Similar to how I did for 3.3, I'm creating this thread as a catalogue of bugs and exploits present in the current 3.4.2 'Cepheus' release of Stellaris. I will attempt to keep this updated for a while as bugs are discovered and/or fixed.
forum.paradoxplaza.com
Note that the length of the list may make it look worse than it actually is; any given playthrough should only actually encounter a fraction of the stuff here and a portion of that won't effect gameplay significantly or even at all.
Please try to make actual bug reports in the bug report forum section instead of just telling me here if possible.
General issues:
Bugs that apply whether or not you're using the new Overlord DLC.
Combat, ships, and warfare
Stuff in this section generally doesn't mechanically effect gameplay or balance.
Other
Overlord DLC specific issues:
Subjects and holdings
forum.paradoxplaza.com
I'm keeping this here for now just in case they turn out to not be quite fixed, or if I misinterpreted a bullet point in the patch notes.
Combat, ships, and warfare
Link to my previous 3.3 known issues thread, which may contain additional bugs if they haven't been fixed (I'll copy them here if it's confirmed they're still present though):
forum.paradoxplaza.com
Help verifying which bugs from 3.3 are still present would be appreciated!
The Next Steps as Overlords
Hi all! Overlord's released! Thanks for playing it and providing so much feedback. As our AI programmer likes to say, "This is pretty good, but it can be even better!" and I want to talk about our short term plans on the Stellaris team. We're...
Note that the length of the list may make it look worse than it actually is; any given playthrough should only actually encounter a fraction of the stuff here and a portion of that won't effect gameplay significantly or even at all.
Please try to make actual bug reports in the bug report forum section instead of just telling me here if possible.
General issues:
Bugs that apply whether or not you're using the new Overlord DLC.
Combat, ships, and warfare
[Major][Balance] Armor and hull regeneration speed appears to be 50% faster than expected. [Report]Possibly related to armor and hull not having a delay after taking a hit before regen starts, like shields do? That was already the case in 3.3.4 though, and this didn't seem to be a problem in that version.[Needs verification] Possibly caused by ticking being too quick? [Post][Needs verification] Is regen also faster with ships that aren't space monsters or leviathans?- [Balance] [As designed] Armor does actually appear to be regenerating at the correct rate, but the massive hull and armor values of some space monsters are giving them pretty high regen rates due to the percent scaling.
- E.g. Shard has a base 100,456 armor and 150,000 hull, which with her two copies of Regenerative Hull Tissue gives her 2,009 daily armor regen and 1,500 daily hull regen at Cadet with no difficulty bonuses.
- Ship AI and pathing
- AI fleets following the player seem to have pathing issues involving hyperlane travel to systems with hostiles. [Report1] [Report2]
- Ship pathing forces the use of Hyper Relay even when that's undesirable while trying to avoiding hostiles. [Report]
- Patrolling fleets using Hyper Relays travel to the central star instead of remaining at the Hyper Relay, wasting time with unnecessary sublight travel. [Report]
- [Confirmed] The GDF/Imperial fleet uses the Custodian's/Emperor's naval capacity. [Report1] [Report2]
- If you gain ownership of a planet while Marauders you hired are bombarding it, they become hostile to you. [Report]
- [Confirmed] [QoL] Fleets no longer tell you their estimated arrival time. [Report]
- Planets occupied by your war allies don't seem to count as occupied when determining occupation percentage and an AI empire's surrender acceptance. [Report]
- [Preexisting] The Global Pacifier, Neutron Sweep, Divine Enforcer, and Nanobot Diffuser colossus weapons can't target Hive worlds or Machine words. [3.3.4]
- [Preexisting] The Deluge Machine colossus weapon can't target Infested worlds or AI worlds, even to destroy them without turning them into colonizable ocean worlds. [3.2.2]
- [Preexisting] [Cause unclear] Under certain conditions fleets can become unable to be engaged in combat while still being able to enter combat themselves, effectively making them invincible as other ships are unable to fight back when they're attacked. [2.2.7] [3.2.2 v1] [3.2.2 v2]
- Can be fixed by reloading the game.
- Possibly related to emerging from emergency FTL, maybe when emerging into an occupied system? [3.2.2]
- Seems to have multiple causes, one of which involves starbases not properly exiting combat when switching owners.
- If you experience this bug, please use the
imgui show fleets
console command to collect data on it for @MonzUn, as described in this report.
- [Balance] Having 0 production of a resource gives you the maximum deficit situation progress speed even if you only have a shortfall of -1, regardless of the size of the rest of your economy. [No report] [Post]
- [Confirmed] [Cause unclear] Closing the Caravaneer slot machine result window may sometimes reopen the dialogue window, but this time with no dialogue option to close it. [Report]
- The dialogue option is missing because which option you see is determined by a flag set when you roll the slots and the first time you close the window the flag is cleared, but I'm not sure what's causing the window to reopen. The event is cara.210 in caravaneer_events.txt if you want to investigate.
- If the War in Heaven can happen and either hasn't started yet or started within the last 15 years, the only endgame crisis that can happen between endgame years 25 and 50 is the Unbidden. [Report]
- This is because the year threshold for the "Unbidden only if it's Jump Drives" trigger wasn't lowered to match the new sooner endgame crisis date.
- [Confirmed] [Cause unclear] The Rubricator event can spawn multiple copies of the space dragon guardian Shard. Possibly specific to multiplayer games? [Report]
- Subterranean Civilization: Pops created by the event chain don't have the Cave Dweller trait. [Report]
- [Confirmed] [Cause unclear] Superfluous Terraforming Equipment: Sometimes the pre-built districts added to a planet by the this terraforming event will be removed when a planet is colonized. [Report]
- Warrior from Sand: The robotic Admiral gained from the event isn't immortal and can die of old age. It also doesn't have the Synthetic trait. [Report]
- [Minor] Space Monsters can be crewed by Promising Officers. [No report]
- [Minor] Crisis outposts in the Tiyanki home system fire the notification that the system has been cleansed of Tiyanki after they're destroyed. [No report]
- [Preexisting] [Cause unclear] Asteroid Sighted: The colony event's asteroid is still too fast when it's not engaged in combat and/or possibly too slow when it is. [3.3.0] [3.4.2]
- Perhaps the asteroid should just spawn further away and use Colossus behavior (
ignore_combat_movement = yes
) so it isn't slowed down and distracted by being engaged in combat? It spawns 75 away and has a max speed of 1 and an acceleration of 10, so I think you'd normally expect it to hit in about 2.5 months.
- Perhaps the asteroid should just spawn further away and use Colossus behavior (
- A Baol precursor archaeology site can be hidden beneath a second archaeology site, rendering it inaccessible except via the situation log. [Report]
- Broken Gates: The archaeological site doesn't remove other archaeology sites in the same system when it destroys the planets they're on. [Report]
- Message in a Bottle: The archaeological site gives minor artifacts even if you don't have the Ancient Relics DLC. [Report]
- Without the DLC you can't see how many you have or use artifact actions, but you can still use them for planetary decisions.
- The Sentinels: The Living Metal Construction edict requires the Living Metal technology to be researched, even if you already have a living metal income from the Sentinels metal planetary deposit, but the deposit doesn't enable you to draw the tech option. [Report]
- Either this edict should function like the other strategic resource edicts and be unlocked as long as you have a supply of the required resource (possibly with an additional prerequisite of the Mega-Engineering technology so you actually have a reason to use it), or the deposit should be changed in a way that prevents you from collecting the living metal until you have the research and unlock the research as a possible tech option.
- [Confirmed] [Preexisting] Message in the Canopy: The Mask of Transformation empire modifier isn't awarded when the archaeology site is completed. [3.3.4]
- I believe this is because a missing owner scope change in the option to get it causes the event to instead try to apply it to the science ship.
- Console command fix: effect add_modifier = { modifier = mask_of_transformation }
- Corporate empires still create new Corporate empires with a liberation war status quo, instead of the Merchant Guilds oligarchies they're supposed to make instead now. [Report]
- Destroying a Corporate empire doesn't destroy their branch offices. [Report]
- [Confirmed] [Preexisting] [Balance] Crime reduces the value of Criminal Heritage branch offices. [Report]
- [Confirmed] If multiple empires start with the same species (e.g. Humans), special traits added by one empire's origin (e.g. Void Dweller) will be applied to the pops in all empires, potentially inflicting massive penalties to the other empires. [Report]
- [Cause unclear] AI species without Ocean Preference can generate with the Aquatic trait. [Report]
- Bio-Trophy pops in Rogue Servitor empires take available housing into account when choosing their auto resettlement destinations, causing them to consider colonies with 0 or less housing for machine pops invalid destinations even if there are open Bio-Trophy jobs (which reduce their housing usage to 0). [Report]
- [Balance] The rebalanced job weights seem to have lost the 1 pop exception for the odd Factory Worker job, allowing the event to destroy the colony by killing the only pop. [Report]
- [Preexisting] Pops that can't work specialist jobs (e.g. because they have the Nerve Stapled or Zombie trait) can end up in the specialist stratum waiting to demote. These traits should have a hidden -1000% demotion time modifier to address edge cases.
- Or preferably pops with no happiness should be restricted to a Servitude citizenship type that does this.
- [Preexisting] [In Review] Effects that destroy a colony that still has pops, such as using certain World Destroyer weapons, conquering the Dessanu Confluence, or primitives nuking themselves, leave invisible 'ghost pops' on the planet that will charge you resource upkeep based on their previous stratum and living standards. Most noticeable if you're playing an empire that doesn't use food and/or consumer goods. [3.3.1] [3.3.2] [3.3.4]
- I believe this is an issue with the
destroy_colony
effect, so it should apply to anything that uses it. - Possible console command fix (I haven't personally verfied if it works), courtesy of @Douglas2341 :
effect every_galaxy_pop = { limit = { NAND = { exists = planet planet = { any_pop = { is_same_value = prevprev } } } } kill_pop = yes }
- I believe this is an issue with the
- [Preexisting] Rogue Servitor empires have access to the Incorporate Artifact Relays planetary decision and Integrated Preservation synchronicity tradition even though they can't have the Coordinator jobs they improve. [3.3.2]
- Contract negotiation
- [Major] [QoL] The game doesn't make it clear enough that you can force a vassal contract change by repeatedly re-proposing it until they run out of influence to refuse. [No report]
- [Balance] AI empires can ask to become your vassal with contract terms that give them negative monthly loyalty, causing them to instantly become disloyal. [Report]
- [Balance] [Needs verification]Contract negotiation acceptance penalties for smaller tributes of multiple resources are higher than for tribute of a single resource taxed at a greater rate than both combined. [No report]
- [Needs verification] Possibly fixed with the 3.4.3 tweaks to contract acceptance, but wasn't specifically mentioned in the patch notes.
- The Restricted Voting contract term
- Doesn't make your subjects vote the same way as your initial position for resolutions you propose. They will match any changes you make to your position while the resolution is in the queue or on the senate floor, though. [Report]
- Likely happens because you're automatically set to support the resolutions you propose, and restricted voting only triggers when you change your vote/support.
- Should be fixable by quickly abstaining and the re-supporting a resolution after you propose it.
- Isn't taken into account by the summary of expected support for federation law changes. [Report]
- Doesn't make your subjects vote the same way as your initial position for resolutions you propose. They will match any changes you make to your position while the resolution is in the queue or on the senate floor, though. [Report]
- [Needs verification] [Cause unclear] Under certain conditions(?) protectorates lose the research speed bonus they're supposed to get on techs their overlord already has. [Report2]
- [Balance] Due to the loyalty cost for holding slots from the subject agreement, holdings that are supposed to increase subject loyalty decrease it instead. [No report]
- Aid Agency and Organic Haven are net negative loyalty if you have 2 or more holding slots.
- Gaia Seeder Outpost and Tree of Life Sapling have no loyalty increase if you have 3 holding slots and are net negative loyalty if you have 4 holding slots.
- Mutually beneficial holdings with 0 monthly loyalty change instead decrease loyalty.
- [Major] [Balance] Vassals created by releasing a sector are immediately in deficit unless they don't start with negative income in any resource that exceeds default empire base income, because they don't spawn with any resources. [Report]
- Vassals created by releasing a sector don't inherit the ascension perk slot unlocks from their already completed traditions. [Report]
- Consequently they also don't inherit their overlord's ascension perks, but I'm not sure whether that aspect is also a bug or if they're supposed to have empty slots and be able to choose their own perks.
- [QoL] Subjugation War Terms policies don't make it clear that they don't apply to protectorates. [Report]
- [As designed] Fleets you lend to other empires lose access to your space creature pacification techs / modifiers. [Report]
- [Needs verification] Needs verification if this also applies to mercenary enclaves.
- Per @Alfray Stryke: "This is considered working as designed, although you may have pacified the fauna, other empires can still remain hostile to them."
- [As designed] Overlords can't invite subjects as attackers in offensive wars. [Report]
- [As designed]
Reemployment Center holdings provide Overlord Reassigners jobs that don't assemble Zombie pops.[Report]- It seems they spawn a fully-formed Zombie every 5 years instead of providing pop assembly.
- Per @Alfray Stryke: "There should be a tooltip on the holding stating when the next zombie will be produced, much like the necrophage buildings have a tooltip stating when the next elevation ceremony is."
- [Confirmed] AI federation presidents will delete the federation fleet if they have an alloy shortage, despite the federation fleet not costing them alloy upkeep. [Report]
- AI is unable to build certain modules on orbital rings because it tries to build the regular starbase versions instead. [Report]
- [Cause unclear] Sectors released as Necrophage vassals may destroy their own Chambers of Elevation during the transfer. [Report]
- [Needs verification] AI empires don't issue new orders to their fleets when take point is disabled. [Report]
- [Needs verification] [Cause unclear] Sometimes AI construction ships can get stuck in a loop starting and canceling a task? [Report]
AI empire with Subterranean origin is able to open branch offices but can't build branch office buildings.[Post]- [Needs verification] Corporate AI empires may have poor prioritization related to constructing buildings in their branch offices. [No report] [Post]
- AI Prospectoriums use the strip mine decision on planets with unbuilt mining districts, causing them to destroy all food districts on every single planet they own and sending them into massive food shortages. [Report]
- AI should never strip mine a planet that has unbuilt mining districts, an agricultural designation, or no free district slots.
- It should also be allowed to build hydroponics buildings if it can't find a planet to build an agricultural district on and it has a significant negative food income, even if the planet still has unbuilt generator or mining districts (
buildings_simple_allow
prevented that in 3.3.4; I haven't checked the scripted trigger in 3.4.3 yet).
- [Balance]
- Gestalt AIs prefer having dozens of unemployed drones to allowing more than the bare minimum of Maintenance Drones. [Report]
- Militarist AI empires will always oppose repealing the Neutral Defenders resolution, even if they're in breach of it. [No report] [Post]
- [Needs verification] Could possibly apply to other resolutions.
- Breachable resolutions shouldn't have x0 ai_weight modifiers, except in cases where the modifier conditions are mutually exclusive with being in breach of the resolution.
- [Preexisting] The AI seems to greatly overvalue Gene Clinics buildings, compared to player consensus that they aren't very good. [No report]
- [Preexisting] The AI chooses slavery types exclusively based on species traits, which can cause it to crash its economy if it doesn't find species it wants to put in Indentured Servitude and runs out of pops to work specialist jobs. [Report]
- [Needs verification] The AI empires generated by the Imperial Fief origin seem to overvalue diplomatic agreements compared to early-game expansion when choosing how to spend their influence. [Report]
- AI overvalues bombarding planets compared to attacking starbases and fleets in other systems, causing fleets to effectively remove themselves from a war if they can't get any armies to the system to invade the planet. [Report1] [Report2]
- I think it's very rare for planets to have enough defensive armies for bombarding them to actually matter. Planetary bombardment should be an extremely low priority, unless the AI is genocidal and trying to destroy the colony, they're raiding pops, or the planet actually has more defensive armies than their assault armies can handle.
- [Preexisting] Marauder raiding fleets might get stuck when FTL inhibitors prevent them from calculating a path to a colony to raid. [3.2.2]
- I'd like to see a more current report for this bug if possible, if anyone has a save with it and is willing to create a report.
Stuff in this section generally doesn't mechanically effect gameplay or balance.
- [Confirmed] [Minor] Gender-specific ruler titles no longer function. [Report1] [Report2]
- [Confirmed] Systems can spawn with missing or misaligned asteroid belts and/or misaligned asteroids. [Report]
- [Confirmed] [Minor] Game menu may play Nemesis music instead of Overlord music. [Report1] [Report2]
- Tooltips and clarity
- The tooltip for the medium Crystal-Infused Plating component displays the Bulwark Battlewrought modifier description instead. [Report]
- The tooltips for sanction resolutions don't explain their effects. [Report]
- Terraforming times listed in the terraforming menu aren't affected by terraforming time modifiers (although the modifiers are still correctly applied once the terraforming process starts). [Report]
- [Preexisting] [QoL] The tooltips for the Battle Thralls and Indentured Servitude slavery types say they can't be Soldiers instead of that they can't be Enforcers. [3.2.2] [3.4.2 Thread]
- Icons
- [Needs verification] Synthetic ascension might not change some leader portraits to be robots. [No report] [Post]
- [Minor] The Manifesti faction doesn't use their new faction symbol icon because it isn't defined in
icons.gfx
. [Report]
- There seem to be some issues involving namelists, including for ship and war names.
- [Confirmed] [Minor] Missing space in the names of planets in binary and trinary systems. [Report]
- [Minor] Randomly generated empires may use full words from their empire name instead of a several letter acronym for their ship prefix. [Report]
- [Confirmed] [Minor] Unnamed wars [Report]
- [Confirmed] [Minor] The ship design name randomizer doesn't work for Hive namelists 1 & 2. [Report]
- [Minor] Limited Regenertion: Trait description has a typo. [Report]
- [Minor] Lines ending in the word "a" can overflow the text box. [Report]
- [Minor] Missing localization for outpost evasion in after combat report. [Report]
- [Minor] Some fallen empire dialogue text uses an insult based on their species instead of yours. [Report]
Other
- [QoL] Searching for anything that isn't the exact name of a page on the Stellaris wiki causes an error. Not really a game bug but the wiki is official and the problem has persisted long enough that I figured I'd mention it here.
- Playing 'guess the page name' with new features and mechanics that don't have redirects yet is kind of annoying.
- [Severe] [Cause unclear] Save files might become corrupting in some way, resulting in an empty galaxy and a list of "hej hej" policies. [Report]
- Appears to be caused by an invalid flag preventing the game state from loading. Can be fixed by editing the save file to address the issue.
- [Confirmed] [Severe] Starbase modules and buildings no longer apply combat stat modifiers to the starbase or orbital ring (e.g. hull and armor increases from weapons modules, range increases from the Target Uplink Computer). [Report] [Report1] [Report2]
- [Major] If you've researched Construction Templates but not Global Production Strategy, starbase resource silos don't increase your resource storage capacity. [Report]
- [Exploit] When a federation disbands, the former president keeps the federation fleet. [Report]
- Primitive civilizations use Post-Atomic defense armies regardless of their tech level. [Report]
- Civics and Origins
- Void Dweller empires with the Permanent Employment civic start the game with a ruined Posthumous Employment Center building on their capital due to building slot limits. [Report]
- Here Be Dragons: The dragon triggers an empty First Contact event for other empires. [Report]
- [Preexisting] [Minor] Barbaric Despoilers: Empires with the civic can form a Galactic Union federation by not changing the default selection. [2.7.1]
- Unyielding: The Resistance Is Frugal tradition still causes stronghold & fortress buildings to produce +3 unity in addition to the new effect that gives unity from defence armies, despite the new effect being intended to replace the old one. [Report]
- Intended behavior, from the 3.4.0 patch notes: "Resistance is Frugal no longer grants your strongholds a unity production of 3, instead it gives you 0.5 unity for each defensive army you have."
- The notification you get when a federation is formed tells you the federation name, even if it's listed as Unknown Federation in your contacts. [Report]
- I think this is the same as, or at least related to, this issue: [Preexisting] Federation names aren't being revealed when you have enough intel (20) to know them. [3.3.0]
- The Neutron Bombardment planetary modifier doesn't decay on Barren Worlds, which can get it when they're destroyed Infested worlds. [Report]
- [Balance] Trade deals check to see if they should be cancelled against your stored resources before your monthly income is added, causing deals that would otherwise continue because your monthly income is higher than their upkeep to be cancelled instead. [Report]
- [QoL] Constant notification spam as whether or not you're a valid target of the subjugation casus belli changes as your power relative to every other empire fluctuates. [Report]
- [Preexisting] Single-planet empires (e.g. Technologically Enlightened protectorates, players doing a one-planet challenge run, and occasionally poorly-located origin-spawned allies) are unable to draw the following technologies as research options: Colonial Bureaucracy, Galactic Bureaucracy, and all blocker removal techs. This also prevents them from drawing the following technologies which have one of those as a prerequisite: All encryption and codebreaking technologies (Quantum Firewalls, Simultaneous-Collapse Storage, Negative-Time Keys, Quantum Hacking, Simulated Social Engineering, Quasi-Dimensional Reflection), Tracking Implants, and Administrative Efficiency (repeatable). This seriously impacts their unity generation and espionage capabilities. [Report]
- Perhaps the drop weight of these tech options should be based on number of pops instead of number of colonies?
- I'm not tagging this as [Severe] because it should only impact player empires under very specific circumstances that they won't encounter during normal gameplay, but this is potentially a game-ruining issue.
- [Confirmed] [Preexisting] Your starting ruler can have the Slave Optimization agenda even if your empire doesn't allow slavery. [2.0.2] [2.2.2] [2.6.1] [3.1] [3.2.2] [3.3] [3.4.2]
- Possibly caused by your ruler being spawned before your empire's policy flags are set during empire generation? If the order those happen in can't be changed, a possible solution would be to add an agenda validation effect at the end of empire creation. That would require implementing the ability to check and change a leader's agenda, however, which isn't currently possible.
- [Balance] The army power required to slow rebellion situation progress is static instead of scaling with planet population size, which can feel bizarre when you need dozens of armies to suppress three or four pops. [No report]
- [Preexisting] The National Purity agenda increases monthly influence instead of monthly unity. [Report]
- [Needs verification] Possibly not a bug, but it seems far more likely that it was missed during the great influence to unity conversion.
- [Preexisting] Empires can only be in breach of highest currently active resolution in each category, when they should also be able to be in breach of lower level resolutions. [3.4.2]
- [Preexisting] If you have more than 1,809 armies (both assault and defense armies combined), the army tab in the outliner will overflow and disappear. [2.4.1] [2.7.2]
Overlord DLC specific issues:
Subjects and holdings
- Battlewrought construction ships and Arctrellis science ships revert back to the regular versions whenever you research a new tier of a component they use. [No report] [Post] [Post]
- [Confirmed] [QoL] The Ministry of Truth holding displays its output as 1 influence, which isn't particularly useful information when the base output of an Overlord Propagandist is 0.15 influence. It would be appropriate to show that decimal instead of rounding here. [Report]
- [Minor] [QoL] The Ministry of Production holding has the same name as the Ministry of Production building. [No report]
- Imperial Fiefdom
- [Needs verification] Imperial Fief origin empires may spawn neighboring the Militant Isolationists fallen empire, permanently angering them. [No report] [Post]
- [Balance] The AI empires generated by the Imperial Fief origin seem to overvalue diplomatic agreements compared to early-game expansion when choosing how to spend their influence. [Report]
Progenitor Hive- [As designed] Civilian ships, including constructors and colony ships, have -50% sublight speed (and evasion) for not having an offspring ship despite that not being possible. [Report]
- Slingshot to the Stars
- [Major] Destroying a Quantum Catapult with a Star Eater crashes the game. [Report]
- [Needs verification] Possibly also happens with a
mega_art_installation_restored_2
?
- [Needs verification] Possibly also happens with a
- [Major] Destroying a Quantum Catapult with a Star Eater crashes the game. [Report]
- Subterranean
- Crystalline Bane: If the monster completely destroys the colony it despawns without progressing the event, leaving you stuck with the modifier when you recolonize the planet. [Report]
- Teachers of the Shroud
- Issues with progressing the Shroudwalker / Sign of the Locus situation - it says to use the Cooperative diplomatic policy but checks for the Expansionist policy instead, and Cautious first contact policy also inflicts a penalty despite being unmentioned. [Report]
- The hell dimension outcome to the Dimensional Portal colony event doesn't give you the option to use psionics to close the portal if you haven't finished researching Psionic Theory yet, despite your species being Latent Psionic. [Report by event writer]
- Having the Teachers of the Shroud origin doesn't fulfill the Traditionalist faction's Psionic Pursuit issue, costing you 10 approval since you can't take the Mind over Matter ascension perk. [Report]
- [Exploit] Salvager enclaves might not remove debris after investigating it, allowing you to keep salvaging it over and over until it expires naturally. [Report]
- Mercenary enclaves
- [Confirmed] [Exploit] Devouring Swarm empires have normal diplomacy with mercenary enclaves located in systems they gain ownership of. [Report]
- [Cause unclear] Mercenary enclaves sometimes become uninteractable. [Report]
- Mercenary enclaves don't remove the enclave star flag from their system when they're destroyed, preventing a new enclave from being established in the same place. [Post] [Report]
- Mercenary fleets inherited from integrated subjects can't be dismissed. [Report]
- Mercenary enclaves founded using ships with no components don't work correctly. [No report] [Post]
- [QoL] Mercenaries don't give you the option to extend their contract just before it ends. [No report] [Post]
- [Needs verification] [QoL] The cost to hire mercenary fleets can exceed resource storage capacity, making them unhirable. [No report]
- Possibly they should split into two smaller fleets that can be hired individually when this happens.
- Mercenary enclaves don't hire enough admirals for all their fleets, reassign admirals away from fleets that are hired out, and constantly transfer their admiral between their fleets. [Report1] [Report2]
- [Planned for 3.4.4] Admirals no longer abandon their post on leased fleets.
- [As designed] Mercenary Admirals don't gain leader traits when you ascend the rest of your species. [Report]
- Shroudwalkers
- The base unity increase from the Orbital Filing System Orbital Ring building doesn't apply to Managers. [Report]
- (Or Culture Workers, but that's probably intentional.)
- Occupying a system's starbase also causes you to occupy undefeated orbital rings over unoccupied planets in the system. [No report]
- The starbase shouldn't respawn as occupied until you've also finished defeating all the orbital rings in the system.
- This means that Orbital Rings don't actually prevent planetary invasion as intended.
- [QoL] Tech cards for Orbital Ring buildings say "Unlocks Starbase Building:" instead of "Unlocks Orbital Ring Building:" which while technically true is a bit confusing. [Report]
Stellaris Dev Diary #254 - 3.4.3 'Cepheus' Patch Released (Checksum 9d15)... What's Next?
Hi all! I'm happy to announce that the 3.4.3 hotfix should now be live and available on all platforms! On Monday I said that we were planning to address primary issues as quickly as we could and have a larger patch in a few weeks, but the team...
Combat, ships, and warfare
[Confirmed] [Major]Tracking no longer counteracts evasion. [Report1][Report2][Confirmed][Major][Exploit] Status quos that are supposed to create a new empire from occupied systems (e.g. in liberation and subjugation wars) instead create a new empire from all the unoccupied systems (plus the capital if occupied). [Report1][Report2]- [3.4.3] Fix issue where a new subject created from a Status Quo would be made up of the wrong systems.
[Confirmed]Systems with primitive civilizations can't be fully occupied. [Report1][Report2]- [3.4.3] Fixed an issue where systems with primitives in them would not be transferred correctly during a status quo war resolution.
[Preexisting]The Fleet Supremacy edict and Martial Alliance federation type don't increase ship starting experience. [2.6.1] [2.8.0] [3.1.2] [3.4.2]I believe this is because theship_starting_experience_add
modifier doesn't work from empire scope.
[Confirmed] AI empires with access to special versions of colony ships (e.g. Calimitous Birth, Corporate Dominion, Private Prospectors) can't build any at all. [Report]
You can trigger a deficit situation on a resource you can't currently produce, leaving you with a semi-permanent debuff that can't be removed until you gain regular access to the resource. Ending your consumption of the resource doesn't remove the deficit situation despite no longer having a deficit or even any use at all of the resource.Can be triggered in the following ways:Gaining a lump sum of a strategic resource from an event, and using it for edicts. [Report] [Report]Conquering planets with building upkeep using a resource you haven't researched yet. [Post][Confirmed] Paying a subject a subsidy involving that resource category. [Report]If playing an empire that doesn't use food (e.g. Lithoids or Machines), acquiring biological pops from conquest, immigration, subject integration, the slave market, using the Omnicodex or Last Baol relics, uplifting presapients, or as refugees.If playing an empire that doesn't use food or consumer goods, can be triggered by ghost pops from thedestroy_colony
bug (see below).
- Deficit situations shouldn't trigger if the issue is resolved by auto-cancelling all edicts using the resource, and possibly by also disabling all buildings using it for upkeep.
Possibly caused by the 'not in deficit' trigger requiring you have an income greater than zero instead of greater than or equal to zero.- [3.4.3] Fixed never-ending deficits - if you go into a deficit of a resource you do not produce at all, and then stop spending it (i.e. end up with both expenses and income of 0), the deficit will now resolve itself in a few months. This solves issues with machines having inexplicable food and consumer goods deficits, as well as cases where people over-spend rare resources they gained via event.
- [3.4.3] To help them to deal with unexpected deficits, Empires can now purchase basic or advanced resources (specifically food or consumer goods) from the internal market if they have expenses of that type, even if they do not produce any themselves.
[Balance]The consequences and resource rewards from defaulting don't seem to scale based on the actual size of the shortfall.[Thread]- [3.4.3] All resources provided for deficit bailouts now scale with the game year, instead of just those for the situation that completed.
[Preexisting][Exploit]The happiness modifiers pops get from faction approval only update when the game is reloaded. They don't seem to update when the pop changes factions or owners or the faction's approval crosses a happiness modifier threshold. [3.3.0] [3.3.2] [3.4.2]Exploitable by allowing penalty-free faction suppression as long as you stop suppressing the faction before you exit the game, and reloading occasionally to clear the happiness penalty from newly-grown pops.- [3.4.3] The modifier a pop gets from its faction's happiness now updates properly (so if you make a faction happier, it will correctly make its pops happier now).
[Confirmed][Preexisting]A dialogue event window in the Cryopod Warrior chain (anomaly.4163 in anomaly_events_3.txt) can't be closed if your empire is Xenophobic because a missing OR in the trigger prevents the dialogue option from appearing.[3.2.2][Balance][Needs verification]The inability to afford rebellion situation options on an early-game economy may make the Necrophage origin much more challenging.- [3.4.3] Planets with Culture Shock can now only start a revolt situation after 8 years of unrest, rather than 1, as it could be quite hard to avoid a revolt on these planets. Otherwise newly-conquered planets have 4-year cooldowns.
[Confirmed]Game may crash if you change the destination planet when forcibly resettling multiple pops in a row.[Report]- [3.4.3] Fixed crash connected with resettling the last pop of a species.
[Confirmed]Under certain circumstances newly grown or already unemployed pops will promote or swap into a specialist job already being worked by an identical pop, resulting in an unemployed specialist who resets their demotion timer each month. [Report] [Report1] [Report2] [Report3][Needs verification] Possibly related to the Repugnant trait and amenities-producing jobs?- [3.4.3] Fixed pops that grow as specialists on Colonies.
- [3.4.3] Fixed pops which go into a loop of swapping jobs with unemployed specialists constantly resetting strata demotion timers.
[Major]Subjects with diplomatic freedom can cause all sorts of issues relating to who's on which side of a war. Can result in empires on the wrong side, all empires on the same side, or game crashes. [Report1][Report2]- [3.4.3] Subjects can no longer sign Defensive Pacts or Guarantee Independence of other empires.
[Exploit]Taking the Shared Destiny ascension perk or adding / removing the Feudal Society civic doesn't automatically update your vassal loyalty penalty; the change isn't applied until you change any vassal contract. [Report]Mildly exploitable by allowing you to replace Feudal Society with another civic and keep the vassal loyalty benefits, as long as you never change your vassal contracts.
- Contract negotiation
[Confirmed][Exploit] The relative strength contract acceptance modifier isn't applied when AI empires are deciding whether or not to accept an initial vassalization offer, allowing you to convince empires stronger than you to become your subjects. [Report1][Report2]- [3.4.3] Fixed AI not taking relative power into account when considering subjugation proposals.
Subjects on the border of the Protectorate / Vassal tech threshold flip back and forth between the two subject types, locking them into permanent contract negotiation cooldown.[Report]- [3.4.3] Subjects that are converting to a specialist subject can continue conversion even if they should flip to a protectorate.
- [3.4.3] Subjects that are converting to a specialist subject cannot flip to a protectorate due to low tech level.
Sectors released as vassals start with a 5 year contract cooldown, preventing you from immediately setting up their contract. [No report][Reddit post]- [3.4.3] Releasing a sector as a subject or enlightening a pre-ftl civilization now ignores the cooldown on agreement negotiation.
AI acceptance penalties for accepting subjects with different ethics are too large.- [3.4.3] AI overlords and subjects will now be more likely to accept specialist subject types that disagree with their ethics.
[QoL]Corporate empires don't have an explanation when subsidiaries have too little tech to be made into a special subject type in the contract negotiation interface.- [3.4.3] Corporate overlords now have access to the protectorate subject type.
[Balance]Corporate empires can't peacefully create subjects because all empires have -1000 acceptance for the Subsidiary subject type, which appears to be greater than the maximum possible positive acceptance bonus you can get.[Report]- [3.4.3] Added base acceptance for subsidiary.
- [Balance] [Needs verification] Contract negotiation acceptance penalties for smaller tributes of multiple resources are higher than for tribute of a single resource taxed at a greater rate than both combined.
[Balance][In Review] The AI has 10 times the negative acceptance for paying tribute as it does positive acceptance for receiving a subsidy of the same size.[Thread]- [3.4.3] Tweaked AI acceptance of resource contribution terms, making them more likely to accept harsher tithes/subsidies.
[Confirmed]You get notified that you're now the target of a casus belli when one of your subjects swears secret fealty to another empire, making it not-so-secret.[Report]- [3.4.3] You can no longer immediately see the secret fealty status of sectors released as subjects.
[Confirmed][Major][Exploit] Scholarium ship upgrade costs are unaffordably massive, making it impossible to upgrade ships and allowing you to instantly cap your alloys by downgrading ships to componentless hulls. [Report][Report1]- [3.4.3] Fixed ship build and upgrade cost modifiers not being applied correctly when retrofitting ships.
[Confirmed]Enslaved pops can't take the Mind Thrall overlord job from the Distributed Processing holding.[Report]Branch offices in a subject empire are destroyed when the subject becomes independent. [Report2]- [3.4.3] Fixed issue when removing/replacing overlord removes the corporate holdings.
- Imperial Fiefdom
[Confirmed]Branch office buildings in the overlord empire are destroyed when it fractures, and the UI breaks until the game is reloaded.[Report]- [3.4.3] Fixed issue when removing/replacing overlord removes the corporate holdings.
[Confirmed]The Art College starbase building can't be built. [Report]This is because it now requires anenclave_artist_encountered
empire flag that was optional in previous versions, and that flag is never set.- [3.4.3] Meeting the artist enclave now sets the correct flag.
- Mercenary enclaves
[Confirmed]You can create a mercenary enclave from a federation fleet, which will continue to count against your federation's naval capacity. [Report1][Report2][Balance]Mercenary dividends give too much research.Mercenary fleets hired by a Progenitor Hive suffer the 'no offspring' ship penalties, despite it not being possible to have one and not even being Hive-Minded. [No report][Post]- [3.4.3] Mercenary fleets are now buffed by Offspring Auras
- Progenitor Hive
[Fix in 3.4.3]Terraforming your homeworld into a Hive World removes the Progenitor Nest planetary feature. [Report]Hive worlds give a regular Spawning Drone job instead of an Offspring Drone job. [Report][Confirmed] Offspring Corvettes are unable to use Ion Thruster and Plasma Thruster components. Possibly applies to other components, and can vary with ship size. [Report1] [Report2] [Report3]Mercenary fleets hired by a Progenitor Hive suffer the 'no offspring' ship penalties, despite it not being possible to have one and not even being Hive-Minded. [No report][Post]- [3.4.3] Mercenary fleets are now buffed by Offspring Auras
Subterranean[Confirmed]Killing the Crystalline Bane with orbital bombardment doesn't progress the event, leaving you stuck with the modifier.[Report]
Planet automation (only applies to human players)Planet automation tries to build specialist jobs for unemployed pops that can't take them. [Report]Planet automation can't use resources from the local sector stockpile.In Rogue Servitor empires, planet automation attempts to build drone jobs for unemployed Bio-Trophy pops and doesn't build drone jobs for Machine pops if there are available Bio-Trophy jobs.[Report]
[Major][Exploit]Trade with ongoing payments or effects are automatically ended just after being made because "the subjugation agreement was cancelled" despite no subjugation agreement being involved, unless they're between a subject and their overlord. [Report2] [Report3]Exploitable by offering a long term deal in exchange for something instant, such as favors, and then having the trade deal cancel without making you pay out.Also exploitable because you still get the opinion boost for offering a favorable trade deal. This seems like it could also be done if trade was working normally, by offering a deal and then removing your ability to pay your end after it's accepted.
Under certain circumstances your diplomatic weight can become negative.[Confirmed]The Stellar Performance achievement for killing the Stellarite Devourer and making it into a trophy is now unachievable.[Report]- [Confirmed]
[Major?] [Cause unclear] Under certain conditions Corporate empires are unable to establish branch offices.[Report]- Added tooltip on create office branch button when players could not open a branch office. (e.g. when another empire they didn't have intel on already had a branch office on the planet)
Link to my previous 3.3 known issues thread, which may contain additional bugs if they haven't been fixed (I'll copy them here if it's confirmed they're still present though):
3.3.1 Libra: Known Issues
I'm compiling this both as a useful reference, and also in the hopes that maybe someone else will create bug reports for some of the issues that don't have them yet so that I don't have to do them all myself. Or verify if they're fixed or still...
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