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: [list]
- 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.
- 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.