Stellaris

Stellaris

Lovecraft Mythos
65 Comments
Workshop, James Workshop 4 Feb @ 7:30am 
@Arsdor, thanks for the reply, I know that keeping alive Paradox mods, especially fairly large projects as this one, is a pain in the ass. A shame because this mod looks really interesting and every eldritch horror mod I0ve seen is discontinued.
Arsdor  [author] 2 Feb @ 12:16pm 
@Igor of the Dank Path, @Myphicbowser it supposed to work, but I can't promise any update to be soon. I am doing some staff time to time, but honestly there are a lot of projects, which distract me from continuation of this mod.
Workshop, James Workshop 28 Jan @ 5:51am 
Hi is the mod still alive?
Myphicbowser 19 Sep, 2024 @ 8:27pm 
It looks like its been a while but I gotta ask, any updates planned at all?
Ave Imperator 2 Jan, 2024 @ 11:36am 
Yeah I go into the mod files to alter some minor things like slightly buffing the hastur traits(removing the extra upkeep, majorly changing shark politician because it's kinda bad etc.), removing the upkeep debuff from mutant commandos because it really fucks you with armies with SR upkeep, and removing the egalitarian requirement from partisanship for fun. So I noticed things from traits that I knew either had more effects from previous versions and ones that said one thing in the files and gave something else when playing the game.
Koritska  [author] 2 Jan, 2024 @ 9:57am 
Uploaded a hotfix for several broken traits. Thanks to Anon 1 for reporting the bugs.
Koritska  [author] 3 Dec, 2023 @ 6:16am 
The mod is updated. Traits have been fixed. We've also touched up the rewards for anomalies and archaeological sites.
Koritska  [author] 22 Nov, 2023 @ 5:59am 
Thanks for all the kind words.
The mod is long due for an update as the Stellaris dev team has been killing it with their reworks lately (sorry for a dad pun). We're gonna wait for the 3.10.2 to drop and then patch the mod before adding any new stuff.
jgthelan 22 Nov, 2023 @ 5:03am 
I love this mod, but it looks like you may need to patch the leader traits again
[OGC]stalkergsc 13 Sep, 2023 @ 11:08am 
I love your work, keep it updated king.
Arsdor  [author] 5 Jul, 2023 @ 3:01am 
@Drex, I was planning to translate mod to Russian, French and Portugues
Drex 20 Jun, 2023 @ 10:45pm 
french trad planned or fix localisation no english please?
Koritska  [author] 17 Jun, 2023 @ 6:00am 
Took me a while, but the mod has been patched for the Gemini leader rework. :mae:
Koritska  [author] 7 Jun, 2023 @ 11:37am 
@Ave Imperator
Thanks a lot. The scopes should now be more intuitive than before, but the mod obviously needs to be fixed. I'll try to get it fixed over the weekend.
Ave Imperator 7 Jun, 2023 @ 11:15am 
So the way leader traits work now is that there are councilor traits and what I'll call individual traits, individual trait only effect what they are assigned to; science ship, armies, and fleets work the same essentially, but governors only affect the one planet they are assigned to instead of the entire sector. Councilor traits work like the old ruler traits as empire wide buffs but the important thing for mods is that there is now only the head of research council position instead of the three guys for physics, society, and engineering so now research rate buffs now only work when part of a councilor trait and ruler traits have to be changed into councilor traits.

TL;DR for this mod is that the scientist and ruler traits of this mod have to be changed more than you've realized.
Ulterior The Panzie 1 Jun, 2023 @ 7:34pm 
Quick question: In many of the Shub-NIggurath techs, events, etc., her name is misspelled "Shib-Niggurath" rather than "Shub-Niggurath". Is that intentional or accidental?

Regardless, I dig the mod. Gives me a reason to go spiritual when I very rarely ever do.
Arsdor  [author] 20 May, 2023 @ 6:33am 
My fellow cultists, we are proud to present a new update.
v1.1 Update - Sacred Knowledge, Part I
There is knowledge accessible only to the initiated. There are rituals that bend the objective reality to your liking, if done right. There are forces deemed supernatural and forbidden that can be harnessed and placed at your service.
The cults of Azathoth, Hastur, Yog-Sothoth, and Shib-Niggurath receive unique technologies specific to their civilizations for a total of about 30 technologies per cult. Some technologies are exclusive to certain ethics.
Feel free to play and share your feedback.
Arsdor  [author] 22 Sep, 2022 @ 10:29am 
For all subscribers: If you would like to have a slightly closer contact to development team, have some sort of longer feedback, report a bug or simply discuss the mod - join the link:
https://discord.gg/NsBEN2Qd3a
JonasB 15 Sep, 2022 @ 4:13pm 
Ah, thank you. Should I try a different civic then? I haven't encountered anything that really reshapes gameplay or any of the archaeology events so I was mainly concerned if things trigger only at certain game stages.
Arsdor  [author] 15 Sep, 2022 @ 3:59pm 
@JonasB, unfortunately, in current state of development Yog-Sothoth civic only give some bonuses and leader traits, so if they do work you shouldn't expect something more from this. I am working on cult events, but this is a bit harder then making anomalies or archeological sites. Not speaking of code, but cult-specific events are need to have an internal logic of our own understanding of lore, yet not being too far from original ideas; be somehow balanced, but also at least some times make radical changes to gameplay, so you should feel that you really have some connections with incredible surrealistic entities, instead of just having some sort of civilizational habit.
We hope to finish checking current update this week and publish. We also going to share a discord server dedicated to mod, so the development and the feedback could be little bit more transparent and frequent.
JonasB 14 Sep, 2022 @ 4:02pm 
I'm playing an empire with the Yog-Sotthoth civic but haven't encountered anything different. Is there a trigger or threshold I'm missing?
Koritska  [author] 23 Aug, 2022 @ 3:21pm 
@CTH2004 Yeah, they are. Arsdor has got a bunch of ideas, but it's going to wait until the next update.
CTH2004 21 Aug, 2022 @ 12:19pm 
Are origin's planned? I feel you could have an origin for each "old one", dedicating them completly to that old one, perhaps to the point of custom ship weapons summoning the wrath of that entity!
Koritska  [author] 12 Aug, 2022 @ 3:08pm 
@Dominicius
We are happy that you like it. Yes, we resumed working on the mod. We are fixing and slightly overhauling the civics, adding unique edicts for each civic. There will be new archaeological sites, as well as a bunch of anomalies. We hope to release the update before August ends.
Dominicius 12 Aug, 2022 @ 10:23am 
So is this mod still being developed? I ask because because the writing in it is actually quite good so it would be a shame to lose something that excels in that field.
Luiz 13 Jun, 2022 @ 9:54am 
@Dominicius I belive that if some god should give the aquatic trait it should be Dagon, since Chtulhu and R'lyeh were not originally underwater. They got stuck there due to some cataclysm.
Arsdor  [author] 25 May, 2022 @ 10:09am 
@Dominicius, that seems reasonable and we thought on that, yet we wanted to make core mod free of dependencies both on DLCs and mods. Yet we were thinking on future expansions.
Dominicius 25 May, 2022 @ 7:36am 
Good to know. Also, a tiny suggestion I have so far is that I feel that Cthulhu should give the civilization the Aquatic trait, to reflect the turning to fish hybrids as in the mythos. The current devotion effects don't fully make sense.
Arsdor  [author] 24 May, 2022 @ 10:51am 
@Dominicius, we are currently working on some, so, if everthing will be aright, the gameplay of gods will be more fruitful. Unfortunately, we can't work effectively, because one of our developers currently not home due to recent events. We hope that in July we will make a major update. Sorry for that delay.
Dominicius 24 May, 2022 @ 4:56am 
There seems to be an issue with the modifiers for the excavations. At least there was in when I encountered the Flute of Serenity excavation site. It feels to me like those 150 science rewards were supposed to be modified to be bigger.

Also, I'd love some more loreful events in general relating to your devotion.
Flashmeister 11 Apr, 2022 @ 1:03pm 
loss of the Hastur
Hyadia, The King in Yellow 22 Mar, 2022 @ 12:27pm 
Sorry my cult broke your multiplayer compatibility.
InvIzIble 16 Mar, 2022 @ 5:10am 
Edict "Call for azathoth's protection" is now fixed with last paradox update for stellaris :3
Koritska  [author] 13 Mar, 2022 @ 1:58pm 
@Grendain
We've tested the mod on the latest version in multiplayer. Unfortunately, Hastur civic is broken on many levels right now. The others should be playable.
Grendain 13 Mar, 2022 @ 9:17am 
Update ? or still work ?
Arsdor  [author] 4 Mar, 2022 @ 4:55am 
@Invizible, currently we are working on update, but we decide to postpone the patch until the May. Paradox claimed that they are going to adjust some Unity/influence staff, so we are not going to make mod compatible with current version. Use previous version of Stellaris or wait until the next one.
Sorry for that dissapointment.
InvIzIble 4 Mar, 2022 @ 3:10am 
Azathoth cult: Edict "Call for azathoth's protection" now disables right after the moment it was enabled. (Most of other not up-to-dated mods' edicts have same problem)
Syrett 8 Feb, 2022 @ 1:41pm 
ok yeah it works. my game just hadn't updated
Koritska  [author] 8 Feb, 2022 @ 12:23pm 
@Wicked Bitch of the West, non-spiritualist empires get 6 new leader traits. Plus the three new archaeological sites are available to any empire. I admit that it's rather limited for now.
Wicked Bitch of the West 8 Feb, 2022 @ 12:05pm 
This looks cool, but does it/will it provide content for non-spiritualists empires?
Syrett 8 Feb, 2022 @ 11:53am 
i'll validate files and check it again
Syrett 8 Feb, 2022 @ 11:52am 
yea.
lemme restart my game. if you updated it today, i probably haven't rebooted my game since then.
Koritska  [author] 8 Feb, 2022 @ 11:41am 
@Syrett, no, once you've updated the mod and loaded your save file, you should be able to choose at least one option for the stage.
Is it also the "The Last King" stage that is broken for you?
Syrett 8 Feb, 2022 @ 11:35am 
hmm, i have a save i started about a week ago, carcosa spires still wont work in it.
maybe i need to start a new save?
greensniperhat 8 Feb, 2022 @ 6:59am 
ayy thanks! Can't confirm right now, but I'll check next time I play Stellaris.
Koritska  [author] 8 Feb, 2022 @ 6:42am 
@greensniperhat, uploaded the fix. Please confirm that you can see two options for this stage now.
Arsdor  [author] 8 Feb, 2022 @ 6:30am 
@greensniperhat, you're right, that's a bug. We'll fix it soon. Thanks for reporting!
greensniperhat 8 Feb, 2022 @ 6:16am 
Found a bug, digging in the Carcosa Spires archaeological site and there's no way to continue at stage "The Last King". Playing as a fanatic materialist xenophile megacorp.
Checked the code and there's no way to progress unless you're spiritualist... which is not good, because now there's a dig that can't be finished.
Siluda 7 Feb, 2022 @ 2:47am 
can you end the galaxy with them ?
InvIzIble 6 Feb, 2022 @ 12:51pm 
And
For future ideas, which cults also might have place in mod:
Yig, Father of serpents;
Tsathogghua, the Sleeper of N'kai;
Hypnos, lord of Sleep;
Ghatanotoa;
Dagon;