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4.0.4 Patch Released (checksum 6a76)

Greetings everyone,

We have another patch ready for you, bringing a number of bug fixes, balance adjustments, performance optimizations, and stability improvements.

Our work continues for all of the above and more.

Please find the patch notes below:

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Stellaris 4.0.4 Patch
Balance
  • The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases

Amenities Updates:
  • Logistics drones now produce additional amenities if Instinctive Synchronization is taken
  • Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
  • Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
  • Communal Housing grants 2000 housing and 3000 amenities.
  • Utopian Communal Housing grants 4000 housing and 6000 amenities.
  • 100 Entertainers now give 1250 Amenities instead of 1000.
  • The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
  • Reverted many of the leader changes:
  • Leaders once again gain traits at every level.
  • The number of trait picks per level has been set back to 2 by default.
  • Low level traits that were merged and buffed remain so.
  • It automates:
    • Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
    • Automation tooltip now mentions the scaling upkeep
    • Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
    • It automates...even for hives.
  • Gestalt Machine Empires can now turn off Migration Controls.
  • Maintenance Drones now auto-migrate like the Denizens that they are.

Bugfix
  • Fixed space fauna cost values
  • Fixed various checks for Offspring Drones that were broken
  • Fixed the Permanent Employment civic
  • Fixed the planetary supercomputer not having the same modifiers as the research institute
  • Fixed the Logistics Hub going missing from the game
  • Fixed a broken modifier on the Hive Confluence building
  • Fixed telepaths not gaining correct modifiers
  • The Clone Army starting event no longer fires twice
  • Commercial specialisations now accept all urban buildings
  • Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
  • Neglected bio-trophies should now show on the planet UI and have a happiness penalty
  • Fixed planetary deposit researcher interactions with gestalt empires
  • Maintenance drones now count as better than slaves for assorted checks
  • Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
  • The opinion penalty for purging pops have been reduced by 100
  • The amount of Menace gained from purging pops has been reduced by a factor of 100
  • Fixed the Splinter Hive Holding being 100 times more effective than it should have been
  • The Coral Portrait now has access to rooted instead of the platypus.
  • AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
  • Debris is no longer incorrectly displayed as coming from our own empire.
  • Scripted species can now inherit their parent species rights instead of getting default rights
  • The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
  • You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds

UI
  • The Build District icon is now more clearly labelled.
  • Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
  • The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
  • Clearing a blocker will open the Build Queue if it is closed.
  • Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
  • Fixed some modifiers from jobs being unlocalized in tooltips.
  • Fixed being able to disable event messages if their default settings haven't changed.
  • The pop totals in the job strata tooltip are now consistent with the strata UI.
  • Fixed missing information in tooltips for why you can't upgrade buildings.

Stability
  • Added more safeguards around ship graphical culture to avoid a crash
  • Fix CTD happening when hovering over some leader traits in the selection UI
  • Fix CTD related to districts getting deleted while a specialization was in the build queue
  • Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
  • Fixed issue with script killing pops assigned to a job may CTD
  • Fixed CTD in colonization view due to invalid deposit entry
  • Fixes CTD in planets and sector view due to species
  • Performance
  • Multiple AI performance optimizations
  • Reduced memory footprint in growth calculations
  • Threaded and cached procreate calculation on pop groups to improve performance
  • Reduce calculations done for planet economy

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We hope that your experience is improving with each of these iterations, there are more to come.

Talk to you again soon.

Stellaris' new DLC BioGenesis lets you breed an existentially terrifying but cool as hell planet-sized monster, is out now


Stellaris is one of those forever games where occasionally I'll see that it's released something new and think "dang, that old dog is still truckin' along?" It seems to be that time of year again, as both a big update for the game as well as a new expansion dropped yesterday. Paradox previously described this as a "phoenix update" to try and sort out a bunch of the game's long-running issues, as well as make some tweaks to help bring in new players.


Read more

Stellaris 4.0.3 "Phoenix" Hotfix Released

Greetings everyone,

We have just released a new patch aiming to address a number of the reported issues since yesterday's release of 4.0. We want to thank players for their feedback and bug reports on the issues experienced with the 4.0 release, your feedback is extremely valuable to us and helps us identify and address bugs and issues - we are working hard to bring Stellaris 4.0 to its best. Please keep the feedback and bug reports coming.

As a preview of what we're currently looking at: 4.0.4 will address purging being 100x as effective as intended, Offspring drones, and Amenity improvements for both Holotheaters and Gestalts. (This is a non-comprehensive list, just a sneak peek at some of the changes coming in 4.04.)

4.0.4 is also currently planned to be released this week. As always your reports have been very useful so please keep sending these our way to help us get to everything that has been affected in this major release.

For those of you who are looking to finish 3.14.* save games before moving onto 4.0.* patches, you can roll back using the Steam betas feature. Right Click Stellaris > Properties > Betas Tab and choose “3.14.1592653 - Circinus Version Rollback” from the dropdown. When you’ve completed your save games, you can choose “None’ in the same dropdown to upgrade to the latest version of 4.0.

We’ve also seen some complaints about players not being able to access the BioGenesis DLC content. These issues are generally fixed by verifying your game files on Steam. Right-click Stellaris, go to Properties, Installed Files and click “Verify integrity of game files”. If this doesn’t resolve your missing DLC issue, you can open a ticket with Customer Support at support.paradoxplaza.com, who will be able to provide you with assistance getting access to the new expansion.

Please find the 4.0.3 patch notes below.
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[h3]Stellaris 4.0.3 Patch[/h3]
Features
  • Monthly change in Biomass is now shown in the resource bar for Wilderness empires.
Bugfix
  • Fixed some building upgrades being unconstructable or appearing with Planet Cap: 0
  • Devouring Wilderness now correctly generates biomass from eating pops
  • You will no longer be tasked with making an agricultural district if you are a Wilderness Empire and an Orchard Forest if you are a regular empire.
  • The timeline completion and progression popups no longer remain open when the timeline UI is reopened after being closed.
  • Fixed shattered rings not showing generator districts
  • Fixed some unity buildings being broken
  • Fixed politicians having double the resource output they should
  • Fixed the bullet points for various species traits
  • Fixed empire size from district modifiers being applied twice
  • Zookeepers no longer increase the amount of research that other Zookeeper produce scaling with the number of zookeepers. Oops!
  • Fixed assembly specialization for machine worlds giving the wrong jobs
  • Fixed the council position for worker coop providing the incorrect amount of amenities.
  • Wilderness empires can no longer become the Behemoth, they are perfect the way they are.
  • Fixed some localization issues with some planetary decisions (English only)
  • Fixed some tooltips mentioning regular jobs for wilderness
  • Fixed Wilderness colonization button
  • Fixed the Avatar Forest's volatile mote upkeep being too high
  • Fixed the Thermoclastic Roar using improper syntax for killing pops
  • Fixed some biological offspring ships not calling the correct 3d models
  • The Order's Demesne should now correctly be swapped for a standard Planetary Defense specialization
  • Pre-FTL planets should once again have their buildings
  • Wilderness Deposits have been contained and will no longer be spawning across the galaxy. (Fixes systems generating with no resources.)
  • Fixed ai megacorps not having an influence budget to build branch office buildings with
  • Fixed the tooltip that said how many traders you get from branch office buildings depending on civics (English only)
  • Fixed space fauna gauss weapons dealing -100% hull damage
  • Fixed biological ship point defense and flak being identical
  • Fixed juggernaut fusion reactors being equippable on titans not juggernauts
  • The Faculty of Archaeostudies no longer gives broken jobs
  • Fixed a planetary deposit making gestalt physicist jobs require consumer goods
  • Fixed budding pops making robot assembly plants sometimes stop working
  • Empire with the catalytic processing civics now start with additional food districts
  • The Catalytic Processing civic now says that Metallurgists are converted into Catalytic Technicians
  • Fixed some trait tooltips overstating effects by a factor of 100 (English only)
  • Ancient Clone Vats can now be built in any urban district specialization
  • Added tooltip description for Wilderness Refining World.
  • Virtuality no longer allows an infinite workforce loop
  • The experimental ship from the War Fragment now scale
  • The experimental ship from the War Fragment no longer drops debris
  • You can no longer build the Wilderness Glade holding on unnatural worlds
  • The Wilderness can no longer build multiple shield generators, effectively becoming immune to bombardment.
  • Fixed numerous buildings sticking around after a Wilderness took over a planet.
  • Fixed numerous event buildings not having a biomass cost for Wilderness
  • Fixed the First League Filing Office not giving the unity jobs it should have to most empires.
  • Physics, Society, and Engineering focused District Specializations now trigger flavor text selection for their District.
  • Improved post game Behemoth Behavior
  • Fixed biological ships not having logistic upkeep
  • Fixed habitats spawning with a broken orbital
  • Civilians are now generated with a mix of ethics
  • Pops are now created with a randomly selected ethic when appropriate.
  • The Ministry of Culture building now says that Bureaucrats are converted into Culture Workers
  • The Core focus task "Establish a Branch Office" can now be completed
  • Fixed Natural Neural Network maintenance drones
  • Fixed Spanish Translation of Precinct Houses
  • Fixed all rural districts being destroyed when losing a colony
  • Fix to an unemployment tooltip
  • Fix issue with colonization on planets, specifically seen on shattered rings
Balance
  • Logistic Drones now provide a small amount of amenities
  • The Faculty of Archaeostudies now gives minor artifacts from biology/archaeo-engineer jobs if you have the Archaeoengineers AP
  • Buffed Prosperity traditions
  • Significantly buffed the scientist expertise traits
  • Wilderness and Nascent Stage are now incompatible
  • Nerfed spawning and assembly specializations for hive and machine worlds
  • Rebalanced Natural Neural Network - reduced the research generated, but significantly reduced the additional upkeep
  • Correctly put soldier job efficiency modifier on the Military Academy, not the Fortress
  • The chance to get the cultist's flagship is now 20% instead of 100%
  • Districts for Wilderness Empires now cost 50 Biomass
  • The expand planet decision for Wilderness now costs 5×(Planet Size)^2 Biomass and 50 Influence
  • Reduced the extra society research from zookeepers
  • Civilian ethic outputs have been adjusted
  • State Academy now has a planet cap of 3
  • Betharian Districts now produce 2 Minerals and 6 Energy by default, rather than just Energy.
AI
  • Gave the AI a helper event so they don't leave their starting shattered ring segments uncolonised
  • The AI now values buildings that modify production more.
Stability and Performance
  • Fixed a crash when exiting to main menu
  • Found an issue with Weaver growth auras that was lagging the game:
  • The weaver growth auras temporarily affect all ships in the fleet instead of only biological ships capable of growth due to these performance issues, however they no longer apply an upkeep increase.
  • Significantly improved how Biomass is calculated
  • Improve loading time of late game saves

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The team is working through the issues and you can expect regular patching to continue in the near future as we bundle up and release any further fixes as soon as they are ready.

Thank you for playing Stellaris!

The new Stellaris DLC has bad Steam reviews, even though lots of players love it

Stellaris remains the ruler of space-based 4X games - one of Paradox's best works, it still has rave reviews and tens of thousands of daily players. The new DLC has earned plaudits, too. Bringing new ships, new origins, and an overhauled version of the Genetic ascension, Biogenesis could be one of the strongest expansions in the space 4X game's history. And yet, just one day after it was released, the Steam rating for Biogenesis is an inauspicious 'mostly negative.' From the same label that made Crusader Kings, Europa Universalis 4, and Hearts of Iron, what could be going wrong? It's not Biogenesis itself. The source of the criticism is the accompanying Stellaris 4.0 update.


Read the rest of the story...


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Sci-fi sandbox strategy sim Stellaris will probably continue expanding until either the heat-death of the universe, or it encompasses every single notable genre trope in existence. Today, it grew a meaty little chunk of new content with the Biogenesis expansion, part of its ninth season of DLC...
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