Fixed a black face-tentacle on a Necroid Portrait to have color.
Fixed a layering issue with Necroid Portrait 11.
Added missing undead army translations for Chinese.
Corrected name for necroid titan engine effect so the effect spawns in the correct position.
Added "ignores_sapience" flag to job types to say a job works for both sapients and presapients.
The AI is now drastically more likely to know to build shipyards and titan/colossus factories.
AI considers "Take Point" fleet as objective when appropriate(*).
The Necrophage AI will no longer build Houses of Apotheosis so as to make it less likely it'll run out of necrophytes.
Made the crisis worry less about ship health and more about taking over the galaxy.
The AI will no longer sell the last pop of a planet.
The Unbidden will no longer wait patiently to be allowed out of their initial system.
Augmented the distance at which AI looks for targets on larger maps.
Crisis countries will now use Armageddon Bombardment.
Fixed AI not changing fleet bombardment stances.
Fix issue with military AI ping-ponging fleets.
Various improvements to crisis military AI.
Massively sped up all types of purging, with the crisis factions now purging 2 pops per month.
Made the contingency constructor choose better systems to build in, and fixed their getting stuck after a while.
Necrophages will not spam consumer goods buildings when there are no necrophage pops on the planet).
The AI will now check whether it would have any pops on the planet willing and able to take a job before building a building providing that job (i.e.
The economic AI will now take better account of the resources a district would provide when choosing whether to build one.
Fixed a case of the AI wanting to attack disabled starbases and getting stuck in a loop.
The AI will not try to build a megastructure if it's already building or upgrading one.
Experimental DX11 mode now supports Chinese, Polish and Russian.
Added debug tooltips to the fleet view header and rename button.
Fixed being unable to load 2.7.2 saves in 2.7.2 made after installing Necroids.
Fixed an issue where loading would get stuck when trying to load a lot of mods.
Fixed a nasty slow down when owning many many many planets and opening the planet view.
#How to play stellaris 2.2.4 update#
Update trade routes every 7 days instead of every day.
Moved the calculations for attack radius to threaded code instead of serial.
The automation will no longer clear blockers before districts are blocked by them.
Made checking for whether building a certain building would cause resource shortages and whether there were pops ready to take the job more reliable by shifting them to hardcoded checks.
#How to play stellaris 2.2.4 how to#
if you put an alloys foundry on a science sector, it will still know how to upgrade it (it will of course still favour research buildings).
All sectors now know about all buildings, i.e.
Closed vital gaps in sectors' knowledge concerning the likes of nonstandard planet (habitat etc) districts and bureaucracy buildings.
Redid sector automation scripts and code with the following goals:.
Added a define OVERCROWDING_ABSOLUTE_THRESHOLD_FOR_NO_GROWTH that sets the minimum number that overcrowding must be for a planet's population to stop growing, set it to 5.
#How to play stellaris 2.2.4 Patch#
Patch 2.8.1 was released on with the checksum dfce.