Hello everyone!
Yesterday we announced that Aquatics will be released this coming Monday, November 22nd, for USD $9.99/9.99 or regional equivalent. Were super excited to bring you this new Species Pack and were really happy to sea the positive reactions you all have had to the ships and portraits that weve shared over the past few weeks.
And as is the time-honored tradition, here follows the changelog for the Aquatic species pack, with the accompanied 3.2 Herbert Update, named after renowned author Frank Herbert, that the Custodian team has been working on
3.2 "Herbert" Patch Notes
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######################### VERSION 3.2.0 ###########################
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# Aquatics Species Pack Features
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* Added a new Aquatic pre-scripted Empire.
* Added a new Phenotype with 16 new portraits (15 normal + 1 robot) of fishy looking Aquatics.
* Added a new City Set and room backdrop for Aquatics.
* Added a new bubbly Ship set.
* Added a new Advisor Voice.
* Added a new Civic: Anglers.
* Added a new Species Trait: Aquatic.
* Added two new Origins: Ocean Paradise and Here be Dragons.
* Added a new Ascension Perk: Hydrocentric.
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# Humanoids Species Pack Features
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* Added a new Civic: Pompous Purists.
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# 3.2.0 "Herbert" Features
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* Multiplayer hosts that own the DLCs now unlock portraits as well as ship and background sets from the Plantoids and Humanoids Species Packs for clients that do not own them.
* Added the ability to pick your main species' gender during game setup.
* Added over 200 new star names for random galaxy generation.
* Added 13 random events to terraforming to make the feature more engaging.
* Added 4 new asteroid-related anomalies to spice up old anomaly categories.
* Added 4 new Gas Giant anomalies.
* Added 4 new anomalies to existing, uninhabitable worlds anomaly categories.
* Added new options to several old anomaly events which share categories with the newly added ones above.
* Enabled the Ship Browser for all players.
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# Improvements
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* Reinforcement fleets will now attempt to find a safe but longer path if the shortest path to the target fleet is not considered safe. This will reduce how often reinforcement fleets are spawned at the shipyard at the cost of increasing the MIA time (due to taking a longer path) in these cases.
* Reinforcement fleets now consider systems that have both hostiles and allies in them to be safe for pathfinding purposes.
* Reinforcing fleets using jump drives no longer require a safe hyperlane path to the fleet they are reinforcing.
* Improved how shipyards are selected when constructing reinforcements to better utilize stations with multiple shipyards and mega shipyards.
* Reinforcing fleets that fail to find a safe path to the target fleet will now merge with other fleets orbiting the same shipyard, if both fleets intended to reinforce the same target fleet.
* Plantoids and Fungoids are no longer forced to have no gender, as you can now freely pick species' genders. Instead, every randomly generated species now has a 30% chance of being one of: genderless, female-only or male-only.
* Added an additional option to the Alien Box event chain for Gestalts.
* Added an Industrial colony designation to Ecumenopolis.
* Made it so colony events will not fire on newly terraformed worlds to avoid some Ludonarrative Dissonance.
* The default flag of new empires is now randomized, say goodbye to the red-black triangle flag!
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# Balance
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* Functional Architecture and Constructobot: Reduced the free building slots granted from 2 to 1.
* Agrarian Idyll empires now get one planet building slot per four Agricultural districts built.
* Reduced the ship upkeep cost modifier for Clone army Admirals variants to 5/10/20% respectively.
* Ruins of Shallash arc site no longer has a chance of giving quite as much unity as defeating an endgame crisis.
* You can no longer use planet killer weapons on primitives inside your borders if you lack the appropriate primitive interference policies.
* Pops working the Livestock job now have 10% less political power.
* A lot of anomalies were rewarding 3 Society Research deposits, there is now more variety.
* Made Awakened Fallen Empires use Traditions.
* Several productivity-improving technologies are now no longer of dubious benefit, as their upkeep (and production) effects now only apply to jobs actually primarily producing resources.
* Nerve Stapled Hivemind pops can no longer perform complex drone jobs.
* Reduced the amount of jobs added by Leisure Arcology Districts to bring them into line with other Ecumenopolis districts.
* Ion cannons are no longer free to maintain, and have an upkeep cost of 8 energy.
* Necro-Hives:
* * Cut Necrophage pop assembly penalty to 50% from 75%
* * Made pop output modifiers (positive and negative) no longer apply to hive minds.
* * Made the -50% organic upkeep also apply to energy, for photosynthesis.
* * Devouring Swarm Necrophages now spawn with extra infrastructure to account for the lack of chambers of elevation.
* Life-Seeded now start with a 30 space planet
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# Stability & Performance
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* Fixed an OOS caused by using button effects in custom MOD UI, so now you can go back to building that Nicoll-Dyson Beam to "ensure galactic peace and prosperity".
* Improved the performance of pop factions updating their support values - resolved an issue where the game looped over every pop in the Empire for each faction, rather than calculating it once for the whole Empire and referring to that value for each faction.
* Improved the performance of planet_resource_compare trigger, and cut down on its use a bit as it's still quite expensive.
* Improved the performance of a variety of checks by making more extensive use of species happiness caching.
* Cached calculations of pop_has_random_ethics to reduce performance impact of repeatedly checking it, by 50%.
* Optimised Rising Unemployment event's triggers to be only 15% as costly.
* The game will no longer try (and fail) to run Grey Goo event True Masters on every planet, every day.
* Optimised checks for whether a pop can belong to a certain faction by pre-filtering pops by ethics in code (rather than running the script checks on all pops). For modders: this means that a faction will only allow pops which match its "guiding_ethic" in it, unless "use_guiding_ethic_as_pop_filter = no" is specified.
* Optimised several expensive pop faction demands that were checking all pops instead of all species, and similar.
* Improved the efficiency of checking whether a pop faction should exist.
* Optimised checks for jobs' "possible" trigger so that the four most common triggers are now pre-calculated per pop rather repeatedly for each job that a pop can take. (The format looks a bit different now, with possible_precalc, so modders will need to update a bit here - the error log will warn you in most cases, except that you also need to add a check when you use complex_specialist_job_check_trigger).
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# UI
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* The Music Player controls bar now starts hidden and can be extended by clicking the music icon.
* The title of the Music Player is now localised.
* Pop strata icons no longer overlap in Living Standards' tooltips.
* Tab-key in Console now also lists commands containing entered text.
* Disabled "Delete" and "Update Template" buttons when editing a base species template.
* All languages now list the main menu hotkeys ("N" for New Game, etc).
* Added a description to how migration works to the Transit Hub star base.
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# AI
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* Improved AI algorithm for picking which building and district to build by fixing an issue where it would not handle buildings or districts which produced multiple resources very well
* Improved AI logic for building starbase modules and buildings. It will no longer spam crew quarters everywhere, and will instead be better at building useful things like resource-producing buildings and titan assembly yards.
* On starbases, AI can now build Ice Mining Stations, if it is hydrocentric
* On starbases, AI can now build Dragon Hatcheries if it got the tech
* On starbases, AI is building less crew quarters in general and in places where it doesn't make sense
* On starbases, AI is building a lot more anchorages
* On starbases, AI is also building a bit more solar arrays if it is a gestalt
* On starbases, AI is also building hydroponics now, since that has been buffed a lot and is way more useful to the economy
* On starbases, AI will now handle starbases after taking over from a player - but it will NOT build lots of defense modules everywhere and tank the economy that way
* Made AI empires more careful about running out of food.
* Rogue Servitors AI (and player default) is now to give their bio-trophies migration rights, rather than to not do so.
* The AI is now able to create Ecumenopolises.
* AI is now better able to budget for repairing the Shattered Ring World that Shattered Ring origin Empires start with.
* The AI is now better able to budget for terraforming, and will more readily terraform planets into classes which are ideal for them.
* Fixed AI sending small fleets to attack starbases without grouping up.
* Fixed AI trying to build starbase buildings and modules it wasn't allowed to be building in certain cases
* Improved AI weights for planet killer weapons, so they will tend to pick the one that benefits them the most. (This also applies to the player's auto-generated ship designs).
* The AI will now consider anti-crime campaigns a valid way of fighting crime. But it will also occasionally make deals with crime lords if it is the victim of a Criminal Syndicate.
* Fixed an issue where AI empires would leave fleets behind in others' space after peace was concluded.
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# Modding
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* Starbase components can now accept economic output modifiers in station_modifier and system_modifier.
* Added on_queued and on_unqueued in decisions, and fixed a bug in abort_effect. (Also added an example sheet to show what all works: abort_effect and abort_trigger were probably hidden features).
* Added use of [loc] commands in decision descriptions.
* Fixed set_owner not working on Juggernauts.
* In component_templates, valid_for_country is now a trigger rather than a weights block, as that is how it acted. (So if you used it, you will need to update that).
* Added on_destroy_planet_with_
Have a question about the patch notes or the Aquatics Species Pack? Dont miss our Dev Q&A, today at 1700 CET (1600 UTC) on the Offishial Shellaris Discod!
[ 2021-11-18 12:03:25 CET ] [ Original post ]
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- Stellaris: Infinite Frontiers eBook
- Stellaris: Plantoids Species Pack
- Stellaris: Leviathans Story Pack
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- Stellaris: Nova Edition Upgrade Pack
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Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
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- Storage: 12 GB available space
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