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AmpliMath

AmpliMath

8 years ago Dec 13,2016, 15:06:00 PM

Progress Update - Patch Live

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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 are [here]. 


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 

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8 years ago
Dec 13, 2016, 3:21:22 PM

This is awesome! Thank you for improving update 1. You could simply fix everything in update 2 but you decide not to wait till its release and give us a patch! 

I am sorry but what actually planet grid is?

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8 years ago
Dec 13, 2016, 3:30:50 PM

Awesome to hear that you got around the blocks. It's amazing how something which seems like a straight path can very quickly turn into a knee-deep swamp. :)


Thanks for the update.

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8 years ago
Dec 13, 2016, 3:38:50 PM
SefDeka wrote:

This is awesome! Thank you for improving update 1. You could simply fix everything in update 2 but you decide not to wait till its release and give us a patch! 

I am sorry but what actually planet grid is?

The planet grid describes the different types of planets and how they relate to each other. There have been some suggestions to change it which have been taken up by the devs.


See https://www.games2gether.com/endless-space-2/forum/66-game-design/thread/22124-rework-the-planet-grid-issues-with-planet-climates-fidsi-and-terraforming

and the associated idea https://www.games2gether.com/endless-space-2/ideas/2-rework-the-entire-planet-grid.

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8 years ago
Dec 13, 2016, 3:38:55 PM
AquaticSonarKey wrote:

Love the look of the new tech tree.  Hope it will be as complex and diverse as possible.  Now to the patched game!

Sadly my system still ends up pending on the same turn when I use my latest functional UE save game.  


Will try to get through without doing some of the actions I took during that turn, see how that goes.    


Wish I felt motivated to restart another go-through.  Perhaps I will yet do so. 

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8 years ago
Dec 13, 2016, 3:40:19 PM
AquaticSonarKey wrote:
AquaticSonarKey wrote:

Love the look of the new tech tree.  Hope it will be as complex and diverse as possible.  Now to the patched game!

Sadly my system still ends up pending on the same turn when I use my latest functional UE save game.  


Will try to get through without doing some of the actions I took during that turn, see how that goes.    


Wish I felt motivated to restart another go-through.  Perhaps I will yet do so. 

The fix probably does not translate to old save games.

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8 years ago
Dec 13, 2016, 3:47:06 PM
AquaticSonarKey wrote:
AquaticSonarKey wrote:

Love the look of the new tech tree.  Hope it will be as complex and diverse as possible.  Now to the patched game!

Sadly my system still ends up pending on the same turn when I use my latest functional UE save game.  


Will try to get through without doing some of the actions I took during that turn, see how that goes.    


Wish I felt motivated to restart another go-through.  Perhaps I will yet do so. 


Existing saves will likely not work because the save game is corrupted already which is what causes that problem. Essentially a quest bug causes the save game to get corrupted and readable.


Please test with a new UE save and report if you have any crashing issues.

Updated 8 years ago.
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8 years ago
Dec 13, 2016, 4:00:35 PM

Thanks for the update, I'm super excited to play this in few hours.


Little comment on your release process, I do think that such visible regression (infinite turn) shouldn't pass through any decent QA process. 


I hope you will be able to improve this aspect for further releases.


Btw thanks for your great games



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8 years ago
Dec 13, 2016, 4:43:33 PM

Just to make sure everybody's on the same page: Old saves will still encounter the same issues. The fixes we made require you to start a new game.  

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8 years ago
Dec 13, 2016, 4:44:59 PM

interestingly enough, the previous saved game worked for a few turns, but did eventually crash again.


oh well.  Would say I'm excited to start from scratch, but I'm feeling apathetic about it, for now.


That will probably resolve within an hour, because I feel it's my duty to test the patch. 

;P

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8 years ago
Dec 13, 2016, 4:51:15 PM

Wow it's really cool from you guys that you brought back the good old tech tree!


The system now is also very satisfying in my opinnion, but is really something that fits more in Endless Legend than in Endless Space :)


And can't wait for MP! Me and my friend are ready for hours to come in an ES2 Party

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8 years ago
Dec 13, 2016, 5:03:04 PM
The tech tree is awesome and I'm glad we can talk about it now! Looks like it will be a great return/iteration of the ES1 tech tree and I think we can all agree that it will be a better system.


Great job, guys and gals!


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8 years ago
Dec 13, 2016, 5:21:17 PM

Time to start another game from scratch  A pity i didnt get time to finish the last one but the update seems promising. 

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8 years ago
Dec 13, 2016, 5:23:52 PM
DevildogFF wrote:
The tech tree is awesome and I'm glad we can talk about it now! Looks like it will be a great return/iteration of the ES1 tech tree and I think we can all agree that it will be a better system.


Great job, guys and gals




I hope we won't need to take useless techs in order to get must-have ones, that was the biggest problem of ES1 tech tree. It had almost zero variability. 

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8 years ago
Dec 13, 2016, 7:10:14 PM
stn1 wrote:
DevildogFF wrote:
The tech tree is awesome and I'm glad we can talk about it now! Looks like it will be a great return/iteration of the ES1 tech tree and I think we can all agree that it will be a better system.


Great job, guys and gals




I hope we won't need to take useless techs in order to get must-have ones, that was the biggest problem of ES1 tech tree. It had almost zero variability. 



Agreed. But it looks like that it's not the case here. At least I'm not seeing any lines in between newer and earlier techs.

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8 years ago
Dec 13, 2016, 7:19:00 PM
stn1 wrote:

I hope we won't need to take useless techs in order to get must-have ones, that was the biggest problem of ES1 tech tree. It had almost zero variability. 


Well, that's a problem with most 4X games that use linear trees and branches with prerequisite techs. Maybe we can skip around a bit more in this one.


I do like this new layout better than the original EL-style tech menu. It's easier for me to plan ahead. With the EL-style tech trees, it's harder to think in terms of a consistent plan for tech development that carries across the different eras. 


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