Stellaris Update — Mod Compatibility Status & Broken Mods List
🧠 What This Means for Modders
Stellaris Dev Diary #434 - 4.5.2 'Cygnus' Tentative Patch Notes — a general update — most mods survive, but check the broken list below. 15 mods flagged as potentially broken below ↓.
📋 Patch Notes
[p][img src="{STEAM_CLAN_IMAGE}/9703436/0363924de7637a9c4c2e976bb8a68a599f6a231f.png"][/img][/p][p][i]by Alfray Stryke[/i][/p][p][/p][p]Hey folks, unfortunately Eladrin's been off ill this week, so we don’t have a full Dev Diary for this week. However I do have tentative patch notes for the 4.5.2 patch to share with you.[/p][p] As always, thank you for playing Stellaris and giving us the feedback/bug reports, they help a great deal.[/p][p][/p][h3]Stellaris 4.5.2 Patch Notes[/h3][p]Changes in placeholder [i]italics[/i] are still in progress, but aim to be ready for the patch release.[/p][p][b]Feature[/b][/p][list][*][p]Nomadic Knights of the Toxic God who tame or slay the Toxic God can now use their Arkships to Detoxify Toxic Terraforming Candidates into habitable worlds.[/p][/*][/list][p][b]Improvement[/b][/p][list][*][p]The Job Efficiency from Specialist Training now displays the correct source in the tooltip.[/p][/*][*][p]Logistic Ships now show Waystations in the Megastructure Build Menu alongside their dedicated Build Waystation Button for consistency with Arkships.[/p][/*][*][p]Renamed the Envoy capacity modifier to be less confusing.[/p][/*][*][p]Fire Cult combination jobs now appear for any empire that meets the same conditions as the base job, such as owning a Citadel of Faith or a Galactic Stock Exchange.[/p][/*][*][p]Without Shadows of the Shroud, forming and advancing a Covenant now tells you what your Telepaths gain.[/p][/*][*][p][i]Split the defense platforms into their own weapon/defense preference policies. Removed the starbase strike craft weapon preference policy following this as it was no longer needed.[/i][/p][/*][*][p][i]Added the Weapon Preferences (Arkships) policy for nomadic empires. It sets the point defense of all Arkships and the Military Arkship Armaments.[/i][/p][/*][*][p][i]Added the Defense Preferences (Waystations) policy for nomadic empires[/i][/p][/*][*][p][i]The starting Fleet Doctrine, Weapon Preferences and Defense Preferences policies are now randomized, weighted towards the empire's default preferences[/i][/p][/*][/list][p][b]Balance[/b][/p][list][*][p]The Conserve approach for Operational Reserves now gives -50% Specialist Job Efficiency, instead of -50% output for Bureaucrats and Researchers.[/p][/*][*][p]Armor now costs the same energy and alloy upkeep as a shield of the same tier, down from double.[/p][/*][*][p]Maulers are now slightly slower with a base speed of 140 (comparable to frigates) down from 160 (comparable to corvettes).[/p][/*][*][p]The Franchising Civic can now ignore Opinion, Trust, and Embassy requirements for proposing Subjugation.[/p][/*][*][p]The Pilot Project bonuses now only apply to Cyborg Pops.[/p][/*][*][p]The Pilot Project bonuses now give +15% to Elites, +7.5% to Specialists, +10% to Workers and +5% to all.[/p][/*][*][p]Fire Cult now grants Job Efficiency to Fire Dancers instead of Unity output, and it scales with the Habitability of each Pop Group rather than the planet average.[/p][/*][*][p]Experiment Engineers produce 1 of each research type instead of 2, with their upkeep halved to match. Crime now raises their Job Efficiency rather than scaling research and upkeep in separate steps.[/p][/*][*][p]For Gestalt empires, the Covenant with the Cradle of Souls now gives Unity from Psionic Pops, instead of a percentage bonus to Telepath Unity.[/p][/*][*][p]Telepaths under the Covenant with the Whisperers in the Void now give 1 of each Research per rank, down from 1.5.[/p][/*][/list][p][b]Bugfix[/b][/p][list][*][p]The Large Mega Bombard mutation now has the correct range and fires in combat.[/p][/*][*][p]With Archaeo-Engineers, Ancient Suspension Epidermis and Ancient Energized Carapace now add a flat shield bonus instead of multiplying the Space Fauna's total shields.[/p][/*][*][p]Ancient Suspension Epidermis, Ancient Energized Carapace and Null Void Epidermis now have stats in line with the other Space Fauna mutations.[/p][/*][*][p]Medium and Large Pulse Carapace now have the same armor hardening as the Small size.[/p][/*][*][p]Updated waystation collection prioritisation by using a monthly cache for percentage of stockpile used.[/p][/*][*][p]Fixed a subject sometimes staying in a war it should have left when declaring independence or changing overlords while fighting multiple wars at once.[/p][/*][*][p]Fixed the Hive Fallen Empire installing psionic circuitry into pops made of meat (or rock)[/p][/*][*][p]Fixed the "max" parameters of complex_trigger_modifier overwriting the "min" parameter.[/p][/*][*][p]Fixed Imperious Architecture not working.[/p][/*][*][p]Fleets no longer stay locked in a battle forever when one of their ships drifts out of weapon range.[/p][/*][*][p]Starbases and stations that stopped defending themselves during a long battle now recover when the save is loaded.[/p][/*][*][p]Fixed Prosperous Unification not giving additional districts for Nomadic empires. Also improved the tooltip for the Nomadic version of the origin.[/p][/*][*][p]Bioship living metal armor now mirrors regular living metal armor, including hardening and hull regeneration.[/p][/*][*][p]Fixed some tiers of living metal armor being cheaper than intended.[/p][/*][*][p]The Crystallinus Diffuser triumph now only boosts non-robotic pops. It now grants +50% Job Efficiency instead of +100% Resources from Jobs.[/p][/*][*][p]Individualist Machine and Synthetically Ascended empires now use the Machine rewards for the Crystallinus Diffuser.[/p][/*][*][p]Fallen Empire buildings no longer provide automation for Virtual empires.[/p][/*][*][p]Nomadic Synthetic Fertility no longer starts with a size 20 Arkship.[/p][/*][*][p]Fixed civics and origins trying (and failing) to give traits to Envoys.[/p][/*][*][p]The Chamber of Elevation and House of Apotheosis now stop Necrophage Bonus Growth as well as base growth.[/p][/*][*][p]Clone Vats and similar no longer have their output diluted by Pops that cannot use them.[/p][/*][*][p]Fixed issues with Syamelle's Curse[/p][/*][*][p]Crystallization now gives its full bonus on a Massive Crater.[/p][/*][*][p]Species traits that produce resources now work for the Precursor stratum.[/p][/*][*][p]Fixed the Adaptive Architecture tradition referring to Arkships for Void Dwellers[/p][/*][*][p]Fixed Void Dwellers ignoring the thermophile district initialization.[/p][/*][*][p]Fixed issues with Psionic Authority tooltips[/p][/*][*][p]Hive-minds no longer gain unworkable farmer jobs when choosing to eat titanic life.[/p][/*][*][p]Fixed Gateways, Hyper-Relays and the Grand Archive not being buildable by Nomadic empires in some cases.[/p][/*][*][p]Fixed tooltip drift with the Dictatorial Alignment Cybernetic Authority.[/p][/*][*][p]Fixed Endbringers being allowed to be invited to Federations.[/p][/*][*][p]Fixed Endbringers getting the Federation Code tech via Focus rewards[/p][/*][*][p]Fixed Democratic Transference only increasing the energy upkeep of districts, not all upkeep.[/p][/*][*][p]Fixed the Cybernetic Pilot Projects describing Resource Output when they give Job Efficiency.[/p][/*][*][p]A colony that revolts with the backing of another empire now joins that empire, instead of becoming independent.[/p][/*][*][p]An empire that backs a revolt is now notified when the colony joins it.[/p][/*][*][p]The Planetary Revolt situation now names the empire that the colony will join in its outcome description.[/p][/*][*][p]Hive Mind and Machine Intelligence empires that back a revolt now receive the correct message.[/p][/*][*][p]Rebels who break away now also claim nearby empty systems.[/p][/*][*][p]Species with the Aquatic trait can now use the Wet Climate Mods planet preference from the Cybernetics ascension path.[/p][/*][*][p]The Hydrocentric Ascension Perk is now available to Aquatic species that use the Wet Climate Mods planet preference.[/p][/*][*][p]Fixed several issues with disabled Nomad Arkships being re-enabled ahead of time.[/p][/*][*][p]Nomads that win a war as a secondary participant no longer keep a permanently disabled Arkship.[/p][/*][*][p]A recovered Arkship comes back repaired, and the Recover Disabled Nomad Vessel special project can be offered again if the first attempt runs out of time.[/p][/*][*][p]Making peace in one war no longer ends occupations that belong to a second, ongoing war against the same empire.[/p][/*][*][p]Fixed high Councilor levels inverting the Test Subject losses of the Experimental Testing situation, which added Pops instead of removing them.[/p][/*][*][p]Fixed the Fire Cult civic tooltip stating that Fire Oracles and Ember Legions need Habitability below 50% and 20%, when exactly 50% and 20% also qualify.[/p][/*][*][p]Fixed a double space in the Fire Cult civic tooltip.[/p][/*][*][p]Fixed the Cybernetic Creed tooltip reading "Priest are replaced by Haruspices".[/p][/*][*][p]Covenant telepath bonuses now apply as soon as the Covenant is formed, instead of one year later.[/p][/*][*][p]Covenant tooltips now show the correct effect for Machine and Gestalt empires.[/p][/*][*][p]The Covenant with the Cradle of Souls now shows its Telepath bonus in the Patron panel.[/p][/*][*][p]Fixed the Animator of Clay and Pale Mountain minor patrons having misleading tooltips.[/p][/*][*][p]The Shroud-Warped leader trait and the Unemployment Benefits modifier no longer scale with the number of traits a species has.[/p][/*][*][p]Blocking the Kaleidoscope event from firing for Wilderness Empires in several different circumstances.[/p][/*][*][p]Reanimator AI Empires can build Undead Armies again.[/p][/*][/list][list][*][p][i]Astral Rifts no longer re-open after AI finishes exploring it.[/i][/p][/*][*][p][i]AI empires no longer receive double the rewards from some events.[/i][/p][/*][*][p][i]Espionage operations set to Commence When Ready no longer grant their event rewards twice.[/i][/p][/*][*][p]Nomadic Knights of the Toxic God can now settle once they reach the Toxic God system, and keep the Order's Keep and their Knights on the
✅ Mods Updated for This Patch (0)
These mods were updated after the patch — safe to use on the current version.
None yet.
⚠️ Mods That May Be Broken (15)
These native mods may not work until the author updates them. Everything else is unaffected — .esp, texture, and Papyrus-script mods are version-independent and survive patches.
↩️ How to Roll Back / Downgrade
Steam: open the Steam console (steam://nav/console) and run `download_depot <appid> <depotid> <manifestid>` to download the pre-update build, then copy those files over the updated ones. Set the game to "only update when I launch" (Properties → Updates). Always back up the game folder before a patch.
🕘 Previous Updates
Older Stellaris updates — click to read each patch note.