Stellaris

Stellaris

Beyond The Shroud [4.0.21]
124 Comments
JeVaisFaireForgeron  [author] 7 Jul @ 11:07am 
@FrazierFr

Merci beaucoup :D

I added the link in the description
Stern 5 Jul @ 7:26am 
Hello, thank you for the mod.
French translation is here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=3517311332
JeVaisFaireForgeron  [author] 10 Jun @ 3:35am 
In this mod, everything is intended for psionic ascension, with the exception of the “Astral Studies” tradition tree.
JeVaisFaireForgeron  [author] 10 Jun @ 3:09am 
@JPPlayer2000

Ah yes :/
JPPlayer2000 10 Jun @ 3:03am 
Wait so its only for Psionic ascension? damn : (
JeVaisFaireForgeron  [author] 9 Jun @ 4:13pm 
@JPPlayer2000

It starts 2 years after labyrinth construction
JPPlayer2000 9 Jun @ 3:52pm 
So how do you get the conceptual mastery situation to unlock the traditions?
JeVaisFaireForgeron  [author] 3 Jun @ 11:36pm 
For example, the current penalty is 300% * (1 - 0.15n) pop job upkeep
Where n is the number of buildings that reduces the penalty by 15%.

So with 2 buildings, the penalty is 300 * 0.7 = 210%.

But yes, 300% pop job upkeep as a base value is too much xD, I will fix it
JeVaisFaireForgeron  [author] 3 Jun @ 11:22pm 
@PJ_2005

Yes, I've just checked, and the value is a bit too high x) I did several tests but forgot to change it at the end. A building in abstraction district reduces the cost by 15% (cumulative 3 times and multiplicative) the impact of this effect.

I’m gonna release a hotfix this evening and it will be save game compatible.
PJ_2005 3 Jun @ 4:00pm 
bro do not get conceptually exhausted that shit will beat your ass
JeVaisFaireForgeron  [author] 2 Jun @ 11:43am 
@Blast Hardcheese

Yes, you'll normally unlock all new features instantly if you already have enough favor. Please let me know if anything goes wrong.

The only thing that may be necessary (only if you want to benefit from it) to track the amount as well as the favor generation and pops killed counter with the strongest invocation, is to demarket the evasion chain via a command (ONLY IF YOU HAVE ALREADY ESTABLISHED A COVENANT)

The command must be entered without first selecting anything (do not open a fleet, planet, etc. window)

Replace XXX by "instrument", "eater", "composer", "whisperers".

--------------------------------------------
effect begin_event_chain = { event_chain = bts_XXX_covenant_chain target = this }
--------------------------------------------

I'd still recommend restarting a game just in case, but if you really want to keep your progression, everything should be able to be resolved via commands.
JeVaisFaireForgeron  [author] 2 Jun @ 11:26am 
@Moon

Hmmm that's weird because I don't have anything like that, the version is correct and I don't have any buildings with buggy names, maybe you have a mod that isn't updated and makes this building buggy. Can you tell me the name you see for buildings with buggy names? Have you tried unsubscribing from the mod, launching the game, turning it off and then re-subscribing at the end? Sometimes it seems that the mods aren't updated correctly.
Moon 1 Jun @ 9:28pm 
You might have forgotten to update the version in the files, since the mod list displays its for 3.14. It otherwise works.
There are some buildings? That I can choose to build in city zone slots that I definitely do not have unlocked, have weird names (look like some sort of file names) and provide no description. I am not 100% sure its from this mod but they look like they are related to psionic ascension and this is the only mod that I have related to this. I will confirm this and come back at other time.
Blast Hardcheese 1 Jun @ 3:48am 
Is this saved game compatible?
JeVaisFaireForgeron  [author] 1 Jun @ 2:01am 
Here we are, the update to 4.0 support is now available, and the full changelog can be found in the steam change notes. Thank you for your patience, and I look forward to your feedback as we continue to balance the mod as best we can.
masiyi9406 27 May @ 5:37pm 
Amazing works based on whats changed in google sheets already, I see space specialization getting rebalanced, time to give energy and time a go again :steamhappy:. And Labyrinth is getting so many more options, exciting. Would love to test the new crisis ascension too :steamhappy:
masiyi9406 27 May @ 7:15am 
Take your time, it sounds a wonderful update :) I will be looking forward to balance testing the mod
JeVaisFaireForgeron  [author] 25 May @ 9:50am 
I don't necessarily have the time to do full games to test all the changes, so I'm counting on your indulgence if some things seem unbalanced.

I'm currently doing some balancing tests, but it may not be very convincing without a global vision of a complete game. The update will come soon
JeVaisFaireForgeron  [author] 25 May @ 9:50am 
Hello, sorry for the wait, the update took longer than expected because I took advantage of 4.0 to review some aspects of the mod, including the labyrinth of abstraction, which has been reworked with new buildings and districts.

While waiting for the full changelog, here are the major changes:

- The Aethorpoashic collasper megastructure has been temporarily removed, as it will be exclusive to the crisis I was working on before this update (invocations are unlocked via the labyrinth events).

- The shroud arcology has also been removed for the time being, as it doesn't really add much and is far too strong.

- The labyrinth has been completely overhauled, the conceptual architects serve to advance the conceptual mastery situation and provide bonuses via traditions. New exclusive districts and buildings and jobs are available for resource and effect generation.

- Some technologies will now be obtained via events, while others will be replaced by politics/edict.
masiyi9406 15 May @ 11:37pm 
A minor oversight, the google doc on new convenent is missing the ruler trait effect of the 'chosen of the traveler'.
masiyi9406 15 May @ 3:05am 
This is an amazing update speed for this very comprehensive mod covering all kinds of aspects. Please take your time!
DripChecker1991 12 May @ 1:13pm 
@JeVaisFaireForgeron

Wonderful! The shroud beckons and we answer the call! I really can't wait and thank you for responding to me.
JeVaisFaireForgeron  [author] 12 May @ 12:13pm 
@DripChecker1991

Yes, I'm going to do everything I can this week to update the mod for 4.0 and get it out by the end of the week I hope, or during next week if I don't make it in time, there's a lot of really great new stuff in this latest update so I'm going to make the most of it for this mode.
DripChecker1991 12 May @ 1:05am 
Is there any chance for an update, I know it takes times but I was wondering if it was in the works since the mod is rather old. Feeling left out with all these changes to Bio and Synth we Psionics need to turn to awesome mods like this while we languish away forgotten.
masiyi9406 2 May @ 8:56pm 
Another thing I wish to report, shrouded acrology project is both very OP and seemingly bugged: 1. fully ascended psionic empire with max level divine conduit councilor makes each telepath provides 20% resource output... so 100 telepath on a planet gives +2000% output, easily 20k unity per month from one planet; 2. upon completion, all alloy producing districts are converted into consumer goods producing ones... which takes another 20-30 years to convert them fully back to alloys district or telepath district. (which somehow balances it out, as a fully operational shrouded ecumonopolis takes 30-50 years to complete)
masiyi9406 1 May @ 4:03pm 
Thank you very much for the feedback and hardwork on the mod! I think it is reasonable to hold important updates till the psionic ascension DLC :steamhappy:
JeVaisFaireForgeron  [author] 28 Apr @ 1:06pm 
@masiyi9406

Thank you very much for your investment and your very detailed feedback. Your suggestions for the various paths are excellent and I'll take them into account in the next update. With the release of 4.0, I'll be taking the opportunity to review the construction system for the labyrinth of abstraction, as the buildings and districts will be completely overhauled. I didn't know about the leader cloning feature, so I'll be looking at what version 4.0 has to offer to take advantage of it, while keeping an eye on balancing with all the feedback so far. There's also the shroud dlc coming out this year, which I think will also require an update as the mechanics will change radically. The new crisis that i'm working on is almost finished, but I think it will come after the dlc, as there'll probably be a lot of work to adapt it, so I'd rather not get too involved with it right now.
masiyi9406 26 Apr @ 3:22am 
For buffing time path, I think it would also be ideal to double or +50% influence income (+1% or 0.5% per conceptual architect) because while things are built and develop fast, fixed amount of influence income still restricted fast expansion using this path.
masiyi9406 26 Apr @ 3:19am 
The time path is very fun and micro heavy with everything happens so fast. But personally, I feel it is way underpowered compared to other paths, namely energy and space. The time path speeds the time up like crazy, which is ideal for snowballing. But at the stage of the game where you unlock conceptual mastery, the expansion phase is near an end, faster build of everything makes you reach the fulfillment of maximum potential for all the systems and planets under your control, but it will reach its limit soon. This makes me think time path needs a buff most to keep equal footing to other two paths. Aside from the value and modifier buffs on existing mechanism. I am thinking maybe it is cool to give ability to rewind time too, utilizing the leader clone feature coming in 4.0, making it possible for leaders to avoid death by jumping back in time.:steamhappy:
masiyi9406 26 Apr @ 3:11am 
After some extensive plays along all three paths, I personally think space is most OP in the long run, 5 building slots and 10 districts to all planets gives lots of jobs and thus lots of base incomes as compared to energy path (-50% upkeep +100% output), which kicks start faster but the ultimate output is lower due to tons of job output modifiers in the end game. Military wise, space gives double the naval cap and fleet command limit, it can support roughly same amount of fleet compared to energy, but double command limit is really the win here, one elite commander can cover double amount of fleet. Though, I play with pop growth requirement set to 0, so it might be more balanced in standard environment with 0.25 pop growth requirement.
JeVaisFaireForgeron  [author] 26 Jan @ 3:39am 
@Balthasar

Thanks :)

Oh yes I've had some feedback about that and indeed I could see it playing a few games x).

I'm working on a very big update that will balance a lot of things and add a new crisis path.
Balthasar 26 Jan @ 3:21am 
@JeVaisFaireForgeron

Oh man thank you so much, I had every kind of defensive structure built except for that.

Awesome work with the mod btw, although I think some things are a bit too OP.

I dont know how but I managed to get 0 days cooldown on shroud devling. Which means I can spam infinite population lol
JeVaisFaireForgeron  [author] 26 Jan @ 2:18am 
@Balthasar

This mod adds no new armies.
The armies you mention are those of ACOT (Ancient Cache of Technologies).

According to the source code, here are all the requirements for these 3 armies:

Living Saint and Inquisitor:
- Army-related technologies
- Fanatical spiritualist ethic
- Advanced fortress built on a planet


Dark Psion:
- Army-related technology
- Psionic trait
- Temple of the Chosen building OR Void Barrier District


Living Saint and Dark Psion require a Hero Count available >= 1.
It seems that these are limited to 1 by default, and can be increased via ascension perks.
Balthasar 25 Jan @ 3:50pm 
I am not sure if it is from this mod, but I have a bunch of armies:
Inquisitor, Living Saint that I can't recruit and it doesnt show what requirements I am missing,
Dark Psion requires some weird buildings I dont have.
Any ideas?
Arvess 25 Nov, 2024 @ 3:37pm 
@JeVaisFaireForgeron

That worked! Thanks
JeVaisFaireForgeron  [author] 24 Nov, 2024 @ 9:36am 
@Tasser

Did you have any windows open while you were running the command, like a planet or a fleet, ...?
You must not select anything for this to work (don't click on a planet, ship, fleet, station, etc.).
Arvess 24 Nov, 2024 @ 9:24am 
@JeVaisFaireForgeron

I tried
effect set_variable = { which = bts_covenant_rank value = 250 }
but nothing changed even though console said the script was executed. My favor remained the same unfortunately.
JeVaisFaireForgeron  [author] 20 Nov, 2024 @ 7:56pm 
@Tasser

effect set_variable = { which = COV value = AMOUNT }

replace AMOUNT by the amount of favor your want and replace COV by one of the following depending of your covenant
- Composer of Strands : composer_covenant_rank
- Instrument of Desire : instrument_covenant_rank
- Eater of Worlds : eater_covenant_rank
- Whisperers of the Void : whisperers_covenant_rank
- Traveler from Beyond : bts_covenant_rank

Example for 250 favor with Eater of Worlds:
effect set_variable = { which = eater_covenant_rank value = 250 }
Arvess 20 Nov, 2024 @ 7:38pm 
Is there a console command for generating favor?
Ydithe 15 Aug, 2024 @ 3:27pm 
I can't seem to get the Traveler to actually work, i have no idea if this could be due to conflicts with other mods or if I am doing something wrong, but it either fails outright or when i try the shroud diplo thingy clicking on the traveler, it will pop up a "hey this other covenant wants you" thing instead...is that just a fail state for attempting to pick the traveler?
JeVaisFaireForgeron  [author] 13 Aug, 2024 @ 3:25pm 
@Hatmaan

Hi,

Open the labyrinth view and enter in the console:

effect add_building = bts_labyrinth_of_abstraction_core_1

bts_labyrinth_of_abstraction_core_1 -> Tier 1 Capital
bts_labyrinth_of_abstraction_core_2 -> Tier 2 Capital
bts_labyrinth_of_abstraction_core_3 -> Tier 3 Capital
bts_labyrinth_of_abstraction_core_4 -> Tier 4 Capital
Hatmann 11 Aug, 2024 @ 4:29pm 
Hey so I accidentally destroyed the capital building of the Labriynrh of Abstraction using superior constructs because I thought that would do something, whats the command for me to add it back?
masiyi9406 1 Aug, 2024 @ 5:05pm 
Thank you. I think that will be a more balanced way!
JeVaisFaireForgeron  [author] 29 Jul, 2024 @ 7:24am 
@masiyi9406
Hey, thank you for your feedback.

As 70-90% cooldown reduction can be achieved in the base game, I don't think it's really a problem to get 0 shroud cooldown, as long as the cost is balanced. But as you said, it's the power to create a pop that's very OP.

Here are the sources of the shroud cooldown reduction:
Base game:
- Psionic archive relic: -50%.
- Psionic tradition tree : -20%.
- President of Level 4 Holy covenant (Federation): -20%.
- Infinity thesis (cosmogenesis crisis): -30% for 7 years

In this mod, there are 3 ways:
- Maxed labyrinth and the dimensional converger building: -20%
- Occultism tech: -10%
- Sanctum of the traveller building for the “Traveller From Beyond” covenant : - 10%

In the next update I plan to remove this ability, so the only way to add pops will be through pop resettlement, which I think will make the progression slower. And the bonuses won't be as op as they used to be, because they'll be harder to get.
A Trained Monkey 28 Jul, 2024 @ 3:15am 
Thanks, totally missed that!
JeVaisFaireForgeron  [author] 28 Jul, 2024 @ 1:14am 
@A Trained Monkey

Hey,

It can be activated in the shroud interaction menu (Labyrinth Decision), the description of the effect can be seen on the option in the menu.
This will create a ship with an infinite jump range, and once the ship has jumped into a system, it will trigger the effect.
A Trained Monkey 28 Jul, 2024 @ 1:06am 
Hi, thanks for the mod. I finished the Concept Time tradition tree, but I don't see or get how/what is the power of chronostasis in the labyrinth. Is supposed to be a decision? Do i need to activate it in any other way? Thanks
masiyi9406 26 Jul, 2024 @ 7:51pm 
Hello, I somehow reached 0 cooldown shoud delve. Which makes it very OP, I can spam pops as I like it :steamhappy: . I have zroni precurose artifact -50%, and the abstraction -20%, maybe the rest come from other techs.
Cephalon Sithalo 24 Jul, 2024 @ 12:31pm 
@JeVaisFaireForgeron Do you need a Psionic Black Hole? I have like 14 of them :LotusFlower:
JeVaisFaireForgeron  [author] 24 Jul, 2024 @ 11:03am 
@Over-in
Oh sry, no it will only turn the star into a black hole but without destroying any planet/pops