cap the amount it goes to or use a different mechanic. This should ideally include being able to adjust into a storm build if you receive a storm-focused precursor
  • Storm pathfinding effects need to be turned off completely, I want my fleets to go where I say

I won't lie, I expected a lot more in this patch for them, and I hope the early preliminary notes for this will include more planned fixes for Cosmic Storms.
 
  • 11
  • 2
  • 1
Reactions:
I noticed no fixes yet for Prison planet Arcologies, still need a fix as they don't supply worker jobs from industial and forge districts. If this is not design goal of prison planet rework, they are capped at 1 and worker builds are hardly meta so why not?

I was also hoping for a balance pass on the new precursor rewards.
 
I like the looks of this DLC a lot. I also like the Shattered Ring adjustment a lot. I'm particularly excited for the achievement to beat the crisis with no artificial ships, as that implies that they can indeed replace your whole normal fleet (which means the civic penalty isn't as bad as it seems).

However, and for the record, this is barely anything for Cosmic Storms unless there's more that didn't make it into the patch notes. It still very badly needs fixes for;
  • Precursors are very buggy
  • Storms don't always end at 0
  • Storm fleet effects are too easy to negate entirely
  • Storm planet effects are too hard to mitigate at all, devastation is a crippling threat with no counterplay early and requires not using them despite all civics, AP and origin encouraging keeping them around. Reducing rate of devastation gain doesn't fix this, it needs to cap the amount it goes to or use a different mechanic. This should ideally include being able to adjust into a storm build if you receive a storm-focused precursor
  • Storm pathfinding effects need to be turned off completely, I want my fleets to go where I say

I won't lie, I expected a lot more in this patch for them, and I hope the early preliminary notes for this will include more planned fixes for Cosmic Storms.
Storm Pathfinding was adjusted in this patch, you can find it in the patch notes. We will continue to look into improvements for them.
 
  • 5Like
  • 2Love
  • 1
Reactions:
  • Fixed some event leaders found in anomalies claiming that they were previously employed on your capital on their resumes
This always bothered me haha.

The thread top images makes me ask again, will we have any way of collecting all specimens through different playthroughs (as some are exclusive) so we can view them afterwards? Like an achievements list but on the game menu. And with all the specimens and their lore.
 
  • 4Like
Reactions:
Storm Pathfinding was adjusted in this patch, you can find it in the patch notes. We will continue to look into improvements for them.

Thanks for adjusting it but it really would be nice to please get rid of it. There’s no situation where I’d want a fleet to start taking detours that I didn’t tell it too. Particularly if it’s for something as minor as a storm, doubly so if the technologies to nullify any effects are researched.
 
Last edited:
  • 9
  • 1
Reactions:
Oh my, the dlc looks absolutely quality but I can't help but be a little dissapointed at the lack of quality of life balance changes.

Even at a casual level theres a fair amount of content desperatly begging for a number change. (Ranger buff is cute though)
I particularly wish for these quality of life improvements:

Jesus Christ, man.

Also, I think you need some color in that Active effect! After all, 20% of them will die.
"a small percentage of its users"
 
  • 4Like
  • 4
  • 1
Reactions:
Storm Pathfinding was adjusted in this patch, you can find it in the patch notes. We will continue to look into improvements for them.
I know it was adjusted and I assume it is better.

I don't want it to happen at all. I don't want my ships to detour because of storms, I want them to go where I tell them to.
 
  • 9
  • 3Like
  • 1
Reactions:
Jesus Christ, man.

Also, I think you need some color in that Active effect! After all, 20% of them will die.
Naaahhhh, it'll be fiiinneee.

"Some of you may die, but it is a sacrifice I am willing to make."


Oh my, the dlc looks absolutely quality but I can't help but be a little dissapointed at the lack of quality of life balance changes.

Even at a casual level theres a fair amount of content desperatly begging for a number change. (Ranger buff is cute though)
I really have to agree with this. While I do appreciate new DLC, I'm actually quite surprised how thin the other changes are (particularly Improvements and Balance). It was the same way with 3.13. I honestly assumed there would be more in than we've had, and it feels disappointing.

I am really, REALLY hoping that we get some interesting, juicy, and substantial updates as part of 3.15, come next March (or so), but also in 3.16. DLC is fine, DLC is good - but Custodian patches are also very interesting, and personally I think that there is a lot both worthy of (and in some cases, in dire need of).
 
  • 3
Reactions:
Storm Pathfinding was adjusted in this patch, you can find it in the patch notes. We will continue to look into improvements for them.

I know it was adjusted and I assume it is better.

I don't want it to happen at all. I don't want my ships to detour because of storms, I want them to go where I tell them to.

Perhaps there could be a storm pathfinding stance for ships? Like how civilian ships can already be Passive or Evasive for contact with hostiles, ships in general could be Passive or Evasive vs storms. Sciencse ships, construction ships and military fleets all have space for 3 more buttons without needing to adjust the UI window sizes. Other ship types have even more.

button_mockup.png
 
  • 11Like
  • 3
Reactions:

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.
I feel like I would've preferred a (colony + colonization_plan) limit on habitat construction, rather just a limit specifically on habitat count. That way an empire with enough regular planets might not build any habitats at all, and on low planet settings AI would be able to make up the difference.

Does the Voidborne AP also increase AI habitat cap?
 
  • 3Like
  • 1
Reactions: