Greetings everyone,
Our latest and greatest patch has arrived, carrying plenty of fixes and tweaks to improve your BioGenesis and 4.0 playthroughs.
Please find the patch notes below:
Stellaris 4.0.5 Patch Notes
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Improvement
- Converting a planet into a hive world or machine world now preserves the generator, mining and farming jobs. Known Issue: The special districts on these planets do not swap names or icons to rural districts.
- Void Dwellers, Aquatics and Cave Dwellers now grant their robots the relevant trait when they invent robots
- Updated multiple Databank articles, such as Buildings, Jobs, Housing, and Resettlement
- FE buildings have been made available to Wilderness empires (under the same restrictions as normal), and have received an additional biomass cost.
- The fallen materialist’s Master Archive now grants additional research options
- The spiritualist fallen empire’s shrine now offers improved shroud communing
- Font of Knowledge now includes all of the 4.0 research buildings
Bugfix
- Fixed Pearl Divers not mentioning both a food and mineral upkeep in the tooltip
- Fixed some duplicated text on the strong and very strong traits
- Blocked Behemoths from laying eggs in combat
- Fixed the Artifact Relay decision for hive minds
- Fixed the Galactic Market Nomination decision
- Fixed Fanatical Purifiers and Devouring Swarm getting the ‘Declare a Rival’ Empire Focus
- Bio Titans built in GDF service should now be made of meat and not metal
- Fixes ethics divergence always switching the entire pop group instead of amount
- The Automated Curation Algorithms technology will no longer be offered to Wilderness Empires
- Colonization can not be started again if there’s already a colony ship in progress.
- Increased the amount of workforce Wilderness pops gain to 99999, this way if you ever have more than 1000 of a job the wilderness won’t start trying to employ pops like a normal empire
- Wilderness Empires will no longer be able to build the automation buildings only to destroy them at the start of the next month
- The Automation Buildings should only show up in a research option once now instead of four times.
- Fixed multiple pre-FTL buildings sticking around after their owners had been invaded
- Advanced AIs now start with some extra unity
- Genocidal Necrophage empires no longer start with a Chamber of Elevation
- Incompatible Cybernetic Creed buildings are removed from the building list when you embrace a Creed
- Finishing Biomorphosis while having 7 tradition trees shouldn’t reward a ghost tradition tree
- Fixed the Planetary Supercomputer demanding paperclips
- Permanent Employment now correctly starts with 400 zombies
- Added missing loc from Sanctuary World designation tooltip
- Scavenger Bot is now named correctly in the Timeline Event.
- 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)
- Fix issue where fleet/ship stats were not updated correctly when modifiers changed
- Fix modifiers not having an effect on displayed Fleet Power
- Biomimetic now applies a 50% workforce bonus to roboticist and replicator jobs
- Bodysnatchers now may edit Population Controls, similar to Necrophages.
- The War Fragment will no longer ask you to declare war on empires you have branch offices on. Profit comes first.
- Officials can now get Architectural Focus trait from Resourceful Ascension event
- Eternal Vigilance now also generates Defense Platforms for Deep Space Citadels
- Planet and slave market tooltips will correctly include dystopian specialist jobs into the general specialists list.
- Fixed an issue where if you gained the jump drive tech before researching level 2 and 3 hyperdrives, your science ships and constructors would not be equipped with jump drives
- Fixed a bug that may have sometimes caused pop decline to be determined incorrectly on planets with multiple species.
- The Empire Focus “Build an Agricultural District” now requires food use to draw
- The Empire Focus “Finish First Contact” can now be completed
- The Empire Focuses “Have 1000 Consumer Goods” and “Have 1000 Food” have been blocked for ineligible empires
- The Empire Focus “Conquer a Homeworld” is blocked for empires that lack an interest in politics
- Empire Focus “Sign a Research Agreement” is blocked for homicidal empires
- Fatal Mutations no longer cause complete planetary extinction
- Pox Bombardment for some weird reason no longer works on mechanical beings
- Armageddon and Pox Bombardment are once again capable of bombing your enemies into the stone-age (tomb-world)
- Fixed the Identity Repository scaling at 100x the value it should
- Fixed a rare case of the Fallen Empire Building Received notification not telling you that you had unlocked the Sky Dome.
- Refugees have returned to their normal behavior, no longer will people flee from the devouring swarm by running back to the devouring swarm.
- Wilderness Biomass will no longer refuse to work simple drone jobs, back to work you malleable pile of goo!
- Fixed the size of the smaller Behemoths
- Fixes to the crystal manufactory system and event chain
- Fixed missing icon for the Truce End notification
- Bodysnatchers and Genesis Symbiotes are now properly incompatible
- Integrated Preservation and Instinctive Synchronization now share effects. Both now improve Automatic Resettlement Chance and increase Amenities from Logistic Drones
- Aquatic for Machine and Mote-Powered Tools tooltips no longer mention such outdated concepts such as job output modifiers
- Machine Worlds support basic generator and mining job buildings
- Fix to Planet Automation building upgrades
- Fixed a number of tooltips for Luminary traits
- Fixed some cases of leader trait picks not being given correctly.
- Evolutionary Predators now gain situation progress for Purging and keeping livestock pops. Happy hunting.
- Agrarian idyll Housing tech now correctly tells you what it does
- Buildings having sapient pop requirements will now list the number correctly
- The Management tab of planets is now visible if you can see planet features. World Consecrators rejoice!
- Behemoth now gets value properly from mutations
- Growth Penalty for bioships is now properly applied to naval capacity
Balance
- Reduced the biomass cost for planetary expansion for wilderness by roughly 50%
- Xenophobic Individualist Machines start with an Alloy Foundry instead of a Medical Center
- Void Dwellers now start with up to 3 hydroponics farms depending on food requirements
- Further tweaks to the ethics effects of civilians:
- Reduced the happiness for xenophobes and pop upkeep for xenophiles by 50%
- Increased the amenities for pacifists by 10x
- Doubled the trade for egalitarians.
- Habitats now have a Solar Farming Bay specialisation for their Reactor districts, this gives farmer jobs, turning the district into a hybrid energy/food producer.
- Knights OP:
- Halved the number of knight jobs from most sources
- Squires no longer grant the stability of soldiers
- Reduced the Bonus Pop Growth from the Lover’s Pox
- Reduced the Stability from Memorialist job swaps
- Updated Scientist Expertise traits
- Assault armies now cost food instead of minerals for empires with biological ships
- The life support system on the Crashed Slaver Ship for Broken Shackles has been discovered to be working, granting +30% habitability
- Increased the Strategic Resource cost of Fallen Empire buildings from 100 to 300.
- Increased the amount of Trader Jobs from the Galactic Commerce Hub and the Interstellar Commerce Nexus from 100/200 to 600/1200
- Reduced the Dimensional Fabricator output from +5/+2 strategic resources to +4/+1
- The Shrinkspace Depot and the Extra-Dimensional depot now grant +500/1000 minor artifact storage capacity
- The Molecular Revitalization Institute and the Bioregeneration Institute now grant fewer jobs, from 400/600 Medical Workers to 200/300 Medical Workers.
- The Robot Manufacturing Nexus and the Robot Quantum Production Hub now grant fewer jobs, from 200/500 Roboticists to 150/300 Roboticists.
- The Quantum Innovation Nexus and the Transcendental Innovation Department now grant fewer jobs, from 400/400 of each researcher type to 200/400 of each researcher type. Politician jobs have been removed.
- Curator Councilors no longer grant nigh infinite amounts of trade production
- Synthetic Fertility pops now die off much slower
UI
- Changes to modifiers are now mirrored in the UI immediately, even when paused
- Re-added pop decline alert.
- Improvements to the Build District tooltip
- Now tells you it will Build a District if you can afford it and click on it
- The modifier tooltip on a district will now also account for the modifiers coming from the district specialization.
Stability
- Fixed a common OOS after hotjoining due to leader trait assignments
- Fix common OOS related to wrong cached data about planet profit
- Fixed crash happening because a fleet was marked to be killed when the country was destroyed in special circumstances
- Fix to a wilderness growth related CTD
- Fixed a circular dependency in the French localization that was causing a crash.
- Fix crash with paragon special project
- Fix crash when merging fleets in reinforcements system fail
- Fix crash in economy fetching data from invalid diplomatic contact
- Fix crash with defensive armies removing dead army
- Prevented crash happening on special conditions that allowed holdings to be in regular zones
- Fixed crash when orbital bombardment ruins building
Performance
- Make creation of unnecessary jobs more sparse to reduce amount of objects.
- Make creation of jobs more sparse to reduce amount of objects.
Modding
- Updated species_uses_bonus_growth game rule to match can_species_procreate
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Let us know your thoughts, we’re staying tuned.