Stellaris

Stellaris

Arcane Heritage (2.3.1)
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Update: 10 Apr, 2019 @ 10:02pm

Fixed me not updating faction requirements rendering the new factinos memberless

Update: 10 Apr, 2019 @ 9:53pm

Switched to Mana Crystals for pop upkeep
Nerfed mana harvester production to 10 from (i think 20?). Further nerfs may be incoming

Some other changes I can't remember

Update: 30 Mar, 2019 @ 9:29pm

Discovered the add_to_first_building_slot thing, which means I no longer have to deal with destroying buildings to add my own in game start

As a consequence, the job shuffling that used to occur as a result (should) no longer happen.

As a result, that major handicap to the AI is gone, so I've removed the -100% pop demotion time bonus I gave to everyone to deal with it.

Update: 30 Mar, 2019 @ 9:01pm

Changed roles of Alchemist/Arcanist

Arcanists now produce Arcane Artifacts (arcane_technology) from minerals, b/c the name makes sense
4 minerals -> 4 arcane_technology

Alchemists now produce pure mana_crystals out of nothing, so you are no longer limited by planetary deposits

The top tier guild buildings now give 0.10% production bonus instead of flat +1 bonus to base

Update: 30 Mar, 2019 @ 8:56pm

Update: 30 Mar, 2019 @ 7:21pm

HOTFIX: pops no longer produce base arcane tech, back to costing it as upkeep

Update: 30 Mar, 2019 @ 6:55pm

Fixed a typo pointed out with phi plasma

Fixed AI being borked. Should be properly OP now, currently playtesting

Moved magic trait from separate trait to an actual habitability preference
- Latent magic gets 20% habitability on all worlds w/o magic
- Magic gets 0% habitability on all worlds w/o magic

Magic World modifier now gives +100% habitability

due to ideal class handling, all gaia/ecumenopoli still give full habitability (i think. If it doesn't it's a bug, so report it plez)

Incremented internal version counter from VALINOR to NUMENOR

Update: 20 Mar, 2019 @ 7:55pm

Initial Upload

Update: 20 Mar, 2019 @ 6:32pm

Updated for 2.2.6. shunted over changes from test version

Update: 11 Mar, 2019 @ 8:04pm

Fixed bad triggers on magic conservation allowing it to appear after you've already activated it once