Stellaris

Stellaris

Stellaris Evolved - Alpha
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Update: 23 Sep, 2021 @ 11:11am

α 0.5c
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
General fixes
> Fixed missing condition for growth of livestock under certain conditions
> AI hive necrophages won't accidentally purge its own necrophytes (vanilla... xD)
> Fixed wrong job declaration for habitat industrial district
> Fixed certain condition triggers for ecoworlds
> Tweaked ai budgets to avoid ai eternally sinking alloy production to storage instead of it being used for fleets or whatever, specially during ward
> Tweaked several mod ai budgets in preparation for an ai patch
> Fixed rogue restriction that prevented hives from having upgraded spawning pools
> Fixed habitat foundry colony designation not properly shuffling artisan jobs if catalytic processing civics are present

Civic & Auths
> Space pioneers now start with the Automated Space Probing tech
> Archivist minor job unity upkeep changed to 5.5 (from 6) and amenities produced from 3 to 2.5 for unity->research exchange
> Archivist minor job unity output changed to 5 (from 4) research->unity exchange
> Archivist initial debuff reduced to -5% research speed, reduced by 1% per each research pact
> Archivist modifier unity bonus halved, starts at 5% and goes up to 10% with 5 research pacts
> Archivist will no longer require relations above neutral for research pacts
> Archivist ruler job renamed to "Keeper of Knowledge" from "Grand Archivist"
> Body snatchers pherodrone stability bonus reduced to 2 (from 5), amenities increased from 5 to 10
> Tribalism has its requirement changed from requiring some degree of cooperative to some degree of ecologist

Living Standards
> Academic privilege requirements are now properly recoded

Ascension paths
> Increased the cost of the psionic ascension related decisions and blockers

Traits
> Cryptobiosis trait cost increased to 2 (from 1) (sorry xaltios)

Update: 22 Sep, 2021 @ 9:33am

Compatibility
> tec_is_ringworld now is declared as uses_district_set = ring_world for ringworld disticts (gigastructures compatibility preparation)

General fixes
> Robots will no longer appear as available option for creating species (for now)
> Fixed certain faction demands strange and false positive conditions (inform me if any other appear)
> Starbases now have up to 8 modules and buildings; Star fortresses now unlock 6 modules 4 buildings and citadel 8 modules 6 buildings respectively
> Starbase advanced modules are now researchable and available for everyone; a hidden starbase component for balancing energy will appear on starbases with these modules
> Added habitat food colony designation, exclusive for hydroponic habitats
> Fixed wrong job provided on Cultural arcologies on ecoworlds for gestalts

Traditions
> Reworked Hyper-Efficient Infrastructure Artifice tradition: Now empires that already unlock the 3 industrial districts = 1 building slot gain 2 free amenities per industrial district
> Fixed small oversight with finisher swaps not properly giving the finisher bonus
> Finishers have now a visible distinctive indicator for the election text

Civic & Auths
> Blocker-based civics now work properly when combined

Traits
> Increased the cost of the Versatile, efficient processors and similar traits to 3

Mechanics
> Trade gestalts have now diplomatic actions and war-goals of megacorps
> Reviewed conditions for diplomatic actions for megacorps
> Fixed missing flag condition for Biological geneassimilation

Ascension perks
> Starbase ascension path implemented
> T1: Castling : Increases starbase available amount by 3 and decreases starbase upgrade cost by 25%, unlocks repeatable starbase tech
> T2A: Grasp the Void: Mining stations produce a 50% more and Starbase economic buildings and modules produce 010% more; Starbase modules and no longer reduce starbase hull integrity.
> T2B: Eternal vigilance: Starbase defense modules increase starbase hull, armor and shield by 15% extra, and provide another bonus based on the type of defense

Update: 21 Sep, 2021 @ 8:19am

Oversight

Update: 21 Sep, 2021 @ 8:01am

α 0.5B
IMPORTANT NOTE: Savegames before this version may lack certain flags necessary for assimilations so expect strange behaviours

CODING
> The entire assimilation code block has been recoded - Please focus the test and bug-hunting on this
+ There is a known bug on assimilations that lead to duplicated sub-species, working on it

FIXES
General fixes
> Fixed macOS crash on game start (thanks laneer )
> Maximum starbase building and module slot increased by 2 (to avoid graphical errors)
> Ecumenopoleis now lack industrial districts and have the proper amount of shared alloy/cg districts if unspecced
> Fixed wrong effect in drone space extraction policy
> Separator policies are now empty

Civic & Auth fixes
> Fixed loop logic that prevented migration-cost-removal civics from being effective (subsumed will, corvee system, etc)
> Fixed Amplifying relays machine civic missing the extra coordinator effect
> Several governments now have fallbacks and appropiated terms/descriptions
> Propagandistic and Evangelism civics will apear as X Never civics until properly reworked

Job Fixes
> Fixed missing upkeep declaration for enslaved robots
> Patrol drone weight is now conditional for non ai empires

Mechanic Fixes
> Machine empire first contact event now has options for machine cult, occultists and robots lovers in general
> Fixed redundant condition on Protoworld accelerated terraformation decision
> Reviewed Elysium specialization decisions
> Reviewed Elysiums and Protoworld event and digsite additional conditions (preventing wonky events appearing, like an old factory on a recenly built elysium)
> Fixed spiritualists requiring no robot rights before robots even exists (lolololol)
> Closed criminal branch offices will no longer be able to be reopened again
> Addressed wrong trade modifier providing an excess of trade for branch office buildings/megacorps

Ascension perk fixes
> Several Ascension paths reviewed, changed and recoded
> Replicants and bioascended empires can now use Idyllic Bloom properly

QOL
> All ascension path perks will be now displayed by defaul on the ascension perk list



ASCENSION PATH CHANGES
Genetic Ascension path
- T1 - Unchanged
- T2
> The conditions for getting the "A Genetic Revolution" event are simpler and more effective
> The conditions for the failure effects on "Genetic Decision" projects are simpler and more reliable
> Reduced the severity of bad outcomes on the genetic decision projects
- T3
> Now clearly specifies "Requires having modified a species with Advanced Traits and completed a Genetic Experiment chain."

Synthetic Path
- Unchanged

Cybernetic Path
- T1 - Unchanged
- T2
> The conditions for the first chain of special projects is more reliable
> Upon failing one of the subprojects, the chain won't get stuck
- T3
> All the special subprojects are grouped under the same condition
> Each special project now will pop up an event indicating the traits gained (text is on wip)
> Upon ending the 3 advanced blueprints projects, a final project will be given for replacing the cybernetic trait with advanced cybernetics
> Implemented leader traits for the advanced cybernetics trait
> The advanced cybernetic trait is no longer available for genemodification

Replicant Path
- The special project for unlocking replicant assimilation now appears one year after the main one
- The special project for unlocking assimilation will now convert all the robots into replicants of the main species
- Replicant assimilation conditions reviewed

Psionic Path
- T1 - Unchanged
- T2
> The mechanic to unlock the T3 path is now tied to a special project rather than a uncertain waiting
> The firing event for discovering the ascension mechanic (tied to T3) has more reliable conditions

- T3
> Lowered a further 50% the chance of new psionic traits appearing after obtaining the first
> Psionic traits slightly nerfed

Bio-Psionic Path
- Assimilation conditions reimplemented
* NOTE: There may be wonky workings with it, like assimilating a species into multiple subspecies

Cyber-Psionic Path
- Assimilation conditions reimplemented
- Fixed an small oversight on cybernetic-non-psionic pops being marked as not compatible for assimilation
* NOTE: There may be wonky workings with it, like assimilating a species into multiple subspecies
- Now pops assimilated will automatically gain the adequate trait provided by the special projects

Update: 17 Sep, 2021 @ 10:56pm

GENERAL CHANGES
> Machine cults and occultists now won't demand psionic path as mandatory
> Machine cults will now demand going on a cybernetic/synthetic path/subpath
> Patrimonial corporate empires have now they own fallback government
> Technocracy lem change undone; the real nerf was done on the rulers
> Added "Fractal replication" robotic trait

FIXES
> Fixed wrong starbase building technology declaration (astral generators on food processing tech)
> Gestalt branch offices now require good or better relations instead of above neutral for establishing branch offices (no effective change in gameplay but code)
> Some rules have been reviewed to ensure they are correcly applied per empire type
> Fixed certain wibbly wobbly timey stuff with branch office building weights which lead to amassing cgs by AIs
> Machine cooperator trader empires now have its own rule applied for branch offices (oversight)
> Fixed Agrarian Idyll not reliabily providing the housing, regardless of the type of empire
> Fixed Cyberpsionic and Pure of Form assimilations - REQUIRE MORE TESTING
> Fixed senate resolution interruption timer for custodians /galemperor
> Fixed bioservants appearing on the empire creation screen, while having no initial way of being in a empire, leading to misleading assumptions
> Several localisation fixes

GRAPHICS
> Cytogenetic techs now have a different icon

Update: 16 Sep, 2021 @ 7:49pm

More bugfixes
> Fixed bugs with cybernetic ascension chain
> Increased cybernetic ascension chain special project failure chance to 50% (from 30)
> Fixed unintendeed behaviour with gestalt special drone categories (fruit of a previous fix)
> Starbase extraction gestalt policy has the correct values now

Update: 16 Sep, 2021 @ 12:09pm

More bugfixes
> Fixed a bug with modded pop categories not working properly for pre-generated scripts (Prime drones, brood drones, etc)
> Moved Exotic gases mining tech from Engineering materials > Society New worlds
> Several localisation fixes

Update: 16 Sep, 2021 @ 5:20am

More bugfixes
> The hunt for the mac-os crash continues; technically one of the causes should be solved, but requires testing.
> Fixed living standards not providing its benefits (mandatory overwrite of pop categories needed)
> Several localisation fixes

Update: 15 Sep, 2021 @ 7:36pm

More bugfixes
> Fixed legacy army icon unintendedly appearing

Update: 15 Sep, 2021 @ 5:36pm

Launcher trolling, no changes on this version - Last version was not applied