
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 [list]
- Over 240 Specimens total including those distributed across other Stellaris content
- Archivism
- Domestication
- Primal Calling
- Treasure Hunters
- Beastmasters
- Galactic Curators
- Cutholoids
- Voidworms
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:






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!