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pdx_struby

Stellaris Producer
Administrator
Paradox Staff
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Oct 7, 2020
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  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
  • Stellaris: Galaxy Edition
G'day,

Our most recent patch for Stellaris 4.0 and BioGenesis is available now on Steam. GOG and MS Store to follow shortly if not already updated.

This patch includes some fixes to stability and performance, as well as a host of other tweaks and bugfixes. You can find the details hidden below.

Stellaris 4.0.7 Patch​

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
  • 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

Stellaris 4.0.6 Patch​

Bugfix​

  • Fixed the preftl.180 event having no options for Ever Hungry empires.
  • The Avatar Cortex building for wilderness should no longer delete itself upon being upgraded to max level

Stability​

  • Prevent CTD from a district containing less built Specializations than expected to
  • Fixed crash when an event has no valid options
  • Fixed one more CTD in government view using invalid species data
  • Fixed CTD when cleaning up armies on country being destroyed

Modding​

  • CreatePopGroup effect no longer creates any pop group for invalid species.

We will continue to work diligently on this release to bring you the quality you deserve. Please continue to post any issues you find in the Bug Reports section of this forum. The more details there are, with attached save games, the more likely we'll be able to fix it.

Until next time, bye!

Edit:
A 4.0.8 hotfix has now also been released, fixing a circular reference in French localization that would lead to a crash.

Stability​

  • Fixed a circular dependency in the French localization that would cause a crash.

Edit 2:
One more for tonight. A 4.0.9 hotfix has also been released, reverting an OOS fix we attempted for (COUNTRY_RESOURCES) that was causing incredible performance issues. We will attempt to have a comprehensive fix for the COUNTRY_RESOURCES OOS in the patch planned for this Thursday.

4.0.9 is now available on Steam and GOG. MS Store will follow in a bit.

Performance​

  • REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
 
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On the state academy reduction: :eek:
On the adding CGs to everything: I'm starting to feel I'm going to need one factory planet per each non-factory planet :cry:

EDIT: BTW, could you look into the ability to rebuild stuff, right now it always says there's no space.
 
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On the state academy reduction: :eek:
On the adding CGs to everything: I'm starting to feel I'm going to need one factory planet per each non-factory planet :cry:
I still question this balancing.... the density of production of resources is still way off and too efficient, space and building wise, compared to building stuff normally.

These type of builds should never be better that normal science and unity production *COMBINED* and with no buildings.
@Eladrin
 
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Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully
Why? If it's not building all the Defense Platforms automaticaly, what's the point?
There are a few issues with the policy, mainly:

1. Full spending by default when it should probably be no spending at all

2. No option to build Platforms at bastions only

But otherwise, automatic Platforms building is a good QoL addition.
 
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Why? If it's not building all the Defense Platforms automaticaly, what's the point?
There are a few issues with the policy, mainly:

1. Full spending by default when it should probably be no spending at all

2. No option to build Platforms at bastions only

But otherwise, automatic Platforms building is a good QoL addition.

Yeah I really don't get this change. Seems very anti-QoL to have a feature where you don't have to risk RSI (at least in peacetime) spam clicking to build defence platforms only to reduce it to the point you still have to spam click. It should build all and have options for all upgraded starbases, bastions only, none (and default to none)
 
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Why? If it's not building all the Defense Platforms automaticaly, what's the point?
There are a few issues with the policy, mainly:

1. Full spending by default when it should probably be no spending at all

2. No option to build Platforms at bastions only

But otherwise, automatic Platforms building is a good QoL addition.
Platforms should be disabled but not destroyed, imo.
 
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Why? If it's not building all the Defense Platforms automaticaly, what's the point?
There are a few issues with the policy, mainly:

1. Full spending by default when it should probably be no spending at all

2. No option to build Platforms at bastions only

But otherwise, automatic Platforms building is a good QoL addition.
I also do not understand this decision . My last run was the first time I used Defense platforms at all because I hated the micromanagement . So I loved the feature of eternal vigilance… however I also observed a performance reduction and I am not sure if this had to do with my many Defense platforms . So maybe this decision has to do with performance of the game ? Would be a pitty…
 
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Is it it a bug that the luminary traits in under one rule don't appear as trait options until after rank 5 or an intended change?
I filled a bug report for this, no confirmation until now.

Bug Report
 
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still have problem with slave clans and basic race

hope this task in queue
 
Wanted to play multiplayer but the out of sync issues are still much too frequent for the game to be enjoyable.
COUNTRY_RESOURCE seemed to happen less, but other desync messages appeared from very early on after starting a new multiplayer campaign.
Completely unplayable at this state in all fairness, sadly.
Hoping for quick fixes here - subscribing for all the DLC feels somewhat annoying when the game stability is at this state.
 
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What's the thought process behind these CG upkeep changes?

The intent behind this I assume is to rein in some of the very powerful civilian stacking builds we've seen. I agree with some of these changes (state academy nerf was warranted) and like the direction, but I'm much less sure about putting those CG changes on autochthon monument. A meta trade build is barely going to notice the upkeep added here, since stacking civilians generates CG for them, but other forms of empire e.g. authoritarian are likely to suffer a bit more - which I think isn't quite the point here. One might argue that authoritarians shouldn't be letting people work civilian jobs, but it does happen. Related: Are there any UI changes planned for visibility of excess civilians?

Changes to things like trickle-up economics, on the other hand, are well targeted imo. This hits builds which are actively building around civilians and trade, and that one in particular sits next to the trade policy enabling trade to CG, which is a key ingredient if you want to run a ridiculously scaling civ build.
Less sure about the UOR change. Isn't strengthened government from a relatively late game situation? In my last UOR game I didn't take the relevant choices so I'm not so sure in 4.0, but I think by the time you hit that situation it is long past the point where unity is a strong resource. Curious on the rationale with this one?


Broadly, even large CG upkeep isn't going to be an issue for heavily civilian based empires (as you can see from state academy builds being strong - those take an insane amount of CG to run).
IMHO the problem is more with the outputs you can get with some key enablers.
May I suggest a crowdsourcing nerf?

EDIT: Very relevant bug - crowdsourcing is probably incredibly strong because of this: https://forum.paradoxplaza.com/foru...n-output-counts-pop-group-size-twice.1746332/

Also, I think the empire modifiers granted by resort workers are broken - it's difficult to tell as tooltips are a bit sketchy but I see 2% trade from living standards whether there are 100 resort workers or 10k. This may be a fortunate bug, because otherwise a meta civilian build would scale even more absurdly, but it is also a pretty serious problem with resort worlds. I'll head over to the bug reports section later...
 
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Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully
Why is this in "Balance"? Your empire still pays for those defense platforms, right? So what's the point in only having 50% of platforms built?
So, maybe simply different settings instead of "spending". For example:

Target:
* All stations
* Upgraded stations (starbase, DSC, orbital rings)
* Defensive stations only (only the ones that have at least one offensive or defensive module installed).
Auto build cap:
* Full
* Half
* Quarter
* None
 
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Why is this in "Balance"? Your empire still pays for those defense platforms, right? So what's the point in only having 50% of platforms built?
The empire pays for the upkeep on the platforms, but it doesn't pay for building the platforms. The alloy savings on EV are enormous, it's a very strong perk nowadays. It's in balance because it is intentionally a nerf.
 
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The empire pays for the upkeep on the platforms, but it doesn't pay for building the platforms. The alloy savings on EV are enormous, it's a very strong perk nowadays. It's in balance because it is intentionally a nerf.
That's still OP to get platforms for free. I thought it deducted the cost of platforms from my resources...
 
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