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pdx_struby

Stellaris Producer
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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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4.0.9 is now up on Steam and GOG. MS Store will follow as soon as it can.

This change reverts an OOS fix we had in 4.0.7 because of the massive performance impact the change was having. We are hoping to have a more comprehensive fix for Thursday.
 
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Currently we believe that the state of gestalt amenities is in a pretty good place, as there are several options to satisfy them. We'll be keeping an eye on Logistics Drones though.

Regarding the patch cadence - I expect that we'll be patching twice a week until the release is in the state we want it at. On Tuesday, there were two additional hotfixes, because we're not going to leave a crash or performance issue that bad for multiple days. I don't think of it as a PR effort, I feel that fixing things as well and as quickly as we can is the right thing to do.

Speaking of which, I have preliminary notes for 4.0.10, currently expected to be released tomorrow. As with all of the previews I've been making for these, the final patch notes may differ, as things may be added or removed.

Stellaris 4.0.10 Patch​

Improvements​

  • Bloomed Biomass is now prioritized if unqueing a Building that costs Biomass on Gaia worlds.
  • Cleaned up Terraforming options for Wilderness empires if they did not start with that planet type to avoid the painful game loop of colonizing a terrible world so that you could then pay in energy to improve it.
  • Candidates that are not the primary species of an empire now have a reduced chance of being elected in Non-Xenophilic, and under the proper circumstances, non-Selective Kinship Empires.

Bugfix​

  • Augmentation Bazaars civic no longer claims to increase trade per cybernetic trait
  • Wilderness Empires will no longer be offered Gene Seed Purification
  • The final tier of the Gaia Seeder building will no longer be destroyed in Wilderness Empires
  • Wilderness Biomass is now more likely to gain the Bloomed trait
  • Democratic Transference will no longer be granting hundred times more efficiency than expected.
  • Biological Ship empires should now be able to grow Fledgling Dragons when playing the Here Be Dragons origin.
  • Fixed the Expand Planet Decision for Wilderness refunding the Biomass spent
  • Updated the "Weak" trait tooltip
  • Fixed outdated Overtuned Traits tooltips
  • Restored icons to the "Win a War" Focus Card
  • Total War Empires can now complete the "Win a War" Focus Card
  • Terravores will no longer be give the "Terraform 3 Worlds" Focus Task
  • Delicious and Felsic species traits now give +100% job efficiency to livestock jobs
  • Secrets of Inetian Traders' vanilla modifier now reduces trade fees.
  • Fixed the Mutagenic Spas descriptions because they weren't displaying the correct job swap.
  • Fixed Clear Design for space fauna duplicating components and not clearing anything.
  • Fix some incorrect text in civics tooltips during empire creation
  • Slaves and purged pop groups no longer listed as being demoted
  • Bio-trophies and some other jobs cannot be automated anymore, as funny as it was for the Rogue Servitors to be so sad at the empty domes and make animatronic trophies to care for.
  • Fix some modifiers missing from job production tooltips.
  • Fix to Tiyanki Graveyard animation
  • Xenophobes are once again prevented from giving Full Citizenship and Military Service to Xenos

Balance​

  • Augmentation Bazaars grant access to Augmentation Merchants which combine the benefits of Merchants and Executives in one
  • Hyperlane Breach Points and Hyperspace Slipstreams technologies now also increase the number of pops that can move each month due to Automatic Resettlement by +25%
  • Doubled the effect Transit Hubs have on Automatic Resettlement to +200%.

UI​

  • Significantly improved Pop Job's production tooltip and details panel
  • Buildings in the Planet UI do not escape their frames anymore.
  • Updated the size of the Districts backgrounds, so their sizes and their padding are evenly distributed.
  • Updated the District Cap Background size and also the district slots padding.
  • Added more padding and even margins for the Planet UI.
  • Updated the look of Planet Production and Planet Deficit section of the Planet UI.
  • When opening the leaders view, the Available Positions window will now always start closed.

Performance​

  • Reduce amount of pop groups by adding mechanic for merge smaller similar ones.
  • Calculate the planet upkeep/produce/profit during the monthly tick and use the cached amount for all the calculations

Stability​

  • Fix common OOS related to wrongly recalculated planet profit (again, for real this time)
  • Some changes that are an attempt to fix a RANDOM_COUNT OOS that we cannot reliably reproduce internally.
  • Fixed crash when opening leader level up message if there is no trait to pick.

Modding​

  • Add can_be_automated token for jobs that cannot be automated
 
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