• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.
Well, that's actually the fun part: if they show that they can patch the game in a week, why didn't they publish it directly next week?
There are two reasons: the first is that it's easier to detect errors if all players are trying combinations that push the game to its limits.

And second, corporate dates, they can't move it if it's already registered by the company.
 
  • 2
  • 1
Reactions:
Wilderness and Nascent Stage are now incompatible
And here I was imagining tiny useless moons following the planets around until they grow up to become productive planets of their own.
Probably just flying through space going "MOON! MOON!" over and over again in some really annoying way :D
 
  • 2Haha
Reactions:
They bringing out patches pretty fast. Whats your problem, really?
Having to do their bulk of the QA testing. I personally don't mind too much if they leave the less noticeable bug to be reported by the community. But imo they've been abusing that unspoken agreement lately. And as another user said if they could bring patches that fast then why not wait a single more week?
 
  • 1
Reactions:
Well... 10+ hours after release and the update is still not available in the Microsoft Store. I would advise PDX to tell Microsoft to hurry up, one hour or two I can understand to verify a patch on the end of Microsoft (even tho it should take nothing like Steam or GOG do), but for you to tell us "MS Store is in the certification process and will also receive the update shortly"? Last time I checked, a "shortly" definition would be in the worst case scenario a 2+ hours wait, not 10+ hours...

Shouldn't you just tell the MS owners of the game to "wait 24+ hours" so we are not refreshing the thing every hour to see if it's up? It's exhausting not knowing when approximately this will drop...
 
anyone else having problems with wilderness i think im diongg something wrong but its happend 4 times now that my menial drones just vanish from my home world says i get +5 pop a month but nothing gets added been at open jobs of 4.1k now for almost a year and since i got no workers its game over.
Happend in 4 different games now even on the latest hotfix.
 
There is never a bug free release in gaming. Release has a broader audience that can make reports.
I don't expect a bug-free release. I think the standard should be that most players should be able to get at least an hour or so into the game without encountering any undocumented (not listed in Known Issues) bugs that prevent game features from working. Even more so for features that are billed as selling points of the release. 4.0.1 had way too many undocumented bugs painfully obvious within the first ten minutes of play to be acceptable as "gold".

If we'd had 4.0.2 as a Beta two weeks prior to release, and 4.0.3 as a RC1 one week prior, I'd have been pretty happy with the evolution of the build. But we got 4.0.1 on release day and it was not ready for prime time (I shudder to think how bad 4.0.0 must have been).
 
We've had a good day of fixes, so here's a preliminary changelog for tomorrow's 4.0.4 update. As usual with a preliminary changelog there may be additions or removals from this before the final release depending on how the tests go in the morning.

Lots of crash fixes in this one thanks to the crash reports you've been sending in, so thank you.

Stellaris 4.0.4 Patch​

Balance​

  • The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
  • Amenities Updates:
    • Logistics drones now produce additional amenities if Instinctive Synchronization is taken
    • Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
    • Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
    • Communal Housing grants 2000 housing and 3000 amenities.
    • Utopian Communal Housing grants 4000 housing and 6000 amenities.
    • 100 Entertainers now give 1250 Amenities instead of 1000.
    • The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
  • Reverted many of the leader changes:
    • Leaders once again gain traits at every level.
    • The number of trait picks per level has been set back to 2 by default.
    • Low level traits that were merged and buffed remain so.
  • It automates:
    • Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
    • Automation tooltip now mentions the scaling upkeep
    • Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
      • It automates...even for hives.
  • Gestalt Machine Empires can now turn off Migration Controls.
  • Maintenance Drones now auto-migrate like the Denizens that they are.

Bugfix​

  • Fixed space fauna cost values
  • Fixed various checks for Offspring Drones that were broken
  • Fixed the Permanent Employment civic
  • Fixed the planetary supercomputer not having the same modifiers as the research institute
  • Fixed the Logistics Hub going missing from the game
  • Fixed a broken modifier on the Hive Confluence building
  • Fixed telepaths not gaining correct modifiers
  • The Clone Army starting event no longer fires twice
  • Commercial specialisations now accept all urban buildings
  • Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
  • Neglected bio-trophies should now show on the planet UI and have a happiness penalty
  • Fixed planetary deposit researcher interactions with gestalt empires
  • Maintenance drones now count as better than slaves for assorted checks
  • Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
  • The opinion penalty for purging pops have been reduced by 100
  • The amount of Menace gained from purging pops has been reduced by a factor of 100
  • Fixed the Splinter Hive Holding being 100 times more effective than it should have been
  • The Coral Portrait now has access to rooted instead of the platypus.
  • AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
  • Debris is no longer incorrectly displayed as coming from our own empire.
  • Scripted species can now inherit their parent species rights instead of getting default rights
  • The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
  • You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds

UI​

  • The Build District icon is now more clearly labelled.
  • Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
  • The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
  • Clearing a blocker will open the Build Queue if it is closed.
  • Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
  • Fixed some modifiers from jobs being unlocalized in tooltips.
  • Fixed being able to disable event messages if their default settings haven't changed.
  • The pop totals in the job strata tooltip are now consistent with the strata UI.
  • Fixed missing information in tooltips for why you can't upgrade buildings.

Stability​

  • Added more safeguards around ship graphical culture to avoid a crash
  • Fix CTD happening when hovering over some leader traits in the selection UI
  • Fix CTD related to districts getting deleted while a specialization was in the build queue
  • Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
  • Fixed issue with script killing pops assigned to a job may CTD
  • Fixed CTD in colonization view due to invalid deposit entry.
  • Fixes CTD in planets and sector view due to species

Performance​

  • Multiple AI performance optimizations
  • Reduced memory footprint in growth calculations
  • Threaded and cached procreate calculation on pop groups to improve performance

Out of Syncs and Performance are still very high on our priority list, so you'll be seeing a 4.0.5 later on this week.
 
  • 28Like
  • 13Love
  • 2
Reactions:
ancient clone vat change are nice

would regular clone vat get the same treatment
Talking about clone army and clone vat, if we didn't purchases biogenesis and play with clone army and decide to go genetic with ascendant clone (which is possible since 4.0), clone vat from the ascension doesn't increase the clone army pop cap, meaning that clone army pop still is produced, but die a month later because the pop cap is passed.

It isn't a bug but just that the new clone vat mechanic wasn't passed down to genetic tradition tree.

It could be cool to have that resolve later because it is quite clanky right now ^^

By the way i've tested hard reset to compare it to clone army and i must say... clone army still give the best army XD
However i don't know if the hard reset can give their special commando trait to another species. I've searched in the game file but no mentions.
 
Wilderness are still not able to upgrade certain buildings. This is getting quite aggravating, given that this worked YESTERDAY.
This screen shot was taken about 3 minutes ago. I have no mods on and I've already tried validating my files.


Wildernessbeingbroken.png
 
  • 1
Reactions:
Wilderness are still not able to upgrade certain buildings. This is getting quite aggravating, given that this worked YESTERDAY.
This screen shot was taken about 3 minutes ago. I have no mods on and I've already tried validating my files.

The Smelting Kiln requires a Planetary Root Complex, in that screenshot it looks like you only have the tier beneath it (Planetary Root Bundle). The "Unconstructable Building" tooltip will be fixed in tomorrow's patch.

Fixed missing information in tooltips for why you can't upgrade buildings.
 
  • 6
Reactions:
The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
What are the new default Logistics settings? I'd like to give them a try tonight while I wait for tomorrow's patch.
 
We've had a good day of fixes, so here's a preliminary changelog for tomorrow's 4.0.4 update. As usual with a preliminary changelog there may be additions or removals from this before the final release depending on how the tests go in the morning.

Lots of crash fixes in this one thanks to the crash reports you've been sending in, so thank you.

Stellaris 4.0.4 Patch​

Balance​

  • The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
  • Amenities Updates:
    • Logistics drones now produce additional amenities if Instinctive Synchronization is taken
    • Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
    • Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
    • Communal Housing grants 2000 housing and 3000 amenities.
    • Utopian Communal Housing grants 4000 housing and 6000 amenities.
    • 100 Entertainers now give 1250 Amenities instead of 1000.
    • The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
  • Reverted many of the leader changes:
    • Leaders once again gain traits at every level.
    • The number of trait picks per level has been set back to 2 by default.
    • Low level traits that were merged and buffed remain so.
  • It automates:
    • Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
    • Automation tooltip now mentions the scaling upkeep
    • Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
      • It automates...even for hives.
  • Gestalt Machine Empires can now turn off Migration Controls.
  • Maintenance Drones now auto-migrate like the Denizens that they are.

Bugfix​

  • Fixed space fauna cost values
  • Fixed various checks for Offspring Drones that were broken
  • Fixed the Permanent Employment civic
  • Fixed the planetary supercomputer not having the same modifiers as the research institute
  • Fixed the Logistics Hub going missing from the game
  • Fixed a broken modifier on the Hive Confluence building
  • Fixed telepaths not gaining correct modifiers
  • The Clone Army starting event no longer fires twice
  • Commercial specialisations now accept all urban buildings
  • Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
  • Neglected bio-trophies should now show on the planet UI and have a happiness penalty
  • Fixed planetary deposit researcher interactions with gestalt empires
  • Maintenance drones now count as better than slaves for assorted checks
  • Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
  • The opinion penalty for purging pops have been reduced by 100
  • The amount of Menace gained from purging pops has been reduced by a factor of 100
  • Fixed the Splinter Hive Holding being 100 times more effective than it should have been
  • The Coral Portrait now has access to rooted instead of the platypus.
  • AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
  • Debris is no longer incorrectly displayed as coming from our own empire.
  • Scripted species can now inherit their parent species rights instead of getting default rights
  • The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
  • You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds

UI​

  • The Build District icon is now more clearly labelled.
  • Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
  • The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
  • Clearing a blocker will open the Build Queue if it is closed.
  • Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
  • Fixed some modifiers from jobs being unlocalized in tooltips.
  • Fixed being able to disable event messages if their default settings haven't changed.
  • The pop totals in the job strata tooltip are now consistent with the strata UI.
  • Fixed missing information in tooltips for why you can't upgrade buildings.

Stability​

  • Added more safeguards around ship graphical culture to avoid a crash
  • Fix CTD happening when hovering over some leader traits in the selection UI
  • Fix CTD related to districts getting deleted while a specialization was in the build queue
  • Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
  • Fixed issue with script killing pops assigned to a job may CTD
  • Fixed CTD in colonization view due to invalid deposit entry.
  • Fixes CTD in planets and sector view due to species

Performance​

  • Multiple AI performance optimizations
  • Reduced memory footprint in growth calculations
  • Threaded and cached procreate calculation on pop groups to improve performance

Out of Syncs and Performance are still very high on our priority list, so you'll be seeing a 4.0.5 later on this week.

Most of this is great to see, good stuff!

However do these numbers still not leave holotheatres as still almost strictly worse than luxury housing.

LH is 1 building slot and minor upkeep for 2500 amenities + a load of extra housing

HT is 1 building slot and 200 jobs and sizable consumer goods upkeep for 2500 amenities + a tiny amount of unity.

I don't think spending 200 pops and the CGs on it is worth the tiny amount of unity and losing the housing tbh.

This still leaves the game in a state where I would never use entertainers.

That said all the rest of this is great progress, hope you can solve the majority of bugs/issues by free weekend :)
 
  • 4
  • 1Like
Reactions:
What are the new default Logistics settings? I'd like to give them a try tonight while I wait for tomorrow's patch.
When you start a new game, hit "revert to default" at the bottom. Not only does it set the pop growth stuff, but it fixes the bug where your storm chance would never save between games. Quite a handy and un-noted bonus.
 
  • 2
Reactions: