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PDX-Loke

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Apr 16, 2015
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Hello,

Yesterday's 4.0.15 patch introduced two high impact issues that have since been fixed, included in a game build, and released.
The newest version 4.0.16 should now be available for download.

Stellaris 4.0.16 Hotfix​

  • Wilderness Empires will no longer destroy themselves when spending biomass
  • Virtuality will not delete unemployed pops on colonization

Apologies for any planetary inconveniences caused.
 
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fantastic. does that include a fix for SF's leader issue and wilderness' inability to build the grand archieve

No.

We've got those fixed internally though and will be building a 4.0.17-open-beta build that includes them later on today. (As well as a change that makes the Fallen Empire repeatables not fill up your entire research options, some more OOS fixes, and more Behemoth Fury endings.)
 
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Will the two traditions of Cosmogenesis and Enigmatic Engineering, which have led to almost all circular technology being a problem of fallen imperial architecture, be repaired?
1749113170346.jpeg
 
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Will the two traditions of Cosmogenesis and Enigmatic Engineering, which have led to almost all circular technology being a problem of fallen imperial architecture, be repaired?

4.0.17 will have a change that makes Fallen Empire repeatables not fill up the entire research option list.
 
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fantastic. does that include a fix for SF's leader issue and wilderness' inability to build the grand archieve
ah, so as I expected, and as per my comment, that update did render impossible to build the grand archive to wilderness!

let's test this update now, I was graceously spending biomass on upgrades and districts (and not colonizing more) because I wanted to avoid destroying my economy (spending employed biomass), so let's see how this update fares given that should be fixed.
 
Can we get an update on when Building automation will be updated?

Also when the purging bug effecting pops that cannot become refuges will be fixed?

Also necro doesn't generate unity when necropurging because .20 is less then 1. It uses a while loop to give unity.
 
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No.

We've got those fixed internally though and will be building a 4.0.17-open-beta build that includes them later on today. (As well as a change that makes the Fallen Empire repeatables not fill up your entire research options, some more OOS fixes, and more Behemoth Fury endings.)
perfect, tyty
 
Hello,

Yesterday's 4.0.15 patch introduced two high impact issues that have since been fixed, included in a game build, and released.
The newest version 4.0.16 should now be available for download.

Stellaris 4.0.16 Hotfix​

  • Wilderness Empires will no longer destroy themselves when spending biomass
  • Virtuality will not delete unemployed pops on colonization

Apologies for any planetary inconveniences caused.

Apparently it still destroys the economy: after spending 5k biomass to terraform/colonizer a barren planet, my capital was fine, but out of 5 planets, despite having 1.3k biomass available, 3 planets were completely devoid of biomass leaving just 1 which I forced on the broodsymbiont job. The Capital wasn't touched otherwise the economy would be completely in shambles.

Attached screenshots and the savefile which is right before spending the biomass, just terraform any barren planet spending 5000 biomass to see the result. No mods are in use.
 

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a change that makes the Fallen Empire repeatables not fill up your entire research options
This will be very welcome, but I have to ask why you've spent so much attention on addressing a balance issue that has already persisted for many months when there are still major gameplay systems that don't work properly. This suggests a set of priorities that are frankly rather confusing from my perspective as a player.
 
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No.

We've got those fixed internally though and will be building a 4.0.17-open-beta build that includes them later on today. (As well as a change that makes the Fallen Empire repeatables not fill up your entire research options, some more OOS fixes, and more Behemoth Fury endings.)
Any chance for decision that would allow wilderness to cease drone/biomass production?
 
When will the issue with using two or more automoddings be fixed? I wrote about this back in patch 4.0.11
Also why doesn't automodding give the full bonus from the added trait if pops occupy several activities. That is, if there are only 70% scientists on the planet from all specialist positions, then instead of a bonus of +10% to science from the trait they will only get +7%? Before 4.0 everything worked correctly, now to achieve full efficiency it is necessary to create additional races for each planet with the necessary traits, although auto-modding was added to avoid this.

(4.015) "Deep Space Citadel will no longer display duplicated models in certain situations" - in patch 4.015 this still happens
 
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I sympathize with the devs, who I imagine would prefer working on a real Stellaris 2—or even 5—rather than endlessly bandaging up this bloated and unwieldy piece of software. The scheduled releses of DLCs while never having enough time to reach stability hurts Stellaris too much.
 
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I sympathize with the devs, who I imagine would prefer working on a real Stellaris 2—or even 5—rather than endlessly bandaging up this bloated and unwieldy piece of software. The scheduled releses of DLCs while never having enough time to reach stability hurts Stellaris too much.
I would have thought that even if they were working on a new stellaris, they would still need to code all the same if/else/or/and stuff they do now. Though I suppose if it was a new game it would only have 1/10th the content and be much easier to handle in that respect. Stellaris is buggy because of its complexities.
 
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I sympathize with the devs, who I imagine would prefer working on a real Stellaris 2—or even 5—rather than endlessly bandaging up this bloated and unwieldy piece of software. The scheduled releses of DLCs while never having enough time to reach stability hurts Stellaris too much.
I dunno... We reached a great place and it lasted awhile maybe just 3 years ago so I think there must be good reason that we've regressed in so many mechanics suddenly breaking. But yes it must be relentless at times.

I will say though, I have noticed that EUV is using the same kind of pop mechanics - using hundreds. So maybe its a co-authored solution to a problem for both Stellaris and something wanted in EUV.
 
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This will be very welcome, but I have to ask why you've spent so much attention on addressing a balance issue that has already persisted for many months when there are still major gameplay systems that don't work properly. This suggests a set of priorities that are frankly rather confusing from my perspective as a player.
I am just awaiting 4.1 and hope it does become reality because they rolled out 99 post dlc patches.

My suggestion is what I am doing, I am taking a break from the game till the patch cadence drops from the lack of need to patch and not because the money ran out. I start games but keep forgetting to play
 
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Apparently it still destroys the economy
Either you've got 100 years into a new game in 2 hours or that's an old Save, a lot of changes won't be retroactive.
I dunno... We reached a great place and it lasted awhile maybe just 3 years ago so I think there must be good reason that we've regressed in so many mechanics suddenly breaking. But yes it must be relentless at times.

I will say though, I have noticed that EUV is using the same kind of pop mechanics - using hundreds. So maybe its a co-authored solution to a problem for both Stellaris and something wanted in EUV.
4.0 and Biogenesis brought features or the groundwork for future features that have been at the top of the list of requested items for Stellaris since 2.2 dropped and caused a ramp up of lag that eventually ends most games(late game lag, internal politics, growth(3.0 ceiling and 2 free Pops and Growth slots per Colony)); the fact all these new things came together wrong is most likely due to half the changes being made by the Custodian team that usually fixes and fits the changes made by other teams, so there wasn't anyone else to do it and it released at the same time as the DLC.

I think it's time to consider doing what Creative Assembly does, and separate the big changes into their own update slot in the yearly schedule and use that for the bulk of Free-Loadable-Content(FLC) features for the year at the same time as major Custodial changes. Instead of right now where for the last two years we've had a fast cadence of 3 DLC a year, this year they tagged a whole DLC into one of those slots and took the implementation and integration(Custodian) team and gave them a FLC to work on and release simultaneaously. We went from 3 DLC with sufficient Custodial time last year(and there were still troubles) to a DLC and a FLC with no Custodial time and 2 more DLC coming up with still a lot to do on the first two before we get there.

Just separate the big rework changes to be at the same time as a FLC launch: you get to advertise a free giveaway(that you have been doing already for 9 years in smaller pieces), the FLC takes all this review heat but none of the pricing heat, your Custodian team can do their job instead of being extra Devs, and you can either put it at the begining of the year and have the rest to fix and fit it's reworks into the greater game, or put it at the end and work towards it, with the same 3 DLC getting their own space, time, and attention to bring them up to par before the next update.

There has been clamour for reform for late game lag, Pop Growth(3.0 was a bandaid solution to the lag but used gamey solutions), Bioships, and internal Politics for as long as I can remember, and the Planet and economy changes seem like much more of a natural progression from the 2.2 economic system than that was from 1.x in my opinion. The new Pop groups seem ripe for future interaction with Factions, Ethic troubles, and internal Politics as well. It's just extremely unfortunate and probably preventable that they decided to do it all at once and have the Custodians build it and never get the time after to take a step back and do what they have done a great job of doing: all those wonderful things everyone keeps bringing up about the 3.14 systems were almost all the result of the Custodian initiative getting to work on them since 2021, so taking them off their old job to add even more custodial work to the pile, dropping two big piles, and not allocating the necessary time after it seems obvious we would have the same issues we had back when we had no Custodial team, since we didn't.

I strongly believe we would not be facing half the issues right now if 4.0 and Biogenesis has been separated; we even had two DLC within a month in spring 2023 with First Contact and Paragons, and the issues weren't compounding this much from what I remember. The Leader rework isn't my favourite but I seem to remember that and the First Contact and Intel reworks being mostly functional.
 
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