Stellaris

Stellaris

Military Enhancements 2.0 [Invasion Events and More]
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Uppdatering: 17 jun @ 11:01

- Updated to latest version of Stellaris

Uppdatering: 2 nov, 2024 @ 11:45

Uppdatering: 29 sep, 2024 @ 17:36

- Updated to latest version of Stellaris

1.2.4

Uppdatering: 22 jul, 2024 @ 10:08

- Fixed a bug that would cause certain empires to drop a million nukes on their own planet
- Fixed a bug that would prevent certain empires from picking any option during the refugee crisis event

1.2.3

Uppdatering: 26 jun, 2024 @ 18:14

- Fixed a bug that would prevent synthetically ascended biological empires from training synthetic armies.

1.2.2

Uppdatering: 12 maj, 2024 @ 15:09

- Fixed an issue where the gestalt and non-gestalt localization would display for the wrong empires
- New lines have been added for spiritualist, individualist robotic empires

1.2.1

Uppdatering: 10 maj, 2024 @ 21:48

- Updated to latest Stellaris version
- New armies, buildings, and tech for individualist machine empires

1.2

Uppdatering: 27 apr, 2024 @ 16:09

Fixes:
- Level 3 armament factories now properly check whether or not the owner is a gestalt empire
- Gestalt empires can no longer construct the genetic warrior facility

Balance:
- The penalties for low logistics has been heavily reduced to prevent the modifier from overflowing and preventing the creation of armies
- Super soldiers can now be recruited on planets where the initial Genetic Warrior Facility building was constructed--even if there is no special forces school

New Content:
- The Genetic Enhancement Facilities have been added, which increase the base cap of recruitable super soldiers by 2 for every one constructed

1.1

Uppdatering: 14 apr, 2024 @ 20:10

- Fixed a major variable bug that would depopulate the galaxy (my bad)

1.0.4

Uppdatering: 13 apr, 2024 @ 12:48

- Added a variable to track this mod being installed; helpful for other modders wanting to make patches

1.0.3.1