Stellaris

Stellaris

Knight Run Mod: The E-33 War 0.521 [2.8.X]
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Update: 8 Jan, 2021 @ 1:52pm

Update 0.521
  • D.O.L.L. Analytics ascension perk now gives 1 roboticist job at the knight temple.
  • Districts removed from AG Beasts' Erosion Plant deposit, as it could break non-regular worlds like habitats or ring worlds.

Update: 4 Jan, 2021 @ 10:01pm

Version 0.52: Minor Additions and Fixes
  • Added a new ascension perk for the AG Beasts that boosts the Queen's pop growth bonus.
  • Changed the Knight Armies icons so that the ranks are more distinguishable.
  • Re-adjusted the Talk Day ship travel malus so it doesn't yeet your fleet for 2-3 years if they happen to jump while the malus is in effect.

Update: 2 Jan, 2021 @ 7:05pm

Launcher messed up and uploaded some other shit accidentally.

Update: 2 Jan, 2021 @ 6:50pm

Update: 1 Jan, 2021 @ 11:08pm

Update: 1 Jan, 2021 @ 6:28pm

Update: 1 Jan, 2021 @ 6:04pm

Hotpatch 0.51
Fixed an event that didn't have an is_triggered_only. Oops.

Update: 1 Jan, 2021 @ 3:42pm

Update 0.5: The Beast Swarm Update
Hooo boy, 2020 was one hell of a year. Knightrun Mod is back from the grave with a major update to the Beast and AE factions.

General Update
  • Beast- and AE-specific Origins: Both have custom origins that add new mechanics to the play style in keeping with the Knightrun Lore.
  • Right now, Beasts are probably about 75% complete. AE is very playable, but still only have 40% of the features I want. AE-specific events are 80% filling, knight Order is also about 80% filled. Adding Leonhard and Zail factions will be the focus of the next big update. Afterwards, the mod will focus on adding lore characters and crises as mid-game and end-game crises: The First Battle of Tobal, the Battle of Velchess, and capped off by the all-mighty Prayer War.

    Do not play Earth Empire, they're completely vanilla because I have no &(*ing idea wtf is happening with the recent episodes. Sungmin Kim bro, wtf.

New Beast Features and Updates
The Beasts got the majority of love this update, for obvious reasons. They are the chief threat every game should revolve around, but were nothing more than generic devouring swarm with fluff. This update turns the Beasts into a potent force with an extremely unique play-style, both while playing them or fighting them.

  • Erosion Mechanic Rework: I was never happy with how erosion worked, as it led to the AI having massively over-stuffed capital and like 7 planets, making them easy picking by the mid-game. Instead of turning the world barren, it turns the world into a tomb world. Erosion also gives the Beasts 80% base habitability on any world type, provided they finish the erosion--uneroded planets have a -40% to habitability. Eroding still gives bonus pops, minerals, alloys, energy etc so it's extremely worthwhile. AI is prioritized to erode the world first thing after touching down.

    Erosion will RUIN habitability for every non-beast species. If any empire captures an eroded beast world, they'll have to clear all the erosion plant blockers that will completely kill habitability even if they have tomb habitable pops. If they don't have tomb pops, they'll have to terraform the world entirely to something more suitable.

  • Queens and Nest Mechanic: Beasts have access to the Nest building, which spawns a queen job and multiple soldier jobs. The nest gives a nice stability and amenities bonus, while the Queen herself gives pop growth.

    Queens are the Beast's source of strength but also their greatest weakness. If you lose a planet with a nest, you have an 80% chance of losing a governor, or one of the three lead scientists, directly impacting your income and/or research rate. Given that queens are immortal, if you lose a nest late-game, it could mean the death of your level 12 scientist Queen. RIP.

    In addition, the main nest in the capital houses the titular E-33. The Beast civic + origin is pretty overpowered; however, if you lose the capital, E-33 will die. If this occurs, the AG Swarm becomes a shattered swarm and suffer a permanent -15% to EVERYTHING.

    The best way to fight against the Beasts are to snipe the queens by taking nested worlds whenever you can, while working towards getting the capital--just like the lore. I'll be re-adjusting the boni as I observe the AI playing.

  • Ex-Type Zero armies: The Swarm can spawn 3 powerful ex-type armies every decade. They are very powerful and cause huge amount of collateral damage when deployed, but are expensive and limited in number.

AE Update
Playing second fiddle to the Beasts this update is the AE. They got some content, but I mostly spent time adding foundations that will be used for the next update.
  • Knight Armies Added: Knights have finally been added as in-game units. They come in multiple ranks in increasing power: Lay knights, Zero Breakers, Master Knights, Cold Heroes = Top Sword, and Sword Saint.
  • Knight Order/Mother Knight Rework: Related to the addition of knights, Mother Knight's requests are actually useful and give you benefits if you accept them. Giving her Velchess gives you access to Cold Heroes for example. Finishing the temple will graduate a class of Knights once every decade. You don't get too many over the course of the game, so use them sparingly... doon't ram them at an FE and lose all of them.
  • Zail and Leonhard added: Just the pops for now... they don't have any events associated with them. I will be adding them on, but still have not decided whether they will be like the Knight Order, or a federation member. Only thing with making them feds is the in-game AI limiting player options.

That's it for now. Thanks for reading.

Update: 22 Dec, 2020 @ 8:34pm

Hotpatch 1.4622
Federations compatible hotpatch.

Update: 8 May, 2020 @ 9:00pm

Hotpatch 1.4621
Fixed CTD when opening diplo window. DOH!