[Dev Team] 3.9.0 Open Beta Patch #1 Now Available

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This post has been updated with patch notes for Open Beta Patch #1, and a new feedback link, so those of you who have filled it out once already, can fill it out again for the new changes.

Hello,

We have put together an Open Beta of the 3.9 "Caelum" Update, and we're excited to hear your feedback on it!

3.9 "Caelum" is another labor of love from our Custodian Team, adding content to previously released DLCs, improving the base game, fixing bugs, and improving the AI, UI, performance and much more!

We've prepared a feedback form so you can tell us what you think about this new update. Please note any bugs found should be reported on the Bug Report forums.

You can opt-into the 3.9 "Caelum" Habitats Open Beta by going to your Steam Library, right-click on Stellaris -> Properties -> Betas tab -> select "stellaris_test" from the drop-down.
Read on to find out what this Open Beta contains!

39 caelum free features.png

species packs new features.png


Read more about the changes in the 3.9 "Caelum" Open Beta:
Lithoids, Ascension Path and Species Pack Pricing changes: Stellaris Dev Diary #308 - Rock On!
Plantoids, Enclave Leader and Leader Cap changes: Stellaris Dev Diary #309 - OK, Bloomer
Humanoids, Necroids, Trade, Automation, and Habitat changes: Stellaris Dev Diary #310 - Matters of Life and Death

The beta includes early access to all of 3.9.0. Here are some preliminary Patch Notes:

Balance
  • Clerks now also provide +1% trade value
  • Reduced Trader upkeep to 1 CG
  • Habitat Industrial Districts give +0.25 Building Slots
  • Hydroponics Habitat Designation now increases food production from farmers
  • Increased Alloy and Influence cost of Habitat Central Complexes
  • Removed the Influence cost of Orbitals
  • The modifiers on the unique Habitats in the Ithome's Gate now provide additional building slots.
  • Upgrading Habitats with planetary decisions now gives +1 Branch Office Building for each upgrade.
  • Void Dweller Hive-Minds no longer start with unemployment.
  • Void Dwellers and Voidborne now gives +2 Max Districts on Habitats
  • You can now build Habitat Central Complex and Major Orbitals around stars.
  • Fruitful Partnership: lowered the cost of the "Open Seed Pods" special project from 5000 energy to 3000
  • Machine Intelligences now have access to the Harvesters trait
Bugfix
  • Fixed the end-game crisis not being able to destroy orbitals
  • Fixed "In Breach Of The Galactic Law" not working properly
  • Fixed an issue where Fruitful Partnership empires where unable to establish first contact with Amoebas
  • Fixed issue with tooltips flickering when ending up under mouse when having concepts
  • Fixed Mechromancers purging their cyber-zombies.
  • Gestalt empires spawned via the Common Ground and Hegemony origins no longer have their Growth Node acting as the governor of their homeworld.
  • Gestalt empires spawned via the Common Ground and Hegemony origins now have the correct traits.
  • Orbitals are now graphically smaller
  • Orbitals constructed in orbit of bodies that have both energy and mining deposits now provide both types of district. This include the Ether Drake's Hoard
  • Removed the "Seed Pod" placeholder sensor component
  • Restoring the Payback habitat correctly spawns a major orbital
  • Seeded planet modifier now show their modifiers in addition to custom tooltips.
  • The From Beyond science ship will no longer crash the game if you don't own First Contact.
  • The Star Mall and Federation's End habitats are now correctly size 6 and level 3 or 1 respectively.
  • Upgrading the seeded planet modifier now removes the previous modifier.
  • You can no longer construct an Orbital Assembly Complex on a Ringworld or Habitat
  • You can no longer have two habitats in the Payback starting system
Improvement
  • Added effects to Infected planets stage 1-3, infested planets by the scourge crisis and added entity with effect for hive worlds.
  • Small visual update on shroud entity
Modding
  • Swapped is_orbital_ring = no for is_normal_starbase = yes
  • Trigger graphical_culture now supports the megastructure scope.

3.9 Open Beta Changelog​


Features
  • Plantoids Species Pack
    • Added the Fruitful Partnership origin for Fungoid and Plantoid species
    • Added a new Invasive Species trait available for Fungoid and Plantoid species
    • Added a new dryad inspired portrait
    • Added the Blooms of Gaea prescripted empire
    • The Idyllic Bloom civic has been buffed
      • Phase 4 gaia seeders will now grant 3-5 pops the Gaia World Preference and Bloomed trait every 5 years as well as increasing the effects of this trait (and the Budding trait) by +50%.
      • The Bloomed trait gives +10% resources from jobs, +10% pop growth speed, -10% amenities and -10% housing used when the pop is on a gaia world.
  • Humanoid Species Pack
    • Added the new Enmity tradition tree focused on making and maintaining rivalries
    • Added three new species traits available to all Biological and Lithoid Species
      • Positive: Existential Iteroparity
      • Negative: Psychological Infertility
      • Negative: Jinxed
    • Added two new portraits
  • Lithoid Species Pack
    • Added a new Vacuum Proof Civic for Hive-Minds
    • Added the Selective Kinship Civic for regular empires
    • Added a new humanoid inspired portrait
    • Added the Federated Theian Preservers prescripted empire to the Lithoid DLC
  • Added a new Mechromancy Ascension Perk for Machine Empires
  • Added a new Worker Cooperative Civic to the Megacorps DLC
  • Added the new Kaleidoscope Midgame Situation in the Nemesis DLC
  • Reworked Habitats
    • Habitats are now limited to one Habitat Central Complex per system, and a number of Orbitals depending on the planets, moons and asteroids present.
    • Major Orbitals are constructed around planets and provide additional district slots to the Habitat Central Complex in addition to modifiers depending on the deposits present.
    • Minor Orbitals are constructed around moons and asteroids and only provide modifiers depending on the deposits present.
    • Removed Leisure and Trade Districts from Habitats.
    • Habitat Upgrade decisions increase the habitability of the habitat in addition to increasing district and building slots provided by orbitals. Their cost is modified by your habitat build cost modifier.
    • Reworked the number of districts on habitats and the amount of jobs/housing they provide.
  • Reworked Voidborne Ascension Perk
    • Modifiers:
      • Habitat Build Cost: -20%
      • Building Slots from Non-Urban Habitat Districts: +0.25
      • Jobs from Habitat Districts: +1
    • Effects:
      • Upgrading a Habitat Central Complex allows research of the next level of Habitat technology.
      • Can construct advanced housing buildings on Habitats
      • Cannot be taken by empires with the Void Dweller Origin.
  • Reworked Void Dweller Origin
    • Can now be taken by Hive-Minds
    • Can build advanced housing buildings on habitats.
    • Modifiers replaced with:
      • Habitat Build Cost: -25%
      • Building Slots per Non-Urban Habitat District: +0.25 (1 Building Slot for every 4 Districts)
      • Jobs per Habitat District: +1
    • Arcane Replicator Planetary Feature:
      • Increased the alloys production to 20.
      • Increased the consumer goods production to 10. No longer produces Consumer Goods for empires that don't use Consumer Goods.
    • Species trait, no longer decreases pop growth speed.
    • Cannot take the Voidborne AP.
    • Pre-scripted ideal planets have been replaced with systems rich in resource deposits.
      • Pre-scripted system 1 will have:
        • The habitable world is replaced with a frozen world with a size 3 Engineering deposit
        • Three planets, moons or asteroids with an 83% chance of a size 1 Physics, Society or Engineering deposit and a 17% chance of a size 2 Physics, Society or Engineering deposit each.
        • These deposits are in addition to whatever else might be spawned by the game.
        • If the Void Dweller (Sol) starting system is selected, this will be Alpha Centauri.
      • Pre-scripted system 2 will have:
        • The habitable world is replaced with a molten world with a size 3 Alloys and size 4 Minerals deposit.
        • Three planets, moons or asteroids with a 83% chance of a size 1 Minerals or Energy deposit and a 17% chance of a size 2 Minerals or Energy deposit each.
        • These deposits are in addition to whatever else might be spawned by the game.
        • If the Void Dweller (Sol) starting system is selected, this will be Sirus.
    • Tradition Swaps
      • Adaptability Finisher now gives +50% resources from deposits on habitats that give raw resources
      • Expansion Finisher now gives +1 Max District on Habitats
      • Modular Superstructures now gives +1 Housing from Habitation Districts and +10% Max Districts on Habitats
  • Habitats that are blown up by a colossus now leave behind a Ruined Habitat Megastructure, which can be repaired into a fully functional Habitat Central Complex.
  • Reworked jobs that primarily produced trade and introduced the specialist strata Trader job.
    • Trader jobs added producing 8 TV for 2 CG upkeep
    • Clerks produce 3 TV and 3 Amenities (was 4 TV and 2 Amenities).
    • Commercial Zones building now provides 1 Trader job and 2 Clerk jobs (was 3 Clerk jobs). Commercial Megaplex building now provides 2 Trader jobs and 4 Clerk jobs (was 6 Clerk jobs and 1 Merchant Job).
    • Shattered Ring Trade Districts now provide 1 Trader job (was 1 Clerk). Ringword Trade Districts now provide 2 Trader jobs and 6 Clerk jobs (was 2 Merchants jobs and 6 Clerk jobs).
    • Numistic Priest jobs added producing 8 TV, 2 Unity and 2 Amenities. Numistic Shrine now provides 4 Numisitic Priest jobs (was 2 Priests and 2 Merchants).
    • Trickle Up Economics tradition now gives Clerks +1 Amenity and +1 TV production.
    • Commercial Enterprise tradition now makes Traders give +2 Amenities and Commercial buildings and Trade Districts provide additional Trader jobs (was Commercial buildings and Trade districts provide additional Merchant jobs).
    • Reduced the number of Merchant jobs from the Galactic Stock Exchange to 1 (was 2 Merchant jobs).
    • Merchant Guilds Councilor now increases Trader output by 0.4 TV per level (was increases Clerk output by 0.4 TV per level).
  • Added the new Myrmeku colony event chain.
  • Added the First Contact event chain The Trial.
  • The Colonization Vessel for Eager Explorers now has a unique ship model.
  • Added new Node Culling (Hive-Mind) and Node Reformatting (Machine Intelligence) agendas.
    • These agendas are unlocked by researching a Tier 2 Society (Statecraft) technology. Culling or Reformatting a Node removes the Node and replaces it with a fresh Node with different traits. The maximum skill of this new Node depends on the any modifiers to starting leader skill and the new "Restored Node Additional Skill" modifier.
    • Added "Restored Node Additional Skill" increase the starting skill level of new Node generated by the Node Culling (Hive-Mind)/Node Reformatting (Machine Intelligence) agendas.
  • Expanded Leaders from Enclaves
    • Hiring a Shroudwalker Teacher now gives you a level 5 Governor instead of being able to enact a planetary decision.
    • You can now hire a Master Salvager level 5 Scientist from the Salvager Enclave.
    • The Governors you can hire from trader enclaves now have unique traits and are no longer immortal.
    • Leaders hired from enclaves can now be appointed to unique Council Positions (Requires Galactic Paragons)
    • Attacking an enclave from which you have hired a leader causes that leader to leave your empire, with additional consequences if they are on the council.
  • Reduced the RNG required for pursuing an Ascension Path.
    • Removed the tech requirements from the Engineered Evolution, Mind over Matter, The Flesh is Weak, Organo-Machine Interfacing, Synthetic Evolution and Synthetic Age Ascension Perks.
    • These Ascension Perks can now be taken as your third AP instead of second.
    • Taking these APs will now grant access to an Agenda which gives progress in technologies relevant to the Ascension Path. These Agendas are faster to enact and have reduced cooldown compared to most other Agendas. Additionally, the enactment time for the Mind over Matter Agenda depends on your empire ethics.
    • The Teachers of the Shroud Origin grants access to the Mind over Matter Agenda.
  • Under One Rule origin now has one more conclusion event, after ascension.
  • Supremacists now allow xeno species on the council if they have Selective Kinship civic (but only from their species class)
  • Environmentalist Empires with their Ranger Lodge built can now enact a decision to create additional natural blockers on their planets.

Improvements
  • Automation Improvements
    • Sector Automation is removed in favor of Planetary automation, which no longer require a defined resource stockpile.
    • You can now forbid the planet automation to use specific resources.
  • New Player Improvements
    • Added new tutorial steps to help new players learn core concepts such as Toggling the Galactic Map and Unpausing.
    • Civilian Difficulty now blocks Homicidal, Despoiling, Criminal Syndicate, and Assimilator Empires. It also reduces the Fanatic Xenophobe spawn rate by 80%. Finally it blocks homicidal event empires from spawning.
    • Deficit and Rebellion Situations progress 90% slower on the Civilian Difficulty and 50% slower on Cadet Difficulty
  • Added a location marker to the "First Colony" event, making it easier to find your new world.
  • Improved Origin tooltips by making use of Nested Tooltips.
  • Improved clarity and formatting of auto-generated Civic tooltips.
  • L-Gate Insight and L-Gate Activation Technologies are now considered Dangerous.
  • Lost Colony Origin is now playable by Gestalt empires (Hive Minds and Machines)
  • Omega Theory technology is now considered Dangerous.
  • The Common Ground and Hegemony origins can now be selected by gestalt empires that do not have any of the following civics, Devouring Swarm, Terravore, Determined Exterminator.
  • The randomly generated federation members for the Common Ground origin can now also be machine intelligences or hive-minds.
  • Decreased the frequency of hive-mind federation members. Increased the frequency of machine federation members if the player is a machine empire.
  • Automatic designation for Rural, Mining, Energy and Farming designation now accounts for buildings that boost mineral, energy or food output.
  • The tooltip for number of districts on the planet UI now lists the number of district slots used.
  • Choosing the Consume Planet planetary decision as a terravore will now start a situation that will consume the entire planet, sparing you from clicking the button numerous times.
  • The From Beyond Science Ship now uses components suitable for it's origins.
  • Added an introductory event for Holy Worlds, found on the fringes of Fallen Empire territory.
  • Added events for Scion empires surveying a Fallen Empire's Holy World for the first time.
  • Added Habitat Central Complexes to the shipset preview in Empire Creation.
  • Various triggers no longer check for the mining_habitat, energy_habitat or research_habitat flags, they instead check for modifier values.
  • Habitat level in the outliner now ranges from I to X. Habitat level is increased by Upgrade Habitat decisions and determined by planet flags. Only levels I through to III are used in unmodded games.
  • Constructing a Habitat Complex now triggers a Toast instead of an Event.
  • Constructing an Orbital triggers a Toast.
  • Adjusted the orbit angle of Europa to prevent objects in orbit from clipping into those in orbit of Io.
  • Standardized highlighting color used on Tradition tooltips.

UI
  • Added a popup message for when your Co-op group is disbanded
  • Make the Empire Size tootltip total include the floor as well as an explanation when applicable
  • Make the Advisor Window not hide the Outliner
  • Ship component modifiers from Archaeoengineers are now included in the stats in the ship designer and ship design window.
  • Right-clicking a starbase icon in the galaxy view now allows you to select fleet orders targeting that starbase.
  • Custom ship designs can now be created even if Auto-generate designs is enabled.
  • Fixed planet modifier icons not updating correctly when removing and adding a modifier at the same time.
  • In fleet view related tooltips added X icon in front of unfulfilled conditions. Added green checkmark in front of condition that is positive.
  • Fixed tooltip for edict checkboxes not appearing.
  • Added a scrollbar for the list of selectable council positions.

Balance
  • Edicts now have an activation cost equal to their monthly cost.
  • Major changes have been made to the leader XP penalty for being over leader capacity. The curve has been adjusted to a nonlinear one that no longer reaches -100%.
  • Leader Capacity in the top bar will now turn yellow until you are at double your base capacity, after which it will turn red.
  • Buffed Catalytic Processing civics.
    • Principal Catalyst (regular empire) council position effects: +2% Metallurgist output
    • Chief Catalyst Officer (megacorp) council position effects: -5% Food Upkeep for Jobs.
    • Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) now have food upkeep for Catalytic empires. Mineral:Food ratio is kept at 2:3 much like Metallurgists:Catalytic Technicians, meaning that these jobs have an upkeep of 15 Food. Machine Intelligences with the Organic Reprocessing civic no longer have -1 to food production for Agri-Drones.
    • Catalytic Technician, Chemist, Translucer and Gas Refiner jobs (and their gestalt equivalents) with Food upkeep have 1.25x the Base Output of the equivalent jobs with Mineral upkeep.
  • Rebalanced Ruler strata jobs.
    • Science Directors no longer produce Unity.
    • High Priests produce additional Unity instead of additional Amenities compared to Politicians.
    • Executives produces slightly less Unity than Politicians and now have a small amount of Energy upkeep in addition to their Consumer Goods upkeep.
  • Colonists are now worker strata jobs.
  • Pre-scripted ideal worlds are now flagged to not have anomalies.
  • Embassy Complexes now grant a politician job. Grand Embassy Complexes now grant two politician jobs.
  • The Vat-Grown trait from Genetic Ascension now renders the species completely infertile. The cost of the trait has been reduced to 2 points.
  • Made Calamitous Birth's unique deposit increase the effectiveness of Lithoid unique traits by 50%. Made the Lithoid Crater only negativly inpact non lithoid species.
  • Nationalist Zeal now gains +5% Diplo Weight per rival.
  • Archaeotechs balance updates:
    • Halved the energy upkeep of the Facility of Archaeostudies.
    • Allowed the Expertise Archaeostudies trait to be selected in more cases.
    • Added the Archaeotech Focus admiral trait, which grants increased damage and fire rate with Archaeotech weapons.
    • Decreased the research speed and draw weight for Archaeotech from the Expertise trait, but made it reduce the Minor Artifact cost for ship components.
    • The Archaeoengineers AP now reduces Minor Artifact cost for ship components by 10%
  • "Scion" empires are now twice as likely to see an intervention (in the form of a task or reward) from their Overlord during the first 25 years of play. Normal probability (approximately a 1 in 50 chance each year) applies after that first event has fired.
  • Leaders granted during the course of the "Scion" Origin now come with revised Traits and other such related perks.
  • Increased a potential 2-year Trade Value bonus from Spy Network event "Drain on Resources" from 1% to 8%. This bonus ("Enterprising Spy Network") still requires you to first have a trade agreement with the espionage target.
  • Xenophobe Supremacist faction is now unhappy when xenos are present on the council
  • Buffed the Asteroid Hive Guardian strike crafts.
  • The Supremacy Diplomatic Stance now applies a -50% modifier to diplomatic weight gained from technology and economy.
  • All the Ascension Civics now grant your starting planets +1 Ascension Tier.
  • Reduced Ranger Jobs from Ranger Lodge by 1. Ranger Lodge now provides 1 additional Ranger Job per natural blocker.
  • Rangers now produce small amounts of energy, minerals or food depending on the natural blockers present on a planet.
  • The Opinion lost with the Trader Enclaves for canceling a trade deal now scales with size of the deal.
  • The starting head of research for Remnants empires now has the Archaeostudies Expertise trait.
  • Increased the range of Macro Batteries by 50%.
  • Reduced the draw chance of Archaeotechs if you don't have the Archaeo-Engineers AP.
  • Defender of the Galaxy's opinion boost now only applies to independent normal empires.
  • Deficit situations now reduce the base output of relevant jobs.
  • Reverted changes to Feudal Society that were introduced in 3.8.
  • Bio-Trophies are now considered culture workers.
  • Slightly reduced the base unity output of Bio-Trophies.
  • The Chosen will no longer spawn on Cadet or lower Difficulty or if the game is set to have no AI empires.
  • Being declared a crisis counts as being in breach of galactic law for the purpose of gaining menace.
  • Added an activation cost to all edicts because you all can't be trusted with this power otherwise
  • Pompous Purists now have +10% Diplomatic Weight when opposing resolutions.
  • Hydroponics Farm Building now gives 3 farming jobs.
  • Payback Origin
    • Restoring the MSI warship to a Habitat now costs 2000 Engineering research, but also grants Habitats as a research option
    • Added the Atmospheric Infuser planetary feature to the unique habitat, granting +40% Habitability
    • Technological Cache planetary feature now grants +10% Research from Jobs, 2 Researcher (or equivalent) jobs and +8 Max Research District Capacity
  • Knights of the Toxic God Origin
    • Added the Order's X-Calibrator planetary feature to the starting habitat, granting +40% Habitability
    • Order's Demesne districts now give +0.5 Building Slots, +6 Housing and 2 Squire Jobs
    • The Order's Castle and Keep now give 2 squire jobs
    • Owning the Maw of the Toxic Entity now allows construction of Demesne Outposts in systems with Knight Habitat Complexes. These are Major Orbitals that give Knight jobs instead of modifiers depending on planetary deposit.

AI
  • Told the AI it can build habitats in systems without Starports.
  • Increased the weight for the AI to build habitats by a factor equal to the number of planetary bodies that support mining and research stations.
  • Increased the weight for the AI to build habitats in the Core Sector.
  • Increased the weight for the AI to build habitats in Void Dweller pre-scripted systems.
  • Increased AI weight on habitat techs and AP where appropriate.
  • The AI will now build a maximum number of science ships equal to the number of scientists they have that can crew them + 1 or 5, whichever is lowest.
  • Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
  • Increased AI weight for Voidborne AP if they have the Void Hive Civic, Knights of the Toxic Gods Origin or restored MSI’s flagship into a habitat with the Payback Origin.
  • Increased Void Dweller AI budget for building habitats.
  • Increased alloy income requirements for Void Dweller AI empires.
  • Made AI Void Dwellers more likely to take Expansion Traditions and less likely to take Adaptability Traditions.
  • Increased Void Dweller AI budget for building habitats. Tweaked AI weights for habitat megastructures.


Performance
  • Fixed a case where country modifiers would continually recalculate every day
  • Improved the performance of the council view by decreasing the amount of texture loading.
  • Improved the performance of the leader list view by decreasing the amount of texture loading.
  • Refactored calculations for trade value from living standards, leading to increased performance in the late game.
  • Parallelized the Construction Queue updates for improved performance
  • Parallelized trade route and piracy computations for improved performance
  • Optimized ai evaluation of subjugation actions for better performance
  • Improved performance by reworking the way multiple old events are fired, using on_actions instead of mean_time_to_happen
  • Optimized triggers for a bunch of jobs, casus belli and opinion modifiers so they will evaluated less often, improving performance

Bugfix
  • Ground Combat will no longer kill the last few pops of a regular colony through collateral damage
  • Blocked players from being able to hotjoin as the Habinte Unified Worlds
  • Fixed some leader traits that were not updated to be tagged as councilor traits.
  • Prevented repeat appearances of an advisor popup triggered by other empires beating you to mutual First Contact.
  • The initial Zroni digsite may no longer spawn on colonized planets.
  • Hive Minds are now spared from having to wrestle with the metaphysical ramifications of a 'zeitgeist'.
  • "Imperial Fiefdom" empires which are engaged in a war of independence against their Overlord may no longer opt to stay loyal to that Overlord once it begins to fracture.
  • Empires which consume their constituent Species (such as for Livestock or as part of Grid Amalgamation) no longer hold negative Opinions towards fellow Xenophages.
  • Occupying a Pre-FTL habitat (such as the one found in Federation's End) by way of military invasion or Operation Infiltrate Society now causes the correct type of capital building to spawn.
  • Fixed Outliner observer button not becoming available when you get a game over.
  • Fixed random empires sometimes having civics without their trait requirements (e.g. non-Aquatic Hegemon Subordinates with Anglers).
  • Fixed empire's founder species not being updated after modifying all of the founder species' pops.
  • Corporate Culture Site building will now change to Autochton Monument when reforming from Megacorp to Normal Empire
  • Players can now rebuild merc enclave (in the same system) after it being destroyed
  • Corrected the descriptions of deposits left as part of a pre-FTL interaction event, "Land Grabs".
  • Fixed some modifers (such as armor) being applied to starbases twice.
  • Fixed High Gravity planet modifier description for non-English loc
  • Fixed Machine Empire separatists spawning without a valid government.
  • Imperial Vassals can no longer trade their heirs to Overlords
  • Temporary mercenary admirals from rented fleets no longer cost unity upkeep
  • Name Randomization for Letters Of Marque + Criminal Syndicate should now work correctly
  • Monuments which are added to colony worlds as part of the "Under One Rule" Origin are now dismantled (which is to say, the modifiers are removed) if that world changes ownership through trade or conquest.
  • Corrected some adjectives used to refer to species classes - most notably those events which announce the discovery of pre-sapient lifeforms.
  • Fixed edicts being unactivatable if your resources are less than the edict's upkeep cost.
  • Corrected the spelling of Ukrainian entries in the UNE namelist, 'Human 1'.
  • Added location data for the initial steps in all precursor event chains.
  • Corrected various gendered pronouns in Galactic Paragons' "Death of a Great Leader" event.
  • Fixed buttons consuming mouse events that they shouldn't.
  • Fixed issue where, if other orders are available, the "Move Here" order in the galaxy view would always go to the star, not the starbase.
  • Fixed slave revolts being able to spawn with a non-democratic authority.
  • In the galaxy view, moving a fleet to the same system that it's currently in will now move it to orbit around the starbase or star.
  • The "Strange Signal" / "Love's Labor's Lost" anomaly no longer appears for empires with the "Remnant" Origin. Cultural historians may rest a little easier now.
  • Updated various sound effects used in the course of "Knights of the Toxic God".
  • Added tooltips for council_agenda_progress_percent trigger.
  • AI only anomalies that were supposed to spawn energy deposits now correctly do so, instead of spawning mineral deposits.
  • Aiding the population suffering from the Zoonotic Plague will now halve the likelihood that a pop dies every month.
  • Cease Robot Assembly decision now requires the Robotic Workers technology.
  • Empire opinion of criminal syndicates will only be affected by branch offices inside the empire.
  • Empires who are trying to become the crisis will no longer be asked to lead the galaxy in the War in Heaven.
  • Fixed certain conditions for auto-migration e.g. being the last pop on the planet not being taken into account
  • Fixed Gene Seed Purification not being randomly rolled in some cases.
  • Fixed Habitat Central Control not giving some jobs for Corporate empires.
  • Fixed incorrect building being shown behind Managers in the job view.
  • Fixed not being able to roll Neuro-Quantum Link in some cases.
  • Fixed scripted effects that alter Agenda Progress being able to set Agenda Progress to a negative value.
  • Fixed the Death Cult civic listing an unobtainable civic in requirements. [X] Unity concept and playing around with header colours.
  • Fixed the Guardian trait not applying its modifiers correctly.
  • Fixed the tooltip for the adoption effect of Genetic Traditions not mentioning unlocking Clone Vats
  • Immortal leaders should no longer get traits that increase their longevity.
  • Removed criminals providing trade value in some cases. Made modifiers from living standards triggered to hide them.
  • Robots with Servitude Citizenship can no longer have Shared Burdens or Employee Ownership Living Standards.
  • Ship as Concept now uses your existing Science Ship designs.
  • Subjects now support their Overlords resolutions in the Galactic Community correctly
  • The Imperial Ruler/Heir trait now states that the leader does not have any unity upkeep.
  • The Curators will once again have their minds blown when you figure out what the infinity sphere was doing.
  • Fixed the Insidious Plot event happening to pre-FTLs.
  • Renowned and Legendary Leaders can no longer be replaced with synthetic infiltrators.
  • The Distress Signal event will no longer assume that the exploratory vessel is a science one nor that it has a leader.
  • A hivemind will no longer talk about your multiple minds when establishing an embassy if both of you are gestalts.
  • Fixed issues with name scoping in the The Charyoni Shielded event.
  • Fixed the Last Gift situation not ending properly if you performed one of the special projects with a hired fleet.
  • The Evacuation Protocols edict for the Doomsday Origin will now be available if your only available colony is artificial.
  • Fixed the Reanimated Skydragon not using the zombie model.
  • Gray, The Oracle, and The Beholder should no longer gain brain slugs no matter how cute they are.
  • Removed any mention of a 365 day calendar in Stellaris.
  • Fixed some force spawned empires having broken starbase configurations when spawned.
  • Renamed several message types in the message settings to prevent duplicated message names.
  • Fixed damage output of Macro Batteries.
  • Added some missing draw weight modifiers to arcane deciphering.
  • Custom human empires with Lost Colony now correctly spawn a parent empire
  • Fixed the Spore Artillery of the Voidspawn not having correct stats.
  • Stopped the pre-ftl tech progression situation from incorrectly not being destroyed or incorrectly being created in some cases.
  • You can no longer designate a shattered ring segment to be a generator world if you cannot build generator districts on it.
  • Blocked Incorporate Artifact Relays decision for Rogue Servitors
  • Fixed Starbase upgrade cost being able to go negative
  • Wenkwort modifiers now apply to culture workers, not administrators.
  • Planets conquered by the Khan no longer have all of their districts and buildings ruined, though some hive-mind or machine intelligence specific buildings may still be lost.
  • Set the Imperial Fiefdom overlord to never spawn naturally.
  • Fixed being able to remove claims when at war if using the galactic map widget
  • Habitat capitals now provide Evaluator jobs instead of Coordinator jobs
  • Void Dwellers now get various buildings added by civics on game start if they have enough free building slots.
  • Void Dweller Sol system now uses the updated Sol system textures.
  • Gestalt empires with the Empath or Rogue Servitor civics can now correctly pacify Amoebas and Crystalline Entities
  • Prevented the nested tooltips for Edicts and Traditions pointing to the Unity concept to stop an infinite loop.
  • Fixed inability to focus on civilian ships by double-clicking them in the outliner

Modding
  • Added is_paused script trigger.
  • Added diplo_weight_rivals_mult modifier, which increases diplomatic weight for every rival the country has.
  • Updated Starbase and Orbital Ring armor values to use scripted variables.
  • Added unused modifiers for Restored Growth/Cognitive/Legion/Regulatory Node Additional Skill.
  • Add agenda_cooldown and agenda_finish_modifier_duration parameters for council agendas to override the default defines.
  • Add support for script_values in council agenda agenda_cost field.
  • Added documentation for council agenda script.
  • Removed ethic and initial_effect_custom_loc unused parameters from council agendas.
  • Rename council agenda modifiers parameter to modifier, and remove mandatory curly braces usage.
  • Added ship_friendly_territory_armor_add, ship_friendly_territory_armor_mult modifiers.
  • Add is_on_galaxy_map event trigger for the local player's camera.
  • Add set_ship_design effect to change an existing ship's design.
  • Added diplo_weight_opposing_mult modifier, which increases diplomatic weight when opposing the current resolution.
  • Added triggered_ship_design_modifier for component templates.
  • Traditions now support triggered_modifier.
  • Fixed message_setting_key not being localized.
  • Added effects to give ability to change ruler and council position titles from script.
  • random_weight for ethics now takes a country as its root scope.
  • Fixed if_scaled_resolution not working correctly for all UI scaling values.
  • Fixed ship_piracy_suppression_add and ship_piracy_suppression_mult not working in component templates' ship_modifier and triggered_ship_modifier.
  • Updated some missing and inaccurate information in the tradition documentation.
  • Added a hide_modifiers = yes / no parameter for civics and origins. It hides the modifiers from tooltips.
  • Added add_council_agenda_progress_percentage effect and council_agenda_progress trigger.
  • Added empire_size_add modifier.
  • Added is_garrison trigger to check if a fleet is a garrison.
  • Added on_colony_monthly_pulse on action that fires monthly based on the colony founding date.
  • Added on_ship_disbanded on action. Fixed disbanding orbitals by the disband ship button not clearing the has_megastructure flag.
  • Added hide_name = yes / no for megastructures.
  • Added starbase_modules/00_example.txt to documentation accepted parameters for starbase modules.
  • Better error logs for breaking max recursion limits in scripted effects and triggers.
  • Changing the blocking of gestalt destiny traits from hardcoded to use the correct gamerule instead.
  • Fixed dynamic event targets (with @ in them) failing when used in various places e.g. "exists = event_target:test@root".
  • Fixed dynamic event targets being unable to understand dot scoping.
  • Improved documentation for a number of effects.
  • Made it possible to have interface defines that don't affect the checksum.
  • Set numeral_0_icon to be $BLANK_STRING$.
  • Split Origin and Civic descriptions into description and negative_description.
  • Updated the script documentation for the create_leader effect.
  • Added is_void_dweller_empire scripted trigger, which checks for either the Void Dweller origin or Voidborn AP.
  • Trade deposits are no longer flagged to be mining station deposits.
  • planet_housing_add now shows up to two decimal places.
  • Added a define for ground combat collateral damage safe pops. Set it to 3.

Please note that the 3.9 "Caelum" Habitats Open Beta is an optional beta patch. You have to manually opt in to access it.
Go to your Steam library, right click on Stellaris -> Properties -> betas tab -> select "stellaris_test - 3.9 Open Beta" branch.

Don't forget to turn off your mods, they will break.
 
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"Fixed empire's founder species not being updated after modifying all of the founder species' pops."

That's related to this, correct?

If that's true, if this is fixed, my day has not only been improved markedly, but it has been truly and honestly Made!

That bug has been the scourge of my existence in Stellaris for almost a year now!

A Slam Dunk update in and of itself!
 

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there is not realy a forum post for 3.9 so i will leave this small bit here :

do i remember wrongly or the AI could use edicts? because it doesn't use them in 3.9(beta) ..
 
Star Mall can't be clicked on when first entering the system.

I can see it by exiting the system and clicking on the unserveyed planet icon in the galaxy map.

Some kind of asset / celestial body type bug?
 
Weird visibility issue.

These adjacent systems should be visible across my border.

Screenshot 2023-08-24 at 12.59.28 PM.png

My homeworld was in a nebula, but there are no nebulas over in this art of the map.
 
Weird visibility issue.

These adjacent systems should be visible across my border.

Screenshot%202023-08-24%20at%2012.59.28%20PM.png

My homeworld was in a nebula, but there are no nebulas over in this art of the map.
Yeah, this is an issue with sensors in general now.
 
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Still playing as the void dwelling void hive/neural vaults empire. When the void hive civic builds a mining station over a rare resource I don't have the tech for, the deposit disappears completely and I do not get the reduced output that the civic implies I would. However, researching the technology makes the deposit reappear and a station builds over it.
 
With the changes to trading, can non-Megacorps lose the starter Commercial Zones for Holotheatres?

Tried out Void Dwellers for the first time, and was annoyed at how it tanks your CG production in the beginning for no unity or amenities. Was playing a Fanataphobe Ega, and building slots districts were so limited that I scrapped it as soon as I could. Heck, I always scrap it once I'm out of slots unless I'm a trade megacorp.

Maybe add a Clerk job to Planetary Admin to compensate for the low EC income at start? Governments always need secretaries...
 
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I think the trader job needs a buff.
Maybe increase the amount of trade it produces. Right now it costs too much upkeep to make it worth it. (basically what happened to clerks in earlier versions)
 
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First off love playing with the new lithoid portrait. I did notice that the lithoid worker cooperative receives food, but I think this is fine personally, I plan to open my boarders to non lithoids. I also found a planet with only one feature only allowing industrial and housing districts. It felt like it was a bugged planet, but also could just be my luck to find a boring planet.
 
Not sure if this is the place for it but with changes to habitats I have, hopefully, smalll feature request. Under the expansion planner tab could be a habitat plan toggle showing system that would make for good habitats? Show the total and major and minor bodies that could be built in that system and induvual resource nodes? Thank you, and please keep up the great work!
 
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So, played through a game with the beta.

I'm finding that I'm missing the sector specialisation options (balanced/industrial/basic resource etc) to give the sector some idea of what I want out of it, rather than having to try to handle it by planet by setting specialities for all the planets.

Also I could do with a way to just turn on automation for all the planets rather than having to go through manually when I acquire a lot of planets in quick succession (annexing someone in war, diplomatically, or when I get a new habitability class and send out a whole bunch of colonists (or when I'm recolonising after taking land from a Hive and they've purged themselves).
 
Weird visibility issue.

These adjacent systems should be visible across my border.


My homeworld was in a nebula, but there are no nebulas over in this art of the map.

Yeah, this is an issue with sensors in general now.
Please ignore the fact that your starting starbase sensors have been replaced with seed pods.
We'll push an update to fix it likely Monday/Tuesday as today is PDT (work on personal projects) day
 
Please ignore the fact that your starting starbase sensors have been replaced with seed pods.
We'll push an update to fix it likely Monday/Tuesday as today is PDT (work on personal projects) day
We'll enjoy the added foliage on our starbases until monday/tuesday then.
 
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I think the Domination Tradition Adoption Effect of "-20% Habitat Alloy Upkeep" is no longer functioning. Neither the upkeep of the main habitat building, nor the orbital upkeeps are reduced.
 
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Habitats are starving for energy districts. There are like no energy deposits in 3 games I started besides your home system and suns which can not be transformed into energy districts.

Solution: Increase the deposit chances. I don't think this would be bad for anyone - I mean what are 2 additional energy deposits? Like half a technician job if it amounts to that.
 
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