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.
"Dust to Dust - Part 3" no longer fails if the pirate fleet is not destroyed in the first turn after the quest is triggered
Fixed an issue with Windowed fullscreen mode as reported in this thread
Added an error message to inform players in case something goes wrong when saving and giving the reason behind the issue
Failing to start or load a game will no longer result in a stuck situation: a message is displayed if the game fails to start, prompting to report the bug on the G2G platform
Fixed an issue where a quest trigger could generate an infinite end turn
Fixed an issue in the quest "The Good Life" preventing it from being completed
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\
Added technology Helper to suggest technologies to the player
Mac OS version is now available - Please refer to the Steam store for the min specs
[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 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
Fixed custom faction voice over now matches faction visuals
Fixed the Narrator Empire Introduction voice when launching the Tutorial Beginner
Fixed various causes of potential sync loss
Fixed notifications not being displayed in some game loading situations
Fixed missing icons in the tech tree
Fixed an issue with "Preserve the Academy" breaking saves
Fixed an issue with ground battle scan views
Fixed some sounds missing with ground battle
Fixed an issue with Horatio splicing
Fixed an issue with ground battle manpower that could be negative in some cases
Fixed the planet scan view, now complete
Fixed Game session remaining stuck during the End Turn sequence while in a pending state
[MAC] Fixed the minor and major factions influence area can be seen through the fog of war
[SOUND DESIGN]
Reworked United Empire Warp
Fixed Horatio faction missing audio elements
[KNOWN ISSUES]
Unfallen users cannot use the spaceport
Several factions traits on custom factions are not functional yet
ENFER ship cannot be dragged into the hangar (it can be done through the disband action)
Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom factions
The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non custom Riftborn
The quest fleet from the "Flight of Eyder" can no longer travel in warp mode, to prevent the quest from failing due to the time it took it to reach another system
Fixed an issue in chapter 2 part 2 of the Lumeris main quest with the Ecologist choice. The Ecologist law now validates properly
Fixed Singularity notification not telling which empire deployed it
Cravers Quest no longer gives a system (Infinite Factory) which is invisible and unreachable by other players, preventing an elimination of the Cravers player
"To do, or not to do..."
The quest can now be completed when having a custom faction with Riftborn or Continuum Sculptors affinity
Objectives from the part 2 now display a progress tracker
One of the choices from part 2 has been temporarily locked pending a fix
Fixed a warning generated when quickly switching from a notification with one objective to another with two objectives
Fixed Sowers assimilation bonus applying only for one population unit per system
[BALANCE]
Removed science resource reward: it is difficult to balance and players used to lose a part of their gain which was unfair
Added a cap on all buyout costs reductions (capped to 95% reduction)
One of our main goals with this patch was to rebalance weapon & support modules following your feedback. Energy weapons should now be on par with their projectile counterparts, and Blast Effect Batteries will no longer be able to one-shot bigger ships. We also gave some much needed buffs to some supports modules that were seeing little use while imposing some limitations to those that were too prominent in combat or could stack too high.
The other main aspect was to rebalance governments, also following player feedback. Republic was king and the idea was to bring the other governments to its level, by increasing their strengths and make them able to fit different playstyles. Along with the purely numerical changes on political event values (building many military ships will no longer force you to become militarist!), we feel this brings new stakes to the political game of Endless Space 2!
BALANCE
Vaulters:
Material Expertise: Strategic resources costs multiplier in Modernization upgrades increased from 25% to 50%
Probe vision range bonus from Vaulters-specific tech decreased from +40% to +25%
Golden Age does not scale on Game Speed anymore
Hero skill Geniocrat I: Science bonus reduced from +20% to +15%
Vaulter populations bonus damage to attacker in ground battle increased from +20 to +25
Increased cooldown before next free colonization by 2 turns
Space Battle:
Rebalanced Laser & beam DPS values
Blast Effect battery will now do only 50% damage against medium and large ships
Energy and Projectile enhancer strategic cost brought from 2 to 3
Lenser module will grant repair per phase bonus instead of HP bonus
Jammer module will now grant an evasion boost in addition to its usual bonuses
Antipersonnel Defense drone now grant 150 manpower in addition to its usual bonuses
Hardened Shield Generators now grant 100 energy defense in addition to its usual bonuses
Turret Recovery Fields now grant +10% critical damage in addition to its usual bonuses
Globally reduced evasion boost on Engine modules
Antimatter Laser and Beam will now have a superior hull penetration rate instead of a damage boost against shields
Beams have been boosted back to 75% of their former value
Energy & Projectile Enhancer Damage boost can now only be equipped once per ship
Politics:
Made Autocracy available for Custom factions
It is now possible to add governments in mods and they will appear in the interface of the game
Reworked political event effects:
Reduced power for numerous militarist events
Reduced power for some pacifist events
Increased power for some religious and ecologists events
Building a Wonder now always increases the religious ideology
Governments revamp:
Federation now gives +1 System before over-colonization per Hero on Empire
Federation now has -20% Luxury cost on System Development Upgrades
Democracy now has -5% Influence upkeep cost reduction per active law from different political parties
Dictatorship now has the strongest forced laws in the game
Dictatorship now grants +50% Effect to Senator skills
Dictatorship’s propaganda now provides an additional System effect as well as boosting party experience
Dictatorship now has two additional law slots unlocked on stage 3 and 5 of Empire Development respectively
Economy
Increased growth upkeep overall for population
Early game food star system improvements have had their gains reduced
FIXES
Fixed an issue where an unknown Battle Card with placeholder text was displayed in the Battle Tactics screen
Added Show Location Buttons to Argosy-related notifications
Fixed critical error when a Vodyani Ark has less than 60% HP, and tries and fails to retreat, resulting in its destruction and causing the game to remain stuck
Fixed an issue where ships could appear rotated after using the Skip to Action button
Quest planets no longer remain highlighted after the Pacifist path of the "Guardians and the galaxy" quest has failed
Fixed some traits filed under the wrong category which caused their description not to appear
Vaulters Fleet Names are now implemented
Fixed the Meta-Entactogen Luxury not being impacted by cost reductions
Fixed Need to Breed Bill not appearing for Republics
Added Unfallen population quest: Guardians & The Galaxy, created by community member StormAngel!
Added Make War Not Love Hero Reward, Karv Jezet, from the upcoming Unfallen comic!
Added side panel in the Diplomacy Screen that lists all ongoing contextual effects on your empire
Guardian Guides Traits have been added
Polished Event Notification visuals and animations
Added link to the Economy Screen when clicking the System Level in the System Management View
Added the option to click anywhere in the notification during the animation of the Curiosity Discovered and Empire Introduction Notifications to skip it
Added feedback for shield and weapon deactivation on ships affected by enemy EMP in the Battle Scan View
Reworked Happiness from System level for Vodyani into a trait, “Utopian Infrastructure” (also available in custom factions)
Added the battle tactics mini-cards in side panel of the military screen + polished and refined play cards
Added descriptions for the Empire improvements unlocked by the Victory technologies
Clarified effect of Zelevas Incarnate
[QUESTS]
The Stars Their Destination part 1 and 2 now both have the right Political Event feedback
Vodyani are now able to complete the Vaulters Chapter 4 Science Version
Fixed errors related to “Slingshot” quest
[PERFORMANCE]
Improved game loading time. Empire Chronicles will now be loaded over time when opening the Empire chronicles window, instead of during startup loading
[MODDING]
Horatio gameplay gene splicing no longer depends on the name of the AffinityGameplay, it checks instead if Empire property HasAffinityGeneHunter
Fixed custom (modded) planets not having a Scanview map
Fixed issues with custom (modded) unique planets not overriding their types visual
[FIXES]
Fixed error in “Suggested Technology” algorithm
“Halt Attacks” diplomatic term is no longer unavailable when there is one turn left to use it
Fixed errors related to “Scienceganza” Unique Improvement and Population Events
Fixed quest notification causing errors if there are several hidden choices
“Attack fleet” button tooltip now properly explains why Privateers cannot attack empires that are allied with the Pirates
The Entwined Celestial Vine progress now also appears on Special Nodes tooltips
Fixed an issue blocking access to DLC-specific notification pop up options when playing a game with shared access to the DLC
Fixed some anomalies appearing greyed out for no reason in the System Management View
Fixed Hero being shown as resurrected in space battle despite the entire fleet being destroyed/captured via boarding pod
"Crew killed per hit" effect is no longer displayed in the combat scan view when attacked ships have no manpower left
Fixed system blockade with privateers not working as intended
Fixed game failing to restart when it failed to start once (due to mods or other issues)
Fixed error caused by AI accepting to join an alliance and creating a new one at the same time
Fixed rare critical error on trading companies
Fixed saves getting stuck because of AI alliance issues
Becoming ally (peace/alliance) with an Empire whos blockading a players systems now un-blockades them without needing them to disable/re-enable the action
Unfallen ships no longer receive movement speed bonus on lanes which are covered by a partially finished vine (no change when the vine is fully finished)
Fixed error caused by fleets being attack-able while colonizing a system
Fixed Vaulters not receiving the law effect "+X happiness on systems for Y turns after colonizing a system"
Fixed Argosy "Create Portal" action not interrupting "Auto Explore" action
Fixed rare error occuring when a planet is destroyed, the system lost, and then recolonized
Fixed camera not reaching the farthest systems in the corners when playing on an exceptional twin elliptic galaxy
Fixed Pirate not always talking when the button "support" is clicked
Fixed Argosy colonization cost being improperly rounded in colonization tooltip
Fixed “Boarding pods extreme” module not being received upon completion of the Deed which rewards it
Fixed rare cases of game saves not being loadable
Fixed Manpower refund value not being shown in the tooltip of the “Scrap Ship” button
Fixed tooltip of the golden age icon in the Star system label displaying false information regarding its effects
"Peace and Prayer Act" now correctly prevents Arks from being peacefully converted
"Peace and Prayer Act" effect increased from +25 to +50 Essence per System under influence zone
Fixed custom factions with Vaulters gameplay not unlocking boarding pods properly
Fighters and bombers now appear in the modules list in the ship design view only when designing a compatible ship (large or carrier)
Adamantian Bombers icon is now properly colored
Fixed "Obelisk of All Space-Time" FIDSI effect not working properly
Fixed some minor faction actions not resulting in political effects on populations
Fixed an issue where system scan view did not display production after loading a session
Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players
Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology
Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip
Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen
Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship
Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
Fixed an error related to achievements and the Archivist hero
Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
Fixed Vaulters being able to decolonize their home system
Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
Fixed some situations where an empire could be in two alliances at once and cause critical errors
Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
Fixed auto-explore button being clickable for Argosy while it is setting up a portal
Fixed a rare issue in space battle between AIs causing the game to get stuck
Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
Fixed players being able to decolonize all of their systems at once
Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
Fixed Vaulters not knowing the empires they have spawned next to
Fixed quest "The lost expedition" being able to permanently destroy the Argosy
Fixed rare error in diplomatic contracts
Fixed population not appearing in Senate screen if it has been received via migration only
Fixed civilian fleets being attackable by allies
Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
Fixed the color of the guard feedback for privateer fleets
Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
Quests can now prevent a system from being converted
Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
Privateers can now siege systems
Fixed Argosy not being able to colonize Pirate Hunting Grounds
Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon
Fixed force peace being available for everyone
[QUESTS]
Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
The lost expedition: Rescue path quest now fails if the quest planet is destroyed
Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Fixed an issue where stock value “(0)” was displayed after the name of the Economic Tribute term was offered in a demand, even when not a quantified resource
Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
Fixed an issue where the production per turn symbol was not displayed for luxury resources
Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
Fixed an issue where the technology unlock notification could only show up to 3 unlocks
Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
Fixed an issue where the Argosy readiness timer did not display after loading the session
Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
Fixed an issue where debug text was displayed in the Riftborn "Machine Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
Privateers status can now be toggled off even when not in friendly influence
Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
War instances are no longer destroyed more than once when forming multiple alliances simultaneously
The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
The colonization cutscene now plays each time the Argosy colonizes a system
Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
Fixed an error on wrecked ark tooltip in rare situations
Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
Fixed population collection bonuses not being updated when an ark was destroyed
Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
Fixed Vaulters assets being exportable when the DLC was disabled
Add-Ons can now be activated in the Content Screen in the Mac version
Fixed error + desync generated when an Argosy was destroyed in multiplayer
Fixed skippable assert generated in GUI when relation was maxed with pirates
Fixed end-turn freezing due to quests
Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
Pirate lairs now allow trading routes to pass when in a friendly status with them
[ADDED]
Added feedback on hovering module items to make clear which slots are compatible
[BALANCE]
Increased the cost in Dust to remove a Pirate Mark on a System
Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
Added special indication to AoE weapon modules
Restored growth generation value to pre-Vaulters level
Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
Ship without at least one weapon or siege module will now be unable to siege a system
Added special informative section to energy squadron module description
Projectile and kinetic enhancer will now have the right effect on large weapon
Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
Pressure values are now capped:
From Score at 5 / turn
From Border friction at 5 / turn
From Covered Systems at 12 / turn
Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
Balanced trait cost for Core Worlds (reduced from 10 to 5)
[PERFORMANCE]
Improved Contextual diplomacy performance
Enhanced speed-up in AI synchronization with gameplay
[QUESTS]
"The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
“Pirate Quest DLC1” Add Military effect on its objectives
The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
The "Vital Statistics" exploration quest now offers a compelling choice
"Ice Age" exploration quest did not fail if the quest planet was destroyed
False information displayed in the tutorial when discovering a new constellation as the Vaulters
Custom Vaulters can now finish their quests
An error message that sometimes appeared in the Pilgrim’s quest has been fixed
Metaplot now has locked systems in order to avoid asset caused by Archivist Quest
[AI]
The AI will now better handle offering strategic and luxury resources in diplomatic contracts
Starting the Endless Day celebration week right, with the release of a big update! Update 1.2.0 includes the community add-on content you all unlocked through playing, as well as the contents of update preview 1.1.15, plus some more fixes, additions and balance changes, as well as localization improvements.
FREE WEEK-END ADDON CONTENT
Mezari Fleet skin
New galaxy shape (Spiral 6)
Brand new event
New anomaly
Three new combat modules
A new amphibian hero
[OTHER ADDITIONS AND IMPROVEMENTS]
Added a feedback in menus to see which additional content is activated
Vodyani Ark enhancement:
Upgrading a Vodyani Ark level (System Development upgrade) now increases Ark Health, Manpower, attack and 3D model
Potential highest health/manpower/attack increase and highest 3D model available are shown in ship design editor
The Coordination pings can now be drag-and-dropped on the galaxy after they have been placed
"Vacate System" now correctly informs the player why it cannot be used when the player does not have ownership of the system
Fleets can now retreat in the territory of empires whom you are at Cold War with
Privateers can no longer prevent sieges by orbiting a system
It is now possible to attack civilian fleets with a fleet that has no action points left
[BALANCE]
Tied the Force Truce tribute amount to game turn and dust inflation
Prevented contextual terms to be sent by the AI if it has not met the player
Now, if all players are in the same team and if the AI wins on the other side, player can see the Metaplot ending
Flaks have been modified, with their damage nerfed and range reviewed
Hero experience gain during battles is now shown in the Battle Report
Added priorities to diplomatic terms so they are displayed in a more intuitive order
"Authoritarian Leadership" when used as a starting skill now has a siege power bonus
Second part of the Metaplot quest do trigger if the quest fleets win the first part of "Isyander's Gambit"
Isyander's Gambit can now be completed if the quest fleets orbit around and then leave the majority of systems
Lowered default pirate difficulty
Slowed down Pirate spawn on a global scale
Slightly reduced Pirate Lair manpower on a global scale
Added missing Co-operative protocols for Sheredyn and Mezari
Increased Dust gained by scrapping ships and improvements and linked gained values to Dust inflation
Reworked war momentum formula to be more progressive (wars are not heavily influenced by early battles anymore)
Conquest Victory thresholds increased slightly on the 4 biggest map sizes based on Community feedback
Fixed Xenolinguistics being unavailable as a Starting Technology trait in Custom Factions with Sophon Visual affinity
Improved Pirate Lair Manpower distribution
Removed upkeep on Star System Level upgrades
Manpower defense on Ships is now capped at 95%
Increased "Moonbase Alpha" effect from +40 to +50 Dust
Vodyani Chapter 3 Rebellious objective has changed: “Maintain during X turns 2 non-religious or neutral laws” instead of “no Religious laws in the Senate during X turns”
Vodyani Chapter 4 Religious objective value has changed: Pressure Amount to reach is now computed depending on the current Pressure Amount
Lumeris Chapter 2 Part 1 Industrialist/Ecologist objective: Industry or Ecologist ideologies have to be part of the Leading political parties in the Senate
Lumeris Chapter 2 Part 2 Maintain Industrialist/Ecologist objective has changed: “Have X laws during X turns” instead of “reach a min amount of activated laws”
Missile lifetime has been capped to 30s in Space Battles
The United empire Chapter 2 Part 2 objective is now “Keep an amount of laws during X turns instead of reach a fix minimum”
Those Darn Kids: The first objective now gives an amount of buildings the player has to build instead of construction type limitations
Those Darn Kids: Instead of filling 2 hangars with ships, the player has to only fill 1 hangar
Founders Keepers: objective is now located in the middle of the Galaxy in order to make this quest easier to achieve
Pirate fleets now have a penalty in space battle against major empire AIs in difficulties above normal
[IMPROVEMENTS]
Once controlled, the name of a constellation changes color to match that of its owner
Changed the “Marine Blue” empire color to improve visibility
Added safety check notification when the user deletes an entry from the Journal
Added Notification for the end of the metaplot
Added notification to inform your ally that they will lose the effects of Co-operative protocol when it is cancelled
Updated the character limit for renaming fleets
Updated “New contextual diplomatic term available” feedback
Updated text in battle report notification when war trend is maxed
Added a feedback in battle notifications when the war momentum trend is maxed out
Removed the notification that discovering a constellation was a prerequisite to take control of it
Clarified pressure sources values in their tooltip in diplomacy screen (added the numerical values)
User is now informed that a system with less than 100% ownership cannot be evacuated
User is now informed why they cannot place singularities on an enemy system when the "Remove Singularities" contextual term is in effect
Added feedback for effects happening after the metaplot has ended
Added a cap for the pressure trend feedback
Added the number of available probes in the exploration ship tooltip / Added the expedition power value in the fleet tooltip
Added tooltip explaining why a Singularity cannot be placed somewhere
Added icon to tooltips of damage gauges in the advanced battle report screen
Coordination Tool pings no longer remain on screen permanently if the user is zooming in or out in Galaxy View while a ping is placed
Changed the industry icon to a militarist icon for the first choice of the political Generation Gamma event
If the text exceeds the requests width, the player can hover the request to see the rest of the text
Swapped the Pirate and Minor Faction difficulty sliders in the New Game menu
[FIXES]
Lobby bug has been fixed: sometimes players could not see friends multiplayer games
The Photobomber quest no longer fails if the ship of the Photobomber is merged the ship with another fleet
Fixed case of AI repairing ship right after selling it which caused an error
Fixed being able to send the "generate pressure" term in succession in some cases
Fixed being able to trade systems at war without signing a truce
Influence and Dust tooltips no longer display "missingGuiElement" debug text after "Stop Pacific conversion" contextual term is refused
Effect of the Co-operative protocol is now properly displayed in the "signed treaty" notification
Ship stats no longer overlap the ship tooltip box when the game is set to "Window" mode and 1920x1080 resolution
The Wonder notification no longer displays false information after you are refunded a wonder
Fixed an issue where changing the government did not apply the feedbacked costs
Upkeep now correctly increases when turning a fleet into privateers
Fixed an issue where, sometimes, the amount of CP and the number of ships used to unlock flotillas did not take into account all the ships involved in the battle
Ship modules can now be located inside the technology screen by searching for their titles
Fixed systems with only guardians sending free guardians to neighbours with "natural" migration
The research turn duration displayed in the empire panel is now properly updated based on the available science surplus
Description text in the planet scan view is no longer overlapping
Made star lanes highlight & usage more consistent when the selected fleet is in movement
Ship action panel can no longer be displayed in the Star system management screen
Fixed "natural" migration causing errors when system has no population
A fleet in "sleep" mode will now wake up if it can destroy a planet
Contextual terms that are cancelled (eg. context no longer valid or war declared) no longer have a cooldown
Fixed labels of planets/systems lost to Unfallen invasion displaying erroneous information
Fixed 2 issues on Contextual Diplomatic Exchange Cancellation:
"Done" button on the "Diplomatic Exchange Cancelled" notification now has correct behaviour
Both empires are now informed that a diplomatic exchange is canceled when the conditions of a contextual term are no longer met
Motherships can no longer detach from the system when it is frozen with a Riftborn singularity
Fixed fleets created on a system that is being blockaded not being able to move, but still showing more than 0 movement points
Fixed retreat not working after a fleet has been intercepted
"Preserve the Academy" quest markers are now correctly placed
"Remove outposts" colonization restriction range now depends on influence radius of each neighbouring system, instead of the same value for every system
Fixed minor faction trait not being removed after it has been granted through a "Development grants" action
Fleet actions are now properly updated in real time when a Stasis Singularity is canceled
Fixed the fact that the resources icon could go under the populations icons in the star system management view
The enemy is no longer incorrectly shown as destroyed after retreating
Fixed Probe launch interface not being closed when the fleet launching the probe is teleported out of empire influence via diplomacy
Fixed some contextual diplomatic terms being shown in GUI although they cannot be sent.
The "Destroy Planet" and "Colonize" buttons are now updated properly if the fleet is attacked while orbiting the system
Fixed sorting order of diplomatic terms in negotiation modal window
Narrative events with only political effects are now displayed correctly in the narrative screen
Functionality of the Coordination Tool visibility button is no longer inverted if the user performs any action that disables the Coordination Tool button while it is active
Coordination Tool no longer overlaps with the player bar buttons
The ping button is no longer highlighted if the players click another button like the Scan view button for example
The players can no longer place coordination requests if pings have been disabled
You cannot offer peace and alliance in the same contract anymore
The experience gained by admirals is no longer inconsistent with the value displayed in the combat notification
The fleet module effects are now only shown when hovering a ship in a fleet (not in the ship design edition panel)
Fixed and issue where The Confirmation message displayed when disabling all mods displays false information, informing the players that they are activating a mod
Fixed unfallen vines not decaying when captured by someone else
The tooltips are now shown correctly when hovering over dust and influence in the Change Government screen
Fixed Horatio splice bonuses being accumulated on systems & planets every time a system is captured
Fixed final Academy quest support fleets being able to spawn on lodestone systems
Fixed outposts being taken into account for constellation control in some cases
“Home planet” tooltip from Faction Selection now displays the correct effects
Fixed “Suggest Terms” button when evaluated terms are invalid (you can no longer spam it) and fixed “make offer” button being enabled even without enough influence
Fixed an issue where Retrofit button remains inactive if the user changes a ship design by double clicking it in the fleet panel
The Journal no longer display a score of 100 million for sessions which have disabled score victory
Multiple Constellation Control notifications should no longer be displayed if the user enters an Alliance after they establishes Constellation Control
Fixed issues with contextual diplomacy and Singularity placement.
It is no longer possible to open the Tech Screen by Ctrl+ Clicking on a Tech Hint if the Tech Screen is not accessible
Fixed an issue where the replay of space battles generated errors in MP and could lead to inconsistencies even when playing in single player
It is no longer possible to click on the button "Accept" in a negotiation which is not valid
Fixed projectile of "Basic Entropy Torpedoes" being smaller than "Basic Decay Torpedoes"
Fixed Reavers and Minor Factions not having their damage logged correctly in the Advanced Battle Report
"Authoritarian Leadership" now takes into account Manpower given by Ship Modules when applying its Manpower bonus
Game speed modifiers will now be properly applied to Hero related variables
Fixed the effects of Petrov Jutka's second starting skill not being displayed correctly in tooltips
Fixed an issue where Queued Techs that are discovered randomly through events/quests remain in queue
"Moonbase Alpha" effects will now properly apply on systems with moons
Fixed an issue where Empire Banner resources were not correctly rounded
Fixed an issue where ship XP was not correctly rounded
Fixed several issues related to Trade Company structures being destroyed/lost
Opening the "construction complete" notification after losing a system which had completed a construction this turn no longer causes an error
Made feedback more consistent for Pacifist default law
Fixed an issue where The Technology Influence buyout button displays background functionality in the Technology Screen when not having enough influence
Fixed an issue where Quest Empire did not have its inverted icon in battle notifications and advanced play/report screens
Fixed an issue where non Unfallen empires could enqueue the Guardian Harvest improvement any number of times without taking into account the number of Guardians in their system
Fixed the planet destruction cinematic
Ship designs that are automatically unlocked are now always at the first revision, instead of sometimes the 2nd
o When this happens with the starting ship designs (eg. starting with the technology for better engines than the starting ship), the starting ships are automatically retrofit for free.
Fixed interaction with slider options
Fixed war momentum value displayed in GUI not matching the actual gameplay value after a war was merged with another (via alliances)
Ship Health Regen now scales with Game Speed
Fixed the radii of influence circles not scaling wi
Denounce Alliance Decision: players can now decide to leave an alliance after one of its members declared a war. They go back to Cold War with all involved parties
Coordination Tool: players in an alliance can now place “pings” directly on the galactic map to display their intentions (attack here, defend here). The AI is sensitive to these pings and also places its own pings
Co-operative Protocol: players in an alliance can now sign this pact. It will provide a faction-specific bonus that scales over time at the cost of an Influence upkeep
Chat:
Added an “Alliance” specific tab in the chat window
Whisper Improvement. The players can directly send whispers by clicking on the colored button representing a player near the end turn button
Diplomatic Requests: players can now request the AI (and vice-versa) to do actions relating to a certain game context (“remove your trespassing fleets!”). The sending player will be able to react (choose a diplomatic option) in case the recipient refuses the request
Pressure
Pressure inputs have been made explicit in the “leader card” tooltip (in main diplomacy screen)
A term to generate pressure directly has been added (“Bureaucratic Imbroglio”)
Demands now only have 2 levels (reduced from 3)
“Demand terms” have been added; exotic actions available only for a level 2 Demand
“Refusal Penalties” have been added: refusing a Demand will now apply the selected penalty to the recipient
War pressure:
War Pressure is now different from Pressure graphically
War Pressure trend impact is now feedbacked in battle notifications
Constellation Control
A player who owns the most systems in a fully discovered constellation will now claim a FIDSI bonus for their empire
Empire Chronicles
Hall of fame to record all completed games, allowing to view the final scoreboard along with the victory cutscene
Space Battle
Space battle weapons, defenses and other variables have been tweaked in various ways following player feedback (see “Space Battle” section below for details)
Pirates
Pirate Lairs: Pirates are no longer spawned by Minor Factions, but by Pirate Lairs which are occupying some neutral systems. Players can destroy these bases by ground battles (and have a chance to get some loot!)
Minor Factions will now spawn their own fleets to protect their systems. These fleets are static and stay on the Minor Faction’s home system
Academy & the Heretic
Orbiting the Lost Graves after completion of the Heretic's quest will now yield dust gain per turn if the Lost have won, and manpower per turn if they have lost
Rewards have been increased for the winning camp's podium of participants
Only the winning camp will be able to recruit Heroes after winning, through either the Academy or the Marketplace, depending on the outcome
Visuals will change on Lost Graves depending on the outcome
Visuals
Added new visuals: Orbiting space stations as a planet fills up and a system develops
New icons for Privateers & Pirates
Added destroyed planet visual in discovery cinematic
Fixed planet colonization cutscene being displayed and frozen when a ground battle is viewed during the colonization cutscene
Fixed anomalies remaining on screen when entering galaxy scanview
Added new image for finished auto explore notification
Changed the flow of the space battle cutscenes launch to fix an issue that appeared when trying to visualize a battle around a node affected by the Rip singularity
All Minor Factions now have an image artwork in the "Select A Target Empire to Attack" screen
Bailiff
The bailiff system will now first scrap ships before improvements
Improved Influence bailiff system to take into account Co-operative Protocols (will not make players lose the game)
Space Battle
Feedback Improvements:
Added new feedback elements (Flak DPS on Kinetics & Missile Health on Missiles)
Weapon Balancing:
Complete rebalancing of weapons to create more interesting play:
Kinetics now have an accuracy of 10% / 50% / 85%, playing a role of missile counter and strong short range damage
Missiles now have an accuracy of 100% / 50% / 25%, strong long range damage that can take out most Energy ship designs
Lasers now have an accuracy of 50% / 100% / 50%, with good damage. They will tend to defeat Beams and Kinetics, but will have a problem against Missiles
Beams now have an accuracy of 100% / 100% / 100%, with standard damage overall. They are sure to hit and will counter Kinetics. Their accuracy makes them perfect to use with counter tactics, and their critical hits can turn the tide of battle in your favor
Buffed "Advanced MAGGIE Laser": Now has +100% Damage against Shields
Buffed "Advanced HELL Array Laser": Now has +100% Damage against Shields
Defense Balancing:
Buffed: Medium Ships, Large Ships and Motherships have increased Health
Buffed: Doubled shields' absorption, Tripled shields' life
Military Power Balancing:
Defensive Military Power is now computed according to modules' values and should be more consistent
Manpower damage is now used to compute Offensive Military Power
Critical Hit Chance is now used to compute Offensive Military Power
Squadrons:
Squadron life updates correctly when hit
Fixed squadrons not damaging each other
Fixed Wing Coordination not working
Squadrons now target Arks
Fixed auto ship design not working for Unfallen Explorer and Colonizer Hulls
Second level of "Non-Liquid Assets" now applies its Hull Absorption bonus correctly
Battle theater effects are now listed in the Special Node Discovery notification
Ground Battle
Unlocked Bhagaba special ground battle play ("White flag": slower ownership recovery for invader)
Reduced Tikanan "Swarming Infantry" assimilation trait from -0.5% to -0.15% manpower Infantry cost
Reduced "Monstrous Opponents" assimilation trait from +75% infantry health to +15% infantry health and +15% infantry damage
Rebalanced troop stats:
Infantry: Reduced damage from 20-40 to 12-22
Armor: Reduced damage from 40-60 to 25-60
Plane: Reduced damage from 140-180 to 95-115
Plane: Reduced health from 300 to 200
Plane: Reduced manpower cost from 30 to 20
Lowered manpower generated from "Conscription" from 200 to 175
You now need at least 2 pops to select "Conscription" when defending in a ground battle
Quests and events
The "Acquire" objective of the Riftborn quest "A Plague on Coroz" cannot be completed by custom Riftborn factions using the "Shipbound" trait so this choice is no longer available in that case
Added a Quest Marker on the pirate fleet of the Exploration Quest Dust to Dust: part 3
The Good Life quest will now work if Horatio’s ship is docked to an outpost which has just turned into a Colony
Players now need to participate in a multiplayer quest to obtain a reward
Academy Quest 01 now has a new ending: if a player finds the Academy before the quest ends, then the quest doesn't fail but success and display a new ending outcome
The Cravers Quest "then we cracked the nuts inside” now completes only after the system is captured
The event Riled Researchers now starts from turn 60 instead of 20 to avoid the AI from making choices harmful to its economy
A Swarm of Locusts now informs the users how many fleets they have to destroy in order to receive a reward
New rewards have been added for Deeds
The church triumphant Part 2 now displays the right building in the objective
Fixed Horatio Quest Improvements not working for Custom Factions
Unfallen Quest chapter 2 is now more Vodyani-friendly
Ripple effect now fails only if another Empire destroys the Lesser Empire Fleet
Chapter 3 of the UE Quest: the Mezari Objective now scales with the current science production
Tweaked Quest appearance rhythm overall
Dust to Dust now fails when another Empire or the Lesser Empire attacks and destroys the fleet
The quest no longer fails in "The Good Life" Exploration Quest if the player disbands the Lost Horatio
Use of similar Dust icons for the effects of "A Two-way Street" (Dust gain and Upkeep increased) event could be confusing that's why we now use the same icon (Dust gain and Dust loss)
The Battlestations reward of the "Collaboration or Cataclysm" quest doesn't display a placeholder icon and category anymore
First two parts of the "Fighters and Bombers" quest now display correctly their outcome text upon completion
If the player used to play a custom Faction Horatio, the Horatio faction quest could be endless. It now checks if the original Horatio are in the Empire. If they aren't, then the Quest will end
It's now the same for all the Population Quests: we check if the player has the original population instead of the Custom ones
Lowered Minor Faction relation threshold to ask for a quest from 75 to 50
Changed the cost of asking for a quest from an Influence cost to a Dust cost
To validate the quest Riftborn Chapter 1 part 1: the player has to possess only 9 buildings, and the feedback now reflects it
If the player discovered the galaxy thanks to a shared map in the Sophons Quest Chapter 1 (alternative version) Science choice, the quest wasn't completed. Now the quest can be completed even if the player is helped by someone
In the Lumeris Quest Chapter 1 Science choice, if the player discovered the galaxy thanks to a shared map, the quest wasn't completed. Now if the player is helped by someone, the quest can be completed
"Dominance" and "Acceleration" rewards of the "Collaboration or Cataclysm" quest have now have temporary tooltips, we'll had more descriptive tooltips later
The correct choice is now selected upon confirming a multiple choice quest after the notification was minimized
Technologies
Added a "Continuum Sculptors" faction-specific tag on "Climate Engineering" tech
Increased “Free Move Sophon” movement points from 2 to 4
Added "All must Tithe II" to the unique alternative technology in case of unique constellation setting
Fixed Lumeris being able to have 5 Trading Companies
Added new Stage 4 Engine
Moved Luxury Lottery unlock to the Atmospheric Filtration technology (previously Neural Robotics)
Fixed issues with Horatio ash and lava colonization unlocks
The technology which allows to unlock Heroes on Marketplace is now displayed in the Tutorial
Fixed the AI being able to trade quest technologies
Arks will now need to unlock additional slots by unlocking stages in the tech tree
Victory Wonder no longer appears in the construction queue before you unlock the stage
Fixed bug where a custom faction with Riftborn pop and Horatio affinity didn't have access to Adamantian mining
The Systems Illumination or Radiance are no longer given to players with Ship Bound or Unfallen Affinity
The deeds are now greyed out when the technology stage is unlocked by the Oracle of Science law
Fixed an issue where "Technology stage unlocked" notifications of Economy and Trade and Military quadrants displayed misleading information
Laws & Politics
Reduced "Deadly Intent Bill" from 50% to 33% damage bonus (75% to 40% for Republics)
Increased effect from "Trusted Broker" law from 2% to 3.5% per turn, up to 50% (from 30%)
Added a passive bonus on Outpost growth (+10%/+15% in Republic) for the "New Colony Rule" law
Updated the effect of the Republic version of the base militarist law for consistency
Removed default bonus pressure to Religious politic
The Attends resolution tooltip has been corrected
"Jingoist Joy Bill" Law does not allow for free war declaration in truce anymore
Changed/Fixed the way the tech to change government, Autocracy and the Cravers visual affinity interact: Autocracy is not linked to the Cravers affinity anymore
Fixed Custom Factions with the Cravers visual affinity being unable to change their government type
Diplomacy
Fixed diplomacy cost reduction for peaceful terms
Cravers now require having Pacifists in the Senate in order to do diplomacy
Removed system conversion diplomatic ability from alliances
Made all resources available for trade in Cold War
Removed vetos to accompany new “Denounce Alliance Decision” feature
Lowered Alliance tech from stage 4 to stage 3 of Empire Development quadrant
Added Co-operative Protocol tech to stage 4 of Empire Development quadrant
Fixed force truce turn duration being 0 in Endless speed
Fixed Truce tooltip
Allowed Alliance members to trade systems among themselves
Changed and added some texts for the diplomatic demands
Entering cold war from truce with an alliance will no longer display multiple notifications one for each alliance member
Users can no longer use the Praise action without the Off-World Agribusiness tech unlocked
Changed close and open borders icon
Fixed Diplomatic contract evaluation bar the first time a user click on suggest term
Declaring war now cancels all restrictions (from contextual diplomacy) between the empires
Economy
Reduced minor factions yields in Manpower
Tweaked bonus values for Minor Factions relations
Increased Essence gained from Hunting Grounds from 10 to
Fixed bailiff failing to correct some situations (singularities ending at unexpected times, happiness changes, etc.) resulting in bankruptcy and defeat
Election actions are now correctly displayed in the Election screen after one of them is selected
Fixed position of weapons on the Vodyani medium attack ship
Fixed an issue where the AI was unable to create a proper planet destroyer ship
Fixed Ark populations being mutinous after attaching while they should be content thanks to the law "Saints and Sinners bill"
Switched Bombers 2 to Adamantian Alloys on Stage 4 of Military Quadrant
Moved Fighters 2 from Army Cap tech to Structured Antimatter on Stage 4 of Military Quadrant
Moved Bombers 1 from Army Cap tech and bundled it with Fighter 1
Added a modifier on Fighters so they only deal 25% of their DPS against Ships
Squadrons now take into account Bait modules when choosing targets
Hero Ships are now targeted with less priority by Fighters & Bombers
[AI]
Fixed a major issue on AI reflexion based on outdated information with regards to its colonies and lost colonies
[FIXES]
Fixed quest reward evaluation failing when MaxTurn was not defined
Fixed an issue where AI could reduce significantly the FPS in the late game
Fixed quests being broken by simplified encounter battles among AI
Fixed an issue where Figthers sometimes targeted destroyed Fighters and Bombers
Trajectories now allow squadrons to slow down into turns for more realistic motion
[MAC COMPATIBILITY]
Added intel iris pro 6200 to hologram compatibility list
Added fixed hologram shaders: now correctly applies the hologram compatibility mode when entering -compat, allowing players to avoid the issue
NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!
Unfallen main menu view, added ships to Cravers & Sophons main menu view
Implemented better explosions
Added the Force Free Movement input (CTRL + Mouse2) to the controls in the options
Mac compatibility mode: if you are still encountering issues with the Diplomacy screen, try adding the “-compat” command line to your game’s starting options in Steam. If it works, let us know so we can add your graphics card to the list of cards triggering this mode by default!
[FIXES]
Planetary destruction cutscenes can now be disabled
The notification title is no longer noted as a “successful expedition” when encountering a trap in a curiosity
The industrialists "New colony" law's description now scales correctly on different game speeds
Fixed law upkeep not being properly displayed when it is modified by faction traits
Fixed an issue causing the rebellion notification to not be triggered
Pirate fleets now auto-merge at the end of every turn if possible
Unified luxury resources tooltips in order to have luxury effects on all locations
Fixed an issue where the retreat feature did not function properly on the vineship hulls
Fixed "zoom in" sound being played on repeat when zooming with scrollwheel on a system when already zoomed in
Alliance notifications are no longer displayed when created by unknown empires during gameplay
It is no longer possible to leech the same system several times at once with the same fleet
Counter-offer does not cause the price of diplomacy contracts to be paid again
The quick start and beginner tutorial options are now properly displayed when hovering the cursor over the New Game button after the player exits the advanced/expert tutorial
Teleporting probes (due to lag) now update the fog of war as intended
Fixed an issue preventing players from making actions while another player is joining the game in multiplayer
The mouse cursor now uses a proper pointer after the end of the turn when the player was dragging a construction during the end of the turn
Notifications are no longer popping up when a planet destruction is launched (cf. Vodyani's Quest Hope In Heresy)
It is no longer possible to load a save when in loading/saving screen, to avoid loading a save that's being deleted
Fixed ready feedback of the notification battle setup
Fixed a rare desync on hotjoining a game
Added the possibility to rename trade companies
Riftborn population construction is now automatically upgraded instead of blocking the system construction queues when an upgraded version is available
Fixed tooltips of battle tactics unlocks from the technology screen displaying false information
Fixed deed "Prospector of destruction" not tracking resources correctly
Curiosities now display the correct regular curiosity icon greyed out instead of the padlock when no probes are currently available
The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
The player is now assigned to the previously occupied lobby slot when re-joining
System approval is now correctly displayed on Riftborn outposts
Description of the planets are now displayed properly after quick loading while watching the cinematic of the same system
The "Isyander's Gambit" quest side indicator is now correctly displayed for fleets which orbit systems
A character input limit for the player name in the New Game screen has been added to prevent the player from remaining stuck upon ending their turn if their name comprises a large amount of characters
The System Scan View button is now correctly displayed in the Outpost Management screen
The player can now only ask for one political survey per turn
The player can no longer interact with the Galaxy screen from the Senate screen
Battle tactics description no longer overlaps the range indicator in the battle tactics unlock tooltips
Added information in the System List that a system is under siege
Players creating custom factions will now have information as to why they can't add certain traits
Decaying roots no longer remove other empires' colonies
Added information about which population will be enrolled by the Chain Gang Program improvement
Ship Design screen no longer displays default/placeholder Industry cost when designing Arks
Color palette changes (colorblind settings) are now correctly applied
Fixed an issue where the planetary destruction audio track continued to be played after the cinematic is skipped
There are now tooltips on the relation gauge to inform the player regarding the effects of the minor factions diplomacy thresholds
Users can no longer assign skills to heroes available in the market without purchasing them
Fixed an error when the player is trying to change the video quality level
Accepting an invite during a single player session will no longer cause the player to be immediately removed from the lobby after joining it
The empire banner tooltips of dust/manpower/influence now cover the whole section, not just the stock
Effects of the "Military Spine" skill from the Imperials and Primitives hero classes are now correctly displayed
Added available stock of resources in the negotiation screen + changed default value of the quantity field for resource terms (from max stock to 1)
Highlights which surround the Fleet ID no longer blink multiple times when the player clicks on a lane
Skippable assert is no longer generated after using the Quick Load function and immediately quitting the current game session. Removed the possibility to quick load when a Confirmation Message Box is visible to avoid these kinds of strange behaviors
Fixed the description of the notification when a ship discovers a fleet and is destroyed in the same turn
Added a scrollbar that allows to see all the luxury resources in the Marketplace screen
Luxury resources and trade lane freighters are no longer overlapping and are now correctly displayed
Added information about the starting situation (planet, government, politics) of a faction in the faction choice
Added more detailed tooltips for planets in the custom creation screen
Fixed an issue where the player could create custom factions while the "Allow Custom Faction" setting was disabled
The Systems Management list can now correctly be sorted by "Resources" and "Automation Policy"
"Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
Fixed an issue where Multiple levels of a planetary specialization of the same type were displayed in the specialization list if a specialization level was skipped
The beginner tutorial no longer loses functionality after the player changes game options
Debug text is no longer displayed in the Hero Ship Design screen when inspecting a hero on the Marketplace
The player can no longer access the technology screen before it becomes available in the beginner tutorial
The Virtual Dustylizer now displays which population is going to be sacrificed, like the Chain gang program does
Fixed systems failing to update Riftborn manpower infinite improvement when a quest unlocks a new version of the said improvement
Curiosity expedition is now considered as failed if the fleet is destroyed during the expedition
It is no longer possible to invade a system several times in the same turn by using the retreat option after an invasion
Fixed an issue where Advanced Report Damage Gauges were glitching when total damage done was 0
Fixed systems sending growth to themselves
Fixed random technology quest reward sometimes giving a technology that should not be available
Fixed GUI displaying incorrect information when Cravers try to change government
Fixed an issue where Planets disappeared from System View if the player clicked on System Management View and then clicked the left mouse button again
Fixed player being unable to decolonize home systems of other empires after capturing them
Fixed an issue where the Lumeris’ faction-specific Infinite Improvement, Political Theater, did not replace Public 3D Printing after being researched
Alliance victory conditions are not taken into account anymore when a player leaves an alliance
Fixed an issue where the notification of the "A Swarm of Locusts" quest displayed improper information when only one empire completed the quest
"Righteous fury" religious law now allows to go through closed borders
Fixed privateers not crossing closed borders when in auto-explore
Fixed automated ships not delivering their content when arriving (instead, waiting for the system to refresh or the end of turn)
Fixed automated ships tooltip displaying erroneous information
Fixed an issue where fighters that chased bombers drifted when their target was updating its trajectory
Fixed some saves with corrupted systems not being able to load
Fixed a situation where leech sometimes stops at end of turn
Fixed battle rewatch not working
Fixed colonization sometimes causing issues
Fixed multiplayer saves being loadable with modding tools enabled
[BALANCE]
Minor Faction quest action accessibility reduced from 75 to 50 relation points
Added Dust cost for minor faction quest action
Ocean, Jungle and Atoll Planet cost for Custom faction increased from 10 to 15
Perfect Genes cost reduced from 15 to 10 (level 1) and from 30 to 20 (level 2)
Pathfinder cost reduced from 40 to 25
Guardians cost increased from 25 to 40
Crowded Planets I & II disabled for Ship Bound factions
Social Chameleons cost reduced from 20 to 15
Increased custom faction cost for Democracy and Republic governments from 5 to 10
Reduced effect for Skillful Traders from +20% to +15% Star System Trade Value on Star System
Added "Fast" bonus to Civilians, and changed to "Very Fast" for Explorers
Added bonuses "Squadron Technicians" (+10% Health on Squadrons) & "Veteran Pilots" (+10% Damage on Squadrons) for Carriers
Balanced values for Trade Companies’ gains in Dust, Science and Luxury
Reduced XP needed to level up Trade Companies
Reduced Science gains from Trade Companies
Reduced maximum number of Trade Companies to 3 (4 with faction trait Extended Consortium")
Changed the formula for the Length modifier of Trading Company so it starts having diminishing returns once there's more than 10 Nodes in a Route
Reduced steepness of the nerf for Trade Companies research gain and Trade Companies level impact
Decreased from 8% to 3% XP gained from improvements built for governors
Increased XP gains of admirals from battle by x10
3 new empire improvements linked to stage to increase civilian ship movement points
Increased costs of Faction Trait "Mutual Understanding I" from 5 to 10 and "Mutual Understanding II" from 10 to 15
Reduced Lumeris Hero Senator Skill "Lucky Windfall" effect on Star Systems Trade Value from +50% to +10%
Reduced Luxury Resource "Drift Buds" effect on Star Systems Trade Value when used in a Star System Upgrade from +70% to +20%
Reduced "Solar Security Operations Base" effect on Star System Trade Value +100% to +25%
Reduced "Xhuyin Cartel" effect on Star System Trade Value +50% to +25%
Reduced "Borer's Guild Bourse" effect on Star System Trade Value +50% to +25%
Fixed luxury Resources deposits not applying their Approval bonus per Population
Reduced the Approval bonus per Population of Transvine deposits from +4 to +3
Fixed "Spoils of War" law applying its effects twice
The player will now receive resources instead of an outpost in chapter 1 of the United Empire quest if they selected the 2nd choice, if they are playing with a custom faction with Shipbound or Vines affinity
The reward for completing the final chapter of the Riftborn's questline is now functional for custom factions
Dust election actions are now tied to Dust inflation
Approval bonus from the "Destroy" option of the "Mind Matters" event is now functional
The "Church on High" Vodyani tutorial now progresses past the second step when the player selects a system as instructed
Added a Medium range to beam weapons (with a x2 cooldown between shots)
Flotilla Ranges now do the correct accuracy adjustments for beams
Evasion now has max value of 0.95 instead of minValue of -0.95
Fixed flaks bringing their DPS to feedback in the detailed view of DPS in ship overview
The Metaplot quest can no longer erase the ENFER star system to turn it into the Metaplot system
Rejuvenation Haze now increases regen ratio on Docked Fleets, not just Fleets in Hangar
Promoter of Diversity's laws counter now works
Reduced the necessary quantity of T1 Luxury Resources for Star System Upgrades
Increased the necessary quantity of T3 Luxury Resources for Star System Upgrades
Reduced over colonization penalty per system over the threshold (-15 --> -10)
Reduced Custom Faction cost of starting on a Jungle from 15 to 10
Increased XP required for hero ships to level up
Reworked hero XP computation (added passive gains to Governors and Admirals)
Renegade Master now applies its bonuses correctly
It is no longer possible for factions with the Riftborn visual affinity to find star system improvements they cannot use through curiosity exploration
Mount Zelevas (Quest United Empire, United Empire ending) can now be built
Nerfed all Kinetic weapons’ damage by 10%
Fixed Industrialist "Fortitude" law not applying its health bonus correctly
Increased Heart's Ward health bonus from 45 to 50, increased shield absorption, shield bonus from 350 to 500
Reduced Gjallarfire Damage from 22 DPS to 17 DPS
Increased Heart's Hammer from 34 DPS to 62 DPS
Increased Pirate Laser damage from 8 DPS to 13 DPS, increased Critical Chance from 5% to 10%, cost reduced from 40 Industry to 35
[AI]
The AI is now able to refresh ship designs during the turn
Added new behavior and feedback that detect diplomatic demand abuse
The AI now handles happiness in a better way to reduce the number of cases where AI collapses under its own economy
Fixed several ships configuration preventing potential crashes
"Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
Transvine system development now correctly gives +2 happiness/pop
Fixed luxury Resources deposits not applying their Approval bonus per Population
[BALANCE]
Reduced the Approval bonus per Population of Transvine deposits from +4 to +3
The G2G Balance Mod has been updated too, try it out and let us know what you think of the changes!
DISCLAIMER: Mac players using the mactesting branch should stick with it for now, as the 1.0.37 doesn't currently include the tentative fix. We're still taking feedback on it over in this thread on whether the fix works for your machine, so please drop us a line!
Thanks to Kynar for their help formatting the notes!
[IMPROVEMENTS]
Added a scroll bar to the company list on the left banner of the economy screen
Disabled and greyed out trade route lines between turns in the economy screen
Polished Chat messages (rename, join)
Players can now force their fleet to take a direct path by using the Ctrl key
Added info about spaceport and population transit in the Star System List
Planetary destruction cinematics can now be disabled
Added the possibility to rename Vodyani arks
Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
Fleets can no longer escape a player when the player is selecting a target
The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
Ground battles now start automatically when the ending turn button is pressed
Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
Ground battles on a mothership now have a specific ground texture
Added Unique planet lore in Planet screen
Global improvements of the performances in game
[QUESTS]
General
Secret Quest Reward: All "?" are now replaced by "Random Technology"
Hidden tooltips "?" have been replaced by "Random [icon] Technology" in order to be clearer
“Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
"The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
Horatio
If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
Horatio Chapter 3 part 2 is now triggered properly
Lumeris
Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
Riftborn
Rewards on the first chapter of the Riftborn main quest are more balanced
Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
Chapter 3, two of the rewards display a bonus which wasn't correctly applied. Now, it is functional
The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
Sophons
Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
Chapter 4 Reward effects are clearer now
United Empire
Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
Main Quest Chapter 1: Increased the Traitor's Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
Vodyani
The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
In the event of failure, the Vodyani Population quest now explains why the quest has failed
Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani
[MODDING]
Added warning message when exporting resources is supposed to overwrite files
Resource export screen is disabled while an export is in progress
Fixed empire improvements not being editable by mods
Added compatibility between saves with and without non-gameplay mods
[MAC]
Fixed the planet scan view which was not displayed properly
Fixed ship path feedback
Fixed game remaining stuck when using the Exit to desktop feature
[DESYNCS]
Fixed DustInflation desyncs
Fixed desync on hero experience
Fixed desync on retrofit
[AI]
Generally improved AI performances including:
The AI is now aware of victory conditions and pursues them according to faction personality
Added a mission to help an ally in defense
Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
Vodyani AI now uses support modules on motherships in a better way
Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
Fixed an issue where the AI was trying to buy a Hero during the metaplot
Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
Multiplayer
Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
Military and fleet behavior
The AI now computes ship design for heroes
The AI now changes its fleet composition depending on the situation
The AI now chooses better support modules
The AI now uses advanced hulls better, and uses a wider variety of ship design modules
The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
The AI is now able to use complementary weapons and handle module levels in a better way
The AI is now able to use militarist laws 'lower fleet costs' and 'spoils of war'
The AI now handles ground battle strategy better
Fixed an issue where AI was not able to wake up to answer battles
The pacifist and benevolent AIs now don't like to use planet destroyers
Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
Improved merge fleet behavior
Minor factions and diplomacy
The AI now uses all the minor faction actions
Improved the declaration of war against minor factions’ heuristic
Fixed AI being able to interact with minors it doesn't know
Created the sandbox mode in the diplomacy behavior
The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
There are now negative consequences for declaring war after a diplomatic demand has been accepted
The AI now takes already invested resources into consideration for contract cost computation
Unfallen AIs are now able to root their allies
Diplomacy AI now reacts in a better way to the use of core cracker
Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
Fixed an issue where an AI declined an Alliance despite requesting it
Fixed an issue where AI would infinitely try to propose a contract
Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as 'military trespass'
Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not
[FIXES]
Tooltips and other visual features
Fixed tooltip positions on New Game Screen
Fixed tooltip of faction droplist in new game screen for custom factions
Improved system buyout tooltip
Added explicit failure description in construction tooltips when you cannot buyout a construction because it is turn based
Added failure tooltip when the player tries to move a hangar
Added tooltips on Faction cost/Population cost/Trait count in Custom faction panel
Improved the Wonder Constructible feedback in tooltips
Destroyed planets are now properly displayed as destroyed with the correct tooltip information in the galaxy view
Tooltip of systems under the entwine process no longer overlap the bottom of the screen
Tooltips are no longer displayed during the loading screen if they're visible while performing quick load
If a hero is a Senator, the “next level” part of his senator skill is hidden in the Senate screen (on tooltip)
Fixed words bleeding through the tooltip for several modules
Made Bhagaba assimilation trait "Culturally Resistant" description more explicit
The turn transition indicator is displayed when performing quick load
The "Sacred Harvest", "Feeding Pits" and "Endless Research Park and EndlessWorld" (Wonder1) duration value is now modified inside its tooltip based on the chosen game speed
Changed migration minor action error "system is full" to "no valid system available"
Fixed the Relation bar not updating when the player used the Declare War and Cease Fire actions on a Minor Faction on the same turn
The last quest viewed is not selected when reopening the "quests and events" screen
Removed the Colonize button from appearing on a Destroyed planet label
Fixed Anomaly reduction information showing false information for AffinityGameplayVampirilis
Moved the FIDSI values for Huge and Large planets inside the FIDSI sectors in Star system management scan view
Made the In-game timer option modification more obvious (tooltip and label)
Other empires' hangar information is now properly hidden in all circumstances
Player no longer receive a false "Abduction Complete" notification if a Leecher is destroyed while leeching a system
Fixed an issue where the "Destroy Planet" action displayed the same duration regardless of game speed
The loading save menu, the competitors panel and the loading screen image now properly reflect the faction chosen when picking randomly
Fixed Technology Unlocked notification layout sometimes appearing broken the first time the notification was opened
Capped the remaining turn until new population feedback to 99 (will display 99+). Improved the feedback of losing population in the side panel system population
Portraits are now so they look okay in 4:3 faction selection
Removed Politics Unlocked notification from Auto-popup menu
Fixed the G2G feed in main screen so that the text will always be fully visible when the mouse is over the banner
Reduced the size of the net value in the Control banner and removed the decimal in some other cases.
Fixed the population sectors being hidden in a 5 planets configuration
Fixed an issue where the Negotiation screen continued to be displayed after a multiplayer session ends
Fixed the feedback when trying to reach an unreachable node with a fleet (advice for Free Move instead of Wormhole technology)
Fixed an issue where false information was displayed in guardian curiosity tooltips inside the star system management screen
Added Total Upkeep label for selected law on Laws Management Modal Window
Made Neighbors count clearer in Star System Management Scan View
Removed a graphical corruption on the system level disk in the system view
Fixed outpost migration not saying why it is halted
Added info on spaceport and population transit in the Star System List (No Empire Demographic screen is available)
Fixed the hero ship design statistics according to hero skills
Fixed attached arks not showing up properly
Prevented the StarSystem tooltip to be shown while hovering the Constellation label
Text is now properly displayed in the marketplace news feed
Luxuries are now shown in the economy screen when they have been seen on a system
Added assignment information in the Skill Tree Panel
Hero ships / ship design upgrades: the ship upgrade cost is now hidden until anything has been modified in the ship
A warning message is now displayed when a hero assignment will replace an already assigned hero.
Probe placement mode / time singularity mode are now canceled if the user opens a screen on the control banner or the scan view or clicks the end of turn
Fixed an issue where the ground battle notification "ready" button could bleed out of the window in some languages
Fixed outpost counter and tooltip when playing Riftborn
Added specific description in tooltip of ground battle action when invading an ark
The Home System icon no longer overlaps with the "colonizable planets" icons when the home system tab has more than 4 lines
Boosted populations now display their effect properly in population modal window and tooltips
Added feedback on besiege & blockade effect so it says it removes all resource production
Added cut off (word wrap) when there is a '-' (hyphen) to prevent weird word wrap with fleet names, particularly in German
Fixed the Show quest markers button's behaviour; the view now cycles through all the quest nodes if there are several
Added info on reinforcement man power on the ground battle notifications (Users are now informed about the maximum manpower deployment limit for invasions)
Fixed the inspect button in the marketplace
Elements from the Empire (Target) Selection (when several empires can be fought in a system) are now properly displayed on higher resolutions
Fixed Hero assignation to fleet when double clicking an invalid line; the invalid lines are now disabled
Fixed diplomatic scan view showing center of empires that aren't known
Destroyed arks tooltip now display the effects of arks on the system
Fixed tooltip of hero upkeep reduction skill
Added Alignment info on treaty tooltips in the diplomacy
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