Stellaris
DarkSpace (Stellaris 4.0)
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Aktualizacja: 29 listopada 2022 o godz. 5:25

Note: Please consider this is not an ESport game, nothing will 100% be equal.

ORION PATCH: DARKSPACE V2

NOMADS:
- manpower planet decision cost increased
- traditions adjusted
- Exterminatus stance removed (+remove in desc)
- changed starting ship stats (Ark, Alarai)

ORIGINS:
- Hyperflora - decision cost inceases which each use
- Hyperflora - adds planet growth debuff modifier on new colony
- Ark - slower colony speed (because have strong capital)
- Ark - research district cost+upkeep increased, decision now costs each time more
- Ark - removed -50% colony speed
- Arcane - adjusted districts & costs, colony ship costs much more in the first decades
- Utopia - removed some habitable planets, colony ship costs much more in the first decades
- Phoenix Empire - increased war modifier on capital
- Borg - decreased extra intel to 1/1 (prev 2/2)
- Borg - stronger negative "Broken Core" deposit modifier + increased cost to remove it
- Borg - lost habitat construction, but increased price stays
- Vi - nerfed planets
- Synthetic Gods - nerfed Kernel modifier
- Synthetic Gods - increased Nier cost
- Synthetic Gods - decreased habitable planets to 4 from 8
- Galactic Plague - capital world to size 30
- Galactic Plague - empire size modifier removed
- Requiem - is now a small FE start (not fair for MP at all, but FE RP)
- Requiem - Innovator planets have now a cooldown of 3 years
- Aero origins - CG-modifier from -100% to -50%
- Aero origins - not Anglers, Catalytic processing etc
- Allmacht - starting planet is now a Gaia world (description said it, but wasnt the case)
- Halo - planet modifiers changed
- Prism - changed endgame planet deposit when reaching size 35
- Prism - removed ice asteroids from terraforming + changed cost
- Intergalactic Iso. 1+2 - decreased amount of habitable planets in the cluster
- Intergalactic Iso. 1+2 - fixed Interstellar Portals when playing in small galaxies (200 stars)
- Gray Tempest - changed some values of the unique pop jobs
- Gray Tempest - Nanite-Assembly megastructure produces more nanites
- Solarflare - removed the 2 modifiers
- Certast Cluster - changed start deposit, nearby ringworld is now broken
- Certast Cluster - can now be Rogue Servitor (makes sense lore-wise)

CIVICS:
- Certast - bonuses adjusted
- Certus - bonuses adjusted
- Certus - changed capital modifiers
- Certus - bonuses adjusted
- Crusaders - bonuses adjusted
- Military State - bonuses adjusted, doesnt need origin Phoenix Empire anymore
- Neutronpower - bonuses adjusted
- Spectrals - bonuses adjusted
- Vero - bonuses adjusted
- Warlord - bonuses adjusted
- Quantum Navigation - bonuses adjusted
- Regulated Consumption - no changes for now
- Peacekeeper - bonuses adjusted
- Hearts of Iron - bonuses adjusted
- Heirs of Fire - no changes for now
- Masterbuilders - no changes for now

NEW SUPERWEAPON TARGET SYSTEM:
- only works in new games or when building the weapon again
- can now aim at ANY system at nearly every distance or distant star cluster
- aim now with the mouse cursor like the QuantumCatapult
- destroy now only normal colonies, but can never kill a capital (capital receives only devastation)
- needs you to build a "projectile" ship
- needs new design first in ship designer
- if projectile gets lost in any other way = needs to wait for the end of the year to appear again

The megastructure still has to charge up via upgrading.
I nerfed their range a lot as compensation for the new easier targeting-system.

MISC:
- Onyx code modifiers nerfed
- Arcane district cost heavily increased + upkeep
- added ALL crisis+enclave+npc flags to flag category DarkSpace
- many planet classes adjusted
- removed many error log entries (are harmless, but annoying to see there when having multiple logs or debugging)
- nerfed Evergarden defence stations
- many localisation changes
- different fixes & improvements have been made
- fixed some techs not showing what they unlock

CUSTOMIZATION MENU (GAMESTART):
DS became more customazible!
- enable crisis perks
- enable megastructure perks
- enable superweapon perks
- enable StellarEngine
- enable Arcane Ascension
- enable Arcane Ascension buildings
- enable AI using DS mechanics

Also, internal code changes were done (a few hundred).

Aktualizacja: 12 listopada 2022 o godz. 15:53

- cleaned up some outdated code lines/harmless errors in the logs
- Halo crisis perk = reduced alloy cost of the Halo ring
- Gods Vengeance perk = nerfed Voidangels
- Nomads origin = "Gods Vengance" perk blocked
- Nomads origin = crisis structure "Wormhole Assembly" dark matter + alloy cost reduced
- Nomads origin = 2nd pop recruitment decision for 15 pops at once
- Nomads origin = fixed a tricky way to get more manpower when starting as Savages
- Hyperflora origin = job modifier adds now priests for spiritualists (but the old modifier with bureaucrats stays until a new game)
- Synthetic Gods origin = living metal is now easier to get
- Synthetic Gods origin = improved descriptions of the situation-log event chain
- Xenomorph origin = Hivemoons require now 75 molten pops (prev 55)
- Xenomorph origin = improved the look of the start system
- Arcane/Utopia origin = added more blockers, slower colony development
- Localisation = improved situation-log tutorials for megastructure superweapons (Halo, Darkmatter-Ripper, Intertemporal Accelerator)
- Localisation = changed tutorial for Stellar Engine
- Localisation = different smaller adjustments
- Balance = changed different values, numbers, effects and more

Aktualizacja: 31 października 2022 o godz. 14:06

- reduced alloy costs of Superweapons and the Stellar Engine

Aktualizacja: 23 października 2022 o godz. 6:32

- Gray Tempest origin - can now colonize habitats too
- Aero origins - adjusted origin description
- Allmacht origin - adjusted origin description
- Synthetic Gods origin - reduced costs of the Gigacomputer
- Synthetic Gods origin - Anti-Spectral stages 6-10 dont need the tech anymore, already unlocked after finishing the special project
- "Signifier" component now only works for certain large ship types
- empires that got spawned via Arcane Ascension received some modifier nerfes
- Menace Battleship cheaper buildcost, on Lv4 available (previously on Lv5)
- few balance changes to origins/civics/perks
- limited Vi-origin terraforming to 5 years (with Seele ship) & increased terraforming cost when using the normal way (has no limit)
- Phoenix Empire origin - increased blocker costs

Aktualizacja: 12 października 2022 o godz. 3:24

Hotfix:

- Regime Origin: removed ruin modifier on capital (Ecu doesnt have the districts)
- Gray Tempest origin: nanite & research districts add now +1 building slot (mostly used for mods that increase slot size of planets)
- Nomad origin: economy menu changed, its now again accessible when the window somehow got closed
- Phoenix Regime origin: added total war casus belli
- fixed some entities of the Extradimensional shipsets

Aktualizacja: 21 września 2022 o godz. 10:12

Aktualizacja: 20 września 2022 o godz. 10:11

Aktualizacja: 4 września 2022 o godz. 11:24

Update 04.09.2022:


Misc:
- multiple localization changes
- adjusted different values, costs, modifiers
- internal code changes/improvements

- Gods Vengeance perk (rework):
- increased unity production
- produce with Sanctum-building Zro for Voidangels
- Sanctum-building got a new icon
- Voidangels are energy-based "battleships" (cant have armor or kinetic damage)
- VoidAngels are similar to battleships but much faster, cost Zro+Unity
- finishing special projects increased unity production even more (+50%)

- Array Of The End crisis-perk (Halo origin):
- increased bonuses of the crisis structure (Array Of The End) = you can now shot the normal Halo faster

- Return crisis-perk (Nomad origin):
- added bonuses to the Nomad-Assembly (crisis structure) to have a better chance against many empires

- Nomads:
- ship energy upkeep reduction from -25% to 0% (origin bonus), extra naval cap from +250 to +750
- starting planet efficiency debuff modifier changed
- new perk ("Back To The Roots") that unlocks a policy to make planets important again for Nomads (-99% job production + pop growth debuff changes to -20%!), but removes yearly +2 manpower gain
- nerfed several tradition parts, added missing background textures
- added new/changed existing localization
- have now +20k larger resource capacity

- Prism origin:
- improved nearby start system visuals (2 more crystal systems)
- can now terraform ice/crystal asteroids into small Prism worlds
- changed origin picture

- Hyperflora origin:
- changed origin picture

- Borg origin:
- can turn habitats into more Borg planets (decision)
- can now build habitats from gamestart, but more expensive (2x cost)
- starting blocker is now harder to remove/stronger effects
- changed start system initializer

- Solarflare origin:
- removed destroyer starttech
- start with 1 extra perk slot (prev 2) and 3 FE techs
- nearby Solarflare system has the capital world with an orbital ring (of the dead first-contact-empire)
- has 3 pops less at start
- changed origin picture

- Requiem origin:
- nerfed capital modifier
- changed origin picture

- Ark of Constructors origin:
- changed origin picture
- adjusted some costs

- Phoenix Empire origin:
- removed destroyer+cruiser from starttechs
- removed dark matter deposit
- removed the 3 FE-techs
- has mega engineering + can already build megastructures
- capital changed to Ecu planet
- capital has tons of blockers for more jobs, housing and more
- player has to remove A LOT of special blockers to "repair" planet, unlocks jobs above
- start system initializer changed
- not for Hiveminds

- Phoenix Regime civic:
- cant be used with Crusaders anymore
- replaced unity bonus with naval cap (+75%)
- increased war exhaustion bonus to 50%
- removed -5% ship upkeep modifier

- Crusaders civic:
- cant be used with Regime anymore
- naval cap modifier from 75% to 60%
- ship upkeep from -10% to -5%

- Certus civic:
- empire sprawl reduction to 15%
- added 3 envoys
- removed food & consumer goods modifiers
- increased cost of their unique shields (rare resources)
- added +5% pop food upkeep

- Spectrals civic:
- ship alloy cost reduction from 15% to 10%

- Warlord civic:
- removed +5 planet stability
- leader exp from 50% to 25%

Aktualizacja: 16 sierpnia 2022 o godz. 8:15

- Hyperflora origin: pop growth increased for society technology ("Optimized Weather") + tech faster research speed (other planets have -50% pop growth due 0 habitibility + -75% reduction from trait)
- removed unity/influence costs of certain ships (from civics like Hearts of Iron, Warlord)

Aktualizacja: 14 sierpnia 2022 o godz. 9:19

PATCH:
- Certus planets dont need the construction tech anymore, just the megastructure "Innovator" finished
- Certus civic bonuses nerfed (empire sprawl)
- Allmacht origin improved:
=> increased planet size of the capital
=> structure produces some research points (either engineering or physics, dependent on the player's choice)
=> bonus adjusted to shown 50%
- nerfed "Immortal" planets (Vi origin)
- changed appearance of the StellarEngine (the teleporting gigastructure) + has now 35 shipyards (prev.25), fixed localization of the admin-jobs, cant be used below 400 stars anymore
- reduced again the total mod size (in mb)




NEW ORIGIN: "Hyperflora"
- inspired by Catalytic Processing (civic) + Tree of Life (origin)
- perfect for one-planet-challenge/tall gameplay
- only for Plantoids + Fungoids
- transform food +energy into alloys, but in a better rate
- receive 50% more orbital damage, 50% slower colony settlement, -50% habitability on all other planets
(are all 3 negative modifiers/weakness of this empire)
- can terraform Gaia worlds to Hyperflora worlds, but very slow
- mostly dependent on their capital world
- has a new technology to increase pop growth (society, 50 levels)

Trait:
- "Hypertrophic"
- have +50% pop growth + 100% habitibility on Hyperflora worlds (their capital)
- have -75% pop growth on ALL other worlds
- have -100% habitibility on normal planets (non ideal)

Origin Start:
- start on a Hyperflora world
- decision 1 - Hyperflora can grow up to district size 150
- decision 2 - more job slots for research, unity + new job to transform food+energy into alloys
- decision 3 - housing, amenities, crime reduction