
Stellar Sovereigns
Save
Patch 1.9.0Jun 10, 2024 - Community AnnouncementsFixed the misbehaving solar system defenders.Patch 1.8.9Jun 8, 2024 - Community AnnouncementsFixed torpedo launcher issue.Patch 1.8.8Apr 28, 2024 - Community AnnouncementsFixed an issue with detecting loss of solar system ownership to other empires. Fixed Sectoid expansion issue that stop them to pick a target system. Fixed corvettes attack run under Ai control, their engine was reduced to almost nothing when in range to targets which stopped them to execute their signature fly by runs. Worked on the defensive posture of combat AI they should act more cohesively and a bit more dynamically when defending their colony. Also boosted weapon range of platforms and stations allowing them to outclass enemy ships, mainly to be able to support defending fleet formation in front of them as well as to cover each other better.Patch 1.8.7Apr 21, 2024 - Community AnnouncementsFixed a turn crash related to defeated empire's trade privatization subroutine. Fixed the change of system ownership bug related to conquering or destroying enemy colonies. About interest, I limited it to max 10 million per turn as well disabled it for the duration of recession. Reduced the food cost of Bread and Circus and Industrial Stimulants. Reworked Cultural Enterprise to provide entertainment tax income as opposed to boost to income tax. About trade goods crafting: Increased Master Craftsmen bonus to max +3 Increased Giga Factory bonus rate up to +150% on level 3. To Cloud Factoring technology added +2 trade goods crafting bonus. Patch 1.8.6Dec 28, 2023 - Community AnnouncementsReworked the Interceptor tech tree. Made a new area damaging flak cannon, that is now the new tier 2 Interceptor weapon, pushing the beam interceptor to the tier 3 position. Removed the ray interceptor for now. The flak cannon causes area damage, making it excellent against the rocket launchers. One of its upgrade simple increases the number of projectiles fired in a volley while the other adds an additional round of AOE damage 0.25 second after the first, doubling the damage potential of each projectile. Also increased the point defence cannon's weapon range but halved its base damage. Fixed the debt disapproval effect, it was not effecting approval.Patch 1.8.5Dec 22, 2023 - Community AnnouncementsFixed policy options being blocked by the new 5 turn long cooldown after setting a new policy. Changed policy base political cost for 5 and every subsequent use of the same policy increases it by 2.5 on normal difficulty. Added a new command console config setting. Use CONFIGBATTLEDAMAGEMITTIGATION command and a number between 0 and 90 to change the default max 70% damage reduction for larger engagements. Setting to 0 will disable the feature. You can access the command console via the ` keyboard key also known as the Backtick key.Patch 1.8.4Dec 20, 2023 - Community AnnouncementsAdded cooldown and increment to political cost per usage to the new policies. Added damage mitigation to large battles, number of vessels over 12 each reduces damage by 2.5% until the maximum of 70%. This calculation uses the total number of vessels in a battle on both side. Improved interceptor tracking and now projectiles and missiles that get hit but not destroyed suffer from reduced speed and damage based of their current health percent. Worked on the AI's ability to retrofit, first by having the AI to build more shipyards, then by regularly visit those shipyards that are idle to complete retrofits. Privatization feature now uses mega freighters if enough founds and technology is available. Made the AI use the new policies. Nerfed beam weapon's range. Fixed a bug regarding trade demand numbers.Patch 1.8.2Dec 13, 2023 - Community AnnouncementsFixed an issue with the new power distribution slider's buttons to max out either side with one click. Fixed an issue with fighter's failing to fire their weapons. War support now does not sets back to 100 when ending a war rather it is slowly one turn at a time grows back to 100 when not at war or not using the war footing military policy. Note: war exhaustion events only trigger during war and when using the war footing military policy.Patch 1.8.1Dec 11, 2023 - Community AnnouncementsThe aim of this is to provide better tooltips for the new policies system. Each policy got detailed breakdown and info to better understand how they work. Most of the policies have been renamed based of vaaish's suggestion. Thanks so much! Also based of suggestion additional effects have been added to a number of policies. Cost of policy changes been increased from 5 to 10. Also worked on abilities charge rate, they now uniformly charge by 1 power per second. Micro jump drive charge up been increased from 5 to 10 power. Missile launch delay been increased by 0.5 second. Worked on issues with orbital camera's initial placement.Patch 1.8.0Dec 6, 2023 - Community AnnouncementsThis patch introduces a new system for the empire menu, the new system has three different policy slots each having 5 distinctive policy options to pick from. These policies are grouped as political, economical and military and their slot is found right beside the current governance type indicator. Each policy is uniquely boosting different aspect of your empire, some having negative effects to balance it out while some are situational. Changing the content of any of the three policy slots is simple, just pick it from the list of the slot but note that each has a political cost associated with. In case you do not desire any policy effect you can freely disable the slot by picking the first option labelled as N/A.Patch 1.7.5Nov 29, 2023 - Community AnnouncementsFixed resource cash of Compute Quartz rewarded as Trihelium Gas. Fixed an issue with power reserve module's bonus amount not added to starting power reserve. Improved the combat AI's responsiveness at the start of battle. Fixed the Astral Space Corp's corvette engine, it was not hooked in so did not applied power settings and operated at 100% at all levels. Tweaked the pirate's initial loadout. Fixed an issue with the planet card's open colony menu not working when the system is not fully conquered yet. Fixed and reworked the EM Sink module, now called EM Field Generator, now properly reduces power signature by 50% as well as improves ECM passively. Fixed the new power distribution slider rerouting power from sensors when out of reserve; turning sensors off and loosing target lock.Patch 1.7.4Nov 27, 2023 - Community AnnouncementsAdded work placement increase breakdown to the employment info table.Patch 1.7.3Nov 14, 2023 - Community AnnouncementsAdded a power distribution slider for space combat. This new controller allows the player to change the balance of power between ship systems and weapons. Weapons and systems are both using power generated by the reactor and when under use each weapon and system drains power in order to operate. This slider now lets you to boost one over the other: In the middle position the balance is default just like before Toward the left ship systems are boosted and weapons drain less power each second Toward the right weapons can drain more power per second while ship systems drain less In an emergency you may boost ship systems to operate at a higher level so you can evade or get away, while under different circumstances you may wish to increase the firing rate of your weapons by reducing the time charging a barrage takes. Note: Barrage rate is not effected only the max amount of power a weapon can drain from the reserve to charge its capacitator. You will only notice major difference if your ship has the necessary amount of power reserve to charge weapons at an increased rate. Added tooltip for the trade menu's privatization slider, presenting the relevant information for clarity. Freighter's shipping capacity had been adjusted as well as freighter upgrades. Light freighter's -30% Mega freighter's -20% Expanded Cargo Hold from +30% to +40% Cargo Miniaturization +50% to +60% Swapped interdiction evasion with trade outputs Patch 1.7.2Nov 12, 2023 - Community AnnouncementsFixed an issue with Damages getting to the lowest output. Made sure saving interest is calculated at the right time, all before any due payments are made. Made a round of tweaking of the new governmental properties.Patch 1.7.1Nov 7, 2023 - Community AnnouncementsThis patch exposes the Debt Approval property of governments as well as introduces new properties in the form of their Interest Rate and Recession chances. Debt approval reduces approval after every 1.000.000 negative budget. Interest rate is given after every 1.000.000 positive budget. Recession chance increases for every turn with negative income. Note that Recession chance increases by a fraction under 1.000.000 negative income. Note if the turn ends with positive income the accumulated recession chance is halved. Recession is a 10 turn long event triggered for every colony of the empire, effecting their economic potential. This patch also introduces a new mechanism for the trade menu, the privatization governmental action. This slider controls the percentage of trade income allocated for the privatization subsidy that helps civilians to purchase freighters. These freighters appear with a grey icon and the player can assign them to any particular trade route, the main difference however is that the cost of upkeep falls onto the civilians costing nothing for the player. Note that the privatization subsidy is a black box, the more money you put into it the more likely that a civilian freighter will spawn. The budget of this subsidy only decreases when a civilian freighter is spawned. This budget accumulates over time by a small random amount so you may see civilian freighter even when you had not put any money into it, however your effort can speed up the process considerably. Changed stimulus programs to work as events, activated using political capital as cost then you can increase their duration by spending credits on them like other events. Any subsequent use of the stimulus programs stacks increasing their effectiveness. Increased the transport capacity of freighters, colony arks and transports by +50%. Fixed an issue with research points automatically adjusted in case of sudden increase of research bonus from pacts. Fixed an issue with bonus infrastructure rewarded from surveying a planet every time you loaded a save game.Patch 1.7.0Nov 1, 2023 - Community AnnouncementsThis patch introduces new governmental perks like the tech proficiency and new governmental programs. The tech proficiency perk grants the player 50% less tech points requirement for the specified tech tree. It also provides 20% better power efficiency for that tree's weapons, requiring less power to fire their salvo. There is also 4 new governmental programs 1 for each axis of the spectrum graph, each unlocks powerful bonuses for your colonies but be aware they may also bring negative consequences. Fixed an issue with the import/export capacity double dipping into freight amount.Patch 1.6.8Oct 22, 2023 - Community AnnouncementsTactical missile launchers now launch their missiles with a small delay of about a quarter second offset by a random amount in between -0.1 and 0.1 seconds for a less uniform look. This change is mainly aimed to solve the issue of the player able to launch missiles while the game is paused, previously causing all the missiles to be launched simultaneously upon unpausing. Worry not you can still issue launch commands as previously, only the automated launch sequence been delayed by a bit. Fixed corvettes not showing up in the mini map.Patch 1.6.7Oct 17, 2023 - Community AnnouncementsAdded precursor assault cruiser capital vessel to be recovered. Changed the trade route missing freighter slots to display the number of missing freighters instead of spanning one for each. Added remaining duration indicator to anomaly exploration beside the progress bar. Added colour textures for precursor vessels. Fixed tax brake and stimulus buttons alt click not working. Fixed a case where your intercepting battle does start and forces the player to wait till its forces arrive according to ETA. Fixed planetary events expire before the turn starts, getting only the prompt not the event. Fixed starting with unemployment on your home world at the start of the game.Patch 1.6.6Oct 11, 2023 - Community AnnouncementsAdded precursor shipyard and science station that can be recovered using the system survey manager. The recovered shipyard can be used to do retrofits even if the system is not yet colonized but cannot build new ships until do so. The science station if recovered provides +10 research bonus. Fixed colony fleets losing their colonization target after loading a saved game. The survey menu now shows player assets in system. Fixed engine buff and de-buffs causing issues with ship movement.Patch 1.6.5Oct 4, 2023 - Community AnnouncementsFixed a number of issues that may have caused combat to misbehave, hanging or crashing. Fixed an issue where shield would not turn on at 100% charge. Added trade route missing freighter indicator, yellow slot for freighters needed to fulfil demand, and green slots for shipping surplus to next system. If you not care for shipping surplus to next system then ignore the green slots. Each slot is calculated based of the carrying capacity of the light freighter so mega freighters will fill multiple slots. Worked on improving the opponent AI's economical systems, making them more competent, able to bear the burden of more fleets and expend better. Added a precursor destroyer that you can find and recover using the system survey feature. Reduced shipyard construction cost. Reduced credit reward for surveying debris and alike as well as made tech unlock via survey to partial most of the time and rarely 100% Fixed power signature detection visual turning invisible on the star chart.
Show Comments