This is an archive of patch notes originally posted on 07 May 2025.

Stellaris

4.0.4 Patch Released (checksum 6a76)

Posted by MrFreake_PDX on

Greetings everyone,

We have another patch ready for you, bringing a number of bug fixes, balance adjustments, performance optimizations, and stability improvements.

Our work continues for all of the above and more.

Please find the patch notes below:

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Stellaris 4.0.4 Patch
Balance
  • The default Eternal Vigilance policy will now only spawn defensive platforms in orbit of upgraded starbases
Amenities Updates:
  • Logistics drones now produce additional amenities if Instinctive Synchronization is taken
  • Luxury Housing, Drone Storage, and Hive Warrens grant 1500 housing and 2500 amenities.
  • Paradise Domes, Upgraded Drone Storage, and Expanded Warrens grant 3000 housing and 5000 amenities.
  • Communal Housing grants 2000 housing and 3000 amenities.
  • Utopian Communal Housing grants 4000 housing and 6000 amenities.
  • 100 Entertainers now give 1250 Amenities instead of 1000.
  • The Entertainment Forum is again an upgrade to the Holo-Theaters, and grants 400 Entertainer jobs.
  • Reverted many of the leader changes:
  • Leaders once again gain traits at every level.
  • The number of trait picks per level has been set back to 2 by default.
  • Low level traits that were merged and buffed remain so.
  • It automates:
    • Automation buildings upkeep now only scales their upkeep with districts they automate: 8/10 for rural districts, 10/12 for city districts - buildings no longer factor into its upkeep.
    • Automation tooltip now mentions the scaling upkeep
    • Automation buildings are now associated with Assembly Patterns and Construction Templates technologies
    • It automates...even for hives.
  • Gestalt Machine Empires can now turn off Migration Controls.
  • Maintenance Drones now auto-migrate like the Denizens that they are.
Bugfix
  • Fixed space fauna cost values
  • Fixed various checks for Offspring Drones that were broken
  • Fixed the Permanent Employment civic
  • Fixed the planetary supercomputer not having the same modifiers as the research institute
  • Fixed the Logistics Hub going missing from the game
  • Fixed a broken modifier on the Hive Confluence building
  • Fixed telepaths not gaining correct modifiers
  • The Clone Army starting event no longer fires twice
  • Commercial specialisations now accept all urban buildings
  • Fixed BioGenesis not unlocking the crisis tab if you do not own either The Machine Age or Nemesis
  • Neglected bio-trophies should now show on the planet UI and have a happiness penalty
  • Fixed planetary deposit researcher interactions with gestalt empires
  • Maintenance drones now count as better than slaves for assorted checks
  • Starting the game as a Nascent Stage Life Seeded empire will no longer leave you with only presapients and immediately game over.
  • The opinion penalty for purging pops have been reduced by 100
  • The amount of Menace gained from purging pops has been reduced by a factor of 100
  • Fixed the Splinter Hive Holding being 100 times more effective than it should have been
  • The Coral Portrait now has access to rooted instead of the platypus.
  • AI Megacorps will no longer be dirty cheaters that ignore the branch office building limit
  • Debris is no longer incorrectly displayed as coming from our own empire.
  • Scripted species can now inherit their parent species rights instead of getting default rights
  • The Logistics Ceiling setting has been reset to default for everyone since it changed in 4.0
  • You may no longer use Fallen empire technology to mine for minerals in the mantle of ringworlds
UI
  • The Build District icon is now more clearly labelled.
  • Made some adjustments to the Planet UI to hopefully make it clearer when you can build District Specializations.
  • The Build Queue will now automatically start opened in the Surface or Management tabs of the Planet View if there is something in the Queue.
  • Clearing a blocker will open the Build Queue if it is closed.
  • Fixed the diplomatic window showing the city elements based on the ship set instead of the selected city set.
  • Fixed some modifiers from jobs being unlocalized in tooltips.
  • Fixed being able to disable event messages if their default settings haven't changed.
  • The pop totals in the job strata tooltip are now consistent with the strata UI.
  • Fixed missing information in tooltips for why you can't upgrade buildings.
Stability
  • Added more safeguards around ship graphical culture to avoid a crash
  • Fix CTD happening when hovering over some leader traits in the selection UI
  • Fix CTD related to districts getting deleted while a specialization was in the build queue
  • Fixed crash on startup when generating modifiers (Thanks for helping us find this, More Events Mod!)
  • Fixed issue with script killing pops assigned to a job may CTD
  • Fixed CTD in colonization view due to invalid deposit entry
  • Fixes CTD in planets and sector view due to species
  • Performance
  • Multiple AI performance optimizations
  • Reduced memory footprint in growth calculations
  • Threaded and cached procreate calculation on pop groups to improve performance
  • Reduce calculations done for planet economy
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We hope that your experience is improving with each of these iterations, there are more to come.

Talk to you again soon.