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In the future, we plan to rework the portraits as part of our PORTRAITS 2.0 project. The plan was always to trim the fat off pops and focus 90% of our energy on leader portraits, but post 4.0, we might as well make it 100%
And from a more pragmatic standpoint, the depiction of pop_groups in the planet UI is practically microscopic, so even if they could still have conditional clothing, we likely would have ended up giving them a single generic outfit anyway. Because there's no reason for such tiny icons to load and keep multiple full-sized clothing textures in your working memory. I imagine Stellaris devs had similar concerns when they were trying to make pops less performance-hostile.
"Hundreds of outfits for your pops" sounded like a great selling point years ago, but it probably was never worth the cost.
While the role of pop_groups may be similar as far as they are presented to players, on the portrait backend, they do NOT depict pops with jobs, strata, modifiers, planetary conditions, etc. Instead, a pop_group depicts the species that forms it. So, it draws portraits from the default species scope. It has no bespoke portrait definition of its own.
Yeah, something changed with clothing selectors in the new pop setup. It seems pops all get the same outfit now. Leaders work as expected still though.
An EoS update fixing all the mess should be going up right now! SORRYFREFSDFAFAA x_x
The Cycle of Eternity leader traits that got borked by patch 4.0.15 should be unborked now! Sorry, the patch completely snuck up on me >.<
New game not required, but any leaders generated earlier today, while the script was borked, will be still missing the trait. However, they should get it back the next time any genetic modification takes place in your empire.
I did want to fine-tune migration for Thessia as part of the update (or at least give them something similar to Illium's favours-bring-pops perk), but currently that mechanic is so obtuse that... I'm choosing to err on the side of caution until either the devs make it more clear how migration works or I get enough playtime to get the feel for it.
I love the new pop and growth system, but the lack of documentation on it annoys me to no end >.<
And I'm happy to hear that, actually n_n
Sophisticated Needs is a 3-cost trait for a reason. We balanced it with the intent of being very noticeable and impactful, especially early game and on developing colonies. There is a similar vanilla Lithoid trait (Brittle?) which has +0.5 amenities upkeep and also gives 3 trait points, so that was our measuring stick.
The two Origins should have enough amenities at the start (if they don't, that may be a mod conflict?) but if you are not using them, I imagine the upkeep would hit you a little sooner than intended, but with the counterplay of luxury residences being available right from the start, the level of pain per trait value should be acceptable.
Started as Asari. The needs for amenities is a bit high. With every race I have played since 4.0 came out I can live with 1 luxury house.
I started Asari and immediately needed two luxury houses and one holo entertainer building.
Please, don't take it the wrong way. I appreciate that you're not just requesting things, but actually trying to find ways to facilitate your requests. I love that! <3
But here's where my thought process is in regards to this matter:
Implementing a bunch of monitoring and maintenance scripts would be massively overkill just to reinvent the wheel in regards to the player-facing flavour of a single AI empire. Since it's not something that has tangible bearing on player experience (who can set species rights to whatever they like), we don't see a compelling reason to exchange an implementation that currently works for one that comes with caveats and requires extra work to get working.
https://steamcommunity.com/sharedfiles/filedetails/?id=2973736404
Oh, I see...
Sadly, there's no way for us to use it without overriding the vanilla trigger. And we do not override vanilla scripts. It would be a compatibility nightmare that I don't have the energy to deal with. Anything that increases the mod's maintenance cost is categorically off the table, sorry >.<
Preventing full citizenship rights is the only feasible way of triggering that trigger that's available to us.
Nothing too noteworthy except there's now a generic version of the biotic trait that can be added via gene-modding.
If it seems like a random addition, that's because it was originally supposed to be part of a standalone MEC: Biotics mod, but I couldn't find the energy to finish it and most of its intended content had already been merged into Asari with the 4.0 update, so I decided to just incorporate the rest of it.
If it's not working for you, please make sure you aren't using any outdated/conflicting mods, and your empire fulfils all the tech and building requirements you need to adopt and progress the ascension.
IT'S OUUUUUUUUT! @o@
Please check out the Change Notes for details. There's too much to summarise.
Also! PLEASE be mindful of mod conflicts . Before reporting any issues, make sure to disable any and all mods that haven't been updated yet; especially ones that might conflict with, or are related to MEC: Asari
Please Note! If anyone wants to keep playing on the 3.x version, this is the last warning to make a local backup of the mod. We only support the newest version of the mod and do not provide legacy backups. Tomorrow's update will not be backwards-compatible with anything prior to Stellaris 4.0!
For more details and the preliminary changelog, please visit our Discord #announcements channel.
The update should be ready in a few days, so please be patient with us a little longer <3
Team, I hope you reflect upon your actions.
We occasionally post more detailed progress reports on Discord (link in description), so please join it to stay up to date <3