Stellaris

Stellaris

Dangerous Crystalline Asteroids
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Update: 19 Jun, 2020 @ 4:56am

2nd Update:
-Added the Behemoth mobile hive, which should in theory be as strong as 256 hives put together. Might need to tone down the strikecraft though.
-Changed how the game sets the Hive Country's hostility towards other empires so that modded country types are included.
-Updated "Hive Evolution" events to reflect that mobile hives are a bit hard to track.
-Mobile Hives can't spawn until at least 1 regular hive is destroyed.
-Hives are more likely to spawn.
-Cleanup event happens more often, and adjusted mobile hive movement patterns to aid this.
-Killing off all regular hives no longer spells doom for the entire Hiver race; as long as one Mobile Hive exists (Not Behemoth, though), they can come back from the dead. You get a special event for it too!

Update: 18 Jun, 2020 @ 2:27pm

1st update:
-Mobile Hives have a new model, their crystals are yellow. (Their fighters too!)
-Crystal systems can only create a new hive in a system up to 2 jumps away, down from 3.
-Raider Hives can now rarely spawn a new immobile hive if they are in a system without one.
-Increased chance Raider Hives spawn, lowered chance Protector Hives spawn.
-Adjusted how Mobile Hives target systems to move to, might fix bug where Raiders occasionally refused to do anything.
-Fixed a typo.
-Crystal systems will now be less predictable in their spawning habits when targeting nearby systems. (If you kill a recently formed hive in a system, they won't keep targeting that system for each spawn cycle. Instead, they wait 2 cycles before attempting to spawn again in that system.)

Update: 17 Jun, 2020 @ 7:27pm