News Liste Stellaris

4.0.21 Patch Released (checksum bb43)
Stellaris
Heute 12:34 Community Announcements
[p][img src="https://clan.akamai.steamstatic.com/images/9703436/a45bc5a73bc7f5ec29d536a24fbbbd64aba943b8.png"][/img][/p][p]by PDX-Loke[/p][p][/p][p]Dear Stellaris Fans,[/p][p][/p][p]Our latest and greatest Stellaris patch has arrived, resolving a number of bugs as well as bringing further balance to the galaxy.[/p][p]4.0.21 is now available for download. Please find the changelog below.[/p][p][/p]

Stellaris 4.0.21 Patch Notes

[p]Improvement​[/p]
  • [p]Storm Aftermath events will no longer happen in systems where you are constructing megastructures. Meaning that it will no longer randomly spawn an anomaly under your dyson swarm that was 99% done.[/p][/*]
  • [p]Save game transfer speed is now increased in multiplayer by default. If you encounter difficulties in transferring saves, the host can change to using the former transfer mode through settings.[/p][/*]
[p]Bugfix​[/p]
  • [p]Memorialists now give their priests the ethics modifiers their civic tooltip promises[/p][/*]
  • [p]Armies that have landed on planets show properly in the outliner[/p][/*]
  • [p]Reforming the government to Genesis Guides allows building Genesis Arks[/p][/*]
  • [p]Ringworld districts now correctly spawn on pre-ftl ringworlds[/p][/*]
  • [p]Fixed ringworlds colonized by gestalt empires having a mysterious city district that shouldn't exist.[/p][/*]
  • [p]Fixed the leader survived notification text[/p][/*]
  • [p]Fixed Fear of the Dark random empires being able to get bioships[/p][/*]
  • [p]The Purity Breach event can no longer destroy colonies[/p][/*]
  • [p]Fixed an error preventing refugees from behaving properly[/p][/*]
  • [p]The Fatal Mutations event should no longer destroy colonies[/p][/*]
  • [p]The Necrophage Purge option will now only be displayed if you can take it, this is to avoid confusion when pops might be getting purged in your empire unintentionally, such as Hive Pops being disconnected from their hive.[/p][/*]
  • [p]Evolutionary Predator Empires can now once more gain and keep the Psionic Ephase trait[/p][/*]
  • [p]The Entrepreneur traits once again grant Commercial Pact Efficiency[/p][/*]
  • [p]Serviles should no longer end up as Specialists or Elites[/p][/*]
  • [p]Removed an errant plus from some of the mutagenic habitability tooltips[/p][/*]
  • [p]Fixed the tooltips listing the effects for the Subsume World decision and Xeno-Compatibility AP[/p][/*]
  • [p]Biologist jobs that aren't zookeepers now have the correct upkeep.[/p][/*]
  • [p]Fixed an issue that could occur when machine empires colonised ringworlds.[/p][/*]
  • [p]Fixed an issue where AI empires would respond with generic text when accepting a Status Quo peace deal, instead of dynamic responses.[/p][/*]
  • [p]Corrected a localization issue where an AI empire accepting peace would incorrectly refer to the player as having "better things to do" instead of themselves.[/p][/*]
  • [p]Secondary specializations for fortresses and civilian industries on special worlds correctly have doubled jobs.[/p][/*]
  • [p]Transport ships for eager explorer civics now equip a subspace drive if you haven't researched hyperdrives. They will automatically swap once hyperdrives have been researched.[/p][/*]
  • [p]Fix a tooltip in the Demographics tab of the Empire view[/p][/*]
  • [p]Gestalt empires have access to fallen empire trade buildings[/p][/*]
[p]Balance​[/p]
  • [p]Necrophage fixes/buffs:[/p][list]
  • [p]Pops with the Necrophage trait can now grow (slowly) even if there are pops being Necrophaged on their planet.[/p][/*]
  • [p]Reduced the Pop Growth Speed penalty on the Necrophage trait from -75% to -50%.[/p][/*]
  • [p]Necrophages begin with more of their prepatent species (and fewer of their Necrophage species).[/p][/*]
  • [p]Necrophages (and other empires that have multiple species present) should no longer sometimes start with unemployment.[/p][/*]
[/*][*][p]The Resettlement Prohibited policy now grants +100% Automatic Migration. (In other words, banning manual resettlement increases automatic resettlement.)[/p][/*][*][p]Empires with biological ships can now access repeatable technologies for explosive weapon damage and fire rate[/p][/*][*][p]Machine Worlds now always have their maximum number of jobs.[/p][/*][*][p]Resource Consolidation now starts with fewer Generator and Mining Districts, due to these districts providing 600 jobs each.[/p][/*][*][p]Resource Consolidation no longer has the Malfunctioning Replicator Bay blocker
[/p][/*][/list][p]UI​[/p]
  • [p]The Colonize planet button can now be accessed on the management tab as well as the surface tab[/p][/*]

Modding​

  • [p]Add refresh_auto_generated_ship_designs effect[/p][/*]
[p][/p]
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Release:09.05.2016 Genre: Simulation Entwickler: Paradox Interactive Vertrieb: Paradox Interactive Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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