Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: Nov 28, 2020 @ 11:44am

November 28, 2020 - Season 5, Episode 2: That's No Moon...
Update 0 - Mod Version 5.2.0 - New Save Game is Not Required
  • The abandoned Starbase Extended mod has now been fully integrated into NSC2. The starbase building and module slots have been increased to match what was available in the original mod. Link to the original mod for info & reference: https://steamcommunity.com/sharedfiles/filedetails/?id=1440941890
  • Increased the hangar bay count for Escort Carriers from 4 to 6. (If you're running a save game, you'll need to retrofit your existing ships to fill the new slots.)
  • Increased the hangar bay count for the Carrier classes: Carriers now have 12 hangars, Heavy Carriers now have 16 hangars, and Supercarriers now have 20 hangars. (If you're running a save game, you'll need to retrofit your existing ships to fill the new slots.)
  • Increased the power on the Carrier-specifc series of reactors to account for the added Hangar bays and to allow more shielding to be equipped.
  • In accordance with popular vote on the NSC2 Discord, added Missile section options to the Destroyer.
  • Increased the Titan XL Bow section from 3 XL slots to 6 XL slots to bring it in line with the firepower of the other sections.
  • Added a new XL section option to Defense Platforms. Each Platform can hold 2 XL weapons, but keep in mind Platforms are very easily destroyed, meaning it would be a bad idea to have ONLY these defending your starbase!
  • In accordance with popular vote on the NSC2 Discord, removed the 2 Influence monthly upkeep cost from the Flagship.
  • Slightly increased the stats on the Tomahawk missile, giving it a bit more damage and health.
  • Added a smaller variant of the Tomahawk missile called the Harpoon. It trades off 50% of its range and 30% its damage for a 100% increase in speed and a 50% increase in evasion.
  • Added an energy weapon variant of the Electro-Magnetic Flux Cannon, the Atomic Photon Flux Cannon. This variant focuses more on armor and has attack ratings similar to other laser weapons.
  • Fixed a bug in the Steve name list.

Update: Nov 26, 2020 @ 11:10am

Bugfix Update

Update: Nov 8, 2020 @ 6:03pm

Bugfix Update

Update: Nov 8, 2020 @ 4:47am

Bugfix Update

Update: Nov 8, 2020 @ 4:05am

Bugfix Update

Update: Nov 8, 2020 @ 3:43am

Bugfix Update

Update: Nov 7, 2020 @ 12:04pm

November 7, 2020 - Season 5, Episode 1: Watch The Skies
Update 8 - Mod Version 5.1.8 - New Save Game is Not Required
  • Set the Prototype Exploration Cruiser event to fire 4 months into a new game rather than at game start, mainly for lore purposes and to reduce day 1 popup spam.
  • Changed the Prototype Exploration Cruiser event to give all AI empires the Prototype if the player chooses to get it. If the player does not take the ship, the AI will not receive it either.
  • Changed the Prototype Exploration Cruiser default name to "Prototype Exploration Cruiser" rather than Enterprise, which ened up being a bit weird when I realized that name was applied to ALL empires.
  • Set the Prototype Exploration Cruiser to a default Evasive stance when it is spawned. (Players can change this whenever they want, but it will now spawn with the same Evasive setting as a Science Ship.)
  • Attempted to fix the bug where only the host of a multiplayer game would get the Prototype event. I am not certain that this bug is fixed, as I wasn't 100% sure of the cause of it. I need you guys to let me know if it is fixed now or not.

Update: Nov 5, 2020 @ 3:33am

Bugfix Update

Update: Nov 5, 2020 @ 3:32am

Bugfix Update

Update: Nov 3, 2020 @ 3:35pm

November 3, 2020 - Season 5, Episode 1: Watch The Skies
Update 7 - Mod Version 5.1.7 - New Save Game is Not Required
  • Removed the Prototype Exploration Cruiser from the game start event.
  • Added a new game event. The event will present a pop-up window allowing the player to choose whether or not they want to obtain a Prototype Exploration Cruiser. If they choose to pursue the research, a Special Project will appear that, when completed, will spawn the Prototype. This will give everyone a choice as to whether or not they want the Prototype.
  • Removed the Navigational Array module from the Prototype Exploration Cruiser and replaced it with the Stellar Cartography module, which increases FTL speed and reduces jump times. The Cruiser now starts with a standard Level 2 sensor array and will not have a huge visual range bonus like it did before.
  • Fixed a bug where the Exploration Cruiser had the icon of a Construction Ship in the fleet window.
  • Fixed an error with the language files that was causing all langauges other than English to display incorrectly in the game.