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Tech Hubs and Arcane Knowledge effects or descriptions are incorrect.

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5 years ago
Nov 13, 2019, 6:31:19 AM
  • Summary / Title: The Riftborn Hero skills, Tech Hubs and Arcane Knowledge, say that they apply industry or science on system per anomaly. However, they only apply this bonus per positive or mixed anomaly; negative anomalies apply no bonus.
  • Description: I have assigned a Riftborn hero with Tech Hubs and Arcane Knowledge to B10 6805, a captured Umbral Choir nexus. It has 8 anomalies; 3 of them positive, 1 reduced, 4 negative. Given the description of Tech Hubs: "+50 Industry per Anomalies on Colonized Planet on System", it should be granting 400 industry. Instead it is only granting 200. Similarly, Arcane Knowledge should be granting +180 science, instead it is only granting 100.
  • Steps to Reproduce: 1. Assign a Riftborn Hero with Tech Hubs and/or Arcane Knowledge to a system with negative anomalies, and check how much of a bonus it gives.
  • Reproducibility: 5/5
  • Expected Behavior: Either Tech Hubs applies +50 industry per all anomalies, not just positive and mixed, or the description should be changed to reflect its actual effect. Same for Arcane Knowledge.
  • Version: V1.5.11 S5 GOLD-Public
  • Notes: The attached save has Heroic Virtuality Pods so you can move the Riftborn hero around to any system you want to verify this.
  • Attachments: Tech hubs.sav
Updated 5 years ago.
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5 years ago
Nov 13, 2019, 7:33:15 PM

"+50 Industry per Anomalies on Colonized Planet on System"

This is saying that it's +50 industry for each planet in a system that has an anomaly.  4 planets with an anomaly is 200 industry.


Arcane knowledge is +20 science for each planet in a system that has an anomaly and an additional +20.  That is 4 planets and the bonus for 100.

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5 years ago
Nov 14, 2019, 1:16:49 PM

Then the description is still misleading. "X Bonus per Anomalies on Colonized Planet on System" means that the bonus will be applied once for every Anomaly; it even uses the plural, implying that multiple Anomalies will be counted per planet. A correct description would be "X Bonus per Colonized Planet with Anomaly on System".

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5 years ago
Nov 14, 2019, 5:02:29 PM

I agree that the wording needs to be read closely and could be better, but I find it accurate.


The plural on anomalies actually clarifies it that the wording is correct.  If the bonus was per anomaly on a planet, then each anomaly would contribute.  Since the bonus is per anomalies on a planet, that would mean a bonus for a planet with any anomalies.

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5 years ago
Nov 15, 2019, 4:23:41 AM
ANGRYABOUTELVES wrote:

A correct description would be "X Bonus per Colonized Planet with Anomaly on System".

At least you convinced me. I adapted your offered solution for my german language mod. Thanks!

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5 years ago
Nov 19, 2019, 9:48:52 PM

https://www.games2gether.com/amplitude-studios/endless-space-2/forums/114-bug-reports/threads/32238-odd-es2-descriptions-riftborn-skill-arcane-knowledge?page=1#post-290788 


I wonder, what is the problem to change a few words in the misleading tooltips... 

And that is not only known issue. there is a buch of descriptions, that are not clear, e.g. Extreme Anti-Gluon beam, Antimatter Lock-on, Annihilator beam 

To answer the question, how does it really work , people spend their time on forums and on ingame tests. 

And testing a game is not fun, it is work.

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5 years ago
Nov 20, 2019, 11:35:57 AM

I though those descriptions are generated automatically from formula, so this is why wording sometimes unclear.

Updated 5 years ago.
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5 years ago
Nov 20, 2019, 1:06:00 PM

Sublustris is correct: The majority of the tooltips are generated directly from the modifiers defined in the SimulationDescriptors. This means "changing a few words" of how a bonus displays is not necessarily as easy as it seems.

I agree that the phrasing here is a little confusing (which has always been a problem with the Endless games), but at this point it is unlikely to change.

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5 years ago
Dec 5, 2019, 10:02:52 AM
The-Cat-o-Nine-Tales wrote:

Sublustris is correct: The majority of the tooltips are generated directly from the modifiers defined in the SimulationDescriptors. This means "changing a few words" of how a bonus displays is not necessarily as easy as it seems.

If there were several effects using the same SimulationDescriptor and you wanted to change the wording on only some of them, I could easily imagine how this would pose a problem.  But presumably all the effects using this SimulationDescriptor scale in the same way, so presumably want to change all game effects that work in this way to have the same reworded tip.  In that light, the fact that it is generated algorithmically from the game data intuitively seems like it should make things easier, not harder (because it implies that you only need to change it in one place to affect all related tips).


Unless you mean that even the substring "Anomalies on Colonized Planet" does not exist explicitly anywhere, and is composited in code from some more elementary blocks?  That's hard to imagine.


I agree with OP that "per Anomalies on Colonized Planet" is clearly a claim that it scales with the number of anomalies (because the word "per" is applied to the noun "anomalies"), and if it actually scales by the number of planets then the tip is incorrect (not merely confusing).

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