Stellaris 1.1 Patch Download
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Posted by:candyalienonsteam_community_announcementsMay 30, 2018
Hey everyone,
We've spent the week since PDXCon and the 2.1 Niven release listening to your feedback and addressing bugs, balance, and stability issues. I'm happy to report the new 2.1.1 opt-in patch is available.
Spoiler: Full Patch Contents
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######################### VERSION 2.1.1 ###########################
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# Free Features
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* Hyperlane density can now be changed to 'full', which guarantees every possible hyperlane will exist
* You can now choose to start in a trinary or binary star system when creating your empire
* Experimental ETA feature put in for starship movement orders, telling you the approximate date of arrival
* Now possible to achieve partial victory in subjugation and liberation wars with occupied systems splitting off as a new subject or ally in the event of a status quo peace
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# Balance
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* Increased power usage of torpedoes
* Reduced frequency of gaining L-Gate Insights from unrelated anomalies by 70%
* A technology must now be researched after gathering all L-Gate insights before you can start the project to open the gates
* Reduced HP of missiles across the board, making point defense more potent
* The Prosperity faction will now be happier if you have war policy set to Defensive Wars Only
* The Imperialist faction is now also OK with ideological wars, and will only be angry if policy is set to Defensive Wars Only
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# UI
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* New icon for the L-cluster
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# Performance
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* Cached tile resource production for faster performance
* More border calculations optimization
* Borders are now only updated if they need to be, reducing unnecessary operations
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# Modding
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* Moved scripted variables for buildings into the scripted variables file
* Saved Event Targets should now always persist through Special Projects
* Added is_event_design setting for event ship designs that should be blocked by fleet manager
* Improved performance of Global SavedEventTargets
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# Bugfixes
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* Fixed a bug where guaranteed nearby colonizable worlds sometimes did not appear
* Fixed pop_modifier out of sync in MP
* Fixed several other OOS causes with convoluted causes
* Fixed several crashes with similarly arcane origin stories
* Added Distant Stars ownership icon for MP setup
* Fixed an OOS related to ship armor stats
* Fixed missing ambient sounds for certain star classes
* Fixed missing brain slug traits for scientists and admirals
* Fixed getting brain slugs and other non-robotic traits for event-spawned robotic leaders
* Fixed 'Asteroid Collision' anomaly awarding the wrong deposit type
* Fixed '...and Hope?' achievement for opening the L-Cluster not being awarded
* Fixed missing text description for the L-Gate insight technology
* Missing word added in Phase Disruptor tech description
* Fixed other typos rendering the game literally unplayable
* Fixed some Horizon Signal-related building tooltips
* Improved janky Tiyanki death animations, giving rise to a desire for a new 1930's dance craze
* Fixed cases where you would sometimes not identify Leviathans after meeting them, this should also fix Curators not having anything to say about them
* Fixed The Gray Tempest event having 2 choices with identical outcomes, because it was painfully close to much of real life
* Gestalt consciousness can no longer pick liberation wars policy as it did nothing for them anyway
* Phaseshifting planet now has edge case handling if a nation completes the project before researching the anomaly
* Pacification of Space Amoebas or Crystals now turns them neutral instead of friendly because come on guy, you don't know me like that
* Fixed Fanatic Purifier, Devouring Swarm, and Determined Exterminator Empires suddenly becoming socially presentable when talking to the Curators about L-Gates
* Fixed instances where Empires created after initial L-Gate activation would be unable to use the L-Gates
* Fixed a text overflow issue in the Anomaly tracker
* Fixed 'Bunker-Bot' anomaly not generating an L-Gate Insight
* Fixed a crash when the gateway type doesn't exist (affected certain mods)
* Fixed an OOS due to Experimental Subspace Navigation
* Added missing modifier string for all languages
* Marauder neighbor events can no longer trigger for empires that have no communications with them
* Properly calculate cached values when ships are created, meaning fleet power is now displayed correctly
* Fixed a bug where freshly created ships would not benefit immediately from bonus hull point effects
* Addressed a couple of edge cases that might cause improper Strategic Resource tech weights
* Added Go To buttons to a couple of Anomalies
* Fixed a cause of ship stats OOS. Some code was executed in unsafe order somehow when recalculating for hot join
* Scriptable localization error logging fix
* Asteroids can now glow
Give us a try and let us know how it goes. We'll continue to update the beta in the coming days as we get more fixes and improvements to send your way.
Please note this is an opt-in patch. You have to choose to activate it.
Steam library -> Right click on Stellaris -> Properties -> Betas tab -> choose '2.1.1_beta'
Other Stellaris News
Stellaris Dev Diary #152 - Summer Experimentation
Stellaris - August 15, 2019
Stellaris Patch 2.2
Summer vacations are reaching their end and most of the team is back as of last week. Work has started again and we're really excited for what we have in store for the rest of the year.
July 11, 2019
June 18, 2019
Further Back
2.3.2 Beta Patch Released [checksum 8614]June 14, 2019
Patch 2.3.1 - Live Release!June 10, 2019
2.3.1 Beta Patch ReleasedJune 5, 2019
Stellaris: Ancient Relics DLC adds colour, drops 32-bit supportJune 5, 2019
Stellaris: Ancient Relics Available Now!June 4, 2019
Ancient Relics and 2.3 'Wolfe' Patch NotesMay 30, 2019
PDXCON Last Chance for Early Bird!May 24, 2019
Technical improvementsMay 23, 2019
Relics Relic WorldsMay 16, 2019
Stellaris unveils new archaeology themed Ancient Relics story pack DLCMay 14, 2019
Explore and discover a spectacular and ever-changing universe! Paradox Development Studio, makers of the Europa Universalis and Crusader Kings series, and publishers of the best-selling Cities: Skylines, presents Stellaris, advancing the genre of grand strategy to the very edges of the universe.
Developer: Paradox Development Studio
Publisher: Paradox Interactive
Update 6 September, 2016: Space creatures are getting some big changes in Heinlein too. Read on for the details.
As part of the patch 1.3, codenamed Heinlein, update for Stellaris there’s a lot of changes coming. Revealed in a developer diary today, another part of this is changes to space creatures. Rather than randomly spawning they’re going to have regions of space dedicated to them, making them a little more realistic in how they’re placed.
Get grand with these excellent strategy games.
In the dev diary, it’s explained that different regions of space will have their own native life forms. You might find the crystalline systems, at the center of which will be a boss crystalline entity, who if defeated gives “significant rewards.”
Space pirates are also receiving an update tied to this. They’re being put into the same class as other ‘creatures’, launching attacks at neighbouring systems and having a home base to destroy. This is the solution the team has come up with for their lacklustre implementation in the base version, and the lack of trade ships for them to go after.
This all necessitates a rebalance pass on creatures as a whole, their rewards and power levels. The eventual aim is to make encounters rarer but more impactful, meaning you’ll want to actually deal with them rather than seeing them as an annoyance to be out-researched later or barely registering once your ships are buffed up.
All this is coming free, with the unannounced DLC portion remaining undetailed. Expect news on that soon, while next week will see the reveal of Enclaves.
Update 15 August, 2016:Another developer diary for Stellaris’ next big patch.
Paradox continue their dev diary series focusing on Stellaris patch 1.3, Heinlein, this time going over the major changes made to combat ships and fleets. They’re calling it the Fleet Combat Overhaul (fitting!) and it should change everything.
Game Patch Download
The main thrust is to give ships actual roles based on their sides. Currently, finding a particularly effective single construction is the best way to build a good army. In the future, you’ll have to mix between corvettes, destroyers, cruisers and battleships to counter each thing your opponent fields.
This is done through the addition of weapon slots for specific types, meaning not every hull can host every weapon. No bombardment sniper weapons on your corvettes. This, on top of some specific redesigns, changes how ships can be built.
They also say as part of these changes there’s a big balance pass on, well, everything been conducted. Get the full details in the blog.
Original story 8 August, 2016:Stellaris continues its promised intergalactic expansion with patch 1.3, titled Heinlein. Paradox are planning on getting it out the door in October, and want for it to focus on “addressing community feedback.” In the first of several dev diaries, game director Martin Anward has revealed four major planned features.
Here’s a summary of what’s being added:
- Auto-exploration for science ships, unlocked as a technology in the mid-game so large empires don’t have to worry about it but it’s still a big part of the early game.
- Rally points for ships, meaning they’ll automatically leave their build location and head for a fleet or planet. Should help with, you know, wars.
- An expansion planner to more easily see planets where improvements or colonies can be made within your empire.
- Big strategic resource improvements to make them, simply, more interesting.
Details on all that in the developer diary itself, which is promised as the first of a few about this patch. The next will feature the fleet combat overhaul also coming in this patch. Anward alsoc promises a massive number of bug fixes, UI improvements and quality of life buffs. They’ll also be issuing at least one more hotfix before October addressing a couple of bugs.
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