Stellaris

Stellaris

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Daemonic Incursion - Knights of the Toxic God
   
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17 Jun, 2023 @ 7:39am
2 Nov @ 7:04am
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Daemonic Incursion - Knights of the Toxic God

In 2 collections by FirePrince
FirePrince's ADT Recommendations
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FirerPrince Stellaris
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Description


Want to have more fun with the features and stories of the Toxoids DLC less limited?
Then this is for you!

Spoiler warning: don't read the following if you don't know or haven't played these vanilla events yet.






  • The AI can now trigger and use the special event(Dimensional Portal – and not just with one attempt)
  • Demonic Incursion” is now a midgame crisis(which appears much more likely than the single vanilla event, possible for each playable empire)
    • This small crisis will always be stronger than normal empires.
    • If the Daemonic Incursion will become too strong, the Guardians of the Galaxy will be awakening to solve the threat.
  • Includes several vanilla fixes for Toxoids DLC(e.g. Doomslayer appearance, Doorway divination blocked, which are also included in Ariphaos Patch and Overlord Knights Fix – modified to support multiple toxic origins – by Govannon)
  • Play as slightly advanced “Demonic Incursion” crisis(you can get the Toxic God and the relic)
    • Assimilated pops will be transformed into daemons after some time(but they will keep their portrait and traits to some extent)
  • Play the origin of the “Knights of the Toxic God” and “Overtuned”, without actually choosing the origin(at the start of the game, there are now multiple empires with this origin possible, also later in the game)
  • The corrupted Dark Knight(Doomslayer) becomes a legendary leader andcan summon terrors in battle and be resurrectedafter being defeated in ground combat (only AI – by 0.01 KD).
  • You can now relocate the “Order's Keep(via planetary decision)
    • Also, the Knight Commander job is now linked to the Keep, instead of to the habitat government building.
  • Menu for spawn chance and power(added 06/27 – few localizations are still missing)
  • Demon trait 😈(added 06/24)

The crisis is more or less in beta stage, so if you have suggestions or find any bug, you are very welcome to report.

Credit:
• Destiny Phoenix for Decision Origins – Knights of the Toxic God (removed from Steam) which features were inspired by.
• 0.01 KD for New Generation of the World from which the knight resurrect and dyn. buff is).
• LordNotix for fix Damn these Consequences




Some vanilla events and buildings associated with the origin(s) are overwritten, and so should be compatible with any other mod that doesn't touch these.

⠀✔️ Supports Dynamic Mod Menu
⠀✔️ Decision Origins – Play with Multiple OriginsCheat mod – shares the same key names – load order should be above
⠀✔️ Supports The Merger of Rules for extended compat.(planet and country type triggers – load order should be below)
⠀✔️ Checked GIGA, ACOT, Ancient Empire
⠀✔️ Ariphaos Patch

Have fun!

Vanilla files partial touched:
./buildings/00_capital_buildings.building_hab_major_capital ./buildings/00_capital_buildings.building_hab_system_capital ./buildings/02_government_buildings.building_order_keep ./buildings/02_government_buildings.building_order_castle ./buildings/14_branch_office_buildings.building_knightly_theme_park ./buildings/15_overlord_holdings.holding_knight_commandery ./decisions/02_special_decisions.district_orders_demesne ./deposits/02_event_planetary_deposits.txt ./deposits/07_federations_deposits.d_system_resources ./districts/00_special_districts.txt ./relics/r_toxic_god ./special_projects/00_projects_3.DPORTAL_PROJECT events/colony_events_3.txt events/marauder.550 events/origin.20 events/origin.84 events/toxoids_events.txt



Localisations
• All game languages supported – except new mod menu (for spawn chance and power – 06/27).

Slightly Recommended
⠀• Shroud Rising
⠀• All That Is GRIMDARK
⠀• The Great Khan Expanded
⠀• Infernal Species Pack (in-built compat. but could need an update)
⠀• Analisis: Doom Eternal Religion

Planned
• Adding “Under One Rule” origin features for the “Demonic Incursion”. (06/23) ✔️ beta done
⠀• Incursion Origin (from game start)?

How do I force the crisis to spawn?
To manually start the shebang, you can use the command:
event demonic_incursion_settings.666 # at the earliest two decades before mid-game


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To other modders:
Originally posted by FirePrince:
You are free to borrow anything you need from this mod to make your own without asking me for permission, if you put credit to the original modders. You are responsible to read and understand my contents by yourself.
Check out my other mods!
99 Comments
Valargent 5 Oct @ 4:44am 
Can we hope for an update soon .o.?
Aphyxia 16 Aug @ 6:42am 
In my previous comment I was mistakenly comparing the multipliers to mods implementing a similar solution. Vanilla does not have upkeep multiplier modifiers. The first part of the comment is still an issue though.
Aphyxia 15 Aug @ 1:50pm 
There's a problem with this mod duplicating the overclocked origin traits if another mod uses the default filename 09_tox_traits.txt to change them.
You should probably include all the tox traits in your file and change it to the default filename. That way players can choose which changes to keep by load order.

Although, if I'm seeing it correctly, you are just changing 0.5 values to 0.5 in the file, effectively doing nothing. I'm not sure if the file is even necessary at this point. A remnant of past versions?
Arkenor 2 Jul @ 7:33pm 
Huh. Actually tried the proper Toxic Knight origin for the first time ever. (Used to use the old decision origin mod). So it's not a replacement capital habitat building that gives the knight jobs. It's a second building. I know you already knew that, but that changes how I was thinking about the issue.
Arkenor 2 Jul @ 7:00pm 
OK, removing Merger of Rules made no difference at all. I've got Daemonic Incursion very low down my mod list and I don't see what else would be interfering.
Arkenor 2 Jul @ 6:32pm 
That doesn't seem to have made a difference for me. Something is still replacing the keep with a habitat administration when the starbase is complete. It must be some other mod interfering. If I figure out which one I'll let you know. My suspicion is Merger of Rules.
FirePrince  [author] 2 Jul @ 3:00pm 
Updated: fix toxic_knights affected capital_hab buildings (added), conflicting mods must be reported.
Arkenor 2 Jul @ 6:08am 
Maybe a decision to swap the knight's capital building back in again would be cleanest?
FirePrince  [author] 2 Jul @ 5:29am 
@Arkenor: *hm* yes, it is indeed the capital building, I guess I left it because of very high incompatiblity potential. Let me see what I can do. 😏
Arkenor 1 Jul @ 11:50am 
Using the option to give myself the Knights origin, I get a habitat around my homeworld, and while it is building I can see it has Knight Commander and Knight jobs. However, when it finishes building, those are replaced by standard habitat jobs. I assume a special capital building is being replaced in that moment.

The squire jobs from the district are still there and fine.

I think this is what the previous poster was trying to describe. It could easily be some other mod interfering, but this is my first place to try.