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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!

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!

 
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How likely is the AI to gain relics for player snatching off of them? Currently, they absolutely get Astral Relics and occasionally get Archaeo Relics and never get precursor relics and filthily get Crisis relic.

Secondarily to that, any chance we can get or will get an activation cooldown reset action like Astral Planes gave? Im in a playthrough to practice my relic stealing chops in anticipation, and clearing 9 relics really has me yearning for the ability to activate 3 at once, even if I only get to do it once per playthrough. If I take 12 total, its gonna mostly be the best situational options at the time, but it would be nice to unleash a powerstroke if you got 3 that line up nicely with one another.
 
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Very excited to be able to actually fix the ringworld.

Also very excited to see how workable rangers are.

Slightly disappointed it took this long to limit habitats for AI only and we're probably never going to see them return to how they used to be now that the actual problem with them has been addressed.
 
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Very excited to be able to actually fix the ringworld.

Also very excited to see how workable rangers are.

Slightly disappointed it took this long to limit habitats for AI only and we're probably never going to see them return to how they used to be now that the actual problem with them has been addressed.

It probably took this long to decide on how to handle it.
 
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I have a question about the "add_random_technology" bug fix. Does that stop the "ignore prerequisites" setting from occasionally pulling Crisis/Event/FE technology? (Currently only exists for Infinity Thesis where you have FE tech anyway and Scholariums if they get lucky every ~25 years or so).

If it does prevent that, can we get a "ignore tech weight" option added to the effect in the future? It was a neat, if rare/niche, effect to pull from events/crisis that didn't otherwise spawn that game. Since it could also pull from any repeatable tech, it felt like a nice surprise when this happened instead. I used it in one of my mods precisely for this purpose.
 
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It probably took this long to decide on how to handle it.

Probably for the best they did an AI side only behavior fix rather than introduce yet another system, for people who think systems solve everything but actually only present something to solve.
 
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I completely missed the new music tracks! Can't wait to listen to those, were they used in any of the promotional videos? I'd like a listen if so!
 
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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.
But just for AI empires, right?

However if habitat orbitals still try to run away when a hostile entity enters the system, playing as a Void Dweller is still untenable.
 
Any update on the deafening sound you hear whenever you open an empire diplomacy screen?

 
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Somewhat obvious but Shift click fleet movements is still a valid option

It’s a workaround but not a perfect one. Shift click forces ships to fly to the star of each system which is usually slower than going directly between jump points. It’s a lot slower if there’s a hyper relay route along the way since the ships will keep flying out of the relay to the star and back.
 
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It’s a workaround but not a perfect one. Shift click forces ships to fly to the star of each system which is usually slower than going directly between jump points. It’s a lot slower if there’s a hyper relay route along the way since the ships will keep flying out of the relay to the star and back.
I mean, flying around the storm is also faster than going through it in the scenarios where the game would actually choose to "detour"

Especially with the lowered modifiers in the next patch

And if there's hyper relays along the route it won't make a difference at all because leaving the relay network is guaranteed to take longer than using it, therefore the path finding will favor the storm systems
 
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"Why we need these things? Our empire's tech can make things better than them.
Sure, but it's the brilliant history of our universe."
This is this DLC doing. It can make the history and stories of Stellaris more interesting.
 
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Balance​

  • Doubled Ranger science to 4

Really not jazzed about this - the big weakness of Rangers is their (in)ability to scale - making them stronger early and then fall off seems pretty contrary to fixing that IMO?

Personally I'd probably buff rangers by making blockers double their effect on rangers once you unlock the tech to clear them, making various natural planetary features (e.g. Juvenile Nemmas, Savage Wildlands etc.) and likewise planetary modifers (e.g. Titanic Life, Hyper Ecosystem etc.) buff rangers and (depending on the feature) give ranger Jobs, and/or make is so that Preserve Blockers are can slowly convert into natural blockers (assuming you have more than one).
 
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Really not jazzed about this - the big weakness of Rangers is their (in)ability to scale - making them stronger early and then fall off seems pretty contrary to fixing that IMO?
They were terrible early and late. Now a home world (no blocker) ranger is worth about 1.2 pops (assuming you make perfect use of the amenities, or 0.9 pops if you don't) in the early game.

Late game, the ones with 3-4 blockers barely are worth working instead of other jobs, whereas they were never worth working before.

It's not perfect, but it's way better than leaving them unchanged.
Personally I'd probably buff rangers by making blockers double their effect on rangers once you unlock the tech to clear them, making various natural planetary features (e.g. Juvenile Nemmas, Savage Wildlands etc.) and likewise planetary modifers (e.g. Titanic Life, Hyper Ecosystem etc.) buff rangers and (depending on the feature) give ranger Jobs, and/or make is so that Preserve Blockers are can slowly convert into natural blockers (assuming you have more than one).
I too support all these changes (with the exception of Nemmas, which I think would need an alternate Environmentalist option, as none of the current ones are good narrative fits), but I'll take what I can get.

There's always my mod which does this. Not sure if I published the event change one, but I can do that too.
 
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They were terrible early and late. Now a home world (no blocker) ranger is worth about 1.2 pops (assuming you make perfect use of the amenities, or 0.9 pops if you don't) in the early game.

Late game, they ones with 3-4 blockers barely are worth working.

It's not perfect, but it's way better than leaving them unchanged.

I mean it's true that it's certainly better than nothing, it's just doesn't feel like it solves the main problem?

...(with the exception of Nemmas, which I think would need an alternate Environmentalist option, as none of the current ones are good narrative fits)...

Honestly I thought the breeding program seemed pretty reasonable for Environmentalists? (Hence tagging it to the Juvenile Nemma feature specifically).