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Nothing too noteworthy except there's now a generic version of the biotic trait that can be added via gene-modding.
If it seems like a random addition, that's because it was originally supposed to be part of a standalone MEC: Biotics mod, but I couldn't find the energy to finish it and most of its intended content had already been merged into Asari with the 4.0 update, so I decided to just incorporate the rest of it.
If it's not working for you, please make sure you aren't using any outdated/conflicting mods, and your empire fulfils all the tech and building requirements you need to adopt and progress the ascension.
IT'S OUUUUUUUUT! @o@
Please check out the Change Notes for details. There's too much to summarise.
Also! PLEASE be mindful of mod conflicts . Before reporting any issues, make sure to disable any and all mods that haven't been updated yet; especially ones that might conflict with, or are related to MEC: Asari
Please Note! If anyone wants to keep playing on the 3.x version, this is the last warning to make a local backup of the mod. We only support the newest version of the mod and do not provide legacy backups. Tomorrow's update will not be backwards-compatible with anything prior to Stellaris 4.0!
For more details and the preliminary changelog, please visit our Discord #announcements channel.
The update should be ready in a few days, so please be patient with us a little longer <3
Team, I hope you reflect upon your actions.
We occasionally post more detailed progress reports on Discord (link in description), so please join it to stay up to date <3
ship_kinds = {
default_ship
space_amoeba
tiyanki
voidworm
cutholoid
crystalline_entity
}
Please keep in mind that most of our mods are going to be broken in many different, exciting and unpredictable ways until further notice! 4.0 is a huge base game update that shakes the foundations of the game and we have yet to fully test it and make adjustments.
We are working on compatibility updates as we speak, but it may take us a few days. We are hoping to release updates as soon as they are ready to go! Thank you for your patience <3
Turning a Megacorp into a bulwark is a terrible idea for many reasons, but every time the ASI gets subjugated by the ASR, this happens and tends to cripple the ASR AI if they don't have more vassals, or aren't on a higher difficulty.
The ASI in my games still tend to run a massive deficit of Influence, since they are still terrible at managing the Polices (they tend to turn them all on and off every 10 years, instead of only using a certain amount).
Either way, love this mod, but the two above issues relating to the ASI AI tend to stick out.
@Dimonius: Yay! I'm happy you got it to work. I'll see if there's a cleaner way to do this (without referencing IDs that don't exist in the base game) the next time we have to push a bigger patch.