Stellaris

Stellaris

((( NSC3 - Season 1 )))
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Update: Apr 23, 2017 @ 12:41pm

April 23, 2017 - v5.0.8 - Minor Bugfix Patch
  • Overhaulled the Playable Guardian Technosphere events in third and final attempt to allow the Technosphere to be used as a Playable Guardian via peaceful means. If this doesn't work, I don't know what will.
  • Fixed an event link error for those trying to disable Playable Guardians.
  • Fixed issues with the Frigate's All Torpedo slot bow.
  • Renamed the NSC defines file to hopefully solve loading issues when ISB Graphics is also used.

Update: Apr 22, 2017 @ 12:34pm

April 22, 2017 - v5.0.7 - Minor Bugfix Patch
  • Second attempt to fix getting the Technosphere as a Playable Guardian via the peaceful solutions.

Update: Apr 20, 2017 @ 1:42pm

April 20, 2017 - v5.0.6 - Minor Bugfix Patch
  • Fixed coding errors that prevented the Dimensional Horror from becoming a Playable Guardian.
  • First attempt to fix getting the Technosphere as a Playable Guardian via the peaceful solutions.
  • Fixed coding so that Technosphere Playable Guardian events should receive description text for both war/peaceful means.

Update: Apr 18, 2017 @ 6:03pm

April 18, 2017 - v5.0.5 - Minor Bugfix Patch
  • Fixed coding bug from Banks that prevented Governor's Masion from producing any Influence.

Update: Apr 18, 2017 @ 11:38am

April 18, 2017 - v5.0.4 - Minor Bugfix Patch
  • Added additional "postpone" times for Playable Guardians. Players can now select 1 year, 5 years, 10 years, 20 years, or 50 years to wait.
  • Fixed localisation error for Pirate Carrack Galleon in the Playable Guardian Repository.
  • Removed "special reward" warning for Guardian Spawn Chance Event since it was never added.

Update: Apr 17, 2017 @ 9:46am

April 17, 2017 - v5.0.3 - Minor Bugfix Patch
  • Removed the Advanced AI coding temporarily until we can verify that it is working properly with Banks.
  • Added English localisation files for all languages so at least all text will appear in every game in English.
  • Reduced the range of the EWAR Sensor Array from 200 to 150 for balance.
  • Fixed the Corvette M1S1 section, it now has the correct weapon slots.
  • Reduced Cruise Missile range from 250 to 165 for balance.
  • Changed the Technosphere Playable Guardian event so that the player can now get their own Technosphere even with the peaceful resolution.
  • Fixed Cruise Missile cooldown time which was not calculating properly. The missile now has a total cooldown of 9 seconds in the game, and averages around 30 DPS.

Update: Apr 16, 2017 @ 11:38am

April 16, 2017 - v5.0.2 - Minor Bugfix Patch
  • Fixed reported issues with the ruler traits.
  • Fixed the errors with Observation Station contruction.
  • Fixed a minor coding issue with the Playable Guardians.
  • Fixed an error with the Kinetic Barrage having 50% tracking.
  • Fixed the HQ station so that it now gives the correct 40% fleet capacity bonus.
  • Adjusted the Cruise Missile to have a 60 second cooldown, a slower speed, lower accuracy, and lower evasion for balance.

Update: Apr 15, 2017 @ 9:34pm

April 15, 2017 - v5.0.1 - Minor Bugfix Patch
  • Fixed several localisation errors.
  • Fixed Cruise Missiles overwriting Marauder Missiles.
  • Fixed Cruise Missile firing rate.
  • Fixed Fleet Capacity for Destroyers and Frigates (Destroyers are 2 and Frigates are 3).
  • Slight adjustment to the Buildable Planet placement coding.

Update: Apr 15, 2017 @ 3:55pm

April 15, 2017 - v5.0.0 - New Save Game is HIGHLY RECOMMENDED
  • New Feature: Playable Guardians - Feature can be turned on or off at the beginning of a campaign, followed by the ability to choose universally or individually each of the main Guardian system's spawn chances (except Enclaves). Basically allows player to "build/grow" own variation of Guardian after defeating it themselves.
  • New Feature: Buildable Planets - Allows the player to build a habitable world in any system. The constructed planet will have a random habitable class (including Gaia), be Size 25, have 100% habitability, and works exactly like any other colonized planet that can have a spaceport and normal buildings. Build time is 10 years at a cost of 20,000 minerals and 200 influence before any discounts. There is no overall limit to the number you can build, and building a planet will not interfere with the construction of other megastructures.
  • New Feature: Advanced AI - Added new AI programming to increase their intelligence, spending habits, diplomacy, and aggressiveness. (This is an experimental feature and will likely be tweaked in the next few updates).
  • New Feature: Added designable mining/research stations (Released in 4.5).
  • New Feature: Added a game start event that allows the player to choose whether they want the AI to match their tech level each year or to remain vanilla.
  • New Weapon: Cruise Missile (Large Slot). A very long range missile that can do heavy damage, but is susceptible to point defense fire.
  • New Weapon: 3rd level Kinetic Artillery Battery with own tech and new muzzle/projectile effects.
  • New Section: Added the L Bow for Destroyers & M1S1 Corvette back in via an unlock tech available after Carrier.
  • New Section: Added new Bow option for the Frigate to equip an all-torpedo loadout.
  • New Section: Added new "Supercarrier" segment options to the Carrier tied to a new tech available after you research Dreadnoughts.
  • New Shipsets: Added Militarist & Pacifist Fallen Empire Shipsets
  • New Shipsets: Added Blue, Yellow, & Magenta Unbidden shipsets
  • New Portraits: Added new Synthetic Portraits, however, due to current coding limitations and compatibility concerns, they will not be "robotic" nor replace the Synthetic Ascension Path's images.
  • Gameplay Change: Fleet Capacity of the Frigate changed from 2 to 3 (for post-Banks coding reasons).
  • Gameplay Change: Fleet Capacity of the Strike Cruiser changed from 6 to 5 (for post-Banks coding reasons).
  • Gameplay Change: Fleet Capacity of the Light Carrier changed from 5 to 7 (for post-Banks coding reasons).
  • Gameplay Change: The Fleet Capacity Bonus on the Headquarters Station has increased from 25% to 40% to help offset the new increased costs of some ships.
  • Gameplay Change: Changed the Pirate Shipset to adjust to if the player has the Leviathans DLC or not. Non-DLC users will have previous shipset layout, DLC owners will now have the Pirate Galleon model as higher tier Capital Ships.
  • Graphic Change: Added back in the vanilla loading screens and removed some NSC loading screens, so players will see a mix of the two when loading.
  • Bugfix: Updated all Fallen Empire shipset to use the actual Fallen Empire transport model rather than Eventship fill in (Released in 4.5).
  • Bugfix: Updated Flagship Death Animations to remove immediate section separation glitch (Released in 4.5).
  • Bugfix: Changed NSC Auxiliary component's AI weight to 1 so that the AI will hopefully choose a wider variety of options
  • Bugfix: Readded defines entries for better fleet formation spacing with the release of Patch 1.5.1.
  • Bugfix: Readded the Flagship, HQ Station, Mining Station, and Power Station bonuses that were lost with the Banks update. Mining/Power Stations bonuses now apply at the start of a new year based on number of stations.
  • Bugfix: Fixed all system ship icons so that each class has their own icon again.
  • Miscellaneous other bugfixes and adjustments to ensure best compatibility with Banks Update.

Update: Apr 7, 2017 @ 3:04pm

Emegency bugfix update for the broken Wormhole & Observation Stations.