written by Eladrin
Hello again!
Another relatively short dev diary this time, as we’re scrambling to get a few things done before the looming holidays finally arrive.
This week we released a small update, 3.6.1, to address the following issues:
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Bugfixes
- Fixed DLC being listed as “corrupted” in the launcher due to checksum mismatch.
- Added missing French scripted localization.
- Fixed adjective generator in the empire creator not working for some languages.
- Several ship sizes that lacked role definitions now have them.
- AI will no longer rent mercenary reinforcement fleets enroute to the main fleet.
- Fixed graphical artifact appearing in the ship browser.
- Fixed overlapping portraits sometimes appearing in the first contact view.
- Fixed subjects being able to become the federation president in arena combat successions.
- Empty fleet templates generated automatically will now be cleared after a set amount of time.
- Machine uprisings can now spawn fleets with all unlocked ship types.
- Fixed mechanical fallen empires missing part of their ringworlds.
- Pre-FTL civilizations should now generate defensive armies.
- Prevented AI Cyborg Hivemind empires from assimilating already cyborg hivemind pops, which could get them stuck in endless assimilation.
- Blocked pops with the Psionic trait to also receive the Latent Psionic trait.
- Gateway Sites and Ruined Gateways show up in outliner.
Balance
- Juggernauts now have the same base maximum speed as Battleships and Titans.
Stability
- Fixed a crash when older custom names contained certain special characters <3
Modding
- Fixed crash when overwriting e.g. certain pop jobs or districts individually
- Fixed is_ringworld trigger being overwritten by a scripted trigger
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Barring unexpected developments, this will be the last patch to the live branch of Stellaris for the year.
We have a handful of additional changes that aren’t ready to go live yet, but with the massive success of the Orion Combat Open Beta, we’re looking at putting a build with a few potentially riskier changes up on the Steam beta branch.
The final list of the changes planned for it are still being discussed internally. Changes we’re considering include significant refactoring to AI acceptance, especially those related to loyalty, economy, and subject : overlord relationships, an economic change which caps cost reductions to -90%, updates to how certain leviathans (cough Hrozgar cough) behave in combat, and it’s possible that we will include a major rework to parts of galaxy generation (fixing many issues with static galaxies).
This update is planned to go up onto the stellaris_test branch sometime within the next two weeks, and we’ll leave the branch up until 3.7 goes live.
Over this holiday season, we will be holding #MODJAM2022, our second-ever Mod Jam! Are you a modder? Do you like winning stuff? Well, you can go here for more information and to sign up!
For the rest of you, modders will have 3 weeks to make… something. We’re not going to tell you what it is yet, the modders won’t even know what it is until the working time begins. During the three weeks, be sure to keep an eye on Stellaris social media, the forums, Reddit, and Steam, because we’ll be posting teasers of what the modders have been working on!
At the end of the three weeks, on or around January 10th, we’ll release the Mod Jam mod, and you’ll get to play and vote on your favorite! The winning modders (by Community Vote) will win some cool prizes from our sponsors at ROG!
Get more info about the Mod Jam here!
I’ve been told that I’m obligated to keep pestering the QA Director for pictures of Tofu until Canis Minor ships, so here you go.
Next week we’ll have a review of the year before we head off for our winter breaks, with a glimpse at what the spring will bring. See you then!