Stellaris

Stellaris

Stellaris Evolved - Alpha
Showing 121-130 of 158 entries
< 1 ... 11  12  13  14  15  16 >
Update: 26 Nov, 2021 @ 1:04pm

Hotfixes I
COMPATIBILITY
> Updated UI OVERHAUL DYNAMIC compatibility patch

FIXES
General fixes
> Fixed tradition window position
> Updated wrong description on Reef Carers reef miner job
> Fixed wrong availability condition for Siliceous Molt (opened for lithoids)

Update: 26 Nov, 2021 @ 11:06am

α 0.7 (UP)
IMPORTANT NOTE: Savegames before this version may not work properly

TEST/TRIAL FOCUS
> Faction demands
> Assimilations
> Aquatic empires
> Cyberhiveminds (starting resources on various conditions, gameplay)

CODING
> Reviewed Assembly rules - can_species_be_assembled
> All corporate civics are now standarized as tec_corporate_x
> Added several scripted triggers for dynamic gameplay additions
+ example: organic architecture is now ruled by tec_is_bioarch_empire)
> Several improvements on scripts
> Code updated to 3.2 improvements and qol changes

COMPATIBILITY
> Added several triggers for internal/easier compatibility

KNOWN ISSUES
> Free individuals/Biotrophies are not getting gestalt jobs
* With the changes on the recent patch, is not easy to maintain; new ways of solving this will be provided to hives/machines
* And this means, new additional jobs for those stratas

FIXES
General fixes
> Near all "job production" is not "productive job production"
> Jobs producing amenities/trade/admincap that formerly benefited from capital upgrades no longer do
* Note: They do from certain traits and bonuses, still

Mechanics
> Relaxed the requirements and effects of assimilations
- Example: Hiveminds will now assimilate cyborgs instead of taking out those improvements
* but they will remove psionics
> Modularly made assimilations so additional mods which include assimilations can be internally/externally made compatible easier

AI
> Slight improvements on ai handling additional playstyles
Traits
> Metamorphosis is now only a 50% more effective for Arthropoid species
> Added: Lithophytic Symbiosis (Lithoid)
- Each pop produces a small amount (0.25) of food
> Added: Siliceous Molt (Organic non-Lithoid)
- Each pop produces a small amount (0.25) of minerals
> Added: Nautical Design (machines)
- Machines produce 10% more on wet worlds, have -10% upkeep on ocean worlds and severe habitability debuffs on hot/cold worlds (0% on arcologies, etc)
> Lithoid special resource traits now generate 0.05 rare resources per pop

Factions
> Fixed issues with materialist factions and demanded correct administrative capacity

Civics
> Cybernetic Collective
> Now starts with the Cyborg trait (instead of rudimentary cybernetics)
> Anglers
> Now provide infinite special districts on wet worlds
> Has a swap for lithoids
> Undersea Dwellers: Anglers for hiveminds, with the same effects
> Has a job that provides pop growth/assembly based on the empire playstyle

Jobs
> Jobs that produce resouces like trade/admincap/amenities now benefits from effects like convergence
> Fixed oversight with industrial jobs benefitting more than intended from industrial buildings
> Artificers now benefit from the mixed consumer goods production policies
> Reduced pearl diver upkeep to be exactly equal to consumer good production

Buildings
> Added several missing job descriptions/localisations

Ascension Perks
> Arcology project now indicates it allows the specialization of ecumenopolis, for clarity

Espionage
> Implemented the first batch of in-code espionage actions; not available yet for players

Update: 16 Nov, 2021 @ 7:56am

Reverted assimilation events change to pre 0.6e

Update: 16 Nov, 2021 @ 7:43am

α 0.6e

IMPORTANT NOTE: Included a wip version of assimilation events, expect strange results (they will be hotfixed these days nevertheless)

CODING
> Reviewed Assembly rules - can_species_be_assembled

COMPATIBILITY
> Added several triggers for internal/easier compatibility

FIXES
General fixes
> is_artificial is now a condition for "artificial planet" production (oversight)
> Fixed small wibbly wobbly code issue with habitats and gigastructures compatibility patch
> Rescripted certain triggers to increase daily/monthly/yearly tick performance
> Elysium modifiers no longer (wrongly) provide resource storage

AI
> Added changes to certain ai behaviours and resource calculation (improving overall performance)

Traits
> Changed "Fecund" bonus from overall assembly to specific organic assembly (damn split of both assemblies)
> Cheap composition now provides 1 trait point instead of 2
> Shrouded mind and Erudite are no longer incompatible


Origins
> Exocolonist (disabled) now tolerates better the variable amount of time of arrival of certain post-earlygame "encounters"

Civics
> Reduced the bonus of "building slot" civics from 2 slots to 1 (as vanilla), and their bonus from 15% to 20%
> Genetic Aristocracy civic no longer requires xenophobe and materialist, but elitist

Jobs
> Tweaked job weight of Medical workers so its higher on the pressence of organic assembly buildings (or organic assembly gameplay)


Buildings
> Special planet deposit buildings will be now removed when the deposits are removed too
> XenoZoo must be available again


Traditions
> Fixed statecraft fallback building not being available


Ascension Paths
> Fixed oversight with Purity of form ritual being able to eliminate already converged pops

Update: 9 Nov, 2021 @ 8:54am

α 0.6d hotfixes (IV)

> Purity of Form
- Whenever you complete the first big project, some time after a specific success will occur
- Same as happening with regular psionics, you can investigate it via specific project
- After investigating, you unlock the "Convergence" mechanic
> The convergence mechanic is a global edict only activated on planets with a "Shrine of Convergence"
> Shrine of Convergence will produce more zro based on the number of effective convergences done in the planet
> Converging 2 psionic pops makes the remaining one produce a 50% more
> Shrine of convergence can produce up to 5 zro per planet (50 pops, 0.1 per pop)
> The convergence scales based on the planet population, from 1 (10 pops, using 2) up to 5 (100 pops, using 10)
> The edict has 5 years of cooldown
- Some time after the First Convergence is done, you can unlock more traits
> Transgenetic Memory - Unity output increased - Leaders can resurrect
> Innate Will - Big habitability bonuses and pop/job upkeep reduction
> Calm Path - Pops produce a 5% more and have 5% more happiness on planets with a Shrine of Convergence
> Soulshaping - Converged pops of this species produce a 10% more and are "immune to diseases"

Update: 6 Nov, 2021 @ 7:03am

α 0.6d hotfixes (III)

TEST/TRIAL FOCUS
> Faction demands
> Cyberhiveminds (starting resources on various conditions, gameplay)

CODING
> Assimilation events have been tweaked and are more clear to read from an outside perspective
- added scripted effects: zzz_evolved_assimilation_scripted_triggers
> Replicants are now considered cyborgs (under tec_is_cyborg_pop scripted trigger)
> Rescripted Assembly rules - can_species_be_assembled
> Several small tweaks on rules, minor ones, to facilitate compatibility
> Several small tweaks on policies, minor ones, to facilitate compatibility

COMPATIBILITY
> Merger of Rules is compatible again, via external patch: https://gtm.steamproxy.vip/sharedfiles/filedetails/?id=2642906898
> Added several triggers for new psionic traits, for both leaders and species

FIXES
General fixes
> is_artificial is now a condition for "artificial planet" production (oversight)

Factions
Solved a big issue causing abnormal daily dragging/latency with factions
> Egalitarian :
- Fixed wrong conditions for "Democratic empire" - somehow didn't recognise a scripted trigger
> Spiritualists :
- Lodge of the occult empires will neither require or request going psionic or cybernetics
> Egalitarian:
- Mutual goods now is more reliable at counting planets with distribute luxury goods - Increased the amount to 1(1), 5(3) and 10(5)
> Elitist
- Elite of elites is now more reliable counting the owned leader levels
> Xenophile
- Galactic Universalism is now more reliable at counting species - Changed amounts to 2(3), 5(6) and 10(8)
> Materialist
- Head Researcher demand will no longer appear if the empire isn't in a research federation (oversight)
- Center of Knowledge will now require an institute (or better) on the capital
> Industrialist
- Industrial Capital will now require an upgraded alloy or cg industrial building on the capital
Civics
> Lodge of the occult
- Lodges no longer provide a ruler job
- Upgraded lodges now provide 4 occultist jobs, 1 ruler job and have 2 rare resource upkeep (gases), more costly overall
> Corporate Symbiotism
- No longer provides +10% trade value, instead entepreneur jobs provide +1 trade value
- No longer restricted by elitism

Districts
> Fixed error with ringworld nexus districts not providing a base amount of menial drones for shattered ring origin

Update: 30 Oct, 2021 @ 4:06am

α 0.6d hotfixes (II)


General fixes
> Fixed protoworld force terraformation decision sometimes adding 2 modifiers, inoquous but still necessary

Events
> Biological Self-modification event REMOVED (Vanilla)
- This event is, by my standards, a relic of the past that only causes problems
- On its place, more interesting random events will happen for all ascension paths in the future, akin of how chains work
- (Also the self modified trait only causes problems)

Factions
> Added dynamic compatibility for mods changing values (avoiding entire faction overwrites, but changing variables)
> Liberal :
- Fixed wrong conditions for "Antidemocratic Fear"
- Rewrote text of "Secured Society" to be more clear

Jobs
> Added job production indicator for the upkeep of cloner jobs before the building is created

Update: 29 Oct, 2021 @ 11:14am

α 0.6d hotfixes (I)

TEST/TRIAL FOCUS
> Faction demands
> Cyberhiveminds (starting resources on various conditions, gameplay)

CODING
> Assembly rules have been tweaked with small changes
- entry: can_species_be_assembled
> Removed internal concepd and development doc added on this version by mistake - No spoilers!

COMPATIBILITY
> Planetary diversity - Fixed wrong capital trigger for Archive - Extended to other worlds via "tec_uses_regular_capital_override" trigger

FIXES
General fixes
> Fixed assembly rules oversight for organic hiveminds spawning pools
> Fixed Protoworld decisions not being displayed (small oversight with tradition swaps)
> Small undocumented errors

AI
> Fixed unexpected behaviours with arcology creation tutoring - May be up in coming versions
> Fixed the ai using the "AI Administration" regular empire authority - Expurged from the mod for now

Traits
> Increased the bonus of Industrial (lithoids) from 0.25 to 0.5

Factions - This will remain as its own new section of patch notes ;)
> Reduced initial influence cap from 2 to 1.5 (more factions = way more influence)
> All faction requests have been reworked
- Faction demands are normalized to be around 4-5 positives, 4-5 neutrals and 4-5 negatives
- Faction demands are normalized to always provide multiples of 5 to faction approval (-25, 5, 10, etc)
- Each faction will be happier if you get a certain tradition, ascension path, civics or perks related to that faction (with no negatives, generally)
- All factions have moderate small negatives for being under the red in economy
NOTE: Factions that aren't completed yet:
- Militarist
- Pacifist
- Xenophile
- Xenopohobe
NOTE2: Remember i can have made fails with the system so please report them on the proper channel and will be fixed asap!
Now are easier to identify and correct!

Civics
> Fixed Cybernetic Collectives starting with the wrong building (lacking admincap as result)
> Added "Overcharge Directive" civic for cybernetic hiveminds
- +2.5-5-10% pop output with +0.5, +1, +2 extra energy upkeep per pop

Buildings
> Added description swap for mining arrays on habitats and other kind of planets

Ascension Perks
> Corrected small code issue with One Mind and its deviancy reduction bonus

Galactic Community
> Sorted internally the demands to start

Espionage
> Started the testing for implementation of new espionage mechanics

Update: 26 Oct, 2021 @ 11:14am

0.6d Unfinished
> Faction demands
> Cyberhiveminds (starting resources on various conditions, gameplay)

CODING
> Assembly rules have been rescripted and simplified, allowing a better compatibility and modulability
- entry: can_species_be_assembled
> Faction demands have been rescripted - Vanilla demands are included but disabled
> All ethics have been consolidated
- file: 00_ethics.txt
> Added tec_is_habitat to building scripted triggers instead of district set checker

COMPATIBILITY
* Merger of rules is no longer compatible with evolved until the mod is out of alpha
> An external mod will be available and must be used for compatibility
> It is still kinda compatible, but won't continue being updated with evolved changes for now

General fixes
> Fixed wrong policy loop on assembly purity and machine cult non-ai empires; the flesh is not that weak after all
> Fixed terravores having access to protoworld mechanic
> Protoworlds can be now consumed by terravores
> Fixed wrong condition for terravore world consumption
> Fixed robots being able to have specific organic rights

AI
> Implemented several smol changes to help the ai do better decisions and build accordingly

Traits
> Added Metamorphosis trait - Free for everyone, but has extra bonuses for arthropoids and molluscoids

Ethics
> Industrialist and fanatic industrialist decision influence reduction bonus reduced a 50% (im sorry little one)
- This means decisions cost now a -25/-50% less influence than before, instead of -50/-100%

Origins
> Prepared the code for allowing Syncretic Evolution for Hiveminds
> Prepared the code for allowing Post-Apocalyptic for Machine Empires
> Prepared the code for allowing Tree of Life for regular empires
> Continued the work on gestalt playstyle origins (50%)

Civics
> Cybernetic collective
- Extra production bonus reduced from 5% to 0%
- No longer has natural swaps for artisan drones with industrial buildings (this avoids me infinite headaches)
- Maintenance drones now produce 1 energy each at the expense of losing 1 amenity
- All cybernetic drones now consume 0.25 energy per pop (on review)

Jobs
> Adjusted the upkeep of gestalt researchers a bit (reduced upkeep from hivemind brain drones)

Districts
> Removed conditions for static swaps for cyberhiveminds

Traditions
> Fixed some swap missing conditions

Techs
> Cytogenetic techs no longer will appear for gestalt


Ascension Perks
> Shroud harmony is now correctly displayed
* Note: Checked vanilla and generally ascension path perks are hidden, but i'll continue with these showing as people like it more and makes 0 harm
> Prepared the ground for biopsionic and cyberpsionic rework
> Genetic perfection now creates a modification rather than a entire new species
> Added specific description for the production part of Grasp the Void - now indicates it boost the "base" value



DELAYED CHANGES
Mechanics
> All faction requests have been reworked
- Faction demands are normalized to be around 4-5 positives, 4-5 neutrals and 4-5 negatives
- Faction demands are normalized to always provide multiples of 5 to faction approval (-25, 5, 10, etc)
- Each faction will be happier if you get a certain tradition, ascension path or perk related to that faction (with no negatives, generally)
- All factions will have small negatives for being under the red in economy
- NOT YET - All factions will have scaling negatives for prolonged negative economies
Civics
> Added "Cybernetic Overclocking" civic for cybernetic hiveminds
- +2.5-5-7.5% pop output with +1-1.5-2 extra energy upkeep per pop
Buildings
> Implemented the art for Regular hiveminds
- Capitals
- Spawning pools
- Unity buildings
- Secondary unique buildings (hive spires, etc)
> Separated regular, cybernetic and organic hiveminds
- Note: Organic hivemind buildings can be still displayed with the organic architecture hive civic
Districts
> Added Hydro-Dynamo district
> Added Petroreef district
> Added Undersea district

Update: 18 Oct, 2021 @ 10:51am

α 0.6c

TEST/TRIAL FOCUS
> Faction demands
> Missing art/assets/effects
> Gigas/PD compatibility

CODING
> Reformed the code format for all the capital buildings, to be more readable and easily include future additions
> Several internal code reviews

FIXES
General fixes
> Fixed wrong condition for the visibility of certain resource deposits on system view

Mechanics
> Fixed wrong condition on habitats allowing being placed on top of existing megastructures
* Note: As internal compatibility has been done with gigas some triggers will be conflictive, sorry beforehand for this kind of issues

Origins
> Common ground now spawns different types of federations based on the ethic/authority
> Common ground spawned empires will no longer have genocidal civics

Buildings
> Branch office cg buildings are now capped at 1. I'm tired of the AI

Jobs
> Added "Imperial Arbiter" Job - Unlocked by 2nd finisher of Statecraft traditions
> Added "Behavioral Regulator" Job - Unlocked by 2nd finisher of Statecraft traditions
> Added "Command Relay" Job - Unlocked by 2nd finisher of Statecraft traditions

Traditions
> Expansion
Empires with organic assembly as main option (clone-nation, biohives and alike) will have "A new life" replaced by:
> Embrionic Databank - Organic pop assembly +10%
> Might
- Never surrender reworked :
> Adamant Offense - Claim influence cost -10%, all planets gain 5 free defensive armies (aggro empires)
> Pristine Will - Enemy claim influence cost +20%, all planets gain 5 free defensive armies (pacifist empires)
> Outreach
- Pioneers of a new home:
> Swapped to "Colonization Flotillas" For void dwellers - Habitats gain 1 additional pop (JUST artificial habitats, no pd habitats)
- Pre-printed Modules
> No longer provides a deposit, instead provides a 5 year useful modifier to the colony
- Pathfinder Initiative
> Halves the influence and alloy cost of colonization of regular planets for void dwellers
- Regular Finisher is unavailable for terravores, instead, whenever a planet is fully consumed, up to five additional pops will be given to the capital, based on the former planet size
> Artifice
- Regular Finisher is unavailable for terravores, instead, if they have habitat tech, a free habitat will be created when a planet is completely consumed (and has no other megastructure around)
> Balance
- Now indicates the functionality of the finisher, and how to use it, properly
> Control
- Dogmatic cohesion now adds a +10% faction influence gain
> Statecraft
- Inflection point
> Now provides the same ruler job for each type of country
> The ruler job will add bonuses based on the main represented ethics
> For gestalts, it will be a special kind of complex drone (for the sake of my sanity)

Ascension Perks
> Fixed strange interaction of vanilla code and psionic ascension, leading to main species not being properly targeted post-psionization