Stellaris

Stellaris

[Deprecated] The Zenith of Fallen Empires
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Update: 7 Apr, 2017 @ 6:53am

1.0.1 Patch Notes (07/04/2017)

  • Removed shield hp multiplier from Titan Shield Tech

  • Titan Armor costs and ratings have been slightly adjusted down.

  • Titan Hull plating's hp multipler is decreased to +40% from +50%

  • Buffed Goliath fire rate and range.

  • Updated muzzle effect of Advanced Tachyon Lance to match the new colour.

  • Improved ship icons for Titan and Goliath

  • Fallen Empires now require you to have 2x the vanilla fleet strength to wake up, since your measely 40-80k fleets no longer pose any threat to them.

  • Fallen Empires have had their mean time to wake increased from 50 to 100. This provides more time to obtain Titan weapons and allows you to create a strong enough defense fleet against their onslaught.

  • New event - when AI has the Titan Laser technology it can also wake up an Fallen Empire. The player can potentially trigger the event at Titan Laser Prototype, but Fallen Empires will wake up faster if you have Titan Laser tech researched.

Update: 6 Apr, 2017 @ 10:43am

1.0 Release notes (6/4/2017)

  • New icons for the Titan Lasers. Because I like retro icons.

  • New Titan Disintegrator sound effect and brightness to make it more awesome.

  • Depending on ethics, the AI should prefer certain Titan Lasers. Xenophobe prefers Red, Materialist prefers Green, Xenophile prefers Blue, Militarist prefers Yellow, Spiritualists will prefer Arc Emitters and Pacifists will prefer not to fight.

  • Since someone else already made a ‘Tera Cannon’ in another mod, my Tera Cannon has been renamed to Terror Cannon. Not to avoid confusion, but to spread terror across the galaxy of course.

  • Changed windup effects of Titan Arc Emitter to match the colour of the arc.

  • Added a windup effect for Super Matter Disintegrator, and changed the GFX and colour to purple.

  • Changed windup effect of Titan Torpedo.

  • New icons for several Titan Weapons.

  • Removed windup effects from resized weapons. Windups now only for XL.

  • Improved GFX for Solar Disruptors

  • Removed Super Lance. In addition to Titan Laser Prototype, there are now Terror Cannon Prototype and Titan Arc Emitter Prototype.

  • Added a number of Titan ship armor, shields, reactors etc.

  • Based on ethics and weapon type preferences, AI will weigh the preference of mounting these weapons as well as researching them. Pacifists will be more likely to draw the shield tech for example. Xenophobes will be more likely to draw the Terror Cannon.

  • Tech costs of Titan weapons have been reduced slightly.

  • All new techs are now gated behind ‘Titan Weaponry.’ You will be informed of when an AI completes this research. You will need to master all the vanilla versions of Titan weapons and utilities before researching this tech. (Tachyon Lance, Zero Point Power, Hyper Shields… and many more)

  • Fallen Empires have been buffed with Titan weaponry and utilities. Materialist uses Titan Torpedoes, Spiritualist uses Titan Arc Emitters, Xenophile uses Massive Autocannons and Xenophobe uses Terror Cannon. Their Titans will still use Titan Lasers but they will be my Titan Lasers, meaning you can now reverse engineer them from debris of dead titans.

  • Resized XLs are gated behind ‘Titan Weaponry’, which will lead to advanced versions of that weapon, as well as M and S slots. Vanilla weapon value ratios are used to balance between these weapons.

  • New Advanced weapons (Lances, Arc Emitters, Kinetic Cannons) are available in L, M and S. S slot also functions as point-defence should there be stuff to shoot.

  • Custom ringworld starts. Some with 2 neighbouring ringworld systems, some with ‘rich start and some ‘OP’ start. Rich start is defined by being on par with insane difficulty production initially, before tapering off in about 200 years. OP is just OP start. This is mostly for myself.

  • New ‘Fallen Technologies’ Tech tree added. This will unlock in order, Energy lance spaceports (3 colours), Fallen Empire buildings, and Fallen Empire Ship types.

  • These Fallen Empire Ships now have the same stats as the ones in 1.5 update. I also added combat computers to them.

  • Fixed and improved many weapon locators of Fallen Empire ships.

  • Introducing Goliath. Researchable once you have obtained all conventionally researchable Titan weapons and utilities (and not Dragon Breath, Super Matter Disintegrator or Scourge Artillery for example.) This will also unlock the ultimate weapon.

  • At the third level of Fallen Technology you will now get an event which allows you to change your graphical culture to one of the four Fallen Empire types.

  • AI can now also unlock Fallen Empire ship types and ship skins through research.

  • Mod updated to include space habitat textures for Fallen Empires. Spiritualist = Avian. Materialist = Fungoid. Xenophile = Arthropod. Xenophobe = Mammalian.

  • Mod updated to support megastructure meshes. Graphics used are same as above.