Stellaris

Stellaris

Ancient Cache of Technologies New
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Update: 16 Sep, 2021 @ 9:53am

- Fixes some New ACOT's tactical computers from showing up as part of normal tech's progressions.

- Re-enables the Phanon Vault Raids.

- UwU

Update: 14 Sep, 2021 @ 8:21am

- Fixes outdated scripted_triggers

- Fixes Command Ships being only buildable from basic shipyard.

- ไม่ได้นะ

Update: 12 Sep, 2021 @ 4:55pm

- Fixes AI not being able to tech up the tiers.

Update: 11 Sep, 2021 @ 9:09am

- Fixes Ancient Council forgetting to allow Enigmatic Path Ascension

- Fixes various icons being wrong.

- Yukkuri.

Update: 10 Sep, 2021 @ 5:55am

- Fixes some techs not using the correct tech icons.

- Fixes Tier 6 techs being reverse-engineerable.

- The restless dead awaits.

Update: 10 Sep, 2021 @ 5:43am

- Adds Stellar and Enigmatic Path.

- Completes most of Phanon Corps mechanics.

- Adds Ancient Council.

- Adds progression events.

- Readjust stats for many neutral factions.

- Fallen Empires now have proper stats for their ships.

- Light Tank of the GLA.

Update: 15 Jun, 2021 @ 9:06pm

- Pirates no longer enforce borders.

- Megastructure gets buffed a lot. Ask Veraroz for details.

- Bombardment Policy reverts back to using vanilla flags since we can now do so while renaming them.

Update: 13 Jun, 2021 @ 10:25am

Localisation for ship-related technologies updated so they say what they do correctly.
+ Primary example being Cruisers & Support ships both saying they gave Cruisers. They now read properly. Same for Titans & Command ships.

Auxiliary buildings are now upgraded by the decision from Tier 3 to Tier 5.

Command ships are 0 Naval Cap cost, but you can only build 1 for every 1,000 naval cap you have.

Command ships have had their various mechanics added in [EXPLOOOSION]

Also ACOT's habitats are updated, made slightly better. They are limited by 1 per system, however. They do, however, get much larger than vanilla habitats, and are much more viable of an existence.

Update: 10 Jun, 2021 @ 5:18pm

Things at the front to note:
+Incorporated defines fleet power calculation numbers updated, ensuring big ships aren't bloated numbersticks of misleading falsehood.
+Ascension perks got squished/rebalanced heavily; a few got yeeted [read: turned into technologies completely, like World Shaper], some got paired up with others that were similar in theme.
+Policies. Check them. There's a lot more. They affect a lot of things. They're also color coded! Enjoy.

Tech related Goodness:
+Tech costs adjusted. Later techs get more expensive, by a substantial margin. Repeatables will be adjusted later; to be more expensive and to be dangerous tech--applying a stacking debuff as you research them. You're pushing the limits of current tech, after all!
+Tier 6 stuff is available for reasons that will be made clear later. I am become error as this was incorrect. My bad. =(

Economic Expansion:
+Orbital resources increased substantially, as part of testing. Numbers may be tweaked later or adjusted via other means.
+Resource Platforms consolidated/squished. Research is all in one; energy and minerals squished into one; alloys are by themselves. The remainder got yeeted.
+Starbases now have modules that provide resources, with synergistic starbase buildings to go with them. Other starbase modules/buildings have been reworked/expanded upon.
+Industrial District got split in two.
+Research Districts and Resource Auxiliary Buildings gained in Tier 3 from various techs. Further engross your economies in explosive gains as you further climb through the technologies to be unveiled within the Ancient Databank. Also SRs have a use again besides the temporary boost edicts, yay.

Ship rebalance/component buffs:
+The aux components for hull, armor, and shields now give +% hitpoint modifiers for those on empire, akin to how the aux for weapons gives fire rate/damage.
+Defense Utilities have received boosted hitpoint/regen values, to better compete against the growing damage values of weapons as tech tiers scale.
+There are now XL sized defenses, for Supercapitals/Flagships [Titans], and Command ships [Behemoths]. They provide 3x the value of L sized defenses.

Things to Kill/Fight:
+No we haven't improved basic AI. I know, I'm sad, too, but that's a lot of work to put in when we can't even figure out why they're reluctant to wardec.
+All but one vanilla Leviathan has been buffed substantially to the point they are now threatening. As an aside, Chiru removed the skulls so you can see their fleet power, for a better idea of how potent they are.
+Fallen Empires have gained their overhaul reworks. Be warned, they are overwhelmingly more powerful than before. Their components are technically around Tier 7/Tier 7.5 in terms of net potency. [Each tier is a multiplicative 40% jump over the last]; this is why T6 was made a thing instead of delaying the update for another week or so just to make Machines and/or Hives. [would likely have been one or the other, not both at once... But IDK for sure]
-- FE Components currently have something approximating T6 stats, but the FEs will feel to be around T7 or so due to innate FE buffs on, say, Grand Admiral.

These patch notes brought to you by Velaroz.

Update: 17 May, 2021 @ 9:58am