Stellaris 4.3 "Cetus" Open Beta Updated (2026-02-12)
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[/p][p]Hello Stellaris Community![/p][p]We have another open beta update for you this week! This update is chocked full of bugfixes and other improvements that we hope will make your beta experience much more enjoyable.[/p][p]We’d also like to thank you for the literal hundreds of feedback responses over the past few months. We’ve gotten some great stuff from these feedback forms, and we’d like to keep the back and forth going. To that end, we have a new version of the feedback form, please offer your feedback on the latest version of the open beta here: https://pdxint.at/4rN5fU1[/p][p]Without further ado, on with the patch notes:[/p][h3]4.3 ‘Cetus’ Open Beta Patch Notes 2026-02-12[/h3][p]Balance[/p]
- [p]Aristocratic Elite now also grants +10% Elite Job Efficiency and +10% Leader Upkeep.[/p]
- [p]Police State now also grants +10% Enforcer Job Efficiency.[/p]
- [p]The Chief of Secret Police council position changed from 5% Governing Ethics Attraction per level to 2% Governing Ethics Attraction and 1% Enforcer Job Efficiency per level.[/p]
- [p]Lithoid Empires start with one more Mining district[/p]
- [p]Martial Law (setting a Commander as the Governor of a planet or sector) now also directly increases Stability on any planet they're controlling - not just if it's their home planet.[/p]
- [p]Adjustments made to ship behaviors to make them less likely to behave in terrible ways.[/p]
- [p]Ships that base their desired range on weapon range (most of them) will now try to get to 90% of their max range instead of sitting precisely at their max range and hoping nothing goes wrong. (Exposed as COMBAT_DESIRED_RANGE_MULT define.)[/p]
- [p]Artillery combat computers now once again try to stay at max range instead of median.[/p]
- [p]Ships that are getting blasted from out of their range will now charge their attacker if they're within 200% of their desired max range instead of 110%. (This is now exposed in defines as COMBAT_CHARGE_DISTANCE_COEFFICIENT.)[/p]
- [p]Fleets of a single ship that exceed your Command Limit will no longer try to split themselves into two new fleets every single day.[/p]
- [p]Fixed a bug with command_limit_mult in which the modifier was applied to itself before being applied to the command limit.[/p]
- [p]Pops that are either not enslaved or are mindless robots will no longer demand to be Battle Thralls to be allowed Limited military service. (Tankbound Necrophages should now be able to set their policies to permit their mindless robots to be robot armies.)[/p]
- [p]Exotic Gas Capture district specialization no longer costs twice as much as other specializations.[/p]
- [p]Spiritualist and Materialist empires will now attempt to place their starting Temple or Research Lab in the Archives district specialization.[/p]
- [p]The FE building received notification now displays which building has been unlocked.[/p]
- [p]The tooltip for the Clustered Capacity tradition has been adjusted to reflect the new values.[/p]
- [p]The Opportunist 3 leader trait now functions as intended.[/p]
- [p]Fixed an issue where reforming government and invalidating genesis guides would not remove genesis preserves from colonies.[/p]
- [p]Adjusted the Polish names for the Imperial Fiefdom AI vassals.[/p]
- [p]Fixed a missing title in the demands of the supremacist faction for Hard Reset.[/p]
- [p]The Materialist FE warning when going cosmogenesis is now only issued if there is actually a materialist FE in the galaxy.[/p]
- [p]Fixed an issue where cosmic storms would spam the error log with nonsensical messages.[/p]
- [p]Leaders assigned to a "Doom of the Eater" fleet no longer die if a new fleet is spawned.[/p]
- [p]The Subterranean origin tooltip now mentions the existence of the Subterranean Urbanization zone.[/p]
- [p]The tooltip for Existential Iteroparity has been adjusted to match the in game value.[/p]
- [p]Wilderness species should no longer be able to receive forbidden traits from FE interactions.[/p]
- [p]The Deluge colossus now properly terraforms its targets, creating appropriate deposits.[/p]
- [p]Angler's bonus food output has now actually been removed as announced in previous patch notes (they now produce as much as regular farmers, but retain their trade production)[/p]
- [p]Tutorial settings can be adjusted again.[/p]
- [p]Fixes an issue where civics that affect the base level of leaders don’t work[/p]
- [p]More string optimizations[/p]