Stellaris

Stellaris

Stellaris Evolved - Alpha
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Update: 13 Oct, 2021 @ 5:36pm

α 0.6b hotfix
General fixes
> Fixed wrong condition for the visibility of certain resource deposits on system view

Mechanics
> Fixed wrong condition on habitats impeding habitat construction

Origins
> Fixed Clone-Nation trait being not compatible with the Lithoid Archetype
> Calamitous Origin lithoid crater now provides +15% pop assembly speed for Sedimentary Aggregation empires

Jobs
> Severly reduced the weight of healthcare jobs

Update: 12 Oct, 2021 @ 10:31am

Hotfix:
> Steam not properly updating some people's files, i guess

Update: 12 Oct, 2021 @ 7:57am

α 0.6b

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

CODING
> Added several temporal code definitions for "future additions"
> Improved the ai secondary economic tutorship system, slowly adding functionality modules back
* Note : This is in preparation of future paradox ai changes, evolved ai is done in parallel and lacks, atm, a 90% of its functionality
> Made tec_uses_food_buildings = yes more reliable and flexible to allow more empire playstyles in the future

> Some generally modified NGameplay defines will be separated into a 01_evolved_defines.txt file for max compatibility
* This will allow more traditions/aps/building compatibility

> Small tweaks on can_species_be_assembled game rule (trait_tec_lithoid_sedimentary)

COMPATIBILITY
* Note: Features must be tested to ensure compatibility patches are done accordingly, report any failing feature please
* Note2: For compatibility and loading reasons, all mods must be placed ABOVE evolved in load (evolved must be put at the bottom, before external compatches)
> Implemented FULL internal compatibility with Gigastructures & More
> Implemented FULL internal compatibility with Planetary Diversity & submods
> Implemented FULL internal compatibility with Expanded Starbases & mods of the likenessç


FIXES
General fixes
> Fixed choice overflow on contact events with machines for spiritualist
> Fixed wrong tier requisite for certain planet unique buildings
AI
> Adjusted economic budgets to prevent certain types of AI empires attempting a one-system-challenge
> AIs will have higher chances of creating a branch office on non-profitable planets (BOs are profitable per se)

Traits
> Sedimentary Aggregation trait available for lithoids
* Pops cant grow, colonization on non arcologies add extra lithoid deposits, each pop produces 0.1 assembly

Civics
> Master Crafters now indicates it works with Void Dwellers on habitats

Buildings
> Prepared several definitions and swap for alternative gestalt playstyles

Jobs
> Master Tinker and Master Sideralurgist Alloy production reduced to 3 (from 4) and mineral upkeep added (2)
*Note : This is for reducing the early power those jobs have, as they had no upkeep; still powerful on their own
> Manufacturer drones now benefit from maintenance protocols machine civic

Districts
> Habitat utility arcologies now reliabily provide jobs for gestalt empires
> Habitat industrial districts no longer benefits from extra building slots for master crafter non void-dweller empires
*Note: This effect is still applied for empires with the Hyper-Efficient Infrastructure Artifice tradition unlocked
> Habitat research district passive production reduced to 4-6-8 (from 6-8-12)
> Protoworld districts construction time doubled; passive production halved and now provides a job
*Design note: Protoworlds are in a too good state for some players; reducing the effectivity a little to balance things
> Protoworld districts now reliabily benefit from production buildings and techs

Traditions
> Halved the unity penalty per tradition group adoption ; this is for mitigating the impact of multiple traditions
* Note: Any mod changing this setting will alter this change

POSTPONED CHANGES
> REVERTED - planet_view.gui will receive a scroll bar for districts/buildings
* Note - Didn't work as intended, changes will be on hold
> REVERTED - topbar_traditions_view.gui has been readapted to be more friendly with vanilla-like traditions
* Note - I was not satisfied with the result so will give it a tweak




FUTURE ADDITIONS
* Note: the displayed features are not final and are subject to changes
Origins
> Exocolonist
- Random conditions are now triggered after the initial dialog event to avoid cheesing
- Will now force the closest available planet to be emergency-colonized if somehow the colony fleet is destroyed midwayW
> Reborn in metal
- Reviewed conditions for spawning and initial balance
- A new tech tree for synthetic techs is being created (to avoid it starting too op)
> Slave to the system
- Semi reworked into authority, origin will still be developed
> Fractal Mechanizators & Planetary Biomorph
- Started the artwork and code

Mechanics
> Started the initial implementation of extra espionage actions

Traditions
> Started the work on: Perfection/Evolution, Improvement/Singularity, Affinity/Entropy tradition ascension trees
> Started the work on: Arcadianism, Faith/Creed, Coexistance, Apex trees
> Most tradition trees will receive a close lookup, fix and in some cases rework

Ascension perks
> (re)Started the work on:
- Espionage path : Secret Games - Unseen Dominiom/Perceptive Blockade
- Infrastructure path: Infrastructural Mania - Infrastructure Automation/Sector Streamlining
- Ecologism path : Mastery of Nature - Celestial Sculpting/Celestial Harmonization
- Machine psionic path: Entropic Analysis - Dimensional Incursion - Shroud Infusion
- Hive psionic path: Psychic Resonance - Psionic Coalescence - Convergence

Ascension paths
> Biopsionic and Psibernetic paths will receive a close lookup and rebalance

Update: 6 Oct, 2021 @ 10:59am

Hotfix
> Fixed choice overflow for machine contact events (damn vanilla ui)

Update: 6 Oct, 2021 @ 9:54am

Hotfix
> Fixed wrong declaration for machine empires and capital building requirements

Update: 5 Oct, 2021 @ 9:12am

α 0.6a

TEST/TRIAL FOCUS
> Faction demands
> Missing art/assets/effects
> Gestalt empathy mechanics
> Void dwellers and Habitat-Arcologies

CODING
> Completely refactored scripted triggers for buildings (overwrite of 01_scripted_triggers_buildings.txt )
> can_colonize_planet rule overwrite REMOVED

FIXES
General fixes
> Fixed strange condition for Pasharti Absorbers giving them double fanatic purifier civic for the sake of cleansing the galaxy from the pest called Jeff
> Fixed several conditions for catalytic jobs and descriptions on districts and buildings
> Fixed wrong restriction declarations on some starbase modules
> Several localisation revisions

Origins
> Mechanists
- Now have their own initial event for setting the robot template appearance
> Genomic Shapers
- Now have their own initial event for setting the bio-crafted template appearance
> Exocolonists
- Reworked - UNAVAILABLE YET

Traits
> Sterile is now available for lithoids and replicants

Civics
> Self-Reimaginators and Rapid Replicators civics are now mutually exclussive

Buildings
> Gestalt interchange forums are now only exclussive to non trade gestalts and boost a 15% the production of basic resources of the branch office
> Reduced the crime contribution of criminal megacorp branch office buildings from 25 to 20 and 50 to 40 for unrestricted and unique buildings respectively


Techs
> Machine robot/machine assimilation tech now can appear regardless of interaction, but species owned

Ascension Perks
> All psionic leader traits normalized to have 0.25 zro as upkeep (generally highly reduced by techs, and etc)
> Erudite trait will no longer be removed on presence of other similar traits (vanilla overlook)

Update: 2 Oct, 2021 @ 9:00am

α 0.6
NOTE: Saves previous to this version will be broken, unplayable or will create a crash
Please start a new game to avoid false-positive reports

TEST/TRIAL FOCUS
> Faction demands
> Missing art/assets/effects
> Gestalt empathy mechanics
> Void dwellers and Habitat-Arcologies

CODING
> Several "techaul_" "stevolved_" etc pre-definitions have been normalized to "tec_"
> Several "civillian" denominations changed to "civil"
> Reviewed and reduced the charge of overwritten scripted triggers and effects
> Reviewed and reduced the charge of overwritten game rules
> Prepared the initial batch of adjusted template chains for future rp additions (origins, subcivics,etc)
> Prepared the initial batch of changes to factions
> Added internal compatibility with Psionic Species Expanded mod, by Jasonpepe
> Altered "country_uses_consumer_goods" overwritten scripted trigger
> Altered "can_species_be_assembled" game rule // Added budding/fractal replication assembly scripts
> Changed vanilla faction code affecting "any_owned_pop" with "any_owned_species" for improving performance; if this causes issues, it will be reverted
* Note: In vanilla it checks pops, and i think it can be an important clutter of performance


FIXES
General fixes
> Fixed missing condition for Driven Assimilator cybernetic assimilation
> Fixed (reworked) condition for providing robots/bioservants under certain conditions
> Reviewed strange conditions for ringworld specialization district swaps (damn catalytic jobs)
> Fixed strange denial on destroy condition for Hive unity buildings
> Altered economic values of influence for Corporative Sub-branching empires so they can create branch office capitals again
> Fixed wrong living standard conditions for Stratified Economy
> Fixed strange interaction between the machine civic "Reimaginators" and habitats, providing unintended high assembly from start
> Fixed wrong declaration on conditions provided for ringworld refinery districts
> Removed deprecated string from Administrative arcology decision
> Fixed wrong flag provided on forced protoworld terraformation decision
> Reviewed assembly conditions for traits like Budding or Fractal replication
> Fixed random crash with Bio-Psionic ascension perk - More test is needed

Origins
> Shattered Ring
- Increased the cost of removing the interloper from 7500 engineering to 25000
> Void Dwellers
- Now can create specialized arcology habitats with a new ascension perk*
> Exocolonists
- Reworked - UNAVAILABLE

Ethics
> Gestalt Empathy reworked
- Now starts/unlocks a specific technology
- The pop migration mechanic and cg production (if not present before) is tied to that technology
- The pop migration effect will be fairly more visible and predictable
- In order to produce CGs, it is necessary either a Industry building or changing the planet designation to industrial cg designation
*This doesn't apply to already CG productor gestalts like cybernetic collectives or rogue servitors
> Gestalt reworked ethics no longer indicates missing effects

Jobs
> Autonomous Clusters now generate 6 of each research (from 8)
> Reimaginator Drone engineering research reduced to 6 (from 8), energy upkeep reduced to 8 (from 10)
> Enforcers are now more likely to be employed by both players and ais if the empire is currently at war


Techs
> Added a small weight reduction instead of complete denial for rare resource mining techs
> T2 and T3 CG technologies are available to all gestalts that use CGs
> Extra cg production technologies are available to all gestalts that use CGs

Traditions
> Unyielding "Fortress Doctrine" starbase cost reduction removed; added starbase upgrade speed (50%) and 5 extra defense platform capacity
> Chained reaction can now provide up to 1k research (based on the monthly research production)

Ascension Perks
> Added "Sidereal Arcologies" Ascension perk - Mutually exclussive with "Arcology Project" AP
> Tweaked missing texts
> Prepared structure for missing gestalt ascension paths

Galactic Community
> Disabled nanite and lgates related resolutions

Update: 25 Sep, 2021 @ 11:51pm

Small hotfix:
> Fixed robots being available as selectable race
> Fixed tech weights for natural rare resource harvesting

Update: 25 Sep, 2021 @ 11:25am

Machine assimilators assimilation hotfix

Update: 25 Sep, 2021 @ 9:02am

α 0.5D
CODING
> Small tweaks for preparing compatibility internal patches
> Reviewing old coding adding #EVOLVED and general comments to relieve the work of potential secondary/third person compatibility patches


FIXES
Coding
> Changed rule : can_build_branch_office_on_planet
> Changed some slavery rules to ensure robots fallback into Ai servitude slavery type
> Changed some slavery rules to ensure bioservant fallback into bioservant slavery type

General fixes
> Fixed wrong game rule preventing cooperacorps establishing branch offices on other cooperacorp empires
> Fixed wrong string on "Pop Growth" diplomacy view
> Research starbase building now properly displays its unlock condition on Global Research Initiative tech
> Fixed artisan job effect not being displayed on habitats industrial districts
> Fixed issue with First contact event and Exocolonists - Further changes will be done so keep this with a grain of salt
> Fixed redundant condition for bio-psionic traits
> Fixed overflow in theocracy leader election window
> Fixed wrong tradition requirement for forming federations with certain gestalt empires
> Fixed exocolonist pois not being removed upon colonization
> Several localisation fixes

Mechanics
> Reviewed ecumenopolis district conversion and swap

Jobs
> Private entertainer jobs now benefit from either the branch office owner or the competitive empire having Pleasure seeker civics
* Expect this, slowly, to apply to other related jobs
> Labour hero production reduced to 3-3-3 (from 5-5-5) and 12 on specced worlds (from 15)
> Biotrophies owned by an empathic servitor will prefer continue being pampered over working on other jobs
> Reimaginator cluster now is treated as assembler
> Fixed some inconsistencies with amenities provided by some jobs

Techs
> Lowered the chance of psionic theory appearing as tech if another empire psionically ascended (from 100% more common to 10% more common)
> Lowered the chance of psionic theory appearing as tech if the empire owns a psionic species (from 200% more common to 50% more common)
> Non default empires no longer can obtain breakthrougs

Buildings
> Starbase modules and buildings have been reviewed (view notes below)*

Civics
> Machine cult no longer has specific bonuses when combined with other civics
> Occutists:
- Grand Occultists now have an upkeep of 1 consumer goods (before : 0)
- Minor Occultists now have an upkeep of 1 consumer goods (before : 2) and produce 3 unity (before : 2)
- Both jobs now benefits from exalted priesthood bonus unity
> Corporate symbiotism has been reworked
- Now boost the production of Entepreneur or Branch office jobs by +1 (of its type of resource)
- Now boost the energy generated by branch offices stablished on its planets by 10%
- Maintains the +10% trade
> Cutthroat Politics
- Ruler bonus changed to 15% (from 10%)
> Shadow Council
- Decryption changed to Encryption (all right, then keep your secrets)
> Cutthroat politics and shadow council are now mutually exclussive
> Ecological Engineers, Keepers of harmony, Environmentalists and Surface Exploiters are now mutually exclussive (i'm sorry little one)
> Adjusted some of the Ecological Engineers specific jobs (all produce now 12 research mixing 2 types of research)
> Surface Exploiters civic added (able to overstrip, construct industrial district 25% faster and 25% cheaper, requires fan industrialist)
> Executive commitee influence gain reduced from 25% to 10%

Galactic Community
> Lgate related resolutions will no longer appear if the host doesn't have Distant Stars DLC

Misc
> Awoken country now appears with a proper empire template, origin and civics. Also, it avoids colonizing spiritualist fe or generally dangerous planets.

QoL
> Crime corporate buildings now indicate they make criminals provide a certain production
> Starbase modules now indicate what systems boost the production

*Starbase Modules revision
> Grasp the Void now provides a 50% increased production, instead of 100%
> Grasp the Void now indicates starbase buildings provide extra bonuses to the system where the starbase is constructed
> All starbase modules now indicate where do they get a special bonus (system condition)
> All modules now cost double the amount of alloys than before (from 50 to 100)
> Production modules remain untouched in production values
> Research modules base producion reduced to 4 (from 6)
> Starbase economic buildings now have 5 energy upkeep, have double cost (from 100 to 200) and no longer produce resources
* The effect on modules remain untouched