Stellaris

Stellaris

WP's Army Attachments Revived (4.1)
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Update: 15 Apr, 2024 @ 9:44pm

A somewhat experimental patch today!

As you may be aware, a few days after I released this mod Paradox did the whole Galactic paragons thing and totally changed the back-end of how all these traits are set up, making it much more complicated. Then the custodians spent a good chunk of last year tweaking it all again. Only recently has the dust finally settled.

I still do not own galactic paragons and have no idea how the game plays with the new trait picking system, so wasn't really sure how to go forward with the mod.

In Jan I had a message on discord a few months ago from "Nash" who demonstrated some work on coding with the new infrastructure. Many thanks to them! So I've been reading through and added what I can as best as I can and fingers crossed this mod should be totally compatible at last.

That said, it's un-playtested and, not owning the DLC, there is only so much I can do. There are no special interactions or designs around the veteran or destiny traits. This is all a very basic implementation. Traits are common t1 traits, with equal pick chances. They can appear on any general. Their scarcity continues to be designed and balanced through their tech trees rather than the trait system.

I'd love to use the paragons features more. If anyone who has experience wants to brainstorm with me and influence the future of this mod, add message me.

If anyone can help me to get the icons working in the new setup please message me. All mechanics are working, but they show as blank for some reason.

Some other bugs and improvements were made as well, check out the change-log.

Cheers.


A couple of attachment technologies had vanilla technologies as pre-requisites, but the vanilla technologies have recently been removed from the game! (For example nanomechanics)
- This meant that players of this mod had entire tech lines locked off the past few patches
- Prerequisites have been updated/fixed now.


A couple of typos fixed - "Telekinetic" / "Theropod" / "Armoured" / "Planet-Fall" / "Infiltration" .

Cyborg infiltation technology custom tooltip fixed (typo in the code caused it to not appear before).

Beasts are now correctly mutually exclusive with themselves (you had a chance before this patch to get up to 5x of the same animal, woops!)

Update: 20 Apr, 2023 @ 7:57pm

Fixed a typo in the technology tooltip description for War-Mechs.

Update: 20 Apr, 2023 @ 5:14pm

Added missing chemical throwers localisation text (accidentally was using the inversion grenades)

Update: 20 Apr, 2023 @ 2:18pm

Update: 20 Apr, 2023 @ 2:08pm

Update: 20 Apr, 2023 @ 2:02pm