Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
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Update: 24 Sep, 2017 @ 5:19am

Energy Hubs fixed, and updated buildings file to synthetic dawn version

Update: 23 Sep, 2017 @ 5:09pm

fixed missile speed to 10 instead of previous mod settings (around 6.6) to match synthetic dawn speed

Update: 22 Sep, 2017 @ 12:05pm

Fixed a couple of building issues since synthetic dawn introduces a bunch of robot buildings

Update: 22 Sep, 2017 @ 7:08am

Update to 1.8.x
- Changed Missile Values to the new retarget functionality.
- Reduced Missile Damage a little to meet the better overall usefullness of the missiles now (not much tested its a quickfix)
- fixed a few localisation issues in english
- First synthetic dawn tests indicate this mod is still needed...nothing changed, so it stays as it is.

Update: 27 Aug, 2017 @ 9:07am

Bugfix for repeatable techs. They should all show up again now.

Balancing fixes to the psi shield, which was way too strong given the balancing logic of that mod. IT is still the strongest shield by far, but its more in line now.

Bugfix for corvette thrusters, one of them had no bonus attached to it for combat speed.

Fixes to debris again. Fixed points for research gained have been doubled again. (Would be happy to gain feedback on this one)

Some other bugfixes.

Update: 26 Aug, 2017 @ 10:02am

Changed a few values for economic balancing. Debris now gives you 3 times more fixed research points to make it more valuable. However you wont get a % Bonus on found techs anymore, since this benefits larger empires with big tech mali A LOT more then small empires. The same tech can give you 1000 or 20.000 researchpoints depending on your size for example. So now you get the posibility to research a debris tech but you have to do it all by yourself. Everybody is treated the same way now.

Update: 19 Aug, 2017 @ 9:55am

Changed the Economy Balancing to make Megastructures more usable compared to habitats. Detailed list of economic changes to balance out tall vs wide will be provided soon.

Update: 17 Aug, 2017 @ 9:36am

Changed a missunderstanding in Fleet Capacing Understanding on my part. The idea was to have stronger Space Ports and a bit weaker habitats when it comes to Fleet Capacity. However it didnt stack as i thought it would, therefore Spaceports have been made much stronger (as intended originally) and Habitats have been made weaker...and more expensive. They also cost unity now per month. They are WAY to cheap and easy to build compared to the other megastructures.

Update: 12 Aug, 2017 @ 2:58pm

Enigmatic Technology has been fixed, it is balanced now.

Update: 12 Aug, 2017 @ 2:55pm

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