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.
Time for new things! This update comes with a bit of free content on the side, because who doesn't like free stuff? Those of you who helped us test update preview 1.0.16 might have encountered some of the content early... That's our way of saying thanks for giving a hand in testing out the new update. The new things include a new special node, two unique planets, unique anomalies on Auriga & Bilgeli, and a hero and the quest to rescue it! Also a truckload of performance improvements. Read on for more detail...
[XML]
Added Neutron Star special node
Added 2 new unique planets, Veil & Teonha
Added hero Koros Apogee
Added hero Tiaych Zhilleaq
Added the quest Invisible Chains (look for the neutron star!)
Added a unique Anomaly on Auriga & Bilgeli (2 total)
Reduced Auriga base science as it is now given by Husk of Knowledge anomaly
Fixed the quest improvement "Craver Dark Ops" being available to be built multiple times
Fixed custom faction feedback on planet FIDSI tooltips
Fixed Unfallen home system not having a bonus of 1000 System Manpower
Fixed cooldown timer for changing battle tactics set not being affected by game speed
Added Enhanced Astronavigation as a starting skill (tier 0) for Tiaych Zhilleaq
Fixed incorrect feedback of Sophon Free Move movement points (showed +2, when it gave +4)
Sophons Free Move now gives +2 Vision Range instead of +1.5
Sophons Free Move now gives +2 Movement Points instead of +4
Disabled Apathetic/Fervent Colonists Traits for Factions with Shipbound (since it's irrelevant to them)
Disabled Guardians Trait for Factions with Shipbound (since it's irrelevant to them)
Fixed some political traits not affecting politics properly/being wrongly feedbacked
Merchants (Industrialist events support Pacifist political opinion)
Monumentalists (Industrial events support Religious political opinion)
Aggressive (Industrial events support Militaristic political opinion)
Investors (Pacifist events support Industrialist political opinion)
Conservationists (Pacifist events support Ecologist political opinion)
Automatists (Scientists events support Industrialist political opinion)
Sociologists (Scientists events support Pacifists political opinion)
Biologists (Scientists events support Ecologists political opinion)
Dutiful (Religious events support Industrialists political opinion)
Virtuous (Religious events support Pacifists political opinion)
Skeptics (Religious events support Scientists political opinion)
Fanatical (Religious events support Militarists political opinion)
Sanctuarists (Religious events support Ecologists political opinion)
Pragmatic (Militarists events support Scientists political opinion)
Preservationists (Militarists events support Ecologists political opinion)
Harvesters (Ecological events support Industrialists political opinion)
Druids (Ecologists events support Religious political opinion)
Territorial (Ecologists events support Militarists political opinion)
Exploration quest Mysterious Plague ship is now disabled for the Vodyani Faction
Horatio Carrier now has 13200 HP instead of 5500 HP
War exhaustion trend computation will now depend on game speed
Added Distributed Energy and Gamma Analysis tooltips
Lumeris refund for outposts is now equal to the Dust spent to colonize
Updated Gas FIDSI to differentiate the planets
Populations Collections for Custom Factions are now dissociated from the vanilla factions'. This allows for clearer feedback (we don't show a vanilla faction icon for a population collection bonus applied to a custom faction)
Fixed a bug where the Horatio population collection bonus level 3 had overpowered, unintended industry effects
Fixed an issue of Influence provided by Outposts
“First contact” action with Minor Factions is now free
The "New Colony Rule" Industrialist law only applies its effect on the newly acquired colony
Fixed tooltip of the "Explore Binaries" anomaly reduction displaying debug text
Fixed The Quest Babies not Booms sending population on outpost. Now, it will add population only on Colonies.
The Quest “The Good Life” is now disabled for custom factions with the Affinity Shipbound
The Quest “Babies Not Booms” and “An Unexpected Visitor” are now disabled for custom Factions with the Affinity Shipbound
Relationship trend of Minor Faction now depends on game speed
Having Pacifists in the senate does not remove the “Eternal War” effect over minor factions
Fixed Shipbound Custom Factions based on Cravers Visual Affinity being able to create multiple Ark designs
[PERFORMANCE]
Improved influence computation
Ships designs are not automatically preloaded at the beginning of the game anymore
Optimize end turn resource collection pass
Optimized fleet & political events
Better filtering of onscreen rendering
Optimized hero assignation and fleet modification
Reworked retrofit process to reduce CPU consumption and memory allocations
[FIXES]
Fixed the intro cinematic for custom factions
When the end turn is computing, it is no longer possible to send orders
Prevented Election actions from all being disabled
Empire met notification only appears when both empires know each other
Alliance Victory now properly awards victory to all the members of an alliance
In multiplayer, players are no longer displayed as having achieved elimination victory when another empire wins
The "Reset" button did not properly reset the Diplomatic Demand Screen
The minor population effects are now displayed in their tooltips inside the custom faction
Fixed Trade company HQ/subsidiary being queueable at the same time on the same system
Fixed Ground battle notification auto popup setting not working
Fixed Influence feedback being too large on outposts and Unfallen systems
Added an icon on fleet labels to feedback the existence of a Planet Destruction module within the fleet
Fixed the on-click behaviour of merged fleet labels; all fleets represented by the label are visible in the fleets list at the bottom of the screen
Fixed the dragged population icon for custom populations
Allowed the trait level reduction in custom faction screen; removing a level n trait will automatically add back the level n-1 of that same trait
Greyed out the ship design slots that are incompatible with the selected module category in ship design screen
Users can't join or be invited in multiplayer sessions without the latest game version installed
User no longer remain stuck on "Ending Turn" after the election in turn 120
Fixed the creation and edition of Ship designs with the Unfallen medium hulls
Disabled Multiplayer (Join Game) features if Steam is not running
Space battles are now correctly resolved when a player enters a session in which another player is attacked by pirates.
The peaceful conversion icon is no longer redundantly displayed on your own Unfallen systems
The Seventeen thousand islands bridge" anomaly name no longer overlaps with nearby planets
Icons of unavailable curiosities are now shown correctly when there is no ship orbiting the system
Fixed the tooltip on “Colonize” button in Star system management; now properly tells the planet colonization is queued and not already colonized
Added AMD Radeon HD 6550D (sep 2011) to the compatibility card; it should now be able to launch the game in compatibility mode
Changed wording in planet tooltips to avoid confusion regarding base output modifiers
Fixed text in the "Population Boost Ended" notification when using custom factions
Fixed the background of in-game screen with "-novideo" command in Steam set launch options
Fixed issue with moon exploration & anomaly improvement GUI
Fixed a few tutorial highlights
Fixed an error when displaying the tooltip of the Evacuate System improvement when playing Unfallen
Fixed hero recruitment notification having issues with custom textures.
Fixed an error when hovering the mouse cursor over the "Colonize" button of a destroyed planet in the System Management Screen
Fixed multiple issues with in-game text fields and added a few quality of life enhancements on these
Changed the "K" into "M" when reaching millions units for resources
Fixed the technologies remaining turns count in the technology queue
The cursor location is reset to the end of the text when clicking on the bottom side of the chat bar
[AI]
The AI should ask for alliances out of perceived necessity less often
The AI should evaluate truce better when other player is winning the war
Fixed an issue where the synchronization of game events was failing while the user was saving the game resulting in a crash and an infinite turn
Fixed an issue in battle situations computing resulting in a crash
Fixed an issue with Ark handling that was generating an error message
Fixed an issue where the AI was stopping colonizing systems at some point
The AI dll now loads correctly when the game is installed in a path that contains accented characters
Fixed an issue where a mood message was sent multiple times during truce
The AI should now respond to diplomatic demands based on the odds of winning wars and the value of bribes
Fixed an issue where AI only took in account war end when a force truce was declared
Fixed an issue where ship designs were not synchronized correctly
Fixed an issue where AI would ask for help even if it was not at war
Fixed an error generated when the Vodyani AI chooses the "Conscription" defensive battle plan
Fixed an error generated when starting the Beginner Tutorial
[DESYNCS]
The desync report message box is now only displayed once
Fixed a desync related to fleet actions
Fixed a desync related to population migration and political events
Fixed a desync related to "The Good Life" exploration quest
Fixed a desync related to manpower
[MODDING]
In the modding screen, added filters for mod location (Local or Workshop)
Fixed the scroll wheel functionality in the mod selection menu
Added a warning when the player enables a mod
Added display of error messages and feedbacks in Modding Screen
Fixed modding screen auto-selection and interaction issues
Added an option to automatically download and enable Missing Mods of a game (both in the Load Game and the Join Game screens)
Added GUI modding (image replacement)
Fixed ship reskins not being shown in ship design editor
Thank you for your help in testing the stability, improvements and fixes of the preview patch!
[1.0.11] Patch Notes
[FIXES]
Fixed an issue where events and Academy quests had missing texts
Fixed an issue where political events of global, Academy and Academy - Finale quests had missing GUI elements
Fixed a problem in some broken saves due to outpost migration (reported here)
Fixed issues where the depletion was broken depending of game speed
Fixed an issue on the victory stats screen where the stats displayed were broken
Fixed Rebellion value not being saved when a Vodyani ark detaches/reattaches
Fixed an issue where the Pacifist Conversion icon didn't appear on the colonized systems after the Unfallen entwine them
Fixed the faction displayed in the save files list
Fixed an issue where it was possible to queue multiple terraformation actions for the same planet
Fixed an issue where the "Probe instructions" were still active after opening a Game Menu sub screen
Fixed some bleeding text
Fixed tooltip for science, economic and wonder victories
Fixed empire swap in diplomacy screen when in alliance (sometimes, the sector shows the Unknown (?) state instead of the correct diplomatic state between the inspected empire and your alliance)
Fixed infinite buildings auto replacement causing issues
Fixed Vodyani system capture causing errors in rare cases
Fixed issue with metaplot achievements "Sins of the Fathers" & "Ctrl + Alt + Delete", they now work as intended
Fixed Unique Planets not getting the destroyed planet visual
Fixed Game Creation Screen messed up in some resolutions
Fixed new game Multiplayer Join button missing translation in some languages
Fixed ground battle infinite turn
Fixed 'Blockade Breakers' trait not working
Fixed Guardian curiosities being triggered on Vodyani systems
Fixed siege status not updating when the diplomatic relation with the node influence owner changed
Fixed Vodyani leechers behaving incorrectly on systems with low population
Fixed an error with Riftborn Carriers stuck warping into battle
Fixed the victory progression feedbacks for Wonder victory in the Empire screen and take into account alliances
Fixed anarchy duration estimation in Government Selection screen
Fixed Unfallen systems becoming unentwined after a successful invasion
Fixed the 'Implant Beacon' action canceling itself on Lost star systems
Fixed a bug where the button for loading the last mods were enabled even if it contained missing mods, causing the game to crash if the user used the feature
Fixed an infinite turn caused by fleets which couldn't be sold by the bailiff when in orbit
Effects of the starting technologies are now displayed in their tooltips
Loading a save game while the Client is in the space battle loading screen no longer results in a stuck state
The minor faction influence bar is no longer inconsistent with the current diplomatic relation after using the Cease Fire action
Arrow keys are now functional in the "System management" or "Planet" scan views
The user is now able to use the Destroy Planet action in his own influence area
Laws can no longer be abolished on the same turn they were passed
Exiting to Desktop menu option no longer takes the user to the title screen instead of the Desktop
User cannot take over Unfallen systems using Pacifist Conversion
Dust, Influence and Manpower now display accurate values in there tooltip
United Empire Chapter 3. No Turning Back Icons are no longer cut off at the top in the Quest panel
Fixed the war exhaustion trend which was not working with game speed
Fixed an issue where activatated a mod and try to change the victories option wasn't working
Fixed several flow problems at the end of the game in multiplayer:
The client now handles the host disconnection better
The end game videos are launched after the game is done unloading (to avoid odd behaviors like the video being launched twice)
[PERFORMANCE]
The technology helper is now active only for human players making the end turn less long
[AI]
Added more accurate handling of ship design and strategic resources for hulls and advanced slots
Unfallen will not detect your system as theirs in regards to trespassing anymore when they have rooted it
Added a failsafe to allow the AI to keep making decisions if it enters a stuck state
Removed lifeforce compensation for easier AIs
Quest armies no longer try to roam outside of the assigned constellation, causing them to get stuck (Issue was visible in Cravers Quest Of Our Own Brood - Part 1). Now the Quest armies continue to roam in their own constellation
The AI no longer spams mood messages
The AI now retreats less frequently
Fixed AI refusing map sharing after having hinted at it with a mood message
The AI will now check it is not at war with the player before going for an opportunistic war
The AI will now evaluate Map Sharing better
Fixed handling of rare resources
Fixed a loop in AI behavior when idle
Fixed allocation of Influence
Fixed all costs of diplomatic terms for AI
Tweaked transitions duration so AI asks for map sharing less often and can ask for peace more often
Fixed assessment of shipdesign costs for AI
Improved AI colonization behavior
Increased AI aggressiveness
Better evaluation of trade agreement terms
[BALANCING]
Fixed Ace/Lousy Senator traits effect on Election Actions costs
Fixed Optimal Defense I, II and Sub-Optimal Defense traits not affecting ships' maximum health
Fixed the missing lava colonization for custom timelords
now the system with the academy will at least have 2 planets in order to be colonized
Fixed an issue where the Stage 2 Science & Exploration deed was giving a stage 5 Luxury reward
Fixed a weapon short range issue
Fixed Endless Research Park happiness bonus displayed as coming from Obelisk of All Space-Time
Cravers' third population collection bonus is now functional
Fixed "Deadly Intent Bill" Law not increasing Weapon modules damage correctly
Fixed "Mine's Bigger Decree" Law not increasing Weapon modules damage correctly
Gargantuan Populations now impact System Growth rather than Net System Growth for a more consistent behavior
Changed cost of the Blockade Breakers faction trait from 25 to 15
Scrapping now gives a very small amount of Dust (1% of Industry cost)
Reduced base value for ship sales
Fixed feedback of the Cravers Hero skill "Endless Consumption"
Fixed approval level of Empire not affecting Empire Dust & Science
"Endless Research Parks and Endless World" now applies bonuses to Empire
Fixed prerequisite for Map Sharing now properly available in Cold War & Peace
FIxed an issue where the hero prices sometimes fall to 0
Deposits are now forbidden on Destroyed planets
Fixed Wonder quantity based on galaxy size
Dense atmosphere are now forbidden on Barren planets
Refined the experience threshold to fit with the name associated to the experience level
Updated constraints for neutral laws to fit with the new experience threshold
Minor factions on their home systems will now grow twice as slowly
Increased resource cost of the System Modernization
Fixed the primary trait Extreme Foremen not working in certain custom faction cases
Fixed custom faction with Lumeris visual affinity being unable to build or create Colonizer ships
Fixed Ship Bound custom factions with Lumeris visual affinity not being able to produce more Arks
Fixed Ship Bound factions starting with no colonizable planets
Starting on a planet now allows the player to colonize all planets of this type
[UI]
Synchronized the AI states for clients in order to update correctly the end turn tooltip in multiplayer games
Added a non-blocking message window, used when the host leaves or returns to lobby, so that the client starts returning to the lobby without waiting for the player to validate
Fixed the objective tooltip in Notifications Deeds
Fixed some tooltips in the Custom Faction screen
Fixed tooltips in Empire Screen for Science, Economic and Wonder victories
[QUEST]
The quest Flight of Prototype (Minor Faction Quest) no longer displays a placeholder name
Vodyani are now able to achieve the competitive quest Founders Keepers
Added effects feedbacks on Unfallen last Rewards Fireforming and Heart's Embrace
Inverted the two rewards of Chapter 2 of the Riftborn Faction > A Rebuke From High
Objective of Chapter 4. Who are we? (RiftbornFaction Quest) was too difficult. Its new objective is "pass X Ecologist laws" instead of a required amount of support of the Ecologist ideology in the Senate
In the Lumeris Main Quest Chapter 2. A Matter of Influence Part 1, the objective wasn't well communicated. New Objective: C1: reach 20% Industrialist score in X Systems / C2: reach 20% Ecologist score in X Systems
In the Vodyani Chapter 4. Hope in Heresy Part 1, destroying 3 planets was too difficult. The player must now destroy 2 planets
A hidden quest track if the player find Sykagoja planet. If they finds it, the quest Cartographer request will not be triggered
If the player finds the planet Sykagoja while doing the Cartographer Request Quest, then the quest fails
Thank you for your feedback and bug reports, here are the release notes for patch 1.0.5!
[1.0.5] Patch Notes
[WIP]
Destroying a gas planet is not going to trigger the cinematic – The FX will however be visible in the galaxy view
[IMPROVEMENT]
Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch
Added several bits of missing localisation that remained in English until now
Added a cinematic for the discovery of the Academy
Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
Improved the planet destruction tooltip error message
Fleets Labels for cargo Ships are now hidden
[UI]
Changed the custom faction button from "Add" to "Custom Factions"
Improved the Game Creation screen to show that the faction portrait is clickable
[FIXES]
Fixed an issue with saves with broken deposits
Fixed an issue with several faction traits that weren't functional with custom factions
Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity
Fixed an issue in multiplayer where players remained stuck in the loading screen after quitting to main menu if they used custom factions created by the host
Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host
Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy"
Fixed an issue with the end of turn timer not resolving encounters
Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits
Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer
Fixed some diplomacy localization lines for custom factions
Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve
Players won’t be able to save during the end turn anymore
Fixed vined systems bonus/malus only applied to Unfallen
Fixed an issue with troops count
Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets
Added a failure tooltip in galaxy view to inform the user when the curiosities that he wants to explore with probes are already in the queue construction
Fixed an issue on the Asian font which corrupted them overtime
Fixed double click on ship allowing to see ship design even if ship is not editable or hidden
Fixed an issue with the feedback of Third Vodyani population collection bonus
Fixed the Amateur and Kingpin Executive traits
Fixed the Center of Light and Life and Harmony of the Heart improvements which had incorrect pre-requisites, allowing them to be built multiple times
Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen
Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10
Fixed Apathetic/Fervent colonists traits
Fixed Blockade Breakers trait
Added the Naturalists population trait
Fixed the Singularity creation and destruction sound effects
Fixed the Luxuries Lottery system improvement
Fixed the Righteous Fury law
Fixed an issue where the failure condition didn't work properly in a competitive quest when players were the first to colonize a system
Fixed an issue with a parasitic sound heard during the beginning of turn
Fixed an issue with the final reward of the Riftborn main quest
Fixed an issue where the Unfallen couldn't use the spaceport
[BALANCING]
Increased the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence
Changed the Papers Please hero skill: increased manpower refill rate gain on skills
Changed the Conscription Genius hero skill: doubled manpower gain
Changed the Bespoke Arms hero skill: increased damage given to the hero ship
Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat
Fixed the Infallible Authority hero skill: it is now not as strong
Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost
Decreased Cravers depletion points per turn from +2 to +1
Added a temporary bonus to population collection level 3 for the Lumeris
Fixed Permanent Monsoon tooltip: it now displays -10 Happiness
Wonders & Unique buildings are now impacted by the game speed
Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance
Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times
[AI]
Fixed the AI abusive migration
Fixed an issue with the AI stuck in an infinite battle
Added transitions so the AI is not stuck in war when Peace or an Alliance is signed
Fixed an error that occurred when the game was saved at the beginning of the turn
[TUTORIAL]
Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view
Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early
Fixed an issue where the laws tutorial window was displayed even in galaxy view
Fixed an issue with the battle tutorial that remained stuck
[OPENGL/ DX10]
Fixed an issue for Mac players: ground units now appear properly
[QUESTS]
Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest
Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed
Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions
Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete
Fixed an issue with the United Empire "The Cult of the Strongman" quest where the player didn't receive any reward upon completion
Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy
Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place
Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed)
Fixed an issue where the Academy quest "Build the Academy" didn't work as expected, preventing players from reaching the next Academy chapter
Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
ENFER ship can be dragged into the hangar in the Sophons main quest
The patch coming along the Hissho expansion packs quite a few changes.
Jhell, backstabber extraordinaire and Lead Game Designer on Endless Space 2, wrote the following:
“We wanted players to have more options after invasions, and how they went about their invasions. The manpower modules will now be much more effective, as they’re going to also increase the deployment limit, and there are choices to be made about sieging a system or swarming it with numbers. You will also be prompted on what to do after a successful invasion: occupy the system, pillage the system, or simply raze it. This should allow huge empires to more relentlessly wage war, leaving only a trail of razed and pillaged systems in their wake. We don’t want to spoil the surprise, but some empires have unique outcomes replacing regular pillage or raze actions.
The ground battles visual pacing has also been heavily tweaked; no more will you see two blobs of units against each other, now each ground battle tactic has its dedicated visual formation, unit types attack independently, and impacts are focused on units.
Another focus to wage war as comfortably as possible was to rework how diplomacy is handled during Isyander’s “metaplot” quest. You will now be able to attack foes AND friends on Lodestone nodes, provided you are on different teams. Your allies will hopefully understand that it’s “nothing personal, kid”.
On a different note, to acknowledge that the galaxy is a violent place, we’ve added the “System Relics” feature. Significant events like huge space or ground battles taking place on star systems may now leave permanent traces, and some anomalies or new curiosities may even emerge… All of this visible in scan view.
Lastly, to make them on par with the military victory conditions, the non-military ones have been reworked to last longer so you can enjoy the late-game content longer regardless of the victory type you’re pursuing.
Along with numerous fixes and the content of the expansion, you should now be able to utterly lay waste to the whole galaxy.”
[HISSHO EXPANSION CONTENT]
New Major Faction: the Hissho
Main gameplay (Affinity, Traits, Population, Technologies) - see enemy pathfinding
New specific resource: Keii
New theme music
New unique planet: Uchi
Hissho main quest
Hissho Fleet
1 leader + 4 new Hissho heroes
New Hissho technologies New Hissho Empire & Star system improvements
New Minor Faction: the Illo
New Illo Hero
New Feature: Behemoths
New quest introducing Behemoths and unlocking specific technologies
New ship hull: Behemoth (Economic, Scientific, Military)
New ship hull: Obliterator (Can destroy a whole system)
New ship hull: Juggernaut
New Behemoth specific modules (Mining probes, Planet rejuvenation, ...)
New faction specific modules (1 per existing faction)
New Behemoth technologies New Behemoth Empire & Star system improvements
[FREE UPDATE CONTENT]
Reworked Ground battles
New setup and report screens
New features: Winning a ground battle now gives you the following options
Occupy
Raze
Pillage
Some factions have specific variants of these actions.
Battle simulation changes
Implemented new damage computation (damage bonuses/maluses are now properly computed)
Implemented new bombardments (bombardment damage is shared between unit types)
Implemented new improvements/populations destruction (may destroy more than 1 of each - Blitz can now be quite destructive!)
Academy questline
Alliances no longer matter when orbiting Lodestones: you may now attack an alliance member who is part of the opposing faction without having to fear any diplomatic repercussions.
Improved feedback around lodestones and lodestone specific battles
Music
The Surround soundtrack was completely re-encoded in WMA. It is available in the following install folder:
..\Steam\steamapps\common\Endless Space 2\OST\Surround
Vodyani
Added Vodyani "anchored Ark protection" module: an Ark with this module equipped will not be attackable in space battle while attached to a System (it can still be attacked via Invasion)
Vodyanis can now use the pacific conversion feature: it will convert 1 population unit on the target system and grant 500 Essence
[IMPROVEMENTS]
Hissho Minor faction is now called Yuusho
Updated Core cracker quest restrictions
Rearranged technologies in the Technology tree to add the new content
Reworked Victory conditions:
Wonders: - Wonders can now only be built one at a time - Wonders can now only be built one at a time - Wonders base costs increase with each Wonder built - Wonders cost more to buy out
Economy - Increased required Dust from 450k to 700k (notifications have been updated accordingly)
Science - Technology cost reduction impact lowered by 50% on victory technologies - Moved Science Victory Technologies to an Era 6 placed between quadrants - You will now need to unlock techs from 2 different quadrants to unlock this Era 6
Academy Quest "Ghosts and Dust" is now deactivated if one of the living Empires uses the Hissho affinity (objective requires a Happiness contest)
Added a feedback when a fleet in guard mode intercepts an opponent’s fleet (The fleet will also appear and cycle in the “idle” fleets)
Sleeping fleets no longer wake up when they notice an enemy they were already aware of
The stage unlock notification is now an auto pop-up
Reworked the Empire Information toggle in the empire introduction notification in order to make it more visible/appealing
Temporary effects listed on the side panel of the system management view now only shows icon if there is too many of them (more than 2 lines).
Added info on star system label when a home system is destroyed.
Added different backgrounds for the Victory window
Added technology hints to the fleet action buttons
Fully destroyed home systems no longer count towards required colonized home planets count
If all home systems are destroyed, the victory is no longer attainable, unless the planets are "repaired"
Creating a ship or ship design now takes slightly less time
Starting the game now takes less time and memory
A tutorial is triggered when researching the technology that unlocks Behemoth Hulls when using Advanced or Expert tutorials
Added some distance between flotilla in space battle to make space for the Juggernauts.
Updated Golden Age effect to be more readable
Added message explaining why a law isn't activatable when its upkeep would be too high for the player's stock + net influence
Added dynamic costs for research stages depending on whether DLCs are active or not
[BALANCE]
Custom Factions:
Made corsair and pirates slayer mutually exclusive
Diplomacy:
Increased cooldown of Cold War Attack contextual term from 1 to 3 turns
The contextual diplomatic term "remove tendrils" no longer removes tendrils that are completed, only the ones in progress
Heroes:
Modified Haroshem hero political alignment to fit his description
Factions:
Vodyani Arks: Base HP increased from 10000 to 14000
Ground Battle:
All manpower modules for ships now also increase manpower deployment limit Added manpower deployment bonus to all defensive improvements (to accompany modules)
Changed manpower upgrades resources so each unit has the same progression in terms of strategic tiers
Linked conscription to ownership: You can now only use it if you have more than 50% Ownership on the system.
The amount of Manpower you get also depends on your current Ownership (multiplication): for example, if you use Conscription on a System with 75% Ownership, you'll gain 175 * 0.75 additional Manpower on the System
Added a bonus to attacker manpower deployment limit in case they have remaining ownership on the system (currently 400 * ownership)- Added effect to "Para-raiders" tactic: it now has 90% health multiplier and 110% damage multiplier
Besieged systems no longer lose manpower the turns they have been invaded
Economy:
Reduced average and abundant strategic deposit value from 3 to 2 and from 5 to 3 respectively
Ship retrofit no longer refills the ship's probes/mining probes stock
Added a “+2 Vision to all systems” effect on the "Ultra-IR Astronomy" unlock
Outposts no longer leech growth from a parent system when they are full
[QUEST]
Due to Ground Battle changes, a large amount of quests have a new way to be failed: if one of their system is razed or captured (but not pillaged in case of invasion)
The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non-custom Riftborn
The quest fleet for "Flight of Eyder" now roams in order to reach a special node
A large amount of Quests, system improvements, technologies, populations bonuses, … have been updated to be used by Hissho
Quests will not grant net science bonus as reward anymore.
The Metaplot's planets cannot be destroyed anymore
Isyander's quest: players will not be able to colonize the loadstone, no matter the winning team
Added technology era 6
The second part of the endgame academy quest is now won when a team has secured more than half of the objectives, instead of when all objectives have been secured. Unsecured objectives will be transformed as if they had been secured by the winning team
[FIXES]
Fixed supremacy victory alerts being fired on turn 1 when only 2 players are in the game
Fixed a situation where the game failed to restart after failing to start once
Fixed rare error occuring when the game was quick-saved in the same frame a fleet action concluded
Fixed rare blocking error occuring when a fleet is destroyed while exploring a curiosity
Special nodes and quest nodes are not selected anymore for the "A Fly in the Ointment" quest
Fixed some saves failing to load because of Guardians not having spawned
Fixed military ship cost increase being a reduction
Fixed an issue where the hero ship upkeep costs were still displayed in the Hero Ship Design Screen
Deposits now remain when a planet is destroyed
Fixed an issue where the skip button hitbox in election window was not right
Fixed Minor factions being assimilable while a ground battle outcome was being picked
Fixed trying to remove populations not concerned by growth (like Riftborn) when having a negative growth on a colonized star system
Fixed memory issue when a battle was pending
Fixed Depletion not being shown on uncolonized planets, and not being counted for Hissho Mining probes
Fixed an issue where the tooltip from the Lodestone recovered/destroyed system displayed misleading information about its effect
Eternal improvements are not added twice when a system is captured anymore
Fixed an issue where war momentum in battle notification was not displayed if the value was 0
The second objective of the "To do, or not to do... (Part 2)" quest is now available
Fixed an issue where long technology names overlapped the buyout technology option in the empire banner
Fixed issues related to migration & Riftborn/Guardian populations
Fix the Vodyani base improvement not being built on the first turn
Fixed error when Vodyanis capture Riftborn system with Influence
Fixed an issue where the displayed tooltip effects of a colonizable planet made reference to the Approval mechanic when overcolonization limit had been reached
Fixed a cause of freeze when quitting the game
The technology helper no longer suggests incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen)
Fixed Vaulters Leader Background visual issue
Fixed critical error on Riftborn outposts which caused the game to get stuck
Fixed critical error on ship repair cost AI synchronization
Fixed an issue where Pirates would not be Cordial with anyone when several players had maximum relation with them
Fixed overlapping module slots on the Leecher hull when using a custom Vaulters faction with the Ship Bound affinity
Fixed ships sold on ht Marketplace not being listed if the maximum number of stocked ships is reached
The "Founders Keepers" quest will not fail anymore if the quest planet was destroyed
Fixed an issue where the Horatio 50 pop collection bonus were incorrect
Fixed an issue where fleet lines would occasionally have bad alignment
Fixed the champion's pod that wouldn't appear on custom faction with the Vaulters visual affinity
Fixed tooltip of diplomatic term "technology exchange" displaying unlocks of the empire which proposes the exchange, instead of the empire which receives the technology.
Fixed Gnashast strategy pre-battle damage
Fixed an issue where the game did not remember the "Tactics" set if a card was swapped with a newly added card
Fixed errors in tech helper data
Custom factions using the Metafolding affinity will no longer have a duplicated technology in Empire & Development quadrant stage 4
Custom factions with United Empire visual affinity and Involuntary Nomad trait will no longer have access to a Colonizer hull
Fixed rip singularity not working properly in some cases.
The "Zelevas Incarnate" unique improvement will now properly display all of its effect in the star system management view
Fixed Trade Companies requiring 0 XP for their first 3 levels
Fixed "Coordinated Bunkers" not applying the siege damage reduction in all cases
Fixed ground battle being replayable only once instead of once per turn as long as the bubble is present
Fixed any empire being able to replay a space battle instead of the one who owns the singularity.
Fixed Vineships being scrapped in higher priority than colonizers
Planetary colonization industry cost inside a star system is now correctly linked to game speed
Fixed memory leak in planet rendering process.
Fixed Supremacy victory not working well with planet/system destructions
Fixed an issue where a team’s legend in the diplomacy screen during the metaplot was inaccurate
Fixed Lumeris ship design (small defender lacked an engine on base design)
Fixed an issue where the user was not informed if a Contextual Diplomacy exchange was occurring between other players when hovering over the End Turn button
Fixed bug colonizer affinity visual Vodyani & Lumeris (had attack slot but couldn't fill it)
Fixed salvo pooling being completely broken
Fixed an issue where hero ship upkeep cost were still displayed in the Hero Ship Design Screen
Fixed an issue where war momentum in battle notification were not displayed currently if value is 0
Fixed an issue where Long technology names overlapped the buyout technology option in the empire banner
Fixed the Vodyani's base improvement not being built on the first turn.
Fixed an issue where whispered messages were not received by players who joined ongoing sessions
The technology helper does not suggest incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen)
Fixed infantry bonus damage on planes going over 100
Galaxy Age will now have an impact on galaxy generation
Removed Horatio specific tag from the "Neural Robotics" tech as the unlocks were similar to the regular one
[MULTIPLAYER FIXES]
Fixed desync happening when Unfallen factions vine a minor faction's system
Fixed an issue where whispered messages were not received by players who joined ongoing sessions
[SOUND FIX]
The Vaulters Leaders no longer plays her voice line when selecting her in the Faction Choice screen, even with sound deactivated
[AI]
Massive performance update.
AIs now understand more improvements and gains from previous content and are capable of using them in the right context. eg:
Multiple FIDS and FIDSI gains are now properly understood as such
Overcolonization is now considered as a usable / needed resource
Ground battle understanding has been reworked.
AIs now better understand their chances of winning
AIs are more inclined to invade winnable systems
AIs will chose their tactics in a more sensible way (e.g. based on incoming reinforcements)
AIs will now act properly on Metaplot nodes: they will attack the other team members and will not attack the same team members, regardless of their diplomatic status.
Vodyani AIs will now use Anchored Arks modules when possible.
Various improvements:
Better production of colonizers, war fleets and explorers
Diplomacy contract balancing offers more constant results
Avoid being stuck in a war state with an AI
Proper law activation and deactivation
AIs no better avoid empty modules in ship designs and can a wider variety of modules
Hero ship are now properly retrofitted
Fixed a bug when AI attacked a system
Fixed a bug when achieving elimination victory
Fixed a bug when AI could get stuck upon dealing with a new ground battle
DISCLAIMER: Because of changes to C3 Centers, games with lots of these built might be very hard to get back to. The previous patch is available in a branch if you wish to finish your game before moving over.
[OPTIMIZATION]
General performance optimizations
[AI]
General bugfixes
Fixed an issue when AI would not properly seek to unlock a technological stage
Fixed an issue where pathfinding would use an invalid node
Fixed an issue where Behemoths would not be able to restore planets properly
Fixed AI Hissho being able to interact with pirates
Fixed an issue where debug text was displayed when the United Empire AI proposed contracts or sent mood messages
Fixed an issue where AIs would not send diplomatic contracts when they *totally* should
[BALANCE]
Vodyani "Hunt" and "Raze" actions will no longer have an Approval penalty
Changed Hissho population trait to +1 Manpower per turn
Obliterator cooldown reduction exclusive tech is now at -25% on all game speeds
[IMPROVEMENTS]
Added a scroll view to the Side Panels Area to avoid side panels exiting through the bottom of the screen in the System Management View in some rare cases
Added a tooltip to inform players about unlocking population slots when upgrading their Arks
Added a new Empire Improvement to unlock more Singularity slots for Riftborn empires on stages 3, 4 and 5 of the Science and Exploration quadrant
[FIXES]
[BEHEMOTHS]
Fixed health discrepancy issue between ship designer and ship design for Behemoths when technologies increasing Behemoths health were researched
Fixed an issue where the Behemoth bonuses system label icon was not visible when playing as a custom faction with the Extreme Foremen Population Bonus
Fixed an error when a Behemoth terraformation was cancelled due to fleets having moved
Vodyani Behemoth-specific technologies in the Science and Exploration quadrant now have the correct Vodyani-specific icon
Unfallen will no longer obtain an automatic Citadel shield on captured enemy Home Systems
Fixed an inconsistency between the "Launch Mining Probe" tooltip and the tooltip of empire resources regarding mined resource income rounding
Fixed Citadels having no upkeep (it is now feedbacked in the System Dust)
C3 Centers will also affect Citadel upkeep
Added a cap to C3 Center upkeep multiplier
Technology stage cost reductions from Behemoths will now cap at 75% even if you stack Behemoths on a node
Made starting with a juggernaut a faction trait instead of a specific of the Hissho affinity
[ECONOMY]
Having low Approval while having a negative Dust upkeep will not generate Dust anymore
[POLITICS]
The Z'vali unique law will now bypass blockades and sieges
Fixed an assert upon accessing the Senate screen with an empty political assembly
Added Keii cost to changing government for Hissho empires
[RELICS]
Slightly increased probability for curiosities to spawn for pirate lairs and minor faction assimilation system relics
The System Relics: Pre-Galactic Markers notification no longer lists the names of custom factions as debug text
Fixed an issue where the anomaly spawned from Remains that are generated after ground battles did not have an image
[ACHIEVEMENTS]
Fixed "Are you not entertained" achievement unlocking at the end of the turn it was actually unlocked
[FACTIONS]
Fixed Illo assimilation trait
Added missing tooltips for minor factions in the Custom Faction Screen
Fixed minor relations bonuses and quests not being lost when the minor faction's system is razed
Extracted unfallen specific empire improvement from coordination pact unlock (caused confusion)
Fixed an issue where a misleading message was displayed on a system for pirate marks when the player plays as the Hissho faction
The "Meditation" module for the Vodyani will no longer be displayed for custom factions with the Vodyani visual affinity
Corrected the Sisters of Mercy Citizen trait not being grayed out when Illo Citizen was selected
[TECHNOLOGIES]
Fixed an issue where debug text was displayed when hovering over technology unlocks from the "Research completed" notification
Fixed issue with Hissho being unable to colonize Steppe and Tundra planets with Hardship ready
Fixed Description of Fealty Fundation level 2 & 3 (used the same title and description as level 1)
[QUESTS]
Fixed an issue where the reward for the Take Arms objective of the "To do or not to do" Sower population quest was not fully visible when playing as Hissho
The "Words in Private" Behemoth quest is not triggered anymore when the Supremacy DLC is disabled
Fixed an issue where the tooltip of the Academy Quest special Attack Fleet Action displayed an incorrect battle icon
Changed the objective of Cultural Appropriation in order to add Dust-related buildings (like trading Companies" or "Buyout"
Population quests are no longer triggered for custom factions
The Pilgrims "Muddled Mystics" minor faction quest objective made reference to the Approval mechanic when playing with an Honor Bound faction, now it's over
In Galvran "The Good Old Days" minor faction: "House" quest option made reference to the Approval mechanic when playing with an Honor Bound faction
"Ghosts and Dust" Academy quest: if there is no Trade route: the quest is failed. There is no specific failure message (waiting for a proper translation)
The "Reclaim" objective of the "Veneration or Vilification" Hissho population quest can be completed via invasion if Sykagoja is colonized by another faction
[SYSTEM MANAGEMENT]
Fixed an issue where the Fealty Foundation Hissho specific planetary specialization displayed a placeholder icon in the system scan view
Fixed an issue where the Fealty Foundation specialization was not grayed out when the user did not have enough Keii
Fixed two issues with Hissho's ancestral reverence (couldn't be queued on Major Home System that belonged to other Major factions and had no effect if used on minor faction home system)
Corrected the effect description tooltip of the "Resilience" trait
Modified inner working of Ancestral Deference to solve a tooltip issue
Fixed an issue where the Spaceport section of the System Command Banner exits through the base of the screen when a wrecked ark is present in the system
Added a tooltip to warn players you can't reconstruct unique planets
[FLEET]
Fixed an issue where the "Merge" fleet action button was available when selecting a non-specialized Behemoth and a Hero only fleet
Fixed wrong base loadout of the Hissho medium coordinator
Removed Kamikaze fleet action on Argosy of custom faction with Hissho gameplay + involuntary nomad
Removed exception when healing the fighter bombers at the end of a battle
Fixed vision sharing not working properly when a fleet is created
Fixed mining probe (stacked even though they shouldn't)
Fixed hissho specific mining module "Gouge of the Tonatsi" which didn't have a FIDS mining effect
Fixed honor zone being displayed in scan view (MAC)
Basic Entropy Missiles are now going straight to avoid missing
Ground Battle: Fixed defender damage multiplier being multiplied by 1000 when applying the Amianthoid system upgrade recipe
[HEROES]
Fixed an issue where the "Select a Hero" button in the Military screen fleet list was enabled for non-specialized Behemoths
Hero Management Screen tutorial doesn't display a flat amount of turns before the next assignment in order to avoid confusion
[NOTIFICATIONS]
Added a notification toggle option for the post ground battle decision notification in the Options screen
Players are no longer falsely informed at the end of the ground battle cinematic when claiming a decisive victory against a pirate lair that they can choose the fate of the system
Reduced the appearance parameters for the Remains notification in order to have them pop only for involved empires
The Mining Probe tutorial does trigger when conditions are met: right after the Behemoth tutorial
Several parts of the tutorial mentioned Approval when playing as Hissho
The player is no longer falsely informed that the ground invasion may continue next turn when he is defeated during a failed ground invasion attempt
Fixed an issue where the "Outpost alert" notification displayed the same image as the Hissho specific "Outpost maxed out" notification
Added option to enable/disable notification about minor introduced in rev#40801
Fixed Hissho outpost actions tutorial not showing up when the "Enable colonization cutscenes" option is set to true
[MULTIPLAYER]
Fixed desync on hot join related to Special node control effects
Fixed desync on unfallen colonization
Fixed desync on visibility caused by guard/blockade combo
Fixed desync on hot join caused by alliance & vision sharing
Fixed desync on hot join related to relation with pirates
Thanks to your efforts during the Free Week-End last month, the following content has been unlocked for everyone!
Cravers “Prime” skins
The Cravers Prime are an offshoot of the hive closely tied to the Virtual Endless. Whether they are a threat or a boon to the nest, only time will tell… (previously only accessible to early access players: now available to all!)
Sophon "Mavros" skins Though the Sophons are occasionally jealous of the swaggering, alpha-being image of the Mavros, in fact they believe that the Mavros are too erratic to do anything of value (i.e. serious research). However, every once in a while, the Sophons like to remind other civilizations that they are entirely capable of blowing up other people’s moons as well…
Unfallen "Firekeepers" skins The Firekeepers have the critical role of tending the brush fires that support the Unfallen life cycle. The fires both remove scrub to prepare the fields to receive a new generation of Firsts, but also melt the resin that covers and protects the incredibly hardy Unfallen seeds. These ceremonial hulls commemorate the dedication of this organization.
Vodyani "Heretic" skins When Isyander St. Shaiad decided to throw away his lifetime of beliefs in the Church of the Virtual Saints and become Isyander Shumèd, he changed more than just his name. He rebuilt his own Cloth and the armor of his ships in crimson and white, the colors that he believed were initially used on the Endless altars to the Lost.
Lumeris "Buccaneer" skins A little piracy between friends was common before the relations between the Four Families became structured and formalized. While this hull cladding is a nod to those earlier times, there are also rumors that some fleets bearing these colors did not originate from Lancellum dockyards, but a rogue operation run by a shadowy figure known as Captain Roth.
Riftborn "Redshifted" skins Particles in zones inhabited by Riftborn are occasionally redshifted as a temporary adaptation to slow the local effects of corruption. This is an aftereffect of their time manipulation technologies, but has become an important tool in itself to offset some of the problems that their equipment—and ships—encounter in the Endless galaxy.
Horatio "Emerald" skins Horatio liked emerald green this weekend. That is all.
NEW CONTENT - Hissho Comic The new Hissho comic, Blood & Blade, is available in your install folder, by default: C:\Steam\steamapps\common\Endless Space 2\Stories
NEW CONTENT - AI Modding After a lengthy beta period, the AI modding is now available. More info in this thread: https://www.games2gether.com/endless-space-2/forums/75-modding/threads/27061-01-how-to-create-an-ai-mod?
[FIXES]
[AI] Fixed a bug where the diplomatic anti-spam feature would work all to well: AIs can once again send contracts to players
[FLEETS] Fixed Behemoth VFX lasting after destruction
Fixed Mining probe rate label being too large for the panel it was in Fixed Core Cracker module tooltip saying it can be equipped on Arks although it no longer can
[HEROES]
Corrected the Senator skill for United Empire heroes Hissho Clerical correction Overseer Hero skill now has an influence boost at level 2 Fixed some glitches in the armor of the starting Hissho Hero Kogewa Brightblade
[FACTIONS] Corrected the formula of the "Aggressive" population trait for more consistency amongst the population traits Honor Bound affinity no longer displays misleading information regarding starting with a Behemoth
[QUESTS]
Fixed various small errors & placeholders in quest text & rewards
The militarist objective of the Hissho main quest: "Chapter 1: The Blade and the Eagle - Part 2" no longer mentions Pirate lairs as a possible target for invasion
[DIPLOMACY] Due to an issue, diplomatic counter-offers between players are disabled. Offers that are refused are still fully refunded
The "Accept" choice from "Remove Tendrils" contextual term notification no longer suggests that Tendrils will also be removed from Entwined planets The tooltip of the Attitude Status no longer displays debug text when receiving a notification regarding an obliterated system
[SYSTEM MANAGEMENT]
Fixed debug text appearing in system growth tooltip when using Ancestral Reverence Added a missing signal seeker Cravers system improvement visual The Tooltip of the Virtual Dustylizer via Expedition Successful notification no longer displays debug text
[TECHNOLOGIES]
Placeholder description is no longer displayed for the tooltip effect of the System Development Level 4 Upgrade
Fixed Effects wording from level 4 system upgrade unlock which was inconsistent with the one from level 2 and 3 unlocks
[PERFORMANCES] Fixed an infinite turn issue. The source of the problem is still being investigated, but the provided game saves should now be usable
[FIXES] Fixed a compatibility issue with machines using Intel Iris 5100 & Pro 5200 that resulted in an indefinite hang on loading Fixed compatibility issue with the following integrated graphic chipsets: HD Graphics 5000, 5100, 5200, 5300, 5600
Fixed an issue in which industry production was permanently sapped to 0 if a planet terraformation type was switched with another while an infinite improvement was queued - this could be exploited multiple times to get more resources
[ES2 STORIES]
Fixed the German version of a comic displaying Spanish dialog, por razones qué no sabemos
Added a repeatable improvement to reduce inflation on Empire by 25%
Added an effect to tier 3 population collection: 5% of net Dust added to influence
Colonisation cost is now less impacted by inflation
Added 2 new traits to the faction:
"Free Market Experts" trait gives -5% inflation per Trading Company on Empire
"Alternative Imports" trait gives -50% on Marketplace tax
Vodyani:
Unlocked Ark ship designs (yes, finally!)
Added an effect to tier 3 population collection: +2 movement points on Fleets
Added a natural conversion of Essence -> Manpower (5% of Essence consumed, granting the equivalent of 10% to Manpower)
Added an "Essence upkeep" to keep track of consumed Essence
Changed Vodyani Food consumption: it will now scale depending on the proportion of Vodyani pops on the system, up to -50% like before
Lowered advanced leeching module techs by 1 stage (they're now in S3 and S4 of Science and Exploration)
Leeching modules effects will now scale with hull size
Lowered all % values of "All must..." modules
Leeching module will now also grant Essence per destroyed CP in battle
Horatio:
Added a weapon availability on existing slots for the following ships:
Small attacker
Small support
Medium attacker
Carrier
Reduced the custom faction cost of Perfect genes from 20 to 10
Tweaked the Price of Perfection trait:
Industry malus has been reduced from 25 to 20%
Added a 10% damage bonus to ships
Reduced the cost of the trait for custom factions from -20 to -10
Converting a population into a new Horatio with Genetic Alteration Lab will now only cost 640 Industry
Riftborn:
Biophobic trait will now add population slots on Sterile planets and remove some on Fertile planets
Added a star system improvement and an empire improvement to add population slots on Sterile planets
Reduced Riftborn Singularities Empire effects from 25% to 10% Empire-wide bonus
Swapped Freeze and Rip Empire-wide effects
Hissho:
Observances can not be stacked anymore
Hissho will now suffer a malus of 5% FIDS on their Home System (or Best System) for each system above over-colonization threshold
Lowered over-colonization threshold by 1
Hissho AI now has a base Keii income (stronger when under colonization threshold) depending on game difficulty
Unfallen:
Unfallen vines will now take time to recede even when incomplete
Unfallen vining modules are now 20% faster
United Empire:
Mezari Population will now grant +0.5 Influence and + 1 Science per pop
Mezari Population collection bonus 2 will now grant +10% Science on system with Mezari pops (instead of + 15%)
Mezari Population collection bonus 3 will now grant -10% Technology cost (instead of -20%)
Martial Science will now grant a + 10% Science on Empire (instead of +15%)
Sheredyn population will now grant +0.5 Influence and +20 Manpower capacity on System
Increased Science gains of Science agreement
Mount of Zelevas will now grant +2% industry on System per pop type in Empire in addition to its other bonuses
United Empire Population Collection Bonus will now grant +0.1 Influence per Industry spent (cumulative with the original bonus due to Emperor's Will)
Silken Diplomacy was replaced by Iron Will which grant a +10% Industry to all Systems when staying United Empire
United Empire military choice of "A hidden Rebellion - Part 1" quest will now only ask the player to reach 800 maximum Manpower on Empire
Sheredyn 50 population collection bonus will now grant +5 Influence per 100 Manpower on System
Accompanying tweaks:
Economy:
Reduced effect of Militarist super law from 25 to 15 approval for wars with minor factions
Inflation formula now also depends on the number of players on a map
Trading companies:
Costs of Dust/Luxury improvements are now more tightly linked to their types (there still is a base increase for each bought upgrade)
Lowered Costs of Dust/Luxury improvements
Space Battle:
Changed starting tactics
Put some tactics usually found in curiosities inside the tech tree so as to remove effects that were too similar or situational
Put some tactics that were in the tech tree but didn't fit with the new repartition anymore in curiosities
Removed tactics playdecks granted in the 5th era of the military quadrant to reduce the clutter in the total amount of tactics
Rebalanced the effect of some of the tactics as they were put in the tech tree
Changed the composition of tactics playdeck in the tech tree
Boosted DPS of Basic Plasma Beam to 11 (instead of 9)
Science from scrap will now grant 20 science per CP destroyed
Cravers « Hive Mind Extender » module effect reduced from 10% to 5% ; it’s also now « unique equipped »
Riftborn « Quantum Shield » module effect reduced from 33% to 15%
Others:
Dirty Hand Acts is now 50% weaker
Corsair faction trait now only costs 5 points
Sowers "Planet Menders" trait reduced from -1 depletion points to -0.5 per turn
[FIXES]
Fixed game getting stuck when a mining probe is placed on a Lodestone (Academy quest) and the Lodestone is captured by any side of the quest (as reported in this thread)
Illo hero (Tlikkit Goktok) was changed to Technologist - Overseer as intended (had the class but not the related skill tree). Any skill point invested in the Counselor or Primitive branches of Tlikkit Goktok in previous saves will be lost, as the branches have been replaced with the Technologist and Overseer branches. This implies a potential re-lock of higher tier skills, depending on how the remaining skill points have been spent
Fixed an issue that made the Behemoth Discoverer trait not appear in the Empire summary
Fixed an issue where Wrath of Tonatsi would appear in the list of available modules when equipping a destruction module
Fixed Ancestral reverence conversion description in System Food & Industry tooltip
Fixed non-functional boost experience module for hero ships
Solved custom faction Ship Bound + any affinity mapping that caused a crash
Corrected an issue where 2 technologies were overlapping when playing as a custom Vaulters Gene Hunter faction
AI's Behemoth Terraform Planet action can no longer be used by players when clicking on Behemoth then on the orbited System
All Juggernaut weapons are now functional, fully loaded and operational
The module for hero ships that boosts the morale during battles now works as intended
The lowered Military technology cost effects of the Stellar Node Study 1 and Stellar Node Study 2 modules tooltips display the Supremacy victory icon instead of the Military quadrant icon
Fixed an issue where the core cracker cooldown duration could be 0 turn in Fast game speed allowing a ship to destroy many planets during the same turn. Now this duration is at least 1 turn
The formula used to compute the amount of population to remove from a star system after a rebellion has been adapted to fit with Vodyani's specific population management system: it is based on the mothership's population instead of the star system's
The Second and subsequent Trade Companies now unlock properly.
Minor factions and Pirates now start using hacking action (offensive and defensive) at a later point in the game. This is linked to game speed and leaves them a little more vulnerable at the start of the game
The hacking/tracing speed for Minor factions & Pirates is now tied to their difficulty settings
Offensive hacking programs placed on a system are no longer cancel if the corresponding hacking/ operation has not yet reached its designated target
Fixed some faulty localization keys that didn't help by displaying in the wrong language
WARNING:
Previous Saves (Version 1.4.2 or prior) may not appear in your list of save games. If this happens, log out of Steam and back in, and they should re-appear.
Games started on the Preview Branch are only compatible with the Preview Branch. You can still access this branch, but it will be removed in about a week.
Updated 6 years ago.
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
the next patch has finally arrived. In addition to many fixes, this patch includes many improvements to tooltips and accessibility. We've strived to make sure that hacking gives clearer feedback, but we will continue keep an eye on this, so feel free to give it another try and let us know what you think now (perhaps in a Steam User Review).
However, let me remind you that this version is not compatible with saves from the 1.4.3 S10 Preview Branch, so you will need to stay on the preview to finish those saves. The Preview Branch will be active for about one more week, but will be disabled after.
PATCH 1.4.6
[Accessibility]
Added icon in the Scan view legend to illustrate the different hacking routes and traces
Added the fact (in tooltip) that all defensive programs remove detected backdoors on the node they're placed on
Added a Notification for when Minor And Pirate get access to Hacking
Reworked “Hostile Trace Detected!” notification
Added tooltip to sleeper count element in the hacking banner
When a hacking operation and its trace finish at the same time, the operation will always have priority and the trace will be cancelled
Pre-allocated Program Icons now Blink
Improved the tooltip of the "Piggyback" offensive program
Tooltip now displays click instruction for Hacking Op Cancellation Allocation
Changed failure message when trying to hack Vaulters' special node
Show the possible colonizable planet on system label, even if colonized by another major empire, to better reflect the ability of UC to install sanctuaries on almost any system.
Formated “Overcloaker” module tooltip for clarity
[Balancing]
Increased cost of specialization for Obliterator
Increased cost of Obliterator shot when not loaded
Added vision bonuses on Citadel specialization and Obliterator Shield system improvement
Tweaked United Empire faction quest chapter 1 part 2 Industrialist objective value
Added bonuses in hacking (very light speed bonus and Bandwidth) for higher difficulty AIs
[Perfs]
Reduced end turn framerate drops by highly reducing the time spent in the influence refresh and visibility refresh algorithms
[FIX]
Increased Vodyani base food output so that they won't start with -1 food in endless speed
Users can now properly use keyboard shortcuts to navigate the galaxy map after successfully placing a sanctuary on a neutral system
Made sure the deed asking for multiple trade companies doesn't appear when there's an UC in the game
Hacking a system with another UC sanctuaries will reveal them
Fixed Core Cracker modules not being correctly forbidden by the "Enable super weapon" setting
Systems which are under Blackout effect can no longer launch hacks, and a tooltips feedbacks why
When an offensive programs is on two operations, it will automatically be cancelled if the operation that triggered it finishes before the next one reaches it
Made sure custom factions with the "In the Sahdows" affinity can not take the following traits:
"Fervent Colonists" and "Apathetic Colonists"
"Resilient" (Free Obliterator Shield on home system) as it is useless to them
"Involuntary Nomads" (Argosy)
"Guardians"
All Minor Faction Population traits
Made sure the custom faction trait "Xenolinguistics" that provides said technology only appears once in the list
Fixed unoperational hacking speed boost from Umbral choir cooperation protocol
The UC can no longer impose a closed borders treaty, as it has no effect on the systems they control. Other factions can still use it against a UC player
Added a specific improvement for Umbral Choir affinity / Riftborn visual affinity so the faction can extend its population to Sanctuaries
Tooltip of "Purge" Ground Battle Outcome for Minor Faction systems now correctly states that the faction trait will be gained
Operation cancellation bandwidth cost cannot be increased by enemy or allied programs anymore
Forbid sending "stop hacking" contextual term when at war
Added Crescent-only anomalies. Prevented custom factions with UC gameplay from having any Anomaly starting modifier traits
Fixed situation where the game crashed because of diplomacy being way too harsh on performances.
Construction items are now properly displayed on monitors with native 1600x900 resolution and Custom Interface Size below 80
Made sure the Compression Singularity is consistent with the tooltips of other singularities
Fixed Cathedral of the Swarm displaying the wrong category in the tech tree
Removed weapons from available module list when designing a Horatio/Cravers/Riftborn colonizer
Fleet line elements don't flicker anymore whenever a fleet performs an action
The Riftborn Explorer module slot obtained from Adaptive Colonies technology was not properly positioned in Ship Design Screen while Redshifted skin enabled
Corrected the political impact of the "Immaterial Connection" improvement; also made sure it couldn't be built until the player gets a sanctuary on a gas planet
Orbital stations of the Umbral Choir are now displayed around planet to reflect the level of population
Assimilated Illo, Kalmat and Harmony minor civilizations will now be shown in the conquest counter
Removed Colonizer module unlocks from the tech tree when playing a faction without colonizer
Removed useless colonizer ship design when creating custom faction with UC gameplay and any other visual affinity
Enemy Best System Indicator in scan view no longer informs the player about hacking outcomes while having the DLC 3 Content disabled
Umbral Choir players are no longer unable to move population units from Sanctuaries to planets containing outposts
Corrected a variable for the UC faction quest chapter 4B
Fixing Achievement “Thank god they use USB too” to only rewarding it when hacking major home systems
Fixed Striker module effect not being functional
Disabled animated hero portraits in academy screen if you have over 5 heroes in order to lessen the performance impact of hero cards when you have a lot of heroes
Moved the "Turns" legend of System Info graph in System Overview scan view to avoid overlap with the end turn button
Fixed an issue when trying to place a sleeper on a vodiany system
Corrected an Endless Day quest: no more skippable assert when playing with too many players compared to the map size
The "Enable Hacking Outcome timer" is no longer available for the player while having DLC 3 Content disabled
Made the quest "Your Bag, Please" take the diplomatic status into account
The notification for pacific conversion is no longer triggered for Umbral Choir
Fixed UC having some ground battle strategies effect not applying for Sanctuaries
Fixed some glitch in the portrait of Imane (pilgrim hero)
Changed System level improvements for UC and Vodyani to remove mention of unlocking space port - Part1
Fleet Expedition action on Systems with only curiosities which need Curiosity Power higher by at least 2 Levels than the player's current power will now display the proper failure message
The tooltips for the Crescent expansion (and other terraformation) unlocks in the Technology screen no longer falsely inform the user they are planetary specializations
Fixing an issue when a Sanctuary is destroyed and is a ship spawn point
Added a political event for population slot SSI (not considered as "approval" improvements anymore)
Sleepers are now destroyed when they failed to be transferred to a planet from an automated delivery
The Sanctuary Management screen "link destination" button is now properly grayed out when having no functionality while the sanctuary is invaded
Prohibited "Force Immigration" for UC Empires
Removed outdated scan view caption info and added Hacking info
Made sure the military Deed asking the player to destroy 4 planets doesn't trigger when super-weapons are disabled
Made sure the sophon quest curiosities could not be researched before the relevant quest is triggered
Prohibited the placement of sanctuary on a planet if there is already one from another empire regardless of visibility
Sleepers are no longer revealed on security breach (the first system of a trace).
Fixed "Immaterial connection" effect not showing in the empire science tooltip despite being correctly applied
Fixed some Sleeper detection actions being available when Penumbra content was disabled
The infinite improvements which converts Industry will now be also consuming the Industry generated by Sanctuaries
Populations on the spaceport are now destroyed when the system is lost. This fixes numerous issues with undead pops and Sleepers in lost systems' spaceport.
[AI]
UC AIs will now seek to use further beacons if possible
UC AIs will now seek to place more beacons in order to gain the nodes' bonuses
UC AIs will now seek to place backdoors on pirate systems
UC AIs will avoid firing on their sanctuaries if possible
AIs will now seek to push max population improvement
AIs are now less likely to chose hacking routes on which there are consecutive enemy colonies
AIs will focus their influence on one minor at a time
AIs use Sanctuary-specific variants of Ground Battle Tactics more effectively
[AI][FIX]
Fixed an issue where AIs would not explore other constellations than their own
Fixed an issue when determining if a fleet could attack another
Fixed an issue during the operation need computation
Fixed an issue preventing laws from being pushed
Fixed an issue when selecting a hacking outcome
Fixed an issue where Arks could not properly attach themselves
Updated 6 years ago.
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
Added feedback of Hacking speed in the Hacking banner, as a value of points/turn:
Added feedback of the required hacking points on every nodes.
Added feedback of the operation speed on each operation (on tooltip and nodes).
Feedback Tracing speed in the Hacking banner, as a value of points/turn.
Changed the way accelerator works:
Effects are added to entire route when the program is activated (node reached).
Effects are applied instantly.
Added an effect to the "Lockdown" defensive program:
Slow down trace by 25% on the concerned operation, with a cap at 75%.
The slow only happens once the trace has reached the defensive program.
Reworked the Sanctuary Link side panel in Umbral Choir System View: population growth link and ships spawn have been separated.
Reworked Invisibility feedbacks on fleet labels.
Added faction difficulty indicators to be played as and to play against:
Added an icon on the leader portrait to show the difficulty to play.
Added the difficulty to play against in the tooltip of the opponent.
Added Ctrl+F shortcut to focus the search field on the Research Screen.
[BALANCE]
Removed the UC Empire Improvement granting more Approval per Sanctuary to prevent them from over-colonizing too much.
Added a faction trait to limit the UC overcolonization (stronger Approval malus, Bandwidth malus).
Forbade combo of Biophobic Trait and Umbral Choir affinity gameplay.
Fixed the reveal of Sanctuaries through hacking. When tracing an operation it will reveal only the source Sanctuary (if it's one). When an Umbral Choir hacks a system, it will reveal all Sanctuaries on that system.
The UC system is no longer subject to influence modifiers when it is hidden. When it is seen, it is only affected by Unfallen vines.
Marketplace prices will now increase if there is little stock of the resource.
[AI]
Fixed an issue occuring when an empire dies
AIs now know how to cancel their hacking operations when the target is a detached / moving Ark
AIs now use their processing power more efficiently
Changed the way the AIs use the accelerator program, for more frequent use
UC AIs will not give out their position anymore by placing unnecessary defensive programs
AIs will now avoid reacting to outpost colonization when their nearby systems are invisible
[FIX]
Made Umbral choir population collection bonuses available for custom factions.
Forbade Umbral Choir custom factions from picking "Extended Consortium" trait (+1 Maximum Trade Companies).
The Umbral Choir home system location can no longer be revealed by owning the Trade Clearing Bureau or to factions owning the Academy.
Fixed custom UC faction using Sophons visuals only having access to the Sophon's special Mega consultancy building. It will now have access to the UC one.
Fixed the duration of the transmigration beacon penalty being too high; it will now be capped at 15 turns max in normal speed.
Added a Vodyani version of the Interstellar Wind Shields technology (grants 2 new Vodyani-specific System Improvements).
Made sure "Core Cracker" unlocks were hidden if the "Enable super weapons" setting was set to false.
Made sure the Hissho questline is playable even when the superweapons are not allowed.
Fixed the "Obliterator Shield" improvement sometimes showing as an unlock even when "Enable superweapons" was disabled.
“Purge" Ground Battle outcome on Minor Factions does now properly inform the player that he will gain the faction's trait upon using this outcome.
Made sure the Deed "Studier of Worlds" takes the sanctuaries into account.
Prevented the Sowers population quest from targeting a Crescent.
Corrected the Hissho objective of the Sowers Population Quest (they won’t be asked to terraform terran planets anymore).
Fixed some discrepancies in some custom faction trait cost.
The tooltip for the total Keii for the Hissho faction now correctly mentions the reduction in Keii for Sleeper reintegration.
Fix the fighter-bombers not taking into account the cloaking.
Fixed base manpower value not being updated after researching improved hull for sophons small attackers.
Fixed the extra slot received from the Adaptive Colonies tech being positioned partly off screen with the alternative skins enabled.
Fixed Keyword look up in the technology screen. You can now use it to search for DLCs technologies.
Allowed operation trace even when the tracing empire don't see the target node.
Fixed heroes sometimes costing 0 on the marketplace.
Made sure Graviton Research is affected by the cost reduction offered by Behemoth modules while orbiting a special node.
Fixed the cap to the research cost reduction from the behemoth modules (now properly capped at -90% cost).
Fixed political impact of some science related star system improvements.
Restricted Dust Bonanza and School of Geniuses to being built on systems with negative or reduced anomalies.
Fixed Curiosity technologies being sometimes tradable by the AI.
Capped inflation to x99 max to minimize some exploits.
Fixed Kalmat visual in the ground battle.
Removed upkeep from the "Analytical Engine" as it is a Dust providing improvement.
Fixed erroneous tooltip that made it look like the cooperation protocol of the UC gave +0.2 hacking speed instead of +20%.
Changed the effect of the "Capitalist Frenzy" System Improvement from the Lumeris chapter 4 objective 4. It now has a unique effect.
Fixed Hacking / Tracing related captions showing in Scan View - Side Panel while having DLC 3 Content disabled.
Fixed incorrect cost in tooltip of Anti-Sleeper actions.
Fixed an error where hacking programs where cancelled twice.
Killed Umbral Shadow population is no longer missing its icon in the Migration Report notification.
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
We have fixed the issue discovered in version 1.4.12 and the Muck & Makers update, and have deployed a hotfix. This means that the Muck & Makers content is now available.
Hotfix 1.4.13
FIXES [ALL VERSIONS]
Fixed bug in the tutorial system that would freeze the user interface
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
IMPORTANT: Due to various changes made in this patch, this patch is incompatible to saves from previous versions of the game. If you have old saves you want to finish, go to the "Betas" tab of the game's properties on Steam and select Version "1.4.13 - Backup"
Fixes:
Reduced occurrence of desync on multiplayer games
Gameplay effect tooltips should no longer disappear
Systems should no longer become mutinous while affected by the Joy Initiative hero skill.
Players no longer randomly lose allied status with minor factions
Vodyani no longer lose “brainwashed” status with minor factions when eliminating other Vodyani empires
Vodyani “Core Vessels” law no longer lowers food output when it was already negative
The “Engine Masking” reward of the “What’s This?” UC quest now functions properly
Hero ships can no longer use Boarding Defense modules
Basryxo “Bountiful Byproducts” effect is now applied correctly and will no longer lower your Industry
The “Munchie Madness” Quest will no longer ask the player to reach a negative amount of Food
Depleted planets now correctly display the malus for being depleted
Text will no longer overflow in the Event Notification of “Smoking Gun – Part 1”
Fixed certain "per phase" ship modules not applying their effect in the final phase
Balancing:
Combat
Adjust CP unlocks
Universal Aerodynamic (Era 4) now grants +3 Command Points
Autonomous construction (Era 2) now grants +1 Command Point per unlocked Hull Type
Added Command Point bonuses to Era Unlocks of the Military Quadrant
Fleet accelerator modules can only be equipped on hero ships.
Increased the strategic/luxury cost of the fleet accelerator modules from 3 to 6
Repair Module Repair After Battle and Repair After Phase values reduced
Shield Module and Flotilla Shield Module Energy Defense and Shield Capacity values increased
Hull Plating Module Projectile Defense and Health Bonus values increased
Governments and Laws
Federation's over colonization threshold now increases only with heroes that represent the political parties currently in the senate.
Democracy now grants 10% law upkeep and activation cost reduction per law enacted instead of 5%
Added a one-time cost to activate laws in addition to the upkeep
Saints & Sinners now gives +20 Approval on all Systems and an additional +20 Approval on Systems with governors
Dust Production and Inflation
Inflation now affects upkeep at a reduced value scaled based on the number of empires you are currently at war with
Influence Production
Culture Center influence percentage bonus reduced (20% -> 15%), +40 per system level unmodified
Body Language Institute influence percentage bonus reduced (+10% -> 5%)
Introduced 2 Influence per pop upkeep for Trade Agreements and Science Agreement
Increased Science Treaty per turn growth rate (5 -> 10) and maximum science gain (450 -> 750)
Treaties that have an upkeep cost will get cancelled if the user is not able to maintain the upkeep (just like laws)
Hissho
FIDSI malus from Resource Recoverers now applies on ALL systems and not only main system.
The Hissho ground battle outcome Occupy now takes 15 Keii
The Hissho ground battle outcome Subdue gives no keii
The Hissho ground battle outcome Raze now gives 5 Keii
Added a one-time Keii cost to most peaceful treaties
Behemoths
Adjusted cost of firing Obliterator shots
Obliterators can only be fired if you are at war with the target
Added Adamantian and Antimatter cost to Obliterator shots
Increased cost of Obliterator shots
Doubled cooldown time of Obliterators
Added an empire-wide malus of -20% Influence and -40 approval for 4 turns to firing obliterators
Increased economic bonuses of the Citadel (+10% Industry and Science -> 20% Food, Industry, Science, and +10% Influence)
Economic bonuses of the Citadel now display in the research tooltip
Decreased Behemoth C3 Center cost multiplier (x2.0 -> x1.5)
Added a confirmation prompt with a preview of upkeep changes when queuing Behemoth C3 Centers
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
Please note that the core patch to accompany this DLC has already been released last month. See version 1.4.21 above.
Patch 1.5.3: Awakening
New Features:
Academy Diplomacy
The Academy now owns systems and expands slowly
The Academy fields fleets to protect its territory
Isyander regularly offers four different leadership positions in the Academy with associated special Abilities
These roles can be obtained by contributing the requested resource
You can prioritize roles by drag-and-drop
When the request ends, the highest contributor will be granted their highest priority role, then the second-highest contributor receives their highest priority remaining role, etc.
When holding a role, you may rent the associated flagship by paying a one-time fee and the ship's upkeep
The Available roles are:
The Spear of Isyander: Temporarily assumes command of the Academy Master Attack Fleet.
The Vault Keeper: Can choose one party not represented in their senate to unlock all its laws.
The Master of Dust: Can spend the Academy's diplomatic Dust reserves during negotiations with other empires.
The Librarian: Can ask Isyander questions about the current state of the galaxy and its history, as well as access information about all heroes in the galaxy.
Attacking the Academy will incur reparations and will nullify any contributions made to requests until these reparations are paid in full.
Hacking the Academy offers new, unique outcomes.
Named Ships
After obtaining a role in the Academy, you can spend Dust to hire the flagship of the related branch of the Academy to serve in your fleet
New Faction: The Nakalim
Affinity: The Last Empire
You can collect Relics by using a special fleet action that takes a few turns to finish
Relics can be assigned to heroes to unlock a new set of skills
Relics can be assigned to your empire for economic bonuses
Unassigned Relics produce science
You can construct the “Temple of the Lost” Planetary specialization
Temples force the Planetary FIDSI output to 0, but increase border growth of the system
Systems under the Influence zone of a Temple can be gifted to the Academy (similar to peaceful conversion)
The Academy will grant you a one-time reward when you convert a system
The system will pay a regular tithe to you
Systems converted to the Academy count as your systems for the purpose of conquest victory
Trait: Forgotten Lore
You start the game with all techs in the first two rings unlocked.
Trait: Beliefs Not Breakthroughs
-50% Science output on Systems.
Science output of Planets is set to 0.
New Minor Faction: The Xirmisala
New Assimilation trait
New hero
Fixes:
Fixed a freeze when quitting from the main menu
Buffed several faction-specific defense modules to be in line with new defense values
Science Agreement yield growth now scales with game speed
Custom Factions with Involuntary Nomads now have the same number of support slots on the Argosy as default Vaulters
Known Issues:
Multiplayer games may desync on the first turn. Reloading should fix this issue.
There may be lines without localization. If you find any, feel free to report them in the Typos and Localization thread.
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
We want to thank you for the feedback you have given us since the release of Awakening, and want to let you know that we are paying close attention on it. We’re already working on a patch to address many of the issues you have brought up regarding bugs, balance, and presentation. For example, we are reworking the texture and artwork of the planet Sobra to be closer to the landscape seen in the trailer (we want to avoid any confusion with another famous Home Planet… )
In the meantime, we have prepared a hotfix to the progression-blocking bug in the Nakalim Main Quest, and some other small fixes.
1.5.3 Hotfix
Nakalim Quest Chapter 4 now takes into account if you researched Evaporation Inhibitors or Climate Engineering before accepting the quest. Unfortunately, this does not take retroactively and you will have to start a new campaign to finish this objective (though the other objectives work fine in existing campaigns.)
Nakalim can no longer construct infinite copies of the Graviton-Shielded Laboratory
Added a missing text when forcing peace on a Nakalim Empire
Fixed localization displaying “TBD” even though a localized text existed
Updated 5 years ago.
Report comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancel
Are you sure you want to unblock The-Cat-o-Nine-Tales ?
DEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVNatco
Sunny
¯\_(ツ)_/¯
DEVNatco
Sunny
36 100g2g ptsReport comment
Why do you report Natco?
Are you sure you want to block Natco ?
BlockCancelAre you sure you want to unblock Natco ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVFrogsquadron
Broken
Frogsquadron / François (\franswa\) "I am tormented with an everlasting itch for things remote. I love to sail forbidden seas."
DEVFrogsquadron
Broken
52 300g2g ptsReport comment
Why do you report Frogsquadron?
Are you sure you want to block Frogsquadron ?
BlockCancelAre you sure you want to unblock Frogsquadron ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancelDEVThe-Cat-o-Nine-Tales
Shifter
DEVThe-Cat-o-Nine-Tales
Shifter
53 100g2g ptsReport comment
Why do you report The-Cat-o-Nine-Tales?
Are you sure you want to block The-Cat-o-Nine-Tales ?
BlockCancelAre you sure you want to unblock The-Cat-o-Nine-Tales ?
UnblockCancel