Stellaris 4.5.3 Open Beta Released
by Eladrin
Hello everyone!
We've put the Stellaris 4.5.3 'Cygnus' Open Beta up onto the [c]stellaris_test[/c] branch on Steam, with the following changes:
Stellaris 4.5.3 'Cygnus' Open Beta Release Notes
Balance
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Betharian Processing, Exotic Gas Capture, Rare Crystal Extraction, and Volatile Motes Harvesting are now limited to one per planet
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Virtual Bliss Plaza and Omni-Bliss Nexus now automate Logistic Drone jobs for Gestalt empires.
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Hedonists on the Decadent Lifestyle use half as many amenities while the empire has no Consumer Goods deficit.
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Tankbound empires now start with an additional Generator District, instead of converting Agriculture or Mining Districts into Generator Districts.
Bugfix
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Cyberization should no longer be stuck with -99% situation speed after dealing with spiritualists
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Fixed Synaptic Sub-Processing showing an incorrect bonus.
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Fixed Chinese loc for Sapient Specimens
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Sacred Sites no longer appear on Cutholoids hiding as Asteroids.
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Waystations upkeep modifiers now correctly apply.
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Tankbound Infernal empires no longer start with 3 extra energy districts on their capital.
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Improved handling of district specializations when colony owners change or the requirements for the specialization are no longer met:
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Coastal Hamlets and Agrarian Villages now change to Aquaculture or Agricultural Focus
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Mixed Industry and Civilian Industry now change to Heavy Industry
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Administrative Hub, Spiritual Enclave, and Sanctuary Enclave now convert between each other
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Subterranean Urbanization now changes to Mineral Extraction
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The Industrial-Trade Quarter, Military Logistics Complex, Popular Research Mall, and Collective Research Complex now correctly convert
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Queued buildings for a branch office or subject holding no longer count towards the building limit of the other holding type.
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Attacking armies in combat are moved back to their transport ships if a war ends during combat.
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Fixed the scaling of the fleets created for the FOTD separatist civilization.
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Fallen Empire buildings no longer give job automation to Virtual Synthetic empires.
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Fixed the "Go to observation post" button not working in the Planet View for Pre-FTL civilization planets
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Downgrading a Deep Space Citadel in multiplayer no longer causes an out-of-sync, and clients can now downgrade their citadels.
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Improved handling of district, district specialization, and building assignment during galaxy generation:
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Civic and origin starting buildings no longer go missing when the capital is full. Ethic buildings are instead the ones discarded if there is no room.
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Civic and origin starting buildings are now placed in their matching district specialization, including on habitats and Arkships.
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Pleasure Seekers now start with their extra Civilian Industries and with Holo-Theatres, this should help them cope with starting consumer goods and amenities sues.
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Infernal empires with Tree of Life or Here Be Dragons now start with an Agriculture District.
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Automated logistic ships will always consider bringing back their loot to the arkships, no matter the distance.
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The Exemplary Genetics tradition now correctly reduces the cost of advanced genetic traits.
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Fixed broken text at the start of the Terrestrial Telescopes anomaly description.
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Occupied subject colonies no longer produce job resources for their overlord.
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The job tooltip now shows the resources that the job produces and consumes, not those of the pops that work it.
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Resources that a subject's jobs produce for the overlord now scale with job workforce, including automated workforce, instead of with the number of pops working the job.
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Fixed an issue causing Necropurge to sometimes fail to create necrophaged pops.
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The Monthly Pop Summary now includes unusual sources of pops, such as Necrophaging, events, or other sources.
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Corrected sound for the fleet manager policies button
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Fleet actions that cannot be used because of their cost, a cooldown or an ongoing action on the same target now appear disabled in the right-click menu, with the reason in the tooltip.
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The cooldown line in action tooltips now shows the trigger_no icon, the same as the other failed conditions.
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Fixed missing and double spaces after the trigger_yes and trigger_no icons in some tooltips.
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Adjusted the visibility of some precursor digsite to ensure only the player who spawned them can excavate them.
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Reworked the logic behind the counters for Scourge infested planets.
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The Station Upkeep modifier should now function properly.
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The AI will no longer accept Build Waystation Contracts when they are too far above their Station Capacity.
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Numerous Habitability Fixes:
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Fixed Habitability being shown as no higher than 125% for species that can reach 175% or 250%. The planet summary, the colonization view, the terraforming panel, the galaxy map and resettlement now all show the real value, along with the correct bonuses from high Habitability.
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Fixed the Mutation Authority tooltip claiming a Habitability ceiling of 175% when it grants 125%.
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Fixed the Habitability breakdown claiming a species ignores the Habitability ceiling. It now names the Species Adapted Habitability and gives its value.
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Fixed the terraforming panel showing one Habitability value on a row and a different value in that row's tooltip.
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Fixed the Stellar Ignition description stating the wrong modifier and missing information.
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Fixed Mutagenic Habitability species being able to take Hydrocentric without an Aquatic trait.
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Fixed the Adapted Habitability Ceiling being ignored on planets that have not been colonized, so the Habitability shown before you settle now matches the colony.
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Fixed Dry Climate Mods granting Adapted Habitability on Volcanic Worlds.
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Added Volcanic Climate Mods, granting Adapted Habitability on Volcanic Worlds.
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Fixed a species that loses a Climate Mods trait getting a random habitability trait. They now gain a random preference from the climate that trait covered, and an Aquatic species always gets Ocean World Preference.
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Fixed resettlement counting Auto-Modding in the Habitability they show, which disagreed with the colony view.
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Fixed refugees and smuggled pops judging other planets by the Auto-Modding Habitability of the planet they came from.
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Fixed fractional Pop Housing Usage and Pop Bonus Workforce values being rounded to whole percentages.
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Fixed AI resettlement and auto-migration counting the Auto-Modding of the pops' current planet when judging a destination.
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Fixed a typo in a Credits heading.
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The Masquerade Faction will no longer demand that Nomads control the Galactic Market
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Re-conquering a rebellion will no longer falsely claim to subjugate them
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Deluge Machine can turn gaia worlds into ocean worlds now
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Thermophile livestock no longer eat food
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Pops can no longer hide in the purge category without being purged to escape having to work in the mines
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Protected Severed Drones and Pre-Sapients now work in Alien Zoos, instead of becoming Civilians or losing their jobs when an Alien Zoo is built.
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The Champion's Forge Live! Arkship no longer shows two military Arkship models on top of each other.
UI/UX
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The Deep Space Citadel downgrade window now greys out designs while the downgrade is blocked, for example during combat, and the tooltip explains why.
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The job tooltip now shows the effective workforce of the job, and the Alt estimate is per 100 workforce.
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District and zone tooltips now show the approximate job production for the overlord.
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Job tooltips, the job details panel and the job category tooltips now show the resources that jobs produce for the overlord.
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Tooltips now explain when a nomadic empire is blocked from entering other empires where it was expelled through war.
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Added the Adapted Habitability game concept, explaining how a species exceeds 100% Habitability and what it gains above that point. Every Trait, Tradition and Authority that grants it now links to the concept.
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The Environmental Integration Traditions now show how much they raise the Adapted Habitability Ceiling.
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The Habitability breakdown now groups the Species Minimum and Species Adapted Habitability with their sources. Hold ALT to see them.
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Set the RGB value for ships to be identical to the map RGB value.
Stability
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Multiplayer out-of-sync checks now compare every colony, fleet, ship and country instead of only the last few, so desyncs are detected sooner and closer to their cause.
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Fixed a rare crash that could happen when a subject empire became independent after its overlord was destroyed.
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Fixed an out-of-sync error that could happen in multiplayer after a player hot-joined the game.
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Fixed an out-of-sync in multiplayer that could occur after a player hot-joined, when starbases, archaeological sites or astral rifts were processed in a different order.
We're currently expecting to push these changes live next Wednesday.
Thank you for playing Stellaris!
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