SHARE
TWEET

Untitled

a guest Mar 15th, 2019 76 Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
  1. Stellaris
  2.  
  3. Update 2.2.6.3 (15.03.2019)
  4. 2.2 ‘Le Guin’ Free Features
  5.  
  6.     Added a new, more user-friendly planet screen, with better organization and display of info and buttons
  7.     Ship upgrading is now handled individually, on a per ship, per shipyard basis. This means if the process is interrupted part way, some of the ships will still be upgraded, rather than losing the entire upgrade progress. Also, alloy costs are now deducted one ship at a time, rather than for the entire fleet in one go, so you don't have to wait until you can afford everything to start the upgrade process
  8.     Warrior Culture civic no longer reduces army upkeep, but instead makes Entertainment buildings replace Entertainers with Duelists. Duelists turn 1 alloy into 3 unity, 12 amenities and 2 naval capacity
  9.     Added Logistical Corps tradition custom flavour text swap for Hive Minds
  10.     Added Great Game tradition custom flavour text swap for Devouring Swarms
  11.     Added new animation to Plantoid 13 (cactus) portrait. It will now have some butterflies as company!
  12.     Added the Legion flag set with six new selectable flag emblems
  13.  
  14. Balance
  15.  
  16.     Pop growth further adjusted to put less priority towards minority pops
  17.     Battle Thralls can now take enforcer jobs
  18.     Hallucinogen Removal special project cost reduced from 5000 to 3000
  19.     Breaching the Shroud special project cost reduces from 50000 to 20000
  20.     Transcendent Learning ascension perk effect on leader pool removed and replaced with Leader Experience Gain +50%
  21.     Reduced the machine empire bonus to orbital station production to 10% (was 50%, which turned out to be rather OP)
  22.     Rogue Servitor tweaks: -Organic Sanctuary/Paradise no longer provide housing, instead Biotrophy jobs eliminate those pop's need for housing -Artisan Drones produce 8 Consumer goods for 8 minerals (up from 6 of each) -Biotrophy Jobs now also increase Complex Drone putput on their planet by 0.25% each -Starts with 1 additonal Nexus District
  23.     Driven Assimilator tweaks: -Bio pop growth reduced by 40% -1 fewer Replicator job per level of capital -Now start with +100 food, and 100 less energy
  24.     Ship upgrades are cheaper due to refund amount from old components being increased to 90% (was 50%)
  25.     Pops have a wider possible range of Political power, so for example you can care less about unhappy slaves since it's not as though they can vote or anything
  26.     Meritocracy Civic effect on leader pool size removed and replaced with specialist output +10%
  27.     Clone Vats are no longer required to build Clone armies, they are now unlocked by the Gene Banks tech (resolves an issue where this tech had no benefit for assimilators)
  28.     Technological Ascendancy ascension perk now also makes rare technologies 50% more common
  29.     Shroud entities have been tweaked slightly. Corrupted Avatar now has lower total HP, but has increased regen. Shroud Avatar is now slightly stronger in its total HP and regen. End of Cycle entities have also been tweaked similarly
  30.     Transcendence, Evolutionary Mastery, Synthetic Evolution ascension perk slot requirement reduced from 4th to 3rd
  31.     World Shaper ascension perk slot requirement reduced from 3nd to 2nd
  32.     Imperial Prerogative ascension perk no longer has any slot requirements
  33.     Eternal Vigilance ascension perk no longer has any slot requirements, but instead requires the Star Fortress technology
  34.     Eternal Vigilance ascension perk now also increases starbase hull points by 25%
  35.     One Vision ascension perk now also reduces pop amenities usage by 10%
  36.     Numistic shrine now costs 4000 energy to buy and 1000 minerals to build
  37.     Clerks and Preachers job weights no longer care about being strong, weak, or proles
  38.     Miner job weights DO care about being proles
  39.     Synth Empires pay only alloys for Colony ships, like Machines
  40.     Rogue Servitors start with another Nexus District
  41.  
  42. UI
  43.  
  44.     Added missing modifier icons for mote harvesting traps and extractors, also updated old icon
  45.     Added a bunch of shortcuts to the planet view
  46.     Added shortcut "U" to upgrade starbase platforms button
  47.     Added shortcuts for upgrade "U" and trade route "T" buttons in starbase interface
  48.     Strategic resources summary on the top bar will now show in red to let you know if any are in deficit
  49.     Fixing devastation progress bar reaching 100% and disappearing
  50.     Fixed so that unemployment by strata icons are properly displayed and have a working tooltip
  51.     Rogue Servitor complex drone output bonus from each Bio-Trophy was not being displayed due to lack of decimals showing, this is fixed
  52.  
  53. AI
  54.  
  55.     Big rework of military AI making it a lot smarter and more aggressive in war: better selection and maintenance of the aim, better follow through on invading worlds they are bombarding, not so easy to kite with tiny decoy fleets, more willing to reinforce neighboring friendlies under attack, etc
  56.     AI is not so maniacal about crime that it rush builds 3 precinct houses on every planet
  57.     The sector AI should now be better at upgrading buildings relevant to its selected focus
  58.     Improved the AI's budgeting of Alloys
  59.     AI will now only consider enacting population control if it cannot produce more housing
  60.     Sector automation will now clear blockers if able, and if it is not building a building or district at that moment
  61.     Rogue Servitors Less keen on building organic sanctuaries unless bio-trophies need them
  62.     Sector AI will now upgrade buildings if possible
  63.     All Sector Focuses will now try to upgrade their colony capital buildings if there are no other pressing needs
  64.     AI will no longer obsessively shuffle scientists from one role to another every few days
  65.     Lowered the AI's mineral budget allotment for ground armies (they were producing way too many)
  66.     AI empires with alternative cost types for colony ships will now budget the correct resource for it
  67.     AI prefers City districts over Housing buildings a bit more
  68.     Fixed some edge cases where the AI would attempt to build its way out of unemployment with districts and buildings that its pops can't work
  69.     Fixed AI not repairing damaged branch office buildings
  70.     Fixed AI fleets getting stuck when their target goes MIA
  71.     AI will not build nanite transfusers without nanite income or build more than 2 per planet
  72.  
  73. Performance
  74.  
  75.     Removed redundant double calculations related to end game crisis that caused them to very negatively affect late game performance
  76.     Reordered some operations in the invasion calculations to make sure the most expensive are done last
  77.  
  78. Modding
  79.  
  80.     Added 'hyperlane_distance = { min max }' and 'hyperlane_jumps = { min max }' to system initializer 'neighbor_system = { ... }' block
  81.     Pops now use the asset_selector again to choose their clothes
  82.     Added new "is_scope_type" trigger that lets you know if you're a scope of a particular type: "is_scope_type = fleet"
  83.     Removed the forced clothes index in pop categories and job types, to let the clothes selector do its magic
  84.     There are now multipliers for previous job, previous tenants, survey and unemployment to the AI score used to fill in jobs
  85.  
  86. Bugfixes
  87.  
  88.     Fixed edge case where multiple megastructures could be built in the same system
  89.     Fixed missing missions for primitive observation posts
  90.     Fixed planets still being colonized generating emigration push to other worlds. I know the offworld colonies weren't the paradise the holovid adverts made them out to be, but give them another generation or two...
  91.     Fixed a broken string in the tooltip for the Egalitarian ethic
  92.     Fixed guaranteed ideal nearby systems generating based on absolute distance rather than max jumps from homeworld, which could cause them to be isolated by unlucky jump lane network generation
  93.     Fixed population controls disabling robot construction as well, so you can now improve the meatbag to metal ratio of your society
  94.     Planets under colonization will no longer generate low stability alerts
  95.     Fixed Strategic Resource notifications appearing for resources hidden behind Anomalies
  96.     Winning an "impose ideology" war will no longer overwrite the defeated empires civics
  97.     Impose Ideology war now properly creates an ally instead of a vassal
  98.     Fixed a crash that happened when a ship was destroyed while being upgraded
  99.     A lack of Nanites will now properly trigger a deficit warning and stop the resource production of Nanite Transmuters
  100.     Fixed robots/synths being treated as organic when conquered by hive mind empires, and getting locked in the livestock job
  101.     Fixed vassal integration wrongly costing no influence
  102.     Fixed an issue where conquering Hive Minds could take over inappropriate buildings they have no use for, like Holo-Theatres
  103.     Maintenance drones now correctly increase in priority when amenities are negative, and now don't have increased priority from traits when amenities are high
  104.     Slave processing centers should no longer vanish when build anywhere but a Thrall-World
  105.     Fixed some edge cases where the Life-Seeded Civic would not create a Gaia homeworld
  106.     Head Researcher and Executive now have Amenity output modifiers and weights for several relevant traits (Repugnant, Charismatic, etc)
  107.     Fixed Strong, Very Strong, Weak traits not being applied properly when playing as a gestalt empire
  108.     Fixed displacement purge type wrongly applying the genocidal diplomatic opinion penalty
  109.     Fixed "The Shattered Loop" event firing twice upon death of the Worm-in-Waiting
  110.     Fixed a literally unplayable localization error in the Xeno-Compatibility tooltip
  111.     Fixed Prikkik-Ti empire spawning on a planet without enough districts to support it
  112.     Prikkiki-Ti will no longer spam player with multiple communications established messages
  113.     Planets taken over by the Scourge or Contingency will now swap any capital buildings to a correct Machine or Hive capital
  114.     Preferred habitability is no longer strictly tied to starting planet class if a civic changes the starting planet
  115.     Fixed developing colonies being hidden in the outliner's Sectors group if on completion a new sector would be created
  116.     Fixed pre-sapient policies disappearing if you purge all of them from your space, making fulfilment of certain faction demands impossible, because what are the screams of the innocent next to that sweet, sweet influence?
  117.     Changed wording on the Strong/Very Strong traits. It was wrongly implying that is should affect the outcome of ALL worker strata jobs, not just basic resource extraction ones. Even if your clerks never skip leg day, they probably shouldn't benefit from these traits
  118.     Added piracy suppression values to event generated ships that were missing them
  119.     Fixed a few more cases of techs with the wrong specialty group assignment
  120.     Fixed a minor discrepancy in the tooltip of the Sins of a Sun anomaly vs its actual in game effects
  121.     Fixed a nasty exploit with downgrading fleets that could result in free alloys (thanks for the heads up on this, Reddit user nonium)
  122.     Added missing torpedo components from the Spiritualist Fallen Empire Zealot-Class ship type
  123.     Added a basic Zro income to Spiritualist Fallen empires to allow them to properly produce reinforcements for their damaged fleets
  124.     The modifier for Refinery worlds should also now affect Gestalt jobs
  125.     Fixed several ship weapons which had incorrect resource costs
  126.     Energy/Culture Habitat districts should convert properly if a gestalt empire takes it from a normal empire, or vice versa
  127.     Fixed a crash when a country gets a trade route that used to belong to someone else
  128.     Fixed tooltip that hilariously claimed that setting a species to purge (except neuter) was a requirement for the Decent Living Standards
  129.     Picking Life Seeded will no longer give automatic nearby ideal worlds that are also Gaia
  130.     Randomized empires gets their starting planets, ethics and civics correctly set up when they start as life seeded or post apocalyptic
  131.     Fixed OOS for diplomatic upkeep upon hotjoining
  132.     Fixed some causes of country_resources OOS
  133.     Restored non extermination types of purging
  134.     Fixed script checking wrong resource for automated sector upgrading to research lab lvl 3
  135.     Fixed Prethoryn purging primitives at an incorrect, too-slow rate
  136.     Fixed the planet screen being cut off on the left side of the screen on certain resolutions
  137.     Fixed empires in federations wrongly budgeting for Federation fleet ships as part of their own navy, and thus underdeveloping their own fleets
  138.     Fixed a crash when gifting planets to a vassal
  139.     Fixed a situation where replacing a district temporarily adds to the maximum numbers of built districts, as if you were building a new district
  140.     Speed demon event will add the red/green traits even if your species is very strong/adaptive
  141.     Fixed planets under colonization suffering low stability events
  142.     Fixed Crisis purging yet again (for a galaxy-threatening menace they sure seem easy to dissuade from their mission of doom)
RAW Paste Data
We use cookies for various purposes including analytics. By continuing to use Pastebin, you agree to our use of cookies as described in the Cookies Policy. OK, I Understand
Not a member of Pastebin yet?
Sign Up, it unlocks many cool features!
 
Top