Full notes
Full Star Dynasties update
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Repeated intro
Hello everyone!
What changed
- Gameplay
- Events
- UI and audio
- Maps
- Fixes
- Balance
Star Dynasties changes
We're very excited to tell you all about our second major update for Star Dynasties! We'll go into some detail about the new additions below. If you want to skip straight to the change log, you can find that at the bottom!
The centerpiece of this update is the all-new Expeditions mechanic.
The remnants of humanity live within the ruins of a civilization that was at the cusp of a golden era of space colonization. We live inside structures which we cannot build, and travel inside machines whose workings are unfathomable. This is why many noble houses begin expeditions; ventures into the unknown to retrieve long lost technology. These expeditions usually, but not always, come with powerful rewards.
The Expeditions bar fills up every turn, and once it reaches its threshold, an Expedition Event will trigger, granting you a piece of pre-Collapse knowledge. Your house's Technology score determines how quickly your Expedition bar will fill up.
We obviously won't spill the beans on all the possible outcomes of these Expeditions, but here's an example of how they can impact your game. After a successful expedition, your house has found a pre-Collapse neural implant that enhances one's tactical and strategic mind!
Of course, messing with technology not fully understood will have its side-effects. Would you sacrifice your family member's mind to turn them into a better commander?
This is just one of the many Expedition events you can encounter. Our goal with Expeditions was to bring the sci-fi setting of the game to life; from the relics of a previous age of exploration, to the mysteries of the here and now.
We've also made significant improvements to the modding tool. Most notably, you're now able to create custom actions! This means that you'll have much more creative freedom when bringing your mod ideas to life. Though somewhat limited, we've also introduced the ability to create your own assignments for house members through the modding tool.
Of course, you can now also use the modding tool to create new Expeditions events!
Expeditions
Your house now accrues Expedition Points each turn, based on your tech score (shown above the End Turn)
When your house hits a threshold of Expedition Points, an Expedition Event triggers
Expedition Events are story events that bring the sci-fi setting of the game to life
Balancing
Increased the strength of your starting faction
The game will no longer start with your house having mostly children members
Reduced incidents where an archon gives away a system or faction needlessly
Reduced slightly how quickly your league will unravel from rebellions
General Improvements
Added new event artwork
You no longer need to click "OK" between each round in combat
The effects of gaining a trait / flag are now shown when hovering over a choice
The strongest skill of a character is now colorized
Changed the colors associated with each skill / house area
The Members panel now (optionally) shows the strongest skill of each character
When a league submits to you, you now keep the name of your own faction
If you are aware of either the legal ruler or the acting ruler of a colony, you will now also be aware of the other
Added a "Continue" button to the main menu, to quickly load your last save
Added a button to the quickbar to quickly flip between focused and contrasted characters
The quickbar textbox now identifies the character of whom opinion is being shown
Removed some irritating events
Minor cleanup of UI and tooltips text
Tweaks to audio
Map Notifications
Map notifications can now be individually cleared
Map notifications now indicate when they generated an honor / status effect
Fixed bug where update notifications window was resetting Highest/Lowest volume to High/Low
General Fixes
Fixed bug where vassals were unhappy instead of pleased when you quelled unrest on their system
Fixed bug where a character could be both Dull and Charming
Fixed bug where characters where sometimes shown with the wrong kin icon in the history panel
Fixed visibility bug where you were not made aware of a faction that has been resurrected in your vicinity
Fixed issue where a character could not be assigned to the council after joining your house
Fixed rare bug where the game started without a nearby faction's leader being visible
Modding - Custom Player Actions, Assignments, and Suggestions
Added "Story Event as Player Action" creatable
Added "Story Event as Player Action on Character" creatable
Added "Story Event as Player Action on House" creatable
Added "Story Event as Player Action on Star System" creatable
Added "Limited Custom Assignment" creatable
Added "Limited Custom Assignment on System" creatable
Added "Is Reference Type" filter for custom assignments
Added "Modify Assignment Duration" for non-ongoing assignments
Added "Player Suggestion" creatable
Modding - Creator Tool Improvements
Can copy/paste (with some limitations) a specific node in Creator
Extended "Clone" functionality to additional components
You can now save a mod if it has no changes but it was last saved on an older version of the game (to update it's version)
Extended list matchers with "Max Count" and "Min Count"
Added "Hide" effect, hides text generated in updates / choice tooltips for enclosed effects
Removed some legacy elements from Creator
Modding - New Flag Effects
Added "Vassal Limit Bonus On House" flag effect
Added "Opinion - Of Another Character" flag effect
Added "Infrastructure Bonus" flag effect
Added "Cannot Travel For Assignments" flag effect
Added "Attacker Surprise Modifier Global" flag effect
Modding - New Text Functions
Added "firstName" text function
Added "lastName" text function
Added "showVar" text function, to display the value of custom variable counters in text
Added "genRel" text function which verbalizes the genetic relationship between two characters (if any), e.g. "father" but not "father-in-law"
Modding - New Components
Added "Can Change House" filter
Added "Do Change House" effect
Added "Secret Prerequisite Inverted" prerequisite for decision choices
Added "Accessible Systems Of" source
Added "Is Accessible To" filter
Added "Systems Of Domain Of Character" source
Added "Systems Of Domain Of House" source
Added "Is In Domain Of Character" filter
Added "Is In Domain Of House" filter
Added "Is Importance Level" character filter
Added "Importance" character property
Added "Can Host Gathering" filter
Added "Do Gathering" effect
Added "Is House Type" filter
Added "Modify Military Strength By Vessel Type" effect
Added dev console debug action to show variables on object
Modding - Fixes
"Is In Secret Relationship With" now allows you to not specify a target character
The "Do Divorce" effect can now apply the standard emotion and moral effects of divorce
Fixed bug where "Trigger Only Once" was not being handled correctly for custom character triggers
Fixed bug in "Do Discover Secret By Reference" effect
The "Secret Is Not" filter now works correctly
That's the list! A lot of work went into this major update, to make Expeditions a fun and balanced new mechanic. Give them a try, and let us know what you think on the forums, or on Discord.
Source
Changelog.gg summarizes and formats this update. How we read updates.
