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Here's a quick update to fix an issue that was accidentally introduced in yesterdays patch.
4.0.12 is now available for download via Steam, GOG to follow shortly as well. The patching is lagging behind slightly on MS Store due to the high frequency of updates going through the process, but we expect to catch up by Friday this week.
Stellaris 4.0.12 Patch
Bugfix
Clone Vats should once again have the correct planet limits.
Hope this unblocks your biological ascendance schemes.
4.0.13 is built and we expect it to release tomorrow after a sanity check by QA, however we've also pushed it to the stellaris_test beta branch on Steam.
Early release notes are here, with the standard disclaimer that these may differ from what's released.
Stellaris 4.0.13 Patch
Improvements
Behemoth Fury is now available to Wilderness Empires.
Improved tooltips for the following civics:
Functional Architecture/Constructobot
Environmentalist
Astro-mining Drones
Maintenance Protocols
Ascensionists
Augmentation Bazaars
Brand Loyalty
Death Cults
Dimensional Worship
Balance
Mutagenic Habitability now counts all planet types as ideal for upgrading Gaiaseeders
Dramatically increased the draw chance for the Mineral Purification, Global Energy Management and Food Processing technologies
Rebalanced the Pleasure Seeker civics to transform Civilians into Hedonists
Logistic Drones are now Complex Drones not Menial Drones
Bugfix
Fixed invaded pre-ftls not becoming biotrophies
People once more die when they are put in the Lathe
Bio-Swarmer missiles can now be used by all biological ships with medium weapon slots (including defensive platforms)
Pops that are being pampered will now be forcibly switched to the correct living standard
Replacing a district specialisation no longer destroys CyberCreed buildings that should be kept
Corrected a tooltip bug where a planet would display itself as a possible migration target.
Fixed capitalisation for resources in trade policies
Updated assorted modifiers that still referred to Clerks
A Trade deficit now causes Job Efficiency and Empire Size issues
Fixed the tooltip for the Polymelic trait
Armies now protect 200 pops from raiding, not 2
Blocked the Federation Code technology for some empires, for example homicidals. To draw the tech, the empire is also required to be in contact with someone they can form a federation with.
Blocked the Development focus task Form a Federation for some empires, for example homicidals
Added swaps for some empires, for example homicidals, for the Development focus rewards Federation Code, Xeno Diplomacy, and Xeno Relations
Updated the Colony view tab mentioned in the hint of the focus task Enact a Planetary Decision to say Management
CyberCreed pops with Ritualistic Implants can now colonise planets
Fixed Recycled and Luxurious traits not applying to Roboticists
Catalytic Processing Civic now lists correct information regarding job swap
Cost for repairing orbital rings when you use bioships is now correctly calculated
Gale Speed trait gained from Defeat no longer causes errors
Fixed scope for LeaderShipSurvivalReason
Fixed scope bug for ruler in leader_election_weight
Fixed Worker Coop gaining Elite strata jobs in too many places and tidied up the civic tooltip
Updated tooltip for Warrior Culture civic
Added a pre-list colon to the Feudal Society civic's tooltip
The everychanging stone can no longer cause artisans to have negative mineral upkeep
Gave the Neural Chorus advanced authority the pop growth speed modifier that had accidentally been assigned to Memory Aggregator
The Planetary Supercomputer no longer has an empire cap of 1
The Research Institute/Planetary Supercomputer no longer give scientist capacity
Added dashes to Traits tooltips and list items
Fixed trigger logic for criminal syndicates and federations
Fixed Offspring Bioships not being visible in game
Fixed Offspring Bioships not being labelled as non-offspring ships in the ship designer
The Machine Uprising will no longer spawn 100 machine pops for every 1 missing housing. However the pop-rework seems to have handled 6 million machine pops okay.
Stopped removing occupation armies for bombarded and invaded planets on savegame load
Repairing ruined buildings in zones is now always possible.
Performance
Flattened pop job modifier node into planet one
Made clearing modifiers a fire and forget job
Stability
Fixed a possible OOS when a player leaves the game.
Fix CTD when generating a Cosmic Storm mesh.
Fixed a random freeze when loading save with stations containing multiple defence platforms.
4.0.13 is built and we expect it to release tomorrow after a sanity check by QA, however we've also pushed it to the stellaris_test beta branch on Steam.
The stellaris_test branch also includes a change that will not be going live with 4.0.13 tomorrow - an experimental change to how saves are transferred in multiplayers that should significantly increase the speed of it. We're not willing to push that live quite yet, but are interested to see if any of you see any improvements.
Is that a new save on 4.0.13 or an old one from 4.0.11? They should have a planet limit of 1, increased by your capital level if you have the cloning finisher.