
Hello Stellaris Community!
Stellaris 4.5.2 "Cygnus" has now released on Steam, GOG and Microsoft store. Thanks to everyone who submitted bug reports during the hotfix period. Your bug reports go a long way to making Stellaris a better game.
Without further ado, the changelog:
4.5.2 ‘Cygnus’ Hotfix Release Notes
Feature
- Nomadic Knights of the Toxic God who tame or slay the Toxic God can now use their Arkships to Detoxify Toxic Terraforming Candidates into habitable worlds.
- Improvements
- Split the defense platforms into their own weapon/defense preference policies. Removed the starbase strike craft weapon preference policy following this as it was no longer needed.
- Added the Weapon Preferences (Arkships) policy for nomadic empires. It sets the point defense of all Arkships and the Military Arkship Armaments.
- Added the Defense Preferences (Waystations) policy for nomadic empires
- The starting Fleet Doctrine, Weapon Preferences and Defense Preferences policies are now randomized, weighted towards the empire's default preferences
- The Job Efficiency from Specialist Training now displays the correct source in the tooltip.
- Logistic Ships now show Waystations in the Megastructure Build Menu alongside their dedicated Build Waystation Button for consistency with Arkships.
- Renamed the Envoy capacity modifier to be less confusing.
- Fire Cult combination jobs now appear for any empire that meets the same conditions as the base job, such as owning a Citadel of Faith or a Galactic Stock Exchange.
- Without Shadows of the Shroud, forming and advancing a Covenant now tells you what your Telepaths gain.
Balance
- The Conserve approach for Operational Reserves now gives -50% Specialist Job Efficiency, instead of -50% output for Bureaucrats and Researchers.
- Armor now costs the same energy and alloy upkeep as a shield of the same tier, down from double.
- Maulers are now slightly slower.
- The Franchising Civic can now ignore Opinion, Trust, and Embassy requirements for proposing Subjugation.
- The Pilot Project bonuses now only apply to Cyborg Pops.
- The Pilot Project bonuses now give +15% to Elites, +7.5% to Specialists, +10% to Workers and +5% to all.
- A Cyborg leader who still bears Ritualistic Implants spreads the creed instead. Rulers speed up Council Agendas, councilors raise Spiritualist Ethics Attraction, and governors increase Unity output.
- Fire Cult now grants Job Efficiency to Fire Dancers instead of Unity output, and it scales with the Habitability of each Pop Group rather than the planet average.
- Experiment Engineers produce 1 of each research type instead of 2, with their upkeep halved to match. Crime now raises their Job Efficiency rather than scaling research and upkeep in separate steps.
- For Gestalt empires, the Covenant with the Cradle of Souls now gives Unity from Psionic Pops, instead of a percentage bonus to Telepath Unity.
- Telepaths under the Covenant with the Whisperers in the Void now give 1 of each Research per rank, down from 1.5.
Bugfix
- Choosing an ethic for your uplifted species now actually applies that ethic to their pops.
- Fallen Empires no longer repeatedly declare the same war on the Synth Queen.
- Fixed the ship components for Arkships not adding to their upkeep.
- The Large Mega Bombard mutation now has the correct range and fires in combat.
- With Archaeo-Engineers, Ancient Suspension Epidermis and Ancient Energized Carapace now add a flat shield bonus instead of multiplying the Space Fauna's total shields.
- Ancient Suspension Epidermis, Ancient Energized Carapace and Null Void Epidermis now have stats in line with the other Space Fauna mutations.
- Medium and Large Pulse Carapace now have the same armor hardening as the Small size.
- Fixed starbase weapon preference policies not taking priority when other weapons scored higher. (e.g. starbases preferring to equip plasma weapons instead of swarmer missiles, even with explosive weapon preference)
- Fixed the weapon and defense preference policies not appearing until 2200-01-02
- Gated the starbase explosive weapon preference policy behind the swarmer missiles tech
- Fixed starbase weapon and defense policies not working if the ship auto-designer is turned off
- Turning the ship auto-designer back on now refreshes the loadout of existing starbases.
- Nomadic empires no longer have the starbase and defense platform preference policies
- Fixed a leveled technology losing its identity when written to a save.
- Updated waystation collection prioritisation by using a monthly cache for percentage of stockpile used.
- Fixed a subject sometimes staying in a war it should have left when declaring independence or changing overlords while fighting multiple wars at once.
- Fixed the Hive Fallen Empire installing psionic circuitry into pops made of meat (or rock)
- Fixed the "max" parameters of complex_trigger_modifier overwriting the "min" parameter.
- Nomadic Knights of the Toxic God can now settle once they reach the Toxic God system, and keep the Order's Keep and their Knights on the new homeworld.
- Nomadic Knights of the Toxic God no longer get stuck when they lose the Order's Keep Arkship. The Quest for the Toxic God now locks while the Arkship is lost, and ends if it is destroyed.
- The extra moon of Earth for Nomadic Knights of the Toxic God starting in Sol is now named appropriately.
- Fixed issues with the Knights of the Toxic God origin tooltips
- Fixed Imperious Architecture not working.
- Fleets no longer stay locked in a battle forever when one of their ships drifts out of weapon range.
- Starbases and stations that stopped defending themselves during a long battle now recover when the save is loaded.
- Fixed Prosperous Unification not giving additional districts for Nomadic empires. Also improved the tooltip for the Nomadic version of the origin.
- Bioship living metal armor now mirrors regular living metal armor, including hardening and hull regeneration.
- Fixed some tiers of living metal armor being cheaper than intended.
- The Crystallinus Diffuser triumph now only boosts non-robotic pops. It now grants +50% Job Efficiency instead of +100% Resources from Jobs.
- Individualist Machine and Synthetically Ascended empires now use the Machine rewards for the Crystallinus Diffuser.
- Executing a `spawn_natural_wormhole` effect targeting an inexistent spatial reference object does not result in crashing the game any longer.
- Fallen Empire buildings no longer provide automation for Virtual empires.
- Nomadic Synthetic Fertility no longer starts with a size 20 Arkship.
- Fixed civics and origins trying (and failing) to give traits to Envoys.
- The Chamber of Elevation and House of Apotheosis now stop Necrophage Bonus Growth as well as base growth.
- Clone Vats and similar no longer have their output diluted by Pops that cannot use them.
- Fixed issues with Syamelle's Curse
- Crystallization now gives its full bonus on a Massive Crater.
- Species traits that produce resources now work for the Precursor stratum.
- Fixed the Adaptive Architecture tradition referring to Arkships for Void Dwellers
- Fixed Void Dwellers ignoring the thermophile district initialization.
- Fixed issues with Psionic Authority tooltips
- Hive-minds no longer gain unworkable farmer jobs when choosing to eat titanic life.
- Fixed Gateways, Hyper-Relays and the Grand Archive not being buildable by Nomadic empires in some cases.
- Fixed tooltip drift with the Dictatorial Alignment Cybernetic Authority.
- Fixed Endbringers being allowed to be invited to Federations.
- Fixed Endbringers getting the Federation Code tech via Focus rewards
- Fixed Democratic Transference only increasing the energy upkeep of districts, not all upkeep.
- Fixed the Cybernetic Pilot Projects describing Resource Output when they give Job Efficiency.
- A colony that revolts with the backing of another empire now joins that empire, instead of becoming independent.
- An empire that backs a revolt is now notified when the colony joins it.
- The Planetary Revolt situation now names the empire that the colony will join in its outcome description.
- Hive Mind and Machine Intelligence empires that back a revolt now receive the correct message.
- Rebels who break away now also claim nearby empty systems.
- Robotic species no longer use the graphical culture of the Contingency, so empires founded by robots get the correct ships and cities.
- Assimilation no longer skips a whole month when its monthly roll is low.
- Pre-FTL civilizations under an observation outpost shift their ethics towards the observing empire again.
- Fleets with a jump drive can now enter the Surveillance Supercomputer system.
- Leaders with Ritualistic Implants now gain the Cyborg trait when their species completes Cybernetic Ascension.
- The Limited Cyborg ruler bonus to Spiritualist Ethics Attraction now works.
- Species with the Aquatic trait can now use the Wet Climate Mods planet preference from the Cybernetics ascension path.
- The Hydrocentric Ascension Perk is now available to Aquatic species that use the Wet Climate Mods planet preference.
- Fixed several issues with disabled Nomad Arkships being re-enabled ahead of time.
- Nomads that win a war as a secondary participant no longer keep a permanently disabled Arkship.
- A recovered Arkship comes back repaired, and the Recover Disabled Nomad Vessel special project can be offered again if the first attempt runs out of time.
- Making peace in one war no longer ends occupations that belong to a second, ongoing war against the same empire.
- Fixed high Councilor levels inverting the Test Subject losses of the Experimental Testing situation, which added Pops instead of removing them.
- Fixed the Fire Cult civic tooltip stating that Fire Oracles and Ember Legions need Habitability below 50% and 20%, when exactly 50% and 20% also qualify.
- Fixed a double space in the Fire Cult civic tooltip.
- Fixed the Cybernetic Creed tooltip reading "Priest are replaced by Haruspices".
- Covenant telepath bonuses now apply as soon as the Covenant is formed, instead of one year later.
- Covenant tooltips now show the correct effect for Machine and Gestalt empires.
- The Covenant with the Cradle of Souls now shows its Telepath bonus in the Patron panel.
- Fixed the Animator of Clay and Pale Mountain minor patrons having misleading tooltips.
- The Shroud-Warped leader trait and the Unemployment Benefits modifier no longer scale with the number of traits a species has.
- Shroud Forged colonies no longer ignore habitability and other sources of assembly weight when choosing which species to assemble.
- Blocking the Kaleidoscope event from firing for Wilderness Empires in several different circumstances.
- Reanimator AI Empires can build Undead Armies again.
AI
- Logistic Ships dropoff automation now does a monthly check of how full the ship's stockpile is, instead of using a step function
- The AI now values the Aquatic trait on species that use the Wet Climate Mods planet preference
UI/UX
- Renamed the weapon and defense preference policies to Weapon Preferences and Defense Preferences, with the Fleets, Starbases, Defense Platforms, Arkships or Waystations they apply to in parentheses, so they appear together
- The Military Policies window opened from the Fleet Manager is now as tall as the Fleet Manager and wider, so the full policy names fit
- The Military Policies and Research Policies windows now sort their policies alphabetically, the same as the Policies view
- Marauder and Fallen Empire Flags are now different to the normal empire flag on Game Setup
- The Fire Cult civic tooltip now lists its job replacements under a single Fire Cult Priesthood entry.
- The Shroud tab no longer opens itself after you breach the Shroud or start as a Shroudwalker Apprentice.
Graphics
- Ritualistic Implants has its own leader trait icon instead of sharing the Limited Cyborg one.
- Deselect Button now have it's own bespoke icon.
- The Fleet Manager Red BG now fills up the entire panel.
Stability/Performance
- Fixed a waystation network sometimes keeping a stale reference after a starbase was destroyed under occupation.
- Fixed a crash that could occur when loading a save with an unrecognized asteroid belt type.
- Fixed a crash on startup caused by a missing or empty language list.
- Reducing micro freezes in late game with nomad AIs
Modding
- Added `DESIGNER_STARBASE_WEAPON_PREF_MUL` as the starbase and defense platform sibling to `DESIGNER_WEAPON_PREF_MUL`
- Added `is_preferred_platform_weapons` trigger as a sibling to `is_preferred_starbase_weapons`
- Added `set_ai_platform_weapon_preference`, `set_ai_platform_armor_ratio` and `set_ai_platform_shields_ratio`, with matching `clear_ai_platform_weapon_preference`, `clear_ai_platform_armor_ratio` and `clear_ai_platform_shields_ratio`
- Moved the fleet, starbase and defense platform policies to `06_policies_fleets_and_starbases.txt`
- Added `preferred_*` country flags that the fleet doctrine and weapon and defense preference policies set when enabled
- Added the `clear_*_preference_flags`, `clear_fleet_doctrine_flags` and `clear_*_preference_overrides` scripted effects, and the `has_*_doctrine_personality` scripted triggers
- Renamed `defense_platform_policy_effects.txt` to `fleet_and_starbase_policy_effects.txt`
- Duplicate keys in a database now always log an error.
- Shield upkeep scripted variables are renamed to the shared `@defense_<size>_t<N>_upkeep_*` family.
- Scripted trigger `basic_eligibility_for_separatism_joining_trigger` is now `separatism_joining_eligibility_trigger`, and it takes the rebelling species and the situation as parameters.
- Removed the multiply_by_habitability_effect_modifier civic field. Use a triggered_pop_group_modifier on a pop category with a script value instead.
- Added define "STATION_BUILD_DISTANCE_MAX" for how many jumps away from a fleet the AI and fleet automation will look to find something for a civilian fleet to do.
If you experience a bug or other issue, unmodded, on a new save, please make a bug report and include screenshots and save games to demonstrate the issue.
Thanks for playing Stellaris!
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.