Stellaris

Stellaris

The Lawless Space 2.0 (Pirate Expansion)
Showing 1-10 of 22 entries
< 1  2  3 >
Update: 20 Jul @ 2:25am

- The "minimum 3 colonies required" condition for spawning pirates is removed. This is done to prevent intentionally avoiding pirates by sticking to just 2 colonies.

Update: 20 Jul @ 2:16am

Update: 19 Jul @ 1:54pm

- The root cause behind incorrect pirate fleet power calculation for vanilla events has been identified and fixed for good this time.

Update: 19 Jul @ 9:12am

A couple bugfixes related to vanilla issues this time:

- Fixed an error in fleet creation logic for certain vanilla pirate-spawning events. Previously, they would spawn increasing numbers of fleets (scaling with years passed) and merge them into one instead of spawning just a single fleet. This often resulted in unfairly strong pirate fleets being summoned.

- Apparently, mining stations sometimes do not have an owner empire assigned to them. Several mod condition checks are adjusted to prevent errors in such cases.

Update: 19 Jul @ 6:13am

- The pirate countries are no longer restricted from spawning inside empires with high naval coverage as the previous hotfix addressed the issue of their frequency.
- The empires raided by pirates now gain birth_of_piracy and pirate_encountered internal flags (same as when they spawn offshoot pirate) for compatibility with vanilla events.

Update: 19 Jul @ 6:06am

Update: 19 Jul @ 5:58am

Update: 18 Jul @ 10:55pm

- Hotfix: Fixed incorrect pirate spawn chance modifiers from naval coverage

Update: 18 Jul @ 10:49am

- The formula for calculating pirate power-up intervals is improved further.

Update: 18 Jul @ 10:41am