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Frogsquadron

Frogsquadron

8 years ago Oct 11,2016, 16:30:00 PM

Test patch on the way! Turn limit removed, influence & anarchy fixes, and more!

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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.


This one is actually a test patch, which means that we're opening it to you for testing before implementing it for everyone. Come give it a try!


The steps to install and play it are as follows:

  • Right click on Endless Space 2 in your Steam library
  • Go to "Properties"
  • Click on the Betas tab
  • Select the beta “0.1.3 Early Access Test” in the drop down list


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 open 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


Try it and let us know how things go!



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8 years ago
Oct 11, 2016, 11:10:42 PM
Eji1700 wrote:
RwWolf wrote:

What about the repair costs? Have those been adjusted a bit?

Is there an issue with it?  I've so far found that as long as you make sure your economy doesn't tank that it's fairly easy to handle.  You do have to repair them one by one sometimes, and I personally wish that disbanded ships would repair slowly each turn.

There is in my opinion, I have to spend 2K Dust at turn 10 to repair a crappy scout ship. That doesn't make a lot of sense.

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8 years ago
Oct 25, 2016, 8:12:28 PM
donblas wrote:

Is there any word on changes to Force Truce? 


It's the largest source of frustration for some of us (see the game design forum posts).

I agree with you.Sometimes I just skip the game and start a new but in the end it turns out the same way.

Since all connections got blocked you just a sitting duck.

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8 years ago
Oct 12, 2016, 4:36:50 PM
Celeir wrote:

Please, add highlighting of appropriate slots in Constructor screen:

  1. filter is "All". When I move cursor over a module or drag a module, it will be good to see slots where it can be placed;
  2. filter is not "All". Highlighting slots that can be used by current modules type will help, too.


On the image I used additional circle as example (I know you use it for "symmetrical" slots)

By the way, how about following indication for symmetrical slots:

For me "symmetrical" means "from both sides", not "around"  


P.S. How about hiding all icons by pressing Space? I want to see new ship in his best

It does highlight when you drag, the blue rings start to vibrate and light up was that removed in the new beta or something or did you just not notice. A more noticeable highlight might be good.

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8 years ago
Oct 12, 2016, 4:35:02 PM
RwWolf wrote:
Eji1700 wrote:
RwWolf wrote:

What about the repair costs? Have those been adjusted a bit?

Is there an issue with it?  I've so far found that as long as you make sure your economy doesn't tank that it's fairly easy to handle.  You do have to repair them one by one sometimes, and I personally wish that disbanded ships would repair slowly each turn.

There is in my opinion, I have to spend 2K Dust at turn 10 to repair a crappy scout ship. That doesn't make a lot of sense.

Yup not to mention that ships should repair every turn that just makes sense its how every other game does it I could have sworn thats how Endless Space 1 did it. Why would a ship docked in it home system remain damaged do these races have no maintenance crews? Makes absolutely no sense plus repairing them is like $200 each thats way to much. Thats def not how it was before I thought it was only the Vodyani who had to spend dust to heal why would any other race be that way none of it makes sense.


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8 years ago
Oct 12, 2016, 4:25:40 PM

The patch is now live on version 0.1.3 for everyone. You don't need this branch version anymore.

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8 years ago
Oct 12, 2016, 2:41:54 PM
Eisenhart wrote:

Whys' it asking for a code to try the beta patch? O-o

It didn't ask me for one. o_o Try again, or maybe try restarting Steam? (sorry, is the best I can think of)

Updated 8 years ago.
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8 years ago
Oct 12, 2016, 11:34:26 AM

Regarding the screenshot from my previous comment, it seems that anti-materialists increase the Scientific party. Shouldn't they support the Religious instead?


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8 years ago
Oct 12, 2016, 11:22:08 AM

Seems that you still can't repair heroes' ships.

Also, the heroes' upgrade ship screen is a little cut on the left (resolution 1920x1080).

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8 years ago
Oct 12, 2016, 9:51:22 AM
Celeir wrote:

Please, add highlighting of appropriate slots in Constructor screen:

  1. filter is "All". When I move cursor over a module or drag a module, it will be good to see slots where it can be placed;
  2. filter is not "All". Highlighting slots that can be used by current modules type will help, too.



On the image I used additional circle as example (I know you use it for "symmetrical" slots)

By the way, how about following indication for symmetrical slots:

For me "symmetrical" means "from both sides", not "around"  


P.S. How about hiding all icons by pressing Space? I want to see new ship in his best



Please keep feedback to separate, dedicated threads, otherwise things get messy.

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8 years ago
Oct 12, 2016, 4:14:16 AM

Hey,


There is an issue with the main menu on resolution 3440x1440(59). The menu options go a bit off the left side of the screen. 



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8 years ago
Oct 12, 2016, 3:54:37 AM

No plans to look into current elections system? People unhappy by election results when the party gaining 90% actually wins is pretty illogical.

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8 years ago
Oct 12, 2016, 12:44:57 AM

Ok, after my late session with the beta, here are my first issues:

1) A scan of the system screen has many icons messed up. 

Population type is wrong, Political party is wrong etc...and there is also the weird placeholder "%PopulationPoliticalEventFleetHasinterceptedAnEnemyTitle" that contributes to...nothing.

2) To my understanding, the Vodyani do not use system exploitations. Right? If they do, I could not find them.

3) I was able to invade the planets of an other empire that we were at cold war. Mind you, the Militarists were in power so I did not have the law that allows me to do that.

4) The AI never upgraded its ships. 

5)The AI always uses the smallest type of ships (scouts and attackers).

6) What are the effects of leaching enemy planets? Do they lose population? I could not find a tooltip explaining the rate of the drain. 

7) Invading a planet as the Vodyani, leaves it devoid of life, but the colored borders are still in place and the economy scan in the galaxy map shows the system as if it still belongs to the enemy (dark orange label).

8) I invaded the Kalgeros homeworld and removed them from play, yet when I anchored an Ark in place I saw that I gained the "obedient flock" perk for that system! Is that intentional?

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8 years ago
Oct 11, 2016, 4:54:30 PM

Ooooh can't wait to get this going when I get home from work today!


Keep up the good work Devs -- ES2 is shaping up to be a fantastic addition to the Endless Universe!

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8 years ago
Oct 11, 2016, 10:36:22 PM
RwWolf wrote:

What about the repair costs? Have those been adjusted a bit?

Is there an issue with it?  I've so far found that as long as you make sure your economy doesn't tank that it's fairly easy to handle.  You do have to repair them one by one sometimes, and I personally wish that disbanded ships would repair slowly each turn.

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8 years ago
Oct 11, 2016, 7:58:54 PM
dviation wrote:

Does removing turn limits means we can keep going after victory has been reached? Can we change victory conditions? The AI reaches score victory within 70 turns its annoying I don't like score victory can't even reach the elimination victory in that short a timespan and definitely can't finish the story quest hell I didn't even get past the 2nd story quest with Vodyani.

Score victory only triggers after the end of the game has been reached, turns-wise. This means you were playing in Fast, where the game lasts 75 turns. You'll be able to carry on after the game now. You can't change victory conditions yet as far as I am aware.

Yu have to be aware that only the first two chapters of each faction quest are implemented, which is why you never progressed past the 2nd chapter with the Vodyani. This will come later down the way­.

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