SG Bulletin: Stellaris 1.8 "Čapek" Patch Notes14 Sep 2017 0
The patch notes for Stellaris v1.8 have dropped, and Paradox went at it with a passion. Aside from paving the way for the expansion, the "Čapek" update brings a host of free features, ranging from simple 5 new achievements and bug fixes to much needed sector and combat tweaks and end game scenarios. Even the way you create a game has been slightly altered, with new options to partially randomise the number of empires, advanced starts, and fallen empires; adjust Crisis Strength (replaces the old galaxy size/habitable worlds slider) and change the chance of Primitive Civilizations being generated.
The team also reworked genetic modification into a more modular system of templates, and added a variant mode which lets you modify robotic Pops in a similar (if non-genetic) way. They have also replaced the tradition trees for Hive Mind empires with more consistent and fitting options and lore, added special interactions with the Prethoryn Scourge, and likewise altered or removed events that made no sense for that specific kind of Hive Minded empire (looking at you, political protests).
Crisis have been tweaked, with the most noticeable one being the complete change of the old AI crisis into a new one called "The Contingency", where an ancient and dormant AI can be awakened by the presence of synthetic pops and will attempt to sterilise the galaxy of all intelligent biological life. More importantly, however, is that Awakened Fallen Empires now start to decay after 20 years of waking up, and it has a chance of increasing every month. The larger they grown and the more empires they conquer, the bigger their chance of decaying, reducing their strength and increasing the window of opportunity for one (or multiple) of their subjects to rebel.
Habitability also has a number of changes: it no longer caps happiness, but instead reduces it for any Pops that have less than 100%; it lowers resource output if people are particularly unsuited for that climate; and the minimum habitability to colonise a planet has been reduced from 40% to 20%. However, they also reduced number of habitable worlds in the galaxy by half and lowered the output of power and food buildings, while increasing the planetary deposits.
On the galactic bureaucratic side, the Core Sector is now governed by a single governor instead of one leader per planet, bringing it in line with the other sectors, and governors now boost all pop resource production in sectors they govern. Thankfully, the patch also removes the influence cost for revoking systems from sectors and deleting sectors -- I always hated that thing.
Ascension perks have also been adjusted, with highly specific ones like the Psionic and Synthetic Ascension paths being now available to all ethics, but with massive ethics attraction bonuses for Spiritualist/Materialist empires, respectively. The number of trait points that Biological Ascension gives has also been increased, while the advanced traits themselves are cheaper to acquire. Traditions now scale differently too, making it easier for you to complete groups.
For warmongers out there, missiles can now retarget midflight if their target is lost, disruptors do not immediately change targets once an enemy's shield is down, and ship costs have been overhauled to stop ships with basic components being the most cost-effective alternative. Spaceports in the endgame are less draining to your naval capacity, and super structures like the Dyson Sphere and Science Nexus have been drastically buffed -- but with the drawback of only being buildable once per empire.
There are also new policies for pre-sapient beings, a new "Academic Privilege" living standard, and a new tech that allows you to modify Pop habitability type, as well as new buildings, civics, and ethics. Overall, it is a rather sizeable patch, and you can read the full patch notes here. This patch and Stellaris next Expansion, Synthetic Dawn, will be out on September 21st. Keep your eyes peeled for our review.