Stellaris

Stellaris

Combat Balancing - Game Balance Improvements
Showing 31-40 of 43 entries
< 1  2  3  4  5 >
Update: 27 Jun, 2017 @ 3:47pm

- Talking about FTL Drives, changed pricing for warp drives back to 0/5/10/15/20 instead of 0/5/5/5/5 for the different levels of FTL drives

Update: 27 Jun, 2017 @ 3:42pm

- Changed the Upgrade logic a bit, since upgrades work differently now with nearly no upgrade costs on the weapons.
- Increased base upgrade costs from 5 to 12 per ship
- Increased the upgrade Multiplier (for the difference in cost from ship old price to ship new price) to 1.5 - so if your corvette costs 75 now and later it costs 85 the upgrade will cost you 15 per ship. The biggest costs in upgrading comes with new reactors, those are the most expensive parts together with engines and warp drives.

Update: 27 Jun, 2017 @ 9:39am

- Bugfix for Missile Weapons and Missile Spaceports being shown as uber powerfull even though there was just a .00 missing at the end of a few numbers.

- Change to Naval Capacity first try, needs playtesting though

- Increased maintenance Costs a tiny little bit to balance out cost advantage on most parts of the spaceships

Update: 26 Jun, 2017 @ 7:35pm

Cleaned up a couple of unneccessary files to increase compatibility with others mods.

Update: 26 Jun, 2017 @ 7:19pm

Initial Upload

Update: 26 Jun, 2017 @ 4:18pm

First reliable release with all weapons balanced and most of the utilities like shields, thrusters, armor etc. aswell. Ships are performing as intended no more corvette spam possible.

Update: 26 Jun, 2017 @ 4:00pm

Initial Upload

Update: 26 Jun, 2017 @ 11:22am

Initial Upload

Update: 26 Jun, 2017 @ 10:42am

Initial Upload

Update: 23 Jun, 2017 @ 1:32am

Initial Upload