Stellaris

Stellaris

Stellaris Evolved - Alpha
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Update: Nov 9, 2024 @ 5:50am

Corrections:
- Adjusted ai logic for clerk job reduction, to avoid phantom budget issues (players might see funky negative clerks on ai capitals)
- Improved ai budgets, especially for trading, allowing the ai to fix deficits better, and to buy minerals to not block themselves due to slow mineral income
- Improved ai build order to focus on building monuments
- Improved ai budgets for alloys on buildings and starbases
- Improved ai building focus when having unemployment (especially slaves which need building to automigrate)
- AI migrates pops around more often
- AI now colonizes low habitability planets even if not ideal
- AI now has bigger early alloy target alongside the research and unity (aka less focus on menials)
- AI now knows to play VD, they focus districts on habitats depending on orbitals, will build logistic districts when they have a lot of research proxy habs or mega
- AI now knows to play shattered ring and actually colonize the shattered segments (and focus on techs), they actually now have budgets for clearing blockers.
- AI now has a few mechanisms behind the scenes for relocating main species to every planet, to fill rulers (aka no longer having only slave planets with no stability)
- AI now will trade to get a surplus of minerals, especially early game
- AI now adjust jobs after finishing a building district (to avoid instant demolition, looks at ringworld segments and elysium districts)
- Shattered ring now uses evolved script values for intialization, the blockers being dynamic, giving a similar amount of jobs to normal planets, ideally. Gestalts should ideally no longer get CG districts

Update: Oct 31, 2024 @ 7:13pm

Corrections
- Error with starbase ui view
- New civic wrong potential conditions
. etc

Update: Oct 31, 2024 @ 12:25pm

Base update for 3.14, no changelog until further changes are added

Update: Oct 11, 2024 @ 2:35pm

Oversight correction
if you are a Hoarder empire, you will need a save previous to the last update to keep the previous resources

Please ensure the evolved version on the main menu is up to date (12-10-24) before making any report

Update: Oct 11, 2024 @ 11:09am

α 0.9R11B - Yet another not so small hotfix
https://docs.google.com/document/d/17VmWf-1XNlysYS8q_FwL6wqmnDZbfuauj16CJGnatXo

Updated to 3.13.2

Please ensure the evolved version on the main menu is up to date (11-10-24) before making any report

Update: Oct 2, 2024 @ 10:52am

Just steam being steam and putting supported version to 3.13.1 instead of 3.13.*

Update: Oct 2, 2024 @ 10:39am

α 0.9R11A - A not so small hotfix
https://docs.google.com/document/d/1-rN9DrNCI1NId-VK1K0yow0D79B3ouHOJWwxJ_Ot9A0

Updated to 3.13.2

Please ensure the evolved version on the main menu is up to date (02-10-24) before making any report
There are several TODO localisation and issues you may find, please report any issue to us

Update: Sep 24, 2024 @ 10:34am

α 0.9R11
https://docs.google.com/document/d/1uRfI9CxTtBc6g1HGpGk_o_0NiZAX3KUTQDzyOKYXG5A/edit

Updated to 3.13.1

Please ensure the evolved version on the main menu is up to date (24-09-24) before making any report
There are several TODO localisation and issues you may find, please report any issue to us
Ascensions are currently disabled and waiting a hotfix (soon)

Update: Jul 2, 2024 @ 5:59pm

Hotfix 2/7/24
- Fixed free individuals resettling on the synaptic lathe sometimes (even if its hilarious, its not intended)
- Fixed some irregularities with Agrarian Idyll civic potential (T-1147)
- Fixed Augmentation Bazaars civic not being able to access the cybernetic ascension path or subpaths (T-1148)
- Fixed issue with ai auth leaders not being inherently immortal, which means some could be randomly swallowed by predatory underwater organisms or alike unintendedly
- Several fixes with the ruined world restoration decision
- Several fixes with the arcology project decision (T-1145 1150)
- Fixed colony ships available for seeder empires, now it should be unavailable
- Reformulated some clone tech requirements for allowing it for Natural Design
- Fixed the versatility tradition not giving trait points for individualist machines
- Fixed Natural Design empires having access to the Mind Over Matter ascension perk
- Extended the “research lab” tag to special buildings such as nanotech labs and astral syphons
- Merged evolved machine portraits into the machine category, as overwrites are now cumulative (thank god)
- Improved the clarity of some tech tooltips regarding district housing
- Improved the tooltip readability for Kilostructure techs
- Improved tooltip readability for internal tooltips

Update: Jun 27, 2024 @ 2:49pm

Ui overhaul subpatch has been updated!

Hotfix

- Agrarian idyll and Lithic Idyll are two different civics now, for councilor issues - sorry for any lithoid player
- We have added more custom tags to jobs for information of what modifiers and effect affect them
- We have merged some Arphar's AI improvement, which should also fix job weights for gestalts (unemployment due to unity jobs)
- Fixed Replicators on individual machine assembly building (T-1139)
- Fixed district ordering on elysiums, putting the biohive assembly district where it should be
- Fixed Elysium districts jobs being correctly given
- Fixed Gestation Chambers now correctly working on hive worlds
- Fixed Evolutionary architect civic buiildings not buildable on habitats (now they, of course, do) (T-1136)
- Fixed industrial cg districts providing incorrect modifiers/lacking modifiers with crafters civics (T-1134)
- Fixed loc issue with a capital productivity tech
- Fixed loc issue with the Genetics finisher effect
- QOL: T-1138 industrial districts on elysiums now show they get more jobs by doing the specialization decision