by PDX-Loke
Greetings all,
Another patch is ready for you to download and apply to your copy of Stellaris, improving the gameplay experience in a variety of ways.
4.0.14 is now available via Steam, and soon also on GOG and MS.
Please find the patch notes below.
Balance
- Fixed Hollow Bones being 1/10 as impactful as it should be. Stay away from big planets birds.
- Incubators modifiers will now be a bit more granular and not go from 30% bonus to -10% growth with 40 pops.
- Colony Auto-designation now better takes Urban districts into account for flipping to the various Urban-related designations. (We still recommend picking the one you want though. This was mostly intended for the AI)
- Gestalt empires can now build trade modules on starbases
- Non-gestalt empires can now build solar panels on starbases
- Added Logistic traditions for gestalt empires
- Split Enforcers and Telepaths
- Refactored the psionic pop output from telepaths to be on the psi corp building instead
- Introduced Job Efficiency for Psionic Pops modifier where appropriate
- Added Job Efficiency for Mechanical and Machine Pops modifier and implemented where appropriate
- Added Job Efficiency for Cyborg Pops modifier and implemented where appropriate
- Added Job Efficiency for Organic Pops modifier and implemented where appropriate
- Empire and Planet Limits for Fallen Empire Buildings now have the following rules:
- If you stole the plans through artifact diving or were gifted them by the Hive FE: Empire/Planet Limit = number of times you rolled the building, capped at 3
- If you got the tech through Enigmatic Engineering: Empire Limit: Uncapped, Planet Limit = 3
- If you have Cosmogenesis: Empire Limit: Uncapped, Planet Limit = 6
- If you’re a Fallen Empire: Empire/Planet Limit: Uncapped
- Note: It is our intention to replace this with a system that turns Fallen Empire building techs into Repeatable Technologies that base the maximum number of how many you can have be tied to the number of times you have researched it. This is likely to be in 4.1, though may sneak into a late 4.0 patch.
UI
- Reintroduced the Build District and Clear Blocker button in the District Details side panel.
- Planetary Habitability and Devastation should no longer overlap
- The column for number of pops in the species view should now correctly display larger numbers of pops without forcing a new line
- Added a tooltip to make the inability of building on an occupied planet clearer
- Improved Zone replacement popup
Bugfix
- Dictatorial Cybervision Enforcers will no longer give themselves an infinite amount of bonuses generating infinite amount of resources
- Fixed Corporate Angler council positions giving mult modifiers instead of add modifiers
- Fix occupied planets still adding their production and modifiers to their owners
- Modifier now scales with pop amount in production box and tooltip of planet view
- Prevent jobs with 0 workforce being displayed in the Strata production tooltip
- Assimilating a species now assimilates all armies, colony ships, and leaders of that species
- Added a 1 day count before VIR’s enclave tutorial.
- Exotic Metabolism tooltip now lists Pop Growth and Habitability.
- Fixed the energy cost that scales with pops in the Cyberization event “Radical Physiology”
- Changed the French translation of Research from Enquêter to Recherche
- Added appropriate effects tooltip for Augmentation Bazaar.
- The Celestial Orrery Supercomputer now only gives Physicist jobs
- Removed incompatible tech from Wilderness Agenda option
- Players can no longer colonize with a prebuilt colony ship if the species isn’t allowed to colonize.
- Fixed a bug with the years_of_peace trigger that made it not evaluate the delay properly, it was always treated as zero
- Fixed an exploit where people could edit their saved empires to start with late-game rewards and effects.
- Enforcers now benefit from Specialist modifiers again.
- Fixed tooltips for Angler civics
- Fixed tooltips for all Astrometeorology civics
- Fixed issues with the Astrometeology building for gestalts
- Fixed the Beastmaster civic tooltip
- Updated nested tooltips for Civil Education
- Fixed stability from Byzantine Bureaucracy not applying
- Streamlined the tooltip for Catalytic Processing
- Fixed Wild Swarm mentioning ships when combined with Cordyceptic Drones
- Improved the Dark Consortium tooltip
- Contingency will no longer fail to sterilize branch offices on a planet
- Demolishing a building on an occupied planet is no longer possible
- Blocked Resource Processing Center technology for Wilderness
AI
Note: These changes are just the start, we have more significant changes planned for upcoming patches. In the meantime, we recommend turning difficulty scaling off if you are finding higher difficulty settings far too easy.
- AI empires will focus a bit more on Industry and Alloys.
- AI empires value capital building upgrades more.
- AI empires are more likely to build Anchorages if their naval capacity usage is high.
- Adjusted the bonuses AI empires receive on higher difficulties. AI empires will now also gain bonuses to automatic resettlement on higher difficulties.
Stability
- Fixed OOS with different amounts of popgroups
- Fixed a Ship Design related OOS
- Fixed another possible OOS at reconnection
- Fixed CTD that happened on the planet UI for Contingency taken planets
Modding
- Prescripted empires’ starting flags now need to be defined in the ‘prescripted_flags’ folder
We hope you will enjoy these changes even if they happen to thwart your well-conceived exploits. Do let us know if you devise new ones. Thank you!