Stellaris

Stellaris

ST: New Horizons
Kodiak Oct 18, 2019 @ 11:08am
Release: Into the Mirror Darkly for Stellaris 2.4.1
We are very excited to share the patchnotes of todays "STNH Into the Mirror, Darkly" patch which has been in development for 8 months! We hope you guys enjoy!

Major Changes

The Terran Empire is now a larger force to be reckoned with, with new vessels such as the powerful Charon class Mobile Throne, as well as proper paintjobs for all their ships showcasing Terran might.

Flagships added: These unique Federation (and Terran) science vessels have the ability to survey and outfit weapons upon themselves, making them powerful vessels. Only one can be constructed at a time.

Planet Diversity added, to stop the spam of modifiers on species habitability traits. Terraforming is now slightly more restrictive.

AI Improvements - Old AI budgets torn out, and brand new ones put in in their place. The AI is insanely better now. No more commercial zone spam from them!

Galaxy Generation changed - Habitable planets now scale properly with the habitability slider, and are more balanced throughout the galaxy.

Ship speed rework - Ships now travel across systems much faster, but decrease in speed whilst in combat to maintain the maneuverability of Trek battles.

District and building rework - Planet districts and buildings have been reworked fully. Six districts are available for construction on planets now, including trade, administration and research. Districts no longer provide jobs, but instead provide boosts to current jobs which improve as technology increases. Buildings are the sole source of jobs now, with multiple farms, power plants or mines being available for construction. For example, farm districts now provide stackable increases to farmer jobs, such as increased food or population growth. Whilst one district will only provide a small boost, multiple districts will increase it substantially!

New Content and Changes

3D: All Terran Empire ships and stations now feature signature decals.
3D: New Gorn Shipset
Balance: Changes to occupation armies, hirogen occupation armies now collect trophies (luxuries)
Balance: Defense pods and other mobile defensive platforms are now somewhat more potent.
Balance: Overhaul colony types, adding many more. Colony types are also more descriptive, accurate to the colony in question and beneficial.
Balance: Re-adjusted starting conditions to all species in the game, streamlining minor and major species.
Change: Incorporated performance enhancement triggers on all jobs
Change: Strategic resources have been adjusted and streamlined - Dilithium is just one resource now, and Duranium replaces neutronium. Luxuries are now available
Content: Added a memorial for Aron Eisenberg on Ferenginar
Content: Added Imperial Starfleet museum.
Content: Added multiple new planet-unique deposits, as well as two new rare deposits - Iconian gateways and Pergium layers.
Content: Added new species-specific jobs, including merciless Terran Imperial Marines
Content: Added the mighty Charon class, the mobile throne of the Terran Empire.
Content: All ships rescaled to reflect in-universe comparative sizes.
Content: Capital planets of numerous species now have more unique buildings and deposits
Content: Dozens of new building icons, especially for Borg.
Content: Dozens of new deposits, with new icons and localization
Content: Federation Hero Ships - Special combat capable science vessels, designed to be the forefront of exploration
Content: Greatly expanded and re-arranged namelist for numerous species. A lot of work has been put to add more diversity to Starfleet ship names.
Content: ground-to-space batteries have been re-introduced, and are now better than ever!
Content: Hundreds of new technology icons
Content: Many data modules will now display your ship's length and mass
Content: Many new planet specialisations, including commercial worlds, embassy worlds and resort worlds, all available via decision.
Content: Mirror Jonathan Archer now enjoys the company of Porthos as well.
Content: More fighter based weapons and hangars available on vessels.
Content: New planetary UI
Content: Numerous new civics
Content: Players may now build a hangar bay on their planet, creating a small, yet powerful and expensive contingent of aerial defensive fighters to help ward off enemy invasions.
Content: Rework of the Xindi and Defiant event chains
Content: Smarter planet generation - Warmer planets closer to the suns, colder planets further out from the star.
Content: The federation light cruiser archetyp has been re-balanced, and several ship sizes have been adjusted
Content: The Modi'in recon cruiser, Section 31 advanced ship, is now available as a special reward.
Content: The nomadic Hirogen may now colonize terrestial planets - and make them into hunting reserves
Content: The Vaadwaar and Turei may now construct their very own subspace corridors, zipping across the galaxy in the Underspace.
Content: Various new female and male greetings have been added by multiple voice actors, for species such as the nausicaan, trabe, hirogen, garidian, devore, benzite, pralor, cravic, tamarian, gorn, romulan, krenim, vulcan, vidiian, voth, suliban, andorian and tellarite.
Content: Xindi Shipset updated, Arboreal and Aquatic ships added. Xindi Weapon and Probe rextured.
Content: you now have multiple ways to exploit your slaves - put them in labor camps, slave colonies, subject them to experimentation or extract the truth out of them
Event: Dangerous tech can now be actually very dangerous
Event: Locate and reconstruct the pieces of the ancient bioweapon known as the Abronath
Event: Minor updates to Cardassian, Klingon, Tellarite and Andorian leader events to improve performance, and stop them firing too often.
Event: The Alpha/Beta Quadrant Maps now have a midgame single Borg Cube crisis that threatens the quadrant.
Event: Undine Crisis - More challenging and new reward
Events: 'Demons' should trigger more commonly
Events: Added Mirror coup events - Upstarts and possibly known hero leaders will fight your admirals in combat... and if victorious their enthusiasm for coups might endanger your Emperor.
Events: Borg Subcomplexes are now destroyed on capture, the same as the Unicomplex.
Events: Celebrate 'First Contact Day' in style with the first of our new community written edict events
Events: Celebrate the Romulan Farmers Festival of Eitreih'hveinn (Community Edict Event)
Events: Expedition Events - 3 year missions to 'deep space' to level up and keep your scientists busy
Events: Experiment with the dangers of AI, face the consequences or reap the rewards of this dangerous technology
Events: Explore a series of stories surrounding a single ship and its crew lost in the Delta Quadrant, can you bring them home safely or succumb to the perils of this distant space?
Events: Find, aid & interact with the mysterious "Tin Man" / Gomtuu
Events: Garidians can now suffer discontent among the Plebeian class during their early years (community event)
Events: Iconian Probe dig site
Events: Kot'Baval - get the bloodwine flowing and celebrate this Klingon specific edict (inspired by our community events team)
Events: Mirror Invasion - The Tholians can now invade rather than the Terran or Klingon Cardassian Alliances.
Events: More hero leaders can now appear from the Academy, or work their way up ruthlessly in the Terran Empire
Events: More hero leaders can now appear from the Academy, or work their way up ruthlessly in the Terran Empire
Events: Skorr event outcomes adjusted, should have a higher chance of success
Events: The diplomatic conference at 'Babel One' could form the basis of a Federation, or the shattering of any hope of peace.
Events: The Terran Empire now has new unique leaders ('Smiley' O'Brien) and a few traits for flavour, as well as portraits for many leaders.
Events: War mini event - Capture strategic Outposts & Systems for strategic rewards (ALL)
Events: War mini event - Recruit an enemy defector mid war (Fed Hero ship compatible)
Events: War mini event - Rescue a crew trapped behind enemy lines (Fed variant)
Events: War mini event - Rescue a crew trapped behind enemy lines (non-Fed only)
Feature: New observation missions for Federation, Ferengi, Romulans and Cardassians to interact in unique ways with warp-capable primitives, including unique events for observation stations conducting business in orbit
Feature: New primitive age, warp-capable, has been added to include races that don't really warrant being a minor empire but were canonically warp capable in the show.
Graphics: Beam effects improved with the scrolling beam effect
Relics: A new reward for restoring the Dar'say array
Relics: Defeating the Mirror Invasion rewards you with a memento of whom you fought against
Relics: Echo Papa Drones, Tantalus Device, Stone of Gol, Sacred Chalice of Rixx for Betazed, mold included. Tox Uthat added as late game relic
Relics: Key Cardassian literature has been added, make it mandatory reading in the Unions education facilities.
Relics: Klingon Relics have been added and can be distributed to houses
Relics: Most relics now have an activation ability or charge
Relics: Ressikian Flute added
Relics: Secrets based on a Season 2 Short Trek and more
Relics: Terran Sword of State (Georgiou's Sword), Zefram Cochrane's Shotgun, Harry Mudd's Time Crystal Device added
Relics: The Whale Probe's communications sphere is available if you enjoy breaking things
Relics: Trophy for destroying Unicomplex
Sound: Undine Communication Voiceover

Bug Fixes
List not inclusive as buildings, technologies, ship components, utilities, districts, weapons etc all have been completely revamped.

Balance/Fix: Habitability follows vanilla and now affects population output and growth speed
Balance: All components and weapons have been adjusted.
Balance: Founders will only grow on the Great Link.
Balance: Heavy escort ships will now enjoy a bonus to piracy supression.
Fix: All ship designs now auto-generate correctly.
Fix: Auto-upgrade engineers now correctly recognise improved blueprints for all ship components
Fix: better population management from the side of the AI.
Fix: Borg will now correctly assimilate other races with correct uniforms and prosthetics
Fix: D7 Sections now differ for engineering/ tactical/ support
Fix: Embassy Bombing and P’Jem monastery events will no longer disable your ships permanently or redress your leaders to vanilla clothing.
Fix: Heavy/Rapid Polaron techs now give correct torpedo
Fix: improved AI, with new budgets and priorities.
Fix: Primitives should now have portraits more closely matching their canon appearances
Fix: The AI Federation will no longer Neutral Zone itself to death
Fix: The Mirror Universe Borg once again use Orange Lightbulbs (when used in conjunction with the content submod)
Fix: Veridians on Veridian IV no long wait for a saucer to crash into them before learning some traits.
UI Fix: Topbar Fleet Size now accounts for four digit numbers.
UI: adjusted ship designer cost/upkeep view
UI: fixed misaligned ship background (ship designer)
UI: fleet manager shiplist and retrofit list expanded
UI: shipyards building list expanded
Last edited by Kodiak; Oct 18, 2019 @ 2:07pm
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Showing 1-15 of 19 comments
IGF_HMMurdock Oct 18, 2019 @ 12:34pm 
The NH update downloaded okay for me, but the game launcher still says the mod "needs" version 2.3.3?
Kodiak Oct 18, 2019 @ 12:44pm 
PDX Launcher is being a pain it seems.

If after downloading the mod still shows as out of date:
- unsubscribe the mod in steam
- go to \Documents\Paradox Interactive\Stellaris and delete the file: mods_registry.json
- restart steam
- subscribe again
IGF_HMMurdock Oct 18, 2019 @ 1:10pm 
@Kodiak Yes a bit of a pain indeed that launcher! I think that did it, main mod & UIs are working, thank you very much! Submod & music do not work, but they are perhaps still pending updates.

I can also confirm as well that if you do not run default 2.4.1 Stellaris at least once before running mods, your compatibility table in the launcher doesn't refresh.
BigCheese Oct 18, 2019 @ 1:17pm 
Love the Gorn ships but the lightmaps are not showing on the 3D model to illuminate engines and windows.
Last edited by BigCheese; Oct 18, 2019 @ 1:17pm
Kodiak Oct 18, 2019 @ 1:33pm 
Originally posted by IGF_HMMurdock:
@Kodiak Yes a bit of a pain indeed that launcher! I think that did it, main mod & UIs are working, thank you very much! Submod & music do not work, but they are perhaps still pending updates.

I can also confirm as well that if you do not run default 2.4.1 Stellaris at least once before running mods, your compatibility table in the launcher doesn't refresh.

Submod is no longer required as it's included, but music mod is (that only seems to work is loaded after New Horizons - we're working on that)
Sinjen Blackstar Oct 18, 2019 @ 2:41pm 
Awesome!
Realhollow Oct 18, 2019 @ 2:45pm 
Awsome Job TE start is really hard now as they have so meny unempoyed pops with no resources to build anything leads to mass event spam about crime etc not major just a bit odd

I mean teller has 10 unempolyed pops but only 2 build slots so thats a max of 6 jobs ik they rebel anyway but the others are the same 0 stablity and 80% crime in the first year
Last edited by Realhollow; Oct 18, 2019 @ 2:47pm
Lantian Doco Oct 19, 2019 @ 6:01am 
Hmh so i got the NX 01 but it isnt a flagship nor do i see any option to make it the flagship... maybe i am missing something?
Kafson Oct 19, 2019 @ 7:02am 
A dream come true, thanks for your effort.
Last edited by Kafson; Oct 19, 2019 @ 7:03am
So the flagships don't seem to be appearing for me as either the Federation or the Terran Empire, same goes for the new districts you mentioned. Just seems to be the standard districts that show up for me. I'm only using the main mod and the universal UI mod.
Realhollow Oct 19, 2019 @ 9:12am 
Ui mod is prob ♥♥♥♥♥♥♥ it up for you
Dipping Sauce Oct 25, 2019 @ 2:49pm 
removing district jobs making having slaves next to impossible as there are only so many jobs they can fill now with building only based jobs
Realhollow Oct 25, 2019 @ 2:53pm 
Its not that i like the changes but i never see the point in most of the ones other than the houseing
Realhollow Oct 25, 2019 @ 2:55pm 
Originally posted by Whatsapirate?:
removing district jobs making having slaves next to impossible as there are only so many jobs they can fill now with building only based jobs
Miners Tecs, soliders,clerks rescource buildings (dilth water etc) more than enough jobs for slaves its the Vanilla pop growth system thats trash as it will spam slaves as you main pops hab might be a bit low forceing you to manualy pick them and have hidered growth
Rob'sEvilTwin Oct 25, 2019 @ 3:18pm 
Love your work! Just started a new game, still the only way I play Stellaris :D
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