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Clearly a Steam bias here, why shouldn't the 2 platforms have the same prioritization? You aren't worth more as a player only because you bought it on steam...
Because you cant do 2 things at the same time. Duh. Steam is likely the biggest platform. Not sure what comes right after that. GOG tends to get patches just as fast tho. Dunno about Microsoft Store.
 
Just wow... After reviewing all of the patching, may I ask as one of the not-so-frustrated Stellaris players, what in the world prompted the developers to release the 4.0 update when they did as opposed to extending the release date and running an extended beta? Given the magnitude of the changes, I think this would have been a much better route for everyone involved. Obviously the developers know what they're doing considering the frequent roll out of patches fixing various issues. Nevertheless, I think this practice of releasing games in a beta state needs to stop. Some of the stuff on the rather long patch list I'm surprised wasn't corrected before rolling 4.0 out.

Aside from a few crashes, I haven't experienced any game breaking bugs playing from 2200 to 2300 game years at this point in a single player game. My current game build uses no mods and consists of Apocalypse, Federations, and Utopia expansions, Humanoid Species pack, Distant Stars, Leviathan, and Synthetic Dawn story packs. I want to get more content, but waiting on the developers to get most of the issues fixed AND a good tutorial on how all of this new stuff works. I like to tech rush and currently I'm unable to optimize my game play for this since I'm still trying to figure out how the new pops/jobs work. Curiously, as I'm playing a Egalitarian + Materialist, I managed to get Cordial relations with a Militaristic Xenophobe neighbor. Prior to 4.0, I always had problems with them when they started next to me in a game. Of course, I'm still learning the game and only have a couple hundred hours under my belt.
 
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Just wow... After reviewing all of the patching, may I ask as one of the not-so-frustrated Stellaris players, what in the world prompted the developers to release the 4.0 update when they did as opposed to extending the release date and running an extended beta? Given the magnitude of the changes, I think this would have been a much better route for everyone involved. Obviously the developers know what they're doing considering the frequent roll out of patches fixing various issues. Nevertheless, I think this practice of releasing games in a beta state needs to stop. Some of the stuff on the rather long patch list I'm surprised wasn't corrected before rolling 4.0 out.

Aside from a few crashes, I haven't experienced any game breaking bugs playing from 2200 to 2300 game years at this point in a single player game. My current game build uses no mods and consists of Apocalypse, Federations, and Utopia expansions, Humanoid Species pack, Distant Stars, Leviathan, and Synthetic Dawn story packs. I want to get more content, but waiting on the developers to get most of the issues fixed AND a good tutorial on how all of this new stuff works. I like to tech rush and currently I'm unable to optimize my game play for this since I'm still trying to figure out how the new pops/jobs work. Curiously, as I'm playing a Egalitarian + Materialist, I managed to get Cordial relations with a Militaristic Xenophobe neighbor. Prior to 4.0, I always had problems with them when they started next to me in a game. Of course, I'm still learning the game and only have a couple hundred hours under my belt.
There are many things that the devs cant talk about. It wasnt released in a beta state, it was released with issues that were and still are getting addressed as quickly as possible. Im wondering if there are no other games Stellaris players play, because all y'all gotta do is take a step back and wait a week or 2 for things to be fixed.
 
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@Eladrin i noticed that under gender, it instead lists sexes. Man, woman and non binary are genders, male and female are sexes. Indeterminate should be changed to non binary. Obviously not a priority but its something that shouldnt be hard to fix.
 
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Bugfix
  • You can no longer ruin your game-start economy by focusing on astro-mining while using resource consolidation to have no mining stations in your home system (Resource Consolidation and Astro Mining Drones now exclude each other)

Was this really necessary? As long as you took more than one system the civic started to work properly. Especially when machine origins are scarce restricting civics like this seems strange.
 
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There are many things that the devs cant talk about. It wasnt released in a beta state, it was released with issues that were and still are getting addressed as quickly as possible. Im wondering if there are no other games Stellaris players play, because all y'all gotta do is take a step back and wait a week or 2 for things to be fixed.
Agreed! We love our space oddities, but there are some good options. Check the Steam sales. Or well, there is the beauty of nature, whatever biome your homeworld is. Take care of yourself. :cool:
 
@Eladrin Getting a consistent CTD in a multiplayer game (version 4.0.6 [aa83]). I don't know what the cause is. The bug report includes an attached save. The save is exactly 2 months before the crash.


Edit: The cause may be related to a combination of the Wilderness origin and a First League event that is not properly coded for them, causing the game to bug out and CTD. In game listed in the bug report above, I was playing the Wilderness origin and shortly after I got a certain First League event, the game crashed.

 
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Is anyone else noticing that capitol buildings are giving too few defense armies? The standard capitol buildings are giving 0 armies despite saying they give 2 and the upgraded ones give 2 armies despite saying they give 4. This also means that most AI planets have no defense armies at all.

20250510105015_1.jpg20250510105020_1.jpg
 
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Is anyone else noticing that capitol buildings are giving too few defense armies? The standard capitol buildings are giving 0 armies despite saying they give 2 and the upgraded ones give 2 armies despite saying they give 4. This also means that most AI planets have no defense armies at all.
The capital buildings use the wrong modifier, so they don't give any. The jobs use the right one however.
The 2 defense armies you're seeing are most likely from the Hunter-Seekers/Enforcers.
 
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The capital buildings use the wrong modifier, so they don't give any. The jobs use the right one however.
The 2 defense armies you're seeing are most likely from the Hunter-Seekers/Enforcers.
Has this bug been reported? This is the kind of stuff Eladrin and the team fix before breakfast.
 
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A little feedback. I appreciate the fact that you can use your Industrial planets to produce strategic resources more seamlessly now.

However, the rate that they're producing might be a bit over-tuned at the moment. I saw someone able to reach 3k to 4k with just a single Ecumenopolis
 
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Has this bug been reported? This is the kind of stuff Eladrin and the team fix before breakfast.

I just reported it.

 
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There are many things that the devs cant talk about. It wasnt released in a beta state, it was released with issues that were and still are getting addressed as quickly as possible. Im wondering if there are no other games Stellaris players play, because all y'all gotta do is take a step back and wait a week or 2 for things to be fixed.

This is the worst release in 9 years. Megacorp was bad, but it was just buggy and untested. This one reeks of unfinished from every single standpoint.
Not even the UI was properly finished. The Ecumenopolis UI doesn't even tell you what your specialized districts are. They're just named "specialized district 00X".

This "release" is outright disrespectful.
 
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We've been continuing to work on updates, and I have preliminary patch notes for 4.0.7, currently planned for release tomorrow morning. This one builds upon the changes that were in this weekend's Open Beta.

As usual with preliminary patch notes, the actual release may differ from this list if something is found during the morning's tests.

Stellaris 4.0.7 Preliminary Release Notes​

Bugfix​

  • Localization has been updated for most text.
  • Species modification cost is no longer divided by 100 twice
  • Machine Nexus Designation no longer mentions Amenities
  • Tech-World Designation description is more specific.
  • Behemoth death animation particles are now spawned correctly
  • Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
  • The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
  • The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it.
  • Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
  • Random ethics changing should now work properly and not complain about invalid pop group
  • The shipyard should always display ship design names for military ships again.
  • Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
  • Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
  • Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits.
  • Fixed duplicated description for Numistic Shrine
  • Now only applies empire size penalty on edict costs, not the full empire size
  • Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
  • Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
  • Refined timeline localization
  • Planetary Administration and other buildings, and General Traits now correctly give Armies
  • The Perpetual Lightning modifier now has a description
  • Horizon Needle description now specifies where it has to be built.
  • Fixed duplicated description for Numistic Shrine
  • Fix Automated Workforce not applying correctly district level.
  • Multiple auto modding traits will now work together.
  • Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays

Balance​

  • Refitting a DSC no longer costs unity
  • Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
  • Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
  • Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
  • Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
  • Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
  • Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
  • Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully.

UI​

  • Leader upkeep is now rounded to 1 decimal for consistency
  • Clicking top bar resource a second time now always closes the market view
  • Fixed recommended DLC staying visible after exiting the empire selection view

Performance​

  • Improved performance when hovering over population number in planet view
  • Fixed a major performance issue caused by outliner starbase entries
  • Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)

Stability​

  • Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
  • Fixed CTD when dlc is not readable for unknown reasons
  • Fixed CTD when events without options are timing out
  • Fixed invalid memory reads when finishing species modifications
  • Fixed invalid memory reads as a result from on_pop_growth on actions
  • Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
  • Fixed expansion planner species entry crashing in tooltip
  • Fixed replace zone confirmation popup sometimes crashing
  • Fixed crash in grow_pops console command.
  • Fixes ground combat CTD

Modding​

  • local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
  • Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
  • Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
  • Removed build_pops console command and changed grow_pops to do growth, assembly and decline.
  • Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet.

There are still a couple of nasty OOSes that we're trying to track down.
 
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We've been continuing to work on updates, and I have preliminary patch notes for 4.0.7, currently planned for release tomorrow morning. This one builds upon the changes that were in this weekend's Open Beta.

As usual with preliminary patch notes, the actual release may differ from this list if something is found during the morning's tests.

Stellaris 4.0.7 Preliminary Release Notes​

Bugfix​

  • Localization has been updated for most text.
  • Species modification cost is no longer divided by 100 twice
  • Machine Nexus Designation no longer mentions Amenities
  • Tech-World Designation description is more specific.
  • Behemoth death animation particles are now spawned correctly
  • Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
  • The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
  • The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it.
  • Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
  • Random ethics changing should now work properly and not complain about invalid pop group
  • The shipyard should always display ship design names for military ships again.
  • Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
  • Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
  • Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits.
  • Fixed duplicated description for Numistic Shrine
  • Now only applies empire size penalty on edict costs, not the full empire size
  • Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
  • Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
  • Refined timeline localization
  • Planetary Administration and other buildings, and General Traits now correctly give Armies
  • The Perpetual Lightning modifier now has a description
  • Horizon Needle description now specifies where it has to be built.
  • Fixed duplicated description for Numistic Shrine
  • Fix Automated Workforce not applying correctly district level.
  • Multiple auto modding traits will now work together.
  • Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays

Balance​

  • Refitting a DSC no longer costs unity
  • Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
  • Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
  • Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
  • Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
  • Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
  • Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
  • Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully.

UI​

  • Leader upkeep is now rounded to 1 decimal for consistency
  • Clicking top bar resource a second time now always closes the market view
  • Fixed recommended DLC staying visible after exiting the empire selection view

Performance​

  • Improved performance when hovering over population number in planet view
  • Fixed a major performance issue caused by outliner starbase entries
  • Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)

Stability​

  • Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
  • Fixed CTD when dlc is not readable for unknown reasons
  • Fixed CTD when events without options are timing out
  • Fixed invalid memory reads when finishing species modifications
  • Fixed invalid memory reads as a result from on_pop_growth on actions
  • Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
  • Fixed expansion planner species entry crashing in tooltip
  • Fixed replace zone confirmation popup sometimes crashing
  • Fixed crash in grow_pops console command.
  • Fixes ground combat CTD

Modding​

  • local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
  • Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
  • Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
  • Removed build_pops console command and changed grow_pops to do growth, assembly and decline.
  • Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet.

There are still a couple of nasty OOSes that we're trying to track down.
Will these be deployed to the beta branch possibly today? or should we expect no changes until a full patch is pushed next
 
With everything in my soul I beg you unlimit the save file transfer speeds. CK3 did it and I can transfer 300meg saves in seconds. There's no reason a 3 meg save should be taking 1.5 minutes to transfer. Even if we resync'd every single year I could resync so fast you'd hardly know it.
 
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