Stellaris
Extra Ship Components 3.0 [2.3.3]
Показване на 11 — 20 от 34 постъпления
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Обновление: 12 апр. 2019 в 8:05

- Fixed cost of large Wave-Force Armor.
- Updated events that trigger Unbidden invasion if dangerous ESC techs have been researched.

Обновление: 7 апр. 2019 в 8:39

- Added support for new NSC ship class, the exploration ship
- Fixed some localization issues

Обновление: 23 март 2019 в 7:05

- Doubled living crystal cost and upkeep of crystalline weapons.
- Mercenary strikecrafts now cost a bit less alloys, but have additional energy credit cost when building to simulate actual hiring of mercenaries.
- Fixed a typo for living crystal farmer unit job effect.

Обновление: 16 февр. 2019 в 3:30

- Added support for At War: Planetary Defense Force.
- Fixed tier 7 shields having less regeneration than intended.
- Added auto-upgrade path from Advanced String Sensors to Psionic Sensors, since latter are explicitly better.

Обновление: 9 февр. 2019 в 11:27

- Upgraded strikecrafts to 2.2.5 values.
- Added Mercenary Squadron and Elite Mercenary Squadron hangars for Megacorps and empires with Corporate Dominion civic.

Обновление: 3 февр. 2019 в 9:59

- Fixed ESC missiles having lower damage against hull than intended.
- Increased weight of the initial crystalline weapon tech.
- Fixed Standardized Warheads aux component not giving all benefits as intended.
- Fixed a few supposedly self-referencing strings in localization.

Обновление: 19 ян. 2019 в 9:50

- Crystal Farmers have been promoted into specialists / complex drones.
- Updated AI budgeting for ESC resources. This should make AI more likely to upgrade existing ships.
- Fixed a few instances where alloy upkeep was unintentionally too high.

Обновление: 28 дек. 2018 в 16:16

- Fixed ESC PD damage against armor.
- Watcher of Eternity now uses dark matter instead of Zro to make it actually-available to everyone.
- Tier 2 Living Crystal Farm now requires half as much rare crystals for upkeep.
- Added two techs that make Living Crystal farming more lucrative.
- Added a bunch of edicts that are paid for with ESC rare resources (and nanites).

Обновление: 28 дек. 2018 в 9:25

file synchronization

Обновление: 25 дек. 2018 в 11:32

- Added back building for Dark Matter production.
- Culture Nexus, Cerebral Node and Network Regulator should now convert into each other when planet-holder empire changes in type.
- Updated logic behind empire-unique buildings. It is no longer possible to construct multiples copies of them by abusing build queue.
- Switched to vanilla logic behind restricting technologies to late-game only.
- Removed Nanite Transmutation from the list of cascade-reverse-engineerable technologies. At least until PDX fixes AI overbuilding Nanite Transmuters.