Stellaris

Stellaris

Extra Ship Components 3.0 [2.3.3]
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Pembaruan: 12 Apr 2019 @ 8:05am

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

Pembaruan: 7 Apr 2019 @ 8:39am

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

Pembaruan: 23 Mar 2019 @ 7:05am

- 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.

Pembaruan: 16 Feb 2019 @ 3:30am

- 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.

Pembaruan: 9 Feb 2019 @ 11:27am

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

Pembaruan: 3 Feb 2019 @ 9:59am

- 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.

Pembaruan: 19 Jan 2019 @ 9:50am

- 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.

Pembaruan: 28 Des 2018 @ 4:16pm

- 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).

Pembaruan: 28 Des 2018 @ 9:25am

file synchronization

Pembaruan: 25 Des 2018 @ 11:32am

- 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.