Stellaris

Stellaris

Crises: Rewritten
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Update: 26 Jul, 2022 @ 1:17pm

Update 9;
-Updated to latest version.

Update: 21 May, 2022 @ 5:12pm

Update 8
-Updated to latest version.
-Brood-Queen Relic passive effect now reduces the effect of pops on empire sprawl by 5%.
-Prethoryn can create an extra 50 armies upon first spawning in.
-Removed a restriction on one of the Prethoryn fleet spawning events where it was only allowed to occur if they had a starbase even though it checked for available Queens.
-Unbidden can now spawn ontop of colonies again as long as it isn't a capital. Removed restrictions on trying to prioritize empty systems or border systems if they do spawn in owned territory, but they still refuse to spawn in systems with 300k+ fleetpower.
--Vehement and Aberrant follow the exact rules except they won't spawn in spaces owned by other extradimensionals and won't spawn in systems that are considered euclidean neighbors of another portal.
-Contingency now get the same starbase build speed and FTL travel speed boost the other crises have. Cybrex also get this modifier.
-Fixed a bug where one of the invasion systems for the Prethoryn wouldn't spawn a starbase...because it was checking if the Prethoryn owned any starbases at all instead of if there was a starbase in the system like for all the other invasion system spawns?

Update: 28 Nov, 2021 @ 11:36am

Changes 7;
-Updated to 3.2
-EXDs also refuse to spawn in systems with colonies in them.

Update: 6 Oct, 2021 @ 12:31pm

-Updated to 3.1.2
-ALL countries that aren't shroud spirits, Gray Tempest, some sort of Leviathan/Space Critter, or the Prethoryn/another endgame crisis receive the Sentinel Weakpoints buff.
-All Extradimensionals will now spawn in random systems that either do not have an owner and no neighbor system has an owner, aren't owned by another EXD or near one of their spawn systems, and do not have more than 300k fleetpower fleets in them.
-Fixed some areas where leaders didn't spawn at level 10.

Update: 6 May, 2021 @ 12:44pm

-Sorry for the quick hotfix, forgot a few changes.
-Initial Unbidden spawning allows their portal to spawn absolutely anywhere, no restrictions at all.
-Fixed wrong bombardment stances being set for certain fleets.

Update: 6 May, 2021 @ 12:16pm

-No longer overwrites 00_scripted_effects

-Fixed Contingecy not getting the same purging capabilities as the Prethoryn.

-Fixed a ton of bugs resulting from the 3.0 update, particularly the Prethoryn not being able to spawn at all.
--This means a reversion for a ton of performance fixes, as some of them seem to not work at all anymore.

-One of the Sentinel Refugee Fleets no longer starts as disabled, as there is no event resulting in them repairing, thus making the Sentinels essentially unkillable.

-Greatly relaxed the conditions for EXD portal spawning. As long as they don't pick another portal system or a system next to another portal, they're good to go.

Update: 4 May, 2021 @ 8:29am

-Updated to 3.0
--Reduced the speed of Swarm Strikers to 525 from 750.
--No longer overwrite crisis_trigger_events.

Update: 29 Oct, 2020 @ 1:00pm

-Updated to 2.8.
-No longer overrides 00_bombardment_stances or on_action_events

Update: 23 Sep, 2020 @ 10:14am

-Large AI ships gain a 20% shield boost instead of a 40% boost.

Update: 23 Sep, 2020 @ 10:02am

-Rather than produce 30 society research, the Prethoryn Queen relic extends edict length by 50% and improves bombardment damage by 25%.
-Wounded Queen event doesn't trigger unless the Swarm own a planet.
-General cleanup of Contingency event file.
-Contingency construction ships gain 20 base speed.
-Added extra protection to Machine World spawns.
-Machine Worlds spawn with 40 armies instead of 20.
-All Contingency and Cybrex leaders start with level 10 leaders.
-Contingency strike craft now have 5 extra units, 10 extra range, 10 extra shields, and 10 extra armor.
-Cybrex can now have up to 800 ships.
-Contingency and Cybrex designs that use Auto Repair now use Shield Booster instead.
-Cybrex and Contingency designs that use PD, Shields, or Sapient Combat computers instead use Flak Batteries, Dark Matter Deflectors, and Autonomous Combat computers.
-Civilian AI ships gain 400 health.
-Large AI ships gain 40% extra shields and both Large and Small AI ships gain 5% shield regen, 2.5% armor regen, and 10% hull regen.
-Large AI stations gain 4000 health, 300% shields, 2.5% shield regen, 5% armor regen, and 10% hull regen.
-Small AI stations gain 2000 health, 500% shields, 2.5% shield regen, 5% armor regen, and 10% hull regen.
-Added 45000 hull to AI starbase.