ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
The only deeds I have received while playing as Riftborn is that for building the wonders. Any other deed, despite my meeting the requirements, has not been received.
Sorry I forget it (It's the Quest for United Empire Visual Affinity that changes your Racial Type to Sheredyn, Merzari or Remain as UE)
Description
For custom races that use the UE visual affinity specifically with Gene Hunter it changes your race and removes your base affinity and gives you the appropriate to the race. While this may be working as intended for the Sheredyn and Merzari the remain as UE option changes you to the base UE affinity's should for custom races it remain as the base affinity that is chosen? When you change it keeps all of the bonus modifiers added to the new base and removes you ability to gene splice. Perhaps coding it so that the Remain UE option keeps any affinity and racial modifiers that have been chosen at the start of the game instead of changing to UE so if a base UE player chooses to remain UE it imports the details that you started with (The Base Racials for population for UE) and if a custom player chooses the remain UE option it imports the drafted racial from race creation.
First of all (again ^^) thanks a lot for reporting these issues. We tried to fix as many of them as we could last week. I don’t know when they’ll be included in a patch, but soon, I hope!
Kwout: I don’t know in which language you play, but all except English display the wrong information (>.>). If you already own the Academy when the quest was launched, you receive an alternative version of “Hope in heresy”. Here, you have to assign a Hero level 20 on the Academy System.
Really sorry about that Kwout! It should be translated soon.
If you actually play in English, could you send me your save, please ?
Manicapanda: It supposed to be fixed :/ ... We'll check that soon
Chapter 4 of the Horatio questline never arrives after going for the Religious option to produce Influence with Chapter 3. Have not seen whether it works with the other options.
The ship that you should intercept don't moves! It's stuck like this for a 5 turns, I can move to its system, but it doesn't reflect the quest state.I suppose that something wrong with ship movement AI.
It was either the first or second Lumeris quests, where you pick from the three other families
Description
I picked the option to colonise lots of planets, but the associated text was talking about 'other peoples' meaning the minor faction. Subsequent parts of the quest, including rewards and part 2 objectives and such, all required minor factions. I got the unique building you can only build on minor faction homeworlds without owning any.
I was playing as the Unfallen. The Bhagaba gave me this as their assimilation quest. The Anomaly I needed to search spawned on an inhabited world in one of my colonized systems. It could not be researched by the system, nor could it be probed by my exploration ship in orbit. I had more than 100 dust in my treasury. It claimed the quest could not be searched because "Your fleet doesn't fulfill the quest requirement," indicating that my exploration ship had an expedition power of 1 but it needed 2. I had researched baryonic shielding, and highlighting my ship revealed that it did in fact have an exploration power of 2 and was full on probes.
When choosing to capture the ship, the next objective (Bringing the ship to your home system) does not seem to conclude. I have attempted disbanding the fleet which contains the ship (Thereby moving it into the planet's hanger), having it idle in orbit, having it sleep in orbit, and moving it back and forth between the home system and various other systems. In none of these cases did the game detect the objective as "completed".
Other information which may be pertinent:
The ship was captured when it entered my home system (And was thus already present in the system it was supposed to be sent to). I was also using the Prime Cravers skin (In case the Prime Cravers ships are coded as a different type of ship, and not a mere reskin/remodel).
I was playing United Empire, and, as a Faction Quest reward, I got the system "Traitor's Reach". Many turns later, the Academy Ultimate Quest triggers, and surprise: one of the 7 systems to control for the quest is Traitor's Reach! This system is still listed under the ones in my control, but it's now inabitable and unbuildable, with 0 population.
Should't this quest generates new systems instead of using existing ones (with the risk of using owned ones too)?
The quest does not trigger if he is already assigned to a system with a TC HQ. You have to unassign then reassign him to the system to trigger the reward.
This is still the case in Preview 1.0.11, and also for the branch of "400 Offensive Power:" he was assigned to a fleet with less than that, but when I added ships to bring it above the minimum, the quest does not trigger. Had to unassign, wait 8 turns, then reassign ;P
I cannot reproduce your issue. I’ve tested with the quest Chapter 3 - Part 1: There Can Only Be One Trillion. After completing the quest, the part 2 of the chapter 3 has been launched. Could you send me a save please?
Lumeris Faction Quest
Could you send me some screenshots or a save? I tried to reproduce your issue, selecting the option “Be present on at least X planets” in the first chapter. But in my case it didn’t talk about other people. Plus, in Chapter 1.2, the objective is “Reach X Dust production per turn in X System(s).” Here, the reward is this Improvement that you can build only on a Home System -- I didn’t see any mistakes^^
Thanks.
Armor9D
This seems to be a pretty rare situation! Do you have a save?
Elphealer
Hey!
On my dev version “Political Theater” is now named “Emergency Labor Policy”. I assume it has been reworked. Its effects also changed, so in the next patch/update this issue should be resolved
Spacefiddle:
Hey! I think it is fixed in our dev version, so it may not have been integrated to the last patch. I hope you will have access to this fix very soon^^
(I tried to build the HQ first, then assign Anax; that worked. I also tried to assign Anax first and then build the HQ; that also worked!)
But you’re right, there is a problem on the fleet assignment. We are working on this issue
Greedis:
Your problem seems coming from a bad instance of the galaxy generation. I’ll check that soon ^^ Thanks for reporting.
Foxdie:
Is this issue still present on your current version of the game? It should have been fixed on the last update.
The Craver vessel will often stop moving and "anchor" in a system. If I send a fleet there and click on "Intercept", it blockades the system but does not intercept the Craver vessel. The quest cannot be completed. If I can get my fleet to a system the Craver vessel is traveling to and set them to "intercept", the quest will complete. I am not sure if I experenced this bug when playing the Cravers. I did complete the quest previously before with them but it was done as described above as I recall. I intercepted the rogue vessel when it finished traveling to the System I was blockading and had my fleet set to "intercept".
douglasrad: That’s quite strange. Thanks for reporting, I’ll try to find out why those buildings make the quest fail.
Quaedam
This was regarding:
"Category
Population Quest
Name
Those Darn Kids
Description
I chose the path that requires me to build nothing but science buildings for 10 turns. So far, building the Cerebral Reality (which gives science) or the Magnetic Field Generators (which is clearly labeled a Science improvement) both cause the mission to fail. It's possible that the mission fails if you build ANYTHING for 10 turns."
As of the 1.0.11 preview, Darn Kids would also fail the Science path if an outpost becomes a colony during those ten turns!
Given that, and the previous report about the ITER also failing the quest.... my guess would be that the game is checking anything and everything that completes, and failing the quest if any of them aren't tagged as science improvements - which, of course, a colony will not be, and it's looking like at least some of the Wonders and buildings were never given an association as well. Probably the check would have to be changed to first only trigger on colony improvements, and then every single building (sigh....) will have to have a pass to make sure it has a valid association.
There are multiple issues with quest "pings" on the map; too many for the form. I can start collecting them as I see them.
The first one I can recall easiest is the initial "find the Academy" quest. The three "it's in there somewhere" map pings never go away, for the entire game. Even when the Academy is found - even when I'm the one who found it - the three "look in these systems for the Academy" map pings never. Stop. Pinging.
A host of other quests and objectives have the same issue. Map pings are not cleaned up in many cases even on quest completetion. It's especially annoying when an objective becomes invalid, and now there's no way to get rid of it it ever. Another example is the errrrr "locate Skakgtrlglggrgrgrgr" planet quest. If I find the planet myself, I *do* get the popup saying "never mind, don't pay the guy, you found it yourself." However the map ping and Curiosity marker for "pay the guy" never goes away.
Along with this report, a plea: can we PLEASE maybe filter the pings to only show for the pinned quest, and hide ALL pings if there are no pinned quests? It's increasingly difficult to tell which ping belongs to which quest, as half of the quests only say things like "at the marker" and there's no way to tell which ping is associated with which quest once you have more than two of them. It clutters the map fast.
I chose the path that requires me to build nothing but science buildings for 10 turns. So far, building the Cerebral Reality (which gives science) or the Magnetic Field Generators (which is clearly labeled a Science improvement) both cause the mission to fail. It's possible that the mission fails if you build ANYTHING for 10 turns."
Magnetic Field generators work on our version. Is there still an issue on yours?
Cerebral Reality is not a Science Improvement (it is not tagged as a Science Improvement but as a “starter” building).
spacefiddle wrote:
Darn Kids would also fail the Science path if an outpost becomes a colony during those ten turns!
That seems really strange because we don’t check this option at all. Is that possible that to build a non-science building at the same time ?
BTW, we’ve fixed this quest. I hope it will be the last time we have to deal with it. \o/
spacefiddle wrote:
The first one I can recall easiest is the initial "find the Academy" quest. The three "it's in there somewhere" map pings never go away, for the entire game. Even when the Academy is found - even when I'm the one who found it - the three "look in these systems for the Academy" map pings never. Stop. Pinging.
It has been fixed, so it is supposed to stop pinging. Same for Sykagoja planet^^. Those fixes should be available soon.
spacefiddle wrote:
Along with this report, a plea: can we PLEASE maybe filter the pings to only show for the pinned quest, and hide ALL pings if there are no pinned quests? It's increasingly difficult to tell which ping belongs to which quest, as half of the quests only say things like "at the marker" and there's no way to tell which ping is associated with which quest once you have more than two of them. It clutters the map fast.
We decided to always keep the quest marker of the active quests on the map. This choice was motivated by the fact that is really annoying to pass through a quest node with the full conditions completed but forget there is actually a quest on it.
In addition, there is a difference between a pinned quest marker and the others.
But, we could add an option “hide quest markers” for the players who don’t want to play with quests.
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