Stellaris

Stellaris

Dawn Of Ascension
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Update: Jan 6 @ 3:56am

- fe's can no longer spawn with medium plasma 6 weapons

- scripted variable added for mod detection

Update: Dec 5, 2024 @ 2:01pm

- Fixed a rare case of the "ascension theory" event not firing if you get dark matter power through an event BEFORE unlocking the prior dark matter techs

Update: Nov 3, 2024 @ 4:52pm

- buffed reactors on multiple ascendant ships

- fixed PD section for frigates

- nerfed frigate evasion by 1/3

- tooltip on stabilized dark matter cloaking is now correct

- dreadnoughts now uses the same naval cap as titans

- titans, dreadnoughts and celestial wardens have all had their max limit increased

- cruiser locators have been fixed, i'll look into more locator stuff in the future

- cruiser also recieved 2 L slots in exchange of me stealing 4 M slots

Update: Nov 3, 2024 @ 4:19am

fixed missing frigate section LOC

Update: Oct 30, 2024 @ 5:22pm

Doa updated to 3.14

- reworked a bunch of ascendant ship stats, surely couldn't have forgotten anything

- added missing words to civic event text

- bunch of other tiny LOC things that no one would ever notice anyway

Update: Oct 30, 2024 @ 5:21pm

Update: Oct 18, 2024 @ 2:38pm

- fe's can no longer get plasma 6 either (tempiss forgot this one)

- fixed classic events calling for the wrong LOC from normal ascension. woopsie

Update: Oct 16, 2024 @ 5:52pm

gonna kms for not noticing this typo

Update: Oct 16, 2024 @ 5:06pm

-removed "requires more research" tooltip that i forgot

Update: Oct 16, 2024 @ 4:56pm

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.