Changelog since Nemesis:
Update: 19 May @ 1:50am
- Added option to block early crisis spawn which was introduced in vanilla Stellaris 3.0 Nemesis update. If you want block crises from appearing as soon as end game starts activate Crisis Manager and activate "Disable Fast Galactic Crisis" option. This setting cannot be changed after end game start or when a crisis already has happened (for mod compatibility reasons). This resolves "early Unbidden due to researched jumpdrives" dread common in 3.0.
- Fixed technology for +25% damage vs Fallen/Awakened Empires rolling when there is no War in Heaven. Now it is a potential roll only when War in Heaven has started.
Update: 24 Apr @ 3:24am
Pathinding hotfix for vanilla bypass bug affecting closest_system effect: https://forum.paradoxplaza.com/forum/threads/stellaris-crisis-do-nothing-they-just-sit-afk-in-their-systems.1469286/#post-27463398
Update: 22 Apr @ 1:29am
- Dynamic Mod Menu (3.0.*) button for Aggressive Crisis Engine is now hidden for everyone except game host in a multiplayer game. Simply press ESC while in game and click DMM menu button as a game host.
Requires new game for this feature update to take effect.
Stellaris does not allow modders to determine after game start who is multiplayer game host. In case game host country is destroyed or no longer controlled by a player you can switch to singleplayer and execute the following command while playing your country of choice:
effect dmm_add_button_exception = { DMM_FLAG = acemod_aggressive_crisis_engine_menu_name_flag }
You can also enable button back for all with following:
event acemod_dmm_new.3
Singleplayer is unaffected and event acemod_menu.1 command is always available.
Update: 18 Apr @ 1:44am
- Implemented support for Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX). Simply press ESC while in game and click DMM menu button. All other mod menu mods are still supported.
- Crisis Army Strength Modifier is now disabled when Aesthetic Cinematic Gameplay is present (can be enabled in Crisis Manager > Advanced options > Disable ACG additional support ). This concludes balance compatibility works for ACG.
Full 3.0.1 patch notes:
- Compatible only with 3.0.1 and up. Any save started on 3.0.1 is compatible with ACE updates. See Legacy notes below.
- Updated effects and triggers in line with Nemesis code, backward compatibility impossible, use ACE Legacy version if you want to play on 2.8.1 or prior.
- Removed start_colony workaround fix as the effect which broke in 2.8 was fixed in 3.0 Nemesis. Swarm planet infestation now finishes on schedule.
- Fixed crisis fleets unable to leave L-cluster after Nemesis update. On my test run Unbidden spawned in L-cluster, fun.
- Fixed swarm colonisation ships not entering planet orbit to begin infestation process after Nemesis update.
- Removed ACE Dimensional Anchors overwites for Extradimensionals (Unbidden, Aberrant, Vehement), except for starbase_level_exd. Anchors are now indicated on the galactic map by crisis flag, but custom ACE design including FTL inhibitor and better computers is gone. Anchor Design is now governed by vanilla or any mod present changing it (ACOT Override, Extra Ship Components Overwrites, Aesthetic Cinematic Gameplay etc). Inhibitor might be back in some other form.
- Added specific support for Aesthetic Cinematic Gameplay overhaul mod, in line with Ajey's suggestions. ACE technologies and empire damage debuffs vs crisis and fallens are disabled and unpickable when Aesthetic Cinematic Gameplay is present, unless you specifically turn ACG support off in Crisis Manager > Advanced options. Crisis Army strength multiplier will be disabled as well in the next update. All other features work as usual.
Thank you to Jacob from Grand Flotilla Discord server[discord.gg] for providing me with a save to test Nemesis changes. Major patch release is a very busy period for modders and we are often unable to play the game for the few first days, so support from players is always greatly appreciated.
Special thanks to Stellaris Content Designer Caligula for staying with touch with modders and being a bridge between Stellaris modding community and Stellaris development team. Nemesis update introduced over 100 new triggers, over 100 new effects and almost a thousand new modifiers[forum.paradoxplaza.com] modders can use, not mentioning other moddability improvements[forum.paradoxplaza.com].
The fastest way to contact ACE development is to visit Stellaris Modding Den Discord server[discord.gg]. It is a great place to go if you want to speak with developers of your favourite mods or start making mods yourselves.
Update: 19 May @ 1:50am
- Added option to block early crisis spawn which was introduced in vanilla Stellaris 3.0 Nemesis update. If you want block crises from appearing as soon as end game starts activate Crisis Manager and activate "Disable Fast Galactic Crisis" option. This setting cannot be changed after end game start or when a crisis already has happened (for mod compatibility reasons). This resolves "early Unbidden due to researched jumpdrives" dread common in 3.0.
- Fixed technology for +25% damage vs Fallen/Awakened Empires rolling when there is no War in Heaven. Now it is a potential roll only when War in Heaven has started.
Update: 24 Apr @ 3:24am
Pathinding hotfix for vanilla bypass bug affecting closest_system effect: https://forum.paradoxplaza.com/forum/threads/stellaris-crisis-do-nothing-they-just-sit-afk-in-their-systems.1469286/#post-27463398
Update: 22 Apr @ 1:29am
- Dynamic Mod Menu (3.0.*) button for Aggressive Crisis Engine is now hidden for everyone except game host in a multiplayer game. Simply press ESC while in game and click DMM menu button as a game host.
Requires new game for this feature update to take effect.
Stellaris does not allow modders to determine after game start who is multiplayer game host. In case game host country is destroyed or no longer controlled by a player you can switch to singleplayer and execute the following command while playing your country of choice:
effect dmm_add_button_exception = { DMM_FLAG = acemod_aggressive_crisis_engine_menu_name_flag }
You can also enable button back for all with following:
event acemod_dmm_new.3
Singleplayer is unaffected and event acemod_menu.1 command is always available.
Update: 18 Apr @ 1:44am
- Implemented support for Dynamic Mod Menu (3.0.*) by Erdnuss (SLEX). Simply press ESC while in game and click DMM menu button. All other mod menu mods are still supported.
- Crisis Army Strength Modifier is now disabled when Aesthetic Cinematic Gameplay is present (can be enabled in Crisis Manager > Advanced options > Disable ACG additional support ). This concludes balance compatibility works for ACG.
Full 3.0.1 patch notes:
- Compatible only with 3.0.1 and up. Any save started on 3.0.1 is compatible with ACE updates. See Legacy notes below.
- Updated effects and triggers in line with Nemesis code, backward compatibility impossible, use ACE Legacy version if you want to play on 2.8.1 or prior.
- Removed start_colony workaround fix as the effect which broke in 2.8 was fixed in 3.0 Nemesis. Swarm planet infestation now finishes on schedule.
- Fixed crisis fleets unable to leave L-cluster after Nemesis update. On my test run Unbidden spawned in L-cluster, fun.
- Fixed swarm colonisation ships not entering planet orbit to begin infestation process after Nemesis update.
- Removed ACE Dimensional Anchors overwites for Extradimensionals (Unbidden, Aberrant, Vehement), except for starbase_level_exd. Anchors are now indicated on the galactic map by crisis flag, but custom ACE design including FTL inhibitor and better computers is gone. Anchor Design is now governed by vanilla or any mod present changing it (ACOT Override, Extra Ship Components Overwrites, Aesthetic Cinematic Gameplay etc). Inhibitor might be back in some other form.
- Added specific support for Aesthetic Cinematic Gameplay overhaul mod, in line with Ajey's suggestions. ACE technologies and empire damage debuffs vs crisis and fallens are disabled and unpickable when Aesthetic Cinematic Gameplay is present, unless you specifically turn ACG support off in Crisis Manager > Advanced options. Crisis Army strength multiplier will be disabled as well in the next update. All other features work as usual.
Thank you to Jacob from Grand Flotilla Discord server[discord.gg] for providing me with a save to test Nemesis changes. Major patch release is a very busy period for modders and we are often unable to play the game for the few first days, so support from players is always greatly appreciated.
Special thanks to Stellaris Content Designer Caligula for staying with touch with modders and being a bridge between Stellaris modding community and Stellaris development team. Nemesis update introduced over 100 new triggers, over 100 new effects and almost a thousand new modifiers[forum.paradoxplaza.com] modders can use, not mentioning other moddability improvements[forum.paradoxplaza.com].
The fastest way to contact ACE development is to visit Stellaris Modding Den Discord server[discord.gg]. It is a great place to go if you want to speak with developers of your favourite mods or start making mods yourselves.
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