Hey everyone,
Update One for Endless Space 2 will soon be available! It includes:
- New major faction: The United Empire, which features economics-focused gameplay based on the generation and use of Influence.
- Three new minor factions: The Pilgrims & Amoeba factions from Endless Space, and the new Z’vali faction have been added.
- New Minor faction quests: you can now assimilate minor factions through various special quests.
- Addition of the Marketplace: you will be able to acquire resources and heroes in exchange for Dust.
- Era 4 of the Tech Tree has been added, offering for more research paths, unlocks and buildings.
- Deeds: you will receive special rewards for performing specific actions.
- And more!
We'll be showing the new content in a stream at 6PM CET. Join us on Twitch now!
THE UNITED EMPIRE
The fifth major faction for Endless Space 2 has been revealed: it's the United Empire from Endless Space 1! Check out their wiki page here.
RELEASE NOTES [0.1.19]
[MAJOR CHANGES]
- A new faction has been added to the game: the United Empire
- 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.
The update will go live around 7pm CET.
Enjoy!