Stellaris

Stellaris

Star Wars Weapons for 2.3.0 [LEGACY]
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Update: 4 Feb, 2019 @ 2:18am

v1.11

-Fixed the event for adding Tibanna gases to the Galactic Market FOR NEW SAVES ONLY. There is unfortunately no -work around for this
-Fixed an incorrect power stat on Medium Green Light Turbo lasers
-Fixed a missing localisation for Ion Chain techs

Update: 2 Feb, 2019 @ 7:56am

v1.10
ALERT
AI will use Star Wars Weapons by default, see below for more details

this feature is currently under testing, and is subject to a lot of changes

Balance

-Turbos now much superior to vanilla to balance out their extended research period
-Turbolaser size-to-size relation is now 2x instead of vanilla 2.5x
-Turbolaser Tier-to-Tier Relations is now 1.4x instead of vanilla 1.3x. TL;DR, higher tech turbos become significantly more powerful than vanilla of equivalent tier number
-Chain technologies show up commonly, and have a cost of 500 unmodified
-Turbos now have range equivalent to vanilla lasers
-Turbos and ions no longer have a windup, their cooldown is now entirely defined by total_fire_time, which reduces DPS fluctuation
-Start blaster has been significantly buffed in damage. removed Tibanna cost
-Tibanna now spawns in small amounts on ice asteroids. Gas giants now can have moderately sized size 3 deposits or massive size 5 deposits
-intergrated spawns for Real Space for Kybers
-Moved Spinal blast cannons to X slots again. too spammable in L slot


Additions

-Added 2 new Starbase Modules, Tibanna Refineries and Kyber Crystal Search Parties
-Added 1 new Starbase Building, Tibanna Gas Tank Storage
-Added 2 new job types, Kyber Crystal Miners and Tibanna Gas Miners
-Added 2 new planetary buildings, Kyber mines and Tibanna Mines
-Added Vengeance-class Mass Drivers. 3 tiers, cooldown of 1 second and poor accuracy. bypass shields entirely. based of the mass drivers equiped on the Veneagence class Frigate in Empire at War Forces of Corruption
-Added Turbolaser Researchers civic, unlocks light turbos and light ions on game start, cannot be added or removed mid-game
-Added 4 new options for turbolaser colour selection; Green and red, blue and red, green and blue and All Colours
-added 2 edicts to enable/disable the AI using Star Wars Weapons
Bugfixes
-Fixed a major bug that prevented Tibanna and Kyber from appearing in the galactic market
-Fixed a few minor localisation errors
-Fixed missing icons for a few of the missile weapons

Update: 21 Jan, 2019 @ 1:51pm

v1.07

-Fixed icon for very heavy turbo tech not showing
-Fixed proton torp III not being selectable
-Added a -50% shield damage modifier to all Star Wars PD weapons
-Reduced cost of turbolaser chain and turbolaser weapon techs to be more in line with their respective tier and balance placement

Update: 19 Jan, 2019 @ 2:33pm

v1.06

-fixed T4 turbos not showing up
-fixed Quads having 30 damage for all sizes
-fixed missing localisations for the new XL weapons

Update: 19 Jan, 2019 @ 2:51am

v1.05

rebalanced the tech tree so turbos up to Tier 3 require a "turbolaser research chain" technology and the previous turbolaser

fixed an out of date line for the turbolaser research chain

Update: 19 Jan, 2019 @ 2:25am

v1.04

fixed a weighting issue with Turbolaser chain techs that severely reduced chance of showing up

fixed an incorrect research category for Concussion Techs

Update: 18 Jan, 2019 @ 6:16pm

v1.03

nerfed deposit size of Tibanna Gas to 1, 2, 3 from 2, 3 ,5

Update: 18 Jan, 2019 @ 3:45pm

v1.02

fixed a Turbolaser technology prerequisite error

Update: 18 Jan, 2019 @ 1:27pm

v1.01

Fixed GUI error in the market for the new resources

Fixed a localisation error

added russian localisation

Update: 17 Jan, 2019 @ 11:51pm

fixed missing localisations for tibanna gas and kyber crystals