Picture in the original post: open on Steam's server
by pdx_struby
G'day,
The 4.0.7 patch for Stellaris 4.0 and BioGenesis is available now on Steam.
This patch includes some fixes to stability and performance, as well as a host of other tweaks and bugfixes.
Stellaris 4.0.7 Patch
Bugfix
Localization has been updated for most text
Species modification cost is no longer divided by 100 twice
Machine Nexus Designation no longer mentions Amenities
Tech-World Designation description is more specific
Behemoth death animation particles are now spawned correctly
Fixed an edge case that would fail to remove the tier 3 behemoth after completing the Mind Meld special project
The Fallen Shipyard Deposit will no longer be creating unworkable jobs for Gestalt Empires.
The Nanite Research Complex now grants improved modifiers compared to the base version, giving a reason to build it
Biological Titans now count for your titan cap. I hope you had your fun with titan only fleets.
Random ethics changing should now work properly and not complain about invalid pop group
The shipyard should always display ship design names for military ships again.
Ship Designer will no longer allow to save a ship design with the name of the design with a different ship size.
Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
Assimilating species with traits that are incompatible with Wilderness, such as Nascent Stage, now removes said traits
Fixed duplicated description for Numistic Shrine
Now only applies empire size penalty on edict costs, not the full empire size
Simulation Sites and their upgrades now increase Unity output instead of Upkeep on their planets
Effective Councilor Skill and Effective Ruler Skill finally add to agenda progress speed
Refined timeline localization
Planetary Administration and other buildings, and General Traits now correctly give Armies
The Perpetual Lightning modifier now has a description
Horizon Needle description now specifies where it has to be built
Fix Automated Workforce not applying correctly district level
Multiple auto modding traits will now work together
Cleaned up a few tooltips not being updated for the new 100 pop system including Artifact Relays
Balance
Refitting a DSC no longer costs unity
Reduced the amount of Research added to Civilians from the State Academy and Center of Guidance by 33%
Added a Consumer Good Upkeep to Civilians from the Autochthon Monument, their upgrades, and their MegaCorp variants
Added a Minerals Upkeep to Maintenance Drones from the Simulation Site, their upgrades, and their Hive Mind variants
Added a Consumer Good Upkeep to Civilians from the Ministry of Culture
Added a Consumer Good Upkeep to Civilians from the Strengthened Government modifiers from Under One Rule
Added a minor Consumer Good Upkeep to the Trickle Up Economics Tradition
Eternal Vigilance now fills out your Defense Platform capacity to 50% instead of fully
UI
Leader upkeep is now rounded to 1 decimal for consistency
Clicking top bar resource a second time now always closes the market view
Fixed recommended DLC staying visible after exiting the empire selection view
Performance
Improved performance when hovering over population number in planet view
Fixed a major performance issue caused by outliner starbase entries
Triggered Planet Pop Group Modifiers should have improved performance (and should use triggered_planet_pop_group_modifier_for_all if it will apply to all pops on the planet)
Stability
Fixed common OOS by recalculating the profit instead of using the cached data (COUNTRY_RESOURCE)
Fixed CTD when dlc is not readable for unknown reasons
Fixed CTD when events without options are timing out
Fixed invalid memory reads when finishing species modifications
Fixed invalid memory reads as a result from on_pop_growth on actions
Fixed invalid memory reads as a result from on_pop_displaced and/or on_pop_purged on actions
Fixed expansion planner species entry crashing in tooltip
Fixed replace zone confirmation popup sometimes crashing
Fixed crash in grow_pops console command
Fixes ground combat CTD
Modding
local_pop_amount is now provided to on_pop_group_resettled on action with the amount of pops resettled
Removed NGameplay.MAX_PLANET_POPS define as it's not used anywhere anymore
Remove obsolete defense_armies_add modifier, in favor of planet_defense_armies_add
Removed build_pops console command and changed grow_pops to do growth, assembly and decline
Added triggered_planet_pop_group_modifier_for_all for triggered planet pop group modifiers that are intended to be split across all pops on the planet
After the deployment of the 4.0.7 update, we discovered an issue in the French localization that would lead to a crash. The 4.0.8 hotfix has been released to resolve this.
Stellaris 4.0.8 Patch
Stability
Fixed a circular dependency in the French localization that would cause a crash.
We will continue to work diligently on this release to bring you the quality you deserve. Please continue to post any issues you find in the Bug Reports section of the Stellaris forums. The more details there are, with attached save games, the more likely we'll be able to fix it.
Until next time, bye!
Edit: One more for tonight. A 4.0.9 hotfix has also been released, reverting an OOS fix we attempted for (COUNTRY_RESOURCES) that was causing incredible performance issues. We will attempt to have a comprehensive fix for the COUNTRY_RESOURCES OOS in the patch planned for this Thursday.
Stellaris 4.0.9 Patch
Performance
REVERTED an attempted fix for an Out-of-Sync error (COUNTRY_RESOURCES) that was causing serious performance issues.
