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PDX-Loke

Corporal
Paradox Staff
27 Badges
Apr 16, 2015
46
793
  • Crusader Kings II
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Dear Stellaris Fans,

The team has produced a bugfix and balance patch following our 3.13 + Cosmic Storms release September 10th.
3.13.1 is now available for download. Please find the patch notes below, identical to what was posted earlier by Eladrin.

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.

There is always a next patch in the works, so please keep the bug reports and feedback coming.
Until then!
 
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Added free pop to first blocker for planetscapers

"My kids are lost in the mountains!"

"Well, we'd better destroy those mountains!"

This is exactly how I planetscape.
 
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How special resources are gathered needs to be reverted or changed to allow for special resource gathering to be determined by any combination of worker level job.

I have had more than one game where the special resources; crystals, motes, or gases; are basically wasted because of insufficient miner jobs possible. I am completely dependent on refineries at this point in most games and stations

There is a wonderful mod which did it right, jobs are created as soon as the technology is achieved provided the resource is no blocked. This makes far more sense than having these resources linked to a district type.
 
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I am confused, my fabricator job for my DA empire produces one job per district? New games start with one unemployed pop

I posted to bug forum. This is crippling to the point it is not playable. Did test two different machine intelligence empires. Hive mind empires are okay.
Rogue Servitor has one metallurgist and one artisan job per district, all other gestalt machine empires have on metallurgist job only.

:(
 
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  • Decreased Storm Creation costs and buffed Astrometeorology job

I checked the files after downloading the patch and the last part seems to be untrue. The Astrometeorologist job produces 6 physics, 2 society, 2 engineering and an extra 3 physics, 1 society and 1 engineering with a storm, which is exactly what it did before the update.

Out of curiosity, what was the buff intended to be?
 
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I checked the files after downloading the patch and the last part seems to be untrue. The Astrometeorologist job produces 6 physics, 2 society, 2 engineering and an extra 3 physics, 1 society and 1 engineering with a storm, which is exactly what it did before the update.

Out of curiosity, what was the buff intended to be?
I didn't see any changes to files regarding either storm creation costs or the astrometeorologist job so I'm guessing these didn't ship with this update.
 
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I guess the next patch will have a line that reads:
- Decreased Storm Creation costs and buffed Astrometeorology job (for real this time)
 
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I guess the next patch will have a line that reads:
- Decreased Storm Creation costs and buffed Astrometeorology job (for real this time)

So another 4800 Minerals and 240 Crystals for my Stardust Babies? Fine. I love them regardless of their appetite.
 
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I checked the files after downloading the patch and the last part seems to be untrue. The Astrometeorologist job produces 6 physics, 2 society, 2 engineering and an extra 3 physics, 1 society and 1 engineering with a storm, which is exactly what it did before the update.

Out of curiosity, what was the buff intended to be?
Came here to note the same lack of change for them. The civic is still a deadend that you should reform out of later on, as it provides no benefits other than the opportunity to take up a building slot to get 2 Researchers geared more towards physics.
 
Having a gestalt Machine species with the "Machine 4" name list, I can no longer name my ruler anything other than Calculator/Computer Klein.
 
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Hello everyone, I have returned, bearing the Word of Eladrin. We are seeing your reports and are currently looking into getting one more patch out to you all before Grand Archive, especially concerning the missing jobs for machines.
 
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Hello everyone, I have returned, bearing the Word of Eladrin. We are seeing your reports and are currently looking into getting one more patch out to you all before Grand Archive, especially concerning the missing jobs for machines.

We all really appreciate that!

It's really interesting that you say "before Grand Archive"; given what Eladrin was saying in comments to the recent DD, there is an impression that Grand Archive will be out sooner than the 2.5/3 month window customary for major patch increments/DLC releases. And yet before all this, I (for one) was expecting a late November, early December release. So this is all very intriguing...
 
We all really appreciate that!

It's really interesting that you say "before Grand Archive"; given what Eladrin was saying in comments to the recent DD, there is an impression that Grand Archive will be out sooner than the 2.5/3 month window customary for major patch increments/DLC releases. And yet before all this, I (for one) was expecting a late November, early December release. So this is all very intriguing...


It does seem like it’s been a very tight schedule this year. Grand Archive trailers started dropping yesterday


I can’t think of another time when new DLC was advertised two weeks after the last. The shortest gap was First Contact to Paragons which I’ve always felt meant FC was left in a sorry state with many of its features. Hopefully cosmic storms isn’t also abandoned.
 
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Screen Shot 2024-09-25 at 8.40.45 AM.png



I hate this cybernetic dystopia.

Can we switch to a more convenient authority?
 
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