Stellaris

Stellaris

Star Wars: New Dawn
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Update: 10 Oct @ 7:14pm

1.0.2 - A New Hope. Not save compatible.
New:
- Habitability slider uses in-between values to randomly add planets of the next tier (eg 1.5x will be all tier 1 planets and a random 50% of tier 2 planets).
- Bith, Nautolans, Givin, Gamorreans, Gungans, Sullustans, and Sluissi will now spawn on sandbox maps as pre-ftls.

Changes:
- Create and Abolish planetary specialization decisions now have a 180 day enactment time in line with vanilla.
- Rahm Kota and Sarcev Quest added as possible target for Mortis Dagger. In the future, other heroes will be added as possible targets.
- "Underground Vault" event success rewards Star Wars species instead of randomly generated species.
- Adjusted some vanilla anomalies to reward mod resources.
- Added Axxila Strip Mining deposit to help early mineral shortage from Ecumenopolis.
- Adjusted some planet tiers:
-- Bastion is now Tier 2, Krownest and Kalevala are now tier 1; Corvis Minor III changed from Tier 2 to Teir 1 to help Ciutric starting economy.
-- Clak'dor VII (Bith) is now tier 1 in sandbox only. It remains tier 2 on the canon map.
- Adjusted some specimen spawn chances.
- Starting populations of homeworlds increased 2500 -> 4800
- Most minor worlds (backwaters, space stations, asteroids) normalized to 1000 pops
-- Planet district and building generation scripts adjusted to account for increased population while leaving some civilians to move around

Fixes:
- Game setup menu cleaned up to only show relevant options once again.
- We promise Foless is actually liveable again.
- Removed duplicate administration buildings on deep space stations.
- Removed Shroud tab from contacts menu and both vivarum and astral shards tab from the discovery window.
- Removed outdated gui elements from empire selection.
- Mandalorian recruitment now works as intended.
- Research and shipwright planetary specialization tooltips/effects should now function as described.
- Multiple modifier name/icon localizations.
- Planetary specialization decisions not working.
- Subterrel planet initializer.
- Genetic templates now work again.
- Possible fix for revolt crashes.
- Disabled an event that granted unusable buildings.
- Kalevala is now assigned a tier in Sandbox.
- Research and shipwright planetary specialization tooltips/effects
- Disabeled several ill-fitting vanilla events.
- Jakku is properly assigned as a desert world with a dune subtype.
- Separatist themed anomalies will no longer say "Random Unknown Regions specimen granted" upon completion.
- Deposits adding too many resource districts.
- Afavan system now has hyperlanes on large map.
- No more Piett clones.
- Disabled lingering Plantoid and Lithoid traits.
- Disabled unused hyperfuel techs.
- Fixed certain factions from seeing inappropriate options in the GCW lead up events.
- Disabled Tiyanki graveyard system
- Ubrikkia given Adapted World modifier to help with human habitability
- MIA Unknown Path timer reduced to 1/3 of vanilla value.
-- Note: This is hard for us to test, please let us know if this solves some of the long retreat timer issues.
- Coruscant has gotten over the blues and is back to it's lovely brown
Note:
- A few specific worlds are still missing backgrounds. They will be fixed in time.
- Some building icons are not sized properly, will be fixed in the future.

Update: 28 Sep @ 2:47pm

1.0.1 - A New Hope. Hotfix 1. Not save compatible.
Fix:
- Pops have regained their appetite (Pops now consume food again).
- Dynamically generated unrest countries will no longer crash the game when spawning.
- Foless is now liveable again as a degraded ecumenopolis.
- Fixed missing icon for massive ribcage specimen.
- Missing Real Space planet backgrounds restored for certain planets.
Tech:
- Made sure no intentionally habitable worlds were assigned random_non_colonizable planet classes.

Note:
- There are a few specific worlds are still missing backgrounds. The format changed with Stellaris 4.1. They will be fixed over time as the assets are recreated.

Update: 26 Sep @ 1:40pm

Update: 26 Sep @ 11:44am

1.0.0 - A New Hope. 4.1.3 Compatibility. Not save compatible.
Special thanks to mnidjm, alankraskow, Solavenator, and TheChosenOne for helping out with this update as well as Elratie for allowing us to fork the project and 24 handling the new update system and new workshop page graphics.
New:
- 4.1.3 Compatibility
- Hapans are now a part of the hero system and Hapan leaders now have unique outfits.
- Chadra-Fan pre-ftl
- New specimens and anomalies.
- Improved Wookiee and Yuuzhan-Vong portraits by mnidjm
- New unique planet deposits
- New systems added: Aldhani, Morlani, Pabu, and Koboh. All systems appear on all sizes with the exception of Pabu on small maps
- Districts reworked for 4.0
- Electronics and Ammunition have their own zones, and a combined Strategic Systems zone
- Planetary designations and automation reworked for 4.0 vanilla resources
- Added planetary designations and automation for SWND custom resources
- Added a new mid-rim country near the Hutts and Chalactans: the Kastolar Oligarchy! The oligarchy represents the assorted mega-conglomerates of the mid-rim, and brokers influence from the Hutts and Empire alike. They are dominated by humans but use the Hutt ship set.
- Added galactic reactions to the progress of the Galactic Civil War
- Joining the GCW is now freeform, and can be done from any state except being at war with the side you wish to join.

Changes:
- All countries (with the exception of the Killiks) can now be played without the "Countrys Add-on." Once the Killik are in a playable state and are on all the maps, they will become a playable empire.
- Added the "Bounty Hunter" tree to Black Sun and Zann Consortium
- Ghorman is now a continental world with a boreal subtype
- Seatos is now added to the Denab system and Denab is now on all map sizes
- Hyperfuel, Spice, Kyber Crystals, and Bacta are acquired like vanilla strategic resources:
-- Hyperfuel technicians, Spice miners, Kyber miners, and Bacta refiner jobs removed
-- Planetary deposits give Technicians, Miners, or Farmers the corresponding resource output
-- Refinery buildings increase the output further
-- Synthetic Hyperfuel Refinery building for urban, electronics and ammunition zones adds hyperfuel output to Electronics and Ammunition Manufacturer jobs.
-- Added hyperfuel orbital deposits
- Planetary decision to add Specialization Districts (Administrative, Research, etc) reworked:
-- One decision allowed per planet (down from two)
-- Adds extra jobs of the corresponding type to housing districts.
- Floating Cities (Cloud City):
-- Max districts slightly reduced
-- Have a housing district with one zone slot. A second zone slot is unlocked through technology
-- Have uncapped generator, tibanna gas mining, and resort districts.
-- Tibanna Gas Platforms building changed from production increase to add workers
-- Added Tibanna Gas Processing Vane building to increase tibanna gas production
- Asteroid Bases:
-- Have a housing district with one zone slot. A second zone slot is unlocked through technology, or if the Verpine Enclave
-- Have generator, mining, and agriculture districts. The amount of each is determined when built.
- Deep Space Stations:
-- Have a housing district with one zone slot. A second zone slot is unlocked through technology

Changes (cont.):
- Too many building changes to list. Most things changed to be brought in line with vanilla buildings.
- Agrocite removed
- Planet district and building spawn reworked for 4.0
- Adjusted unique planetary deposit bonuses
- Adjusted generic planetary deposits bonuses
- Mandalorian Clan factions positive opinion modifiers require higher pop happiness to obtain (70%+)
- Mandalorian Clan factions opinion modifiers decay faster
- Criminal syndicates updated to 4.0 mechanics
- Hutt Cartel uses new criminal syndicate mechanics
- Adjusted starbase module and building costs
- Reduced void cloud evasion
- Reduced void cloud shield and armor penetration
- Centrality now uses CSA shipset. No more Rebel ships for the Kissai formable!
- Ithorians will now spawn as a pre-FTL on sandbox maps
- Death Star stage tech costs cut by 2/3rds
- The Empire's second crisis level now fully grants the Mega Engineering research instead of the research option
- Prevented the AI from wasting all its influence on meaningless Senate resolutions
- The Rebel Alliance now gets automatic claims on Galactic Empire starting systems
- The Galactic Empire now progresses its crisis more consistently, anchoring the GCW launch around midgame. In most cases the Empire will be more challenging now, and defeating it more rewarding.
- Minor Powers now have observation situations rather than missions
- Hapes Consortium now has their proper flag
- Hyperrelay removed from the Maw

Fixes:
- Added remaining several hundred worlds to the habitability system, you should notice fewer backwater planets and nearly half the performance cost from colonies.
- Improved quality of certain specimen icons
- Unique rooms for legacy formables now function as intended
- Opposing planetary modifiers should no longer spawn on the same planet
- added missing initializer for Batorine on the large sandbox map
- Meerians now have proper planet preference
- disabled "Medical Side-Effects", "It's Raining Aliens", and "The Spectral Clock" events
- Disabled all plague and disease events until further notice.
- Certain Imperial heroes now have proper traits for their leader class
- Several miscellaneous fixes and localization improvements

Note:
- As stated earlier, the "More Countries" add-on is no longer needed for SWND moving forward. Do not use it with any version beyond 3.14.
- Some building icons are not sized properly, will be fixed in the future.
- Job-specific pop clothes are disabled until further notice.
- Focus rewards are disabled until we can rework them.
- Some planets are missing unique backgrounds, will be fixed in the future.