Stellaris

Stellaris

Dawn Of Ascension
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Uppdatering: 16 okt, 2024 @ 16:56

little patch

- Dark matter creation is now a gateway into dark matter power generation, instead of the other way around.

- planetary shields have been buffed and now account for cosmic storms

- doing your own dark matter project now grants progress on weaponry unlock techs

- removed size restriction for T size weapons (honestly idk why vanilla have a restriction, i just copied it over back then)

- first tier of doa weapons now require the previous vanilla tier

- reduced ascended empire civic to +1 instead of +2

- ascended sovereign now grants naval capacity instead of unity

Fixes:

- normal funding now correctly costs energy upkeep

- machine automation and synthetic creation now correctly gives +1 civic slot

- xenophobe treaty tooltip now correctly says +30% ship build cost instead of -30%

- auras now work properly

- Fallen empires should no longer have doa components (thanks tempest)

- fixed city event not displaying options because of wrong flag

- machine empires can no longer research the Bioregeneration Institute

- auto forge is now correctly an engineering tech

- fixed missing check for awakened empires for treaties

- conditions for "mastery of dark matter" now correctly requires all vanilla dark matter components

- fixed stability numbers from ascended sovereign


LOC stuff:

- fixed tech desc on all silos

- fixed loc for dark energy weaponry

- fixed missing councilor name on tooltip for "wonders in the void"

- some other loc stuff tempest fixed, idk.

Uppdatering: 10 sep, 2024 @ 14:45

hehe number go brr

Uppdatering: 3 sep, 2024 @ 2:49

small updoot

-fixed some events having the event description inside the trigger

-fixed some small loc on the "dawn of ascension" event

Uppdatering: 12 aug, 2024 @ 1:27

- Changed some loc calling to other stuff so some sentences aren't as weird

- Fixed agendas not removing the treaty modifier upon breaking said treaty (oopsie)

i'll be going on holiday for the next week, so y'all better not break anything until i'm back

Uppdatering: 4 aug, 2024 @ 5:34

- fixed some loc on machine civic event

- corrected which civic is gained for machines

- you will no longer have scion CB on your vassals (lol)

- scion wargoal can now be used even if you have a total war CB

- scion wargoal can no longer be used against genocidals

- the scion preset now correctly has the name "scion"

- classic ascension no longer grants +25% research bonus

Uppdatering: 3 aug, 2024 @ 13:42

- The tech for robot assembly can no longer roll for hives

- you now need 5 other ascension perks to pick the ascension project

- fixed some more missing tooltips

- mod menu no longer has my placeholder meme name

Uppdatering: 1 aug, 2024 @ 4:03

daily hotfix because i'm a forgetful man

- ascendant reactors now actually have names and descriptions

- reactors now have proper cloaking tooltips

- there will no longer be floating turrets if you get the ascendant ships before starbase reconstruction project

Uppdatering: 31 jul, 2024 @ 13:55

-fixed some loc in dark matter project

Uppdatering: 30 jul, 2024 @ 14:17

small update time!

- sections now actually have loc

- ship computers also now have loc

- added job effects to market and security building, funny enough the vanilla ones lack this. nice one pdx

- security building no longer gives fe jobs

- the end of an era agenda should no longer destroy fleets of mixed vanilla and ascendant ships, as it's now scoped properly (at least in testing lol)

- changes to classic ascension loc because i forgot to re-add it after replacing file

- ship techs no longer says "unlock x ship" twice

- synthetic dark matter plant now have proper job descriptions

- synthetic dark matter plant now produces 2 dark matter

- dark matter and energy weaponry now mentions that they unlock said weapons

- all event answers now feature a dot

Uppdatering: 30 jul, 2024 @ 2:30

the shroud told me ship flags were wrong, so that's now fixed