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.
we found a potential solution to the issue with the old saves, but it's still undergoing tests. In the meantime, we want to give you access to it through a beta branch:
Open the properties of ES2 on Steam
Go to the Betas Tab
Select PatchPreview
This will put you on version 1.5.9, which should be able to load the problematic saves.
UPDATE: Branch has been updated with version 1.5.10
Hotfix 1.5.10
Fixed a bug in the new objective of the Hope in Heresy Quest
Further fixes to the Nakalim engine fx
Hotfix 1.5.9
FIXES
Fixed error loading certain old save games
Added "on senate" effect to a Nakalim hero skill
Fixed Hope in Heresy Part 2 quest
Fixed Nakalim engine VFX
further fixes to localization
Updated 5 years ago.
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Unfortunately, finishing the Vodyani quest Hope In Heresy Part 1 with the Awakening DLC disabled causes the turn to get stuck. We are already testing a fix.
FIXES
Fixed error loading certain old save games
Added "on senate" effect for Nakalim heroes
Changed Hope in Heresy Part 2 quest (Warning: See known issue above)
fixes to the Nakalim engine fx
further fixes to localization
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We're sorry about the delay in this patch. Technical issues and last minute fixes meant we had to postpone it by about a week to ensure you can enjoy a stable game experience.
Patch 1.5.28
FIXES
Fixed an issue of the UI becoming unresponsive
Fixed several instances of the turn getting stuck
Fixed compatibility issue with Intel Iris chipsets; the game should run properly on Surface devices now
Laws rewarded by quests are properly displayed in the Law screen again
Riftborn Hyperium Outpost action works again
AI should no longer make demands when asking for a truce
Vodyani can now build Arks with Meditation modules (fixed faulty DLC check)
Fixed localization key displaying in some diplomatic messages
Umbral Choir Population Collection bonus now applies its Hacking Speed bonus
Ionic Crystals properly apply their System Development Bonus now
Vodyani Factory of Faith no longer creates Ecstatic status at 5 or less Approval
Special node names use the full name list name list instead of duplicating names
Price of Perfection now properly applies its damage bonus
We have also made some changes that will hopefully ensure that the correct version of Mono and other necessary supporting software will be installed on MacOS Catalina devices, (hopefully) allowing players to run the game without manually updating these.
Updated 4 years ago.
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Endless Space 2 Re-Awakening Update: Version 1.5.60
COMBAT CHANGES
Weapon/Defense/Support Module related changes:
Defense module stats are rebalanced, and Shield Capacities are substantially buffed.
Weapon DPS values, fire rates, effective ranges, Weapon Hull & Shield penetration values are tweaked.
Strategic modules, EMP Weapons, Railguns, Swarm Missiles, Blast Effect Batteries, and Squadrons are adjusted in terms of their stats, effects, and use cases.
Support modules are balanced, some are reworked, and new ones are added. Flotilla-wide effects are expanded.
Ship Hull changes:
Ship Health, Hull weakness, and manpower capacities are adjusted. Carriers are significantly nerfed.
Coordinator and Protector ship bonuses are significantly buffed, and new effects are added.
Ship targeting priorities are changed and made visible in the ship design view under the ship “Role” UI.
New Attacker and Protector Ship Hull Upgrades are added to the tech tree, increasing their module multiplier to x1.25
Battle Tactics changes:
Battle Tactic effects, ranges, and tech stage placements are changed. Their UI is made to be more descriptive.
New situational but powerful battle tactics and upgraded versions of existing tactics are added to the curiosity rewards.
Squadron changes:
Squadron movement speeds are substantially buffed.
Fixed squadrons dealing significantly more damage than intended
Squadron stats are adjusted in line with new squadron roles: Light & Heavy Bombers, Interceptor & Strike Fighters.
Mechanics & Other Changes:
Flak damage, Flak fire rate, and projectile health values are adjusted. Flak targeting orders are adjusted. Swarm missile, BEB, EMP missile, and normal missile fire rates are aligned. UI is updated to provide more information.
Fixed Evasion: Evasion used to provide only half of the intended effect; now works correctly.
Ship level-up effects are adjusted.
Fixed ship experience on construction.
New tags for modules are added: “Only once per ship” “Only once per flotilla” “Can only be used on Medium Support Ships”
Curiosity rewards and drop rates have been rebalanced.
Re-added removed technology "Vacuum Protection", moved the following items onto it:
"Weapon Interference Beam" unlock with either Advanced Game Theory or Tensor Algorithms
"Shield Interference Missiles" unlock with either Advanced Fusion Power or Hyperium Magnetics
Cleaver module has had its damage and manpower damage increased to match its tier
ACADEMY CHANGES
Reduced Academy Aggression
Academy fleets no longer siege player colonies and outposts while at neutral relations
Academy fleet power now scales with Academy level and starts much lower
Introduced “Endless” Difficulty setting for the Academy
Introduced “Academy Expansion” setting
Adjusted the speed at which the Academy gains levels to better align with players
Introduced Academy Diplomacy
Improve your relationship by donating during role assignment periods
Nakalim gain favor by donating systems to the Academy
Ask for favors at the cost of relations
Each faction has access to one unique favor
Adjusted Legate role (formerly Master of Dust): can declare a Crusade against a player, which allows any other empire to attack their fleets regardless of their diplomatic relation.
Each major faction now has its own preferred Academy roles
Academy ship equipment and fleet strength have been entirely reworked
Ships loaned from the Academy are now prohibited from invading
NAKALIM CHANGES
Gameplay Affinity: The Last Empire
-50% Base FIDS on Planets by default
Can build Temples (Cost 1 Relic and 1 Turn), which remove the FIDS malus and convert Base Science into Influence.
Systems that have temples on all planets can build a Cathedral (Cost 1120 Industry, no Relics), which provide the following bonuses on their system:
+10% FIDSI
+30% Influence Radius
+5 Vision
5% Enemy Health damaged per turn of Fleets in Influence Radius
20% Friendly Health repaired per turn of Fleets in Influence Radius
Increases number of total empire relics that can be allocated (See below)
Cathedrals provide empire relic slots, which provide powerful empire-wide bonuses and require multiple relics to activate. Any bonus may be activated at any time, but only one per Cathedral may be active. These replace Food/Industry/Dust/Influence relics, and are toggleable on / off. Empire relics focus on increasing one of the innate strengths of the Nakalim, with one changing based off of leading political party
Exploration Slot - +25% Movement Point efficiency, +5 Vision Range on Fleets & Systems
Expansion Slot - +1 Colonization Threshold per Cathedral, No disapproval from planet type on planets with temples
Diplomacy Slot - provides a constant amount of minor faction relation and increased influence radius
Political Slot: Get bonuses for all elected parties, but government types with fewer political parties get more powerful bonuses
Industrialist - +50% Strategic Deposit Generation on Temples
Unassigned relics generate 50 science, can be upgraded via empire improvements
Adjusted relic spawning formulas to respawn them once they reach a certain threshold and to focus their spawning location on getting further and further, eventially stopping near the middle of the galaxy.
Trait: Beliefs not Breakthroughs
Planets do not generate science
Systems only produce half science
Science gained from battle rewards is halved
Technologies can be traded at higher than normal cost
Trait: Forgotten Lore
Technologies granted by Forgotten Lore now do not reduce the Sophon research bonus
Created a lower level version of Forgotten Lore that only unlocks tier 1 technologies
New Trait: Slumbering Ruins
Some systems will be marked as Slumbering Ruins per Nakalim player. These systems are marked to all Nakalim players, and retain their status even if colonized by another empire or obliterated (though, owned by another player it needs to first be conquered, or if obliterated it needs to be repaired).
The system can be awakened from its dormant state by colonizing it.
Awakening a Slumbering Ruin provides a small amount of Major Population, a few early game buildings (if not already constructed), and a temporary flat FIDSI bonus.
Once Awakened, a system cannot be reawakened by another Nakalim player, but all Nakalim players can see that it was reawakened.
New trait: Well Founded
Starts with the area around them revealed (Starting constellation on non-unique galaxies, radius of systems around them on unique galaxies)
Trait: Apathetic Colonists
Outposts generate 25% less food
Colonies ship 25% less food to outposts
Systems can now be gifted to the Academy as an invasion outcome
Added an “Align” Minor Faction interaction that allows “vassalizing” a minor faction
Nakalim heroes: Rebalanced most skills
Nakalim Population
+2 Approval (+1 Approval Spliced)
+2 FIDSI on Happy (+0.5 FIDSI Spliced)
Collection Bonuses
10 Population: Boosts Religious politics
20 Population: +10 Approval on systems with Nakalim
50 Population: Unlocks a new offensive and defensive ground battle strategy
Relics can now be collected while a fleet is cloaked
Nakalim now start with a colonizer and 2 explorers
MODDING
Adding new modifier operations, Minimum & Maximum
Increased the ability of modders to change Academy diplomacy, AI, ship spawns, etc.
Exposed multiple new formulas in the registry, along with the ability to revert the academy back to using "stress" instead of relying on academy levels
OTHER CHANGES
Slightly increased infantry health and damage
Unfallen now start with an additional vineship
Influence conversion unlock tech has been moved to T2 Empire Development
Explorer hull upgrade tech has been moved to T2 Science and Exploration
Reduced the military support requirement of the Sophons Quest "Chapter 2. Seeding the Cloud - Part 1" and the "Masters of the Arena" quests so that they were reasonably achievable
Changed screen placement of several T3 &T4 Military technologies (no gameplay changes)
Clarified some confusing tooltips
Dust Bonanza no longer has an upkeep cost
Denarque University industry cost reduced by 2/3
Improved AI from using some incorrect module combinations
BUGFIXES
Battle Result Notifications no longer block the turn, while keeping the big stability improvement that originally caused this issue (Note: This fix works for Single Player and Multiplayer hosts only, but not Multiplayer clients, who will still need to dismiss the battle report notification to let the end turn progress)
The Academy's aggression & power level scaling has been fixed
Isolated systems are no longer blocked from being colonized by the quest Death Without a Corpse
Horatio's Main Quest: Chapter 2 (Industrialist) will no longer get stuck if another empire destroys the fleets (It will complete)
Relics gained from converting will always be 2, it is no longer scaled by gamespeed which resulted in 1.33 relics on slow
Quest "Forged in Battle" Now is 25-55 turns instead of 10-70 by galaxy size
System Trade Value no longer scales with Game Speed
The mining probe lifetime of multiple Behemoth modules is no longer additive, now taking the highest instead
Influence gained from Lumeris pop bonus is now shown in the Empire Influence tooltip
Unfallen Terraform Options (Hot types to Forest) now use the forest art (previously all were Savannah)
Optics Research Lab's yield is now shown in the System Science Tooltip
All Singularities now affect heroes as intended
The Diagnostics.xml file should no longer be filled with errors if the Nakalim main menu screen is displayed
Fixed Nakalim being after the Umbral Choir in the faction selection
Behemoths no longer shown under Faction Hulls for every faction
Capped many cost reductions from reaching 0%
GasWarm now has the Temperate tag
Fixed Custom Umbral Shadows not having GUI Elements
Fixed Influence Radius flickering and huge influence border growth projects
Fixed many slots on Academy ships not functioning properly
Fixed Behemoth Mining not properly transferring its FIDSI to your planets
Fixed some icons some icons appearing as much lower resolution than they should
Fixed malus for missing colonization tech not showing up in planet FIDSI breakdowns
Fixed some empire relic effects not toggling correctly
Fix miscellaneous tooltips from not showing up properly / being duplicated
Fixed starting Behemoth modules not unlocking when you research the Behemoth hull technology
Fixed Bait / Jammer modules not correctly applying movement effect
Added missing EmpireAttitude localization strings
Adding missing warning strings
Fixed many typos
Fixed Hero Skill GUI showing an incorrect amount of available relics
FIDSI per Population bonuses on Planets no longer appear as though they are giving you a large percentage
Fixed Aligning a minor faction not failing any assimilation quests associated with it
Fixing colonization module tooltip appearing in the incorrect category
Fixed some modules appearing as though they require a different strategic resource in the tech tree
Minor factions can no longer run out of quests to give
Fixed brainwashed faction still allowing their boosts to be used
Fixed terraformation not showing difference between planet FIDSI
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