Stellaris

Stellaris

Stellaris Evolved - Alpha
Showing 111-120 of 158 entries
< 1 ... 10  11  12  13  14 ... 16 >
Update: 24 Jan, 2022 @ 1:48pm

α 0.7 E
IMPORTANT NOTE: Next version saves won't be compatible and the current mod version will be a legacy version
Finish your savegames in the next 2-3 weeks please
TEST/TRIAL FOCUS
> Hiveminds new base effect

CODING
> No relevant changes on this version

COMPATIBILITY
> No relevant changes on this version

FIXES
General fixes
> Generated missing economic categories for certain zro consumption issues
> Fixed wrong code string for job production for certain buildings/civics/effects
> Trade policies have slight changes on requirements to be in line with new changes, more will be done in further patches
> Fixed the eternal shift event launching on planets with 0 active worker pops
> Dessicated planets should have all their former colony assets destroyed

Authorities
> Hive-Minds
- Connective, Network and Synapse drones will now boost simple drone output by 1% by default

Traits
> Fixed wrong icons for bioservant traits
> Fixed certain ascension leader traits not being remover when their respective species was altered
*Note: Still under testing
> Fixed missing description on Cybernetic Supplementary Extremities trait

Jobs
> Telepaths now work with any kind of psionic trait (oversight)
> Fixed some gestalt menial drones not allowing mental slaves as workers
> Private worker jobs scale less with branch office upgrades now

Buildings
> Dread Encampments now provide the correct bonus to workers
> Dimensional extractors can no longer be disabled or ruined

Traditions
> Mercantile now properly gate the unity trade policy

Civics
> Adjustments
General civics
- Wastelander civics
Adjusted issue with blockers not being properly removed when the appropiated building was created
Halved the additional resource generation for scavenger jobs; increased the base resource generation to compensate

Hive civics
- Thought Harvesters
Reduced the amenities generation from Mental Slaves from 4 to 3
- Harmonious Resonance
Reworked, now makes each synapse drone provide 1 stability and 1 extra unity

Update: 9 Jan, 2022 @ 1:17pm

Hotfixed:
- Fixed missing origin conditions for the new scavenger-like civics (lacking remnants)
- Fixed missing scavenger civic for machine empires, allocated on hiveminds by error

Update: 9 Jan, 2022 @ 1:14pm

(hotfix)

Update: 9 Jan, 2022 @ 11:33am

α 0.7 D

TEST/TRIAL FOCUS
> New content

CODING
> Altered game rules:
species_has_happiness
can_fill_drone_job

COMPATIBILITY
> Started to work on internal compatibility for gamestart altering events
* This is something PD and guillis do a lot now

FIXES
General fixes
> Solved issues with distributions of jobs for certain districts
> Adjusted assimilation parameters to avoid cheesy strats (or unintended effects)
* More work on this will be done in the coming days

Traits
> Nautical Design no longer indicates it wrongly requires evolutionary mastery for removal
> Lithophytic Symbiosis bonus reduced to 0.15 per pop
> Siliceous Molt bonus reduced to 0.15 per pop

Jobs
> Synapse drones now correctly display their upkeep for different versions of hiveminds
> Fixed some inconsistencies in job descriptions for hivemind playstyles

Buildings
> Fixed some inconsistencies in job assignations for hivemind playstyles

Traditions
> Might
- Sleeping giants: Now Crew Quarters provide +10% starbase ship building speed abd reduce ship upkeep by 5%
> Invention
- For convenience, the finisher event will only appear for regular empires
* This means those pesky pirates will no longer hoard precious rare techs


Civics
> Modified civics
- Productive AUtomation: Added missing decision for on/off the effect

> Reactivated civics
Origin Civics
- Wastelanders
- Wasteland Scavengers
- Wasteland Recyclators
*Note: Duality of these for Remnants and Post-Apoc

Hiveminds
- Thought Harvesters

> Adjustments
- Eusociality
+ Broodlords now provide 2 defense armies (from 5)
* Job is good enough with less armies
- Productive Automation
+ Added missing decisions for on/off the effect per planet (oversight)

Update: 18 Dec, 2021 @ 9:33am

α 0.7 C

IMPORTANT NOTE: Cyberpsionic empires may work in strange ways, advised to restart the save or PM me for a fix
TEST/TRIAL FOCUS
> Cyberpsionic path
> Aquatic empires (specially machine dessicators)

CODING
> Several diplomatic actions (00_actions.txt) are now LIOS-overwritten (zz_evolved_actions.txt)
> Internal polish and qol changes of code
> Updated several rules (can_species_be_assembled // can_build_branch_office_on_planet)
> Economic categories are being tweaked to be easier to handle for compat, now grouped and signaled when overwritten from vanilla code

COMPATIBILITY
> Added several internal scripted triggers for additional features

FIXES
General fixes
> Fixed some machine empires getting the BIRB portrait. No BIRB terminators.
> Fixed replicants appearing on the empire creation screen
> Added aquatic species to the replicant and bioservant archetypes
> Fixed unintended behaviour with Eternal Shifts edict

AI
> Improved ai election of AP paths
> "Forced" the ai to make more city districts instead of spamming housing buildings on planet with available district slots
> AIs will now understand how to make protoworlds
> Reduced the AI weight of corporate authorities by 33%
> Reduced the AI weight of Criminal Heritage civic by 50%

Traits
> Siliceous Molt and Lithophytic Symbiosis now provide 0.25 resources per pop (this was present in the last build, but was not implemented)

Mechanics
> Overstripping now add production to direct jobs instead of job resource production
* Example: Now its "Planet miners mineral produces mult" instead of "planet jobs minerals produces mult"
* This has no real change in gameplay but better streamlined calcs
> Robot portrait selector appearances are now properly gated behind their proper dlc
> Bioservant portrait selector appearances are now properly gated behind their proper dlc
> Elysium rings will no longer spawn colony events nor digsites (lol)

Authorities
> AI authorities now provide the ai administration technology instead of a flat 5% research bonus
> Fixed issue with ai authorities leaving the empire without ruler in case of ruler assasination or sudden elimiation
> AI authority governments will now have its own type of empire lines when interacted
* NOTE: AI authorities are not ready or available yet

Civics
> Civics like Coporatocracy that allows certain types of federation now indicates it on the civic effects
> Corporative Sub-Branching - Branch capitals no longer provide branch office increased % on megacorp planets
> Several new civics added/reactivated from [never] state
- Planetary Dessicators
- More in closeby hotfixes

Jobs
> Robots and Bioservants can no longer be Trade specialists without some degree of sapience or at least morals
Funny bug and kinda realistic, but come on.
> Reef miner jobs no longer benefits from mercantile traditions (oversight)

Districts
> Nexus districts now reliabily converts into trade districts for trade machine empires
> Several arcology habitat districts reviewed
- Example: Utility district now provides 10(from 15) biotrophies for rogue servitors

Ascension Paths
> Cybernetics paths
- Cyborg trait can be now added/removed if you have the corresponding project completed
- Advanced Cyborg trait can now be added/removed if you have the corresponding project completed
- Cybernetic traits have no effect if the species is not cybernetic, and can be removed in that case
> Replicants can now select aquatic portraits, if they own the proper dlc
> Cybernetic Fascination now benefits both Cyborgs and Synthetic pops
> Psionic main path
- Pops with Latent Psionic trait can be modified again
- Pops with Psionic can be modified again
> Pure of Form path (biological + psionic)
- Pops with Pure of Form trait can be modified again
> Infused Enhacements is now renamed to Cyber-Phasic Infusions
> Cyber-Phasic Infusions:
- Main trait redesigned, uniting both bonuses "" and providing a single leader trait
- Pops with Cyberpsionic trait can be modified again
- The three main traits are all obtainable, and mutually exclussive
> Control no longer provide researcher output
*Note: Its the only trait i feel should be gutted, and its now more adequate to standards
- Now provides a special project chain after accessing the shroud with the cyberpsionic trait
> After completing the first project, you unlock 2 extra projects for extra traits and a new mechanic: dimensional extraction
- Added mechanic: Dimensional Extraction
> The extraction is done with a planet unique building, with up to 3 tiers
> Each extractor adds up to the global extractor, and each 2 the extraction will go up a tier
> More extraction = more resource produced (zro and energy) but also increased risk of "certain" negative disruptions
- Each cyberpsio trait consumes a small amount of zro per pop
> Warp Endoskeleton - Acts as cybernetic endoskeleton for advanced traits
> Dust Inhalers - Boost specialists // traits for admirals/generals
> Psiotic Amplifiers - Boost research and unity // traits for governors and researchers
> Entropic Core - For robots - Makes them produce energy instead of consuming it
> Lightbended Frame - For robots - Robot upkeep severly reduced, robot zro cost added on assembly
> Imbound Robokinesis - For robots - Robots will be stronger on the planet based on the level of the dimensional extraction

Events
> Reduced the chance of a shroud incursions after a extraction threshhold is reached
> Shroud incursions now scale with the empire strenght
> "A Stranded Ark" will no longer appear in a system outside the empire borders



New fixes
Traits
> Traits are now sorted in a better way, reflecting relevant traits first and grouping ascension traits

Jobs
> Fixed missing conditions for certain modded jobs
> Reduced the scaling multiplier bonuses for private jobs with corporate branch offices on the planet
* From a +50% and +50% production to +25% and +25%

Buildings
> Virtual entertainment studios now provide 1 hired artisan
* Seems illogical, but the building is focused on cgs
> Amusement Megaples now provides 1 hired entertainer and produces unity (6) for the megacorp

Ascension Paths
> Cyber-Phasic
- Fixed bug with species creation for cyberpsionic path, resulting in a species with infinite pre-nouns
> Cybernetics
- The event for announcing the extra traits now appears 30 days after becoming cyborg, instead of 1 year later
- The initial special project for unlocking the extra traits has now 2 years of research, instead of 5
- Cyber-skeletons now cost 0 trait points, opening a space for an extra trait slot
- Cybernetic traits now require the species being cybernetically enhanced, and cost less trait points overall.
- Cybernetic traits no longer require cyber-skeletons, but having one amplifies the effects
+ Integrated Machinery now provides 10% worker output, increased to 15% with a cyber-skeleton active
+ Augmented Devices now reduces 5% of specialist upkeep with a cyber-skeleton active
+ Septic Implants now reduces a 10% the amenities usage with a cyber-skeleton active
+ Neuromorphic Processors now provide 10% research, 15% with a cyber-skeleton active
+ Cognitive Intralink now provide 10% unity, 15% with a cyber-skeleton active
+ Supplementary Extremities happiness debuff is removed with a cyber-skeleton active
+ Personality Nullifier now reduces 5% of job upkeep with a cyber-skeleton active

Update: 3 Dec, 2021 @ 3:30pm

Hotfix II
> Civics
- Fixed Productive Automation district calculation not happening at game start
- Increased the base production of mining districts from 3 to 4

Update: 3 Dec, 2021 @ 2:49pm

Hotfix I
> Buildings
- Fixed sanctuary of repose not being available for memorialist megacorps

Update: 3 Dec, 2021 @ 11:23am

α 0.7 B
IMPORTANT NOTE: Savegames before this version may not work properly

CODING
> Several diplomatic actions (00_actions.txt) are now LIOS-overwritten (zz_evolved_actions.txt)
> Internal polish and qol changes of code
> Updated several rules (can_species_be_assembled // can_build_branch_office_on_planet)

COMPATIBILITY
> Added several internal scripted triggers for additional features
> Updated Merger of Rules external patch, thanks to Mrroadd
FIXES
General fixes
> Removed unexpectedly oversighted code formulas from the last vanilla version
> It is no longer impossible to close borders to pompous empires

AI
> Made a mini-system of sorting to avoid the dominance of psionic ascended empires over other variants
This system will be tuned to also add more dynamysm to mixed ap paths

Mechanics
> Mandates now take into account modded districts

Authorities
> Added (non playable) AI authorities
> Those authorities will be available when the machine processing capacity CUI is done

Civics
> Reproductive Frenzy is no longer compatible with Cybernetic Collective and now provides organic assembly speed
> Fixed some oversights on requirements for new vanilla civics

> Added:
Origin Civics
- Mechanist - Productive Automation

Megacorps
- Business Memorialism
- Exclussive Partnership
- Mega-Arcological Corps
- Neverending Mort-Gage

Machine Empires
- Query Proposers
- Astral Designators

Hiveminds
- Echoing Cadence
- Filigree Stricturing
- Creative Engineers

> Pending
Origin
- Mechanical Perfectionists

Regular Empires
- Court of Inquisitors
- Diplomatic Chancellery
- Equality Procurators
- Technomagus Guild
- Obsessed Accaparators
- Honorable Dinasty
- Creative Testing"

Megacorps
- Nurturing Conglomerate
- Holo-entertainment
- Galacto-Delivery Services
- Comodities Manufacturers
- Inward Trading
- Lethal Acquirers
- Multilevel Scheme
- Articled Testing

Machine Empires
- Organic Tutorship
- Analytical Correlation
- Hydrological Dessicators
- Matter Composers
- Backdoor Loggers
- Artificial Automation

Hiveminds
- Synergetic Connectivity
- Thought Harvesters
- Hectic Hoarders
- Delegated Overminds
- Penumbral Chorus
- Hectic Hoarders

Jobs
> Fixed and tuned some issues with weighting and production after the new system

Districts
> Added missing swap from city/nexus districts to ecumenopolis trade districts
> Trade districts now provide more maintenance jobs for gestalts (now providing 5 maintenance drones and 3 trade drones)

Additional fixes:
Cvics:
- Pompous civics no longer block open/close borders as diplo actions

Origins:
- Here be dragons contact event should be fixed

Update: 28 Nov, 2021 @ 2:56pm

Hotfixes III
COMPATIBILITY
> Fixed Precursor Institutes from Guilli's Planet modifier internal patch

FIXES
General fixes
> Fixed strange error with Replicants and multiplayer, avoiding a player to reconnect to a replicant empire
> Several undocumented internal fixes

Mechanics
> Fixed several assimilation issues for hiveminds and robotic units
> Robot and Bioservant event now gives the options at the top of the event and not below, for clarity

Civics
> Fixed organic architecture not providing the cost swap
* Note: For ongoing games, the effect will be fully unlocked when you activate an ascension perk

Jobs
> Depth Drones now reduce crime by 10 (from 15) and have 2 food/minerals of upkeep
> Depth Drones now produce the same amount of growth and assembly as bonus (2.5%)

Districts
> Protoworld districts now directly swap to aquatic modded districts (was sequential before, this is qol)
> Overall, gamestart change of district into aquatic districts is more streamlined

Update: 26 Nov, 2021 @ 3:20pm

Hotfixes II

General fixes
> Fixed issue with diplomacy_view.gui
> Fixed wrong trigger for job economic category