Stellaris

Stellaris

Lost Future (Storypack)
Showing 21-30 of 34 entries
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Update: 31 Mar, 2019 @ 4:26am

Update - V1.3.4
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This thirteenth update changed/added the following:
  • Updated the thumbnail to reflect the 2.2.6 compatibility.
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Update: 30 Mar, 2019 @ 3:02pm

Update - V1.3.3
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This twelfth update changed/added the following:
  • No errors were encountered during the playthrough within the new 2.2.6 environment. This update therefore only increments the version number from 2.2.5 to 2.2.6.
  • Decreased the build time from 3650 to 3000
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Update: 7 Mar, 2019 @ 9:55am

Update - V1.3.2
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This eleventh update changed/added the following:
  • No errors were encountered during the playthrough within the new 2.2.5 environment. This update therefore only increments the version number from 2.2.4 to 2.2.5.
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Update: 7 Feb, 2019 @ 12:49pm

Update - V1.3.1
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This tenth update changed/added the following:
  • Changed the debug values back to their original values... Whoops!
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Update: 7 Feb, 2019 @ 12:37pm

Update - V1.3
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This ninth update changed/added the following:
  • Updated the mod for Stellaris 2.2.4! (after a remarkably short debugging period! I'm surprised myself!)
  • Changed necessary research point from 1000 to 2000 - As a archeologist, you need to carefully examine every corner, every uneven tile, every speck of dust... It's all important!.
  • Changed build time from 2048 to 3650 - To give an idea how long it took for something so grand to create! Ha!.
  • Made changes to the .YML files so the modifiers show the proper names.

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Special Thanks Goes To
ViolentBeetle & The Dadinator for their helpful suggestions.

Update: 20 Dec, 2018 @ 1:17pm

Update - V1.2.2.1
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This eight update changed/added the following:
  • Only incremented the version number of the mod, so it's 2.2.2 compatible. I haven't checked the mod in-game, so I don't know whether mod-breaking changes were made.

Update: 11 Dec, 2018 @ 2:58pm

Update - V1.2.2
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This seventh update changed/added the following:
  • The anomaly will only spawn once in the whole game! It comes down to luck who will actually stumble upon it...
  • Reward building modification - You're not getting it for free!
    • Increased build time from 1024 to 2048.
    • Increased energy upkeep from 1 to 5.
    • Increased unity output from 15 to 20.
    • Increased mineral cost from 500 to 2000.
    • Increased influence cost from 100 to 500.
  • Added a Reward Building modifier after completion for regular empires to even the balance with Machine Empires and Hive Minds' Aftermath outcome.
  • Adjusted flavour texts of all authorities a bit more.

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Note: I'm once again terribly sorry for releasing an update so soon, causing possible(?) problems with your savegames.

Update: 11 Dec, 2018 @ 2:18pm

Update - V1.2.1
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This sixth update changed/added the following:
  • Added a notification event, mentioning whether another empire has finished Project Aphrodite.
  • Added a celebration event, when you finish the reward building! Hooray!
  • Adjusted the spawn chance of the event during a normal game. In the future I might make a proper event so the event will always occur... Regardless, the usual Add_anomaly statue_category still works.
  • Changed flavour texts of all authorities.

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Special Thanks Goes To
James Fire, Thanatos996 & Rogue Servitor for their helpful suggestions.

Note: I'm terribly sorry for releasing an update so soon, causing possible(?) problems with your savegames.

Update: 10 Dec, 2018 @ 7:48am

Update - V1.2.1
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This fifth update changed/added the following:
  • Adjusted the project cost & build time to their original state (debugging state was still turned on! Whoops!)
  • Adjusted the Ethics Attraction Multiplier from 0.5 to 0.6
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Update: 10 Dec, 2018 @ 7:28am

Update - V1.2
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This fourth update changed/added the following:
  • Updated the mod to be 2.2.1 compatible.
  • Changed mod icon
  • Added Hive Mind specific flavour text.
  • Adjusted the Machine Empire & Hive Mind outcome to be more balanced.
  • Adjusted the Ethics Attraction Multiplier from 0.75 to 0.5
  • Modding Related: The Ethics Attraction Multiplier also shows up when playing as Gestalt Empire. I tried to only show this when playing as a regular empire but to no avail. This has mainly to do with the non-existence of a triggered_country_modifier, which would fix the problem. Maybe this will be implemented in the future.

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Special Thanks Goes To
Persepheus, Dayshine, Thanatos996 & Rogue Servitor for their helpful suggestions.