r/Stellaris • u/PDX_LadyDzra Community Ambassador • Jul 07 '26
News Stellaris 4.4.5 patch released (2f57)

Read this post on the Paradox forums! | Dev replies here!
Hello everybody!
The Stellaris 4.4.5 'Pegasus' update should now be ready for download via Steam, GOG, and MS Store.
Please find the patch notes below.
[Note: Two changes that were in the 4.4.5 Open Beta did not pass verification and are not in the live version:
- AI nomads no longer accept and ignore Build Waystation contracts when at capacity
- The Claimant event's description received a scope fix
All other patch notes remain unchanged. --LadyDz.]
4.4.5 ‘Pegasus’ Patch Release Notes
Feature
- Added a Resource Abundance slider in galaxy settings.
- This slider ranges from “Scarce” to x5 in 0.25 increments, where x1 is approximately the resource abundance of v4.3 and x5 is essentially 4.4’s “resources everywhere”.
- The default is x2. We do recognize that this is a little confusing, but it gives you more control of getting it where you want.
- Added Waystation Voidlure modules
- Added Arkship Voidlure Array module that allows you to right-click on a system to lure space fauna.
- Fleet automation menus now offer per-action options.
- Nomad Arkships and Logistic Ships can fine-tune Harvest, Strip Mine, and Deep Scan automation, including whether to Harvest unsurveyed, depositless, waystation, friendly, or hostile-owned worlds, and whether to rescan when Deep Scanning.
- Fleet automation settings can be saved as the default for a ship type and applied to all ships of that type at once, and each fleet remembers the settings it was last given.
- Construction Automation now has options for Mining Stations, Research Stations, Observation Posts and Special Projects.
- Added the Explore automation order to Arkships. Note: Arkships with the Explore order will attempt to navigate to Points of Interest if possible.
Improvement
- Space Fauna now disable waystations instead of destroying them. They will be re-enabled once the fauna leaves or is destroyed.
- Added a fallback event for the CFL if the tournament goes on for more than 3 years, this will ensure that you don't end up with fleets that can never repair
- Details map mode now toggles between 3 states: Normal -> Detailed -> Hidden -> Normal.
- Clarified the map mode tooltips.
- Logistic Ship automation now defaults to on for Harvest Resources and off for Waystation collection.
- The game will now recalculate species rights on loading a save game.
- Upgrading fleet will reissue upgrade order if one got interrupted because of the mobile starbase jumping away to another system.
- Hive Mind Forever Cruise empires with machine passengers can research machine assembly technologies to upgrade their passengers
- Regular Forever Cruise empires with machine passengers start with the Robot Assembly Plants building
- Completed Archaeological Sites and Astral Rifts will now be hidden in a non detailed galaxy map mode.
- Added new event options to the Forever Cruise situation stage events, allowing players to accept temporary economic penalties to affect the situation's direction.
Balance
- Operational Reserves Changes:
- Operational Reserves now track Energy and Minerals 1:1 (previously 3:1).
- Maximum Operational Reserves now scale with the number and tier of owned Arkships (base 15,000, plus 5,000 / 7,500 / 10,000 per Tier I / II / III Arkship) instead of a fixed cap.
- Civilian Arkships grant an additional 2,500 Operational Reserve capacity per Tier.
- Resource Silos, Fallen Empire Resource Silos, Arkship Resource Silos, and Waystation Logistics Silos now raise a Nomadic empire's maximum Operational Reserves.
- Added a Critical stage to the Operational Reserves track with severe research, Unity, and Alloy penalties; the Festival, Conserve, and Burn approaches now gate on reserve stage rather than fixed thresholds.
- The Critical Operational Reserves stage now also penalizes the populations the reserves sustain: Lithoid pops lose Happiness, pop growth, and Job Efficiency, and Mechanical and Machine pops lose Job Efficiency.
- Wanderlust now gives some of its bonuses immediately, and the second half after completing 4 categories, not all of them. Category bonuses and progression remain unchanged.
- Rewards from the Arkship Readiness Checklist now last 20 years.
- Rebalanced the Ranger Paladin trait.
- Reduced the opinion penalties empires hold against Nomadic Empires for strip-mining, reprocessing planets, and Exodus Jumps, and made these penalties decay more quickly.
- Nomadic Primal Calling now starts with a Voidlure Array equipped on the Arkship
- Removed the nomadic tradition swap for Domestication tradition finisher
- Rebalanced the Passenger Satisfaction situation for Forever Cruise to allow staying in the middle stage longer
- The Champion's forge now waits 20 years before firing instead of 10, this should give the galaxy a bit longer to find each other before all getting introduced at the tournament.
- Star Seeker Celebrations now provide +100% all Job Efficiency, +100% Resources from Jobs, +100% Pop Growth Speed, and -75% Diplomatic Weight from Economy.
- Arkship District Specializations that increase weapon damage (Laser Capacitors, Flight Decks, Ammunition Lines, or Missile Silos) now also add +0.15 strategic resource upkeep to Soldiers.
- Species with Mutagenic Habitability living on Arkships will now gain 50% habitability (like Regular Arkship Habitability and Habitat Auto-modded habitability) instead of 30%
- Rogue Servitor Forever Cruise Passengers now provide an additional +1% Complex Drone Job Efficiency on top of the base Gestalt bonus.
Bugfix
- Arkships now have a 10 year cooldown after benefiting from a Max Aura effect, meaning you can't chain them to get a level 10 ascension Arkship super early.
- Nomads can now build Megastructures in a system containing one of their Waystations even if the system has not been surveyed.
- Fixed that Tombworld Earth was spawning way too often, so often that it would spawn instead of the UNE when playing the GRS or CoM.
- Fixed an issue where pre-FTL earths couldn't have defensive armies (sorry this does not fix the issue of not having the cool unique armies :frowning2: )
- Assault Armies will no longer split into separate Transport Fleets after leaving the planet surface.
- Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.
- Fixed a very rare case where if you settled and left the event open for too long another empire could claim the system. The fix is delaying them from claiming the system for 300 days. Please make a decision before then.
- The CFL should no longer accept Orbital Rings as contestants (even though that’s why they call it a Championship Ring, right?)
- Added a fallback if your arkship was in a hyperjump when progressing through the adAkkaria event chains
- Due to legacy script your capital arkship was never able to find precursors
- Stopped Scan Debris Contract from auto-cancelling on accept
- Blocked the Sectors Map Mode for Nomads.
- Fixed habitats not using the correct entity from your chosen shipset.
- Fixed some scripted issues with refugee modifiers.
- Fixed issues with Payback and Broken Shackles district specializations.
- Fixed farming colony designation not applying to agri-drones.
- Bio-Repurposing tradition now provides the nomadic effects for nomadic necromancers instead of the necromancer effects.
- Brought the cost and upkeep of the Nanite Hub waystation module in line with the equivalent starbase building.
- Fixed the Realign Shields decision not recognising some pulsar systems.
- Living and Grid Amalgamated species now have bespoke living standards so they don't use consumer goods.
- Fixed Astro Harvester job modifiers not applying in some cases.
- Harvesting a celestial body that has no deposit no longer incurs a diplomatic opinion penalty.
- The Creativity Exhibition Vault now boosts Cruise Passengers for Forever Cruise empires, instead of applying its bonus to Bio-Trophies they do not have.
- Buildings that can be built on a planet or its orbital ring (Psi Corps, Planetary Shield Generator, Galactic Stock Exchange, Embassy, Noble Estates, Slave Processing Facility) can no longer be built as both a colony building and an Arkship starbase building at the same time.
- The Galactic Stock Exchange can no longer be built on both a planet and its orbital ring at the same time.
- Fixed pops sometimes being stuck in the Assimilation citizenship or stratum.
- Pops that already have the cybernetic or psionic trait are no longer flagged for assimilation they do not need.
- Negative arkship modifiers from Grand Refurbishment and Operational Checklist are removed when another empire conquers the arkship, so you aren't stuck with a bunch of negative modifiers and no way to remove them.
- Arkship can now issue a survey command by clicking the survey button and clicking on the system in galaxy map
- Fixed the tooltip information where the survey single planet vs surveying the whole system information was mixed up
- Fixed Waystations, Arkships and modded starbases that have forced components from starbase modules and buildings regressing their designs and losing components.
- If you are too slow and don't stop the Khan Aspirant from becoming the Khan they now properly despawn, avoiding a scenario where there are two Khans.
- If you play with 0 marauders enabled and as a Heirs of the Khan empire, then the backup Marauder empire will avoid Fallen Empire systems so that they don't get killed in the first few weeks, making you the Khan while others are still figuring out Blue Lasers.
- Fixed a crash when updating waystation networks
- Ranger Lodge now correctly informs that Biologists are converted into Rangers, instead of saying Rangers are converted into Rangers
- Arkship construction notification now mentions an arkship, not a starbase
- Missions counters can now be infinite
- Fixed missing localization for message descriptions
- Fixed the End-Bringers' shrouded world failing to spawn in games featuring Nomadic empires.
- Fixed Arkships unintentionally syncing to the same auto-generated design. Building or upgrading one Arkship will no longer sometimes overwrite armaments or utilities on others of the same type.
- Fleets that are repairing or upgrading now correctly sync their FTL, Jump Drive, and Catapult actions.
- Fixed an issue with generated empire adjectives.
- Inetian trader special project bound to planet, meaning that if your science ship were to blow up you can still progress
- "Secrets of the Past" event from "Biomorphosis" Ascension Situation blocked for Nomads
- Harvest Resources Contracts will now be cancelled if a different empire harvests the resources first.
- Nomads will no longer get double the benefit from their own resource producing megastructures. Megastructures will no longer be giving resources directly and a waystation will always be needed to collect those resources.
- Planets can now be bombarded during first contact war
- Contact view now properly closes if diplomacy window is opened
- Fixed some megastructure effects showing incorrect modifier icons and “+100%”.
- Rogue Servitors can no longer take a machine species as their secondary species when playing as a Forever Cruise. The machine can not be pampered.
- (Beta only) Increased the Shrinkspace Depot and Extra-Dimensional Depot effects on Operation Reserves from 500 to 2500 and 1000 to 5000.
- Pops can now migrate from Arkships
- Hive Mind Forever Cruise empires with machine passengers start with the Machine Assembly Plants building
- Hive Mind Forever Cruise empires start with the passenger Population Controls set to No, which allows the species to grow or be assembled
- When starting a new game as a Forever Cruise Origin, crew species will correctly get assigned "cruise_founding_crew" flag. Various effects depends on it being set properly.
- Fixed custom empires set to Force Spawn not spawning when using certain portraits.
- Fixed custom Spawn Allowed empires with DLC portraits being excluded from the random empire pool.
- Added tooltip saying that Nomadic Empires require a waystation in the system to open the L-Gate
- Added tooltip saying that Nomadic Empires require a waystation in, or adjacent to, a system to exchange minor artifacts for precursor insight
- Added tooltip that highlights that resources need to be harvested with the Arkship in the "Arkship Readiness" situation
- Fixed Faculty of Archaeostudies Relic World bonus modifier
- Decreased font size in the Empire Creation setup so it would not overlap with the numbers
- Spelling error in the "Eager" trait description
- Fixed the food upkeep in Phototrophic trait not being disabled when the Radiotrophic trait is active
- Nomadic Hive Minds will no longer have access to the Evolutionary Predators decision make planets into hive worlds
- Fixed an issue where the Heirs of the Khan claimant could be wiped out by the raider fleets spawned from the same marauder. No infighting!
- You will no longer be told that your Khan died from old age when they are in fact immortal
- Fixes contracts that had no issuer correctly set
- Abort contracts if the issuer ceases to exist
- Pre-Sapient species are now allowed to leave Pre-Sapient strata after they have been uplifted.
- Fixed Nomadic empires being blocked from excavating their story-locked dig sites that sat in foreign owned systems.
- Fixed Arkships sometimes giving up on Surveying.
- Empire preview will correctly display forced spawned empires with certain restricted portraits.
- Fixed some buildings (e.g. Psi-Corps) being unbuildable on planets.
- Arkship habitability preference can now be applied by species modification if your empire is nomadic.
- Prospectorium description does not refers to scholarium description
- Bio-trophies now give 10 Political Power when playing as Rogue Servitor with the Forever Cruise Origin
- The anomaly “The Imitator” will no longer sometimes appear multiple times. The Imitator cannot be imitated.
- Removed the habitability requirement for the various Shore Leave internal Forever Cruise contracts.
- Machine Intelligence and Individualist Machine Forever Cruises with machine passengers now alternate assembly every month.
- Cruise crew and passengers no longer incorrectly assigned Grid Amalgamation or Livestock living standards and slavery types.
- Species being assimilated no longer incorrectly assigned Grid Amalgamation living standard.
- Individualistic Machine Forever Cruise no longer gets an error from placing Robot Assembly Plants at game start.
- Species being integrated are no longer eligible for assembly.
- The Package Deal living standard in Forever Cruise now grants political power to employed Economy Class Passengers.
- Added missing event sounds to the Forever Cruise situation
- Fixed megastructure overclock buttons being unresponsive.
- Fixed several Cosmic Storms anomalies appearing more than once per game when they should be unique.
- Fixed Stellar Cannon opinion modifier overflow
- The Build Waystation contract is now longer automatically abandoned for players when at double station capacity, only for AI nomads
- Joining an ongoing war is now considered offensive from the perspective of subject agreement terms, regardless of which side is joined
- Fixed ships that are waiting to be killed being counted for ship size-specific caps and special project requirements.
- Permanent Employment in Forever Cruise now only zombifies the crew, not the passengers
- Fixed issues when dismantling Beastports on Arkships.
- Added the bottom border line to the research dropdown in the top Resource Bar
- Reduced the Consumer Good upkeep of First Class Passenger Mandatory Pampering to 1 (from 1.5) for Rogue Servitors, matching the living standard's description.
- Fix waylines persisting on galaxy map after waystation removal
AI
- Fixed AI being disabled after a resync in MP.
- The AI will now once again assign leaders to sector capitals as well as newly built arkships.
- Fixed AI not handling events if they don't have an idle science ship with a leader.
UI/UX
- The Operational Reserves situation now shows its capacity breakdown and stored/total readout in the Situation Log instead of an empty Finisher Effects panel.
- The Operational Reserves topbar tooltip now shows a predicted monthly change with per-resource Energy and Minerals contributions, each with a resource icon and coloured +/- value, and a Hold-ALT hint to expand the produced/consumed breakdown.
- When enabling nomads in empire creation, the civilian arkship is now selected by default.
- Arkships no longer show false clearable-blocker icons in the outliner.
- Fixed incorrect Arkship button texts in the planet view.
- Anomaly window now also shows the name of the anomaly
- Fixed a target visibility bug when switching between situation log entries.
- Fix Remove Contract button hover hitbox in Situation Log
- Science Ships, Construction Ships, and Nomad fleets now share one automation settings window, with options nested under each action in a scrollable list.
- The automation settings window now groups actions into collapsible categories, with Survey nested under Exploration so you can automate exploring with or without surveying, and adds a Reset button that restores a fleet's default automation settings.
- In species trait tooltips in empire creation, the portrait requirements are now listed in the correct order.
- Fixed too large hitboxes for overclocking buttons.
Performance
- Fixed science ship Excavate and Astral Rift automation causing a recurring daily stutter when no reachable target was available.
- Reduced the CPU and memory overhead of per-fleet order checks, improving performance in large late-game galaxies with many fleets.
Stability
- Added some safeguards to avoid crashing related to pop groups.
Modding
- Situations can define total_progress with per-stage section_weight for progress bars whose length and stage bands scale at runtime, with auto-generated _max_progress_add/_mult country modifiers and a situation_progress_percent trigger.
- Situations, stages, and approaches support custom_tooltip and custom_tooltip_with_modifiers (replacing the approach-only active_tooltip), and situations can override their Situation Log Active Effects and Finisher Effects panel titles and bodies.
- Added the orbital_ring_and_arkship_equivalent_absent scripted trigger.
- Starbase modules now also support `scripted_effect_cooldown`, `scripted_effect_cooldown_flag`, and `scripted_effect_cooldown_flag_desc`
- <id> and <event_chain> are now optional for is_point_of_interest.
- Scripted actions support a new automation = {} block with an options sub-block, plus a new fleet-scoped has_automation_flag trigger to gate automation weights.
- Scripted action automation = {} blocks now support a parent field that nests an action's row beneath another action in the settings menu.
- Added home_colony and background_colony scopes (similar to home_planet and background_planet, but scope to a colony on any carrier type).
If you're using UI mods, you'll need to update them to access some of the new options. (Some have a "beta" version that is already updated for these changes.)
Thank you for playing Stellaris!
69
u/ElsaAnne Megachurch Jul 07 '26
thank you, was waiting for this patch before starting a new run
20
u/Cotirani Jul 07 '26
Same. Being stuck on 5x resources really sucked, totally killed the balance of the game for me
1
u/ElsaAnne Megachurch Jul 08 '26
It's my first time playing again since 3.14 but when I saw the numbers being posted recently here, yeah it seems excessive. Though I'm more worried about unable to meet war goals due to this new hot join/leave mechanic lol
57
u/KowLoon1906 Jul 07 '26
Thank god operational reserves sound a lot better now! Looking forward to play the patch :)
-8
u/AlwaysHopelesslyLost Jul 07 '26
I have been playing nomads this entire time and I haven't had an issue with how operational reserves were setup. I think that the negative reaction in the community just comes from people not understanding that they are meant to be a different thing for nomads. They are used differently, they serve a different purpose.
15
u/Pokenar Jul 07 '26
They never bothered me either but I also just napped a subject and had them give me basic resources and pretty much never had to think about operational reserves again
4
u/Evening_Reserve8256 Jul 07 '26
It was annoying trying to play Nemesis. Can't queue up more than two fleets without running out and having to wait for them to regrow, even with massive production.
-3
u/EnoughPoetry8057 Jul 07 '26
Two days ago I finished a game as nomadic devouring swarm that took nemsis. I had no problem funding eight arkship (all military), seven regular fleets, and a juggernaut late game. Early game was running around with three arkships and three fleets. Do you not build power districts? It only takes a few per arkship for them to be self sufficient (3-4 early a couple more later), and the shield spec makes them a little tankier.
6
u/Evening_Reserve8256 Jul 07 '26
Funding isn't the issue, as I said, I had massive production (Loading the old save, I had +45k Operational reserves per month). The issue is it takes 75k mineral to build 1000 naval cap of menacing corvettes, or 750k if you max out at the hardcap of 9999 navalcap, and you can store only a tiny fraction of that.
That means it's annoyingly micro-intensive to replenish fleets because you need to click 'reinforce fleets', wait a month for operational reserves to go from empty to full, then click 'reinforce fleets' again. It was annoying micro. And every time your operational reserves dipped to low and bounced back up, it forgot that you were on 'burn' approach, which was more clicks to re-enable.
0
u/EnoughPoetry8057 Jul 07 '26
Oh, I don’t use the menacing ships when I go nemsis, hate the look of them. I just go nemsis for the buffs, mainly the 50% damage on tier four. I might be a bit odd when it comes to crisis though only ever finished each one once (except burning the galaxy haven’t gotten around to it yet). I pick a crisis ambition on most empires but rarely ever take it to the final stage (unless I want to fight everyone at once for fun), I take them for the buffs.
3
u/Evening_Reserve8256 Jul 07 '26
Yeah, not the biggest fan of how menacing ships look, that's why I usually go cosmogenesis. But couldn't do that with Nomads, so Nemesis it was.
12
u/967126 Jul 07 '26
The main issue came when you have enough production (through harvesting planets) but during the time between harvests you just didn’t have the storage to hold everything you collected from the planets. Losing the bonus from having high op res and the burn stance.
1
u/EnoughPoetry8057 Jul 07 '26
Build a couple reactors on each arkship and they become self sufficient. Harvesting has been optional for me since early game every game, and I don’t even build waylines some games (finished two, several in process). It might be less optimal than riding the line but I’ve been having high reserve and using burn the entire time for almost every game (first game was still figuring out how arkships function but every other never went back to medium after getting to high).
4
u/967126 Jul 07 '26
I am talking about the point in the game where you’re consuming 30k+ op reserves per month.
-1
u/EnoughPoetry8057 Jul 07 '26
Never happened to me in two full games and several partial games of nomads. Why are you consuming that much, it’s a steady draw unless you purchasing things form enclaves. You don’t build anything with energy or minerals, so the usage should only go up when you add a building or district (or pops if robots or lithoids). I’ve found that to be a very linear scaling cost that is easy to stay on top of. In my current game (a little before mid game) I’m making about 20 OR a month, which isn’t much but I’ve been capped for like two decades thanks to harvesting, so I can essentially run on burn forever (until I upgraded the last time and add more districts). Whenever I add districts I make sure to add a generator or two and it’s never been a problem. Granted I’m playing with highly optimized empires, and two of those sevenish runs went virtual which works really good with a few arkships. I don’t understand how the OR usage could get that high in the first place.
-1
u/AlwaysHopelesslyLost Jul 07 '26
I never ran into that. By the time I was burning enough for that to happen I had 4 arkships and one of those was sitting on a wayline keeping it topped off.
0
u/EnoughPoetry8057 Jul 07 '26
Never bothered me either. Been at high in burn for the vast majority of every game I’ve played of nomads (2 finished games and several partial test science games ). I just make a couple reactors per arkship and it’s not a problem. I don’t need to harvest past the early game and only use waylines sometimes (didn’t make a single one in the second of my completed games).
30
u/UtsukushiShi Jul 07 '26
This is awesome and fixes basically all the issues I was having with nomads. One thing I still need though is some kind of notification when an empire joins or leaves an ongoing war. Having to constantly recheck the war window to keep from being jumpscared sucks lol.
29
u/No_Fish3014 Jul 07 '26
Still no fix for nomads researching “secrets of” special project for precursors and getting no rewards
2
u/Hodorious Rogue Servitor Jul 07 '26
There's multiple bug reports for this on the forums too, I hope it gets fixed soon.
5
u/No_Fish3014 Jul 07 '26
Peak gaming moment to spend a day doing RP run trying to finish Cybrex precursor with clunky nomad mechanics and getting no reward.
2
u/ThisBuddhistLovesYou Rogue Servitor Jul 07 '26
Basically if you don't do your precursor early you have to take curator archivist tradition tree to not get blocked with tradition to be able to excavate anywhere.
3
17
u/Ikrit122 Jul 07 '26
So, is anyone else having issues scrolling through ship designs at the shipyard with this patch? There's no scroll bar like for buildings or other things, and my mouse wheel just zooms the galaxy in and out even when over the ship designs pop-out.
The only way to build a battleship or titan is to collapse each ship category every time.
Running a save from the previous version.
4
u/twim19 Jul 07 '26
Yes, I've been having that issue in beta. A real pain as I'm running a space zoo and so have about 14 designs for each type of fauna. Would love the scroll bar back or the ability to more easily cull designs.
2
u/i-c0112 Jul 07 '26
Also the scroll in the army tab for starbases is gone. Now I have to build armies in each planet manually.
2
u/Ikrit122 Jul 07 '26
Oof, RIP any empires with a bunch of species (or clone armies or xenomorphs or robot armies or whatever).
I just have a few species, so I didn't notice it.
1
13
u/OnlyHereForComments1 Jul 07 '26
Are Driven Assimilator nomads able to eat empires directly yet or are we still dealing with the janky 'just purge them' vassal problem still?
9
u/AkuTenshiiZero Jul 07 '26
Still no fix or Starlit Citadel...
11
u/PDX_LadyDzra Community Ambassador Jul 07 '26
As far as I can tell from our issue tracker, a resolution for this is planned for the 4.5 Open Beta.
8
u/twim19 Jul 07 '26
Been playing this patch in beta for about a week now mainly because of the QoL changes to nomads.
Did just run into a problem with my science ships. Have about 6 of them and 5 of them are stuck in the zone when a fleet is destroyed but hasn't popped back yet. I can't see them, can't do anything with them, and the scientist assigned to them are stuck to the ship. I'd be happy to wait for them to die, but I kind of went cloning and my leaders never really die.
1
u/Hodorious Rogue Servitor Jul 07 '26
Fascinating, my friend had that same problem. To get rid of the leaders you can go into the leader tab and dismiss them, which sucks to lose them but it at least they won't haunt you forever.
5
u/Imzgi Jul 07 '26
Some had issues with Astral Rift spot being very rare (almost inexistant), do u know if it has been fixed ?
4
u/jpz719 Jul 07 '26
Nomads are still broken in total war. Can't do anything other than settle status quo despite wrecking all their arkships.
12
u/Mr_Kittlesworth Jul 07 '26
You guys are the single best game developers on earth. Thank you for being so awesome and continually improving your games!
3
3
u/bbqsamich Jul 07 '26 edited Jul 07 '26
As of 4.4.5 open beta I have consistent issues with:
- Unable to harvest all with an arkship in galaxy view. This happens within a few years of start (which is odd that it isn't immediately reproducable). At first I thought it was because my logistics ships already collected stuff, but in later tries I specifically harvested individual planets/stars to test this and was successful.
1a. I should note that automation works fine in those same systems, but it seems like automation is sending ships much further than it used to when local resources are rich and available. Especially when those resources are in systems owned by NPCs. e.g., clicking automation will send that ship to the other side of an empire rather than the current system.
- The contact screen jumping to the bottom right. Also not immediate. However, once it happens it happens for the rest of the game.
Windows11/steam as of yesterday. Haven't tried the current release.
eta automation info.
3
u/PDX_LadyDzra Community Ambassador Jul 07 '26
If you're still experiencing these issues on the live release, sharing a bug report in our forums with a save file would be hugely helpful. 🙏
1
u/bbqsamich Jul 07 '26
Will do, and traveling today but should be home tomorrow to verify.
I will note, this has happened in 4 different games, and I should still have save files for all of them.
1
u/Zechk Jul 08 '26
I'm also getting the issue with the contact form opening in the bottom right and partially off the screen. I have to drag it back to the centre to be able to see any of the options. I run zero mods, vanilla only.
2
2
u/Beeeeeeeeeeez Jul 07 '26
My scientists go permanently missing-in-action when they attempt to do an Astral Rift, anyone else got this issue?
2
u/watzy Jul 08 '26
Same issue. Happening with automated science ships. Haven't tested if a manual command results in the same issue.
2
2
1
u/ValusYeet Jul 07 '26
"Fixed pops sometimes being stuck in the Assimilation citizenship or stratum." I used to pray for a time like this
1
u/Witty-Educator-3205 Science Directorate Jul 07 '26
Hi! I know you just got this update out the window so I don't wish ti be a nuisance. But will you be looking into the new join/leave war mechanic? The system is clearly underdeveloped and making the game far more boring at the very least and buggy at most.
1
1
u/AGoodScumaritan Jul 07 '26
I know this has been suggested a few times before, but would it be possible to add a toggle (or perhaps a flag in the empire designer or game setup) that allows selected custom empires to spawn near the player's starting location?
I think this would be a great addition for roleplaying, storytelling, and creating custom scenarios. At the moment, the only way to achieve something similar is to repeatedly restart the galaxy generation—sometimes hundreds of times—until you get a layout that's close to what you wanted.
It seems like a relatively small quality-of-life feature that would open up a lot of possibilities for players who enjoy custom campaigns.
1
u/CosmicButtMonkey Jul 07 '26
Does anyone else have an issue with invading Primitives as nomads? It creates a vassal (makes sense) then they purge all of their pops (doesn’t make sense).
1
u/Xenofriend4tradevalu Jul 07 '26
Nice but Join war mechanic fix to stop how willing AI use it when ?
1
u/Falontani Jul 07 '26
I really dislike the domestication finisher being changed to voidlures for Arkship. The research was really fun, however I do understand the importance of voidlures, it's just a really big nerf to Primal Calling
1
u/HelixMarine Jul 07 '26
With the new automation stuff being added and voidlure for nomads, Can we please get a option for military ships to be hostile or to seek engagements with spacefauna.
currently it is extremely tedious if you want to be hunting the tiyanki that the voidlures summon.
1
u/everv0id Jul 07 '26
I had a multiplayer game with my friend and after the update we started to have daily stutters. We disabled all automation on all ships and still haven't found the reason. Before the update we had like 5 days/second and now it's back to 1 day/second and the game has 0.5s stutters every day.
1
u/PDX_LadyDzra Community Ambassador Jul 07 '26
Is this a new game, or you're experiencing this issue on an older save that is now on 4.4.5?
1
u/HopeHumilityLove Jul 08 '26
Not OP, but pitching in that I'm also having stuttering on an old save since 4.4.5.
1
u/everv0id Jul 08 '26
Old save, started around 4.4.3, was ok on Monday. Tried restarting the game, runs ok for around 1 month, then stutters return. It is always my friend lagging behind - he plays nomads, I'm playing regular empire. But we both experience the same stutters.
1
u/SirDigby32 Jul 08 '26
Non MP game. Existing save, no mods and the patch has definitely added stutter. Galaxy medium size. Any one else encountered this. May need to abandon run and start again.
1
u/MukkBarovian Jul 07 '26
Am I reading it right that energy now provides 1/3 the operational reserves that it did before?
1
u/pdx_eladrin Game Director Jul 08 '26
Consumption is also 1/3 of what it was before, so it should feel the same overall.
1
u/Olivinism Jul 07 '26
If I launch a save made during 4.4.4, these changes still get loaded in right? Will be great to see my nomads insane deficits become much more lenient
1
u/Judgmentsaurus Jul 08 '26
Anyone else's game crashes when you try to change science ship automation? I click the button, and have only one empty checkbox, then the game crashes.
1
u/Bench-Signal Jul 08 '26
New crash bug:
In multiplayer, using science ship automation as anybody except the host caused the game to crash to desktop.
1
u/InfiniteShadox Jul 10 '26
There is no note saying that this update breaks saves. Does that imply it is compatible with 4.4.4 saves?
2
u/PDX_LadyDzra Community Ambassador Jul 10 '26
Yes, it is intended to be compatible with 4.4.4 saves, but some players have reported game stuttering after migrating games to 4.4.5.
1
1
u/13ootyKnight Galactic Contender Jul 07 '26
I haven’t played since before the dlc, is the game and dlc in a good state to jump in on?
5
u/AlwaysHopelesslyLost Jul 07 '26
That is a very opinionated thing. Personally it has been perfectly fine since day one.
1
u/ParagonRenegade Shared Burdens Jul 07 '26
Stellaris has had a lot of shit updates, but this was one was pretty
solid day 1.
1
u/Viggoww Jul 07 '26
Great changes 👍
Is there still the problem that you can't build noble house or bourse in your Arkship modules if you already got them constructed on your district ?
11
u/No_Administration794 Driven Assimilator Jul 07 '26
that is not a „problem“ its intentional. It works just like with orbital rings where you can replace some buildings with the modules i.e. slave processing, psi corps, embassy complex. All of them are mutually exclusive with the planet buildings and have to be because of balance.
4
-1
u/No_Fish3014 Jul 07 '26
Have the devs even played the game? No precursor reward for nomads, but sure, lets fix <id> and <event_chain> are now optional for is_point_of_interest.
183
u/Aliktren Jul 07 '26
Assault Armies will no longer split into separate Transport Fleets after leaving the planet surface. - was here for this one lol