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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.
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Void Charmer
Build each type of Voidlure in one game, and attract each type of eligible Space Fauna.
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Animal Farm
Reach 50 Vivarium capacity.
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Wormageddon
Destroy a Voidworm nest.
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That's No Asteroid
Capture a Cutholoid with a Gravity Snare.
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X Marks the Spot
Discover Captain Ness's Treasure Hoard.
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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!
