Stellaris Lockout Event From Triggering Again if Dialog Chosen
Nemesis
Federations
Ancient Relics
MegaCorp
Distant Stars
Apocalypse
Synthetic Dawn
Utopia
Leviathans
Base version
Patch 3.0.X are all patches commencement with 3.0.
3.0
- Main article: Patch 3.0
3.0.1
Patch 3.0.1 was released on 2021-04-xv[1] with the checksum c04b.
Features
- Added several new diplomatic letters for Becoming the Crisis empires
Residue
- A wormhole now connects Scions to their Fallen Empire overlords.
- Aetherophasic Engine at present grants increasing amounts of energy, minerals and Naval Chapters with each upgrade.
- Scaled down the Unity rewards of various espionage events which now award a value based on existing, monthly Unity income.
- Imperial Security Advisers updated such that it now offers the Emperor +two to Decryption and +4 to Encryption only.
- Reverted change to special resource edicts' one-fourth dimension costs: their costs now increase with empire sprawl as well every bit overextension, as opposed to just overextension. Also clarified the tooltip a bit.
- The new Special Projects for the final step in the base game Precursor event chains now have 30 days to research.
- The Indentured Servitude slavery type no longer applies Slavery based production modifiers if the pop is working in a Specialist job. Other slavery based modifiers such as reduced Housing and Amenity usage keep to apply.
- Lowered take chances of Unbidden spawning as they can spawn early, so were appearing a lot more often than other crises
- Reintroduced Slave Processing Facility requirement to recruiting Slave Armies.
Performance and Stability
- Fixed potential CTD when fractional failure to connect to host in MP view.
- Stopped research_all_technologies console command from crashing the game.
- Correct click unassigning a spymaster envoy no longer desyncs the game in MP.
- Improved efficiency of the code for picking what to build via planetary automation scripts.
- Reduced the "destroy galaxy" performance impact past non destroying each popular individually.
- Remade destroy colony and then information technology is destroying any pops earlier irresolute owner/controller to no land just to reduce the amount of per pop calculations.
- Removed ai_weight fields from buildings, as the AI was periodically evaluating whether they added up to less than -one (which they never did) to see if they should be destroyed. (Notation: ai_weights were replaced by economic_plans so were non used for evaluating which building to build; note 2: if for some reason as a modder you really want to use them, you can still do so by disabling economic_plans)
- Fixed crash on Linux when joining a game through steam friends while the game was running.
UI
- Filter out ill suited empires from the acme right target Empire driblet down in the Diplomacy view. Due east.g. The Shroud and Curator Enclaves.
- Galactic focus option window is now hidden when changing tab in the galactic customs.
- Rename Build send and Build Defensive Platforms buttons on Starbases and Megastructures to Open up itemize, which ameliorate describes the bodily action.
- Disable newly renamed Open catalog buttons in Starbase and Megastructure ship builder UI when they have no consequence.
- The Special Deposit tooltip now lists the effects that the special deposits have.
- UX rehaul of the MP Game Entrance hall making it clearer what to practise and who's ready.
- Excavation sites are now greyed out when fully excavated.
- Remade planet view locked building slot tooltip to refer to actual capital edifice name and district with highest building slot add modifier
- Details for fleet, pops, economy, and technology are now subconscious in the breakdown of diplomatic weight if yous don't have plenty intel
- Tidied upwardly the tooltip for a planet's habitability in the planet's interface to clearly state what each number is.
- Intel value text should now be displayed better in all languages.
- The espionage operation categories filter is at present hidden if there are less than 2 operations available.
- Only showing espionage operation category filters for potential and/or ongoing operations
- You can now apply "go to capital" on Marauders in the Contacts carte (it volition take you to their dwelling arrangement).
- If yous have sufficient intel, hovering over the push to course or cancel a inquiry understanding will now tell you how many technologies you and the other state may learn from it.
- Hovering over the push to form or abolish a commercial agreement now tells y'all how many credits you will proceeds from it (rather than you having to propose the understanding to detect out).
- When yous are offered a commercial agreement, y'all volition now hear nearly the energy credit benefits.
- Removed superfluous "Are you the baddie?" tooltip for the Crunch tab, only displayed when not Becoming the Crisis.
- Improved consistency of Diplomatic Stance policy options existence subconscious or unavailable; visibility is now determined past authorities blazon and DLC ownership, while other factors decide availability.
- Changed tooltip for starbase buildings/modules in starbase view buildables to prove calculated value and hide base of operations if value is not affected by modifier.
- The tooltip for Crisis Objectives now contains data for how much Menace you have gained from this Objective.
- Added variety to the "unknown species" cardboard cutout in the first contact interface.
- Fixed inappropriate line breaks in "Intel" labels for some languages,
- Show diplomatic pacts an Empire has even if they're only known via a 2nd hand Intel source. E.g. You having high Intel on A and thereby knowing information technology has a Commercial Pact with B volition now show that Commercial Pact in the diplomacy view of B even if you lot don't have full Intel on all of B's diplomatic pacts.
- Cost/upkeep/production breakdown tooltip should not show mult modifiers for "empty" resource.
- Opinion map style now properly hides opinion breakdowns unless plenty Intel is gained.
AI
- AI war strategies are now recalculated more than ofttimes to arrive respond better to changes in ally fleets.
- The AI now improve accounts for the value of different resources when deciding what to purchase on the market place.
- Allow the AI to trade with Living Metal, Dark Matter, and Zro on the market.
- Added cooldown before AI considers responding to a proposal, set in define DIPLOMACY_RESPONSE_COOLDOWN_DAYS
- Increased randomness when AI responds to proposals, volition however practise a daily roll if it should just chance for responding starts at none then rapidly increases each twenty-four hours until proposal expiration engagement.
- The AI at present better have into consideration that Federation and GDF ships have no budget when deciding which ships to build.
- The independent GDF AI volition now call up which capital letter systems information technology has visited upon reloading a salve file.
Modding
- Added on_army_killed_in_combat / no_combat on_actions.
- Using "pop" telescopic change in army scope now takes you to the pop that spawned the army.
- Added export_resource_income_to_variable effect.
- Added export_trigger_value_to_variable_effect.
- Added trigger is_current_first_contact_stage.
- Stock-still diverse bug with setting species archetype restrictions for regime elements (civics, authorities) so that information technology is now checked in every instance and can exist used safely.
- Enabled triggered descriptions and gametext ([ ] commands) in espionage operation descriptions.
- Fixed a bug in scripted effects/triggers that meant that y'all'd go weird startup errors if you ever used more than 1 "[" in a scripted issue/trigger.
- Added is_total_war trigger.
- Fixed issue where owned_species and enslaved_species scope script lists would not always work in planet events.
- Added abort trigger on espionage performance type for killing of an active operation.
- Added has_active_building trigger (checks if a planet has the building in a non-ruined and non-disabled country).
- Added event for postponing modifier calculations, useful when executing a lot of effects where individual result of them is not of import.
- Fixed cases of missing modifier names (where a modifier would show up equally "<blank>: +10") in popular jobs (triggered modifiers) and deposits (land modifiers).
- Stock-still any_owned_species and then it also works on day 1 of a new game now.
- Added remove_invalid_civics pick to change_government effect to force incompatible civics to exist removed from the authorities.
- Made is_majority_species make sense.
- Fixed some small-scale documentation problems brought to our attention past eagle-eyed modders.
Bugfixes
- Fixed rare case of frontend background non roofing the entire screen.
- Fix occasional fullscreen flickering when running with the -dx11 flag.
- Zro Distillation now always becomes a tech selection if Extradimensional Experimentation resolution is enacted.
- Removed superfluous information about default land types in the tooltip for forming a research agreement.
- Event "The Fumes Lie Thick" now tells you nigh the scientist's new trait.
- Fixed an upshot where habitat car-designation would not option free energy specialisation when that was clearly the right choice.
- Fixed some grammar errors in "Wind Dorsum and Proceed" archaeology event.
- Molluscoid Integration outcome now no longer refers to "tiles" (what on globe is a tile?? :) ). It now also but gives you vi new pops.
- Fixed an consequence where the special project fail event "Smuggler Weapons Trade" would talk about a spaceship rather than a planet.
- Stock-still Automobile Synchronicity Traditions lacking a line interruption at the terminate, causing it to be fairly unreadable.
- Fixed an outcome where you could interruption the Necrophage origin past having your prepatent species as a subspecies of the principal species
- Random Spy Network event "An Operative Resurfaces" no longer refers to the empire's leader getting hands-on in extraction of operatives, and preparing security reports.
- Added a missing tooltip from random Operations upshot "Excess Racket".
- Corrected a missing tooltip from Spy Network event "Hostile Infiltration Detected".
- Leaving federations through events no longer generates opinion penalties unless nosotros deliberately want those penalties set.
- Resolutions to repeal the banning of slave trade now have their right icons.
- Corrected Fallen Empires in their mistaken supposition that they take sixteen building slots instead of 12 on their starting planets.
- Added various government types which were not fully recognized by VIR during the first stage of the tutorial.
- Selecting an Oligarchic authority type with the Death Cult civic is at present consistently recognized every bit a Grim Council government.
- Stock-still several cases where Alloy Mega-Forges and other similar buildings providing +X jobs per Y district would sometimes be unspecific or incorrect about how many jobs they'd get from yous edifice which commune.
- Stock-still several fallen empires defective housing due to having no city districts.
- You tin no longer become the "Scandalous Insult" event on yourself.
- Improved tooltip for when a Spy Network has become overextended.
- Subjects that are in a federation with their overlord should now exist able to declare a war for independence on them.
- Make diplo action positive/neutral/negative groundwork shown in UI again.
- Reanimated Armies is now fully incompatible with Constructed Rise, rather than but quietly doing nothing as earlier.
- Cosmic Nudge arc site now no longer gives you lot 10% progress on a habitability tech way across what you take researched (essentially useless as it costs and so much), simply instead gives you progress on the adjacent tech in that line that you lot tin research
- First Contact result "A Terrible Sight to Behold" no longer shows a happy handshake as its event picture
- Guarantee independence now displayed properly in the diplomacy view (them guaranteeing our independence does not brand it work the other way effectually).
- The tooltip for Society Management now correctly mentions the Crisis tab if the player has Nemesis installed.
- Fixed a reference to the "Traditions and Relics" interface in the tutorial (it is now "Society Management").
- Fixed AIs unintentionally spawning Avant-garde Empires through the Lost Colony origin even when Avant-garde AI Starts have been disabled past the histrion.
- Galaxy Generator now uses right starbase types for marauders and FE when it needs to connect the empire through a non owned system.
- Fixed the AI sometimes having sectors with no planets in them.
- Operation Arm Privateers may only exist conducted against the same target once every 3 years. The operation will conclude early if another empire has successfully armed the brigands before yous have.
- If the other side finishes the first contact site earlier you, but yous had successfully started a hostile first contact effect chain and were merely awaiting the outcome (e.g. completing the vivisection), y'all will now go the rewards and flavour event anyway.
- Operation result "Smear Entrada Exposed" at present makes references to the proper empires in its clarification.
- Reworked the final pace of the Vultaum, Yuht, Beginning League, Irassian, and Cybrex precursor chains. They now provide a one-24-hour interval Special Project on the discovered homeworld rather than the terminal consequence beingness fired on-survey. This should improve visibility and increase robustness in situations where e.g. the star arrangement changes ownership or is colonized.
- Added bespoke event descriptions for scenarios in which Operation Spark Diplomatic Incident is conducted against a target who, in plow, causes criminal offence to your own empire.
- Fixed some cases of starbases incorrectly respawning on loading a salve.
- AI volition now give AI total rights in some circumstances.
- Stock-still Adaptability Tradition "Survival of the Fittest" not using its own fine art.
- Fixes a bug in events not creating random outcomes properly in some cases.
- Fixed missing event title when declaring Tiyanki to be galactic pests (frankly uncalled for).
- Clarified some references to target Encryption in events "Contact Lost" and "A Surprise Take hold of".
- Votes now brandish as a popup so that they are non equally easily missed and auto-declined.
- Empires who receive the event "An Operative Resurfaces" and who maintain a Spy Network on the empire in question are at present able to endeavour an extraction of said operative, assuming they have a sufficient Infiltration Level.
- "An Operative Resurfaces" events are now part of a more easily trackable consequence chain.
- Removed diverse instances of an extra exclamation marker actualization in notification messages.
- Added a prolog footstep to the tutorial for establishing First Contact. Players will now be directed to the Situation Log in order to brainstorm the process.
- Fixed a case where yous sometimes wouldn't become the Does Not Compute achievement if multiple countries' fleets were bombarding the last AI planet.
- Wipe Em Out war goal will now no longer destroy starbases that previously belonged to your vassals, but volition instead return them.
- Fixes num_species and num_unique_species triggers. This affected, but is not limited to the Tourist Trap accomplishment not working.
- Fixed an edge instance where The Surveyor relic would rarely neglect to spawn a resources deposit.
- Fixed a trigger check in Operation Smear Campaign which may not produce the expected results for campaigns involving xenophilic empires.
- Refined script for Operation Smear Entrada such that it should now be able to handle multiple campaigns targeting the same empire at once.
- Fixed an error in which targets of Operation Smear Campaign who practise not have an active Spy Network may fail to receive any event at all, and thus would not have whatsoever of their opinions changed.
- Fixed a faulty reference to the land being targeted by Arm Privateers in the notification result, "Privateers Already Engaged".
- Fixed broken Go To buttons in a couple of Caravaneer events.
- Fixed Xenophobes welcoming aliens with open up artillery in the "Caravaneers: A warm welcome!" event.
- Scripts which may utilise reinforcements for the Galactic Defense on an almanac basis are now only enacted so long as a playable country remains a member of the Galactic Community.
- Improved a tooltip on the Operations console, explaining when and why Crisis Beacon is subject field to a cooldown menstruum.
- Fixed a reference to the Spymaster in localisation, for the finalé consequence in which Performance Crisis Buoy is fix to piece of work on the Unbidden.
- Fixed an error which caused the random Operations event "Snuffed Out" not to fire "Hostile Infiltration Detected", if the empire in question falls foul of their target'due south Encryption level.
- Auto-upgrade for Federation and GDF ship designs at present properly applies the technology of all member empires when choosing components.
- Fixed planetary automation sometimes failing to build annihilation if there was unemployment just multiple free jobs.
- Fixed several edge cases where precursor systems could spawn outside of your borders.
- Fixed an exploit where you lot could mod the game to get a push giving 500 minerals for free without changing the checksum.
- Fixed dialog references to the Great Khan's vanquisher in "The Cracking Khan Meets Defeat", such that even an unknown empire is referred to by its proper name.
- Stock-still the tooltip for the event when yous Become Emperor showing erroneous information if y'all did and so equally a Gestalt of Megacorp empire.
- Updated modifier names when switching ruler since championship is depending on ruler and heir roles.
- Stock-still a scripted check which is used to ascertain whether or non the empire in question has an active Spy Network.
- Fixed missing modifier name for tradition swap tr_diplomacy_insider_trading_megacorp (Insider Trading as a Megacorp) - made it correctly inherit the parent'southward modifier name.
- Fixed envoy event "Gone Native" sometimes missing a clarification entirely.
- Stock-still the tooltip for Pop Assembling Capacity (beneath Pop Assembly in the planet interface) not showing all information and non taking into account organic associates.
- Fixed a bug where buildings that increased the number of jobs offered by other buildings or districts would do this even if they were ruined or disabled.
- Stock-still it being possible to recruit Imperial Legions infinitely (information technology is now capped to 12).
- Fixed event icons in event for opening communications presenting wrong data when concerning Fallen Empires.
- Fixed Subterranean Refugees result failing to create a pop.
- Fixed information for resource gain from Commercial Pacts while proposing information technology showing the data the wrong style around, i.east. it would say the other side would get what you would go and vice versa.
- Curbed the Galactic Emperor'south extreme paranoia - not everyone is a seditionist (i.e. the Emperor can now only run the Operation Target Seditionists confronting rivals and countries actually undermining their dominance).
- "Leviathan Downwards" anomaly result at present gives the planet a Metallic Boneyard deposit if information technology is inhabited, instead of granting an unlocalised 1 meant for orbital deposits.
- Made the "Falling Intel" alert more helpful.
- Improved a descriptor for relatively weak encryption/decryption.
- Fixed the Mineral Extraction Operation's mining stations proving an insurmountable obstacle to AI expansion.
- Yous now no longer gain menace per calendar month while purging, only instead upon a pop finishing being purged.
- Enabled the overlay for assigning envoys in Spy Network view.
- Fixed a Crisis Beacon operation issue falling back to the wrong event text in a sure situation.
- Added indicator for recurring menace objectives.
- If you have the "Lost Amoeba" bibelot issue, you no longer need to establish communications with space amoebas. That event's options now give yous the space amoeba buffs/projects in that case.
- Stock-still some cases where you could non interact with a colony because information technology was occupied by factions such as the CARE Mechanocalibrator.
- Having claims on a subject field at present means you tin can use the Claims casus belli on their overlord.
- The "Form Galactic Council" resolution will no longer announced every bit active after the Galactic Imperium has fallen
- When forming the Galactic Quango once more after it has been abolished, the time until the next election will exist the expected 180 days instead of the longer time that is normally between elections
- Fixed tutorial sometimes opening and closing in rapid succession.
- Fixed an issue where government data of Custodians and Imperium rulers would not be restored when they lose their position.
- The AI and histrion default for very strong syncretic servile slaves is to have them as Chattel rather than every bit Battle Thralls.
- Fixed Isolationist faction's beginning contact policy demands to be for not having a Proactive policy, rather than for explicitly having an Aggressive one.
- Inwards Perfectionists' Materialist faction will no longer demand Research Agreements (since that demand cannot be fulfilled).
- Slaves that are working Specialist jobs now gain Specialist production modifiers rather than Worker product modifiers. (Necrophages will no longer endure penalties in the Specialist tier every bit Indentured Servants, and the Authoritarian worker bonuses will no longer apply at the Specialist tier either.)
- Stock-still the Shoot to Impale achievement (its logic was flipped, and then you had to be the victim to get it!).
- Stock-still Sic Semper Tyrannis accomplishment.
- Forming the Galactic Imperium no longer triggers a government cooldown.
- Script decision-making the expansion of Aboriginal Mining Drone fleets has been reworked so as to no longer create excessive event scope backlogs.
- Mining Drone Expansion Fleet and Aggressive Drone Expansion Fleet have been reworked such that every 10 years, for equally long every bit the Mining Drones persist, 3 fleets will spawn and seek out suitable systems into which they tin expand. The fleets favor systems which lie inside 1-6 hyperlane jumps from their system of origin.
- Fixed an event where the government would not reform properly when the Imperium is formed if the government had civics that were incompatible with the "Imperial" authority.
- Recruitable leaders may no longer possess the Psionic or Chosen trait directly alongside either the Synthetic or Cyborg trait.
- Fixed (Become the) Crisis Level 5 sharing one trigger condition with Crunch Level 4.
- Script controlling the expansion of Aboriginal Mining Drone fleets has been reworked and then as to no longer create excessive event scope backlogs.
- Portraits in the empire designer should now animate properly.
- Fixed spawned Star-Eaters having as well many shield components instead of armor components, and made sure the possessor receives the relevant armor technologies.
- Fixed Mass Extinction Through the Ages breaking sometimes in MP.
- Fixed indistinguishable colons in espionage performance tooltips.
- A conditional event clarification for "Final Disavowal", part of the "Disavowed Operative Resurfaces" chain, now displays correctly more than often for those who have an active Spy Network, and for those who do not.
- Subjects are no longer able to go presidents of federations through rotation or random succession.
- Stock-still Diplomatic Map Mode leaking information you do not take intel on.
- Fixed various error log messages relating to Crisis Objectives, forth with several edge cases where the rewards were not granted when they should have been.
- Fixed an issue where the acceptance breakdown for diplomatic actions was available even if you didn't have sufficient intel.
3.0.two
Patch 3.0.2 was released on 2021-04-20[ii] with the checksum 91c1.
Bugfixes
- Fixed an issue with the Large Ruddy Button achievement not triggering earlier the game ended.
- Fixed an issue where players couldn't play as the pre-scripted Man Empires.
- Fixed an result with Criminal Syndicates branch offices producing super negative trade due to crime, then multiplying it because of crime.
3.0.3
Patch 3.0.3 was released on 2021-05-xx[3] with the checksum d281.
Balance
- Increased the minimum growth of planets most the acme of the logistic growth curve to 10% from ane%.
- Significantly reduced the outcome of empire pops on the required growth of new pops to 0.25 from 0.5.
- Reduced the number of pops required to upgrade capital buildings to 10/25/l from 10/40/80.
- Hive Worlds at present also have +1 Spawning Drone job.
- Auto Worlds now also have +1 Replicator task. Resource Consolidation homeworlds brainstorm with a blocker negating this extra job until removed.
- The Constructobot civic now also grants +1 Building Slot.
- Slave Processing Plants now also enable automatic resettlement for slaves on their planet, simply reduce the rate at which the planet does and so. (Which can be offset by Transit Hubs or other modifiers.)
- Ceramo-Steel Infrastructure and Durasteel Infrastructure technologies at present as well grant +25% Colony Development Speed.
- Increased the elapsing of the Prosperous Unification planet modifier to twenty years.
- Espionage related edicts that lowered operation difficulty now instead increment Codebreaking (which volition however reduce difficulty, but will too have other benefits.)
- Replaced +ten Maximum Infiltration on Ruthless Competition and Shadow Council with +one Codebreaking.
- The Criminal Syndicate civic now also grants +i Codebreaking.
- Reduced the blend discount of GDF ships to 25% but added an extra 10% disbelieve to the resolution that expands the GDF.
- You can now no longer permanently lose your Aetherophasic Engine. However, losing command of it will wipe out all progress you had made in upgrading information technology.
- Slowed downward purging by almost 50%, equally nosotros have significantly fewer pops in the game at present. The exception is Neutering, which has increased in speed from 500 months per popular to x months per pop.
- You now get four months' worth of their purge output every time a pop is purged via Forced Labor, Processing or Chemic Processing.
- Slowed down First Contact investigation times by about 50%.
- Ion Cannons, Perdition Beams, and Titan Lasers are now considered energy weapons and benefit from repeatable technologies.
- Reduced Criminal job effect on trade to -five from -10.
- Rogue Servitor bio-bays buildings at present also increment Planet Chapters to compensate for the trophies inside.
- Bio-Trophies now provide one Unity instead of 2, and i% Circuitous Drone Output instead of 0.25%, but simply provide any benefits when at or to a higher place 50% happiness.
- Increased the effect of the Rogue Servitor Expanded Breeding Plan to xx% from 10%.
- Terminal Egress is at present a black hole (which cannot be cracked)
- Resolution Actress Dimensional Exploration is at present again a dangerous resolution (which lets y'all get the Unbidden a bit early on)
- Medical Workers at present also increase Organic Pop Assembly by 5%, and increase habitability past 2.five%
- Significantly reduced the upwardly front energy cost of espionage operations.
- Increased the power of starbase reactors. Fully upgraded bastions should be better at actually using all their weapon slots.
- Espionage edicts unlocked by Quantum Hacking now also grant +x Maximum Infiltration Level.
- Pops volition not automatically resettle away from newly founded colonies until five years have passed, so your habitats will no longer have 1 worker abscond before y'all can give them something to do.
- The Gather Information operation now likewise grants +5 Maximum Infiltration Level for x years, stacking with itself up to +20. (Continuing to perform the operation will restart the x year timer if it's at +twenty Maximum Infiltration Level.)
- Espionage operations no longer gain 1 Insight no matter how bad the curl, contrary to what is stated on the UI. They now need a score of at least two to gain an insight. If the die rolls 10 and the score is beneath 2, an insight will withal be gained to prevent operations from freezing entirely.
- Made Menace Rewards calibration with the number of empires in game.
- Reverted the behavior that shipyards in occupied stations could be used to upgrade and build ships.
- Reduced the number of Clerk jobs provided past buildings and districts past 40%.
- Clerk trade value has been increased to 4.
- Crime Lord Deal at present also adds criminal jobs.
- Manufacturing focus buildings (factories and foundries) are no longer exclusive from one some other, and no longer add jobs to Industrial Districts. They instead increase the base production of alloy or consumer appurtenances producing jobs by one or 2, with a corresponding increment in upkeep.
- Buildings that increased bones resource production and added jobs to basic resource producing buildings or districts (Energy Grids, Mineral Purification Plants, etc.) now increase the base production of the relevant jobs by 1 or 2 based on tier instead of their previous modifiers. Machine empires still gain the extra resource district slots every bit earlier. Yes, things similar "livestock" counts every bit a "relevant job".
- Reduced base automatic resettlement hazard to v% per month (46% gamble per planet to resettle per year).
- Reduced logistic growth ceiling from 2.0 to one.5.
- Sliders have been added in Galaxy Generation for the planetary Logistic Growth cap and Empire-broad Growth Required scaling values. Please note that adjusting these can take significant effects on game balance and performance.
Performance and Stability
- Optimised spawning the 50-Gate to not freeze the game.
- Fixed CTD in opengl that might happen when kicked from an MP while empire selection screen is open.
- Further optimised yearly tick from assimilation.
- Slightly reduced the performance brunt of the auto-migration organization.
- Stock-still crash on sector colony development update.
UI
- The Necrophage Chamber of Meridian description at present explains why the jobs provided past that building may vary.
- Added a tooltip in diplomacy view for civics when you do non have sufficient intel to see them.
- Fixed some instances of text and UI overlap in the (become the) Crisis view for some languages.
- Appended assign and unassign tooltip to espionage asset in create espionage operation view.
- Added correct click to unassign espionage asset in Espionage Operation view.
- The all-time species for a habitable planet is now shown in the milky way view tooltip and non only in the organisation view tooltip.
- Added tooltips and hidden/disabled some UI elements to evidence that an occupied shipyards cannot exist used.
AI
- Fixed Lithoid Tree of Life AI non ever colonising or using the decision to transplant the Tree of Life to conquered planets
- Fixed AI reserving nutrient for planetary decisions even though no decisions require food
- AI at present cares more most free energy & alloys. Added a building limit ascertain.
- AI at present waits ten years to fully take over players.
- Improved AI homo takeover beliefs
- Code
- bWasHumanRecently added to weighting stuff in CalcBuildingWeight
- "HandlePlanets" at present checks for AI_FREE_JOBS_BUILDING_BUILD_CAP in guild to build misc buildings
- Removed the Upkeep check for approximation because of locking itself out of edifice certain stuff in arrears
- AI stops building armies later on takeover
- AI stops building starbases & starbase modules afterwards takeover
- AI stops buying & selling pops later takeover
- Added some comments to pop.h and pop.cpp
- Script
- Reduced amount of jobs allowed to build new stuff
- Increased scores for deficit, focus & amnetie building weights
- Reduced weight for pop buildings
- Increased AI takeover timer to 10 years
- Updated economic plans to non change as much through the game time
- Economic plans at present favor less research and more than stability and economic remainder
- Added a chore weight for depression income for artisan jobs
- Increased task weight for technicians for low income situations
- Reduced low income threshold for miner jobs
- Economic plan fix for hive & gestalt
- Fixed case where AI logic was countering itself. This besides solves the unmarried largest AI performance bleed
Modding
- Trigger has_population_control and has_migration_control are at present no longer simple booleans, but follow the format of has_colonization_control instead.
- Added intel_effects_surveyed attribute to country blazon for handling intel system toggle surveyed/unsurveyed planet status, was previously handled by the primitives aspect.
- has_intel trigger now works.
- Added dissolve_alliance effect.
- Fixed on_first_contact_stage_1_no_path using the wrong scope.
- Fixed a crash if you used an invalid starbase pattern in create_starbase; added error logging instead.
- join_war and join_war_on_side effects no longer allows you to join a war if you're already at war against one of the war participants and will log an mistake if it is attempted.
- "From" in the "agile" trigger of resolutions at present refers to the target, if valid.
- Added galactic_emperor and galactic_custodian scope changes.
- Added an "effect" field to declare_war effect.
- Menace rewards can now have modifiers to calibration the reward.
- Added should_remove_response_message_when_not_possible belongings for diplomatic actions, to remove response messages of the diplo activity type if the possible check fails.
- LOGISTIC_POP_GROWTH_CEILING, REQUIRED_POP_GROWTH_SCALE, and REQUIRED_POP_ASSEMBLY_SCALE defines have been removed as they take been replaced by sliders in galaxy generation.
Bugfixes
- Organic Pop Assembly now respects population controls.
- Stock-still cases where destroying an empire through war would non grant you the Menace from Destroy Empires.
- Stock-still various error log messages relating to Crisis Objectives, along with several edge cases where the rewards were not granted when they should accept been.
- Stock-still an consequence where Galactic Customs resolution categories would non exist hidden if they contain targeted resolutions that at that place are no valid targets for.
- Stock-still an upshot where the acceptance breakdown for diplomatic actions was available even if yous didn't have sufficient intel.
- Stock-still an issue where an already proposed Galactic Community resolution could be passed even if non all of its weather condition were fulfilled.
- Stock-still scripted trigger scope validation.
- Stock-still scripted consequence telescopic validation.
- Fixed an event where it was not possible to invite others to a federation if you were a Custodian while a crisis was ongoing.
- Systems previously made visible no longer become unknown when your intel on a country is besides low.
- Fixed tooltip of active performance in spy network view to show the operations modifiers and not just the spy networks.
- Fixed an issue where the capital letter location of special empires, such as the caravaneers, would non be revealed after establishing communication.
- Fixed long tooltip for war goal to close branch offices if they have multiple branch offices in your borders.
- Increased chance for Auto-Inquiry to pick sure strategic techs.
- Fixed it being possible for the Caravaneers to request ane of your systems when they lost theirs fifty-fifty if you lot take never met the Caravaneers.
- Stock-still an issue where tooltips mentioning joining a war would sometimes exist missing empire names and be oddly formatted.
- Stock-still it being impossible to repeal the Pax Galactica.
- Fixed an upshot where the proper name of your marry wouldn't be displayed in a notification when joining a war as the Galactic Imperium ruler.
- Made ketling state intel non affecting their planets surveyed status for other empires.
- Stock-still and so ambitious stance does not trigger the incorrect animation state to exist set up on ships.
- Stock-still edge cases where the event to prompt you to consider offset contact protocols happened quite late.
- Fixed cases where issue rewards granting progress in a technology would not save that every bit a permanent enquiry selection.
- Fixed an issue in the diplomacy view where the Closed Borders icon would also appear when y'all were the i that had closed borders to the other empire.
- Fixed some scripted localization functions in High german.
- Fixed some minor intel leaks when finding out why you cannot make a pact with an Inwards Perfectionist state, and similar.
- Stock-still base value for upkeep/production/price sometimes missing in tooltip.
- Stock-still excessive and unhelpful letters upon completion of a Galactic Rebellion (whether it fails or succeeds).
- Fixed an issue where the Fleet Manager showed that Federation and Galactic Defense force Force fleets had control limits.
- Stock-still an instance of a broken consequence championship when an Aetherophasic Engine has been destroyed.
- Unemployed Lithoids will no longer motility back to a Doomed homeworld through auto-migration, even if there *are* plenty of skilful jobs and housing available. (can_planet_receive_auto_migration added to Game Rules.)
- Purging a pop now gives Menace even if the pop runs away to another empire.
- Updated Cradle of Life event text to account for intel levels.
- Fixed an result where Galactic Defence Force ship sizes would only be shown every bit '(GDF) Proper noun' when calculation a design to a fleet in the Armada Director.
- Corrected an event option which follows a successful completion of Performance Demolition Starbase. If an opportunity to also destroy a Defense Platform arises, this action volition no longer consume (or attempt to consume) a Military Asset on the relevant Spy Network. Also corrected a minor grammatical error.
- Aggressive stance assail a send fleet is now reapplied to it after an invasion is completed.
- Stock-still it being incommunicable to abduct pops to Necrophage purge them once their species is already set to Undesirables who are to be Necrophaged.
- Winning a Crisis vassalisation war no longer gives an additional notification that the war ended because the opponent was vassalized.
- Stock-still strange occurrences when a starbase is reconstructed on the monthly tick when fighting a Wipe them Out war and the organization has multiple colonies of which the assailant only controls some.
- Irresolute species rights of a cyborg/psionic species now works properly, instead of using the species rights requirements of the base of operations species.
- Added scrollbar to victory view summary to avert text overflow.
- Fixed Outset Colony event firing (with inappropriate text) when settling Tomb and Relic worlds.
- Modifiers from Crisis perks now bear witness upwardly with names.
- Further fixes to Finders Keepers event.
- Planet colonizations that tin never exist finished will now be properly aborted on a monthly ground.
- Stock-still a cleaved First Contact notification in Brazilian Portuguese
- Fixed an integer overflow in border distances where if two countries had no possible connections they would take m reasons to be your vassal (mainly happening in modded games)
- Modifiers from Relics should show up properly.
- Fixed a bug where if you captured the Aetherophasic Engine in a Total War, information technology would not be destroyed (and would deport on any in-progress upgrade)
- Fixed ownerless megastructures not cancelling upgrades
- The surface area of the envoy portrait in the envoy selection view should be correctly clickable.
- Determined Exterminators, Fanatic Purifiers and Devouring Swarms now remain truthful to their purity credo, and may no longer adopt lost Space Amoebae.
- Stock-still the issue for establishing communications with Caravaneers inappropriately referring to them by their pre-comms lawmaking proper noun.
- Fixed excessive rounding on species rights indicator for speed of purging.
- Fixed an error which would prevent Operation Arm Privateers from successfully spawning a Privateer armada inside a valid target empire.
- Stock-still a typo in the purging lawmaking that meant that you could take negative progress in purging the month after a popular is purged.
- Fixed Contingency worlds wiped out by Star Eaters not counting every bit destroyed.
- Fixed a large number of events, particularly in espionage, where failing to account for gender-neutral Plantoids and Fungoids would cause mistakes in English grammar. In other words, occurrences of "they is" are at present correctly rendered "they are".
- Grammar fixes for descriptions of the "Master's Teachings" edicts.
- Fixed oddities when a Machine Uprising is given a planet that is under colonisation.
- Fixed Hive Worlds not getting the full benefit from Food Processing Centers.
- Stock-still some typos in German.
- Credence breakdown is now subconscious when proposing diplomatic actions if intel level is not high plenty.
- Stock-still information technology being possible to pass most of the Custodian and Imperial Resolutions multiple times when they were already active.
- Gear up for crash on destruction of the last planet of the Galactic Custodian.
- Fixed the Unbidden Crisis' dimensional portals and anchors being destroyed past Star Eaters.
- Fixed a bug with being unable to survey an anomaly in foreign territory.
- The Regal Crusade resolution can no longer be proposed against Fallen Empires or Awakened Empires.
- If two countries reach crunch level v, the Galactic Customs will now correctly declare war on both.
- The very starting time pop colonizing a planet will no longer feel strangely compelled to abandon their duties to become piece of work in that... Odd Manufactory.
- Stock-still the final event in the Cybrex forerunner concatenation firing at the wrong fourth dimension.
- Stock-still typo in Nemesis Main Theme proper name in the music role player.
- Fixed bug when fleet icon appears far away from ships.
- Removed some effect script that was deprecated four years ago.
- Robots tin can no longer be caused as avails unless the targeted empire has unlocked droids
- Megastructure icon is at present shown on the galaxy map for 50-gate systems.
- Stock-still issues when fleet icon appears far abroad from ships.
- Fixed scopes in "Caravaneers: Local Franchise" event and so that the event text correctly refers to the country rather than the species.
- Fixed an effect where brain slugs would not impact colony stability as intended
- If the initiator fails to win an Regal Crusade, the resolution is no longer left active into perpetuity
- Fixed cases where the Galactic Customs would fail to declare state of war on the empire Condign the Crunch because the potential war leader was already at state of war with them. The crisis is at present removed from all wars with Galactic Community members, and a new state of war is created.
- Fixed diverse oddities where passing the resolution to Declare a Crunch by vote would lead to federation members of the newly-declared crisis fighting against them (despite remaining federation members). They volition now back up the Crisis in this case (note: countries reaching Crunch Level 5 will proceed to not keep their federation allies).
- Fixed an event where if the galactic community alleged war on i land every bit the Crisis, and so passed the resolution to declare a subsequent country the Crisis, various bug would ensure e.k. the war ending immediately, or the Galactic Community's leader having to face the crisis lone without the members to dorsum it upwardly.
- Fixed tooltip for why you can't supervene upon a building saying at that place were too few pops.
- Fixed the confirmation message for commercial pacts and research agreements showing the information on their benefits reversed.
- Fixed an issue where Extradimensional Exploration would not allow Gestalts learn most Zro.
- The Superconductive robot trait no longer requires Droid engineering since Robots can at present work Technician jobs.
- Stock-still certain First Contact stages getting stuck and never progressing
- Neutronium Armor will now properly upgrade to Dragonscale Armor.
- Fixed it being possible to target Genocidal empires with the Imperial Cause. Better just Declare Crisis on them...
- Sapient robots similar Synthetics (including those created Constructed Ascension) tin at present utilise the auto-migration system. AI Servitude policies will restrict their migration as if they were slaves (in which example they will relocate if a Slave Processing Constitute exists on the planet).
- Fixed Mistaken for Food espionage random event permanently stopping the operation's progress
- Envoy Substance Abuse events tin now no longer happen for gestalts either equally the source of the envoy or the source of the substances)
- Fixed the confirmation message for commercial pacts and research agreements showing the information on their benefits reversed (simplified statement)
- Stock-still Menacing ships non displaying weapon models properly.
- Spawned Star-Eaters now use correctly-dimensioned thruster components.
- A Galactic Custodian or Galactic Emperor will now always be able to propose Council resolutions, even if the Council has been abolished.
- Replaced references to 'Spy Ability' in trigger localisation, instead referring to a spy network'southward 'Infiltration Level'.
- Fixed Mercantile diplomatic stance being visible to Gestalt Consciousness empires, taunting them with the tantalizing yet impossible promise of internal trade.
- Wrong counselor voice is removed from available ones for the case when a planet is successfully invaded.
- Vassals created past the Galactic Sovereign no longer get the Galactic Sovereign civic
- Espionage operation asset category icons now show tooltips with category names.
- The Pax Galactica is now correctly binding on the Emperor
- Notifications for refused peace offers are now properly removed when a war has ended.
- Some country modifiers that were removed much likewise slowly should now be removed faster.
- Updated numbers in espionage operation roll tooltip to show correct information
- Fixed a too-long string cutting off invader power values in footing gainsay view in French
- Stock-still an issue where destroying the Contingency'south concluding world with a Star-Eater would not not properly finish the Contingency Crisis
- Further fixes to the end of the Cybrex precursor chain
- The tooltip when you can't reinforce a fleet shouldn't indistinguishable the crusade.
- Fleets tin be reinforced fifty-fifty if ane ship type in the fleet tin't exist built.
- Fixed a crash upon mousing over a arrangement with planets in every bit an observer
- Stock-still a couple of Edicts having wrong deactivation cost
- Idea Enforcement tech is at present researchable with Utopia.
- Stock-still an event where Nomads would keep request for a Planet over and over, before establishing communications
- Yous can no longer invite someone you are at war against to join your side in a new war
- Corrected opinion text placement in the Declare War view.
- The Manifesti faction should no longer reform after it has disbanded, either through suppression or lack of popularity.
- Fixed the Research Institute building not properly converting to Planetary Supercomputer when conquered by Gestalt empires, and vice versa.
- Fixed auto-resettlement for Void Dweller habitats and certain other planets (needs a new save, though).
- Fixed an issue where Branch Office value tooltips could be displayed based on the incorrect Branch Part possessor.
- Branch Office value generated from Criminal jobs for Criminal Syndicates is now properly shown in the tooltip for Co-operative Function value.
- Fix for planetary designation icons being kickoff.
three.0.iv
Patch three.0.iv was released on 2021-08-xx[4] with the checksum 67e7.
- Replaced PDXMP multiplayer backend layer with Nakama.
References
- ↑ Forum, [Dev Squad] 3.0.1 Patch Released [checksum c04b], 2021-04-15.
- ↑ Forum, [Dev Team] 3.0.two Hot Fix Released (Checksum 91c1), 2021-04-20.
- ↑ Forum, [Dev Team] 3.0.3 Patch Released (Checksum d281), 2021-05-20.
- ↑ Forum, [Dev Squad] 3.0.four Patch Released (Checksum 67e7), 2021-08-20.
Source: https://stellaris.paradoxwikis.com/Patch_3.0.X
0 Response to "Stellaris Lockout Event From Triggering Again if Dialog Chosen"
Post a Comment