Stellaris
Planetary Diversity
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Mis à jour le : 6 mai 2022 à 19h20

Hotfix
- Relic Earth will not be a desert Earth
- Fixed an issue with Archive World Building Slots

Mis à jour le : 5 mai 2022 à 21h59

3.3 Update - "April"
Planetary Diversity
- Update to Outback Art
- Went over all colony/colonization events so they apply to every PD planet
- New Cold, Dry and Tomb Earth Models
- Fixed some issues with MIP maps for Portraits
- Fixed some broken terraforming links
- General Localization Fixes

Unique Worlds
- Not having Living Metal now stops Bio-Synth races from growing
- Tweaked Archive Start Deposit for Catalytic Races

Exotic Worlds
- Major Rework! All exotic worlds are now Origins, and cannot be normally picked, see demos for more info!
*I know this will really upset some people, but it was the right choice for my workflow, and prep for upcoming changes to make the sub mods stand alone. It was a hard choice to make, but I'm really proud of the origins that I was able to come up with. I think you are going to enjoy them. This also fixes all the issues with races not being able to colonize planets with other races. Generally this is a much better system.
- Removed the "is_ideal" tag from all planets
- Removed all game rules around Exotics

As always please give any patches and 3rd party mods time to catch up before reporting bugs.

Mis à jour le : 31 mars 2022 à 13h26

- Fixed an issue where you could add the Engineered Environment Decision multiple times.

Mis à jour le : 30 mars 2022 à 19h24

- Balance tweaks to Techno-Origin

Mis à jour le : 30 mars 2022 à 7h47

- fixed a few little issues
- updated french translation

Mis à jour le : 29 mars 2022 à 18h49

- Arcology Industrial Deposit no longer gives you the refinery jobs unless you have the right tech

Mis à jour le : 27 mars 2022 à 12h08

Planetary Diversity
- More detail/update to the swamp world art.
- Removed all jobs per pop in buildings/deposits, to match vanilla systems.
- Fixed inconsistencies with Tidally Locked planet classes terraforming
- Fixed an issue where the AI changed between the Gaia types needlessly.
- Localization types/fixes, including a major issue with the Spanish translation
- Added a `is_pd_regular` scripted trigger for planets for modders
- Standardized all Zro costs across the suite of mods to be 10:1 minerals/energy to Zro
- Remove the Engineered Environment decision after you gain terrestrial sculpting
- Perfect Engineered Environment can now be done on Rare Worlds after you have the World Shaper Perk
- Half Gaia bonuses removed from Rare Worlds
- Megaflora Tree of Life empires can no longer take the Hive World Perk

Unique Worlds
- Rework/update to the Techno-Organic World Events
- Major Rework of the Techno-Organic Origin, now works similarly to the Clone Army Origin, see visual demos for more info.
- All Unique world SR cost lowered to 100 from 500
- Fixed the alloy Foundry building on the Crucible, will not work will all versions
- Updated edicts to match 3.3 updates to edicts

More Arcologies
- New custom art for Corp-Arcologies + Boardroom Capitals for MegaCorps
- Rogue Servitors can now have consumer goods districts on Eco-Arcs
- Fixed an issue with Shroud Capitals getting the wrong planet model
- Fixed an issue where Necro races could remove the Necro Arc Deposit

Planetary Habitats
- added a mining district option to the Planet Habitats Origin

Mis à jour le : 6 mars 2022 à 22h39

- updated the ability to turn any planet into a tomb world; now any race who has the post-apocalyptic origin can use it.

Mis à jour le : 5 mars 2022 à 18h42

- Fixed some stuff about Frozen Habs; Sub Glacial modifiers to Aquatic Terraforming
- Removed Coordinators of Rogue Servitors on Arcs
- Fixed Geothermal getting double modifiers after terraforming

Mis à jour le : 25 févr. 2022 à 20h34

- Fixed an issue with capitals not getting their production bonus