# Story Pack Features
###################
* Added many new Anomalies, increasing the total amount by almost 50%
* Added new Leviathan: Voidspawn
* Added new Leviathan: Tiyanki Matriarch
* Added new Leviathan: Scavenger Bot
* Curator Enclaves will now also spawn for Distant Stars owners, to help with the new Leviathans
* Added new unique systems to explore
* Added L-Gates and the mysterious L-Cluster outside the known galaxy, which you will have to investigate and research to access
###################
# Free Features
###################
* Galaxy generation has been reworked for more interesting hyperlane terrain: stars are now grouped in highly connected 'constellations' separated by thin 'highways', making for more strategic placement of natural chokepoints
* All hyperlanes are no longer immediately visible when starting a new game, but will be revealed through exploration. Hyperlane visibility extends roughly twice as far as your sensor range
* Added binary star systems
* Added trinary star systems
* Added new star classes
* Anomaly levels have been reworked to span levels 1-10 instead of 1-5
* Anomalies can no longer fail, but instead the time to research an anomaly will depend on the difference between scientist level and anomaly level, with high level anomalies potentially taking a very long time to research for a low skill scientist
* Some older Anomalies have been reworked and fixed to function properly
* Strategic Resources have been reworked so that similar materials have the same types of effects - crystals for ship damage, ores for ship defenses, gas for empire effects, etc.
* All Strategic Resources are now always visible, but most require specific Technologies to be mined
* Strategic Resource deposits are no longer distributed according to galaxy clusters
* Added new Aldar Crystals Strategic Resource
* Added Aldar Crystals tech
* Added Experimental Subspace Nagivation which allows science ships to go missing-in-action and travel to a selected system. This will allow them to bypass (but not enter) closed borders
* Added a new Alert for when establishing communications reveals a new Strategic Resource within another Empire's borders
* Establishing communications with another Empire that has a Bypass (Gateway, Wormhole, L-Gate) within its borders now counts as discovering that Bypass Type
###################
# Balance
###################
* Survey speed increase per Scientist level increased from 5% per level to 10% per level
* Most scientist level requirements for Special Projects have been removed, as they tend to be gated by anomalies anyway
* Decreased outer boundary distance for Fallen Empires (was preventing more Fallen Empires from spawning in large galaxies)
* Zro Distillation is now a Tier 3 tech (down from 4)
* Rebalanced Strategic Resource tech tiers to better fit their effects
###################
# UI
###################
* Situation Log has been reworked and will now also list anomalies
* Science ships now have a "Research Anomalies in System" right-click command on systems
* Renamed tile science modifiers from e.g. "Physics Output" to "Tile Physics Output" to better reflect what the modifiers actually do
* Scientist level is now shown in the outliner
###################
# AI
###################
* AI will retreat its Colossus if it is alone in combat, as even a planet destroying giant laser is cold comfort in the lonely depths of space
* Fixed an issue where the AI would incorrectly allocate too much budget to navies when it could not support any more ships, resulting in underdeveloped empires
###################
# Modding
###################
* Scripted variables rework: centralized all @values in commonscripted_variables folder
* Scripted variables rework: centralized @values can be overridden by @values defined in individual files
* Anomaly rework: combined _anomaly_categories and _anomalies files into one file
* Anomaly rework: added "anomaly_event" effect with expected scopes for use in anomaly categories
* Anomaly rework: added a number of new features and updated syntax
* Added "exclusive_trigger" functionality to event descriptions
* Added "last_changed_species_rights_type" trigger
* Added "fleet_action_research_special_project" effect
* Added "remove_orbital_deposit" effect that removes the orbital deposit on planet
* Added picture parameter for set_planet_entity effect
* Added support for multiple asteroid belt types
* Added "create_saved_leader" effect
* Hyperlane Discovery Range is now separate from Sensor Range, and can be modded for ships, planets, megastructure, etc.
* Added "is_bottleneck_system" trigger
* Added scriptable bypass connections
* Added "delete_megastructure" effect
* Added HIDE_HYPERLANES_OUTSIDE_TERRA_INCOGNITA define to hide hyperlanes outside TI
* Added "add_tradition" effect
* Added support for sealed_wormholes as a bypass type for wormholes
* Added the ability to specify colonizer pop species when spawning a colony ship via create_ship
* Added a batch optimization effect for spawn_system
###################
# Bugfixes
###################
* Fixed issues with the pulsar Marauder system initializer
* Fixed edge case where Marauders would sometimes demand more tribute than they should
* Fixed a number of minor syntax issues (shoutouts to Dayshine)
* Pop production modifier no longer affect strategic resources
* Fixed more potential out-of-sync issues in multiplayer
* Fixed stability issue when a selected situation log entry is removed
* Fixed aborted special projects not disappearing from the situation log and blocking others from completion
* Fixing game text descriptions for planet classes
* Fixed the OOS when you ctrl-shift-click an enemy fleet
* Fixing the set location effect having a wrong angle for fleet position
* Withdrawal symptoms are no longer reset when changing species rights
* Bugfix for when deleted bypasses were not removed
* Fixed issue where the Strategic Resource tutorial mission could trigger for resources located inside other empires, because envy is the darkest emotion
* Fixed an effect attempting to link up already-linked wormholes (which would crash the game)
* Fixed issue where tutorial missions could sometimes trigger for Gestalt Consciousness empires, who really should know all this instinctively already
* Fixed issue where Remove Orbital Debris special project did not require a Science Ship
* Fixed Occupation tooltip always displaying 0 planets being occupied
* Planet picture override should now apply correctly
* Fixing the issue when context effect used in hidden effect caused assert
* Fixed more potential text overflows in Federation view
* Habitats no longer double dip on orbital deposits
* First Contact tutorial mission will no longer trigger when encountering primitives
* Fixed anomaly tooltips sometimes displaying incorrect value types
* Fixed issue where gateways were sometimes weirdly initialized, causing first gate activation to not activate a second gate
* Made it impossible to start building pops that cannot grow and will be removed next monthly tick anyway
* Starbase occupation now counted even if there are no occupiable planets in the system
* Fixed OOS on hot join due to fleet auto-moving
* Fixed CTD for survey console command in case of player is invalid
* Fixed erroneous tooltip in "Leviathan Down" anomaly
* Disabled the upgrade button of starbase defense stations when you can't afford to upgrade them
* Defense armies are no longer so morally affronted by cybernetic enhancements that they mass disband upon completing Synthetic Ascension
* Fallen empires will now avoid spawning at the edges of the galaxy
* In case a starbase is lost in a save game it will be restored
* Fixed the bug when jump drive didn't call the notification for entering the system
* Blocked the ability to pick a non-mergeable fleet for deploying newly built ships to prevent an exploit with fleets lacking a size limit
* Fixing the bug when it was possible to load save game in an ironman game, and the attendant confusion
* Planet having sapient pops during colonization no longer messes up interface and other things
* Fixed ironman UI being broken in setup GUI
* Made debris try to pick earlier tech available for research rather than having latest one
* Event ships can now be removed from fleet designs when they have been destroyed
Please be advised that 2.1.0 MAY BREAK SAVES from previous versions! If you have games that you want to complete, please do so before updating!
[ 2018-05-22 12:59:39 CET ] [ Original post ]
- Linux [153.28 M]
- Stellaris: Infinite Frontiers eBook
- Stellaris: Plantoids Species Pack
- Stellaris: Leviathans Story Pack
- Stellaris: Utopia
- Stellaris: Nova Edition Upgrade Pack
- Stellaris: Galaxy Edition Upgrade Pack
- Stellaris: Anniversary Portraits
- Stellaris: Synthetic Dawn
- Stellaris: Apocalypse
- Stellaris: Humanoids Species Pack
- Stellaris: Distant Stars Story Pack
- Stellaris: MegaCorp
- Stellaris: Ancient Relics Story Pack
- Stellaris: Lithoids Species Pack
- Stellaris: Federations
- Stellaris: Necroids Species Pack
- Stellaris: Nemesis
- Stellaris: Aquatics Species Pack
- Stellaris: Overlord
- Stellaris: Toxoids Species Pack
- Stellaris: First Contact Story Pack
- Stellaris: Galactic Paragons
- Stellaris: Astral Planes
- Stellaris: Expansion Subscription
- Stellaris: The Machine Age
- Stellaris: Cosmic Storms
- Stellaris: Grand Archive
- Stellaris: Rick the Cube Species Portrait
Featuring deep strategic gameplay, a rich and enormously diverse selection of alien races and emergent storytelling, Stellaris has engaging challenging gameplay that rewards interstellar exploration as you traverse, discover, interact and learn more about the multitude of species you will encounter during your travels.
Etch your name across the cosmos by forging a galactic empire; colonizing remote planets and integrating alien civilizations. Will you expand through war alone or walk the path of diplomacy to achieve your goals?
Main Feature
- Deep & Varied Exploration.
- Enormous procedural galaxies, containing thousands of planets.
- Explore Anomalies with your heroic Scientist leaders.
- Infinitely varied races through customization and procedural generation.
- Advanced Diplomacy system worthy of a Grand Strategy Game.
- Ship Designer based on a vast array of technologies.
- Stunning space visuals.
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i3-530 or AMD FX-6350Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 460 or AMD ATI Radeon HD 5870 (1GB VRAM). or AMD Radeon RX Vega 11 or Intel HD Graphics 4600Network: Broadband Internet connection
- Storage: 12 GB available space
- OS: Ubuntu 20.04 x64
- Processor: Intel iCore i5-3570K or AMD Ryzen 5 2400GMemory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: Nvidia GeForce GTX 560 Ti (1GB VRAM) or AMD Radeon R7 370 (2 GB VRAM)Network: Broadband Internet connection
- Storage: 12 GB available space
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