
by PDX-Loke
Hello everyone,
The team has put together one more bugfix patch resolving a number of reported issues.
4.5.3 should now be available via Steam, GOG, and MS Store.
Stellaris 4.5.3 patch notes
Improvement
Fixed an issue where a system with four light sources would sometimes appear to have five.
Balance
Betharian Processing, Exotic Gas Capture, Rare Crystal Extraction, and Volatile Motes Harvesting district specializations are now limited to one per planet.
Virtual Bliss Plaza and Omni-Bliss Nexus now automate Logistic Drone jobs for Gestalt empires.
Hedonists on the Decadent Lifestyle use half as many amenities while the empire has no Consumer Goods deficit.
Tankbound empires now start with an additional Generator District, instead of converting Agriculture or Mining Districts into Generator Districts.
Pop and country ethics attraction are now summed rather than multiplied.
Cybernetic empires can now take Volcanic Climate Mods, a fourth Climate Mods trait that adapts a species to Volcanic Worlds.
Bugfix
Cyberization should no longer be stuck with -99% situation speed after dealing with spiritualists.
Fixed Synaptic Sub-Processing showing an incorrect bonus.
Fixed Chinese loc for Sapient Specimens.
Sacred Sites no longer appear on Cutholoids hiding as Asteroids.
Waystations upkeep modifiers now correctly apply.
Tankbound Infernal empires no longer start with 3 extra energy districts on their capital.
Improved handling of district specializations when colony owners change or the requirements for the specialization are no longer met:
Coastal Hamlets and Agrarian Villages now change to Aquaculture or Agricultural Focus.
Mixed Industry and Civilian Industry now change to Heavy Industry.
Administrative Hub, Spiritual Enclave, and Sanctuary Enclave now convert between each other.
Subterranean Urbanization now changes to Mineral Extraction.
The Industrial-Trade Quarter, Military Logistics Complex, Popular Research Mall, and Collective Research Complex now correctly convert.
Queued buildings for a branch office or subject holding no longer count towards the building limit of the other holding type.
Attacking armies in combat are moved back to their transport ships if a war ends during combat.
Fixed the scaling of the fleets created for the FOTD separatist civilization.
Fallen Empire buildings now give job automation to Virtual Synthetic empires.
Fixed the "Go to observation post" button not working in the Planet View for Pre-FTL civilization planets.
Downgrading a Deep Space Citadel in multiplayer no longer causes an out-of-sync, and clients can now downgrade their citadels.
Improved handling of district, district specialization, and building assignment during galaxy generation:
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.
Civic and origin starting buildings are now placed in their matching district specialization, including on habitats and Arkships.
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.
Infernal empires with Tree of Life or Here Be Dragons now start with an Agriculture District.
Automated logistic ships will always consider bringing back their loot to the arkships, no matter the distance.
The Exemplary Genetics tradition now correctly reduces the cost of advanced genetic traits.
Fixed broken text at the start of the Terrestrial Telescopes anomaly description.
Occupied subject colonies no longer produce job resources for their overlord.
The job tooltip now shows the resources that the job produces and consumes, not those of the pops that work it.
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.
Fixed an issue causing Necropurge to sometimes fail to create necrophaged pops.
The Monthly Pop Summary now includes unusual sources of pops, such as Necrophaging, events, or other sources.
Corrected sound for the fleet manager policies button.
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.
The cooldown line in action tooltips now shows the trigger_no icon, the same as the other failed conditions.
Fixed missing and double spaces after the trigger_yes and trigger_no icons in some tooltips.
Adjusted the visibility of some precursor digsite to ensure only the player who spawned them can excavate them.
Reworked the logic behind the counters for Scourge infested planets.
The Station Upkeep modifier should now function properly.
The AI will no longer accept Build Waystation Contracts when they are too far above their Station Capacity.
Numerous Habitability Fixes:
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.
Fixed the Mutation Authority tooltip claiming a Habitability ceiling of 175% when it grants 125%.
Fixed the Habitability breakdown claiming a species ignores the Habitability ceiling. It now names the Species Adapted Habitability and gives its value.
Fixed the terraforming panel showing one Habitability value on a row and a different value in that row's tooltip.
Fixed the Stellar Ignition description stating the wrong modifier and missing information.
Fixed Mutagenic Habitability species being able to take Hydrocentric without an Aquatic trait.
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.
Fixed Dry Climate Mods granting Adapted Habitability on Volcanic Worlds.
Added Volcanic Climate Mods, granting Adapted Habitability on Volcanic Worlds.
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.
Fixed resettlement counting Auto-Modding in the Habitability they show, which disagreed with the colony view.
Fixed refugees and smuggled pops judging other planets by the Auto-Modding Habitability of the planet they came from.
Fixed fractional Pop Housing Usage and Pop Bonus Workforce values being rounded to whole percentages.
Fixed AI resettlement and auto-migration counting the Auto-Modding of the pops' current planet when judging a destination.
Fixed a typo in a Credits heading.
The Masquerade Faction will no longer demand that Nomads control the Galactic Market.
Re-conquering a rebellion will no longer falsely claim to subjugate them.
Deluge Machine can turn gaia worlds into ocean worlds now.
Thermophile livestock no longer eat food.
Pops can no longer hide in the purge category without being purged to escape having to work in the mines.
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.
The Champion's Forge Live! Arkship no longer shows two military Arkship models on top of each other.
Fixed the broken trigger for the Tend the Garden achievement.
The Discover Precursor Insight tooltip now explains that a precursor system with a suitable planet must be inside your borders.
Behemoths now gain Growth when their armies take over a planet.
Colonized Ratling worlds now show the Tomb World colony view, with the city standing on the ground.
Champion's Forge Live! fixes:
The Champion's Forge Live! fleet now stays in the system until its tournament ends.
Champion's Forge Live! tournaments start again after a tournament fails for lack of contestants.
An earlier Champion's Forge Live! tournament can no longer end a newer one early.
The Spawning, Offspring and Genomic Drone tooltips now mention the Alloy upkeep of Thermophile empires.
Nomads now get Society Research from the Ruined Star System and Baol excavation sites in place of terraforming rewards they cannot use.
Fixed two typos in "The Fall of the Shallarians" event.
Added missing localization for the Nomadic Purger preset description.
Nomadic Knights that complete Cosmogenesis no longer receive the Paperclip event.
Fixed an erroneous localization string for Machine Empires in the Genomic Service Outreach tooltip.
Auto-Modding fixes:
Species modification and sub-species integration no longer reset the Auto-Modding progress of the affected pops.
Pops that change strata now keep their auto-modded habitability progress.
Completing a species modification no longer changes the species of every defense army of the old species on a planet that has no pops of that species left.
Military Intel on Arkship colonies now has localization.
AI empires can found Mercenary Enclaves again after a war ends.
UI/UX
The Deep Space Citadel downgrade window now greys out designs while the downgrade is blocked, for example during combat, and the tooltip explains why.
The job tooltip now shows the effective workforce of the job, and the Alt estimate is per 100 workforce.
District and zone tooltips now show the approximate job production for the overlord.
Job tooltips, the job details panel and the job category tooltips now show the resources that jobs produce for the overlord.
Tooltips now explain when a nomadic empire is blocked from entering other empires where it was expelled through war.
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.
The Environmental Integration Traditions now show how much they raise the Adapted Habitability Ceiling.
The Habitability breakdown now groups the Species Minimum and Species Adapted Habitability with their sources. Hold ALT to see them.
Set the RGB value for ships to be identical to the map RGB value.
Stability
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.
Fixed a rare crash that could happen when a subject empire became independent after its overlord was destroyed.
Fixed an out-of-sync error that could happen in multiplayer after a player hot-joined the game.
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.
Fixed an out-of-sync related to AI empires.
Fixed an out-of-sync when an AI empire hired a mercenary fleet.
Modding
Added the keep_automodding parameter to the transfer_pop_amount effect. When set to yes, the moved pops keep their Auto-Modding progress if both pop groups are on the same planet.
Please enjoy!
