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Stellaris Dev Diary #400 - Art of the Shroud

[p][/p][p]Hi everyone!

Abrakam put together a dev diary detailing some aspects of the art creation pipeline that they used during the production of Shadows of the Shroud, so you get a surprise Tuesday dev diary this week.

We’ll still have my dev diary about our next update on Thursday, which will be a little later than usual.

Take it away!
[/p][h3]Liquid Assets​[/h3][p]I'm Mikhail Pestov, a 2D artist at Abrakam Entertainment, and I'd like to tell you a little more about the portrait creation process for Shadows of the Shroud.

Today I'll be talking about the Tankbound portrait, which was a particularly special one that we knew was planned to be linked to a new Civic, but this process was generally the same for each one we produced.

These were the concepts I was provided by our lead artist: Jordi.[/p][p][/p][p][/p][p]Brains!​[/p][p]As you can see, details can range on these initial concepts from being very abstract to quite detailed. In this case, Jordi had also prepared a 3D concept, which is not typical but is done on some occasions. He must have liked this one.

My job is to render the final illustrations and prepare them for animation... so based on these, I tested several different options.
[/p][p]Psionic portraits were unique in that each was prepared with a special "Ascended" version.​[/p][p]
Sometimes the team and I immediately agree on a direction, and sometimes... well, sometimes, we need to do some heavy reworking. At this point in development we decided that we simply had too many 'brainy' portraits lined up and wanted to limit their appearance going forward. No problem, we can do that.[/p][p][/p][p]Brainless.​[/p][p]
We decided a pseudo 'energy' would be appropriate for this type of setup. While I typically work from an existing concept, I often have to create something new and solve non-obvious problems. This is an ongoing process involving communication with my teammates, feedback, ultimately to help make a character truly interesting!

In this case, we decide that this is much closer to what we want to see. The team approves the direction, and I start rendering. This is a process of refining the sketch more carefully, correcting mistakes, adding details, and texturing materials like metal or glass in greater detail.[/p][p][/p][p]They've got legs, and they don't really know how to use them.​[/p][p]
Once everything is ready and we feel that it's 100% right, I move on to polishing. This stage includes adding textures, small abrasions, highlights, scratches, etc. Things you'd expect to see on mechanical tanks that move around in spaceships.[/p][p][/p][p]Which tank are you?​[/p][p]
At this point, the figures reach their final appearance. Now I move on to the final, most technical, stage: the preparation for animation.
[/p][p][/p][p]This involves painstakingly separating the portrait into its base components. This often means adding or redoing something if I recognize there will be problems in animating a particular element. Once the team gives it the thumbs up, I send it to our animator who brings it to life: Bastien.

And that's how a baby Tankborn was… born.

[/p][h3]Shroud Shipsets​[/h3][p]
Hi everyone. I’m Aurelio La Ferla, Senior Hard Surface Artist at Abrakam Entertainment, and today we're gonna give a look at my approach on both the Mindwarden and Psionic 3D shipset for Shadows of the Shroud.

The process I followed for both shipsets is similar on some steps, but really different on some others.

We have to keep in mind that Mindwardens ships are more spiky, most of the time formed by squared and triangular shapes. Psionic, on the other hand, have more soft shapes with curved silhouettes. This is fundamental to understanding the best approach in the modeling/sculpting phase.

Starting with Mindwardens, I'm gonna talk a bit about the general steps trying my best to not be too technical and boring :)[/p][p]As previously said, Mindwarden ships are mostly based on square and triangle shapes, so what I did is basically start the modeling process from very primitive shapes following the concept previously did by the concept artists.[/p][p][/p][p]Primitive building blocks.​[/p][p]
After having a rough base to work from, I then added details, bevels, and generally smoothed them out to make them as clean as possible for the highpoly.[/p][p][/p][p] The smoothest triangles you'll ever see.​[/p][p]
Once I do this for all the main pieces, I start to put them together. This is building the structure of the spaceship piece by piece, always following the concept until I have the complete ship built it up in highpoly.[/p][p][/p][p]Highpoly Mindwarden Colossus.​[/p][p]
After building the highpoly, what I usually do is a quick highres render, with some basic metallic material and lights and send it to the rest of the team for design approval. Now it really starts to come to life.[/p][p][/p][p]The forbidden flower.​[/p][p]
Once the 3D highpoly is fully approved, I’m ready to move on to the lowpoly model. For the Mindwardens specifically, most of the time I tweaked some of the base pieces used for the highpoly to repurpose for the low.

When the lowpoly is ready and the structure of the spaceship is done, I proceed to work on the UVs. This is the flat 2D representation of the 3D model, fundamental for the baking and texturing phase.[/p][p][/p][p]Like taking apart the most complicated cardboard box.​[/p][p]
Now it's ready to bake, but using a computer as an oven. This is the process that “transfers” the details from the highpoly to the lowpoly model. The whole reason for doing all of this is to have everything look highly detailed, while still being optimized for real-time performance in-game.

The very last step for me is the texturing.[/p][p][/p][p]Ready to seal the Shroud.​[/p][p]
For the texturing process I used materials produced by one of our technical artists. Now the model is ready to be rigged and animated!

Finally, here are some final renders of the Colossus:[/p][p][/p][p][/p][p][/p][p][/p][p]For the Psionic shipset, the process is more or less the same, but the initial approach is different ‘cause the shapes are more soft and curved.

The process always involves:
[/p]
  • [p]Highpoly[/p]
  • [p]Lowpoly[/p]
  • [p]UVs[/p]
  • [p]Bake[/p]
  • [p]Texturing[/p]
[p]
But the initial part is more of a “sculpting” process.

Basically, starting from primitive shapes, I sculpt every piece of the spaceship and put them together. The sculpt is an easier and more proper way to approach these kind of shapes.[/p][p]Digital clay.​[/p][p]
Once again, with the highpoly sculpt finished and approved, it's time for the lowpoly.

In this case the approach is different from the Mindwardens, ‘cause here we are gonna have a highpoly sculpt that needs to be lowered down in terms of its tris-count, or number of triangles it has. The Mindwardens started basically as triangles, so they cheated a bit. So, we are gonna build a more clean and lower density topology through the “retopology” process.[/p][p][/p][p]Exterminating triangles.​[/p][p]
And this is the final result of that process. As you can see, the model went from a really high tris density to one that can be used more practically for animation and in-game.

The retopology process is not always necessary. Sometimes if the sculpt topology is clean enough, it’s possible to lower the tris-count just by simplifying some shapes or removing some edgeloops.

Once the lowpoly is ready, the rest of the process is the same as above.

Here some renders of the final result:[/p][p][/p][p][/p][p][/p][p]Behold, the Psionic Ion Cannon.​[/p][p]
Hope you all enjoyed it![/p]

Stellaris Dev Diary #399 - The Ongoing Plan

[p][/p][p]by Eladrin[/p][p][/p][p]Hello everyone![/p][p]We’re currently running a 4.1.6 Open Beta on Steam, which we’ve recently updated with a fix to slavery production bonuses.[/p][p]Here’s a list of everything currently in there:[/p][p]Note: Two new additions under Bugfixes since last week are bolded.[/p][h3]4.1.6 ‘Lyra’ Open Beta Patch Notes
[/h3][p]Improvement​[/p]
  • [p]Teeth of the Eater fleets now move to merge with already existing ones on spawn, to prevent clogging.[/p]
  • [p]Added tooltips to the Great Awakening tradition to clarify Psionic Assimilation living standard.[/p]
  • [p]Adds tooltips to Automation Building for Tankbound when the Building will not automate certain jobs[/p]
[p]Balance​[/p]
  • [p]Disciple of the Cradle leader trait no longer removes job output as governor and now adds trust cap as councilor.[/p]
[p]Bugfix​[/p]
  • [p]Fixed default zone showing up in Broken Shackles planet UI[/p]
  • [p]Symbiosis living standard tooltip no longer displays string ID.[/p]
  • [p]Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.[/p]
  • [p]Fixed being able to build the same district zone specialization without closing the planet view[/p]
  • [p]Planet governor skill modifiers no longer apply to fleets now[/p]
  • [p]Now shows the proper leader tier frame again in the UI[/p]
  • [p]Radiotrophic pop upkeep now applies[/p]
  • [p]Terraforming a planet into a machine or hive world no longer removes buildings in the rural districts.[/p]
  • [p]Distributed Design Center and Metallurgical Research Lab buildings now correctly give additional bonuses on ringworlds.[/p]
  • [p]Alloy Nano-Plants and Civilian Repli-Complexes no longer have increased costs and upkeep on ringworlds.[/p]
  • [p]Going for the Cybernetic ascension as a Hive-Mind now properly blocks the Psionic Ascension.[/p]
  • [p]Hard Reset Empires that have started to Cybernetically ascend may no longer take the Synthetic Evolution ascension perk, and vise versa.[/p]
  • [p]The Council Cleanup event will no longer attempt to create pops on stars[/p]
  • [p]Fixed Ocean Paradise starts not showing the farming district at game start due to a mismatch between capped and uncapped districts for that origin[/p]
  • [p]Ecumenopolis Urban Districts now add Production Overseers jobs.[/p]
  • [p]Fix issue that caused uncapped districts to be destroyed on the monthly tick[/p]
  • [p]Chattel Slavery and other modifiers that failed to apply production bonuses to slaves now provide workforce efficiency bonuses to them instead.
    [/p]
    • [p]Known Issue: We’re still trying to track down an issue causing Unemployed Syncretic slaves to continue disappearing instead of demoting properly, but they appear to come out of hiding if new jobs open up. Please let us know if you see this behavior happening with other Civics or Origins, as “conventional” Xenophobia or Authoritarian slavery appears to generally be working as expected.[/p]
  • [p]The Growing Like Weeds achievement no longer requires EXACTLY 25k budding pops.[/p]
[p]AI​[/p]
  • [p]The AI is now less likely to bankrupt itself through the use of Eternal Vigilance.[/p]
[p]Stability​[/p]
  • [p]Fixed CTD in set_hostile effect when it cannot create a relation between the countries.[/p]
  • [p]Fixed CTD on MacOS happening sometimes while highlighting sections of demographics pie charts[/p]
  • [p]Fixed CTD when starting to explore an astral rift that previously had progress done[/p]
[p]Modding​[/p]
  • [p]Removed the duplicate uncapped district types and made their functionality part of the base type. is_uncapped is a trigger now for district types that handles this[/p]
  • [p]The overnight command now keeps two extra saves, at 2275 and 2325.[/p]
  • [p]Added the -incrementalsaves command line parameter which keeps additional saves at 2200.01.01, 2275.01.01, 2300.01.01, 2350.01.01, and every 50 years afterwards until 2600.01.01. (Only applies to non-Ironman games.)[/p]
[p]Now I’d like to go over our planned roadmap for the next few months.
[/p][h3]The Near Future​[/h3][p]We’re currently integrating localization files into the 4.1.6 branch and submitting it for certification. If everything goes according to plan, it should be able to be released early next week.

Fixes will continue as part of 4.1.7, which like 4.1.6, should remain as an Open Beta for a few weeks.

Our initial list of changes that are already in our internal 4.1.7 includes:[/p][h3]4.1.7 ‘Lyra’ Next Open Beta Preliminary Patch Notes[/h3][p]Balance​[/p]
  • [p]Changed the Cradle of Souls chosen trait to give +30%/+15% Political Power as Planet / Sector governor instead of +750%/+500%.[/p]
  • [p]The Cybernetic and Cyber Commando traits now allow species to live on machine worlds, even outside of a driven assimilator.[/p]
  • [p]The Opus core world for the Hard Reset origin is now size 25.[/p]
  • [p]The Extradimensional Experimentation planetary decision now has the Data-Driven Theorem Facility increase physicist output and give them zro upkeep.[/p]
  • [p]Cybernetic Creed empires with Civil Education no longer start with a massive consumer goods deficit.[/p]
[p]Bugfix​[/p]
  • [p]Fixed an issue where your authority wouldn't change to Imperial after appointing your ruler as Divine Sovereign[/p]
  • [p]The Divine Sovereign civic is now properly removed, should the chosen leader of an empire die.[/p]
  • [p]Added missing Production Overseers jobs to multiple rural districts for Tankbound empires.[/p]
  • [p]Corrected missing full stops at the end of the Great Awakening tooltip.[/p]
  • [p]Restored the ending of the Fleet Maneuver event chain.[/p]
  • [p]Added missing upkeep modifier from Tankbound to habitat rural districts.[/p]
  • [p]Updated ringworld colony designations to follow the new standards[/p]
  • [p]The relic world specialization being blocked by the collapsed spire will no longer have repeat lines in it[/p]
  • [p]The Retirement Home achievement is once again achievable[/p]
  • [p]Fixed a wide range of the galaxy's species going on a hunger strike (including MSI for some reason!)[/p]
  • [p]Fixed the Nivlac trait not displaying an icon, it now shares its icon with the Extremely Adaptive trait.[/p]
  • [p]Alloy megaforges now correctly have a volatile motes cost and upkeep.[/p]
  • [p]Fixed missing species name in event title and descript when awakening psionic abilities.[/p]
  • [p]The Minor Artifact Decision "Initiate Performance Competition" will once again be providing working modifiers[/p]
  • [p]The Hard Reset species traits will once again be localized[/p]
  • [p]Sabotaging Starbases should no longer generate ethics options that mention your target's ethic.[/p]
  • [p]Fixed modifier removal being displayed twice in Order Restored event acceptance tooltip.[/p]
  • [p]first_contact.15, the event that talks about the location of your contact's country's homeworld will no longer sometimes try to tell you about their star instead.[/p]
  • [p]Fixed being able to take the Hegemon origin while being Egalitarian[/p]
  • [p]Hard Reset origin and Tankbound civic are now incompatible due to mutually exclusive mechanics.[/p]
  • [p]Empires are no longer required to feed any pre-sapients they find in the galaxy. (But your cat will still claim it has never been fed).[/p]
[p]Modding​[/p]
  • [p]Added the soft_traits parameter to origins for traits the player should start with but can remove without making their government invalid[/p]
[h3]What’s After That?​[/h3][p]Our order of priorities for the Custodian programmers are currently:[/p]
  1. [p]Get the overall MP Out of Sync rate back to 4.0.23 levels. ✅[/p]
    • [p]We’re currently a bit better than this target as of 4.1.5, but if it slips back up it will become the first priority again.[/p]
  2. [p]Focus on Performance improvements to get average overnight daily tick times for 300 year games under 375ms. (3.14 performance target.)[/p]
  3. [p]Reduce the MP Out of Sync rate for desyncs that recur after resyncing to 60% of the 4.0.23 rate.[/p]
  4. [p]Continue working on Performance improvements to get overnight average daily tick times for 300 year games under 350ms.[/p]
    • [p]This target approximates the state of the game between the releases of First Contact and Galactic Paragons.[/p]
  5. [p]Rewrite how slavery is implemented.[/p]
[p]
After this, work will continue on these in parallel:[/p]
  • [p]Reduce the MP Out of Sync rate for desyncs that recur after resyncing to 30% of the 4.0.23 rate, which would bring us to levels that are notably better than the historic average.[/p]
  • [p]Continue working on Performance to get down to 300ms average daily tick, which approximates the performance before the release of Overlord.[/p]
  • [p]Rewrite how ethics divergence and factions are implemented.[/p]
[p][/p][p]% Out of Syncs over time since the 4.0 release.

The designers of the Custodian team are splitting their time between post-release support, helping me with the Ship Experiments that I described in last week’s dev diary, and a broad Economic Balance pass.

As always, these plans are subject to change, especially if a spicy target of opportunity presents itself for gains or other critical issues arise. Ethics divergence, for example, might increase in priority if we think it will significantly help with reaching our 350ms target.

When November approaches, we are planning on switching the Open Beta branch over to a 4.2.0 Open Beta that will contain a “safe…ish” change to how modifiers are handled, which is expected to provide some hardware-dependent performance improvements. The 4.2.0 Open Beta will also include improved performance and desync telemetry to help us track down issues.

This first modifier change is considered “relatively safe”, but must still go through an Open Beta as modifiers are such a foundational part of the game. Ideally this modifier change will go live alongside the Infernals Species Pack in 4.2, but if the Open Beta shows issues it’ll stay in that branch until we resolve them.

Post-4.2, the Open Beta will turn into a longer running 4.3 Open Beta, which will be updated at a regular cadence. This Open Beta will include more aggressive modifier optimizations that we do not feel are safe enough to include in 4.2. After a few weeks, if they continue to show promise, the Ship Experiments and Economic Balance branches will be merged into the Open Beta.

The 4.3 Open Beta will run over the holidays, with regular updates until it releases at some point in Q1 2026. The Ship Experiment and Economic Balance branches will be considered experimental for this Open Beta and will be maintained separately from the main 4.3 branch, so we’ll retain the ability to either revert the changes or to keep them in Open Beta longer for a future release if desired.
[/p][h3]What’s Next?​[/h3][p]Next week we’ll continue with more information on the upcoming patches.

See you then![/p]

v4.1.6 Open Beta Release! (checksum db3e)

[p][/p][p]by Duplo[/p][p]Hello everyone,

Lorenzo here. We have just released v4.1.6 (checksum db3e) as an open beta on the stellaris_test branch. This version builds on top of 4.1.5 with additional fixes and improvements that we are currently validating.

We intend to do a full release soon, once all the fixes have been validated and the translations are complete.[/p][h3]v4.1.6 release notes[/h3][p]Improvement[/p]
  • [p]Teeth of the Eater fleets now move to merge with already existing ones on spawn, to prevent clogging.[/p]
  • [p]Added tooltips to the Great Awakening tradition to clarify Psionic Assimilation living standard.[/p]
  • [p]Adds tooltips to Automation Building for Tankbound when the Building will not automate certain jobs[/p]
[p]Balance[/p]
  • [p]Disciple of the Cradle leader trait no longer removes job output as governor and now adds trust cap as councilor.[/p]
[p]Bugfix[/p]
  • [p]Fixed default zone showing up in Broken Shackles planet UI[/p]
  • [p]Symbiosis living standard tooltip no longer displays string ID.[/p]
  • [p]Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.[/p]
  • [p]Fixed being able to build the same district zone specialization without closing the planet view[/p]
  • [p]Planet governor skill modifiers no longer apply to fleets now[/p]
  • [p]Now shows the proper leader tier frame again in the UI[/p]
  • [p]Radiotrophic pop upkeep now applies[/p]
  • [p]Terraforming a planet into a machine or hive world no longer removes buildings in the rural districts.[/p]
  • [p]Distributed Design Center and Metallurgical Research Lab buildings now correctly give additional bonuses on ringworlds.[/p]
  • [p]Alloy Nano-Plants and Civilian Repli-Complexes no longer have increased costs and upkeep on ringworlds.[/p]
  • [p]Going for the Cybernetic ascension as a Hive-Mind now properly blocks the Psionic Ascension.[/p]
  • [p]Hard Reset Empires that have started to Cybernetically ascend may no longer take the Synthetic Evolution ascension perk, and vise versa.[/p]
  • [p]The Council Cleanup event will no longer attempt to create pops on stars[/p]
  • [p]Fixed Ocean Paradise starts not showing the farming district at game start due to a mismatch between capped and uncapped districts for that origin[/p]
  • [p]Ecumenopolis Urban Districts now add Production Overseers jobs.[/p]
[p]Modding[/p]
  • [p]Removed the duplicate uncapped district types and made their functionality part of the base type. is_uncapped is a trigger now for district types that handles this[/p]
  • [p]The overnight command now keeps two extra saves, at 2275 and 2325.[/p]
  • [p]Added the -incrementalsaves command line parameter which keeps additional saves at 2200.01.01, 2275.01.01, 2300.01.01, 2350.01.01, and every 50 years afterwards until 2600.01.01. (Only applies to non-Ironman games.)[/p]
[p]Stability[/p]
  • [p]Fixed CTD in set_hostile effect when it cannot create a relation between the countries.[/p]
  • [p]Fixed CTD on MacOS happening sometimes while highlighting sections of demographics pie charts[/p]
  • [p]Fixed CTD when starting to explore an astral rift that previously had progress done[/p]
[p]Thank you for your continued reports and support, they help us make sure everything is in good shape for the final update.

Lorenzo and the Stellaris Team[/p]

Stellaris Dev Diary #398 - Ship Experiments

[p]by Eladrin[/p][p][/p][p]Hi everyone![/p][p][/p][p]4.1.5 released this week with the following changes (there was no 4.1.4 public release):[/p][p][/p][h3]4.1.5 ‘Lyra’ Patch Notes[/h3][p]Improvements​[/p]
  • [p]Removed district specializations from showing that you must not have the Wilderness origin.[/p]
  • [p]Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.[/p]
  • [p]Added a Sol variant for Mindwardens.[/p]
  • [p][/p]
  • [p]The Celestial Orrery system is now more likely to spawn.[/p]
  • [p]Modifiers from the Capital Productivity technologies should no longer be listed multiple times.[/p]
  • [p]Fledgling Dragons can now be hatched at a space fauna hatchery.[/p]
  • [p]Active accords for Endbringers empires now unlock Psionic ship components.[/p]
  • [p]Prevent AIs from taking the Mindwardens origin.[/p]
  • [p]Harmonized Mindwarden name lists[/p]
[p]Balance​[/p]
  • [p]Shroud Seals now give -50% fire rate to Psionic Weapons in their system.[/p]
  • [p]Buffed Tooth of the Eater with psionic components[/p]
  • [p]Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.[/p]
  • [p]Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.[/p]
  • [p]Resource Consolidation blockers are now more severe.[/p]
  • [p]Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.[/p]
  • [p]Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.[/p]
  • [p]Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.[/p]
  • [p]The Aura of Whisperers now impacts cloaking strength.[/p]
  • [p]The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.[/p]
  • [p]The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.[/p]
  • [p]Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.[/p]
  • [p]The Pierce the Shroud decision will no longer remove rare deposits.[/p]
  • [p]The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.[/p]
  • [p]Fully embracing the Shroud-Forged now sets them to be your primary species.[/p]
  • [p]Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.[/p]
  • [p]The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.[/p]
  • [p]Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.[/p]
  • [p]Death Cult and Superstitious Beliefs no longer block each other.[/p]
  • [p]Fortune Tellers now produce far less trade.[/p]
  • [p]The Realm of Madness event now gives insight on Zro Distillation tech.[/p]
  • [p]Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.[/p]
  • [p]Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.[/p]
  • [p]Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.[/p]
  • [p]Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%[/p]
[p]Bugfix​[/p]
  • [p]Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)[/p]
  • [p]Shroud seals are now dismantling properly even by other empires[/p]
  • [p]Fixed leader details not being present in events when they die.[/p]
  • [p]Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree[/p]
  • [p]Fix Under One Rule origin's "The Second Chance" event that did not show the Psionic option to keep the leader alive[/p]
  • [p]The Death of a Great Leader event again fires for regular leaders[/p]
  • [p]Fixed a number of weapon tags on space fauna mutations.[/p]
  • [p]Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.[/p]
  • [p]Composer of Strands' "Calling of Creation" now successfully completes after terraforming a world.[/p]
  • [p]The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.[/p]
  • [p]Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.[/p]
  • [p]Multiple callings from the Cradle of Souls have been adjusted / fixed.[/p]
  • [p]Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.[/p]
  • [p]Production Overseers cannot be automated.[/p]
  • [p]Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.[/p]
  • [p]Fix the generic Friendly Territory Tracking Mult modifier being ignored.[/p]
  • [p]Removed extra pre-ftl maintenance drone from game files.[/p]
  • [p]Fixed some pre-ftl hive mind jobs being unlocalised.[/p]
  • [p]Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.[/p]
  • [p]The Archives specialization on habitats now has the correct icon.[/p]
  • [p]Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.[/p]
  • [p]Typo fix in 'Lone Survivor' Event.[/p]
  • [p]Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.[/p]
  • [p]Add missing localizations for a few armies.[/p]
  • [p]Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.[/p]
  • [p]Fixed the various strategic resource district specializations from showing up in technologies multiple times.[/p]
  • [p]Put a 1 year cooldown on the "Naval Activity in SYSTEMNAME" event so that people can't spam each other with it by starting and stopping the associated special project.[/p]
  • [p]Fix Armies getting stuck on colonies that get destroyed.[/p]
  • [p]Wilderness Empires now use exclusive defense armies, look at that unique icon![/p]
  • [p]Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.[/p]
  • [p]Mutation traditions can now add and remove the budding and crystallization traits.[/p]
  • [p]Corporate Death Cult and Chosen Executives are no longer mutually exclusive.[/p]
  • [p]Fixed issues with the calculations for sacrifice effects.[/p]
  • [p]You can now fire commanders who are governing planets.[/p]
  • [p]Viewing a pre-ftl planet no longer spams the error log.[/p]
  • [p]Pre-ftl brain drone jobs now correctly show icons in tooltips.[/p]
  • [p]Resource Consolidation blockers now take time to clear.[/p]
  • [p]Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.[/p]
  • [p]The Psionic Machine portrait will no longer have access to organic traits.[/p]
  • [p]The Mindwarden portrait now also has access to reptilian traits.[/p]
  • [p]You once again only get one Warform. The Animator of Clay is not that generous.[/p]
  • [p]Fixed ascension perks being used for the category_last_picked_tradition trigger.[/p]
  • [p]Chosen and Shroudshaper leaders now benefit from Transcendent authorities.[/p]
  • [p]Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.[/p]
  • [p]Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.[/p]
  • [p]Updated the draw weights for technologies that unlock monuments.[/p]
  • [p]AI empires with Bioships should now budget appropriately for armies.[/p]
  • [p]Assorted events that spawn armies and purge your population should now correctly set your population to be purged.[/p]
  • [p]Added a new line before the warning about jobs that cannot be favorited.[/p]
  • [p]Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.[/p]
  • [p]Livestock can now work necrophyte jobs in hive mind empires.[/p]
  • [p]Livestock jobs now show the correct building icon.[/p]
  • [p]The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.[/p]
  • [p]The Chosen's homeworld is now correctly set up for the Life-Seeded origin.[/p]
  • [p]Shroud-Forged events will no longer attempt to convert a fractional amount of pops.[/p]
  • [p]Increase the assembly score for the Shroud-Forged pops.[/p]
  • [p]Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.[/p]
  • [p]Active recon fleet order now uses correct logic.[/p]
  • [p]The Strand Afflicted trait now grants Zro production to Biologist jobs.[/p]
  • [p]Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).[/p]
  • [p]Betharian Processing district specialization is no longer shown multiple times in the technology card.[/p]
  • [p]The caravaneers no longer provide misguided information about the Waste Reprocessing Center.[/p]
  • [p]Production Overseers now provide automated workforce efficiency.[/p]
  • [p]Death Cult sacrifices no longer auto-cancel.[/p]
  • [p]Mindwardens can no longer gain the Shroud Preacher trait.[/p]
  • [p]Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.[/p]
  • [p]PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.[/p]
  • [p]Changed some shroud paragon ethics from fanatic to standard.[/p]
  • [p]Patron-Chosen Leaders now produce Influence.[/p]
  • [p]Endbringer related event no longer targets machine leaders when it shouldn't.[/p]
  • [p]Wilderness empires can no longer build Transit Hubs.[/p]
  • [p]Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.[/p]
  • [p]Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.[/p]
  • [p]Sky/Empyrean Domes can now be built on Resort Worlds.[/p]
  • [p]Tankbound empires now have their rural districts automated on ringworlds and habitats.[/p]
  • [p]Ringworld districts providing worker jobs are now fully automated for Tankbound empires.[/p]
  • [p]Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.[/p]
  • [p]The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).[/p]
  • [p]Endbringers no longer have access to the Orbital Psi-Corps.[/p]
  • [p]The Orbital Psi-Corps now takes telepath drones into account.[/p]
  • [p]The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.[/p]
  • [p]The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).[/p]
  • [p]Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.[/p]
  • [p]Tankbound civic not removed systematically when losing an ideology war.[/p]
  • [p]Superstitious Beliefs cycles and effects removed when the civic is lost.[/p]
  • [p]Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.[/p]
  • [p]The Unplugged traits now properly display their descriptions.[/p]
  • [p]Updated species trait tooltips to be consistent with 4.0 changes.[/p]
  • [p]Removed the unintended energy upkeep on Habitat Orbitals.[/p]
  • [p]The Grand Battlement of Steel now properly provides soldier jobs.[/p]
  • [p]Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.[/p]
  • [p]Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.[/p]
  • [p]The Vivisection First Contact Events should now behave properly for Evolutionary Predators.[/p]
  • [p]Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.[/p]
  • [p]Cradle of Souls aura surge now respects defense platform limits.[/p]
  • [p]Mindwarden Enclave's defense fleet doesn't spawn debris anymore.[/p]
  • [p]Sociocultural History should no longer appear for Wilderness empires.[/p]
  • [p]Fixed Evolutionary Predators stealing dna from Mindwarden species not rewarding reptilian dna.[/p]
  • [p]Experiment Engineer job uses the flat amount of crime considering the pops' happiness.[/p]
  • [p]Fixing outliner sometimes changing order of categories on show/hide/tab change.[/p]
  • [p]Fixed empires (most notably pre-FTL) being generated with the wrong habitability preference.[/p]
  • [p]Psionic species trait no longer show up in the empire creation menu if you're a machine species.[/p]
  • [p]Mindwarden empire will now be able to be force-spawned[/p]
  • [p]Advanced AI Empires galaxy parameter will now spawn the right amount of advanced empires[/p]
  • [p]Player origin randomization will now always allow non-advanced origins[/p]
  • [p]Allowed colonization of black needle planet when its associated Treasure Hunters empire is integrated or destroyed[/p]
  • [p]The Endbringers origin and Augmentation Bazaars civic are now incompatible, preventing a block on all ascension paths.[/p]
  • [p]Add branch-offices bonuses for almost all Shroud civics[/p]
  • [p]Shroud civics requirements improvements[/p]
  • [p]Cetana is now allowed even if a Shroud-Forged empire is in the galaxy as intended[/p]
  • [p]To prevent the Arc Furnace deposits from lingering upon its removal, the Arc Furnace now adds unique deposits to planets in the system.[/p]
  • [p]Prevent double base entry in some tooltips[/p]
  • [p]Add missing description for Assault Wardens army.[/p]
  • [p]Give Evangelising Zealots personality to the Exiled.[/p]
  • [p]Give Gestalt Chosen civics Growth node experience gain modifier.[/p]
  • [p]Fix Blind trait modifier not displayed in workforce tooltip.[/p]
  • [p]Shroudshaper trait now correctly grants telepath drones for gestalt empires.[/p]
  • [p]4.1.4 open beta fix: Astral Rifts and Archaeology sites now work correctly, including retroactively on saved games.[/p]
  • [p]Shroudshaper trait now correctly grants telepath drones for gestalt empires.[/p]
  • [p]Shroud-Forged can serve in the military if you have fully embraced the Animator of Clay.[/p]
  • [p]Shroud-Forged can now serve as leaders.[/p]
  • [p]Shroud-Forged leaders cannot gain the Synthetic leader trait.[/p]
  • [p]Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.[/p]
  • [p]Radiotrophic pop upkeep now applies[/p]
[p]UI​[/p]
  • [p]Stopped showing unavailable ships in the naval capacity ship size limit tooltip.[/p]
  • [p]Resettlement window shows integer jobs amounts instead of floats.[/p]
  • [p]Calling reward text now fits in every language[/p]
[p]Stability​[/p]
  • [p]Prevented crash when no authority was available for a government during galaxy creation.[/p]
  • [p]Fixed crash when clicking on traits from the summary screen when editing a user empire.[/p]
  • [p]Fixed crash in shroud view when resync has been done.[/p]
  • [p]Fixed crash when disbanding armies.[/p]
  • [p]Fixed crash that sometimes happen when custom planet names are used in galaxy generation[/p]
  • [p]Fixed crash when tooltipping certain elements in planetview and resync happens.[/p]
  • [p]Fixes crash when clicking auto complete on already designed space fauna in the designer[/p]
  • [p]Fixed random crash in astral rifts when finishing and the exploring country is not set.[/p]
  • [p]Fix pop group decline logic to not get stuck in inf loop when "invalid" pop groups are left by script.[/p]
  • [p]Fixed OOS due to faulty reading growth data from savegame.[/p]
  • [p]Fixed OOS caused by paragon.549[/p]
  • [p]Fixed OOS due to coordinates generating slightly different between windows and posix for mindwarden systems.[/p]
  • [p]Fixed OOS from fleet position[/p]
  • [p]Fixed OOS due to species ID exceeding max int32 and being truncated[/p]
[p]
We’re currently continuing post-release support with a 4.1.6 version which will hopefully be released as an Open Beta before the weekend.

Today I wanted to go over the basic idea behind the tiered ship design that I’ve currently been experimenting with internally. Please note that there is no guarantee that this will pan out or even make it to either an Open Beta or live, it’s still very much in an experimental state.
[/p][h3]Advanced Ship Hull Experiment​[/h3][p]The premise of the Advanced Ship Hull Experiment is to reduce the number of ships present in the mid to late game, and by doing so, making individual ships (especially capital ships) more effective and important. It also gives us an opportunity to reduce the late-game effectiveness of bypass meta (disruptors) while still retaining a role for them.

This first prototype intentionally goes a bit over the top on some numbers to make the end results more apparent. Future iterations would naturally need to be rebalanced as we make adjustments to economic balance and pacing.

In Hearts of Iron IV, as technology progresses, you can gain access to more effective hulls for your various vehicles. These later hulls are significantly more effective than earlier variants, but you cannot upgrade directly from one to another - at some point these antiquated vessels will eventually become outclassed and obsolete, and you’re better off scrapping them than maintaining them. This restructuring can be done gradually or as a major pivot point, which is also reflected in Victoria 3 when you move from wooden ships to ironclads.[/p][p][/p][p]Not a Stellaris screenshot.​[/p][p]
For my initial prototype of the experiment, I’ve kept this same design philosophy. For simplicity, I’ve just called the upgraded hulls “Mk. 2” and “Mk. 3”, though that may change. Current I’ve tied their unlocks to existing technologies - the Improved Hulls techs, which no longer provide other bonuses, and are now available one technology tier above the original ship technology for Mk. 2 hulls and two tiers after that (to a maximum of five) for the Mk. 3 hull. (So Corvettes are currently available at Tier 1, Corvettes Mk. 2 at Tier 2, and Corvettes Mk. 3 at Tier 4.)

In this first iteration, Mk. 2 hulls take twice as much Naval Capacity (leaving their Command Limit usage unchanged), have a multiplicative damage bonus, have triple Hull, 25 inherent Armor and Shield Hardening, some minor Evasion boosts, but have four times the base alloy cost and upkeep. Mk. 3 hulls once again take twice as much Naval Capacity and deal twice as much damage as the Mk. 2 hulls and so on, but also gain an extra Auxiliary slot in their stern-most ship section.

We’re currently restricting high tier Reactors and Computers from lower quality hulls - currently the basic hulls can only support tier 3 Reactors and Computers, and the Mk. 2 hulls can go up to tier 4. We’ve discussed whether this should be a simple across-the-board restriction rather than being solely tied to Reactors and Computers, in which case the Mk. 2 hulls would likely be able to accept tier 5 components, and exceptional “tier 6” technologies like those from Fallen Empires would require Mk. 3. All of this could also have hooks to various civics or ascension perks, of course, but for our first pass we’re minimizing these additional complications.[/p][p][/p][p]As shown in the above spreadsheet, this experiment also upgrades Frigates a bit, granting them an inherent damage bonus to Explosive weapons. All of the larger ships move up one “slot” in the Command Limit and Naval Capacity usage as part of this change.[/p][p][/p][p]All Capital Ships are treated as if they were the statistical equivalent of Mk. 3, and Fallen Empire ships as if they were a theoretical Mk. 4.[/p][p][/p][p][/p][p]lol first draft numbers go brrr​[/p][p]
These early draft numbers do make these capital ships essentially Megastructures in investment, but currently Ship Cost modifiers are relatively common. Should The Reckoning come for some of them, we’ll revisit all of these costs. The Titan and Juggernaut Auras are also likely to end up playing a more impactful role in this model.

It is very likely that advanced hulls will end up gaining Shield and Armor multipliers if the experiment reaches the balancing stage, so they’re not quite as hull-loaded, and may also end up with Reactor Power multipliers. (Which could also potentially eventually replace the tier limits.)

The current prototype does not include any changes to Space Fauna, Bioships, or Crisis ships (player or end-game) but we’ve got ideas that we’ve discussed internally about how we’d end up doing something similar to them.
[/p][h3]So How Has It Gone?​[/h3][p]The AI seemed to handle the restrictions relatively well (though alloy budgets needed to be adjusted significantly to get them building Titans and other capital ships), but as expected, the AI found an immediate workaround.[/p][p][/p][p]Really, 1809 extra ships?​[/p][p]
I’ve since temporarily disabled Dimensional Fleet and am running more overnights with the prototype. But we’ll be back for you, Dimensional Fleet. They’re also building way too many Deep Space Citadels, so that goes on the list too.

After that change, empires had around 37%* as many individual ships as they did before, which is a good first step. But this current prototype is only a first step on this journey - it does not make any changes to some of the other design elements that we need to examine more closely, such as the ease of stacking cost or upkeep modifiers and other reductions, or non-linear production bonuses that scale out of control, and is currently wildly imbalanced. Naturally, any changes to any of those will cause this to need revisiting, but those will be dev diary material for another week. (or two… or three…) The Reckoning must come for them as well.
[/p][p]* Alfray insists that I mention that this approximates 1/e, and also that he called it.​[/p][p]​[/p][h3]What’s Next?​[/h3][p]For the foreseeable future, I expect our dev diaries will primarily consist of talking about the further experiments and continued patch notes for post-release support.

See you next week![/p]

4.1.5 Patch Released (checksum e30c)

[p][/p][p]Hello all,

The teams have worked diligently to bring you a big patch solving plenty of your reported issues from the 4.1 and Shadows of the Shroud release.[/p][p]4.1.5 is out now, available from download via Steam, GOG, and MS Store.

Please find the extensive changelog below.[/p][p]\[I've noted the changes from the 4.1.5 Open Beta in bold below. --Lady Dz.][/p]
Stellaris 4.1.5 patch notes
[p]Improvements[/p]
  • [p]Removed district specializations from showing that you must not have the Wilderness origin.[/p]
  • [p]Added subtitles for secondary districts on Hive Worlds, Machine Worlds, Ring Worlds and Ecus.[/p]
  • [p]Added a Sol variant for Mindwardens.[/p]
  • [p][/p]
  • [p]The Celestial Orrery system is now more likely to spawn.[/p]
  • [p]Modifiers from the Capital Productivity technologies should no longer be listed multiple times.[/p]
  • [p]Fledgling Dragons can now be hatched at a space fauna hatchery.[/p]
  • [p]Active accords for Endbringers empires now unlock Psionic ship components.[/p]
  • [p]Prevent AIs from taking the Mindwardens origin.[/p]
  • [p]Harmonized Mindwarden name lists[/p]
[p]Balance[/p]
  • [p]Shroud Seals now give -50% fire rate to Psionic Weapons in their system.[/p]
  • [p]Buffed Tooth of the Eater with psionic components[/p]
  • [p]Create and Abolish special world designations (such as Resort or Thrall World) now take 180 days, giving you the opportunity to cancel the abolish decision before it happens if you selected it by accident.[/p]
  • [p]Death Priests now only gain +3 unity per 100 jobs if a sizeable percentage of your population is sacrificed.[/p]
  • [p]Resource Consolidation blockers are now more severe.[/p]
  • [p]Wilderness Empires will no longer be offered the Tomb World Adaptation since they can only end up on tomb worlds in very rare scenarios and it's mostly a dead tech.[/p]
  • [p]Civilian ships (such as science ships or construction ships) now automatically upgrade to psionic shields correctly.[/p]
  • [p]Gestalt empires can now research psionic cloaking devices if you have both Shadows of the Shroud and First Contact.[/p]
  • [p]The Aura of Whisperers now impacts cloaking strength.[/p]
  • [p]The secondary districts on the initial machine world for Resource Consolidation now have lower costs and upkeep before the world is finished.[/p]
  • [p]The Prototype Machinery blocker on the initial machine world for resource consolidation now costs 2500 alloys to remove.[/p]
  • [p]Shroud-Touched Regions now produce more Zro so you no longer start with a deficit.[/p]
  • [p]The Pierce the Shroud decision will no longer remove rare deposits.[/p]
  • [p]The Shroud-Forged origin now provides additional trait picks and points for the Shroud-Forged pops, allowing them to be robo-modded without removing any traits.[/p]
  • [p]Fully embracing the Shroud-Forged now sets them to be your primary species.[/p]
  • [p]Reduced the effectiveness of the Composer of Strands blockers and reworked their bonuses.[/p]
  • [p]The decision to add Shrouded Vegetation now takes a year to enact and can only be enacted a limited number of times per colony, scaling with planet size.[/p]
  • [p]Shroudshaper governors now provide telepath jobs scaling with their level, not the number of pops present.[/p]
  • [p]Death Cult and Superstitious Beliefs no longer block each other.[/p]
  • [p]Fortune Tellers now produce far less trade.[/p]
  • [p]The Realm of Madness event now gives insight on Zro Distillation tech.[/p]
  • [p]Teeth of the Eater covenant fleet now scales the number of ships on the time of the game.[/p]
  • [p]Shroud Observators and Extra-Dimensional Research Units from the Shroud-Forged origins are now job swaps for Biology Subroutine and Physics Subroutine jobs respectively. This means that they now fully benefit from modifiers affecting those jobs.[/p]
  • [p]Intensification: This Covenant Power for End of the Cycle is now on a 10 year cooldown instead of being on a one-time use.[/p]
  • [p]Tankbound civics now apply the following modifier: Upkeep from Jobs: -25%[/p]
[p]Bugfix[/p]
  • [p]Improved repurposing of slaves (makes unemployed slaves show up properly and makes enslavement of specialists and rulers work better)[/p]
  • [p]Shroud seals are now dismantling properly even by other empires[/p]
  • [p]Fixed leader details not being present in events when they die.[/p]
  • [p]Fixed checks on the non-Shroud-DLC tradition tree to also check the Shroud-DLC-specific tree[/p]
  • [p]Fix Under One Rule origin's "The Second Chance" event that did not show the Psionic option to keep the leader alive[/p]
  • [p]The Death of a Great Leader event again fires for regular leaders[/p]
  • [p]Fixed a number of weapon tags on space fauna mutations.[/p]
  • [p]Fix instances where The Instrument of Desire's aura effect would sometimes make planets' Planetary Ascension level go past 10.[/p]
  • [p]Composer of Strands' "Calling of Creation" now successfully completes after terraforming a world.[/p]
  • [p]The Baol, Gaia-Seeded and Under One Rule Terraform Insight effects now count towards the Composer of Strands' Calling to Terraform a planet.[/p]
  • [p]Instrument of Desire's Calling of Sculpture now properly completes when replacing a building.[/p]
  • [p]Multiple callings from the Cradle of Souls have been adjusted / fixed.[/p]
  • [p]Fixed assorted issues with the descriptions of federation perks for the Holy Covenant federation type.[/p]
  • [p]Production Overseers cannot be automated.[/p]
  • [p]Enforcers now correctly benefit from species traits that provided additional job efficiency to specialists that they were missing out on.[/p]
  • [p]Fix the generic Friendly Territory Tracking Mult modifier being ignored.[/p]
  • [p]Removed extra pre-ftl maintenance drone from game files.[/p]
  • [p]Fixed some pre-ftl hive mind jobs being unlocalised.[/p]
  • [p]Fixed Subterranean Urbanization and Coastal Hamlets not showing the correct icon.[/p]
  • [p]The Archives specialization on habitats now has the correct icon.[/p]
  • [p]Fixed being able to make Ecus into penal colonies, as you couldn't make penal colonies into Ecus.[/p]
  • [p]Typo fix in 'Lone Survivor' Event.[/p]
  • [p]Preventing Wilderness pops from getting Auto-Modding traits as Wilderness Empires no longer work jobs like regular empires.[/p]
  • [p]Add missing localizations for a few armies.[/p]
  • [p]Fixed job efficiency modifier for medical workers incorrectly stating it targeted farmers.[/p]
  • [p]Fixed the various strategic resource district specializations from showing up in technologies multiple times.[/p]
  • [p]Put a 1 year cooldown on the "Naval Activity in SYSTEMNAME" event so that people can't spam each other with it by starting and stopping the associated special project.[/p]
  • [p]Fix Armies getting stuck on colonies that get destroyed.[/p]
  • [p]Wilderness Empires now use exclusive defense armies, look at that unique icon![/p]
  • [p]Natural Design empires will now be disgusted by the thought of ever using the weird vials inside of the Orbital Speed Demon.[/p]
  • [p]Mutation traditions can now add and remove the budding and crystallization traits.[/p]
  • [p]Corporate Death Cult and Chosen Executives are no longer mutually exclusive.[/p]
  • [p]Fixed issues with the calculations for sacrifice effects.[/p]
  • [p]You can now fire commanders who are governing planets.[/p]
  • [p]Viewing a pre-ftl planet no longer spams the error log.[/p]
  • [p]Pre-ftl brain drone jobs now correctly show icons in tooltips.[/p]
  • [p]Resource Consolidation blockers now take time to clear.[/p]
  • [p]Fixed Machine Intelligences being forced to have the Shroud-Forged origin if you didn't own The Machine Age.[/p]
  • [p]The Psionic Machine portrait will no longer have access to organic traits.[/p]
  • [p]The Mindwarden portrait now also has access to reptilian traits.[/p]
  • [p]You once again only get one Warform. The Animator of Clay is not that generous.[/p]
  • [p]Fixed ascension perks being used for the category_last_picked_tradition trigger.[/p]
  • [p]Chosen and Shroudshaper leaders now benefit from Transcendent authorities.[/p]
  • [p]Fixed Transcendent Authorities not listing additional effects they grant to Psychic leader trait.[/p]
  • [p]Mind over Metal achievement now requires psionic cloaking devices if you have First Contact.[/p]
  • [p]Updated the draw weights for technologies that unlock monuments.[/p]
  • [p]AI empires with Bioships should now budget appropriately for armies.[/p]
  • [p]Assorted events that spawn armies and purge your population should now correctly set your population to be purged.[/p]
  • [p]Added a new line before the warning about jobs that cannot be favorited.[/p]
  • [p]Driven Assimilators with the Voidforged origin no longer start with far fewer generator districts than they should.[/p]
  • [p]Livestock can now work necrophyte jobs in hive mind empires.[/p]
  • [p]Livestock jobs now show the correct building icon.[/p]
  • [p]The Composer of Strands no longer adds Shroudstone to the Synaptic Lathe.[/p]
  • [p]The Chosen's homeworld is now correctly set up for the Life-Seeded origin.[/p]
  • [p]Shroud-Forged events will no longer attempt to convert a fractional amount of pops.[/p]
  • [p]Increase the assembly score for the Shroud-Forged pops.[/p]
  • [p]Machine and Robot modification technologies now provide the same number of trait points for both machine and mechanical species.[/p]
  • [p]Active recon fleet order now uses correct logic.[/p]
  • [p]The Strand Afflicted trait now grants Zro production to Biologist jobs.[/p]
  • [p]Corrected the notification for the Composer of Strand's aura surge to correctly refer to Shroudstone blockers (in English).[/p]
  • [p]Betharian Processing district specialization is no longer shown multiple times in the technology card.[/p]
  • [p]The caravaneers no longer provide misguided information about the Waste Reprocessing Center.[/p]
  • [p]Production Overseers now provide automated workforce efficiency.[/p]
  • [p]Death Cult sacrifices no longer auto-cancel.[/p]
  • [p]Mindwardens can no longer gain the Shroud Preacher trait.[/p]
  • [p]Fixed an exploit in Multiplayer where you could get certain event rewards as often as you could click the option before it went away.[/p]
  • [p]PSI Corps building can now be built on pleasure worlds, regardless of other present modifiers.[/p]
  • [p]Changed some shroud paragon ethics from fanatic to standard.[/p]
  • [p]Patron-Chosen Leaders now produce Influence.[/p]
  • [p]Endbringer related event no longer targets machine leaders when it shouldn't.[/p]
  • [p]Wilderness empires can no longer build Transit Hubs.[/p]
  • [p]Fixed Metallurgist and Artisan jobs from buildings on Penal Colonies.[/p]
  • [p]Fixed Data-Driven Theorem Facility and Research Supply Depot getting instantly destroyed after being built.[/p]
  • [p]Sky/Empyrean Domes can now be built on Resort Worlds.[/p]
  • [p]Tankbound empires now have their rural districts automated on ringworlds and habitats.[/p]
  • [p]Ringworld districts providing worker jobs are now fully automated for Tankbound empires.[/p]
  • [p]Auras now properly affect Pirates, Space Fauna, Crisises and Fallen Empires.[/p]
  • [p]The Chamber of Silence now provides psionic job efficiency scaling with telepath jobs (as the Psi-Corps).[/p]
  • [p]Endbringers no longer have access to the Orbital Psi-Corps.[/p]
  • [p]The Orbital Psi-Corps now takes telepath drones into account.[/p]
  • [p]The Shrouded World in the Endbringers home system can no longer be a terraforming candidate.[/p]
  • [p]The Shrouded World in the Endbringers home system can no longer have a Zro deposit alongside a mineral or energy deposit (research deposits are fine).[/p]
  • [p]Fixed a bug when Repurposing slaves would not become Orderlies when changing their species' slavery type.[/p]
  • [p]Tankbound civic not removed systematically when losing an ideology war.[/p]
  • [p]Superstitious Beliefs cycles and effects removed when the civic is lost.[/p]
  • [p]Updated Concept Tooltips across a series of origins to be in line with 4.0 changes.[/p]
  • [p]The Unplugged traits now properly display their descriptions.[/p]
  • [p]Updated species trait tooltips to be consistent with 4.0 changes.[/p]
  • [p]Removed the unintended energy upkeep on Habitat Orbitals.[/p]
  • [p]The Grand Battlement of Steel now properly provides soldier jobs.[/p]
  • [p]Updated Aristocratic Elite, Technocracy, and Exalted Priesthood tooltips to be in line with 4.0 changes.[/p]
  • [p]Added redundancy checks for the Contingency spawning in case one of the planned machine worlds is destroyed ahead of time.[/p]
  • [p]The Vivisection First Contact Events should now behave properly for Evolutionary Predators.[/p]
  • [p]Psionic Malfunction event can no longer kill Bio-Trophies for Rogue Servitors.[/p]
  • [p]Cradle of Souls aura surge now respects defense platform limits.[/p]
  • [p]Mindwarden Enclave's defense fleet doesn't spawn debris anymore.[/p]
  • [p]Sociocultural History should no longer appear for Wilderness empires.[/p]
  • [p]Fixed Evolutionary Predators stealing dna from Mindwarden species not rewarding reptilian dna.[/p]
  • [p]Experiment Engineer job uses the flat amount of crime considering the pops' happiness.[/p]
  • [p]Fixing outliner sometimes changing order of categories on show/hide/tab change.[/p]
  • [p]Fixed empires (most notably pre-FTL) being generated with the wrong habitability preference.[/p]
  • [p]Psionic species trait no longer show up in the empire creation menu if you're a machine species.[/p]
  • [p]Mindwarden empire will now be able to be force-spawned[/p]
  • [p]Advanced AI Empires galaxy parameter will now spawn the right amount of advanced empires[/p]
  • [p]Player origin randomization will now always allow non-advanced origins[/p]
  • [p]Allowed colonization of black needle planet when its associated Treasure Hunters empire is integrated or destroyed[/p]
  • [p]The Endbringers origin and Augmentation Bazaars civic are now incompatible, preventing a block on all ascension paths.[/p]
  • [p]Add branch-offices bonuses for almost all Shroud civics[/p]
  • [p]Shroud civics requirements improvements[/p]
  • [p]Cetana is now allowed even if a Shroud-Forged empire is in the galaxy as intended[/p]
  • [p]To prevent the Arc Furnace deposits from lingering upon its removal, the Arc Furnace now adds unique deposits to planets in the system.[/p]
  • [p]Prevent double base entry in some tooltips[/p]
  • [p]Add missing description for Assault Wardens army.[/p]
  • [p]Give Evangelising Zealots personality to the Exiled.[/p]
  • [p]Give Gestalt Chosen civics Growth node experience gain modifier.[/p]
  • [p]Fix Blind trait modifier not displayed in workforce tooltip.[/p]
  • [p]Shroudshaper trait now correctly grants telepath drones for gestalt empires.[/p]
  • [p]4.1.4 open beta fix: Astral Rifts and Archaeology sites now work correctly, including retroactively on saved games.[/p]
  • [p]Shroudshaper trait now correctly grants telepath drones for gestalt empires.[/p]
  • [p]Shroud-Forged can serve in the military if you have fully embraced the Animator of Clay.[/p]
  • [p]Shroud-Forged can now serve as leaders.[/p]
  • [p]Shroud-Forged leaders cannot gain the Synthetic leader trait.[/p]
  • [p]Shroud-Forged pops can now be recruited as Assault Armies or Psionic Armies.[/p]
  • [p]Radiotrophic pop upkeep now applies[/p]
[p]UI[/p]
  • [p]Stopped showing unavailable ships in the naval capacity ship size limit tooltip.[/p]
  • [p]Resettlement window shows integer jobs amounts instead of floats.[/p]
  • [p]Calling reward text now fits in every language[/p]
[p]Stability[/p]
  • [p]Prevented crash when no authority was available for a government during galaxy creation.[/p]
  • [p]Fixed crash when clicking on traits from the summary screen when editing a user empire.[/p]
  • [p]Fixed crash in shroud view when resync has been done.[/p]
  • [p]Fixed crash when disbanding armies.[/p]
  • [p]Fixed crash that sometimes happen when custom planet names are used in galaxy generation[/p]
  • [p]Fixed crash when tooltipping certain elements in planetview and resync happens.[/p]
  • [p]Fixes crash when clicking auto complete on already designed space fauna in the designer[/p]
  • [p]Fixed random crash in astral rifts when finishing and the exploring country is not set.[/p]
  • [p]Fix pop group decline logic to not get stuck in inf loop when "invalid" pop groups are left by script.[/p]
  • [p]Fixed OOS due to faulty reading growth data from savegame.[/p]
  • [p]Fixed OOS caused by paragon.549[/p]
  • [p]Fixed OOS due to coordinates generating slightly different between windows and posix for mindwarden systems.[/p]
  • [p]Fixed OOS from fleet position[/p]
  • [p]Fixed OOS due to species ID exceeding max int32 and being truncated[/p]
[p]Enjoy![/p]