Logo Platform
logo amplifiers simplified

ES2 Community Patch Beta

Copied to clipboard!
0Send private message
a year ago
Aug 7, 2023, 10:33:50 AM

Great to hear that you are working on a patch! I am particularly glad that the Spear of Isandar will be fixed, since I lost my last two games when this OP fleet invaded my systems. However, I  understand the pre-patch notes so that the SoI is not fixed yet, or am I reading it wrong?

0Send private message
a year ago
Aug 7, 2023, 2:53:18 PM
DST1348 wrote:

Great to hear that you are working on a patch! I am particularly glad that the Spear of Isandar will be fixed, since I lost my last two games when this OP fleet invaded my systems. However, I  understand the pre-patch notes so that the SoI is not fixed yet, or am I reading it wrong?

Not yet fixed, most of the changes are focused on the Nakalim so far

0Send private message
a year ago
Sep 10, 2023, 12:50:24 PM

Fantastic you're doing this (and kudos to Amplitude for seeing the value in supporting this).


(I know you're not working on the Cravers now, but one day I'd love to see the change brought in that made depletion a continual process, ending the Craver micro nightmare.)

Updated a year ago.
0Send private message
a year ago
Sep 10, 2023, 1:49:05 PM

First feedback - the new Nekalim Ruins probably shouldn't be allowed to spawn on independent minors. 

Updated a year ago.
0Send private message
a year ago
Sep 11, 2023, 10:53:55 PM
Dragar wrote:

First feedback - the new Nekalim Ruins probably shouldn't be allowed to spawn on independent minors. 

Already fixed!

0Send private message
a year ago
Oct 10, 2023, 7:46:23 PM

I'm tentatively excited about this, but not holding out too much hope, due to that nefarious turn pending issue that seems impossible to fix! (edit: I haven't given it a chance yet, I know it's supposed to be fixed, I'm just skeptical until I get my hands on the patch).


One other major issue I remember is the Riftborn singularity stacking bug that made that race unbeatable. Is that going to be addressed? I bumped it in the bug reporting forums just for reference. IIRC it was the highest rated bug post I remember from back in the day.

Updated a year ago.
0Send private message
a year ago
Oct 23, 2023, 4:45:50 PM

Hi, some feedback, I played a game without mods with the patchpreview branch:


- Missing some UI element in Counselor and Overseer tooltips when looking inside the Hero Management tab > hero unlock progress. IE: "DidAcademyDiplomacyEconomic (missing GUI element): 3 pts".


- Luxuries Lottery was nerfed (from 10 to 5 happiness per luxury), now the cost/upkeep are totally off for a Tier 2 building (usually 560). Also has the exact same effect than "Stim City" reward building (the latter has the correct industry cost :P).


- The happiness per pop form Lost Cities (N-P Artifacts) recipe is applied into each planet instead to the entire system, leading to absurd happiness values in systems with multiple planets: EDIT: Reported at the bugs section.

Updated a year ago.
0Send private message
a year ago
Oct 23, 2023, 6:44:05 PM

Another minor bug, regarding population types:


- When you boost the population of Kal'Tik'Ma, Kalgeros or Sisters of Mercy, it affects all three population types, as all have the same population effect of +2 happiness base, you could get +8 happiness base if you boost all three, but it is shown only +4.


I think this is true for all population traits that have the same effect. I checked out, booting Xirmisala and Haroshems affect to both of them (+1 food base each boost).


EDIT3 (solution/fix): Reported at the bugs section.

Updated a year ago.
0Send private message
a year ago
Oct 25, 2023, 4:52:30 PM

Just finished an Endless game with the Nakalim. Had 0 difficulties during the whole game but understanding the faction mechanics. 


I liked the change in modules that points at you with a moving bonus, otherwise it was not worth it to use. Research felt seamless, much more logical. Battles felt good, as usual, one of the high point of the game.


The Academy different diplomacies options seemed cool, but I only used gimme moar relic. The fact we were allies did not work for healing / retrofitting fleet (which was really annoying, forcing 10+ turns to restock). 


The general mechanics of the Nakalim did not seem to hinder them enough. I thought I would get stomped on by mid game, instead I got complete braindead neigbours, especially Horatio that I remember destroying me several times when the game was launched. Generally everyone felt dumb, no invasion, no attack. When I got to 4th tier of technology, the bonus of science per planet was absolutely insane and from there snowballed. It felt really wrong as the supposed "sleeping" faction to get everyone by surprise.


A very funny situation got when I started invading the united empire thanks to the spiritualist trait. The guy gently asked me to stop, meanwhile we were not at war yet I smacked the hell out of his systems like nothing happened. I ended up with a conquer victory but could go for any other as I was easily into tier 3 while others were still struggling with tier 2 ships and systems.


Also, I would like a fix for the alliance mechanic. Anytime I enter into one, they choose unilateraly to begin or end wars, messing up with the whole strategy with other factions.


I don't know if something happened with the AI but it felt underwhelming for Endless difficulty. Hard to see how the changes work this way. I had fun for sure, as always with this game. Mandatory 50 hours of play every 6 months :D

Updated a year ago.
0Send private message
a year ago
Nov 29, 2023, 3:55:54 PM

Hey everyone,



We've just released a patch for the beta. Here's the full changelog:


Fixes

  • Fixed many typos
  • Fixed many missing localization / gui element errors
  • Fixed many FIDSI bonuses not appearing on the Planet & Empire breakdowns
  • Fixed many small crashes with the GUI system
  • Fixed Gas Planets having a FIDSI penalty when their associated tech is researched
  • Fixed Nakalim hull upgrade technologies upgrading wrong hulls
  • Fixed Riftborn not having access to Influence Conversion
  • Fixed the Academy and Minor Factions suffering from missing colonization tech penalties
  • Fixed systems donated to the Academy referencing resources that do not exist
  • Fixed crash relating to loading a save with a defeated empire
  • Fixed having Influence over the Unfallen giving negative diplomatic pressure
  • Fixed not being able to attack the Academy when at war (requires a change of diplomatic state on loaded saves)
  • Fixed Vodyani not having their explorer hull tech moved to the correct place
  • Fixed Vodyani "Evacuate System" not being available after Brainwashing a minor faction
  • Fixed Vodyani & Nakalim not being able to use minor faction boosts after Brainwashing/Aligning a minor faction
  • Fixed Arks not showing Module Multiplier
  • Fixed "Shield Reload Per Phase" not being affected by module multiplier
  • Fixed Custom "Shipbound" factions not having the correct Ark Essence Cost formula
  • Fixed effect from "Smoking Gun Part 2" not applying to systems as it should
  • Fixed movement bonus from "En Passant" sometimes not applying
  • Fixed the Umbral Choir "Wildlife Module" and "Self-Surveiller" not having any effect
  • Fixed growing multiple population not correctly selecting next population type
  • Fixed being able to donate Academy systems to the Academy
  • Fixed some Behemoth upgrade effects not applying to all Behemoths
  • Fixed Flotilla shields not having any effect
  • Fixed some removed technologies still being rewarded, crashing the game


Changes

  • Updated credits to include the team for the (Re)Awakening patch
  • Made Involuntary Nomads and Slumbering Ruins traits incompatible (due to gameplay conflicts)
  • Updated Academy Diplomacy screen to show a breakdown of current sources of Academy Relation
  • Nerfed Influence from Awakening Systems from 50 to 20
  • Nerfed Nakalim relic action, now gives 2 relics instead of 3, costs 20 relation
  • Reduced overall kinetic weapon damage by 10%
  • Increased overall energy weapon damage by 10
  • Adjusted ranges of starting battle tactics
  • Added icon for Nakalim "Divine Sentry" fleet action


AI

  • Space Combat Tactical AI has been improved
  • Ship Design AI has been improved
  • Fixed the AI not searching curiosities on its own systems
  • Fixed AI not using Economic Behemoths correctly
  • Added "IsAI" property on ClassEmpire for modders
  • Improved Minor/Academy/Pirate Tactics Card selections
  • Improved Vodyani AI fleet management


Modding

  • Added new documentation, "AIGain.md", which lists all potential AI Gain inputs
  • Added new documentation "LaunchArguments.md", which lists useful launch arguments relevant to modding


Please let us know in this thread if you encounter any problems or bugs. 

0Send private message
a year ago
Nov 30, 2023, 9:36:45 PM

Please consider the following:

1) Make the Academy unwilling to colonise new unique systems (apart from the academy system, of course)

2) Make guarding a system while not allied with the academy prevent the academy from colonising the system anyhow

3) Allow pirate marks to be placed on academy systems

0Send private message
0Send private message0Send private message0Send private message
a year ago
Dec 9, 2023, 1:04:31 PM

I started a craver game but their story quest seemed bugged. The final phase you need to invade the endless factory. I did this with my fleet and then razed it but it did not trigger the quest or reward. 

0Send private message
a year ago
Dec 10, 2023, 11:17:26 AM

You need to Occupy it and then pass one turn while still under your control. I've had it taken from me via peaceful conversion (which is ridiculous) right after I've invaded it. So I had to invade it second time, pass one turn and then it triggered.


Try to recolonize it and pass one turn.

0Send private message
a year ago
Dec 10, 2023, 7:18:48 PM
Sublustris wrote:

You need to Occupy it and then pass one turn while still under your control. I've had it taken from me via peaceful conversion (which is ridiculous) right after I've invaded it. So I had to invade it second time, pass one turn and then it triggered.


Try to recolonize it and pass one turn.

Thanks - that did work! The wording in the quest just said "invade" so I just razed it the first go-around but recolonizing (outpost) did the trick.

0Send private message
0Send private message0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message