Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
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Update: 18 Apr, 2017 @ 6:22am

1.2.3 Patch Notes (18/4/2017)

  • Energy Lances have had their muzzle effects distinguished according to their size. It is also now easier to tell which size the weapon is by the beam width of the weapon.

  • Medium Holy Arc Emitter's icon is now correct.

  • You can now have factions in Ascended and Lost Empires. New savegame might be required for this to show up though.

  • Arc Emitters have had their muzzle effects distinguished according to their size.

  • Kinetic Cannon's muzzle effects are now correct.

  • Kinetic Cannon's muzzle effect sizes are now according to their weapon sizes.

  • Advanced Disruptors have had their effects adjusted according to weapon sizes.

Update: 17 Apr, 2017 @ 10:40am

1.2.2 Patch Notes (17/4/2017)

  • NEW Ascended Empire Personalities. AI with specific fanatic ethos will always ascend to certain Fallen Empires. Other fanatic ethoses not in vanilla Fallen Empires will never ascend and instead become despicable neutrals.

  • Advanced Plasma Launcher has been renamed to Stellar Plasma Launcher

  • Added various sizes for Advanced Arc Emitters and Advanced Kinetic Cannon Components.

  • Terror Cannon tracer round is now Red!

  • Matter Disintegrator Lance has been renamed to simply Disintegrator Lance.

  • Added Orange and Green colour version for Hellfire Cannon.

  • Added White and Lilac colour version for Electromagnetic Beam.

  • Adjusted beam widths of Advanced Disruptors.

  • Rapid Plasma Launcher has been renamed Plasma Launcher.

  • Added a few more colour variants for Plasma Launchers.

  • Advanced Arc Emitters have been given new names more suitable to their spiritual users.

  • Fixed broken tech tooltip for Advanced Energy Lance 2.

  • Fallen Empire ships have been redesigned to incorporate these new weapon colours. As such some components may disappear! New save game required.

Update: 15 Apr, 2017 @ 5:15pm

1.2.1a Patch Notes (16/4/2017)

  • Power Consumption and Energy costs adjusted to ensure AI doesn't slap on Hellfire Autocannons on every occasion.

  • Adjusted cooldowns and damage values of Lances. Advanced Large version should now have same damage as vanilla XL, with improved tracking and range.

  • Resized Lances and Cannons have had their tracking removed.

  • Behind the scene coding meant that you may have to re-equip some of your weapons on your ship designs (lances). Sorry for the inconvenience.

Update: 15 Apr, 2017 @ 3:13pm

1.2.1 Patch Notes (15/4/2017)

  • NEW Advanced Energy Lances 2 - Optional new lances colours on offer, Yellow, Orange, and Pink!

  • NEW Matter Disintegrator Lance (Purple) available for research after acquiring Advanced Energy Lances 2 + Matter Disintegrator tech.

  • NEW Lances available in Advanced Energy Lances now also include other sizes for the same colour, meaning you can go all green, red, or blue if you want!

  • Compact Energy Lance has been renamed to Dark Energy Lance.

  • Most Advanced Weapons (L, M, S) have had their damage output reduced by 25%. Their cost and power consumption has been adjusted down also unless otherwise stated.

  • Hidden some effects in the Last Crusade Event.

  • Fixed broken Tech tooltip for Smart Torpedoes

  • Increased power consumption and cost of Hellfire Autocannons

  • Increased power consumption and costs of Titan Strike Crafts

  • Reduced cost for Titan Plating by half.

  • Expecto Patronum has been renamed Divine Judgement.

  • Avada Kedavra has been renamed Dark Energy Blast.

  • The Ultimate weapons have had their cooldowns doubled.

  • MTTH for the Portal Generator Event has been reduced to 10 years from 15.

Update: 14 Apr, 2017 @ 10:15am

1.2 Patch Notes (14/4/2017)

  • NEW The Last Crusade - a late game event, when triggered, it will pit the might of an Ascended Empire and all of its subjects against another. Only during this time can the wargoal Total Annihilation be used against another Ascended Empire.

  • NEW Lost Empire - a new country type that is basically a Fallen Empire. An Ascended Empire that was defeated in The Last Crusade will turn into one of these.

  • Increased MTTH of the Titan Laser awakening event to be slightly after War in Heaven trigger window.

  • Many behind-the-scene coding for events have been changed, making it suitable for multiplayer experiences.

  • Made a number of changes in localization files. Again.

  • Potential fix for empires building multiple energy lance modules in their spaceports.

  • Technology tree has been reshaped. Gone is the bottleneck, in order to create more immersion. This is due to balancing feedback. As a result all L, M, S slots only require their vanilla counterparts and not Titan Weaponry. You will still need Titan Weaponry for XL Titan Weapons though. As a result, most techs have their costs increased to compensate. Utilities however, are still gated behind Titan Weapons. Let me know of how it balances out.

  • The diplomacy option to demand Fallen Empire subject types should now be working, but requiring me to overwrite a vanila file.

  • Altered fleet power calculations as to not allow Goliaths fleet power to wreck havoc.

Update: 12 Apr, 2017 @ 10:53pm

1.1.4 Patch Notes (13/4/2017)

  • NEW Total Annihilation wargoal, used only by Ascended Empires against another.

  • Re-attached localization for Country Ascended Empires

  • Titan Fighters and Bombers have their speed reduced.

  • Addressed the issue of Awakened Empire diplomatic demands not being available.

Update: 12 Apr, 2017 @ 9:08am

1.1.3 Patch Notes (12/4/2017)

  • Ship design events should now provide all the options.

Update: 12 Apr, 2017 @ 8:28am

1.1.2 Patch Notes (12/4/2017)

  • Removed coding for increasing the crisis fleet size limit by 10x.

  • Titan Fighters and Bombers are now 10 times more healthy and have better evasion.

  • Updated Fallen Empire ship designs to include the new weapons introduced in 1.1.

  • Fallen Empire Buildings should now be buildable on Planetary Capitals AND Empire Capital Complexes.

  • Small Electromagnetic Beam is now a Small slot, not a PD. It can still shoot aircrafts and missiles however.

  • Reduced technology costs for Mini Battery and Titan Strike Crafts, since they aren't really 'Titan weapons'.

  • Improved many event localizations and descriptions to better fit the Fallen Technologies Tree story that I am trying to tell, bringing coherence and continuity to the story.

  • Titan Jump Drive now requires Jump Drive 1.

  • Unhidden some event effects from options, in addition to changing the base code aspiring_fallen_empire to ascended_empire to better fit the empire status.

Update: 11 Apr, 2017 @ 9:36am

1.1.1 Patch Notes (11/4/2017)

  • Adjusted speed of projectiles - Terror Cannon, Terror Cannon prototype, and Titan Torpedo.

  • MTTH for the event related to Portal Generator has been reduced to 15 years from 20.

  • Nerfed DAT DAMAGE from Titan Arc Emitters. It should now be more on par with other weapon types in battle. (Don't let its dps fool you. Ever.)

  • Titan Hull Armor has had its values increased to +50% hull points. To counter DAT TITAN ARC EMITTER.

  • Fixed Forge of Infinity ringworld system.

  • The Ultimate weapon now requires the Portal Generator.

  • Goliath Ship icon is no longer a deceptively corvette icon. Funny as that may be.

  • Buffed Plasma weapons

  • Missile and Torpedoes have had their health, speed, and evasion increased.

Update: 10 Apr, 2017 @ 4:10am

1.1 Patch Notes (10/4/2017)

  • NEW Ascended Empire and Galatic Ascendancy - New country and government type with new civics, unlockable after fallen_technologies_4. This effectively enables you to play as an 'Awakened' Empire with Awakened Empire diplomacy options. However, once you change to this you cannot change back into a regular empire.

  • NEW Event at fallen_technologies_4 enables you to pursue your area of fanaticism, converting all your pops to a single, fanatic ethic.

  • NEW Added two new Titan weapons, the Mysterious Weapon and the Portal Generator, researchable after the first and second of fallen technologies tree respectively.

  • NEW Added several advanced missiles, plasma, autocannons, electromagnetic beam (disruptor), smart torpedoes, and a mini flak battery, placed between Titan Weapons and some of their respective Titan weapon counterparts. Also Titan Strike Crafts.

  • Goliath now has 4 ship sections, and with enough space for reactors to be the only entity capable of supporting the Ultimate weapon, which has its power consumption increased to prevent AI slapping it on FE defense stations.

  • Increased Goliath's weapon range multiplier.

  • Technology trees have been reshaped and some costs have been adjusted. In general, it now takes the same amount of research to get a Titan weapon regardless of type.

  • Buffed Fallen Empire Escorts with several of the new weapons.

  • Fallen Empires have had their fleet upkeep reduced.

  • Fallen Empire Buildings should now be buildable.

  • Some utilities such as ftl components have had their power consumption decreased.

  • Changed several descriptions for events.

  • Added an event for Portal Generator.

  • ISB Compatibility available in a separate patch.

  • Components are now properly ordered according to type.

  • Fixed several broken tech icons.

  • Small and tiny maps now allow for more Fallen Empires.

  • Updated icons for several weapons and technologies.

  • All events have had their effects hidden.

  • Fixed Throne of Immortality, Light of Eternity and Forge of Infinity systems to not spawn any buildings at start.