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Standalone installer updated: [Windows, Linux, Mac]: 3.5.2.1 ⇒ 3.5.3.

Stellaris 3.5.3 "Fornax" Update now available!

Hello,

We have another patch ready for you all, addressing what we believe to be the remaining issues coming out of the 3.5 + Toxoids release.

Plus of course a plethora of tweaks and improvements also done by the team, relentlessly industrious as they are.

3.5.3 is available now for download!

#################################################################
######################### VERSION 3.5.3 ##########################
#################################################################

➊ Improvements
• You will no longer get alerts about envoys dying.
• AI will now research debris.

➋ Balance
• Shared Burden now doubles the unity gained from the egalitarian faction.
• Ensured consistency in the Toxic God starting resources: the home system will now always contain a +3 alloys deposit. A nearby one will contain another +2 and a further +6 energy.
• Federation subjects that cannot vote can no longer persuade federation members that someone should not be invited into a federation
• Capped Noxious happiness bonus at 40%.
• Vassals that leave an overlord's war by a change in the agreement will now get a truce with every opponent.

➌ Planet Automation
• Removed out dated sector automation logic which was activated for planets when sector automation was enabled but planet automation was deactivated
• Clarified the tooltip explaining when planetary automation will create new jobs
• Planet Automation Crime module will now forbid enforcer jobs if you have 0 crime and allow enforcer jobs if you have more than 27 crime
• Added a Planet Automation setting which allows for construction even during resource deficits
• Changed how Planet Automation is presented in the Planet View to more clearly show that there are settings that the player can use

➍ Bugfix
• Fixed Toxoid presapients having Aquatic portraits.
• Fixed gateway tags not showing up in the solar system map.
• Fixed megastructure outliner right click not focusing on the megastructure (as is standard for other outliner objects).
• Fixed one of the outcomes of the Ancient Robot World arc site featuring visual bugs (placeholder model due to not having a correct graphical culture set).
• Updated tooltip for Mutagenic Spa to match values given by Bath Attendant jobs.
• All resolutions in the Galactic Market category now require the market to be formed in order to be proposed.
• Fixed farm appendages bonus from “Damn the Consequences” edict.
• Fixed low maintenance to be an actual bonus.
• Added the actual effect of Damn the Consequences to its effect tooltip.
• Fixed Situation modifiers not updating in some circumstances when you changed Approach or Stage.
• The Debris Field anomaly will now reliably fire an event when you research it.
• Fixed copy paste error in Toxoids 3 name list (male regnal names).
• Fixed the Toxic God branch office building not reliably boosting quest progress, depending on your chosen civics.
• Fixed radiotrophic simple drones for lithoid hive minds having their mineral upkeep increased instead of decreased.
• You can now only consecrate one habitat per activation of the Toxic Maw.
• Updated the tooltip for requiring additional activations of the Toxic Maw.
• The Prethoryn Brood Queen relic now correctly sets the relic activation cooldown timer.
• Machine Intelligence pops are now correctly purged again when conquered by an organic empire.
• Fixed Heritage Sites and Hypercomms Forums not converting to Pillar of Quietuses and Galactic Memorials respectively.
• Fixed an ungrammatical pronoun being used in one of the early Toxic Knights quests.
• The primitive habitats in Federation's End system are no longer in danger of being turned into barren worlds by asteroids.
• Fixed a stray “?” in the event where the Shroudwalker enclave is destroyed.
• Corrupt Survey Data event can no longer happen on planets with moons, as it would leave the moon orbiting nothing, and due to cost cuts we can assume that the holographic projection couldn't also cover the moon.
• Fixed the Toxic Knights end bugging out if you *SPOILERS* using a mercenary fleet.
• Clarified the negative happiness impacts of the Noxious trait in a pop's happiness breakdown.
• Fixed misleading tooltip for why an AI will say no to your request to join their federation (it suggested they did not want to be a federation partner with a current member, but actually it meant that that member did not want to be a federation partner with you).
• Fixed Luminous Blades modifier stating it was a bit more effective than it actually was.
• Fixed megashipyards not benefitting from certain country-wide ship cost and build speed modifiers.
• Fixed cases where if a hive forced a regular empire to release a vassal with a status quo peace deal, the resulting empire would be a hive empire without hive pops. (Also fixed it for machines, and for the opposite case of regular empires attacking or machines).
• Added missing effect to the tooltip of the Psionic Archive relic.
• You can now once again apply species templates that would remove beneficial traits, so long as you were able to make the template a valid combination in the first place.
• Leader and envoy portraits now switch correctly after undergoing synthetic ascension.
• Science ship modifiers are no longer doubled in the tooltip.
• You should no longer be able to have multiple monuments on a single planet (again).
• Fixed issue where invalid research alternatives may be left in TechStatus after adding pre-learned technologies at start of game.
• Spiritualist Empires now care about Relentless Industrialism on their holy worlds.
• Chemical Bliss no longer states that it causes unemployed pops to produce unity.
• Fixed various crashes.

➎ AI
• Increased the monthly random chance that an AI will decide to start preparing for war.
• AI empires will now bring their assault armies towards the enemy during war preparation phase.
• Reduced the maximum AI war preparation period from 60 months to 30 months.
• Fixed an issue where AI would use their "prepare for war" gather logic even during an ongoing war.
• Fixed an issue where the AI would try and gather their fleets for an upcoming war in a system which they could not access.
• Fixed AI sometimes not hiring enough scientists to keep researching.
• Fixed some cases where AI would inexplicably spam admirals.
• AI hive-mind will no longer destroy hive warrens.
• Fixed AI not allocating at least the desired_min to its budgets. Double-allocating resources is less risky than having it not be respected, as with the Influence budget there's a fair chance that the desired minimum may never be hit
• Improved AI's early game alloy expenditure (it wanted to put a lot into buildings even though most of the time none of the buildings cost alloys)
• Xenophile empires are now more likely to build trading hub type starbases, changed from materialists.
• Fixed issues with starbase module logic which made AI forbidden from building anything on certain starbases.
• Fixed an issue where AI fleets would get stuck in a loop of resetting their move orders during hyperlane windup time.
• Fixed an issue where AI empires were not allowed to downgrade shipyard type starbases if they had an ongoing construction of ships which made AI empires have much more shipyards than intended.
• Fixed an issue where bombarding AI fleets would get stuck in a loop of flying between the starbase in the system and orbiting the bombardment target when they were waiting for assault armies to invade their bombardment target planet.
• Added additional logic for AI to merge fleets which are close to each other during wars to reduce the amount of small AI fleets.
• Fixed an issue where AI empires would incorrectly try and merge their assault armies together by using FTL reinforcement mechanic, causing their ground troops to be indefinitely stuck in MIA mode.
• Fixed several issues with AI regrouping logic where fleets would suicide one by one instead of grouping up together before attacking.
• AI empires who do not use food will no longer build hydroponics on starbases.

➏ Modding
• Added show_in_outliner (default: yes) to determine whether a megastructure type should be shown in the outliner
• Specifying a "key" in a triggered modifier will now at least some of the time make the modifier have that key as its "name"
• Fixed the script profiler (previous results using it should be disregarded)
• Added ability for planet automation to forbid and allow jobs
• Added upgrade_trigger block for planet automation which allows for individual logic of when buildings should be allowed to be upgraded

Thanks for playing Stellaris!
Post edited October 11, 2022 by surfer1260
Standalone installer updated: [Windows, Linux, Mac] 3.8.1 ⇒ 3.8.2.
3.8.2 "Gemini" Hotfix Patch Released

Following some quick work from the team we have now produced a patch aiming resolve the high priority issues coming out of the Galactic Paragons + 3.8 release. 3.8.2 should be available for download via Steam and GOG now.

Unfortunately there is a delay in the deployment of the patch to Microsoft Store, and players on this platform should expect the update to arrive early next week instead.

We will continue our efforts fixing and balancing where needed, so keep your reports coming!

Please find the patch notes below.

############################################################
#################### VERSION 3.8.2 Hotfix ######################
############################################################

BUG FIXES
• Fixed an issue where the mouse input would be offset when playing with fullscreen on.
• Fixed an achievement not always being awarded correctly.
• Fixed the Kidnapper trait applying to the whole empire population instead of the given planet.
• Fixed a bug where permanent rulers would not get their ascension perks when finishing the special projects to convert them.
• Anglers now once again count as farmers.
• Fixed map tracking sometimes not working for first contacts and archaeology sites.
• Holo-Theatres are now correctly destroyed when a gestalt empire conquers the planet they are built on.
• If an empire stops having Imperial Authority, the Imperial Heir trait is removed from their former heir.
• Leaders can no longer start the game with traits that produce resources. This should stop machine leaders from keeping a bonsai tree garden as a hobby.
• Restored the brainslug species trait.
• You can no longer psi-inoculate hive-minded pops or those being purged.
• Fixed an issue where some situation modifiers were not applied correctly.
• Fixed The Beholder, Keides, Azaryn, and others leaders from Paragon mutating due to traveling through shroud tunnels.
• Now Crusader Spirit will correctly impose the Crusader spirit civic on empires who lose the ideology war.
• Now the Imperial heir will have 0 Unity upkeep (upkeep from negative traits can still apply).

STABILITY
• Fixed a COOP crash when two players were selecting ascension perks at the same time.
• Fixed a crash related to pops with invalid species.
• Fixed a crash that could occur during removal of invalid trade deals.
• Fixed an out of sync related to events.

BALANCE
• The Minister of Exploration now grants +3% jump drive range per level.
• The additional unity duelists gain from the Arbiter of Duels is now added to their base output instead of multiplying the base output.

AI
• Fixed an issue where the AI would repeatedly attempt and fail to invade the pre-FTL empires from the Fear of the Dark origin.

UI
• Event notifications can now be configured in message settings.
• Added ship engagement range modifier to ship tooltip.
• Crime/Deviancy modifiers should now show the correct name in more places.
• Fixed Galactic Paragons not being shown in DLC lists.
• Fixed UI issues affecting the council view for gestalt empires after they unlocked their third civic.
• Fixed overlap between achievements and forum link button in the main menu on non-Steam platforms.
• Fixed text overlap between coop filter and cross platform filter in the matchmaking view.
• Improved the layout of the Multiplayer lobby DLC icons.
• Message settings are now sorted in alphabetical order.
• Message settings that have been changed and later changed back to their default values (without using "Reset Default") will now be saved as changed values.
• The coop filter checkbox in the multiplayer game browser is now checked by default.
• The player name used for Multiplayer is now saved more consistently.
• When hot-joining a coop empire, events that are open for other players in your empire before the hot-join will no longer be shown to the joining player.
• Icons for tiered traits should now correctly display a Roman numeral 'I' for tier 1, for players without Galactic Paragons.

MODDING
• Fixed a case where modded games could crash when using custom leader classes.
• Fixed crash on session start when using modded leader classes.
• Fixed some incorrect documentation for message types.


Please note that save file compatibility between versions is not guaranteed.

If you have an important game going, please back up the save file before trying to load the save in the new version.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
Stellaris [Part 1/3]

Standalone installer updated: [Windows, Linux, Mac] 3.8.2 ⇒ 3.8.3.1.
Stellaris 3.8.3 "Gemini" Patch Now Available!

STELLARIS 3.8.3 PATCH NOTES
############################################################
#################### VERSION 3.8.3 ######################
############################################################

⯈ Improvements
---• It is now possible to rename council positions by clicking on council position name in the council view.
---• Added additional event chains to Under One Rule.
---• Under One Rule now will take into account if the ruler was bad or good towards citizens.
---• Added a checkbox to toggle automatic expansion of a sector in the sector editor.
---• Made the three different "Terraforming Candidate Discovered" events turn into messages if you have already found one before.
---• The pre-sapients that worship the Beholder now have the Psionic trait.
---• The Beholder's Psi-Inoculation process is now a pair of decisions to toggle it on and off, instead of a decision to be enacted for each pop you want to become psionic.
---• The Animator of Clay has blessed the corroded one.
---• Imperial Heirs will now be more likely to adopt the class of the current ruler if you have the Philosopher King civic.
---• Imperial heirs will now have their chosen class weighted by civics and traditions that give bonuses to specific leader classes.
---• Added the Reorganize Council agenda, which allows reselection of unlocked council positions without the need to reform the government.
---• Beholder now has a recruitment event, and Azaryn's recruitment event has a couple more options
---• Added a checkbox in the army tab of the planet view to control if a planet is used via the sector army builder or not.
---• Added scroll wheel speed settings.
---• Leaders in the leader pool that start with a negative trait, now correctly gets one less additional negative trait during their lifespan.
---• For players without Galactic Paragons, leaders will more often get traits that match if they're assigned as councilors or not.
---• Increased the age span of new leaders, but weighted towards the middle. Initial Leaders will now also be roughly the same age as pool leaders.
---• The edict fund is now shown in the council view.
---• Imperial empires can now crown a Chosen One to be the Divine Sovereign if the Chosen One is the current ruler or heir.

⯈ AI
---• AI will now wait until it has at least 5 planets and 25 years before choosing a specialization designation for its homeworld
---• Fixed an issue where AI would be unable to build any buildings if they desired to build the Ancient Refinery but did not have access to any minor artifacts

⯈ Stability and Performance
---• Fixed a number of Out of Sync errors.
---• Increased performance in the leader view
---• Fixed a crash that would sometimes occur when a scientist was elected ruler while performing science ship orders
---• Fixed a rare, but persistent crash when an empire was destroyed
---• Fixed a crash that could sometimes happen if there were issues opening or writing log files
---• Fixed crash in MP lobby when you confirm disbanding a coop group if the player list changed while the confirmation popup was open.
---• Disabled tooltips in the loading screen to avoid crashes related to focus loss.

⯈ UI
---• Re-enabled tooltips while the game has no focus as hiding them caused issues for screen readers.
---• Added tooltips for the join/leave coop empire button in the MP lobby when you can't click it.
---• Added a tooltip for the coop checkbox in the MP lobby when you can't change it due to being ready.
---• Use different titles for the multiplayer and coop game browsers.
---• The multiplayer game browser now has a column that shows whether a game allows coop.
---• Fixed an issue where the active agendas list would sometimes duplicate elements
---• Added a new version of the main coop presence view to the topbar for resolutions with width >= 1600
---• Auto-confirm disbanding a coop group in the MP lobby if all other players leave the group.
---• Modifiers that affect leader experience gain will now be indented under a "Experience Gain Rate:" header
---• Added confirmation prompt when selecting a country during hotjoining
---• Lysator Syng's hire tooltip now shows that hiring him will give you 3 pirate ships as well.
---• Show decimals for power projection breakdown in naval cap tooltip

⯈ Modding
---• Added set_random_$CLASS$_background_effect script effects, to assign a random background class to a leader. $CLASS$ can be replaced with admiral, general, governor, or scientist.
---• Added support for custom_tooltip_with_modifiers for council positions.
---• Updated documentation for council positions to include new script support. See 01_test_councilor.txt for an example of a council position not linked to civics.
---• Added script effect "unlock_council_selection = yes" to force validation of council positions and allow the player to reselect their council positions.
---• Fixed the ethics OverLappingElementsBox not reloading properly
---• Fixed the spacing parameter not working for vertical OverlappingElementBoxTypes
---• Added new "empire_size_add" modifier, which flatly increases or decreases the Empire size.
---• Council position unlock screen will now show council positions which are available by scope check but don't require any civics
---• Added console command "debug_trait_weights", which enables logging of some of the trait random roll weights.
---• Added military_power_multiplier to weapon components, which allows manual adjustment of combat power assessment for intangibles that are otherwise difficult to automate.
---• Use 2 decimals for army upkeep in army view.
⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ CONTINUED BELOW ⤵︎
Stellaris [Part 2/3]

⯈ Bugfixes
---• Under One Rule now changes to Imperial Authority when transitioning to Galactic Emperor or Psionic Sovereign.
---• Intellectual Espionage trait now takes into account all researcher category jobs on the planet.
---• Fixed an issue where the Expanded Hive Warren would get deleted if there was no remaining unupgraded Hive Warrens on the planet
---• Updated all researcher jobs to check for Academic Recruiter.
---• Increased the army upkeep from Disorder II trait.
---• Chainbreaker trait now requires Egalitarian ethics.
---• Honored Warmaster trait now requires Xenophile ethics.
---• Commented out cut prospecting decision.
---• Kidnapper trait now checks that the general's owner allows slavery instead of checking their ethics.
---• Taskmaster trait no longer gives an undocumented +5% Building Speed per soldier job.
---• Now you can't terraform with Azaryn without launching her special ability.
---• The Death of a Great Leader event should no longer fire when you send a leader off to the Keepers of Knowledge.
---• Cloaked Ships will no longer block starbases from being rebuilt.
---• Moved gestalt nodes further apart from each other in the council view so that trait picking doesn't get blocked when they have a lot of traits.
---• The planet visuals should now update properly when planets change class
---• Fixed an issue where traits given via event options would not correctly display triggered effects
---• The ambience sound effect played in the council view is now properly affected by the ambience volume slider
---• Fixed an issue where leaders that changed empires would retain their council position in their old empire
---• Updated all researcher jobs to check for leader_trait_academia_recruiter
---• Fixed a bug where modding the species appearance would not apply to the ruler
---• leader_trait_industrial_espionage now takes into account all researcher category jobs on the planet.
---• The Scholarium Investigator leader trait now gives +25% Assist Research Efficiency instead of failing to give 10% Research Speed as a non-council trait.
---• Fixed a COOP bug where it was possible for several players to unlock council positions at the same time resulting in duplicates
---• If there is a wormhole in the capital system, then the Keides wormhole will spawn in a random neighboring system 1-2 jumps away
---• Cordyceptic Stargazers now correctly spawn with an amoeba fleet again.
---• Fixed Eager Explorer empires spawning with an extra scientist.
---• Slaves are now properly set under dystopian living standard
---• Any Gestalt empire generated after game start (e.g. from machine uprising) should now correctly get their Gestalt council nodes.
---• Hyperdrive technologies no longer show duplicated icons.
---• Fixed issues where starbase modifiers would apply to defensive platforms when they shouldn't
---• Fixed an issue where pre FTL empires spawned from the necrophage origin would spawn in orbit of their planet
---• Fixed a bug where ships would sometimes stop following its target when they entered a hyperlane
---• Zroni Relic will now add 1 level to the leader, but won't choose trait on random it will be up to player to chose the trait.
---• Fixed notification map ping staying visible for some time after dismissing the notification.
---• Fixed a bug where some traits would not properly localize their names when their modifiers are part of tooltips
---• Fixed a bug where the Insightful trait tooltip would duplicate headers for its effects
---• Fixed an issue where it was not possible to unassign envoys from their current task
---• Fixed Resilient trait to properly adjust for synths. Did the same for destiny trait which was giving leader life span
---• Crusader Spirit Opinion Modifier: Now it gives -80 opinion towards everyone of different ethic and +20 to the same ethic empires
---• Fixed issues with the fleet manager where the buttons to increase and decrease the number of ships would not work correctly when using shift or ctrl modifiers
---• Rogue Scientist event chain shouldn't trigger for Governors assigned as Head of Science.
---• Updated some trigger loc from "No of ..." to "Number of ..." to be more consistent with the rest of the game.
---• Fixed Tooltip for Paranoid Leader Trait
---• Fixed title case for anomaly.3141 "The Depths of Alien Life"
---• The event that allows you to pick a Chosen One no longer says "three individuals" are capable of absorbing such power and proceeds to list four names.
---• Events that give the Chosen traits now check that the leader in question is psionic.
---• Fixed an issue where you could reinforce a fleet when the template was not filled with the correct ships even though the fleet was filled on command limit
---• Fixed the spawn chance modifier of the anomaly The Orb, as it could not spawn before.
---• Beholder planetfall error message now states that an empty building slot is required.
---• Fixed icon for brainslug species trait again.
---• You can no longer psi-inoculate hive-minded pops or those being purged.
---• Fallen empire capital planets should now have the correct planetary designation.
---• You can no longer create subjects from sectors if the primary species would be an infertile clone army species.
---• Marauder admirals can no longer serve on the council or be manually fired.
---• Fixed some edges where a ruler could be chosen by a shroud entity but not awarded the trait.
---• Added scripted loc for GetDefenseForceOrArmada and GetGDFOrArmada
---• Updated Cybernetic Advantage agenda so it doesn't display placeholder art.
---• Regular empires no longer have machine or hive-mind leaders in their external leader pools and vice versa.
---• Cloned Organs/Self-Preservation Protocols now correctly has the same effects as Mind and Body.
---• Fixed incorrect modifiers on the adoption effect of Synthetic traditions.
---• Fixed MP lobby chat messages and scroll bar spilling outside the chat box.
---• Fixed most tooltips in the game browser not working.
---• Fixed Plantoids Species Pack DLC not showing up in MP lobby DLC list
---• Fixed misalignment of the DLC icons in the multiplayer lobby
---• Fixed icon lists sometimes becoming vertical when they should be horizontal
---• Fixed coop presence icons not always showing their tooltip.
---• The Interstellar Recruitment Office tooltip now specifies why you can't build it if you already have one in your empire.
---• The sentinels archaeology site will now put Azaryn back on her own ship when she returns.
---• Fixed a bug where some mercenary fleets would not have an admiral assigned to them.
---• Mercenary Admirals now get Mercenary Warrior Trait and 2 admiral traits to represent their level.
---• Mercenary Enclaves should no longer steal their admirals which they just rented out.
⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ ⭢ CONTINUED BELOW ⤵︎
Stellaris [Part 3/3]

⯈ Balance
---• Legendary leaders do not count towards Leader Capacity.
---• The Eager trait now has an additional effect: these leaders will not contribute towards Leader Capacity until they reach level 4. Assigned some event spawned leaders the Eager (II) trait.
---• Admirals that command fleets hired from marauders no longer count towards your leader cap.
---• XP Penalties for going over leader capacity have been reduced. The LEADER_CAPACITY_XP_SCALE define has been added for modders to be able to easily adjust this number.
---• Military fleets led by an Admiral can now explore unsurveyed hyperlanes. (This does not permit Admirals to survey planets, anomalies, or wormholes.)
---• Admirals no longer give Fleet Command Limit based off of their level.
---• Researching Galactic Administration now removes the cooldown for government reform, this was previously only done if you obtained it via Statecraft traditions.
---• Rebalanced many traditions and ascension Perks.
---• Opener for Aptitude traditions now gives +1 trait, moved from the Finisher. This is retroactively applied to leaders that have been hired or are in your leader pool.
---• The Empire Needs You now gives -25% Leader Hire Cost instead of +1 Leader Capacity.
---• Specialist Training now gives +25% Leader XP Gain.
---• Psychological Profiling now gives -25% Leader Upkeep Cost in addition to -1 Max Negative Traits.
---• Healthcare Program now gives +20 Leader Lifespan instead of +10 Leader Lifespan.
---• Aptitude Finisher now gives +1 Leader Capacity and +1 Leader Trait Pick options instead of +1 trait.
---• Science Division now gives -10% Scientist Cost and Upkeep instead of +20% Scientist XP Gain.
---• Polytechnic Education now gives +10% Leader XP gain instead of +20%.
---• Colonial Viceroys now gives -10% Governor Cost and Upkeep instead of +20% Governor XP Gain.
---• War Games now gives -10% Admiral Cost and Upkeep instead of +20% Admiral XP Gain.
---• Mind and Body now gives +10 Leader Lifespan instead of +20 Leader Lifespan.
---• Finisher effect for Statecraft now grants Galactic Administration as a research option with 25% progress instead of giving the tech for tree.
---• Resistance is Frugal now also gives -10% General Cost and Upkeep.
---• Imperial Prerogative now gives +2 Leader Capacity in addition to its existing effects.
---• Transcendent Learning Prerogative now gives +2 Leader Capacity, +1 Leader Pool Size and +33% Leader XP gain.
---• Aptitude Tradition "Champions of the Empire" now gives bonus per Leaders' levels. Effect is now a flat -2 Empire Size per Governor level, and 0.5% Exp per Scientist level (and 2 Naval capacity per Admiral/General level).
---• Guardian trait maximum effect is now +33% Defense Platform Damage and Hull Points.
---• Frontier Spirit trait maximum effects changed to -10% Colony Ship Cost and +50% Colonization Speed and +1 starting pop for colonies.
---• Cyborg generals now increase planetary combat width.
---• Reduced passive experience gain by 30% for Progenitor Hive leaders from level 1-6 and 50% for Progenitor Hive leaders between 7-10.
---• Gray Eminence destiny trait now reduces the effects of empire size, instead of reducing empire size directly. Updated Aturion Efficiency to match Gray Eminence.
---• Now imperial rulers do not lose imperial heir trait, so they don't become worse when they take over the country.
---• Lowered the spawn chance for the legendary paragon Keides by 75%.
---• Autocannons are no longer valued at three times their intended military power.
---• Now criminals are also unhappy when under oppressive autocracy civic.
---• Kai-Sha's "Expanded Contact Network" event will now upgrade her Shady Contacts trait if she already has it. And gives intel on other empires if it has already been maxed out.
---• Replaced -20% Empire Size reduction for Aturion Efficiency trait with -10% Empire Size Penalty.
---• Leader traits that have base resource production now produce the market equivalent of 8 energy/month for tier 1 and 24 energy/month for tier.
---• Aggressor admiral sub-class now gives +7.5% weapon damage.
---• Artillerist II trait now gives +7.5% tracking.
---• Fortifier trait now scales between -5% Starbase upgrade cost and -5% Defense platform cost at tier 1 to -10% Starbase upgrade cost, -10% Defense platform cost, +5% Starbase hullpoints and +5% Defense platform hullpoints at tier 3.
---• Armada Logistician trait ship upkeep maximum reduction is now -10%.
---• Military Pioneer trait maximum effects are now +20% Ship Build Speed and -10% Ship Build Cost.
---• Guerilla Tactician now gives a flat 10 Evasion instead of a +50% Evasion multiplier.
---• Architect of War now gives -10% Military Ship Cost.
---• Charisma trait now has a maximum Edict Upkeep reduction of -10%.
---• Removed -5% Military Ship Cost from the Strategist sub-class.
---• Geological Consultant trait maximum effect reduced to 9 months of unity per blocker removed.
---• Retired Fleet Officer trait maximum effects reduced to +20% Ship Build Speed and -10% Ship Build Cost.
---• Agrarian Upbringing trait now checks for country_uses_food = yes instead of being biological.
---• Shipwright maximum effects reduced to +10% Ship Build Speed and -10% Ship Build Cost.
---• Frontier Spirit maximum effects reduced to -10% Colony Ship Cost and +45% Colonization Speed.
---• Architectural Sense maximum effects reduced to -10% Buildings and Districts Cost, -5% Buildings and District Upkeep, +25% Planetary Build Speed.
---• Experimenter trait now gives a maxium of 2×Leader Level Research Points per month.
---• Explorer trait maximum effects reduced to -10% Science Ship Cost and +25% Anomaly Research Speed.
---• Expansionist maximum effects reduced to -10% Outpost Alloy and Influence Cost.
---• Great Researcher trait now gives 5×Leader Level Research Points per month.
---• Taskmaster trait XP reduced from 600 to 500. In return it now has soldiers produce 2/2/2 Energy/Minerals/Food (for countries that use food) or 3/3 Energy/Minerals (for countries that don't).


Please note that save file compatibility between versions is not guaranteed.

If you have an important game going, please back up the save file before trying to load the save in the new version.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
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Stellaris

Offline installers Updated to V3.8.4.1 (Windows, Mac, Linux)

Changelog (from Steam)

Balance

Rebalanced a number of leader traits: Some general and governor traits that previously encouraged moving leaders from planet to planet have been made council traits or had their modifiers changed to discourage this. Resource production traits now require the leader to have at least level 2 to gain the first tier.
Empire Size now has a floor of 50, and thus can no longer go negative.
Increased the bombardment effectiveness of large fleets.
The base rate at which Raiding bombardment steals pops has been dramatically reduced. Each army present on a planet will also protect 2 pops from being vulnerable to Raiding bombardment. (Raiding bombardment is always unable to steal the last pop of a colony)
Renormalised political power from living standards and reduced base faction unity gain to better fit intended unity production. The Shared Burdens civic no longer grants an increase to the base unity of the Egalitarian faction, as the benefit is now rolled into their living standards.
Sequential End-Game Crises now get +2 strength multipliers instead of +1.5.
The Khan now has terrifying admiral traits.
The opinion modifier from Defender of the Galaxy now only affects normal, non-fallen/awakened, empires that are capable of independent diplomacy.
Colonists now increase planetary build speed by 10% instead of creating defensive armies.


AI

Fixed AI hiring a governor without having a planet to assign them to.
Fixed AI hiring scientists without having science ships to assign them to.


Bugfixes

Broken Shackles Origin event "Homesick" no longer casts affected Pops into the void
Adjusted width of MP lobby chat entries so that they don't overlap the scroll bar.
Council Agenda Costs now benefit from Empire Size Effect modifiers.
Cyborg general trait will now add +2 combat width, as stated in the tooltip
Empires with the Under One Ruler origin no longer ignore the initial 20 year cooldown on government reform.
Federation project Flocks of Cloud should no longer get stuck ad infinitum in the situation log
Fixed an error in which you may have been prevented from using Operation Crisis Beacon again - beyond the intended 4-year lockout period - if said Operation was aborted after confirming its target.
Fixed duplicate tradition names in French
Fixed Imperial Heirs not having a starting leader trait.
Fixed queued move orders from a system with an FTL inhibitor not being displayed correctly.
Fixed randomly generated empires having DLC-locked civics.
Fixed randomly generated species having DLC-locked traits.
Fixed randomly generated species having invalid trait and climate preference combinations.
Fixed randomly generated species not having enough traits if it has traits (such as Aquatic) that are required by something else.
Fixed the bonus leader trait from Aptitude Traditions not applying to Imperial Heirs.
Fixed tooltip for Beacon of Liberty and Fanatic Purifiers, now they do mention that they are incompatible with Crusader Spirit
Imperial Heirs are excluded from the effects of The Orb.
Imperial Heirs that are generals or admirals in empires with Distinguished Admiralty now benefit from the +2 starting level.
Invalid civics will get removed when authority is changed through event for Under One Rule
Leaders excluded from the upkeep cost now correctly produce resources
Pharma State civic is now correctly blocked by Payback and Broken Shackles.
Removed DLC lock on some faction demands that were introduced in 3.8
Set the AI weight for reorganizing the council to 0.
Void Dweller MegaCorps with the Pharma State civic now correctly replace their starting Holo-Theaters with a Gene Clinic, unless they also have Permanent Employment (in which case it is replaced with the Employment Center).
Warform no longer has the synth trait and has the second tier of the skirmisher trait.


Improvements

Imperial Heirs are now up to 10 years younger than regular leaders of the same species. Starting Imperial Rulers are now up to 15 years older than regular leaders of the same species.
Imperial Heirs that benefit from bonus starting levels now have selectable traits for those levels for owners of Galactic Paragons.
Imperial Rulers and Heirs now have a 5% chance to start with a negative trait and an additional positive trait. The Philosopher King civic negates this.


UI

Fixed leader portrait clipping in the level up window.
Fixed position of Speech To Text button in the MP lobby.
Fixed width of MP lobby chat text for large fonts and text to speech.
If a player in your coop group adds a leader trait while you have the level up window open and there are no more traits to add, it will show the last selection.
Reworked the planet occupation icon frame
Selecting a ship by clicking it will now ignore its bounding box if it has a collision mesh.


Modding

Empire size string now uses the actual defines instead of localized numbers for its message.
Made it possible to set what leader portrait container to use for each location of the new portraits
Made reload_gui console command more stable
What about 3.9 Caelum?
Standalone installer updated:
[Windows] 3.8.4.1 ⇒ 3.9.0
[Linux, Mac] 3.8.4.1 ⇒ 3.9.1.

Changelog
Please note that save file compatibility between versions is not guaranteed.

If you have an important 3.8.4 game going, please back up the save file before trying to load the save in 3.9.1.
Post edited September 13, 2023 by surfer1260
Unfortunately Windows offline installers - game and DLCs - are v3.9.0 instead of v3.9.1
avatar
Skess01: Unfortunately Windows offline installers - game and DLCs - are v3.9.0 instead of v3.9.1
It seems as if there is no difference in terms of content between 3.9.0 and 3.9.1:
Note: patch 3.9.0 was only released as a beta, making patch 3.9.1 the first public patch in the 3.9.X branch.
avatar
Skess01: Unfortunately Windows offline installers - game and DLCs - are v3.9.0 instead of v3.9.1
avatar
surfer1260: It seems as if there is no difference in terms of content between 3.9.0 and 3.9.1:

Note: patch 3.9.0 was only released as a beta, making patch 3.9.1 the first public patch in the 3.9.X branch.
avatar
surfer1260:
If you are basing the assumption that they are the same on the "Note" I think instead that it means only that there isn't a 3.9.0 official release, doesn't mean that there is no difference between beta and official release 3.9.1

Anyway Galaxy has 3.9.1 as latest release for Windows and if you look at gogdb - https://www.gogdb.org/product/1508702879#changelog - seems that was uploaded 3.9.1 offline installer and after that replaced/downgraded to 3.9.0
avatar
Skess01: Anyway Galaxy has 3.9.1 as latest release for Windows and if you look at gogdb - https://www.gogdb.org/product/1508702879#changelog - seems that was uploaded 3.9.1 offline installer and after that replaced/downgraded to 3.9.0
My 1st impression was that the Win installer is just mislabeled. But you are probably right; 3.9.0 and 3.9.1
seem to be different. Let's see what happens.
avatar
Skess01: Anyway Galaxy has 3.9.1 as latest release for Windows and if you look at gogdb - https://www.gogdb.org/product/1508702879#changelog - seems that was uploaded 3.9.1 offline installer and after that replaced/downgraded to 3.9.0
avatar
surfer1260: My 1st impression was that the Win installer is just mislabeled. But you are probably right; 3.9.0 and 3.9.1
seem to be different. Let's see what happens.
Yes, very annoying, I sent a message to support yesterday evening, I hope they'll fix it soon, let's see.
Standalone installer updated:
[Windows] 3.9.0 ⇒ 3.9.2
[Linux, Mac] 3.9.1 ⇒ 3.9.2
3.9.2 Patch Released

Hello all,
The latest minor patch for Stellaris is ready and released, fixing a number of issues and further balancing the new mechanics.

We're also planning a follow-up 3.9.3 patch for mid to late October, which will include some of the issues brought up during the Open Beta that require new text, more fixes that did not meet the 3.9.2 deadline, and a handful of other improvements.

Please find the patch notes below.

STELLARIS 3.9.2 PATCH NOTES
############################################################?
#################### VERSION 3.9.2 ######################?
############################################################?

① Balance
---• Pre-FTL empires now have reduced technological development before the mid-game year.
---• Catalytic empires can now build bio-reactors.

② Bugfix
---• Anomalies that reward Scientist Expertise traits now apply those traits to the Cognitive Node for gestalt empires.
---• Blocked empires without the Scientific Method technology from constructing research districts.
---• Federations End should no longer spawn empty habitats if the pre-FTL slider is set to 0
---• Fix a CTD when loading a save containing an invalid species archetype
---• Fix for wrong value for evasion in ship design.
---• Fixed being able to build multiple gaia seeders on a single planet.
---• Fixed Fallen Empires not triggering their monthly random events
---• Fixed pre-ftl civilizations that naturally progressed to the Early Space Age being unable to become space faring.
---• Fixed Secrets of the ... no longer granting Expertise traits.
---• Fixed stage 4 gaia seeders being buildable, but immediately destroyed by non-Idyllic Bloom empires.
---• Fixed the Colonial Remains deposits not spawning for the Remnants origin in some cases.
---• Fixed the Patron achievement not firing.
---• Fixed the Prethoryn getting stuck because their starting system contains an FTL inhibitor that prevents them from expanding
---• Fixed the Surveyor not spawning resources in some cases.
---• Gardening Drones will no longer have an unlocalized string.
---• Habitat Central Complexes constructed around stars should now be placed further away, so they no longer clip into the star.
---• Industrial designation is now only available on habitats for gestalt empires, if they use consumer goods.
---• Merc enclaves now inherit their shipset from their creator.
---• Paradisiacal Habitat modifiers in Ithome's Gate no longer use placeholder icons.
---• Restored -25% penalty if the government doesn't have a head of research.
---• Set a manual planet size for the Toxic God star asset, as it otherwise counts the large visual effects as part of the planet.
---• The Crystal Splitter will now hopefully stop blowing up Fruitful Partnership colonies
---• The spiritualist fallen empire will now wake up if you eat their holy worlds.
---• The knights will no longer try to quest if you pacify their habitat.

③ Performance
---• Removed MTTH from anomaly.6710, bane of ship events, horror of designers
---• Removed MTTH from assorted fallen_empire_tasks events
---• Removed MTTH from communications_spread.1 and communications_spread.3
---• Removed MTTH from crime.1, crime.40 and crime.41, plus added pre-triggers to all crime-events
---• Removed MTTH from fallen_empires.1, fallen_empires.3, fallen_empires.10, fallen_empires.11
---• Removed MTTH from leviathans.660 and leviathans.662
---• Removed MTTH from pop.1-13, madness that should have never existed
---• Removed MTTH from random caravaneer events (cara.4000-4050)
---• Removed MTTH from refugees.5, scourge of the game, destroyer of performance
---• Removed MTTH from the Migrating Forests event chain (colony.1 to colony.12)
---• Removed MTTH from the Orbital Debris event chain (colony.171 and colony.171)

④ UI
---• Added new main menu gradient

⑤ Modding
---• Added researchers_add.txt and archaeoengineers_add.txt inline scripts for buildings.
---• Added chemist_add.txt, factory_add.txt, foundry_add.txt, refiner_add.txt and translucer_add.txt inline script for buildings.

Please note that save file compatibility between versions is not guaranteed.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.
Post edited September 26, 2023 by surfer1260
Standalone installer updated: [Windows, Linux, Mac] 3.9.2 ⇒ 3.9.3.
3.9.3 "Caelum" Patch Released

Hello all,

We're proud to release the 3.9.3 "Caelum" Patch promised for mid-October. This patch brings with it a balance pass on subjugation and diplomatic acceptance in-general, as well as other balance changes, bug fixes, UI, AI and modding improvements.

Please find the patch notes below.

############################################################
######################## VERSION 3.9.3 ######################
############################################################

① Balance
---• AI Empires are more likely to seek a federation if their rivals have federated.
---• Federations (except for Hegemonies) now default to not permitting subject members.
---• Having less than 50 Trust with an empire imposes a -100 Acceptance to them becoming your subject or overlord.
---• Hydroponics Designation on habitats now swaps all jobs on the housing districts for farmers.
---• Increased the importance of being more powerful than your vassal for loyalty purposes.
---• Insulting someone decreases their Trust of you by 5.
---• Rebalanced requirements for diplomatic treaties to require trust.
---• Reduced how excited subjects get about things like shared sensors.
---• Reduced the effect differing war philosophies has on federation acceptance.
---• Removed the ability to trade favors.
---• Replaced all +10% Districts on Habitats from technologies and traditions with +1 District on Habitats
---• Replaced the upgrade habitat decisions with checks for habitat capital level instead.
---• The Intimidation menace perk now allows you to ignore diplomatic requirements for proposing subjugation.
---• The Pharma State civic now provides +1 Medical Worker job to capital buildings.
---• The Unity from Rivals from the Animosity Diplomatic Stance has been reduced to 10 per rival.
---• Trade Designation on habitats now has the housing district swap a clerk for a trader.

② Improvement
---• Research, Energy and Mining District capacity on habitat complexes now have their own planetary features to clearly show the number of districts, current number of orbitals and maximum number of orbitals.
---• The Crisis event chain will now use their bespoke event chain icon.

③ Bugfix
---• Added is_scope_valid checks for anchorages.
---• Fix to hiring events not being dismissed for other players in coop
---• Fixed concept tooltips for starbase components.
---• Fixed issue with nested tooltips and mouse tendency being incorrect when using UI scaling
---• Fixed issue with some portraits being blurry on lower graphics settings due to mip levels being skipped. Disabled the functionality for portraits and related textures.
---• Fixed the Node Culling gateway leading to an unlocalized string.
---• Fixed Tiyanki occasionally not spawning correctly at the start of a Fruitful Partnership playthrough
---• Massive Crater got its 25% pop growth back
---• Restoring the Payback habitat when your homeworld is a moon now grants a minor orbital instead of a major orbital.
---• Rewrote math for calculate tendency between mouse and nested tooltip window. This should fix issue with tooltips below and above mouse cursor behaving somewhat differently.
---• Stopped interactions allowing multiple gaia-seeder buildings on a planet.
---• The bonus provided by Eclipse from Enmity now correctly grants a 2% modifier instead of a 20% modifier.
---• Updated the Eclipse tradition tooltip
---• Updated the massive crater concept tooltip to accurately display the actual deposit.

④ AI
---• Certain AI personalities (Federation Builders, Spiritual Seekers, Migrating Flocks, and Peaceful Traders) are now 25x more likely to select Diplomacy traditions.
---• The AI will no longer request to be subjugated by empires that are equivalent or weaker than them.
---• The AI will no longer request to become the subject or overlord of another empire unless they have 50 Trust with the other party.

⑤ UI
---• The ship viewer's zoom speed is now scaled to the ship's size.
---• Tooltips to select agendas now show the estimated time to launch the agenda, based off of your current agenda progress rate
---• Trust between nations is now visible in the main diplomatic screen.
---• When switching ships in the ship viewer, the zoom distance will now be preserved relative to the ship's size.

➅ Modding
---• Added documentation for concepts.
---• Added support for more object types in concept tooltips.
---• Fixed gridbox left and top padding not working.
---• Some objects' auto-generated tooltips can now be shown as concept tooltips.
---• Support building concept tooltips without valid scope.
---• Calling non existing events should no longer crash the game.

Please note that save file compatibility between versions is not guaranteed.

If you have an important game going, please back up the save file before trying to load the save in the new version.

If you experience crashing or other issues, first disable all mods and start a new save. If the issue persists, please report it on the Bug Report forums.