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Frogsquadron

Frogsquadron

8 years ago May 18,2017, 16:26:00 PM

Guess who's home early...

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Hey everyone,



Guess who's coming early?  


Check out the surprise release stream if you missed it! Trust me, you won't want to miss what's shown in there... 





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 in the game!



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8 years ago
May 19, 2017, 6:13:06 AM

And there goes my free day for studying for my exams.....

But the game just looks to beatiful with all those new and shiny stuff.

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8 years ago
May 18, 2017, 11:21:19 PM

This has easily been the most hyped release for pretty much any product I've experienced in several years. I was lucky enough to start work late today (I'm in PST) and got to play the full build for a few hours before work. I am not embarrassed to say I was screaming at the top of my lungs after the twitch announcement! Such an epic marketing campaign leading up to such an epic early release, from quite possibly the most epic development studio I'm aware of. Your game is fantastic and your company culture is truly one of a kind, YOU GUYS ROCK.

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8 years ago
May 18, 2017, 8:33:23 PM

Well shit. Looks like I missed out on the pre-release discount by waiting till I got my paycheque. :/

Updated 8 years ago.
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8 years ago
May 18, 2017, 8:06:07 PM

You people are gods. Thank you for all your incredibly hard work and constant interaction with us, the community. Truely.

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8 years ago
May 18, 2017, 7:58:36 PM

I am a big fan of all your previous work, but I do not think you should have released a day early. Many people were planning on picking up the game today at the Early Access price. Switching things up and going a day early really makes a significant withdrawl from the trust bank with these customers. 

 

I happen to be someone who was planning on purchasing today after work. While I am sure I will still eventually buy Endless Space 2,  having missed the Early Access price I will now wait until I have more time on my hands or a sale pops up, whichever comes first. It certainly leaves a different taste in my mouth. Yay for all the people who already purchased and got their release patch a day early, though.

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8 years ago
May 18, 2017, 7:39:04 PM

Great thank you :D

 

When will the concept art contests for the lc's start? So I can warm myself up y  know :D

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8 years ago
May 18, 2017, 6:47:42 PM

Wooooooo! Congrats on getting out the finished game!

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8 years ago
May 18, 2017, 5:51:36 PM

Congratulations to the team for their hard and awesome work! 

I remember when this game was stealthy announced on old site (damn i was lucky when i decide to check forum in the middle of workday :) ), then there was ARG, then a proper announcemen. That was a long way, it was interesting to see (for the third time already), how game evolves through its development, how new features were added. Thanks for proving, that early acces can be used in a right way!

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8 years ago
May 18, 2017, 5:32:27 PM

The prospect of fighters and bombers excite me the most, though every improvement is appreciated!

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8 years ago
May 18, 2017, 5:24:23 PM
Romeo wrote:

This is fantastic news.

 

Although it will suck knowing about the Unfallen and not being able to talk to the community about it.

Anyone can buy it right now, so you can talk away!

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8 years ago
May 18, 2017, 5:03:19 PM

This is fantastic news.

 

Although it will suck knowing about the Unfallen and not being able to talk to the community about it.

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8 years ago
May 18, 2017, 4:40:26 PM
vahouth wrote:

Finaly Cravers can consume their slave factions! 

Also they don't have an impact in elections!

 

You've made Cravers great again. :D

 

BTW is there something wrong with the format of the forums? It's different now on my end.

 Becuase they just moved out of Alpha and into Beta for the site. click the pug if you want to know more.

Updated 8 years ago.
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8 years ago
May 18, 2017, 4:35:31 PM

Finaly Cravers can consume their slave factions! 

Also they don't have an impact in elections!

 

You've made Cravers great again. :D

 

BTW is there something wrong with the format of the forums? It's different now on my end.

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