Difference between revisions of "Endless Space 2/Changelog"
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==Steam: 1.4.12== | ==Steam: 1.4.12== | ||
<pre>PATCH 1.4.12 - MUCK & MAKERS CONTENT UPDATE | <pre>PATCH 1.4.12 - MUCK & MAKERS CONTENT UPDATE |
Revision as of 13:34, 7 August 2024
- Back to: Endless Space 2.
Contents
- 1 Steam: 1.4.12
- 2 Steam: 1.3.27
- 3 Steam: 1.3.14
- 4 Steam: 1.3.9
- 5 Steam: 1.3.3
- 6 Steam: 1.2.23
- 7 Steam: 1.2.20
- 8 Steam: 1.2.18
- 9 Steam: 1.2.11
- 10 Steam: 1.2.8
- 11 Steam: 1.2.6
- 12 Steam: 1.2.4
- 13 Steam: 1.2.0
- 14 Steam: 1.1.0
- 15 Steam: 1.0.70
- 16 Steam: 1.0.63
- 17 Steam: 1.0.61
- 18 Steam: 1.0.57
- 19 Steam: 1.0.54
- 20 Steam: 1.0.53
- 21 Steam: 1.0.47
- 22 Steam: 1.0.37
- 23 Steam: 1.0.36
- 24 Steam: 1.0.20
- 25 Steam: 1.0.19
- 26 Steam: 1.0.18
- 27 Steam: 1.0.11
- 28 Steam: 1.0.52
- 29 Steam: 1.0.5
- 30 Steam: 1.0.1
- 31 Steam: 1.0
- 32 Steam: 0.3.5
- 33 Steam: 0.3.4
- 34 Steam: 0.3.2
- 35 Steam: 0.2.5
- 36 Steam: 0.2.3
- 37 Steam: 0.1.23
- 38 Steam: 0.1.21
- 39 Steam: 0.1.19
- 40 Steam: 0.1.3
Steam: 1.4.12
PATCH 1.4.12 - MUCK & MAKERS CONTENT UPDATE ADDITIONS [MUCK AND MAKERS ADD-ON] New Minor Faction: Basryxo New Population Quest "Munchie Madness" for the Basryxo New Basryxo Hero Fore Sagazh Jabble ADDITIONS [PENUMBRA] Trace status and speed are now displayed in the tooltips of trace operations FIXES [ALL VERSION] Fixed Menu Screen always showing the Umbral Choir scene Increased Food output of Vodyani Cathedral of All Worldy Affairs (Colony Base equivalent) to prevent starvation on Endless game speed Rebalanced the industry cost of most ship modules introduced after the Vaulters DLC Fixed Diplomatic Pressure not resetting when you joined a war as part of an alliance Removed invisible Probe Module on the Hissho Explorer FIXES [PENUMBRA] Players can no longer win Supremacy by placing Sanctuaries on destroyed home systems The System Politics Tutorial no longer triggers on Sanctuaries Improved trajectories for Umbral Choir Fighters and Bombers FIXES [CELESTIAL WORLDS] Chapter 5 “Trust in Authority” will no longer ask the player to reach a negative value of influence generation
Steam: 1.3.27
Patch 1.3.27 [BALANCE] Lumeris: Added a repeatable improvement to reduce inflation on Empire by 25% Added an effect to tier 3 population collection: 5% of net Dust added to influence Colonisation cost is now less impacted by inflation Added 2 new traits to the faction: "Free Market Experts" trait gives -5% inflation per Trading Company on Empire "Alternative Imports" trait gives -50% on Marketplace tax Vodyani: Unlocked Ark ship designs (yes, finally!) Added an effect to tier 3 population collection: +2 movement points on Fleets Added a natural conversion of Essence -> Manpower (5% of Essence consumed, granting the equivalent of 10% to Manpower) Added an "Essence upkeep" to keep track of consumed Essence Changed Vodyani Food consumption: it will now scale depending on the proportion of Vodyani pops on the system, up to -50% like before Lowered advanced leeching module techs by 1 stage (they're now in S3 and S4 of Science and Exploration) Leeching modules effects will now scale with hull size Lowered all % values of "All must..." modules Leeching module will now also grant Essence per destroyed CP in battle Horatio: Added a weapon availability on existing slots for the following ships: Small attacker Small support Medium attacker Carrier Reduced the custom faction cost of Perfect genes from 20 to 10 Tweaked the Price of Perfection trait: Industry malus has been reduced from 25 to 20% Added a 10% damage bonus to ships Reduced the cost of the trait for custom factions from -20 to -10 Converting a population into a new Horatio with Genetic Alteration Lab will now only cost 640 Industry Riftborn: Biophobic trait will now add population slots on Sterile planets and remove some on Fertile planets Added a star system improvement and an empire improvement to add population slots on Sterile planets Reduced Riftborn Singularities Empire effects from 25% to 10% Empire-wide bonus Swapped Freeze and Rip Empire-wide effects Hissho: Observances can not be stacked anymore Hissho will now suffer a malus of 5% FIDS on their Home System (or Best System) for each system above over-colonization threshold Lowered over-colonization threshold by 1 Hissho AI now has a base Keii income (stronger when under colonization threshold) depending on game difficulty Unfallen: Unfallen vines will now take time to recede even when incomplete Unfallen vining modules are now 20% faster United Empire: Mezari Population will now grant +0.5 Influence and + 1 Science per pop Mezari Population collection bonus 2 will now grant +10% Science on system with Mezari pops (instead of + 15%) Mezari Population collection bonus 3 will now grant -10% Technology cost (instead of -20%) Martial Science will now grant a + 10% Science on Empire (instead of +15%) Sheredyn population will now grant +0.5 Influence and +20 Manpower capacity on System Increased Science gains of Science agreement Mount of Zelevas will now grant +2% industry on System per pop type in Empire in addition to its other bonuses United Empire Population Collection Bonus will now grant +0.1 Influence per Industry spent (cumulative with the original bonus due to Emperor's Will) Silken Diplomacy was replaced by Iron Will which grant a +10% Industry to all Systems when staying United Empire United Empire military choice of "A hidden Rebellion - Part 1" quest will now only ask the player to reach 800 maximum Manpower on Empire Sheredyn 50 population collection bonus will now grant +5 Influence per 100 Manpower on System Accompanying tweaks: Economy: Militarist super-law now doesn't grant an approval bonus for wars with Minor Empires Inflation formula now also depends on the number of players on a map Trading companies: Costs of Dust/Luxury improvements are now more tightly linked to their types (there still is a base increase for each bought upgrade) Lowered Costs of Dust/Luxury improvements Space Battle: Changed starting tactics Put some tactics usually found in curiosities inside the tech tree so as to remove effects that were too similar or situational Put some tactics that were in the tech tree but didn't fit with the new repartition anymore in curiosities Removed tactics playdecks granted in the 5th era of the military quadrant to reduce the clutter in the total amount of tactics Rebalanced the effect of some of the tactics as they were put in the tech tree Changed the composition of tactics playdeck in the tech tree Boosted DPS of Basic Plasma Beam to 11 (instead of 9) Science from scrap will now grant 20 science per CP destroyed Others: Dirty Hand Acts is now 50% weaker Corsair faction trait now only costs 5 points Sowers "Planet Menders" trait reduced from -1 depletion points to -0.5 [FIXES] Fixed game getting stuck when a mining probe is placed on a Lodestone (Academy quest) and the Lodestone is captured by any side of the quest (as reported in this thread) Illo hero (Tlikkit Goktok) was changed to Technologist - Overseer as intended (had the class but not the related skill tree). Any skill point invested in the Counselor or Primitive branches of Tlikkit Goktok in previous saves will be lost, as the branches have been replaced with the Technologist and Overseer branches. This implies a potential re-lock of higher tier skills, depending on how the remaining skill points have been spent Fixed an issue that made the Behemoth Discoverer trait not appear in the Empire summary Fixed an issue where Wrath of Tonatsi would appear in the list of available modules when equipping a destruction module Fixed Ancestral reverence conversion description in System Food & Industry tooltip Fixed non-functional boost experience module for hero ships Solved custom faction Ship Bound + any affinity mapping that caused a crash Corrected an issue where 2 technologies were overlapping when playing as a custom Vaulters Gene Hunter faction AI's Behemoth Terraform Planet action can no longer be used by players when clicking on Behemoth then on the orbited System All Juggernaut weapons are now functional, fully loaded and operational
Steam: 1.3.14
Patch 1.3.14 [FIXES] Fixed a compatibility issue with machines using Intel Iris 5100 & Pro 5200 that resulted in an indefinite hang on loading Fixed compatibility issue with the following integrated graphic chipsets: HD Graphics 5000, 5100, 5200, 5300, 5600 Fixed an issue in which industry production was permanently sapped to 0 if a planet terraformation type was switched with another while an infinite improvement was queued - this could be exploited multiple times to get more resources [ES2 STORIES] Fixed the German version of a comic displaying Spanish dialog, por razones qué no sabemos
Steam: 1.3.9
Patch notes 1.3.9 [OPTIMIZATION] General performance optimizations [AI] General bugfixes Fixed an issue when AI would not properly seek to unlock a technological stage Fixed an issue where pathfinding would use an invalid node Fixed an issue where Behemoths would not be able to restore planets properly Fixed AI Hissho being able to interact with pirates Fixed an issue where debug text was displayed when the United Empire AI proposed contracts or sent mood messages Fixed an issue where AIs would not send diplomatic contracts when they *totally* should [BALANCE] Vodyani "Hunt" and "Raze" actions will no longer have an Approval penalty Changed Hissho population trait to +1 Manpower per turn Obliterator cooldown reduction exclusive tech is now at -25% on all game speeds [IMPROVEMENTS] Added a scroll view to the Side Panels Area to avoid side panels exiting through the bottom of the screen in the System Management View in some rare cases Added a tooltip to inform players about unlocking population slots when upgrading their Arks Added a new Empire Improvement to unlock more Singularity slots for Riftborn empires on stages 3, 4 and 5 of the Science and Exploration quadrant [FIXES] [BEHEMOTHS] Fixed health discrepancy issue between ship designer and ship design for Behemoths when technologies increasing Behemoths health were researched Fixed an issue where the Behemoth bonuses system label icon was not visible when playing as a custom faction with the Extreme Foremen Population Bonus Fixed an error when a Behemoth terraformation was cancelled due to fleets having moved Vodyani Behemoth-specific technologies in the Science and Exploration quadrant now have the correct Vodyani-specific icon Unfallen will no longer obtain an automatic Citadel shield on captured enemy Home Systems Fixed an inconsistency between the "Launch Mining Probe" tooltip and the tooltip of empire resources regarding mined resource income rounding Fixed Citadels having no upkeep (it is now feedbacked in the System Dust) C3 Centers will also affect Citadel upkeep Added a cap to C3 Center upkeep multiplier Technology stage cost reductions from Behemoths will now cap at 75% even if you stack Behemoths on a node Made starting with a juggernaut a faction trait instead of a specific of the Hissho affinity [ECONOMY] Having low Approval while having a negative Dust upkeep will not generate Dust anymore [POLITICS] The Z'vali unique law will now bypass blockades and sieges Fixed an assert upon accessing the Senate screen with an empty political assembly Added Keii cost to changing government for Hissho empires [RELICS] Slightly increased probability for curiosities to spawn for pirate lairs and minor faction assimilation system relics The System Relics: Pre-Galactic Markers notification no longer lists the names of custom factions as debug text Fixed an issue where the anomaly spawned from Remains that are generated after ground battles did not have an image [ACHIEVEMENTS] Fixed "Are you not entertained" achievement unlocking at the end of the turn it was actually unlocked [FACTIONS] Fixed Illo assimilation trait Added missing tooltips for minor factions in the Custom Faction Screen Fixed minor relations bonuses and quests not being lost when the minor faction's system is razed Extracted unfallen specific empire improvement from coordination pact unlock (caused confusion) Fixed an issue where a misleading message was displayed on a system for pirate marks when the player plays as the Hissho faction The "Meditation" module for the Vodyani will no longer be displayed for custom factions with the Vodyani visual affinity Corrected the Sisters of Mercy Citizen trait not being grayed out when Illo Citizen was selected [TECHNOLOGIES] Fixed an issue where debug text was displayed when hovering over technology unlocks from the "Research completed" notification Fixed issue with Hissho being unable to colonize Steppe and Tundra planets with Hardship ready Fixed Description of Fealty Fundation level 2 & 3 (used the same title and description as level 1) [QUESTS] Fixed an issue where the reward for the Take Arms objective of the "To do or not to do" Sower population quest was not fully visible when playing as Hissho The "Words in Private" Behemoth quest is not triggered anymore when the Supremacy DLC is disabled Fixed an issue where the tooltip of the Academy Quest special Attack Fleet Action displayed an incorrect battle icon Changed the objective of Cultural Appropriation in order to add Dust-related buildings (like trading Companies" or "Buyout" Population quests are no longer triggered for custom factions The Pilgrims "Muddled Mystics" minor faction quest objective made reference to the Approval mechanic when playing with an Honor Bound faction, now it's over In Galvran "The Good Old Days" minor faction: "House" quest option made reference to the Approval mechanic when playing with an Honor Bound faction "Ghosts and Dust" Academy quest: if there is no Trade route: the quest is failed. There is no specific failure message (waiting for a proper translation) The "Reclaim" objective of the "Veneration or Vilification" Hissho population quest can be completed via invasion if Sykagoja is colonized by another faction [SYSTEM MANAGEMENT] Fixed an issue where the Fealty Foundation Hissho specific planetary specialization displayed a placeholder icon in the system scan view Fixed an issue where the Fealty Foundation specialization was not grayed out when the user did not have enough Keii Fixed two issues with Hissho's ancestral reverence (couldn't be queued on Major Home System that belonged to other Major factions and had no effect if used on minor faction home system) Corrected the effect description tooltip of the "Resilience" trait Modified inner working of Ancestral Deference to solve a tooltip issue Fixed an issue where the Spaceport section of the System Command Banner exits through the base of the screen when a wrecked ark is present in the system Added a tooltip to warn players you can't reconstruct unique planets [FLEET] Fixed an issue where the "Merge" fleet action button was available when selecting a non-specialized Behemoth and a Hero only fleet Fixed wrong base loadout of the Hissho medium coordinator Removed Kamikaze fleet action on Argosy of custom faction with Hissho gameplay + involuntary nomad Removed exception when healing the fighter bombers at the end of a battle Fixed vision sharing not working properly when a fleet is created Fixed mining probe (stacked even though they shouldn't) Fixed hissho specific mining module "Gouge of the Tonatsi" which didn't have a FIDS mining effect Fixed honor zone being displayed in scan view (MAC) Basic Entropy Missiles are now going straight to avoid missing Ground Battle: Fixed defender damage multiplier being multiplied by 1000 when applying the Amianthoid system upgrade recipe [HEROES] Fixed an issue where the "Select a Hero" button in the Military screen fleet list was enabled for non-specialized Behemoths Hero Management Screen tutorial doesn't display a flat amount of turns before the next assignment in order to avoid confusion [NOTIFICATIONS] Added a notification toggle option for the post ground battle decision notification in the Options screen Players are no longer falsely informed at the end of the ground battle cinematic when claiming a decisive victory against a pirate lair that they can choose the fate of the system Reduced the appearance parameters for the Remains notification in order to have them pop only for involved empires The Mining Probe tutorial does trigger when conditions are met: right after the Behemoth tutorial Several parts of the tutorial mentioned Approval when playing as Hissho The player is no longer falsely informed that the ground invasion may continue next turn when he is defeated during a failed ground invasion attempt Fixed an issue where the "Outpost alert" notification displayed the same image as the Hissho specific "Outpost maxed out" notification Added option to enable/disable notification about minor introduced in rev#40801 Fixed Hissho outpost actions tutorial not showing up when the "Enable colonization cutscenes" option is set to true [MULTIPLAYER] Fixed desync on hot join related to Special node control effects Fixed desync on unfallen colonization Fixed desync on visibility caused by guard/blockade combo Fixed desync on hot join caused by alliance & vision sharing Fixed desync on hot join related to relation with pirates
Steam: 1.3.3
[NOTE OF INTENT] The patch coming along the Hissho expansion packs quite a few changes. Jhell, backstabber extraordinaire and Lead Game Designer on Endless Space 2, wrote the following: “We wanted players to have more options after invasions, and how they went about their invasions. The manpower modules will now be much more effective, as they’re going to also increase the deployment limit, and there are choices to be made about sieging a system or swarming it with numbers. You will also be prompted on what to do after a successful invasion: occupy the system, pillage the system, or simply raze it. This should allow huge empires to more relentlessly wage war, leaving only a trail of razed and pillaged systems in their wake. We don’t want to spoil the surprise, but some empires have unique outcomes replacing regular pillage or raze actions. The ground battles visual pacing has also been heavily tweaked; no more will you see two blobs of units against each other, now each ground battle tactic has its dedicated visual formation, unit types attack independently, and impacts are focused on units. Another focus to wage war as comfortably as possible was to rework how diplomacy is handled during Isyander’s “metaplot” quest. You will now be able to attack foes AND friends on Lodestone nodes, provided you are on different teams. Your allies will hopefully understand that it’s “nothing personal, kid”. On a different note, to acknowledge that the galaxy is a violent place, we’ve added the “System Relics” feature. Significant events like huge space or ground battles taking place on star systems may now leave permanent traces, and some anomalies or new curiosities may even emerge… All of this visible in scan view. Lastly, to make them on par with the military victory conditions, the non-military ones have been reworked to last longer so you can enjoy the late-game content longer regardless of the victory type you’re pursuing. Along with numerous fixes and the content of the expansion, you should now be able to utterly lay waste to the whole galaxy.” [HISSHO EXPANSION CONTENT] New Major Faction: the Hissho Main gameplay (Affinity, Traits, Population, Technologies) - see enemy pathfinding New specific resource: Keii New theme music New unique planet: Uchi Hissho main quest Hissho Fleet 1 leader + 4 new Hissho heroes New Hissho technologies New Hissho Empire & Star system improvements New Minor Faction: the Illo New Illo Hero New Feature: Behemoths New quest introducing Behemoths and unlocking specific technologies New ship hull: Behemoth (Economic, Scientific, Military) New ship hull: Obliterator (Can destroy a whole system) New ship hull: Juggernaut New Behemoth specific modules (Mining probes, Planet rejuvenation, ...) New faction specific modules (1 per existing faction) New Behemoth technologies New Behemoth Empire & Star system improvements [FREE UPDATE CONTENT] Reworked Ground battles New setup and report screens New features: Winning a ground battle now gives you the following options Occupy Raze Pillage Some factions have specific variants of these actions. Battle simulation changes Implemented new damage computation (damage bonuses/maluses are now properly computed) Implemented new bombardments (bombardment damage is shared between unit types) Implemented new improvements/populations destruction (may destroy more than 1 of each - Blitz can now be quite destructive!) Academy questline Alliances no longer matter when orbiting Lodestones: you may now attack an alliance member who is part of the opposing faction without having to fear any diplomatic repercussions. Improved feedback around lodestones and lodestone specific battles Music The Surround soundtrack was completely re-encoded in WMA. It is available in the following install folder: ..\Steam\steamapps\common\Endless Space 2\OST\Surround Vodyani Added Vodyani "anchored Ark protection" module: an Ark with this module equipped will not be attackable in space battle while attached to a System (it can still be attacked via Invasion) Vodyanis can now use the pacific conversion feature: it will convert 1 population unit on the target system and grant 500 Essence [IMPROVEMENTS] Hissho Minor faction is now called Yuusho Updated Core cracker quest restrictions Rearranged technologies in the Technology tree to add the new content Reworked Victory conditions: Wonders: - Wonders can now only be built one at a time - Wonders can now only be built one at a time - Wonders base costs increase with each Wonder built - Wonders cost more to buy out Economy - Increased required Dust from 450k to 700k (notifications have been updated accordingly) Science - Technology cost reduction impact lowered by 50% on victory technologies - Moved Science Victory Technologies to an Era 6 placed between quadrants - You will now need to unlock techs from 2 different quadrants to unlock this Era 6 Academy Quest "Ghosts and Dust" is now deactivated if one of the living Empires uses the Hissho affinity (objective requires a Happiness contest) Added a feedback when a fleet in guard mode intercepts an opponent’s fleet (The fleet will also appear and cycle in the “idle” fleets) Sleeping fleets no longer wake up when they notice an enemy they were already aware of The stage unlock notification is now an auto pop-up Reworked the Empire Information toggle in the empire introduction notification in order to make it more visible/appealing Temporary effects listed on the side panel of the system management view now only shows icon if there is too many of them (more than 2 lines). Added info on star system label when a home system is destroyed. Added different backgrounds for the Victory window Added technology hints to the fleet action buttons Fully destroyed home systems no longer count towards required colonized home planets count If all home systems are destroyed, the victory is no longer attainable, unless the planets are "repaired" Creating a ship or ship design now takes slightly less time Starting the game now takes less time and memory A tutorial is triggered when researching the technology that unlocks Behemoth Hulls when using Advanced or Expert tutorials Added some distance between flotilla in space battle to make space for the Juggernauts. Updated Golden Age effect to be more readable Added message explaining why a law isn't activatable when its upkeep would be too high for the player's stock + net influence Added dynamic costs for research stages depending on whether DLCs are active or not [BALANCE] Custom Factions: Made corsair and pirates slayer mutually exclusive Diplomacy: Increased cooldown of Cold War Attack contextual term from 1 to 3 turns The contextual diplomatic term "remove tendrils" no longer removes tendrils that are completed, only the ones in progress Heroes: Modified Haroshem hero political alignment to fit his description Factions: Vodyani Arks: Base HP increased from 10000 to 14000 Ground Battle: All manpower modules for ships now also increase manpower deployment limit Added manpower deployment bonus to all defensive improvements (to accompany modules) Changed manpower upgrades resources so each unit has the same progression in terms of strategic tiers Linked conscription to ownership: You can now only use it if you have more than 50% Ownership on the system. The amount of Manpower you get also depends on your current Ownership (multiplication): for example, if you use Conscription on a System with 75% Ownership, you'll gain 175 * 0.75 additional Manpower on the System Added a bonus to attacker manpower deployment limit in case they have remaining ownership on the system (currently 400 * ownership)- Added effect to "Para-raiders" tactic: it now has 90% health multiplier and 110% damage multiplier Besieged systems no longer lose manpower the turns they have been invaded Economy: Reduced average and abundant strategic deposit value from 3 to 2 and from 5 to 3 respectively Ship retrofit no longer refills the ship's probes/mining probes stock Added a “+2 Vision to all systems” effect on the "Ultra-IR Astronomy" unlock Outposts no longer leech growth from a parent system when they are full [QUEST] Due to Ground Battle changes, a large amount of quests have a new way to be failed: if one of their system is razed or captured (but not pillaged in case of invasion) The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non-custom Riftborn The quest fleet for "Flight of Eyder" now roams in order to reach a special node A large amount of Quests, system improvements, technologies, populations bonuses, … have been updated to be used by Hissho Quests will not grant net science bonus as reward anymore. The Metaplot's planets cannot be destroyed anymore Isyander's quest: players will not be able to colonize the loadstone, no matter the winning team Added technology era 6 The second part of the endgame academy quest is now won when a team has secured more than half of the objectives, instead of when all objectives have been secured. Unsecured objectives will be transformed as if they had been secured by the winning team [FIXES] Fixed supremacy victory alerts being fired on turn 1 when only 2 players are in the game Fixed a situation where the game failed to restart after failing to start once Fixed rare error occuring when the game was quick-saved in the same frame a fleet action concluded Fixed rare blocking error occuring when a fleet is destroyed while exploring a curiosity Special nodes and quest nodes are not selected anymore for the "A Fly in the Ointment" quest Fixed some saves failing to load because of Guardians not having spawned Fixed military ship cost increase being a reduction Fixed an issue where the hero ship upkeep costs were still displayed in the Hero Ship Design Screen Deposits now remain when a planet is destroyed Fixed an issue where the skip button hitbox in election window was not right Fixed Minor factions being assimilable while a ground battle outcome was being picked Fixed trying to remove populations not concerned by growth (like Riftborn) when having a negative growth on a colonized star system Fixed memory issue when a battle was pending Fixed Depletion not being shown on uncolonized planets, and not being counted for Hissho Mining probes Fixed an issue where the tooltip from the Lodestone recovered/destroyed system displayed misleading information about its effect Eternal improvements are not added twice when a system is captured anymore Fixed an issue where war momentum in battle notification was not displayed if the value was 0 The second objective of the "To do, or not to do... (Part 2)" quest is now available Fixed an issue where long technology names overlapped the buyout technology option in the empire banner Fixed issues related to migration & Riftborn/Guardian populations Fix the Vodyani base improvement not being built on the first turn Fixed error when Vodyanis capture Riftborn system with Influence Fixed an issue where the displayed tooltip effects of a colonizable planet made reference to the Approval mechanic when overcolonization limit had been reached Fixed a cause of freeze when quitting the game The technology helper no longer suggests incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen) Fixed Vaulters Leader Background visual issue Fixed critical error on Riftborn outposts which caused the game to get stuck Fixed critical error on ship repair cost AI synchronization Fixed an issue where Pirates would not be Cordial with anyone when several players had maximum relation with them Fixed overlapping module slots on the Leecher hull when using a custom Vaulters faction with the Ship Bound affinity Fixed ships sold on ht Marketplace not being listed if the maximum number of stocked ships is reached The "Founders Keepers" quest will not fail anymore if the quest planet was destroyed Fixed an issue where the Horatio 50 pop collection bonus were incorrect Fixed an issue where fleet lines would occasionally have bad alignment Fixed the champion's pod that wouldn't appear on custom faction with the Vaulters visual affinity Fixed tooltip of diplomatic term "technology exchange" displaying unlocks of the empire which proposes the exchange, instead of the empire which receives the technology. Fixed Gnashast strategy pre-battle damage Fixed an issue where the game did not remember the "Tactics" set if a card was swapped with a newly added card Fixed errors in tech helper data Custom factions using the Metafolding affinity will no longer have a duplicated technology in Empire & Development quadrant stage 4 Custom factions with United Empire visual affinity and Involuntary Nomad trait will no longer have access to a Colonizer hull Fixed rip singularity not working properly in some cases. The "Zelevas Incarnate" unique improvement will now properly display all of its effect in the star system management view Fixed Trade Companies requiring 0 XP for their first 3 levels Fixed "Coordinated Bunkers" not applying the siege damage reduction in all cases Fixed ground battle being replayable only once instead of once per turn as long as the bubble is present Fixed any empire being able to replay a space battle instead of the one who owns the singularity. Fixed Vineships being scrapped in higher priority than colonizers Planetary colonization industry cost inside a star system is now correctly linked to game speed Fixed memory leak in planet rendering process. Fixed Supremacy victory not working well with planet/system destructions Fixed an issue where a team’s legend in the diplomacy screen during the metaplot was inaccurate Fixed Lumeris ship design (small defender lacked an engine on base design) Fixed an issue where the user was not informed if a Contextual Diplomacy exchange was occurring between other players when hovering over the End Turn button Fixed bug colonizer affinity visual Vodyani & Lumeris (had attack slot but couldn't fill it) Fixed salvo pooling being completely broken Fixed an issue where hero ship upkeep cost were still displayed in the Hero Ship Design Screen Fixed an issue where war momentum in battle notification were not displayed currently if value is 0 Fixed an issue where Long technology names overlapped the buyout technology option in the empire banner Fixed the Vodyani's base improvement not being built on the first turn. Fixed an issue where whispered messages were not received by players who joined ongoing sessions The technology helper does not suggest incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen) Fixed infantry bonus damage on planes going over 100 Galaxy Age will now have an impact on galaxy generation Removed Horatio specific tag from the "Neural Robotics" tech as the unlocks were similar to the regular one [MULTIPLAYER FIXES] Fixed desync happening when Unfallen factions vine a minor faction's system Fixed an issue where whispered messages were not received by players who joined ongoing sessions [SOUND FIX] The Vaulters Leaders no longer plays her voice line when selecting her in the Faction Choice screen, even with sound deactivated [AI] Massive performance update. AIs now understand more improvements and gains from previous content and are capable of using them in the right context. eg: Multiple FIDS and FIDSI gains are now properly understood as such Overcolonization is now considered as a usable / needed resource Ground battle understanding has been reworked. AIs now better understand their chances of winning AIs are more inclined to invade winnable systems AIs will chose their tactics in a more sensible way (e.g. based on incoming reinforcements) AIs will now act properly on Metaplot nodes: they will attack the other team members and will not attack the same team members, regardless of their diplomatic status. Vodyani AIs will now use Anchored Arks modules when possible. Various improvements: Better production of colonizers, war fleets and explorers Diplomacy contract balancing offers more constant results Avoid being stuck in a war state with an AI Proper law activation and deactivation AIs no better avoid empty modules in ship designs and can a wider variety of modules Hero ship are now properly retrofitted Fixed a bug when AI attacked a system Fixed a bug when achieving elimination victory Fixed a bug when AI could get stuck upon dealing with a new ground battle
Steam: 1.2.23
[FIXES] The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non custom Riftborn The quest fleet from the "Flight of Eyder" can no longer travel in warp mode, to prevent the quest from failing due to the time it took it to reach another system Fixed an issue in chapter 2 part 2 of the Lumeris main quest with the Ecologist choice. The Ecologist law now validates properly Fixed Singularity notification not telling which empire deployed it Cravers Quest no longer gives a system (Infinite Factory) which is invisible and unreachable by other players, preventing an elimination of the Cravers player "To do, or not to do..." The quest can now be completed when having a custom faction with Riftborn or Continuum Sculptors affinity Objectives from the part 2 now display a progress tracker One of the choices from part 2 has been temporarily locked pending a fix Fixed a warning generated when quickly switching from a notification with one objective to another with two objectives Fixed Sowers assimilation bonus applying only for one population unit per system [BALANCE] Removed Science resource reward: it is difficult to balance and players used to lose a part of their gain which was unfair Added a cap on all buyout costs reductions (capped to 95% reduction)
Steam: 1.2.20
1.2.20 - 21/03/2018 Fixes Fixed the "Preserve" reward of the "Ghoul or Gourmand" quest. Fixed the completion prerequisites of "The Gunfather" quest. Fixed the second part of the "To do, or not to do" quest trigger. Fixed a bug preventing the Sefaloros to appear in-game. Fixed a bug preventing the “Developer of Talent” quest of being validated. Fixed a bug where the "Take arms" objective of the "To do, or not to do" quest was able to target unique planets. Fixed a bug generating an error message after completing the “Take arms" objective from the "To do or not to do" quest. Fixed the "To do or not to do... (Part 2)" quest progress counter. Balancing Adjusted trade buff; trade companies should start with a higher initial income while still being reasonable in late-game Miscellaneous Sower pop quest artwork has been flipped left for a better view.
Steam: 1.2.18
Patch 1.2.18 One of our main goals with this patch was to rebalance weapon & support modules following your feedback. Energy weapons should now be on par with their projectile counterparts, and Blast Effect Batteries will no longer be able to one-shot bigger ships. We also gave some much needed buffs to some supports modules that were seeing little use while imposing some limitations to those that were too prominent in combat or could stack too high. The other main aspect was to rebalance governments, also following player feedback. Republic was king and the idea was to bring the other governments to its level, by increasing their strengths and make them able to fit different playstyles. Along with the purely numerical changes on political event values (building many military ships will no longer force you to become militarist!), we feel this brings new stakes to the political game of Endless Space 2! BALANCE Vaulters: Material Expertise: Strategic resources costs multiplier in Modernization upgrades increased from 25% to 50% Probe vision range bonus from Vaulters-specific tech decreased from +40% to +25% Golden Age does not scale on Game Speed anymore Hero skill Geniocrat I: Science bonus reduced from +20% to +15% Vaulter populations bonus damage to attacker in ground battle increased from +20 to +25 Increased cooldown before next free colonization by 2 turns Space Battle: Rebalanced Laser & beam DPS values Blast Effect battery will now do only 50% damage against medium and large ships Energy and Projectile enhancer strategic cost brought from 2 to 3 Lenser module will grant repair per phase bonus instead of HP bonus Jammer module will now grant an evasion boost in addition to its usual bonuses Antipersonnel Defense drone now grant 150 manpower in addition to its usual bonuses Hardened Shield Generators now grant 100 energy defense in addition to its usual bonuses Turret Recovery Fields now grant +10% critical damage in addition to its usual bonuses Globally reduced evasion boost on Engine modules Antimatter Laser and Beam will now have a superior hull penetration rate instead of a damage boost against shields Beams have been boosted back to 75% of their former value Energy & Projectile Enhancer Damage boost can now only be equipped once per ship Politics: Made Autocracy available for Custom factions It is now possible to add governments in mods and they will appear in the interface of the game Reworked political event effects: Reduced power for numerous militarist events Reduced power for some pacifist events Increased power for some religious and ecologists events Building a Wonder now always increases the religious ideology Governments revamp: Federation now gives +1 System before over-colonization per Hero on Empire Federation now has -20% Luxury cost on System Development Upgrades Democracy now has -5% Influence upkeep cost reduction per active law from different political parties Dictatorship now has the strongest forced laws in the game Dictatorship now grants +50% Effect to Senator skills Dictatorship’s propaganda now provides an additional System effect as well as boosting party experience Dictatorship now has two additional law slots unlocked on stage 3 and 5 of Empire Development respectively Economy Increased growth upkeep overall for population Early game food star system improvements have had their gains reduced FIXES Fixed an issue where an unknown Battle Card with placeholder text was displayed in the Battle Tactics screen Added Show Location Buttons to Argosy-related notifications Fixed critical error when a Vodyani Ark has less than 60% HP, and tries and fails to retreat, resulting in its destruction and causing the game to remain stuck Fixed an issue where ships could appear rotated after using the Skip to Action button Quest planets no longer remain highlighted after the Pacifist path of the "Guardians and the galaxy" quest has failed Fixed some traits filed under the wrong category which caused their description not to appear Vaulters Fleet Names are now implemented Fixed the Meta-Entactogen Luxury not being impacted by cost reductions Fixed Need to Breed Bill not appearing for Republics We hope you guys are excited by the added immersive content we're offering! Once you've given Lost Symphony a listen, tell us what your favorite track is!
Steam: 1.2.11
Update 1.2.11 -- Guardians & the Galaxy 19 February - Frogsquadron Update 1.2.11 -- Guardians & the Galaxy [ADDITIONS & IMPROVEMENTS] Added Unfallen population quest: Guardians & The Galaxy, created by community member StormAngel! Added Make War Not Love Hero Reward, Karv Jezet, from the upcoming Unfallen comic! Added an ingame clock over the End Turn button so you remember to sleep! Added side panel in the Diplomacy Screen that lists all ongoing contextual effects on your empire Guardian Guides Traits have been added Polished Event Notification visuals and animations Added link to the Economy Screen when clicking the System Level in the System Management View Added the option to click anywhere in the notification during the animation of the Curiosity Discovered and Empire Introduction Notifications to skip it Added feedback for shield and weapon deactivation on ships affected by enemy EMP in the Battle Scan View Reworked Happiness from System level for Vodyani into a trait, “Utopian Infrastructure” (also available in custom factions) Added the battle tactics mini-cards in side panel of the military screen + polished and refined play cards Added descriptions for the Empire improvements unlocked by the Victory technologies Clarified effect of Zelevas Incarnate [QUESTS] The Stars Their Destination part 1 and 2 now both have the right Political Event feedback Vodyani are now able to complete the Vaulters Chapter 4 Science Version Fixed errors related to “Slingshot” quest [PERFORMANCE] Improved game loading time. Empire Chronicles will now be loaded over time when opening the Empire chronicles window, instead of during startup loading [MODDING] Horatio gameplay gene splicing no longer depends on the name of the AffinityGameplay, it checks instead if Empire property HasAffinityGeneHunter Fixed custom (modded) planets not having a Scanview map Fixed issues with custom (modded) unique planets not overriding their types visual [FIXES] Fixed error in “Suggested Technology” algorithm “Halt Attacks” diplomatic term is no longer unavailable when there is one turn left to use it Fixed errors related to “Scienceganza” Unique Improvement and Population Events Fixed quest notification causing errors if there are several hidden choices “Attack fleet” button tooltip now properly explains why Privateers cannot attack empires that are allied with the Pirates The Entwined Celestial Vine progress now also appears on Special Nodes tooltips Fixed an issue blocking access to DLC-specific notification pop up options when playing a game with shared access to the DLC Fixed some anomalies appearing greyed out for no reason in the System Management View Fixed Hero being shown as resurrected in space battle despite the entire fleet being destroyed/captured via boarding pod "Crew killed per hit" effect is no longer displayed in the combat scan view when attacked ships have no manpower left Fixed system blockade with privateers not working as intended Fixed game failing to restart when it failed to start once (due to mods or other issues) Fixed error caused by AI accepting to join an alliance and creating a new one at the same time Fixed rare critical error on trading companies Fixed saves getting stuck because of AI alliance issues Becoming ally (peace/alliance) with an Empire whos blockading a players systems now un-blockades them without needing them to disable/re-enable the action Unfallen ships no longer receive movement speed bonus on lanes which are covered by a partially finished vine (no change when the vine is fully finished) Fixed error caused by fleets being attack-able while colonizing a system Fixed Vaulters not receiving the law effect "+X happiness on systems for Y turns after colonizing a system" Fixed Argosy "Create Portal" action not interrupting "Auto Explore" action Fixed rare error occuring when a planet is destroyed, the system lost, and then recolonized Fixed camera not reaching the farthest systems in the corners when playing on an exceptional twin elliptic galaxy Fixed Pirate not always talking when the button "support" is clicked Fixed Argosy colonization cost being improperly rounded in colonization tooltip Fixed “Boarding pods extreme” module not being received upon completion of the Deed which rewards it Fixed rare cases of game saves not being loadable Fixed Manpower refund value not being shown in the tooltip of the “Scrap Ship” button Fixed tooltip of the golden age icon in the Star system label displaying false information regarding its effects "Peace and Prayer Act" now correctly prevents Arks from being peacefully converted "Peace and Prayer Act" effect increased from +25 to +50 Essence per System under influence zone Fixed custom factions with Vaulters gameplay not unlocking boarding pods properly Fighters and bombers now appear in the modules list in the ship design view only when designing a compatible ship (large or carrier) Adamantian Bombers icon is now properly colored Fixed "Obelisk of All Space-Time" FIDSI effect not working properly Fixed some minor faction actions not resulting in political effects on populations
Steam: 1.2.8
[1.2.8] Patch Notes 8 February - Frogsquadron [1.2.8] Patch Notes [FIXES] Fixed an issue where system scan view did not display production after loading a session Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line Replaced "Coming Soon" by "This content pack is not installed" in the Content screen Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points Fixed an error related to achievements and the Archivist hero Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system Fixed Vaulters being able to decolonize their home system Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view Fixed some situations where an empire could be in two alliances at once and cause critical errors Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full Fixed auto-explore button being clickable for Argosy while it is setting up a portal Fixed a rare issue in space battle between AIs causing the game to get stuck Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen Fixed players being able to decolonize all of their systems at once Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy Fixed Vaulters not knowing the empires they have spawned next to Fixed quest "The lost expedition" being able to permanently destroy the Argosy Fixed rare error in diplomatic contracts Fixed population not appearing in Senate screen if it has been received via migration only Fixed civilian fleets being attackable by allies Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one Fixed United Empire not having a voice after if turned into Mezari or Sheredyn Fixed the color of the guard feedback for privateer fleets Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system Quests can now prevent a system from being converted Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait Privateers can now siege systems Fixed Argosy not being able to colonize Pirate Hunting Grounds Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon [QUESTS] Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0 Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System The lost expedition: Rescue path quest now fails if the quest planet is destroyed Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Steam: 1.2.6
[1.2.6] Patch Notes 1 February - Natco [1.2.6] Patch Notes [FIXES] Fixed an issue where stock value “(0)” was displayed after the name of the Economic Tribute term was offered in a demand, even when not a quantified resource Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen Fixed an issue where the production per turn symbol was not displayed for luxury resources Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen Fixed an issue where the technology unlock notification could only show up to 3 unlocks Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites Fixed an issue where the Argosy readiness timer did not display after loading the session Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction Fixed an issue where debug text was displayed in the Riftborn "Machine Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers Privateers status can now be toggled off even when not in friendly influence Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters War instances are no longer destroyed more than once when forming multiple alliances simultaneously The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained The colonization cutscene now plays each time the Argosy colonizes a system Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks Fixed an error on wrecked ark tooltip in rare situations Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence Fixed population collection bonuses not being updated when an ark was destroyed Fixed population collection bonuses not being lost when populations were lost on Vodyani arks Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so Fixed Vaulters assets being exportable when the DLC was disabled Add-Ons can now be activated in the Content Screen in the Mac version Fixed error + desync generated when an Argosy was destroyed in multiplayer Fixed skippable assert generated in GUI when relation was maxed with pirates Fixed end-turn freezing due to quests Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen Pirate lairs now allow trading routes to pass when in a friendly status with them [ADDED] Added feedback on hovering module items to make clear which slots are compatible [BALANCE] Increased the cost in Dust to remove a Pirate Mark on a System Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified) Added special indication to AoE weapon modules Restored growth generation value to pre-Vaulters level Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously) Ship without at least one weapon or siege module will now be unable to siege a system Added special informative section to energy squadron module description Projectile and kinetic enhancer will now have the right effect on large weapon Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction Made sure all Diplomatic Requests terms had at least a 1 turn cooldown Pressure values are now capped: --- From Score at 5 / turn --- From Border friction at 5 / turn --- From Covered Systems at 12 / turn Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly Fixed Horatio Population Collection Bonus III missing from System Influence tooltip Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses Balanced trait cost for Core Worlds (reduced from 10 to 5) [PERFORMANCE] Improved Contextual diplomacy performance Enhanced speed-up in AI synchronization with gameplay [QUESTS] "The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed “Pirate Quest DLC1” Add Military effect on its objectives The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives The "Vital Statistics" exploration quest now offers a compelling choice "Ice Age" exploration quest did not fail if the quest planet was destroyed False information displayed in the tutorial when discovering a new constellation as the Vaulters Custom Vaulters can now finish their quests An error message that sometimes appeared in the Pilgrim’s quest has been fixed Metaplot now has locked systems in order to avoid asset caused by Archivist Quest [AI] The AI will now better handle offering strategic and luxury resources in diplomatic contracts AI empires will now attack pirates more often Fixed AI interception behavior Fixed AI understanding of system importance
Steam: 1.2.4
[1.2.4] Patch Notes [FIXES] "Random tech" rewards from quests and events can no longer grant weapons using strategic resources Fixed an issue where The Core Cracker module was displayed as "available" in the Ship Design screen for level 1 and 2 Arks The Coordination Request panel in the end turn window now automatically shows when joining an alliance Fixed heroes gaining too many levels when received too much experience at once Fixed an issue where Military Stage IV unlock notification only shows 4 of its 6 unlocks Fixed an issue where the Ark image in the System Management screen control banner and fleet unit image does not display the upgraded hulls Fixed an issue where the fleet Action Point icon was not properly displayed Removed Counter-Offer button in the Diplomatic Interaction Notification when against AI Fixed an issue where Ark Improvements in the Constructed Improvement Panel were not displaying correct images Fixed heroes surviving a battle although they've been defeated if they were with a Vodyani Ark which was destroyed as well Fixed a situation where a fleet with 0 ships could appear on AI players Fixed a rare crash when exiting the game Fixed AI sometimes spamming other empires with Contextual diplomacy exchanges Fixed Chroma restrictions to be available and working only with recent Razer SDK versions: 2.7.5 and up. This fixed blocking errors about Message Box Fixed an issue where the Start Negotiation button in the Minor Faction notification was available even if the minor had been assimilated/killed Locus of swarm no longer bugs out if the player destroys the fleet and if the battle is considered a draw Fixed Civilians being able to turn into Privateers Fixed an issue with the value the Mysterious plague ship quest required for its first objectives [BALANCE] Manpower production is now impacted by game speed
Steam: 1.2.0
Community Add-On Update Notes 18 January - Frogsquadron Starting the Endless Day celebration week right, with the release of a big update! Update 1.2.0 includes the community add-on content you all unlocked through playing, as well as the contents of update preview 1.1.15, plus some more fixes, additions and balance changes, as well as localization improvements. To unlock the Community Challenge Add-On Content, link your Steam account to your Games2Gether account on our community website: http://games2gether.com/ COMMUNITY CHALLENGE ADD-ON CONTENT Mezari Fleet skin New galaxy shape (Spiral 6) Brand new event New anomaly Three new combat modules A new amphibian hero [OTHER ADDITIONS AND IMPROVEMENTS] Added a feedback in menus to see which additional content is activated Vodyani Ark enhancement: Upgrading a Vodyani Ark level (System Development upgrade) now increases Ark Health, Manpower, attack and 3D model Potential highest health/manpower/attack increase and highest 3D model available are shown in ship design editor The Coordination pings can now be drag-and-dropped on the galaxy after they have been placed "Vacate System" now correctly informs the player why it cannot be used when the player does not have ownership of the system Fleets can now retreat in the territory of empires whom you are at Cold War with Privateers can no longer prevent sieges by orbiting a system It is now possible to attack civilian fleets with a fleet that has no action points left [BALANCE] Tied the Force Truce tribute amount to game turn and dust inflation Prevented contextual terms to be sent by the AI if it has not met the player Now, if all players are in the same team and if the AI wins on the other side, player can see the Metaplot ending Flaks have been modified, with their damage nerfed and range reviewed Hero experience gain during battles is now shown in the Battle Report Added priorities to diplomatic terms so they are displayed in a more intuitive order "Authoritarian Leadership" when used as a starting skill now has a siege power bonus Second part of the Metaplot quest do trigger if the quest fleets win the first part of "Isyander's Gambit" Isyander's Gambit can now be completed if the quest fleets orbit around and then leave the majority of systems Lowered default pirate difficulty Slowed down Pirate spawn on a global scale Slightly reduced Pirate Lair manpower on a global scale Added missing Co-operative protocols for Sheredyn and Mezari Increased Dust gained by scrapping ships and improvements and linked gained values to Dust inflation Reworked war momentum formula to be more progressive (wars are not heavily influenced by early battles anymore) Conquest Victory thresholds increased slightly on the 4 biggest map sizes based on Community feedback Fixed Xenolinguistics being unavailable as a Starting Technology trait in Custom Factions with Sophon Visual affinity Improved Pirate Lair Manpower distribution Removed upkeep on Star System Level upgrades Manpower defense on Ships is now capped at 95% Increased "Moonbase Alpha" effect from +40 to +50 Dust Vodyani Chapter 3 Rebellious objective has changed: “Maintain during X turns 2 non-religious or neutral laws” instead of “no Religious laws in the Senate during X turns” Vodyani Chapter 4 Religious objective value has changed: Pressure Amount to reach is now computed depending on the current Pressure Amount Lumeris Chapter 2 Part 1 Industrialist/Ecologist objective: Industry or Ecologist ideologies have to be part of the Leading political parties in the Senate Lumeris Chapter 2 Part 2 Maintain Industrialist/Ecologist objective has changed: “Have X laws during X turns” instead of “reach a min amount of activated laws” Missile lifetime has been capped to 30s in Space Battles The United empire Chapter 2 Part 2 objective is now “Keep an amount of laws during X turns instead of reach a fix minimum” Those Darn Kids: The first objective now gives an amount of buildings the player has to build instead of construction type limitations Those Darn Kids: Instead of filling 2 hangars with ships, the player has to only fill 1 hangar Founders Keepers: objective is now located in the middle of the Galaxy in order to make this quest easier to achieve Pirate fleets now have a penalty in space battle against major empire AIs in difficulties above normal [IMPROVEMENTS] Once controlled, the name of a constellation changes color to match that of its owner Changed the “Marine Blue” empire color to improve visibility Added safety check notification when the user deletes an entry from the Journal Added Notification for the end of the metaplot Added notification to inform your ally that they will lose the effects of Co-operative protocol when it is cancelled Updated the character limit for renaming fleets Updated “New contextual diplomatic term available” feedback Updated text in battle report notification when war trend is maxed Added a feedback in battle notifications when the war momentum trend is maxed out Removed the notification that discovering a constellation was a prerequisite to take control of it Clarified pressure sources values in their tooltip in diplomacy screen (added the numerical values) User is now informed that a system with less than 100% ownership cannot be evacuated User is now informed why they cannot place singularities on an enemy system when the "Remove Singularities" contextual term is in effect Added feedback for effects happening after the metaplot has ended Added a cap for the pressure trend feedback Added the number of available probes in the exploration ship tooltip / Added the expedition power value in the fleet tooltip Added tooltip explaining why a Singularity cannot be placed somewhere Added icon to tooltips of damage gauges in the advanced battle report screen Coordination Tool pings no longer remain on screen permanently if the user is zooming in or out in Galaxy View while a ping is placed Changed the industry icon to a militarist icon for the first choice of the political Generation Gamma event If the text exceeds the requests width, the player can hover the request to see the rest of the text Swapped the Pirate and Minor Faction difficulty sliders in the New Game menu [FIXES] Lobby bug has been fixed: sometimes players could not see friends multiplayer games The Photobomber quest no longer fails if the ship of the Photobomber is merged the ship with another fleet Fixed case of AI repairing ship right after selling it which caused an error Fixed being able to send the "generate pressure" term in succession in some cases Fixed being able to trade systems at war without signing a truce Influence and Dust tooltips no longer display "missingGuiElement" debug text after "Stop Pacific conversion" contextual term is refused Effect of the Co-operative protocol is now properly displayed in the "signed treaty" notification Ship stats no longer overlap the ship tooltip box when the game is set to "Window" mode and 1920x1080 resolution The Wonder notification no longer displays false information after you are refunded a wonder Fixed an issue where changing the government did not apply the feedbacked costs Upkeep now correctly increases when turning a fleet into privateers Fixed an issue where, sometimes, the amount of CP and the number of ships used to unlock flotillas did not take into account all the ships involved in the battle Ship modules can now be located inside the technology screen by searching for their titles Fixed systems with only guardians sending free guardians to neighbours with "natural" migration The research turn duration displayed in the empire panel is now properly updated based on the available science surplus Description text in the planet scan view is no longer overlapping Made star lanes highlight & usage more consistent when the selected fleet is in movement Ship action panel can no longer be displayed in the Star system management screen Fixed "natural" migration causing errors when system has no population A fleet in "sleep" mode will now wake up if it can destroy a planet Contextual terms that are cancelled (eg. context no longer valid or war declared) no longer have a cooldown Fixed labels of planets/systems lost to Unfallen invasion displaying erroneous information Fixed 2 issues on Contextual Diplomatic Exchange Cancellation: "Done" button on the "Diplomatic Exchange Cancelled" notification now has correct behaviour Both empires are now informed that a diplomatic exchange is canceled when the conditions of a contextual term are no longer met Motherships can no longer detach from the system when it is frozen with a Riftborn singularity Fixed fleets created on a system that is being blockaded not being able to move, but still showing more than 0 movement points Fixed retreat not working after a fleet has been intercepted "Preserve the Academy" quest markers are now correctly placed "Remove outposts" colonization restriction range now depends on influence radius of each neighbouring system, instead of the same value for every system Fixed minor faction trait not being removed after it has been granted through a "Development grants" action Fleet actions are now properly updated in real time when a Stasis Singularity is canceled Fixed the fact that the resources icon could go under the populations icons in the star system management view The enemy is no longer incorrectly shown as destroyed after retreating Fixed Probe launch interface not being closed when the fleet launching the probe is teleported out of empire influence via diplomacy Fixed some contextual diplomatic terms being shown in GUI although they cannot be sent. The "Destroy Planet" and "Colonize" buttons are now updated properly if the fleet is attacked while orbiting the system Fixed sorting order of diplomatic terms in negotiation modal window Narrative events with only political effects are now displayed correctly in the narrative screen Functionality of the Coordination Tool visibility button is no longer inverted if the user performs any action that disables the Coordination Tool button while it is active Coordination Tool no longer overlaps with the player bar buttons The ping button is no longer highlighted if the players click another button like the Scan view button for example The players can no longer place coordination requests if pings have been disabled You cannot offer peace and alliance in the same contract anymore The experience gained by admirals is no longer inconsistent with the value displayed in the combat notification The fleet module effects are now only shown when hovering a ship in a fleet (not in the ship design edition panel) Fixed and issue where The Confirmation message displayed when disabling all mods displays false information, informing the players that they are activating a mod Fixed unfallen vines not decaying when captured by someone else The tooltips are now shown correctly when hovering over dust and influence in the Change Government screen Fixed Horatio splice bonuses being accumulated on systems & planets every time a system is captured Fixed final Academy quest support fleets being able to spawn on lodestone systems Fixed outposts being taken into account for constellation control in some cases “Home planet” tooltip from Faction Selection now displays the correct effects Fixed “Suggest Terms” button when evaluated terms are invalid (you can no longer spam it) and fixed “make offer” button being enabled even without enough influence Fixed an issue where Retrofit button remains inactive if the user changes a ship design by double clicking it in the fleet panel The Journal no longer display a score of 100 million for sessions which have disabled score victory Multiple Constellation Control notifications should no longer be displayed if the user enters an Alliance after they establishes Constellation Control Fixed issues with contextual diplomacy and Singularity placement. It is no longer possible to open the Tech Screen by Ctrl+ Clicking on a Tech Hint if the Tech Screen is not accessible Fixed an issue where the replay of space battles generated errors in MP and could lead to inconsistencies even when playing in single player It is no longer possible to click on the button "Accept" in a negotiation which is not valid Fixed projectile of "Basic Entropy Torpedoes" being smaller than "Basic Decay Torpedoes" Fixed Reavers and Minor Factions not having their damage logged correctly in the Advanced Battle Report "Authoritarian Leadership" now takes into account Manpower given by Ship Modules when applying its Manpower bonus Game speed modifiers will now be properly applied to Hero related variables Fixed the effects of Petrov Jutka's second starting skill not being displayed correctly in tooltips Fixed an issue where Queued Techs that are discovered randomly through events/quests remain in queue "Moonbase Alpha" effects will now properly apply on systems with moons Fixed an issue where Empire Banner resources were not correctly rounded Fixed an issue where ship XP was not correctly rounded Fixed several issues related to Trade Company structures being destroyed/lost Opening the "construction complete" notification after losing a system which had completed a construction this turn no longer causes an error Made feedback more consistent for Pacifist default law Fixed an issue where The Technology Influence buyout button displays background functionality in the Technology Screen when not having enough influence Fixed an issue where Quest Empire did not have its inverted icon in battle notifications and advanced play/report screens Fixed an issue where non Unfallen empires could enqueue the Guardian Harvest improvement any number of times without taking into account the number of Guardians in their system Fixed the planet destruction cinematic Ship designs that are automatically unlocked are now always at the first revision, instead of sometimes the 2nd o When this happens with the starting ship designs (eg. starting with the technology for better engines than the starting ship), the starting ships are automatically retrofit for free. Fixed interaction with slider options Fixed war momentum value displayed in GUI not matching the actual gameplay value after a war was merged with another (via alliances) Ship Health Regen now scales with Game Speed Fixed the radii of influence circles not scaling with the Game Speed Fixed Arks not receiving bonus experience from system improvements when they are built Fixed an issue where false information displayed in reward of the "United Empire" objective of the "No Turning Back" UE quest when playing as a Custom Faction Fixed exploit allowing Unfallen ships to move while they are entwining a system Deposit values are properly displayed on uncolonized planets in non-normal game speed Fixed "Development grants" effect appearing as still active during the turn after it ended [AI] Due to a possible exploit with diplomatic counter offers to AI empires, these have been temporarily disabled The AI no longer targets civilian ships first Refined AI colonization heuristic Raised offensive Military Power required for the AI to consider a fleet as dangerous Refined war and truce declaration heuristics Refactored fleet influence Fixed an error when releasing AI too soon when the player is quitting Corrected diplomatic demands evaluation Corrected faction pact evaluation AI now correctly pursues the “Dust to (More) Dust” & “An Ounce of Prevention” quests AI handles leeching and Brainwashing better AI will now sell resource overflow to market AI now creates dedicated invasion fleets [MODDING] Added new unused planet prefabs and materials, for modding purposes It is now possible to add new visuals for planets, if the type is named PlanetTypeCustom01-20, or if it is unique with the name UniquePlanetCustom01-10 Materials can be exported via the Resource export tool [LOCALIZATION] Multiple fixes and improvements based on community feedback [KNOWN ISSUE - ONGOING UNFALLEN GAMES] Due to recent modifications in the technology tree in order to accommodate the new content, players who had previously researched the "Unstable Isotope Machining" technology as the Unfallen Faction (or a custom faction using Unfallen population) will have to research it once more.
Steam: 1.1.0
Update 1.1.0 -- Galactic Statecraft Diplomacy Denounce Alliance Decision: players can now decide to leave an alliance after one of its members declared a war. They go back to Cold War with all involved parties Coordination Tool: players in an alliance can now place “pings” directly on the galactic map to display their intentions (attack here, defend here). The AI is sensitive to these pings and also places its own pings Co-operative Protocol: players in an alliance can now sign this pact. It will provide a faction-specific bonus that scales over time at the cost of an Influence upkeep Chat: Added an “Alliance” specific tab in the chat window Whisper Improvement. The players can directly send whispers by clicking on the colored button representing a player near the end turn button Diplomatic Requests: players can now request the AI (and vice-versa) to do actions relating to a certain game context (“remove your trespassing fleets!”). The sending player will be able to react (choose a diplomatic option) in case the recipient refuses the request Pressure Pressure inputs have been made explicit in the “leader card” tooltip (in main diplomacy screen) A term to generate pressure directly has been added (“Bureaucratic Imbroglio”) Demands now only have 2 levels (reduced from 3) “Demand terms” have been added; exotic actions available only for a level 2 Demand “Refusal Penalties” have been added: refusing a Demand will now apply the selected penalty to the recipient War pressure: War Pressure is now different from Pressure graphically War Pressure trend impact is now feedbacked in battle notifications Constellation Control A player who owns the most systems in a fully discovered constellation will now claim a FIDSI bonus for their empire Empire Chronicles Hall of fame to record all completed games, allowing to view the final scoreboard along with the victory cutscene Space Battle Space battle weapons, defenses and other variables have been tweaked in various ways following player feedback (see “Space Battle” section below for details) Pirates Pirate Lairs: Pirates are no longer spawned by Minor Factions, but by Pirate Lairs which are occupying some neutral systems. Players can destroy these bases by ground battles (and have a chance to get some loot!) Minor Factions will now spawn their own fleets to protect their systems. These fleets are static and stay on the Minor Faction’s home system Academy & the Heretic Orbiting the Lost Graves after completion of the Heretic's quest will now yield dust gain per turn if the Lost have won, and manpower per turn if they have lost Rewards have been increased for the winning camp's podium of participants Only the winning camp will be able to recruit Heroes after winning, through either the Academy or the Marketplace, depending on the outcome Visuals will change on Lost Graves depending on the outcome Visuals Added new visuals: Orbiting space stations as a planet fills up and a system develops New icons for Privateers & Pirates Added destroyed planet visual in discovery cinematic Fixed planet colonization cutscene being displayed and frozen when a ground battle is viewed during the colonization cutscene Fixed anomalies remaining on screen when entering galaxy scanview Added new image for finished auto explore notification Changed the flow of the space battle cutscenes launch to fix an issue that appeared when trying to visualize a battle around a node affected by the Rip singularity All Minor Factions now have an image artwork in the "Select A Target Empire to Attack" screen Bailiff The bailiff system will now first scrap ships before improvements Improved Influence bailiff system to take into account Co-operative Protocols (will not make players lose the game) Space Battle Feedback Improvements: Added new feedback elements (Flak DPS on Kinetics & Missile Health on Missiles) Weapon Balancing: Complete rebalancing of weapons to create more interesting play: Kinetics now have an accuracy of 10% / 50% / 85%, playing a role of missile counter and strong short range damage Missiles now have an accuracy of 100% / 50% / 25%, strong long range damage that can take out most Energy ship designs Lasers now have an accuracy of 50% / 100% / 50%, with good damage. They will tend to defeat Beams and Kinetics, but will have a problem against Missiles Beams now have an accuracy of 100% / 100% / 100%, with standard damage overall. They are sure to hit and will counter Kinetics. Their accuracy makes them perfect to use with counter tactics, and their critical hits can turn the tide of battle in your favor Buffed "Advanced MAGGIE Laser": Now has +100% Damage against Shields Buffed "Advanced HELL Array Laser": Now has +100% Damage against Shields Defense Balancing: Buffed: Medium Ships, Large Ships and Motherships have increased Health Buffed: Doubled shields' absorption, Tripled shields' life Military Power Balancing Defensive Military Power is now computed according to modules' values and should be more consistent Manpower damage is now used to compute Offensive Military Power Critical Hit Chance is now used to compute Offensive Military Power Squadrons Squadron life updates correctly when hit Fixed squadrons not damaging each other Fixed Wing Coordination not working Squadrons now target Arks Fixed auto ship design not working for Unfallen Explorer and Colonizer Hulls Second level of "Non-Liquid Assets" now applies its Hull Absorption bonus correctly Battle theater effects are now listed in the Special Node Discovery notification Ground Battle Unlocked Bhagaba special ground battle play ("White flag": slower ownership recovery for invader) Reduced Tikanan "Swarming Infantry" assimilation trait from -0.5% to -0.15% manpower Infantry cost Reduced "Monstrous Opponents" assimilation trait from +75% infantry health to +15% infantry health and +15% infantry damage Rebalanced troop stats: Infantry: Reduced damage from 20-40 to 12-22 Armor: Reduced damage from 40-60 to 25-60 Plane: Reduced damage from 140-180 to 95-115 Plane: Reduced health from 300 to 200 Plane: Reduced manpower cost from 30 to 20 Lowered manpower generated from "Conscription" from 200 to 175 You now need at least 2 pops to select "Conscription" when defending in a ground battle Quests and events The "Acquire" objective of the Riftborn quest "A Plague on Coroz" cannot be completed by custom Riftborn factions using the "Shipbound" trait so this choice is no longer available in that case Added a Quest Marker on the pirate fleet of the Exploration Quest Dust to Dust: part 3 The Good Life quest will now work if Horatio’s ship is docked to an outpost which has just turned into a Colony Players now need to participate in a multiplayer quest to obtain a reward Academy Quest 01 now has a new ending: if a player finds the Academy before the quest ends, then the quest doesn't fail but success and display a new ending outcome The Cravers Quest "then we cracked the nuts inside” now completes only after the system is captured The event Riled Researchers now starts from turn 60 instead of 20 to avoid the AI from making choices harmful to its economy A Swarm of Locusts now informs the users how many fleets they have to destroy in order to receive a reward New rewards have been added for Deeds The church triumphant Part 2 now displays the right building in the objective Fixed Horatio Quest Improvements not working for Custom Factions Unfallen Quest chapter 2 is now more Vodyani-friendly Ripple effect now fails only if another Empire destroys the Lesser Empire Fleet Chapter 3 of the UE Quest: the Mezari Objective now scales with the current science production Tweaked Quest appearance rhythm overall Dust to Dust now fails when another Empire or the Lesser Empire attacks and destroys the fleet The quest no longer fails in "The Good Life" Exploration Quest if the player disbands the Lost Horatio Use of similar Dust icons for the effects of "A Two-way Street" (Dust gain and Upkeep increased) event could be confusing that's why we now use the same icon (Dust gain and Dust loss) The Battlestations reward of the "Collaboration or Cataclysm" quest doesn't display a placeholder icon and category anymore First two parts of the "Fighters and Bombers" quest now display correctly their outcome text upon completion If the player used to play a custom Faction Horatio, the Horatio faction quest could be endless. It now checks if the original Horatio are in the Empire. If they aren't, then the Quest will end It is now the same for all the Population Quests: we check if the player has the original population instead of the Custom ones Lowered Minor Faction relation threshold to ask for a quest from 75 to 50 Changed the cost of asking for a quest from an Influence cost to a Dust cost To validate the quest Riftborn Chapter 1 part 1: the player has to possess only 9 buildings, and the feedback now reflects it If the player discovered the galaxy thanks to a shared map in the Sophons Quest Chapter 1 (alternative version) Science choice, the quest wasn't completed. Now the quest can be completed even if the player is helped by someone In the Lumeris Quest Chapter 1 Science choice, if the player discovered the galaxy thanks to a shared map, the quest wasn't completed. Now if the player is helped by someone, the quest can be completed "Dominance" and "Acceleration" rewards of the "Collaboration or Cataclysm" quest have now have temporary tooltips, we'll had more descriptive tooltips later The correct choice is now selected upon confirming a multiple choice quest after the notification was minimized Technologies Added a "Continuum Sculptors" faction-specific tag on "Climate Engineering" tech Increased “Free Move Sophon” movement points from 2 to 4 Added "All must Tithe II" to the unique alternative technology in case of unique constellation setting Fixed Lumeris being able to have 5 Trading Companies Added new Stage 4 Engine Moved Luxury Lottery unlock to the Atmospheric Filtration technology (previously Neural Robotics) Fixed issues with Horatio ash and lava colonization unlocks The technology which allows to unlock Heroes on Marketplace is now displayed in the Tutorial Fixed the AI being able to trade quest technologies Arks will now need to unlock additional slots by unlocking stages in the tech tree Victory Wonder no longer appears in the construction queue before you unlock the stage Fixed bug where a custom faction with Riftborn pop and Horatio affinity didn't have access to Adamantian mining The Systems Illumination or Radiance are no longer given to players with Ship Bound or Unfallen Affinity The deeds are now greyed out when the technology stage is unlocked by the Oracle of Science law Fixed an issue where "Technology stage unlocked" notifications of Economy and Trade and Military quadrants displayed misleading information Laws & Politics Reduced "Deadly Intent Bill" from 50% to 33% damage bonus (75% to 40% for Republics) Increased effect from "Trusted Broker" law from 2% to 3.5% per turn, up to 50% (from 30%) Added a passive bonus on Outpost growth (+10%/+15% in Republic) for the "New Colony Rule" law Updated the effect of the Republic version of the base militarist law for consistency Removed default bonus pressure to Religious politic The Attends resolution tooltip has been corrected "Jingoist Joy Bill" Law does not allow for free war declaration in truce anymore Changed/Fixed the way the tech to change government, Autocracy and the Cravers visual affinity interact: Autocracy is not linked to the Cravers affinity anymore Fixed Custom Factions with the Cravers visual affinity being unable to change their government type Diplomacy Fixed diplomacy cost reduction for peaceful terms Cravers now require having Pacifists in the Senate in order to do diplomacy Removed system conversion diplomatic ability from alliances Made all resources available for trade in Cold War Removed vetos to accompany new “Denounce Alliance Decision” feature Lowered Alliance tech from stage 4 to stage 3 of Empire Development quadrant Added Co-operative Protocol tech to stage 4 of Empire Development quadrant Fixed force truce turn duration being 0 in Endless speed Fixed Truce tooltip Allowed Alliance members to trade systems among themselves Changed and added some texts for the diplomatic demands Entering cold war from truce with an alliance will no longer display multiple notifications one for each alliance member Users can no longer use the Praise action without the Off-World Agribusiness tech unlocked Changed close and open borders icon Fixed Diplomatic contract evaluation bar the first time a user click on suggest term Declaring war now cancels all restrictions (from contextual diplomacy) between the empires Economy Reduced minor factions yields in Manpower Tweaked bonus values for Minor Factions relations Increased Essence gained from Hunting Grounds from 10 to 100 / turn Fixed Virtual Dustylizer Star System Improvement not being queueable Fixed "Interspecies Cooperative" not properly applying its bonus for Friendly relation Added system effects to Wonder victory obelisks Increased cost of Wonder victory obelisks in strategic resources Rebalanced Conquest Victory thresholds Increased the costs of Victory Technologies Increased adv strat cost of all improvements, wonders and quest improvements "Luxury Lottery" improvement now does not unlock for Horatio (they only have their specific improvement) Constructing the "Zelevas Incarnate" improvement while having "Harmonious Development" trait and 3rd threshold of the "Pacified Collection" bonus will no longer cause the game to remain stuck Fixed the registry formula for the Outpost Decolonization refund. The formula for the refund uses the same formula as the original cost, which takes into account the amount of colonies+outposts (which increases when you create the outpost, hence the refund being bigger than the original expense). Added offset to the formula to compensate Fixed an issue: vertical Culture was constructible even if the player did win the metaplot "High Gravity" and "Low Gravity" anomalies can no longer be on the same planet Approval system improvements now take the correct number of turns for their level Stopped Shipbound factions from exploiting the interaction between Praise and Leaching, and increased Relation penalty for Leaching Made Tiny Galaxies more compact: they should now contain 36 nodes rather than 24 Fixed players being able to have both standard and faction-specific improvements on a system Industry costs of Riftborn populations now scale with game speed Arks health and manpower stock is now impacted by their system level Added prerequisite on hot planets to prevent the anomaly Ice-10 from spawning The "Capitalist Frenzy" infinite system improvement now replaces the "Public 3D Printing" infinite system improvement The "Capitalist Frenzy" infinite system improvement is no longer identical to the "Political Theater" infinite system improvemen Fixed "Fold Singularity": No longer gives negative dust if System Dust income is inferior to 0 Fixed issue with count of Anomalies and Moons not being incremented correctly for laws and other improvements that use it The information displayed inside the system construction panel are now updated after singularities are removed When a fleet or system loses maximum manpower, the excess is given back to the empire The approval gained from terraforming a planet is now properly displayed "Federated Procurement Office" empire improvement reward from the "Preserver of Nations" Deed now has correct tooltip Heroes Fixed Horatio Hero Starting Skill tooltip wrongly displaying +2 Food per Population when it was +1 Food per Population Virtual Endless Hero obtained through quests now appear at level 8 instead of 5 Reduced "Enhanced Astronavigation" tier 2 hero skill from x3 to x2 Free movement speed AI Changed: Warcount truce & declaration handling Changed: Retreat handling more accurate Changed: Fine tuning on negotiation evaluation Fixed: AI now more reactive in encounters Fixed: Fighter/bomber ship design tweak Fixed: The AI now uses ships in hangar with more efficiency Fixed: Issue in balance contract resource amount adjustment Fixed: Allocation problem on vine ship and leecher making the AI slow to respond Fixed: AI no longer creates many D.Star type ships equipped with Core Crackers causing performance issues in the later stages of the game Fixed: Several fleet behavior problems that could get AI fleets stuck Optimized AI speed Fixed: Issue with the maximum amount of resource during balance contract Fixed: Diplomatic infinite loop Fixed: Spam loop message blockade Added fix for Unfallen rooting Multiplayer Fixed Multiplayer session desync due to inconsistency in the perceived DamagePerSecond element of a ship Fixed session desync due to inconsistency in the perceived hull plating element of a ship Fixed desync on trade route leaching values. Fixed desync on hot join after the United Empire outpost "Traitor's reach" was awarded Sending several leech fleet actions while lagging in multiplayer should no longer produce unwanted behavior Fixed UI error when host leaves in multiplayer Fixed a desync related to the "Tree of World" natural wonder General & Misc Increased the size of the faction selection window and fixed the sort of the factions Added darker tone font colors when the background is yellow Changed Color of the Overpopulation Icon to better match the overpopulation gauge next to it Fixed an error occurring when 3 anomalies belong to a planet Fixed an assert generated when hovering the mouse cursor over the Virtual Dustylizer system improvement while having only Riftborn or custom Riftborn population units Fixed several errors caused by root action and contextual diplomacy Fixed fleets seeing things when they are forcefully moved Fixed non-depleted planet localization Fixed Content Citizens II having the same Custom Faction cost (10) as the first level Fixed an issue where the user would get stuck when quitting a session while a save file is generated Fixed some cases where systems could not be vined by Unfallen when around decaying systems Fixed Vodyani hunting grounds failing to destroy planetary improvements and thus remaining forever (or until someone else colonizes the system) Fixed an issue where using "." in a save game name could result in the save game not appearing Increased Unfallen Vine network range Fixed an issue where, on some resolutions, construction costs of ship designs Ship Design Edition Panel were overlapping The ship construction cost is now correctly updated after making changes to a ship design and using the "Reset Design" button Fixed save name containing [MODDING TOOLS] when trying to overwrite a save created with modding tools The tooltip of the Quick Start main menu button now displays some information about which settings it will use like the faction, the competitor count, the game speed and the game difficulty Fixed probes appearing at the center of the galaxy for a short period when using the launch probe action. Modified the web API in order to display the news sorted by date Forbid the player to Quit Game between turns to avoid some stuck situation Fixed Notification errors when releasing contextual diplomatic exchanges Fixed multiple planet tooltips in the Custom Faction Creation screen that displayed an unknown negative "on Planet" value Fixed selection issues with hangars and civilian ships G2G text is no longer clipped on error window The word "Valider" should not be cut off randomly in the game anymore Fixed Unknown result battle report notifications when accepting to watch a battle while already watching a previous battle Fix wormholes not appearing sometimes in twin elliptic galaxies Fixed Technology Hint tooltip on Reduce Anomaly Button on Planet Label in Management view Fixed Arks requiring industry to build in Slow & Endless difficulties Added a blink effect to the destroy button when the player can destroy a planet Fixed faction name cut-off in the minor faction tooltip The luxury resource tooltip in uncolonized systems is no longer out of bounds Fixed some highlighting issues during the "Into The Great Beyond" beginner tutorial "Gearing up" tutorial is now triggered only if the user has access to the military screen We hope you enjoy this update. Let us know what you think!
Steam: 1.0.70
Update 1.0.70 -- Little Grin Man Halloween is upon us! Spooky shenanigans are in order, so as is customary, we have prepared a little something for you... If you've been attention on Twitter, you might have spotted a creature that is seemingly ubiquitous. This character, whom we nicknamed internally "the Little Green Man", turns up in many, many quest artworks and seems to have a spectator's seat for many events around the galaxy. Many among our community have speculated that this little guy was definitely part of an upcoming faction, surely, otherwise why would he be here, why would he be there, why would he be everywhere? Another part of that little guy's character was that, really, that smile just had to be hiding something evil. This affable-looking alien was probably up to all sorts of unsavory activities, for sure. In the end, we decided all of you were right. This is why in update 1.0.70, we're introducing a new minor faction, the Amblyr, an industrious people offering advantageous bonuses to Industry and Dust production. But it's also why this update features a new quest, Antihero with a Thousand Faces, in which all empires have to track the whereabouts of the most famous little green man, Rhync, and stop his streak of thievery and mischief before things escalate completely out of control... wait, that Rhync[www.games2gether.com]? [NEW CONTENT] New minor faction, the Amblyr New hero, Rhync aka The Photobomber, that can be unlocked through a quest New quest, Antihero with a Thousand Faces That's it! We hope you enjoy Halloween, and remember to brush your teeth if you eat candy!
Steam: 1.0.63
[1.0.63] Patch Notes [FIXES] Fixed the exploration quest "The Good Life" (for real this time!) Fixed war pressure not reacting appropriately in "Endless" game speed Increased war pressure trend cap by x5 in all game speeds Softened impact of war duration on war pressure
Steam: 1.0.61
[1.0.61] Patch Notes [FIXES] "Dust to Dust - Part 3" no longer fails if the pirate fleet is not destroyed in the first turn after the quest is triggered Fixed an issue with Windowed fullscreen mode as reported in this thread[www.games2gether.com] Added an error message to inform players in case something goes wrong when saving and giving the reason behind the issue Failing to start or load a game will no longer result in a stuck situation: a message is displayed if the game fails to start, prompting to report the bug on the G2G platform Fixed an issue where a quest trigger could generate an infinite end turn Fixed an issue in the quest "The Good Life" preventing it from being completed
Steam: 1.0.57
[1.0.57] Patch Notes [FIXES] Fixed bailiff failing to correct some situations (singularities ending at unexpected times, happiness changes, etc.) resulting in bankruptcy and defeat Election actions are now correctly displayed in the Election screen after one of them is selected Fixed position of weapons on the Vodyani medium attack ship Fixed an issue where the AI was unable to create a proper planet destroyer ship Fixed Ark populations being mutinous after attaching while they should be content thanks to the law "Saints and Sinners bill"
Steam: 1.0.54
[1.0.54] Patch Notes [FIXES] Fixed an issue where weapons did not shoot in few cases, notably missiles Fixed an issue where some ships didn't display animations anymore Fixed the display of flak particles when squadrons are getting shot at Fixed a case where saving caused errors. An error message is now displayed with details in case this happens Fixed infinite turn on outpost actions in a very rare case [AI] Fixed an issue where the AI was not answering battle in some specific conditions Fixed an issue on Cravers quest mission "Of Our Own Brood - Part 1" where the fleet spawned wouldn't move, preventing completion NOTE: The fix for empires suddenly crumbling through major bailiff issues is still undergoing testing, and will be available in an upcoming update.
Steam: 1.0.53
[1.0.53] Patch Notes [BALANCE] Switched Bombers 2 to Adamantian Alloys on Stage 4 of Military Quadrant Moved Fighters 2 from Army Cap tech to Structured Antimatter on Stage 4 of Military Quadrant Moved Bombers 1 from Army Cap tech and bundled it with Fighter 1 Added a modifier on Fighters so they only deal 25% of their DPS against Ships Squadrons now take into account Bait modules when choosing targets Hero Ships are now targeted with less priority by Fighters & Bombers [AI] Fixed a major issue on AI reflexion based on outdated information with regards to its colonies and lost colonies [FIXES] Fixed quest reward evaluation failing when MaxTurn was not defined Fixed an issue where AI could reduce significantly the FPS in the late game Fixed quests being broken by simplified encounter battles among AI Fixed an issue where Figthers sometimes targeted destroyed Fighters and Bombers Trajectories now allow squadrons to slow down into turns for more realistic motion [MAC COMPATIBILITY] Added intel iris pro 6200 to hologram compatibility list Added fixed hologram shaders: now correctly applies the hologram compatibility mode when entering -compat, allowing players to avoid the issue NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!
Steam: 1.0.47
Update 1.0.47 -- Target Locked Ever wonder why we call certain new versions "patches" and other "updates"? Simply put, an update is a patch that also includes new content. Therefore, a patch isn't necessarily an update, but an update is always a patch. Hope that clears it up! Now for 1.0.47, we do have quite a bit of new things coming in along with the usual balance changes and fixes. Of course, the Fighters & Bombers are debuting in this update, but who better to accompany them than Pirate Bosun Jennifer Rach, returning from the first Endless Space to lead your squadrons into battle! To top it off, a dedicated quest will give players a chance to discover who exactly has been assembling huge amounts of fighters and letting them loose on the galaxy, with a cool reward for the winner. Balance-wise there's also quite a lot, as you'll see below, but to give you the gist: Trade Companies have seen their output lowered, while Heroes are now gaining a base amount of xp per turn, depending on whether they are a governor or an admiral. Their xp gains have been adjusted to be fairer to admirals. The AI is now less easily provoked by exploration vessels on its territory, while also better at handling its own approval ratings since the overcolonization changes. [ADDITIONS] Fighters and bombers Dedicated Battle tactics Dedicated Squadron support modules Dedicated Fighters & Bombers quest Pirate hero Jennifer Rach Unfallen main menu view, added ships to Cravers & Sophons main menu view Implemented better explosions Added the Force Free Movement input (CTRL + Mouse2) to the controls in the options Mac compatibility mode: if you are still encountering issues with the Diplomacy screen, try adding the “-compat” command line to your game’s starting options in Steam. If it works, let us know so we can add your graphics card to the list of cards triggering this mode by default! [FIXES] Planetary destruction cutscenes can now be disabled The notification title is no longer noted as a “successful expedition” when encountering a trap in a curiosity The industrialists "New colony" law's description now scales correctly on different game speeds Fixed law upkeep not being properly displayed when it is modified by faction traits Fixed an issue causing the rebellion notification to not be triggered Pirate fleets now auto-merge at the end of every turn if possible Unified luxury resources tooltips in order to have luxury effects on all locations Fixed an issue where the retreat feature did not function properly on the vineship hulls Fixed "zoom in" sound being played on repeat when zooming with scrollwheel on a system when already zoomed in Alliance notifications are no longer displayed when created by unknown empires during gameplay It is no longer possible to leech the same system several times at once with the same fleet Counter-offer does not cause the price of diplomacy contracts to be paid again The quick start and beginner tutorial options are now properly displayed when hovering the cursor over the New Game button after the player exits the advanced/expert tutorial Teleporting probes (due to lag) now update the fog of war as intended Fixed an issue preventing players from making actions while another player is joining the game in multiplayer The mouse cursor now uses a proper pointer after the end of the turn when the player was dragging a construction during the end of the turn Notifications are no longer popping up when a planet destruction is launched (cf. Vodyani's Quest Hope In Heresy) It is no longer possible to load a save when in loading/saving screen, to avoid loading a save that's being deleted Fixed ready feedback of the notification battle setup Fixed a rare desync on hotjoining a game Added the possibility to rename trade companies Riftborn population construction is now automatically upgraded instead of blocking the system construction queues when an upgraded version is available Fixed tooltips of battle tactics unlocks from the technology screen displaying false information Fixed deed "Prospector of destruction" not tracking resources correctly Curiosities now display the correct regular curiosity icon greyed out instead of the padlock when no probes are currently available The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby The player is now assigned to the previously occupied lobby slot when re-joining System approval is now correctly displayed on Riftborn outposts Description of the planets are now displayed properly after quick loading while watching the cinematic of the same system The "Isyander's Gambit" quest side indicator is now correctly displayed for fleets which orbit systems A character input limit for the player name in the New Game screen has been added to prevent the player from remaining stuck upon ending their turn if their name comprises a large amount of characters The System Scan View button is now correctly displayed in the Outpost Management screen The player can now only ask for one political survey per turn The player can no longer interact with the Galaxy screen from the Senate screen Battle tactics description no longer overlaps the range indicator in the battle tactics unlock tooltips Added information in the System List that a system is under siege Players creating custom factions will now have information as to why they can't add certain traits Decaying roots no longer remove other empires' colonies Added information about which population will be enrolled by the Chain Gang Program improvement Ship Design screen no longer displays default/placeholder Industry cost when designing Arks Color palette changes (colorblind settings) are now correctly applied Fixed an issue where the planetary destruction audio track continued to be played after the cinematic is skipped There are now tooltips on the relation gauge to inform the player regarding the effects of the minor factions diplomacy thresholds Users can no longer assign skills to heroes available in the market without purchasing them Fixed an error when the player is trying to change the video quality level Accepting an invite during a single player session will no longer cause the player to be immediately removed from the lobby after joining it The empire banner tooltips of dust/manpower/influence now cover the whole section, not just the stock Effects of the "Military Spine" skill from the Imperials and Primitives hero classes are now correctly displayed Added available stock of resources in the negotiation screen + changed default value of the quantity field for resource terms (from max stock to 1) Highlights which surround the Fleet ID no longer blink multiple times when the player clicks on a lane Skippable assert is no longer generated after using the Quick Load function and immediately quitting the current game session. Removed the possibility to quick load when a Confirmation Message Box is visible to avoid these kinds of strange behaviors Fixed the description of the notification when a ship discovers a fleet and is destroyed in the same turn Added a scrollbar that allows to see all the luxury resources in the Marketplace screen Luxury resources and trade lane freighters are no longer overlapping and are now correctly displayed Added information about the starting situation (planet, government, politics) of a faction in the faction choice Added more detailed tooltips for planets in the custom creation screen Fixed an issue where the player could create custom factions while the "Allow Custom Faction" setting was disabled The Systems Management list can now correctly be sorted by "Resources" and "Automation Policy" "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions Fixed an issue where Multiple levels of a planetary specialization of the same type were displayed in the specialization list if a specialization level was skipped The beginner tutorial no longer loses functionality after the player changes game options Debug text is no longer displayed in the Hero Ship Design screen when inspecting a hero on the Marketplace The player can no longer access the technology screen before it becomes available in the beginner tutorial The Virtual Dustylizer now displays which population is going to be sacrificed, like the Chain gang program does Fixed systems failing to update Riftborn manpower infinite improvement when a quest unlocks a new version of the said improvement Curiosity expedition is now considered as failed if the fleet is destroyed during the expedition It is no longer possible to invade a system several times in the same turn by using the retreat option after an invasion Fixed an issue where Advanced Report Damage Gauges were glitching when total damage done was 0 Fixed systems sending growth to themselves Fixed random technology quest reward sometimes giving a technology that should not be available Fixed GUI displaying incorrect information when Cravers try to change government Fixed an issue where Planets disappeared from System View if the player clicked on System Management View and then clicked the left mouse button again Fixed player being unable to decolonize home systems of other empires after capturing them Fixed an issue where the Lumeris’ faction-specific Infinite Improvement, Political Theater, did not replace Public 3D Printing after being researched Alliance victory conditions are not taken into account anymore when a player leaves an alliance Fixed an issue where the notification of the "A Swarm of Locusts" quest displayed improper information when only one empire completed the quest "Righteous fury" religious law now allows to go through closed borders Fixed privateers not crossing closed borders when in auto-explore Fixed automated ships not delivering their content when arriving (instead, waiting for the system to refresh or the end of turn) Fixed automated ships tooltip displaying erroneous information Fixed an issue where fighters that chased bombers drifted when their target was updating its trajectory Fixed some saves with corrupted systems not being able to load Fixed a situation where leech sometimes stops at end of turn Fixed battle rewatch not working Fixed colonization sometimes causing issues Fixed multiplayer saves being loadable with modding tools enabled [BALANCE] Ocean, Jungle and Atoll Planet cost for Custom faction increased from 10 to 15 Perfect Genes cost reduced from 15 to 10 (level 1) and from 30 to 20 (level 2) Pathfinder cost reduced from 40 to 25 Guardians cost increased from 25 to 40 Crowded Planets I & II disabled for Ship Bound factions Social Chameleons cost reduced from 20 to 15 Increased custom faction cost for Democracy and Republic governments from 5 to 10 Reduced effect for Skillful Traders from +20% to +15% Star System Trade Value on Star System Added "Fast" bonus to Civilians, and changed to "Very Fast" for Explorers Added bonuses "Squadron Technicians" (+10% Health on Squadrons) & "Veteran Pilots" (+10% Damage on Squadrons) for Carriers Balanced values for Trade Companies’ gains in Dust, Science and Luxury Reduced XP needed to level up Trade Companies Reduced Science gains from Trade Companies Reduced maximum number of Trade Companies to 3 (4 with faction trait Extended Consortium") Changed the formula for the Length modifier of Trading Company so it starts having diminishing returns once there's more than 10 Nodes in a Route Added faction trait "Extended Consortium", costing 15 points Reduced steepness of the nerf for Trade Companies research gain and Trade Companies level impact Decreased from 8% to 3% XP gained from improvements built for governors Increased XP gains of admirals from battle by x10 3 new empire improvements linked to stage to increase civilian ship movement points Increased costs of Faction Trait "Mutual Understanding I" from 5 to 10 and "Mutual Understanding II" from 10 to 15 Reduced Lumeris Hero Senator Skill "Lucky Windfall" effect on Star Systems Trade Value from +50% to +10% Reduced Luxury Resource "Drift Buds" effect on Star Systems Trade Value when used in a Star System Upgrade from +70% to +20% Reduced "Solar Security Operations Base" effect on Star System Trade Value +100% to +25% Reduced "Xhuyin Cartel" effect on Star System Trade Value +50% to +25% Reduced "Borer's Guild Bourse" effect on Star System Trade Value +50% to +25% Fixed luxury Resources deposits not applying their Approval bonus per Population Reduced the Approval bonus per Population of Transvine deposits from +4 to +3 Fixed "Spoils of War" law applying its effects twice The player will now receive resources instead of an outpost in chapter 1 of the United Empire quest if they selected the 2nd choice, if they are playing with a custom faction with Shipbound or Vines affinity The reward for completing the final chapter of the Riftborn's questline is now functional for custom factions Dust election actions are now tied to Dust inflation Approval bonus from the "Destroy" option of the "Mind Matters" event is now functional The "Church on High" Vodyani tutorial now progresses past the second step when the player selects a system as instructed Added a Medium range to beam weapons (with a x2 cooldown between shots) Flotilla Ranges now do the correct accuracy adjustments for beams Evasion now has max value of 0.95 instead of minValue of -0.95 Fixed flaks bringing their DPS to feedback in the detailed view of DPS in ship overview The Metaplot quest can no longer erase the ENFER star system to turn it into the Metaplot system Rejuvenation Haze now increases regen ratio on Docked Fleets, not just Fleets in Hangar Promoter of Diversity's laws counter now works Reduced the necessary quantity of T1 Luxury Resources for Star System Upgrades Increased the necessary quantity of T3 Luxury Resources for Star System Upgrades Reduced over colonization penalty per system over the threshold (-15 --> -10) Reduced Custom Faction cost of starting on a Jungle from 15 to 10 Increased XP required for hero ships to level up Reworked hero XP computation (added passive gains to Governors and Admirals) Renegade Master now applies its bonuses correctly It is no longer possible for factions with the Riftborn visual affinity to find star system improvements they cannot use through curiosity exploration Mount Zelevas (Quest United Empire, United Empire ending) can now be built Nerfed all Kinetic weapons’ damage by 10% Fixed Industrialist "Fortitude" law not applying its health bonus correctly Increased Heart's Ward health bonus from 45 to 50, increased shield absorption, shield bonus from 350 to 500 Reduced Gjallarfire Damage from 22 DPS to 17 DPS Increased Heart's Hammer from 34 DPS to 62 DPS Increased Pirate Laser damage from 8 DPS to 13 DPS, increased Critical Chance from 5% to 10%, cost reduced from 40 Industry to 35 [AI] The AI is now able to refresh ship designs during the turn Added new behavior and feedback that detect diplomatic demand abuse The AI now handles happiness in a better way to reduce the number of cases where AI collapses under its own economy Removed transition in alliance state based on impossible predicates (demands to ally are forbidden) resulting in strange mood messages Fixed an issue with difficulty limitation in war transitions that was stopping AI from going to war when the player had declared it The AI now responds to diplomatic contract and no longer sometimes gets stuck calculating terms Tweaked leecher and vineship fleet size Tweaked Offensive Military Power Threat Threshold to reduce trespass occurrence The AI now uses and reacts to force peace mechanic Changed Truce negotiation Modifications - Ai should now be harder to sue for peace when it’s not trying to put an end to the war itself Fixed issues in minor factions behavior Fixed fighters bombers compositions and ship designs Fixed an issue in balance contract resource amount adjustment Fixed an issue where ship designs were not improved in some cases Fixed several issues with trespassing notification [MAC COMPATIBILITY] Added several Intel cards to diplomacy hologram compatibility Added Intel Iris 6100 to the hologram compatibility Apply compatibility lists if -compat used on the command line [COMPATIBILITY] Adding Intel HD5500 to the list of cards that trigger lower-performance mode We hope you enjoy this update. Let us know what you think!
Steam: 1.0.37
Change log 1.0.37 [FIXES] Fixed several ships configuration preventing potential crashes "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions Transvine system development now correctly gives +2 happiness/pop Fixed luxury Resources deposits not applying their Approval bonus per Population [BALANCE] Reduced the Approval bonus per Population of Transvine deposits from +4 to +3 The G2G Balance Mod has been updated too, try it out and let us know what you think of the changes! DISCLAIMER: Mac players using the mactesting branch should stick with it for now, as the 1.0.37 doesn't currently include the tentative fix. We're still taking feedback on it over in this thread[www.games2gether.com] on whether the fix works for your machine, so please drop us a line!
Steam: 1.0.36
Hey everyone! Preview Patch 1.0.36 seems to be working out fairly well for all the players who tried it, so we're pushing it live! With the exception of a couple of issues with transvine and possibly some small other happiness issues, the patch is a significant step up in every regard. We will soon be pushing another preview patch to address the issues discovered with the preview of 1.0.36, but for now, this patch should help everyone stuck with a save game issue, and there are many, many other improvements and fixes for everybody else. They're too long to post here, so check them out in this thread! A huge thanks to community member Kynar who helped make these patch notes more palatable.
Steam: 1.0.20
Change log 1.0.20 [FIXES] Fixed a legacy shader issue with certain ATI drivers that caused the game to not launch Our areas of work for the next few patches are: Saves that cannot be loaded (keep sharing your files!) Multiplayer desyncs reported by the community (also do keep sharing your desyncs if you encounter any!) Some miscellaneous balance fixes
Steam: 1.0.19
Quick update for a few additional issues that were found after the previous patch entered its validation period. Change log 1.0.19 [FIXES] Fixed players not being able to join a game which is almost full Fixed saves that use a CustomFaction that is no longer valid because of it has too many traits or uses too many points [DESYNC] Fixed desync on minor empire met Fixed rare desync on terraformation + automated ship delivery EDIT: If you have an ATI/AMD card and are encountering issues, do try the preview branch over here: http://steamcommunity.com/app/392110/discussions/0/1369506834142397387/
Steam: 1.0.18
Update 1.0.18 -- The Stellar Prisoner This update comes with a bit of free content on the side, because who doesn't like free stuff? The new things include a new special node, two unique planets, unique anomalies on Auriga & Bilgeli, and a hero and the quest to rescue it! Also a truckload of performance improvements. Read on for more detail... [XML] Added Neutron Star special node Added 2 new unique planets, Veil & Teonha Added hero Koros Apogee Added hero Tiaych Zhilleaq Added the quest Invisible Chains (look for the neutron star!) Added a unique Anomaly on Auriga & Bilgeli (2 total) Reduced Auriga base science as it is now given by Husk of Knowledge anomaly Fixed the quest improvement "Craver Dark Ops" being available to be built multiple times Fixed custom faction feedback on planet FIDSI tooltips Fixed Unfallen home system not having a bonus of 1000 System Manpower Fixed cooldown timer for changing battle tactics set not being affected by game speed Added Enhanced Astronavigation as a starting skill (tier 0) for Tiaych Zhilleaq Fixed incorrect feedback of Sophon Free Move movement points (showed +2, when it gave +4) Sophons Free Move now gives +2 Vision Range instead of +1.5 Sophons Free Move now gives +2 Movement Points instead of +4 Disabled Apathetic/Fervent Colonists Traits for Factions with Shipbound (since it’s irrelevant to them) Disabled Guardians Trait for Factions with Shipbound (since it’s irrelevant to them) Fixed some political traits not affecting politics properly/being wrongly feedbacked Merchants (Industrialist events support Pacifist political opinion) Monumentalists (Industrial events support Religious political opinion) Aggressive (Industrial events support Militaristic political opinion) Investors (Pacifist events support Industrialist political opinion) Conservationists (Pacifist events support Ecologist political opinion) Automatists (Scientists events support Industrialist political opinion) Sociologists (Scientists events support Pacifists political opinion) Biologists (Scientists events support Ecologists political opinion) Dutiful (Religious events support Industrialists political opinion) Virtuous (Religious events support Pacifists political opinion) Skeptics (Religious events support Scientists political opinion) Fanatical (Religious events support Militarists political opinion) Sanctuarists (Religious events support Ecologists political opinion) Pragmatic (Militarists events support Scientists political opinion) Preservationists (Militarists events support Ecologists political opinion) Harvesters (Ecological events support Industrialists political opinion) Druids (Ecologists events support Religious political opinion) Territorial (Ecologists events support Militarists political opinion) Exploration quest Mysterious Plague ship is now disabled for the Vodyani Faction Horatio Carrier now has 13200 HP instead of 5500 HP War exhaustion trend computation will now depend on game speed Added Distributed Energy and Gamma Analysis tooltips Lumeris refund for outposts is now equal to the Dust spent to colonize Updated Gas FIDSI to differentiate the planets Populations Collections for Custom Factions are now dissociated from the vanilla factions’. This allows for clearer feedback (we don’t show a vanilla faction icon for a population collection bonus applied to a custom faction) Fixed a bug where the Horatio population collection bonus level 3 had overpowered, unintended industry effects Fixed an issue of Influence provided by Outposts “First contact” action with Minor Factions is now free The "New Colony Rule" Industrialist law now applies its effects empire-wide Fixed tooltip of the "Explore Binaries" anomaly reduction displaying debug text Fixed The Quest Babies not Booms sending population on outpost. Now, it will add population only on Colonies. The Quest “The Good Life” is now disabled for custom factions with the Affinity Shipbound The Quest “Babies Not Booms” and “An Unexpected Visitor” are now disabled for custom Factions with the Affinity Shipbound Relationship trend of Minor Faction now depends on game speed Having Pacifists in the senate does not remove the “Eternal War” effect over minor factions Fixed Shipbound Custom Factions based on Cravers Visual Affinity being able to create multiple Ark designs [PERFORMANCE] Improved influence computation Ships designs are not automatically preloaded at the beginning of the game anymore Optimize end turn resource collection pass Optimized fleet & political events Better filtering of onscreen rendering Optimized hero assignation and fleet modification Reworked retrofit process to reduce CPU consumption and memory allocations [FIXES] Fixed the intro cinematic for custom factions When the end turn is computing, it is no longer possible to send orders Prevented Election actions from all being disabled Empire met notification only appears when both empires know each other Alliance Victory now properly awards victory to all the members of an alliance In multiplayer, players are no longer displayed as having achieved elimination victory when another empire wins The "Reset" button did not properly reset the Diplomatic Demand Screen The minor population effects are now displayed in their tooltips inside the custom faction Fixed Trade company HQ/subsidiary being queueable at the same time on the same system Fixed Ground battle notification auto popup setting not working Fixed Influence feedback being too large on outposts and Unfallen systems Added an icon on fleet labels to feedback the existence of a Planet Destruction module within the fleet Fixed the on-click behaviour of merged fleet labels; all fleets represented by the label are visible in the fleets list at the bottom of the screen Fixed the dragged population icon for custom populations Allowed the trait level reduction in custom faction screen; removing a level n trait will automatically add back the level n-1 of that same trait Greyed out the ship design slots that are incompatible with the selected module category in ship design screen Users can’t join or be invited in multiplayer sessions without the latest game version installed User no longer remain stuck on "Ending Turn" after the election in turn 120 Fixed the creation and edition of Ship designs with the Unfallen medium hulls Disabled Multiplayer (Join Game) features if Steam is not running Space battles are now correctly resolved when a player enters a session in which another player is attacked by pirates. The peaceful conversion icon is no longer redundantly displayed on your own Unfallen systems The Seventeen thousand islands bridge" anomaly name no longer overlaps with nearby planets Icons of unavailable curiosities are now shown correctly when there is no ship orbiting the system Fixed the tooltip on “Colonize” button in Star system management; now properly tells the planet colonization is queued and not already colonized Added AMD Radeon HD 6550D (sep 2011) to the compatibility card; it should now be able to launch the game in compatibility mode Changed wording in planet tooltips to avoid confusion regarding base output modifiers Fixed text in the "Population Boost Ended" notification when using custom factions Fixed the background of in-game screen with "-novideo" command in Steam set launch options Fixed issue with moon exploration & anomaly improvement GUI Fixed a few tutorial highlights Fixed an error when displaying the tooltip of the Evacuate System improvement when playing Unfallen Fixed hero recruitment notification having issues with custom textures. Fixed an error when hovering the mouse cursor over the "Colonize" button of a destroyed planet in the System Management Screen Fixed multiple issues with in-game text fields and added a few quality of life enhancements on these Changed the "K" into "M" when reaching millions units for resources Fixed the technologies remaining turns count in the technology queue The cursor location is reset to the end of the text when clicking on the bottom side of the chat bar [AI] The AI should ask for alliances out of perceived necessity less often The AI should evaluate truce better when other player is winning the war Fixed an issue where the synchronization of game events was failing while the user was saving the game resulting in a crash and an infinite turn Fixed an issue in battle situations computing resulting in a crash Fixed an issue with Ark handling that was generating an error message Fixed an issue where the AI was stopping colonizing systems at some point The AI dll now loads correctly when the game is installed in a path that contains accented characters Fixed an issue where a mood message was sent multiple times during truce The AI should now respond to diplomatic demands based on the odds of winning wars and the value of bribes Fixed an issue where AI only took in account war end when a force truce was declared Fixed an issue where ship designs were not synchronized correctly Fixed an issue where AI would ask for help even if it was not at war Fixed an error generated when the Vodyani AI chooses the "Conscription" defensive battle plan Fixed an error generated when starting the Beginner Tutorial [DESYNCS] The desync report message box is now only displayed once Fixed a desync related to fleet actions Fixed a desync related to population migration and political events Fixed a desync related to "The Good Life" exploration quest Fixed a desync related to manpower [MODDING] In the modding screen, added filters for mod location (Local or Workshop) Fixed the scroll wheel functionality in the mod selection menu Added a warning when the player enables a mod Added display of error messages and feedbacks in Modding Screen Fixed modding screen auto-selection and interaction issues Added an option to automatically download and enable Missing Mods of a game (both in the Load Game and the Join Game screens) Added GUI modding (image replacement) Fixed ship reskins not being shown in ship design editor We hope you like it!
Steam: 1.0.11
Thank you for your help in testing the stability, improvements and fixes of the preview patch! [1.0.11] Release Notes [FIXES] Fixed an issue where events and Academy quests had missing texts Fixed an issue where political events of global, Academy and Academy - Finale quests had missing GUI elements Fixed a problem in some broken saves due to outpost migration (reported here[www.games2gether.com]) Fixed issues where the depletion was broken depending of game speed Fixed an issue on the victory stats screen where the stats displayed were broken Fixed Rebellion value not being saved when a Vodyani ark detaches/reattaches Fixed an issue where the Pacifist Conversion icon didn't appear on the colonized systems after the Unfallen entwine them Fixed the faction displayed in the save files list Fixed an issue where it was possible to queue multiple terraformation actions for the same planet Fixed an issue where the "Probe instructions" were still active after opening a Game Menu sub screen Fixed some bleeding text Fixed tooltip for science, economic and wonder victories Fixed empire swap in diplomacy screen when in alliance (sometimes, the sector shows the Unknown (?) state instead of the correct diplomatic state between the inspected empire and your alliance) Fixed infinite conversion auto replacement causing issues Fixed Vodyani system capture causing errors in rare cases Fixed issue with metaplot achievements "Sins of the Fathers" & "Ctrl + Alt + Delete", they now work as intended Fixed Unique Planets not getting the destroyed planet visual Fixed Game Creation Screen messed up in some resolutions Fixed new game Multiplayer Join button missing translation in some languages Fixed ground battle infinite turn Fixed 'Blockade Breakers' trait not working Fixed Guardian curiosities being triggered on Vodyani systems Fixed siege status not updating when the diplomatic relation with the node influence owner changed Fixed Vodyani leechers behaving incorrectly on systems with low population Fixed an error with Riftborn Carriers stuck warping into battle Fixed the victory progression feedbacks for Wonder victory in the Empire screen and take into account alliances Fixed anarchy duration estimation in Government Selection screen Fixed Unfallen systems becoming unentwined after a successful invasion Fixed the 'Implant Beacon' action canceling itself on Lost star systems Fixed a bug where the button for loading the last mods were enabled even if it contained missing mods, causing the game to crash if the user used the feature Fixed an infinite turn caused by fleets which couldn't be sold by the bailiff when in orbit Effects of the starting technologies are now displayed in their tooltips Loading a save game while the Client is in the space battle loading screen no longer results in a stuck state The minor faction influence bar is no longer inconsistent with the current diplomatic relation after using the Cease Fire action Arrow keys are now functional in the "System management" or "Planet" scan views The user is now able to use the Destroy Planet action in his own influence area Laws can no longer be abolished on the same turn they were passed Exiting to Desktop menu option no longer takes the user to the title screen instead of the Desktop User cannot take over Unfallen systems using Pacifist Conversion Dust, Influence and Manpower now display accurate values in there tooltip United Empire Chapter 3. No Turning Back Icons are no longer cut off at the top in the Quest panel Fixed the war exhaustion trend which was not working with game speed Fixed an issue where activatated a mod and try to change the victories option wasn't working Fixed several flow problems at the end of the game in multiplayer: The client now handles the host disconnection better The end game videos are launched after the game is done unloading (to avoid odd behaviors like the video being launched twice) [PERFORMANCE] The technology helper is now active only for human players making the end turn less long [AI] Added more accurate handling of ship design and strategic resources for hulls and advanced slots Unfallen will not detect your system as theirs in regards to trespassing anymore when they have rooted it Added a failsafe to allow the AI to keep making decisions if it enters a stuck state Removed lifeforce compensation for easier AIs Quest armies no longer try to roam outside of the assigned constellation, causing them to get stuck (Issue was visible in Cravers Quest Of Our Own Brood - Part 1). Now the Quest armies continue to roam in their own constellation The AI no longer spams mood messages The AI now retreats less frequently Fixed AI refusing map sharing after having hinted at it with a mood message The AI will now check it is not at war with the player before going for an opportunistic war The AI will now evaluate Map Sharing better Fixed handling of rare resources Fixed a loop in AI behavior when idle Fixed allocation of Influence Fixed all costs of diplomatic terms for AI Tweaked transitions duration so AI asks for map sharing less often and can ask for peace more often Fixed assessment of shipdesign costs for AI Improved AI colonization behavior Increased AI aggressiveness Better evaluation of trade agreement terms [BALANCING] Fixed Ace/Lousy Senator traits effect on Election Actions costs Fixed Optimal Defense I, II and Sub-Optimal Defense traits not affecting ships' maximum health Fixed the missing lava colonization for custom timelords now the system with the academy will at least have 2 planets in order to be colonized Fixed an issue where the Stage 2 Science & Exploration deed was giving a stage 5 Luxury reward Fixed a weapon short range issue Fixed Endless Research Park happiness bonus displayed as coming from Obelisk of All Space-Time Cravers' third population collection bonus is now functional Fixed "Deadly Intent Bill" Law not increasing Weapon modules damage correctly Fixed "Mine's Bigger Decree" Law not increasing Weapon modules damage correctly Gargantuan Populations now impact System Growth rather than Net System Growth for a more consistent behavior Changed cost of the Blockade Breakers faction trait from 25 to 15 Scrapping now gives a very small amount of Dust (1% of Industry cost) Reduced base value for ship sales Fixed feedback of the Cravers Hero skill "Endless Consumption" Fixed approval level of Empire not affecting Empire Dust & Science "Endless Research Parks and Endless World" now applies bonuses to Empire Fixed prerequisite for Map Sharing now properly available in Cold War & Peace FIxed an issue where the hero prices sometimes fall to 0 Deposits are now forbidden on Destroyed planets Fixed Wonder quantity based on galaxy size Dense atmosphere are now forbidden on Barren planets Refined the experience threshold to fit with the name associated to the experience level Updated constraints for neutral laws to fit with the new experience threshold Minor factions on their home systems will now grow twice as slowly Increased resource cost of the System Modernization Fixed the primary trait Extreme Foremen not working in certain custom faction cases Fixed custom faction with Lumeris visual affinity being unable to build or create Colonizer ships Fixed Ship Bound custom factions with Lumeris visual affinity not being able to produce more Arks Fixed Ship Bound factions starting with no colonizable planets Starting on a planet now allows the player to colonize all planets of this type [UI] Synchronized the AI states for clients in order to update correctly the end turn tooltip in multiplayer games Added a non-blocking message window, used when the host leaves or returns to lobby, so that the client starts returning to the lobby without waiting for the player to validate Fixed the objective tooltip in Notifications Deeds Fixed some tooltips in the Custom Faction screen Fixed tooltips in Empire Screen for Science, Economic and Wonder victories [QUEST] The quest Flight of Prototype (Minor Faction Quest) no longer displays a placeholder name Vodyani are now able to achieve the competitive quest Founders Keepers Added effects feedbacks on Unfallen last Rewards Fireforming and Heart's Embrace Inverted the two rewards of Chapter 2 of the Riftborn Faction > A Rebuke From High Objective of Chapter 4. Who are we? (RiftbornFaction Quest) was too difficult. Its new objective is "pass X Ecologist laws" instead of a required amount of support of the Ecologist ideology in the Senate In the Lumeris Main Quest Chapter 2. A Matter of Influence Part 1, the objective wasn't well communicated. New Objective: C1: reach 20% Industrialist score in X Systems / C2: reach 20% Ecologist score in X Systems In the Vodyani Chapter 4. Hope in Heresy Part 1, destroying 3 planets was too difficult. The player must now destroy 2 planets A hidden quest track if the player find Sykagoja planet. If they finds it, the quest Cartographer request will not be triggered If the player finds the planet Sykagoja while doing the Cartographer Request Quest, then the quest fails [DESYNCS] Fixed numerous sources of desyncs (if you encounter some, please report them using this template: https://www.games2gether.com/endless-space-2/forums/114-bug-reports/threads/25086-tester-s-guide-addendum-multiplayer-desyncs ) [TUTORIAL] Updated the tutorial to allow to build the Wonder Victory Fixed Academy discovery not working in beginner tutorial [IMPROVEMENTS] Added an initial random rotation to each planet in the system management view Players (not only the host) in a multiplayer session can now save the game Added two Minor Faction notifications (Suzerain Changed and Under Influence) Added feedback in the report notification and advance report screens The user was not informed about the resources won in a space battle Added a feedback when the opponent retreats [GALAXY GENERATION] Added constraints on deposit / anomaly placement to avoid duplicate elements on the same planets and more than 2 of an element Added a constraint to have at least 1 quantity of lux / strat deposits [VISUAL] Added more nebulae and stellar winds in Galaxy Spiral 8 [MISC] Updated credits Important note: in the event that you would encounter unexpected issues with this build, we are keeping version 1.0.52 available as a back-up branch. How to access this 1.0.52 backup version if necessary: Right click on the game in your Steam Library Go to the "Betas" tab Select the 1.0.52 backup version in the drop-down list
Steam: 1.0.52
This is a short one. We have tested the saves that encountered the pending turn issue and all seemed to be working now! [1.0.52] Hotfix [COMPATIBILITY] All AMDfix changes have been ported to the main branch [FIX] Removed an AI optimization causing games to get stuck in a Turn pending state Fixed an issue with the Bailiff end of turn check that caused a pending turn issue Fixed various issues with AI handling of quests that could result in pending turns Fixed an issue with AI diplomatic state machine sometimes getting stuck and resulting in a pending turn Added a failsafe for AI to continue making decisions even if encounters an issue
Steam: 1.0.5
Thank you for your feedback and bug reports, here are the release notes for patch 1.0.5! [1.0.5] Patch Notes [WIP] Destroying a gas planet is not going to trigger the cinematic – The FX will however be visible in the galaxy view [IMPROVEMENT] Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch Added several bits of missing localisation that remained in English until now Added a cinematic for the discovery of the Academy Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible Improved the planet destruction tooltip error message Fleets Labels for cargo Ships are now hidden [UI] Changed the custom faction button from "Add" to "Custom Factions" Improved the Game Creation screen to show that the faction portrait is clickable [FIXES] Fixed an issue with saves with broken deposits Fixed an issue with several faction traits that weren't functional with custom factions Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity Fixed an issue in multiplayer where players remained stuck in the loading screen after quitting to main menu if they used custom factions created by the host Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy" Fixed an issue with the end of turn timer not resolving encounters Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer Fixed some diplomacy localization lines for custom factions Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve Players won’t be able to save during the end turn anymore Fixed vined systems bonus/malus only applied to Unfallen Fixed an issue with troops count Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets Added a failure tooltip in galaxy view to inform the user when the curiosities that he wants to explore with probes are already in the queue construction Fixed an issue on the Asian font which corrupted them overtime Fixed double click on ship allowing to see ship design even if ship is not editable or hidden Fixed an issue with the feedback of Third Vodyani population collection bonus Fixed the Amateur and Kingpin Executive traits Fixed the Center of Light and Life and Harmony of the Heart improvements which had incorrect pre-requisites, allowing them to be built multiple times Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10 Fixed Apathetic/Fervent colonists traits Fixed Blockade Breakers trait Added the Naturalists population trait Fixed the Singularity creation and destruction sound effects Fixed the Luxuries Lottery system improvement Fixed the Righteous Fury law Fixed an issue where the failure condition didn't work properly in a competitive quest when players were the first to colonize a system Fixed an issue with a parasitic sound heard during the beginning of turn Fixed an issue with the final reward of the Riftborn main quest Fixed an issue where the Unfallen couldn't use the spaceport [BALANCING] Increased the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence Changed the Papers Please hero skill: increased manpower refill rate gain on skills Changed the Conscription Genius hero skill: doubled manpower gain Changed the Bespoke Arms hero skill: increased damage given to the hero ship Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat Fixed the Infallible Authority hero skill: it is now not as strong Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost Decreased Cravers depletion points per turn from +2 to +1 Added a temporary bonus to population collection level 3 for the Lumeris Fixed Permanent Monsoon tooltip: it now displays -10 Happiness Wonders & Unique buildings are now impacted by the game speed Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times [AI] Fixed the AI abusive migration Fixed an issue with the AI stuck in an infinite battle Added transitions so the AI is not stuck in war when Peace or an Alliance is signed Fixed an error that occurred when the game was saved at the beginning of the turn [TUTORIAL] Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early Fixed an issue where the laws tutorial window was displayed even in galaxy view Fixed an issue with the battle tutorial that remained stuck [OPENGL/ DX10] Fixed an issue for Mac players: ground units now appear properly [QUESTS] Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete Fixed an issue with the United Empire "The Cult of the Strongman" quest where the player didn't receive any reward upon completion Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed) Fixed an issue where the Academy quest "Build the Academy" didn't work as expected, preventing players from reaching the next Academy chapter Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore ENFER ship can be dragged into the hangar in the Sophons main quest
Steam: 1.0.1
Official Release Changelog 1.0.1 19 May, 2017 - Frogsquadron REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate! We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\ [GENERAL] Added Unfallen Games2Gether Faction Modding implemented New Scanview system management implemented Added planet scanview Auto ship design / upgrade implemented Cloud saves are now available Game can now have 12 competitors! Academy/metaplot quests have been added Beginner Tutorial implemented Custom Factions implemented Added colonization videos Auto-ship design implemented Added technology Helper to suggest technologies to the player [CONTENT] Added faction-specific technologies Added 2 new minor factions, Remnant and Pulsos Added Events quest Political Added new random events Added new market events Added 23 new space battle tactics Added “exotic” effects on strategic weapons and defenses Added planet destruction module Added a specific star type for the academy Added founder heroes and the 5th Sophon hero Added new content to curiosities (Modules / Space battle tactics / Star system improvements...) Added final rewards of all Main Quests (Chapter 4) Added population swap in United Empire Main Quest [TECHNICAL] Saves are now in a binary format Several optimizations have been made for different parts of the game (GUI, Computation...) Refined some behaviors in the galaxy generator [AI] Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission) Added: Planet destruction mission Added: AI is now able to activate laws (knowing that it costs Influence points) Added: AI is now able to cancel laws to retrieve the empire points Added: AI is now able to trade technologies by diplomacy Added: AI now research military modules technologies Added: AI now play elections Added: AI is now able to attack enemies it finds on its mission path Added: AI is now able to propose alliances, map and vision sharing (if it has the tech) Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.) Changed: Globally improved the military attack, defense and invasion Changed: Improved the way AI uses support modules Changed: Increased AI desire for trade (in particularly for mercantile AIs) Changed: Improved map and vision sharing evaluation and open borders Changed: Improved main enemy selection Improved invasion behaviour Improved behaviour and technology choice for colonization Improved node strategic score heuristic Fixed: Issue where AI fleets were staying in hangar forever in some specific cases Fixed: AI colonization behavior Fixed: AI now doesn't cancel missions without any reasons. Fixed: Ark generation and leecher use are now working correctly Fixed: Issues for hull and affinities Fixed: AI now researches new military modules [IMPROVEMENTS] Put back the Surveyed support at the end of the Election process Stat buttons on the Advanced Battle Setup Screen are "togglable" Added a timer for the auto battle start Screen/button tooltips display information about their keyboard shortcuts Automated ships are no longer sent to besieged outposts Refund value is now displayed in "Deed failed" notification when relevant Neutral propaganda is no longer queued when colonizing a system Motherships now start the game with 1 action point Fleets that cannot fight cannot be used as reinforcements in space battle The game should automatically choose the compatibility mode Key binding has been improved (detect if the key is used, …) Added localized subtitles for all the introductions Updated the look of outgame screens Probes are now allowed on Hero ships Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation Ship modules category icons are now colored based on their strategic resource in the tech tree Added module computation formulas in the ship design stat tooltips Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3 AI behavior has been improved, notably with regards to its aggressiveness Polished end turn timers & added "out of time" animations Improved notification flow: click on a button which open a menu no longer displays the next notification Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics. [BALANCE] Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release) Brainwashed factions can no longer start a new assimilation quest Use of Crew Modules on hero ships is now forbidden Added a turn action on Time Bubbles, so they need to be in the first position to be completed Reduced AI Prestige bonus in higher difficulties Minor Factions with Cordial relation or better now don't block trade routes Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered Reduced crew given by crew modules Added different Demand management on Marketplace prices Balancing of Market events Fixed issues of Singularity: FIDSI and depletion effects Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions Removed description panels from Faction Trait tooltip Infinite improvements are now compatible with Food to Industry Fixed issue on exclusive technologies which were not exclusives Increased free movement speed Increased food consumption Increased influence zone progression rate Removed duplicate of exploration stage 1 Added negotiable truce (not managed by AI, missing negotiable terms) Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost) Balanced support module effects Balanced weapon module: reduced missile power, increased flack effect, increased beam power) Balanced space battle tactics and changed unlock distribution Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic Balanced random events appearance rhythm Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower. [FIXES] Fix for non-repeating minor factions Fix for abundance of strats and luxes Fixed an issue where ships in flotilla without direct opponent could not shoot Fixed space battle trajectories orientations Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly. Fix for number of nodes was still affected by density Fix for isolated nodes spawning too far away Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer. Fixed error in economy screen system tab related to Riftborn population construction Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law Fix Venetians T2/3 Turrets Orientation Fixed an issue on United Empire Ground Battle assets Fixed an issue on Tikanans Ground Battle assets fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet Fix vote redistribution feedback in Election last panel Fix duplicate special nodes names Fixed full screen portrait rendering with custom resolution. removed Bailiff Quest which provokes unpredictable eliminations Fixed the bug forbidding the Ecologist Forced Law to apply properly Fixed Riftborn outpost progress not being fed back in orbital view Fixed outpost FIDSI not being displayed in orbital view Fixed a bug on the Horatio gene population display in the population screen Fix incorrect unlocking of play tactics slots when passing a turn Fix several Multiplayer desyncs Fix Wonder cancellation process and Refund in notification Lots of issues fixed, along with an improvement to the overall stability of the game Balancing / global tweak of the game Fixed: custom faction voice over now matches faction visuals Fixed the Narrator Empire Introduction voice when launching the Beginner Tutorial Fixed various causes of potential sync loss Fixed notifications not being displayed in some game loading situations Fixed missing icons in the tech tree Fixed an issue with "Preserve the Academy" breaking saves Fixed an issue with ground battle scan views Fixed some sounds missing with ground battle Fixed an issue with Horatio splicing Fixed an issue with ground battle manpower that could be negative in some cases Fixed the planet scan view, now complete Fixed Game session remaining stuck during the End Turn sequence while in a Pending state [MAC] Fixed: minor and major factions influence area can no longer be seen through the fog of war [SOUND DESIGN] Reworked United Empire Warp Fixed Horatio faction missing audio elements [KNOWN ISSUES] Unfallen users cannot use the spaceport Several factions traits on custom factions are not functional yet ENFER ship cannot be dragged into the hangar (it can be done through the disband action) Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom factions
Steam: 1.0
Hello folks, Look who's home early... SOFT LAUNCH - CHANGELOG 1.0 REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate! We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\ [GENERAL] Added Unfallen Games2Gether Faction Modding implemented New Scanview system management implemented Added planet scanview Auto ship design / upgrade implemented Cloud saves are now available Game can now have 12 competitors! Academy/metaplot quests have been added Beginner Tutorial implemented Custom Factions implemented Added colonization videos Auto-ship design implemented Added technology Helper to suggest technologies to the player [CONTENT] Added faction-specific technologies Added 2 new minor factions, Remnant and Pulsos Added Events quest Political Added new random events Added new market events Added 23 new space battle tactics Added “exotic” effects on strategic weapons and defenses Added planet destruction module Added a specific star type for the academy Added founder heroes and the 5th Sophon hero Added new content to curiosities (Modules / Space battle tactics / Star system improvements...) Added final rewards of all Main Quests (Chapter 4) Added population swap in United Empire Main Quest [TECHNICAL] Saves are now in a binary format Several optimizations have been made for different parts of the game (GUI, Computation...) Refined some behaviors in the galaxy generator [AI] Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission) Added: Planet destruction mission Added: AI is now able to activate laws (knowing that it costs Influence points) Added: AI is now able to cancel laws to retrieve the empire points Added: AI is now able to trade technologies by diplomacy Added: AI now research military modules technologies Added: AI now play elections Added: AI is now able to attack enemies it finds on its mission path Added: AI is now able to propose alliances, map and vision sharing (if it has the tech) Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.) Changed: Globally improved the military attack, defense and invasion Changed: Improved the way AI uses support modules Changed: Increased AI desire for trade (in particularly for mercantile AIs) Changed: Improved map and vision sharing evaluation and open borders Changed: Improved main enemy selection Improved invasion behaviour Improved behaviour and technology choice for colonization Improved node strategic score heuristic Fixed: Issue where AI fleets were staying in hangar forever in some specific cases Fixed: AI colonization behavior Fixed: AI now doesn't cancel missions without any reasons. Fixed: Ark generation and leecher use are now working correctly Fixed: Issues for hull and affinities Fixed: AI now researches new military modules [IMPROVEMENTS] Put back the Surveyed support at the end of the Election process Stat buttons on the Advanced Battle Setup Screen are "togglable" Added a timer for the auto battle start Screen/button tooltips display information about their keyboard shortcuts Automated ships are no longer sent to besieged outposts Refund value is now displayed in "Deed failed" notification when relevant Neutral propaganda is no longer queued when colonizing a system Motherships now start the game with 1 action point Fleets that cannot fight cannot be used as reinforcements in space battle The game should automatically choose the compatibility mode Key binding has been improved (detect if the key is used, …) Added localized subtitles for all the introductions Updated the look of outgame screens Probes are now allowed on Hero ships Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation Ship modules category icons are now colored based on their strategic resource in the tech tree Added module computation formulas in the ship design stat tooltips Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3 AI behavior has been improved, notably with regards to its aggressiveness Polished end turn timers & added "out of time" animations Improved notification flow: click on a button which open a menu no longer displays the next notification Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics. [BALANCE] Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release) Brainwashed factions can no longer start a new assimilation quest Use of Crew Modules on hero ships is now forbidden Added a turn action on Time Bubbles, so they need to be in the first position to be completed Reduced AI Prestige bonus in higher difficulties Minor Factions with Cordial relation or better now don't block trade routes Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered Reduced crew given by crew modules Added different Demand management on Marketplace prices Balancing of Market events Fixed issues of Singularity: FIDSI and depletion effects Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions Removed description panels from Faction Trait tooltip Infinite improvements are now compatible with Food to Industry Fixed issue on exclusive technologies which were not exclusives Increased free movement speed Increased food consumption Increased influence zone progression rate Removed duplicate of exploration stage 1 Added negotiable truce (not managed by AI, missing negotiable terms) Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost) Balanced support module effects Balanced weapon module: reduced missile power, increased flack effect, increased beam power) Balanced space battle tactics and changed unlock distribution Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic Balanced random events appearance rhythm Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower. [FIXES] Fix for non-repeating minor factions Fix for abundance of strats and luxes Fixed an issue where ships in flotilla without direct opponent could not shoot Fixed space battle trajectories orientations Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly. Fix for number of nodes was still affected by density Fix for isolated nodes spawning too far away Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer. Fixed error in economy screen system tab related to Riftborn population construction Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law Fix Venetians T2/3 Turrets Orientation Fixed an issue on United Empire Ground Battle assets Fixed an issue on Tikanans Ground Battle assets fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet Fix vote redistribution feedback in Election last panel Fix duplicate special nodes names Fixed full screen portrait rendering with custom resolution. removed Bailiff Quest which provokes unpredictable eliminations Fixed the bug forbidding the Ecologist Forced Law to apply properly Fixed Riftborn outpost progress not being fed back in orbital view Fixed outpost FIDSI not being displayed in orbital view Fixed a bug on the Horatio gene population display in the population screen Fix incorrect unlocking of play tactics slots when passing a turn Fix several Multiplayer desyncs Fix Wonder cancellation process and Refund in notification Lots of issues fixed, along with an improvement to the overall stability of the game Balancing / global tweak of the game [SOUND DESIGN] Reworked United Empire Warp Fixed Horatio faction missing audio elements [KNOWN ISSUES] Final Reward of the Rifborn has no effect yet Known issue: the AI is a bit reluctant to fight against Arks in early/mid game FPS drops drastically during the planet destruction cutscene for a few seconds Game session can remain stuck during the End Turn sequence while in a Pending state (Extremely rare) The user does not receive the reward after “The cult of the strongman” United Empire faction quest is completed Unfallen users cannot use the spaceport Several factions traits on custom factions are not functional yet AI factions do not build carriers/large sized ships during gameplay ENFER ship cannot be dragged into the hangar Title staggers during gameplay in the later turns of a session The cutscene for gas planet destruction is missing Several bits of texts are still in English in some languages Saves will be broken if you are saving your game during the quest "Preserve the Academy" Narrator and faction voice over during the beginner tutorial is missing Tutorials about battle results and blockade are not triggered Vodyani Quest Chapter 1 new objective is to exterminate pirates which are not necessarily on their own constellation: the translation keeps the old objective hint. Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom faction Never show the planet scanview keys when in ground battle Planet scan view is incomplete [MAC] The minor and major factions influence area can be seen through the fog of war (Extremely rare) That's it, now get playing, and most of all, have fun!
Steam: 0.3.5
Hey everyone, The E.N.F.E.R. update [0.3.5] is now live! This minor update packs a punch, as it unlocks access to the E.N.F.E.R. module, a tool where the brains behind the game operate. We thought E.N.F.E.R. was not having enough of a challenge managing the Sophon empire, so we've put it in charge of the ES2 AI. How does it work? Well, it's rather simple to get in and start tinkering with forces beyond your understanding, simply start the game and type in http://localhost:4377/ in your browser (currently only Chrome & Firefox supported). For a more detailed version of how this works, check out the stream we did[www.twitch.tv], which mostly worked, and then Wilbefast's thread[www.games2gether.com] explaining the basics. More details on how things work tomorrow, but as soon as the update hits (later today), you can get tinkering! RELEASE NOTES [0.3.5] [AI] Connected to self-contained E.N.F.E.R. online AI module accessible once the game is running from http://localhost:4377/ Have fun!
Steam: 0.3.4
Hey everyone, Update 3 went live last week! If you haven't tried it yet, jump into the game right away and discover the new Riftborn faction, the multiplayer mode, more meaningful ways to make interactions with Minor Factions, visual elements to bring more life to the galaxy, and more! We're releasing today a patch [0.3.4] with the fixes to issues that you've reported. As usual, thanks for the feedback you've been providing on the Steam discussions and official G2G forum. Keep on being awesome and help us improve the game! :) PATCH NOTES [0.3.4] [FIXES] Fixed the pink screen of death issue Fixed a balancing issue making it possible to have 100% ship cost reduction Fixed incorrect unlocking of play tactics slots when passing a turn Fixed an issue where players remained stuck during the pending sequence because the AI did not resolve a combat Fixed a visual issue on United Empire Ground Battle Fixed a visual issue on Tikanans Ground Battle Fixed forced the tooltip on the "Dust Windfall" law Fixed an error in Economy screen system tab related to Riftborn population construction Removed Bailiff elimination which provokes unpredictable defeat Fixed the bug forbidding the "Hardship Ready" law from applying properly Fixed slider settings flickering between 2 (or more) values if they are quickly changed by the host in multiplayer Fixed full screen portrait rendering with custom resolution Fixed Lumeris Tier 2 and Tier 3 Turrets orientation Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law Fixed an issue on Riftborn home planet where the strategic resources were spawned on all the planets of the home system or no strategic deposit were spawned, instead of having them only on the home planet Fixed a bug on the Horatio gene population display in the population screen Fixed an error sometimes occurring when opening the advanced play screen directly after the start of the Space battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly Government effects have been cleaned Fixed the "New Colony Rule" law that didn't have a tooltip in Republic [XML] Singularities now need to be in the first position in the queue to be completed Reduced AI Prestige bonus in higher difficulties [BALANCING] Added new icons for laws Enjoy!
Steam: 0.3.2
Hey everyone, The Riftborn update [0.3.2] is now live! This major update introduces the Riftborn major civilization, an Early Access iteration of Multiplayer mode (we're counting on your feedback to make this optimal for the release!), new visual elements to bring more life to the galaxy, AI ameliorations, Battle improvements, changes to the Technology Tree, and more! Check out the new features of Update 3 in this gameplay video: YouTube™ Video: Endless Space 2 - Riftborn Update Views: 47,411 Endless Space 2 - Riftborn Update Steam Page: http://store.steampowered.com/app/392110/ Website: http://www.endless-space.com/ GAMES2GETHER: https://www.games2gether.com/endless-space-2/blog Twitter:... UPDATE 3 - RELEASE NOTES [0.3.2] [IMPORTANT]: Games started prior to the update will no longer be functional. If you wish to continue a game started before the update, make sure you select the previous Endless Space 2 version, available in the Beta Branch tab, of your game properties. [New Content] The Riftborn major faction has been added - Wiki[wiki.endless-space.com] Two additional minor factions have been added: the Bhagaba & the Niris Multiplayer has been enabled Games can now be played with up to 8 empires Added the “Large” size galaxies Added two new galaxy shapes: Spiral-8 and Ovoid Hero ships are now visible on the fleet by left-clicking on the hero's portrait in the galaxy view Hero renaming has been enabled Empire / player renaming has been enabled 3D feedback of certain anomalies has been added Game settings are now visible and some are modifiable in game (only timers and animation speed) Galaxy life animations have been added Market events: market context can trigger highs and lows of prices Population growth control: all population is linked to a luxury that can be used to favour its growth within the empire The election process has been redone: now the political parties that will not end in the Senate report their votes to the closest party, which can change the winner at the last minute! Added Natural Wonders (no visuals yet) [Narrative Content] Added chapter 3 & 4 of the Horatio quest Added chapter 1 & 2 of the Riftborn quest Added most of Tutorial, Advanced level Updated Expert Tutorial Added 6 new Minor Faction Quests Added 5 new Population Quests Added Community Quest (Mysterious Plague Ship is now known as “The Living Plague”) Added 7 Alternative Deeds Added Community Event (An Unexpected Visitor is now known as “An Unexpected Guest” Added Community Event (Hear my Last Cry) [Manpower & Ground Battle] Manpower is now divided in three elements: Manpower on empire is a resource consumed by Systems and Ships On system: defences defines the strength of the system defence and how much troops it will generate On ships: crews provide a boost in space battle, and is consumed for invasion. They can also be killed during space battle All empires start with a full stock of Manpower on their empire Manpower is now equally split between all entities requiring some Improved feedback related to troop generation (directly display how the system defence and crews will be converted) Added a specific Ground Battle strategy and Space Battle Tactic for the Privateers and Minor Factions Triggered a notification when the manpower drops close to 0 [Minor Faction Rework] Revamped the Minor Faction interface Added a new Minor Factions Ideology: Pragmatist More actions to improve relations with Minor Factions Actions are now based on a trend rather than a flat point value Changed thresholds on the bar as follows: Neutral, Cordial, Amicable, Friendly. Each threshold corresponds to a different level of reward Having the best relation with a Minor Faction may now grant access to special actions with a cost in Luxury Resources [Pirates] Harmonized Pirate ship designs: Nerfed certain Prowler designs that were too strong Buffed certain Positron designs that were too weak Changed the way Pirates spawn to prevent the unwanted Pirate spam Pirates now spawn at a slightly slower rate Pirates are now limited in number and won't spawn anymore if there's already a certain number of them. Pirates have been given new behaviours allowing them to blockade systems, and target specific nodes [Senate & Politics] Rebellion: now the government after a rebellion depends on the current government, cycling through all of them. Removed Rebellion progress while in Anarchy Added an experience systems for political parties: reaching certain experience levels unlocks new laws Added independent laws that are always available, and free to maintain Refined laws content: there are less but more powerful, and they cost an influence upkeep to be maintained Reinforce differences between each government Democracy: no election actions to influence the result, but better diversity in senate and provide approval boost on population Republic: election actions using Dust and stronger alternative version of the Laws Federation: bonuses on industry and expansion Dictatorship: one party that you select and higher chance of rebellion [Space Battle] Ship Design Refactored UI New module icons that reflect the power progression Added detailed data about ship (DPS per weapon, efficiency, DPS per range, defence absorption, energy / projectile balance, upgrade cost), also displayed in ship tooltip Added toggle to hide / show obsolete modules Added the possibility to drag and drop modules between slots Added double click on any player’s ship thumbnail to open the ship design (in military screen but also in the galaxy) Removed module symmetrical multiplayer cost Harmonized module multiplayer cost per ship size Tweaked heavy mounted slot and add effect explanation in tooltip Added a button in the Military Screen under the Ship Designs frame. One click upgrades all the modules of the selected Ship Design to their latest version Does not replace or remove existing modules, does not fill empty slots Deck panel Cards are now called tactics You can open the battle tactics (new deck panel) even during battle Added description in tactics’ tooltip Advanced battle screen Improved trajectories / stats display Improved ship hover feedback (don’t forget: you can move them among flotillas!) Added flotilla compatibility feedback of the ship when dragging it Added command point required to unlock flotillas During battle Improved scan view (damage lines, trajectories, shaders etc.) Added overview (show entire battle with appropriate feedback included range between paired flotilla) Added locked ship feedback Added zoom with mouse wheel in free cam even without ship locked Battle Report Added advanced battle report (first version) Added damage gauges with detailed data (weapon type, defence absorption, misses shot, critical hit) Added range per paired flotillas per phase with damage ratio Battle system Changed critic damage: if critical hit, the salvo dismisses all defence absorptions Added ship damage bonus when crew on board (some weapons kill crew) Added theatre effect: check the battle effect on the special nodes Changed the random generator which should give you the same result if you load a save Content Added 15 support modules to diversify the strategies The module that affects fleet and flotilla are exclusive to support ships Fixed and increased several battle order effects (battle card new name) Increased flak effect (and feedback it in the weapon tooltip) Balanced / Tweaked Weapons, Defenses and Hulls (reduced cost, reduced progression, damage and health x2, increase strategic module interest) [Technology] Reworked the whole Military Quadrant to implement the new modules Reworked the Science & Exploration Quadrant to implement support modules Also added new modules for the Ark, and technologies to unlock them through the game Added political impact on technologies [AI] Diplomacy: The AI now handles Peace behaviours The AI now handles minimal Alliance behaviours The AI is now able to detect player actions (regarding itself) and send reactions The AI can now create and balance contracts to propose to players Improved AI attitudes and attitude annotations Improved contract evaluation overall Economy: System improvement and technologies gains have been reworked The AI can now use more exotic improvements like infinite buildings and manpower conversion The AI should colonize in a better fashion (more grouped) The AI can now handle the new Minor Faction system The AI should use the marketplace better overall The AI can now buy mercenaries on the marketplace to complete its taskforce The AI now make event choices Many many tweaks in the decision making process Military: The AI changes its tactics set according its current strengths and weaknesses The AI should now select the most efficient play considering its fleet The AI should now redesign its ships to counter its main enemy The AI is now capable of understanding when fleets which will be auto-merged before it will attack The AI should be more reactive especially in early game The AI should keep less ships in its hangars Heroes: The AI can now assign heroes as admirals The AI now assigns all hero skills (governors and admirals) depending on hero role The AI can now buy heroes on the marketplace Quests: The AI can now solve certain quests Multiplayer: The AI can now take over in "minimal" mode for a few turns if a player drops out Faction: The AI is able to play as a Riftborn with its specific gameplay Performance: A LOT of memory and CPU optimisations [User Interface] The Diplomatic and negotiation screens have been reworked The ship design screen has been reworked The new game screen has been redone Reworked the left banner in all menus Polished Diplomacy screen: Demand button now located on the Negotiation screen (above the pressure gauge) HD GUI for any resolution New scaling option improved (4K mode) Modules icons are brand new! (quest icons are not done yet) New display options are now available for tooltip display: Compact, Full & Progressive. By default, Progressive is enabled, which goes from a Compact to a Full Display after a short moment when hovering the mouse. This setting can be changed in the UI Options menu [Balancing] Government changes are more accessible (less anarchy and lower happiness prerequisite) but they have a dynamic influence cost Reworked the Lumeris outpost buyout curve to lower their explosive expansion Reworked the technology cost curve: the game pace will be slower and feel more engaging Diplomatic costs are now dynamic and based on the number of systems owned by the Empire Assimilation costs is now dynamic and based on the number of systems owned by the Empire First balancing of Minor Faction Quests (not complete yet) Strategic deposits quantity has been halved but their individual production increased (1 / 3 / 5 instead of 1 / 2 / 3) Hero skills: effects related to size has been generalized Hero skills: effects on deposit output has been nerfed Rebellion: lowered the threshold which triggers the start of the rebellion Increased the number of nodes generated for all sizes Added a limit on how many ships can be send to an outpost at a time, making distant outpost harder to feed Horatio ideology is now Ecologists (Foood!) [Known Issues] Unlike what the gameplay video says, Multiplayer quests haven't been implemented yet Possible loss of sync in Multiplayer if Fast speed animations are used Possible loss of sync in Multiplayer if two players have the same wonder in the construction queue and finish it on the same turn In Multiplayer, players get a message when another player joins that they have been renamed with that player’s name. This message actually has no effect In the diplomacy screen, the contract evaluation bar sometimes fails to update In the Advanced Play settings, enemy flotillas sometimes do not appear if the Advanced Play button is clicked too fast. In the case this happens, right click and re-enter the window The Riftborn have a strategic issue on their home system: with Many constellations, they won't have their starting resources. With Few/Unique, they will have Titanium & Hyperium on all planets in their home system. We still recommend playing with Few or Unique constellations if you want a challenging game (this issue will be fixed in an upcoming patch) Selecting a "Random" galaxy type in multiplayer results in the host and other players not necessarily having the same galaxy appearance (eg a Spiral 8 can have the appearance of an Ovoid galaxy). This has no impact on actual gameplay When using the Splicing mechanic with the Horatio, the splicing bonus is added, but the visual feedback doesn't show that bonus Enjoy!
Steam: 0.2.5
[0.2.5] Patch Notes 1 February, 2017 - Frogsquadron [FIXES] - Fixed Food consumption bug related to Horatio Affinity - Fixed an error message when using system supervisors on exploited star systems, preventing the Vodyani from being played - Fixed a series of error messages generated when a pirate fleet was orbiting a rival star system - Fixed a skippable error message generated when entering a Space Battle with the minor faction types "Technologist" - Fixed an issue where damage that destroyed an external section of a ship was not applied to the core section - Fixed Short vs Short and Medium vs Medium trajectories - Fixed an issue where shields absorbed damage after the shield was disabled - Orichalcix and Quadrinix exploitation resources are now implemented & functional [BALANCE CHANGES] - Science victory is now 5 times harder to research - Reduced engine and exploration modules cost and health bonuses - Reduced targeting weight of the civilian ships - Lowered number of Representative for Dictatorship and Federation, and the penalty per Representative not in Senate - Increased manpower given by Impervious Bunkers from 50 to 150 [GROUND BATTLE] - Added a prerequisite, forbidding to use the Local Resistance Ground Battle action when there is no more population Let us know what you think of this update!
Steam: 0.2.3
[0.2.3] Horatio Update 26 January, 2017 - Steph(✿◠‿◠) [DISCLAIMER] OLD SAVES (UPDATE 1) ARE NOT COMPATIBLE WITH THIS VERSION - REMEMBER TO START A NEW GAME [DISCLAIMER 2] PREVIOUS VERSIONS OF THE GAME ARE NOW AVAILABLE ON THE BETA TAB (Right click on the game in your Steam library > Properties > Beta): YOU CAN NOW CHOOSE TO GO BACK TO A PREVIOUS VERSION [MAJOR CHANGES] Added a new major faction, the Horatio! Implemented a new Technology tree Added Battle Play Cards Reworked the game options menu Added Advanced Culture in addition to Scavengers and Eucosial (Z'vali & Epistis are now advanced) Added the Gnashast minor faction (Scavengers) Added the Tikanan minor faction (Eusocials) Added the Eyder, a Scavenger minor faction created by the community Added 5 new victory conditions: Supremacy Conquest Science Economy Wonder Added 2 new galaxy shapes: 4-disks Ring [GAMEPLAY] Heroes skills don’t stack anymore Added Dust Inflation effects on buyouts, retrofits, repair costs, marketplace prices Added a Rebellion system Added a Space port Added a Migration system Dictatorship can now use propaganda in star system to influence political orientation Added population collection bonus when hitting certain thresholds Updated the planet grid along the lines of temperature & biodiversity (previously temperature and humidity), along with terraforming process & FIDSI distribution Implemented Supervisor (auto management of construction queue and population) Quests: Implemented the Horatio Chapter 1 and 2 Implemented the Sophons Chapter 3 and 4 (no Final Reward) Implemented the Cravers Chapter 3 and 4 (no Final Reward) Implemented the Lumeris Chapter 3 and 4 (no Final Reward) Implemented the Vodyani Chapter 3 and 4 (no Final Reward) Implemented the United Empire Chapter 3 and 4 (no Final Reward) Achieving Minor Faction Quests with the Vodyani now doesn’t raze the Minor System but Brainwashes its population Implemented 8 Deeds Implemented 4 Wonders [BATTLE] Deck building Added 16 battle play cards in the game 5 cards by default for a deck of 3 Added technologies to increase deck size and unlock cards Cards have more complex effects, useful or not depending on the situation Added deck panel in the military screen sidebar Free deck changes every ten turns, otherwise it will cost influence Before battle Added automated defensive fleet merging before battle Added window to select which Empire to attack on a system Advanced battle screen Changed the layout to highlight the play card choice It is no longer possible to simulate your opponent’s plays Added the 3 last plays used against you by the opponent Added drag and drop to move the ships between your flotillas Reduced minimum CP to unlock more flotillas Added 3 sorting presets to sort the ships Added locking state on ships to force them in a flotilla Saved the fleet configurations from battle to battle Added new Ship icons to show the roles Added 3 stats buttons to compare the 2 fleets: Military power (as currently) Energy / Projectile power (takes into account the weapon and defence) Range compatibility During battle Firing ranges are now fixed by phase There are 3 phases with the same duration Ranges between peered flotillas are set based on the intentions (e.g. Short vs Long => Long, Medium, Short ; Short vs Short => Short, Short, Short) Peered flotilla is the priority target, other flotillas can be targeted based on distance Improved Scan view Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage Added flotilla label when the camera is far away Added trajectories and targeting on the galaxy floor (thickness of the line shows the DPS) Added damage taken numbers above the ships Added Flotillas HUD: Shows a list of ships per flotilla (with HP state and destruction feedback) Shows the morale feedback (fleet gains bonus if there are more alive flotillas compared to the opponent) Improved free cam: Use shift to accelerate the camera move Left click to lock the camera on a ship then use arrows or left click to rotate and mouse wheel to zoom Data Reduced range penalties (especially lasers and slugs) Reduced the energy / projectile “hard counter” effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons) Increased defence module efficiency Temporary removed critical hit stats (waiting for an implementation fix and a better effect) Added damage bonus for strategic weapons (waiting for exotic effects) Multiplied costs and damage of the missile and beam weapons by 1.5 Global weapon damage balancing [DIPLOMACY] Cravers can now close borders when the Militarists have a majority. The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly. Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace). Map sharing is no longer possible in Cold War. [UI] You can now rename planets that you colonise, except unique ones Changed enemy plays display on Advanced battle setup screen Improved diplomacy screen and truce notifications Added a notification for rebellion Added a modal panel for the system political event (accessible with a button in the system management) Scan view economy has been modified (last stage added (system rank)) Changed position of the open political overview system button in the colony side panels Changed how enemy plays are displayed [VFX] Added new skyboxes: Red Dwarf and Binary Solar System, Shield FX has been improved Added transition between ground battle notification and ground battle visual Added special nodes BlackHole SolarNebular SpaceCloud [AI] Fleet behaviour tweaks: More reactive fleet missions Motherships can now detach to attack Invader ships wait to have full manpower to leave to attack Added buyout of system by influence First Spaceport use (only when system is over populated and unhappy) Now able to send civilian ships from systems to outposts A lot of improvements for the general stability of the IA AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold Added ability to propose Open Borders in specific cases AI now evaluates map exchange in diplomacy Reinforced buying luxury on the market when a rebellion is under way Forced root priority of Buying resource on the market to 1 instead of 0.2 AI now declares war before moving (instead of after) if the player closes its borders to the AI [FIX] Improved the overall stability and performance Fixed several serious errors Prevent the Garrisons button from being displayed uninitialized in some situations. Fixed Lumeris being able to colonize planets they haven't discovered yet Fixed game speed multiplier being applied to Emperor's Will state Fixed Benthys not using second assimilation trait. Improved tooltip for the trait Image and description of unique planet are now related to the unique planet instead of its type Fixed Outpost buyout button appearing on colonized systems Updated Planet tooltip to display origin of effects, instead of grouping everything. Fixed camera not zooming on fleets when the player does not own a system Numerous minor fixes! KNOW ISSUE When playing as a Vodyani, the Supervisor will generate a crash YouTube™ Video: Endless Space 2 - Horatio Update Views: 42,949 Endless Space 2 - Horatio Update Steam Page: http://store.steampowered.com/app/392110/ Website: http://www.endless-space.com/ GAMES2GETHER: https://www.games2gether.com/endless-space-2/blog Twitter:... Enjoy and please share your feedback with us on the Steam Discussions or the official Games2Gether forum after you've tried out the new update! :) Amplitude Studios
Steam: 0.1.23
Hi everyone, Here's the list of changes coming to Endless Space 2 with update [0.1.23]: [0.1.23] [FIXES] Fixed issues that would cause turns to hang indefinitely after clicking End Turn That's it! Get playing!
Steam: 0.1.21
Hey everyone, Please find below the patch notes for the [0.1.21] version of ES2. In case you've missed the news, Mathieu our Production Director wrote a blog post about the progress of the current patch for ES2 and Update 2. Check it out here: link[www.games2gether.com]. "Hi all, As you know, we have been experiencing issues with Endless Space 2 update 1, and we sincerely apologize for the inconvenience. It has been difficult to fix these for two reasons: it is a complex problem, and we are working in parallel in fixing update 1 and developing update 2. We have completely changed the way AI works in Endless Space 2 (compared to our previous games), and the technological aspect of this new AI is harder to maintain / develop. When we started the project, the AI team looked for other architectures / ways of implementing an AI, and came up with an architecture working in a module separate from the main game. This offered lots of interesting possibilities, such as the AI using its own memory mapping without interfering with the game data, which was one of the limits of our previous AIs. We have also worked a lot on graphical tools to visualize (and debug!) what the AI is doing. The one technical issue with this AI, is that is has to interact with the game to synchronize its data, to make sure it makes educated decisions based on fresh information. In recent months after the AI architecture was laid down, we implemented a lot of features to allow the AI to play the game, but we have not worked as much on the technical performance of the AI. The status we had at early access was "ok but a bit slow" for the AI, which we deemed acceptable. However, when we added content and features for Update 1, it brought up multiple issues in terms of memory use & multi-threading stability. We set out to fix all these only to be mired in side-effects: performance issues, lags, various bugs and blockers. Sorting these out proved long and challenging, but with the help of the Unity support teams we got the situation under control. There are still a few non-blocking issues at play that we will hunt down, but we feel confident that the patch we are releasing today will help immensely and allow you to get back into the game. Complete patch notes for today’s patch can be found below. Moving forward, for update 2 we have some interesting things coming up. The revamped tech tree, which has been a much requested improvement, should be coming with update 2. Below is a preview of what it will look like (keep in mind a fair bit of it is placeholder). Some of the other prominent features coming to update 2 are: the new major faction, space battle improvements, implementation of other victory conditions, planet grid and terraformation revamp, maybe even a (very rough) multiplayer. With Early Access development, roadblocks are to be expected. This time around, we hit all of them at once. Things got hectic, but we hope the worst is behind us now. Thank you for sticking with us. AmpliMath" PATCH - [0.1.21] [FIXES] Fixed an issue that corrupted saves when saving the game [Note that this fix is not retroactive: you will need to start a new game] Fixed some stuttering issues to improve performance Fixed exiting the game through Alt F4 making the game unresponsive Fixed an issue that would cause turns to hang indefinitely after clicking End Turn [BALANCE] Reduced Influence area progression on Systems by approximately 33% [This is a temporary fix while waiting for a more complete change for Update 2] Best, Amplitude Studios
Steam: 0.1.19
Hey everyone, The first Early Access update for Endless Space 2 is now available! It features super cool additions such as a new major faction: the United Empire, three new minor factions, the marketplace, Era 4 of the Technology Tree, and more! As previously stated in a blog post, we plan to have 3 more major updates until the release! Check out our roadmap here[www.games2gether.com]. FYI, your saves should still be compatible with this new update, but with all the new changes and fixes we've implemented, we'd still encourage you to start a new game. Here's the complete release notes: [MAJOR CHANGES] A new faction has been added to the game: the United Empire[wiki.endless-space.com] The Marketplace is now available Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag You can now raze your systems Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war. Added the Eusocial minor culture Added 3 news minor faction (Z'vali / Pilgrim / Amoeba) Changed Deuyivan minor faction from Scavenger to Eusocial culture Added Manpower panel Added Era 4 of the Technology Tree System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system Increased turn limit to 200 turns: the score victory will now trigger at turn 200! Technology cost increases more slowly within an era but the steps from an era to another is bigger New technologies have been added to the three first eras, related to different features Marketplace Privateers Manpower management Manpower quantity on systems, ships, and empire has been increased Ground Battle plan has been updated Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence Minor faction can be assimilated through the resolution of specific quests Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation) The global enrolment has been replaced by a local enrolment converting 1 population into Manpower [UI] Added the star system list population management Added the star system planetary management Victory screen has been retaken [IMPROVEMENTS] Added health regeneration on ships Heroes can now be hidden (received only via quests) Heroes recruited by empires when the game starts will not be available in the first pool of heroes AI can now attack when another player declares war Improved the way hero unlock points are displayed in the Academy screen Added several shortcuts: Page Up and Down to zoom in and out in the galaxy view Enter and Escape to close a notification It is no longer possible to have the same hero twice in a hero recruitment notification Several missing texts have been added in game Improved performance especially with fastest settings A system can't be besieged if it has personal or allied fleets in orbit. A system can't be invaded if it is under siege. Systems become under siege when enemy fleet leave the attacked system. When a system is under your influence you’ll be able to buyout it with influence Minor factions now all spawn fleet which belong to the same rebel empire Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP) Tweaked some values and costs of the weapon and defence modules Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip) Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different): Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus Support: Attracts fire from enemy to protect the other ships + defence module bonus Added different target orders for attacker, support and carrier ships (hover the role to see them) Fixed strategic resource costs for all the enhanced module slots The defensive military power now takes into account the initial hull health Added health bonus on ships when they level up [GROUND BATTLE] The manpower of both all attacker and defender fleets are used in the ground BattleReport The fleet manpower is given back at the end of the ground battle Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears Improved a bit the feedback on the notification (more improvements coming soon) [AI] AI refreshes and creates new ship designs for specialized roles AI takes more meaningful military decisions AI uses advanced manpower system AI protects its outposts, harasses the player's outposts, and handles outpost equality Fixed several issues leading to infinite end of turn Fixed Fleets in order to go to the right goal with minimum moves Limited the number of concurrent exploration Raised the number of concurrent colonization Players can now attack in different fronts in same time when a war is launch The AI should be more reactive when attacked Fixed the drop of some missions AI can now block other outposts AI can now use all possible actions to accelerate the capture of an outpost Guard system has been added Added cancellable missions AI can now repair and retrofit fleets The AI will retreat its fleet in a suicidal encounter AI can now buy manpower upgrade The AI can now cancel infinite building when something better is available [FIXES] Fixed inconsistency in several tooltips Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating Fixed an issue where there are no tooltips in the Post Game Screen Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets Fixed an issue where minor factions create fleets which exceed their command point limit Fixed expedition buttons not refreshing properly in orbital view Pressing escape when launching a probe will now quit probe launching mode Fixed attack button saying "cannot attack allies" when there is nobody around the node Improved the objective for the "Those Darn Kids" quest which was misleading Fixed an issue where several technologies overlapped the category symbols from the technology screen Reorganised the technologies category symbols Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave" A system can no longer be invaded while it has personal or allied fleets in orbit. The "Ship design" screen now inform the user about the retrofit cost Added "Show location" on mothership notifications Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time. Fixed many errors occurring when exiting a game, due to windows trying to access released data. Fixed motherships being detachable when under siege/invaded Retreat button is no longer visible when the ground battle has ended Fixed laws received as quest rewards not being received Fixed non-major empires being able to discover the Academy The user can now interact with elements that are situated on the far right of the Technology Screen Empire Dust is now displayed in the Ship Design screen Fixed an issue where the icon of the faction was visible even though that faction was unknown Fixed hulls & modules not having the right price in tooltips Fixed Vodyani happiness not refreshing properly Added in the control banner the political party unlocked and their trend User are now informed that ships costs are increased when a new era is reached The scan view button is now clickable The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system Added a "remaining turns" section to the constructible tooltip We can't wait to hear your feedback! Have fun, ~Amplitude Studios
Steam: 0.1.3
Patch 0.1.3 is live! Turn limit removed, influence & anarchy fixes, and more! October 12, 2016 - Frogsquadron Hey everyone! Here is the first patch for Endless Space 2! It removes the turn limit as promised, and also adds fixes for influence, anarchy, and many other things. Thanks to the early testers yesterday for helping us test it! We included another tiny fix that we had time to finish in the meantime. Simply open Steam and your game should update automatically. Now for the full list of fixes: Removed the turn limit Fixed an error when an empire is eliminated and it had planet-related improvements queued Added the revision number in the battle ship card in battle screen & fixed an inconsistency in data between tooltips of ships in the BattleShipItems in the fleet list, and the little triangles EncounterShipItem in the flotilla card 3D Fixed fleet being considered as busy when loading a game where a ground battle was finished Fixed Religious law allowing to cross closed borders Fixed GuiElement having temp text instead of localization keys Fixed special nodes notifications being displayed when loading the game Fixed loading issues with some Vodyani games Fixed conversion by influence feedback Fixed fleets in movement between two nodes getting stuck when their destination becomes invalid Fixed religious law allowing to attack enemy systems even when in enemy influence zone Fixed laws getting cancelled one by one after elections if more than one needed to be cancelled Fixed force law (base party law) not activated when changing political alignment Fixed anarchy duration not corresponding to what is displayed Fixed the attack action not breaking the guard for the attacking fleet. Fixed cycling through idle fleets including those that are doing something Fixed issue with a technology for the Vodyani Fixed feedback issue with multiple economic modules on arkships of the same type Fixed Hero healing cost Fixed anarchy duration not being affected by game speed Fixed feedback issue on ships speed bonus in ship design Fixed the user not being informed that anarchy duration is modified by the empire's approval rating Fixed misleading Close Borders and Open Borders notifications Fixed bonuses generated by a government still being present while in anarchy transition Fixed error happening when the player has 0 total population and recruits heroes Fixed notifications being displayed during a space battle cinematic Fixed being able to vote laws while in anarchy Fixed skippable error being generated when hovering the cursor across ship icons after retreating from battles Fixed conversion by influence not working on minor empires Fixed missing parenthesis that created issues in Endless speed Fixed error being generated when clicking Quit Game Fixed missing descriptors and lowered heal cost Fixed launching a ground battle between two turns generate an error Fixed ground battle crash when the invaded system disappeared before the end of the ground battle. Healing a hero now repairs their ship Fixed "hero not assigned" notification happening even when the hero is assigned Added -novideo command line to skip all videos to isolate possible crash sources Added --disable-ai command line argument that disable completely the AI (no dll loaded) to isolate possible crash sources Fixed users remaining stuck when choosing to invade an enemy's system Let us know what you think!
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Music: Endless Space 2 Original Soundtrack (2019) |