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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:

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!

 
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But not environmentalist. If breeding more Nemmas were restoring an ecosystem you'd damaged, it would be. But breeding more and shifting the ecosystem enough that it appreciably increases the effective size of the planet is more or less the opposite of the "nature preserve" vibe. It would fit well with the upcoming Beastmasters/Primal Calling things, though.
 
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Man, choosing to call the tradition "Archivism" instead of "Archival" is gonna bug me every time I see it.

Looking forward to the voidworm plague though, and auto-modding and random machine intelligence empires are exciting bugfixes.
 
But not environmentalist. If breeding more Nemmas were restoring an ecosystem you'd damaged, it would be. But breeding more and shifting the ecosystem enough that it appreciably increases the effective size of the planet is more or less the opposite of the "nature preserve" vibe. It would fit well with the upcoming Beastmasters/Primal Calling things, though.
I always thought that each turtle is the size of a district

Kinda like the turtle in Mists of Pandaria, or the Onbu in Wandering Village, or the Elephant in One Piece

Sure, those things may be small compared to "planet divided by default district number" but stellaris is hardly consistent - for example the same colony ship can contain 1 to 3 colonists without any increase in the costs even

Also in the case of the turtles we are just creating more Islands because you can't just live in open waters (allegedly) - we hardly breed more than a handful anyways, hell, most of the time it caps at two and then keeps complaining about overpopulation

I don't think we majorly fuck up the eco-system, especially since we are clearly taking good enough care of them that they don't starve and sink to the bottom of the sea alongside our districts
 
But not environmentalist. If breeding more Nemmas were restoring an ecosystem you'd damaged, it would be. But breeding more and shifting the ecosystem enough that it appreciably increases the effective size of the planet is more or less the opposite of the "nature preserve" vibe. It would fit well with the upcoming Beastmasters/Primal Calling things, though.

I mean that's fair actually.

Maybe it should be tied specifically to the 'do nothing' option?
 
But not environmentalist. If breeding more Nemmas were restoring an ecosystem you'd damaged, it would be. But breeding more and shifting the ecosystem enough that it appreciably increases the effective size of the planet is more or less the opposite of the "nature preserve" vibe. It would fit well with the upcoming Beastmasters/Primal Calling things, though.
Environmentalist should have special interaction with events like these though. Maybe make the planet much smaller and reduced building slots, at the expense of a great blocker that give bigger amounts of resources given that they are huge.

The fungus that makes your people go crazy, should also get special blocker that gives gas producing rangers.

I also think a new world designation should be made exclusively for Enviromentalists, a natural preserve world. Think holy world that you can build ranger lodges on and is filled with blockers and adds more random blockers based on world type, and has no pop growth other then migration to fill ranger jobs. This planet type increase ranger output by large amounts, that can be increased through elevation. Oh and crime/low stability creates poacher jobs xD

I'd also like to see a mega corp version of environmentalists called gaming authority or something. Instead makes game lodges and game reserves for trade value of exploiting natural resources for entertainment.... Could even have special Game preserve world designation, bonus trade value if you can make this on a titanic lifeform or dangerous lifeform planet.
 
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Environmentalist should have special interaction with events like these though. Maybe make the planet much smaller and reduced building slots, at the expense of a great blocker that give bigger amounts of resources given that they are huge.

The fungus that makes your people go crazy, should also get special blocker that gives gas producing rangers.

I also think a new world designation should be made exclusively for Enviromentalists, a natural preserve world. Think holy world that you can build ranger lodges on and is filled with blockers and adds more random blockers based on world type, and has no pop growth other then migration to fill ranger jobs. This planet type increase ranger output by large amounts, that can be increased through elevation. Oh and crime/low stability creates poacher jobs xD

I'd also like to see a mega corp version of environmentalists called gaming authority or something. Instead makes game lodges and game reserves for trade value of exploiting natural resources for entertainment.... Could even have special Game preserve world designation, bonus trade value if you can make this on a titanic lifeform or dangerous lifeform planet.
These would be nice, but keep in mind that any of this would have to go in a custodian patch at the expense of time spent on something else.

We're unlikely to even get new localization on existing events, much less entire new event options and civics (though one can dream).
 
Man, choosing to call the tradition "Archivism" instead of "Archival" is gonna bug me every time I see it.
"Archivism" is a noun, like "Supremacy", "Prosperity", and "Diplomacy". "Archival" is an adjective, like "Supremacist", "Prosperous", and "Diplomatic". The only tradition with a name in adjective form is "Mercantile", which for consistency could be "Mercantilism" if that didn't have a different specific meaning.
 
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"Archivism" is a noun...
I would contend that it is a sufficiently rare and specialized word that it probably qualifies as jargon for particular academic fields rather than a word in common use. https://books.google.com/ngrams/graph?content=archivism,archival&year_start=1800&year_end=2022&corpus=en&smoothing=3 I think there are probably a lot of academic jargon words that wouldn't make good tradition tree names even though they're nouns. The part of speech business doesn't bother me that much, as the tradition names aren't really used in sentences. Even among the least-common tradition names, "archivism" is an outlier in frequency of use by an order of magnitude.
 
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I would contend that it is a sufficiently rare and specialized word that it probably qualifies as jargon for particular academic fields rather than a word in common use. https://books.google.com/ngrams/graph?content=archivism,archival&year_start=1800&year_end=2022&corpus=en&smoothing=3 I think there are probably a lot of academic jargon words that wouldn't make good tradition tree names even though they're nouns. The part of speech business doesn't bother me that much, as the tradition names aren't really used in sentences. Even among the least-common tradition names, "archivism" is an outlier in frequency of use by an order of magnitude.
Given that the word is actually in the dictionary, and not as newly coined slang, but as an extremely natural modification of the verb "to archive", I don't think there's a valid prescriptivist objection. And since Stellaris players probably have a IQ that's at least a bit above room temperate, I think they can figure out the meaning at a glance, even if they'd never heard it before.

It's fine.
 
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Any opinion on how much the generic patch will affect mods current to 3.13.2 Vela.

A lot.
The longer the patch notes, the more it breaks mods.
The more DLC or related patch changes existing stuff, the more breakable it is (and specimen will result in many events and anomalies being altered).
The Modding section of the patch notes is also pretty chunky and while this gives modders more stuff, it also alters how some stuff is written in the files so some mods will break.

But generally, assume that whenever a DLC releases, all your non-graphical mods are broken until updated or confirmed by someone to still work fine. Stellaris patches are always chunky, so the more mods you use the more days you will wait for your next big playthrough.
 
A lot.
The longer the patch notes, the more it breaks mods.
The more DLC or related patch changes existing stuff, the more breakable it is (and specimen will result in many events and anomalies being altered).
The Modding section of the patch notes is also pretty chunky and while this gives modders more stuff, it also alters how some stuff is written in the files so some mods will break.

But generally, assume that whenever a DLC releases, all your non-graphical mods are broken until updated or confirmed by someone to still work fine. Stellaris patches are always chunky, so the more mods you use the more days you will wait for your next big playthrough.
Thanks for the feedback. I hadn't worked with Stellaris updated versions and have been playing Herbert 3.22 for a long time, but wanted try Vela out. This is where Irony Mod Manager and Playing Beta's are sound options, until the dust settles and the mods I like process the new stuff. The Archive material seems genuinely interesting.