Patch 2.4

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Outliner top.png
Ancient Relics.png Ancient Relics
2.42.4.1
2.32.3.12.3.22.3.3
MegaCorp.png MegaCorp
2.2.42.2.52.2.62.2.7
2.22.2.12.2.22.2.3
Distant Stars.png Distant Stars
2.12.1.12.1.22.1.3
Apocalypse.png Apocalypse
2.02.0.12.0.22.0.42.0.5
Synthetic Dawn.png Synthetic Dawn
1.91.9.1
1.81.8.21.8.3
Utopia.png Utopia
1.61.6.11.6.2
1.51.5.1
Leviathans.png Leviathans
1.41.4.1
1.31.3.11.3.2
Stellaris.png Base version
1.21.2.11.2.21.2.31.2.41.2.5
1.1
1.01.0.11.0.21.0.3

Patch 2.4, aka “Lee”, was released on 2019-10-09[1] with the checksum 2226. The primary objective of this version was to get the new Paradox launcher in to Stellaris.

General

  • Added Launcher v2
  • Updated all factions titans with panning light meshes. Updated vfx for ether drake’s wing attack (muzzle, projectile, hit effect)
  • Caravaneer ship & station vfx update
  • Added "/mute <user name>" and "/unmute <user name>" chat commands
  • Cloud saving support added on GoG and Paradoxplaza versions of the game

Balance

  • Hunter-Seeker Drone jobs now have a preference for pops who would actually be good at it

UI

  • Fixed improperly displayed text in the name of Galatron wars
  • Protection war name list no longer includes machine uprising and war in heaven
  • Removed unnecessary decimal precision in lacking resources tooltips
  • Added some tooltips to the planet screen: close button, decisions, tab buttons, garrison and armies, planetary features
  • Added a defense army icon to the Stronghold and Fortress buildings to help visually identify their effect, and updated the garrison tooltip
  • Fixed a cut off display of the clearing cost for ruined arcology blockers
  • Fixed incorrectly reversed "they get" and "we get" information showed in commercial pacts

AI

  • The AI will now look at several Edicts and try to enact one of them, whilst still remembering the one they want the most and save towards enacting that
  • AI will now wait at least a year before attempting to propose the same diplomacy deal to the same target
  • Fixed AI not building enough defense platforms

Stability

  • Improved performance by reducing the number of string copies in modifiers
  • Parallelized some planet functions
  • Optimized calculations done in frame rendering
  • Bunch of caching and optimizations to planet job calculations
  • Fixed a slowdown when viewing the slave market

Bugfixes

  • Fixed an incorrect scripted trigger which could sometimes result in the deletion of research labs when upgraded
  • Fixed literally unplayable "the the" typo in ancrel.23.desc
  • Fixed empires that have outlawed slavery not emancipating slaves on planets they conquer
  • Fixed a possible crash when a planet has no pops
  • Fixed an instant repair exploit when you dismantle a starbase module while it's under attack
  • Fixed a bug that could cause rivalry declarations and closed borders enacted by you to make you instead the target of those things from the other empire
  • Removed an exploit where when transferring, merging, and transferring ships again while paused, one could cheekily cause them to become invisible and untargetable in combat
  • Fixed an overflow bug with relative empire power calculations
  • Removed incorrect ability to completely depopulate primitive planets with raiding bombardment stance
  • Fixed nonfunctional modifiers to colony ship build cost
  • Fixed a potential crash in AI when evaluating market values

References