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.
A new faction has been added to the game: the United Empire
The Marketplace is now available
Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag
You can now raze your systems
Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population
Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war.
Added the Eusocial minor culture
Added 3 news minor faction (Z'vali / Pilgrim / Amoeba)
Changed Deuyivan minor faction from Scavenger to Eusocial culture
Added Manpower panel
Added Era 4 of the Technology Tree
System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system
Increased turn limit to 200 turns: the score victory will now trigger at turn 200!
Technology cost increases more slowly within an era but the steps from an era to another is bigger
New technologies have been added to the three first eras, related to different features
Marketplace
Privateers
Manpower management
Manpower quantity on systems, ships, and empire has been increased
Ground Battle plan has been updated
Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence
Minor faction can be assimilated through the resolution of specific quests
Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation)
The global enrolment has been replaced by a local enrolment converting 1 population into Manpower
[UI]
Added the star system list population management
Added the star system planetary management
Victory screen has been retaken
[IMPROVEMENTS]
Added health regeneration on ships
Heroes can now be hidden (received only via quests)
Heroes recruited by empires when the game starts will not be available in the first pool of heroes
AI can now attack when another player declares war
Improved the way hero unlock points are displayed in the Academy screen
Added several shortcuts:
Page Up and Down to zoom in and out in the galaxy view
Enter and Escape to close a notification
It is no longer possible to have the same hero twice in a hero recruitment notification
Several missing texts have been added in game
Improved performance especially with fastest settings
A system can't be besieged if it has personal or allied fleets in orbit.
A system can't be invaded if it is under siege.
Systems become under siege when enemy fleet leave the attacked system.
When a system is under your influence you’ll be able to buyout it with influence
Minor factions now all spawn fleet which belong to the same rebel empire
Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles
Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP)
Tweaked some values and costs of the weapon and defence modules
Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip)
Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different):
Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus
Support: Attracts fire from enemy to protect the other ships + defence module bonus
Added different target orders for attacker, support and carrier ships (hover the role to see them)
Fixed strategic resource costs for all the enhanced module slots
The defensive military power now takes into account the initial hull health
Added health bonus on ships when they level up
[GROUND BATTLE]
The manpower of both all attacker and defender fleets are used in the ground BattleReport
The fleet manpower is given back at the end of the ground battle
Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears
Improved a bit the feedback on the notification (more improvements coming soon)
[AI]
AI refreshes and creates new ship designs for specialized roles
AI takes more meaningful military decisions
AI uses advanced manpower system
AI protects its outposts, harasses the player's outposts, and handles outpost equality
Fixed several issues leading to infinite end of turn
Fixed Fleets in order to go to the right goal with minimum moves
Limited the number of concurrent exploration
Raised the number of concurrent colonization
Players can now attack in different fronts in same time when a war is launch
The AI should be more reactive when attacked
Fixed the drop of some missions
AI can now block other outposts
AI can now use all possible actions to accelerate the capture of an outpost
Guard system has been added
Added cancellable missions
AI can now repair and retrofit fleets
The AI will retreat its fleet in a suicidal encounter
AI can now buy manpower upgrade
The AI can now cancel infinite building when something better is available
[FIXES]
Fixed inconsistency in several tooltips
Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating
Fixed an issue where there are no tooltips in the Post Game Screen
Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets
Fixed an issue where minor factions create fleets which exceed their command point limit
Fixed expedition buttons not refreshing properly in orbital view
Pressing escape when launching a probe will now quit probe launching mode
Fixed attack button saying "cannot attack allies" when there is nobody around the node
Improved the objective for the "Those Darn Kids" quest which was misleading
Fixed an issue where several technologies overlapped the category symbols from the technology screen
Reorganised the technologies category symbols
Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave"
A system can no longer be invaded while it has personal or allied fleets in orbit.
The "Ship design" screen now inform the user about the retrofit cost
Added "Show location" on mothership notifications
Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time.
Fixed many errors occurring when exiting a game, due to windows trying to access released data.
Fixed motherships being detachable when under siege/invaded
Retreat button is no longer visible when the ground battle has ended
Fixed laws received as quest rewards not being received
Fixed non-major empires being able to discover the Academy
The user can now interact with elements that are situated on the far right of the Technology Screen
Empire Dust is now displayed in the Ship Design screen
Fixed an issue where the icon of the faction was visible even though that faction was unknown
Fixed hulls & modules not having the right price in tooltips
Fixed Vodyani happiness not refreshing properly
Added in the control banner the political party unlocked and their trend
User are now informed that ships costs are increased when a new era is reached
The scan view button is now clickable
The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system
Added a "remaining turns" section to the constructible tooltip.
HOW TO ACCESS: Right click on the game in your Steam Library, click on Properties, then on Betas, and select update2.preview in the drop down menu. Click on Close. You’re set!
[DISCLAIMER] OLD SAVES ARE NOT COMPATIBLE WITH THIS VERSION, PLEASE BE CAREFUL IF YOU UPLOAD THE NEW BRANCH
[MAJOR CHANGES]
Added a new major faction, the Horatio!
Implemented a new Technology tree
Updated the free cam of the space battle
Reworked the game options menu
Added Advanced Minor factions (Z’vali & Epistis)
Added the Gnashast minor faction
Added the Tikanan minor faction
Added the Eyder, a scavenger minor faction created by the community
[GAMEPLAY]
Heroes skills don’t stack anymore
Added Turn, DustInflation and GameSpeedMultiplier on Marketplace
Automated ships can now drop their content only if the destination isn't blockaded, instead of if it is not orbited by enemy fleets
[BATTLE]
Deck building
Added 16 battle play cards in the game
5 cards by default for a deck of 3
Added technologies to increase deck size and unlock cards
Cards have more complex effects, useful or not depending on the situation
Free deck changes every ten turns, otherwise it will cost influence
Before battle
Added automated defensive fleet merging before battle
Added window to select which Empire to attack on a system
Advanced battle screen
Changed the layout to highlight the play card choice
It is no longer possible to simulate your opponent’s plays
Added the 3 last plays used against you by the opponent
Added drag and drop to move the ships between your flotillas
Reduced minimum CP to unlock more flotillas
Added 3 sorting presets to sort the ships
Added locking state on ships to force them in a flotilla
Saved the fleet configurations from battle to battle
Added new Ship icons to show the roles
Added 3 stats buttons to compare the 2 fleets:
Military power (as currently)
Energy / Projectile power (takes into account the weapon and defense)
Range compatibility
During battle
Firing ranges are now fixed by phase
Improved Scan view
Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage
Added flotilla label when the camera is far away
Added trajectories and targeting on the galaxy floor (feedback still WIP)
Added damage taken numbers above the ships
Added Flotillas HUD: see a list of ships per flotilla (with HP state), more feedback will be added in the next update
Improved free cam:
Use shift to accelerate the camera move
Left click to lock the camera on a ship then use arrows or left click to rotate and mouse wheel to zoom
Data
Reduced the energy / projectile “hard counter” effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons)
Increased defense module efficiency
[DIPLO]
Cravers can now close borders when the Militarists have a majority.
The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly.
Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace).
Map sharing is no longer possible in Cold War.
[UI]
You can now rename planets that you colonize, except unique ones
Changed enemy plays display on Advanced battle setup screen
Improved diplomacy screen and truce notifications
Added a notification for rebellion
Added a modal panel for the system political event (accessible with a button in the system management)
Scan view economy has been modified (last stage added (system rank))
Changed position of the open political overview system button in the colony side panels
Changed how enemy plays are displayed
[VFX]
Shield Fx has been improved
Added transition between ground battle notification and ground battle visual
Modified special nodes
BlackHole
SolarNebular
SpaceCloud
[AI]
Fleet behavior tweaks
more reactive fleet mission
mothership attack
invaders wait to have manpower to quit system
Add buyout by influence of system
First Spaceport use (only when system is over populated and unhappy).
Migration v1.0
A lot of improvements for the general stability of the IA
AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold.
Added Open Borders proposition.
AI now evaluates map exchange in diplomacy.
Reinforced buying luxury when a rebellion is on the way.
Forced root priority of Buying resource to 1 instead of 0.2
AI now declare war before moving if the player closes its borders to the AI.
[FIX]
Prevent the Garrisons button from being displayed uninitialized in some situations.
Fixed Lumeris being able to colonize planets they haven't discovered yet
Fixed game speed multiplier being applied to Emperor's Will state
Fixed Benthys not using second assimilation trait. Improved tooltip for the trait
Image and description of unique planet are now related to the unique planet instead of its type
Fixed Outpost buyout button appearing on colonized systems
Updated Planet tooltip to display origin of effects, instead of grouping everything.
Fixed camera not zooming on fleets when the player does not own a system
[DISCLAIMER] OLD SAVES (UPDATE 1) ARE NOT COMPATIBLE WITH THIS VERSION - REMEMBER TO START A NEW GAME
[DISCLAIMER 2] PREVIOUS VERSIONS OF THE GAME ARE NOW AVAILABLE ON THE BETA TAB (Right click on the game in your library > Properties > Beta): YOU CAN NOW CHOOSE TO GO BACK TO A PREVIOUS VERSION
[0.2.3] HORATIO UPDATE
[MAJOR CHANGES]
Added a new major faction: the Horatio (more info on the Wiki Page)
Implemented a new technology tree (more info on the Dev Blog)
Added Battle Play Cards
Reworked the game options menu
Added Advanced Culture in addition to Scavengers and Eucosial (Z'vali & Epistis are now advanced)
Added the Gnashast (Scavengers) minor faction
Added the Tikanan (Eusocial) minor faction
Added the Eyder, a scavenger minor faction created by the community
Dictatorship can now use propaganda in star system to influence political orientation
Added population collection bonus when hitting certain thresholds
Updated the planet grid along the lines of temperature & biodiversity (previously temperature and humidity), along with terraforming process & FIDSI distribution
Implemented Supervisor (auto management of construction queue and population)
Quests:
Implemented the Horatio Chapter 1 and 2
Implemented the Sophons Chapter 3 and 4 (no Final Reward)
Implemented the Cravers Chapter 3 and 4 (no Final Reward)
Implemented the Lumeris Chapter 3 and 4 (no Final Reward)
Implemented the Vodyani Chapter 3 and 4 (no Final Reward)
Implemented the United Empire Chapter 3 and 4 (no Final Reward)
Achieving Minor Faction Quests with the Vodyani now doesn’t raze the Minor System but Brainwashes its population
Implemented 8 Deeds
Implemented 4 Wonders
[BATTLE]
Deck building:
Added 16 battle play cards in the game:
5 cards by default for a deck of 3
Added technologies to increase deck size and unlock cards
Cards have more complex effects, useful or not depending on the situation
Added deck panel in the military screen sidebar:
Free deck changes every ten turns, otherwise it will cost influence
Before battle:
Added automated defensive fleet merging before battle
Added window to select which Empire to attack on a system
Advanced battle screen:
Changed the layout to highlight the play card choice
It is no longer possible to simulate your opponent’s plays:
Added the 3 last plays used against you by the opponent
Added drag and drop to move the ships between your flotillas:
Reduced minimum CP to unlock more flotillas
Added 3 sorting presets to sort the ships
Added locking state on ships to force them in a flotilla
Saved the fleet configurations from battle to battle
Added new ship icons to show the roles
Added 3 stats buttons to compare the 2 fleets:
Military power (as currently)
Energy / Projectile power (takes into account the weapon and defence)
Range compatibility
During battle:
Firing ranges are now fixed by phase:
There are 3 phases with the same duration
Ranges between peered flotillas are set based on the intentions (e.g. Short vs Long => Long, Medium, Short // Short vs Short => Short, Short, Short)
Peered flotilla is the priority target, other flotillas can be targeted based on distance
Improved Scan view:
Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage
Added flotilla label when the camera is far away
Added trajectories and targeting on the galaxy floor (thickness of the line shows the DPS)
Added damage taken numbers above the ships
Added Flotillas HUD:
Shows a list of ships per flotilla (with HP state and destruction feedback)
Shows the morale feedback (fleet gains bonus if there are more alive flotillas compared to the opponent)
Improved free cam:
Use shift to accelerate the camera move
Left click to lock the camera on a ship then use arrows or right click to rotate and mouse wheel to zoom
Data:
Reduced range penalties (especially lasers and slugs)
Reduced the energy / projectile “hard counter” effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons)
Increased defence module efficiency
Temporary removed critical hit stats (waiting for an implementation fix and a better effect)
Added damage bonus for strategic weapons (waiting for exotic effects)
Multiplied cost and damage of the missile and beam weapons by 1.5
Global weapon damage balancing
[DIPLOMACY]
Cravers can now close borders when the Militarists have a majority
The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly
Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace)
Map sharing is no longer possible in Cold War
[UI]
You can now rename planets that you colonise, except unique ones
Changed enemy plays display on Advanced battle setup screen
Improved diplomacy screen and truce notifications
Added a notification for rebellion
Added a modal panel for the system political event (accessible with a button in the system management)
Scan view economy has been modified (last stage added (system rank))
Changed position of the open political overview system button in the colony side panels
Changed how enemy plays are displayed
[VFX]
Added new skyboxes: Red Dwarf and Binary Solar System,
Shield Fx has been improved
Added transition between ground battle notification and ground battle visual
Added special nodes:
BlackHole
SolarNebular
SpaceCloud
[AI]
Fleet behaviour tweaks:
More reactive fleet mission
Mothership can now detach to attack
Invader ships wait to have full manpower to leave to attack Added buyout of system by influence
Added buyout of system by influence
First Spaceport use (only when system is over populated and unhappy)
A first version of the Migration has been implemented
the AI can now send civilian ships from systems to outposts
AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold
Added the ability to propose Open Borders in specific cases
AI now evaluates map exchange in diplomacy
Reinforced buying luxury when a rebellion is on the way
Forced root priority of buying resource to 1 instead of 0.2
AI now declares war before moving if the player closes its borders to the AI
[FIXES]
Improved the overall stability and performance
Fixed several serious errors
Prevented the garrison button from being displayed uninitialised in some situations
Fixed Lumeris being able to colonize planets they haven't discovered yet
Fixed game speed multiplier being applied to Emperor's Will state
Fixed Benthys not using second assimilation trait. Improved tooltip for the trait
Image and description of unique planet are now related to the unique planet instead of its type
Fixed Outpost buyout button appearing on colonized systems
Updated Planet tooltip to display origin of effects, instead of grouping everything.
Fixed camera not zooming on fleets when the player does not own a system
Numerous minor fixes!
[KNOWN ISSUE]
When playing as a Vodyani, the Supervisor will generate a crash
- Fixed Food consumption bug related to Horatio Affinity
- Fixed an error message when using system supervisors on exploited star systems, preventing the Vodyani from being played
- Fixed a series of error messages generated when a pirate fleet was orbiting a rival star system - Fixed a skippable error message generated when entering a Space Battle with the minor faction types "Technologist" - Fixed an issue where damage that destroyed an external section of a ship was not applied to the core section. - Fixed Short vs Short and Medium vs Medium trajectories
- Fixed an issue where shields absorbed damage after the shield was disabled
- Orichalcix and Quadrinix exploitation resources are now implemented & functional
[BALANCE CHANGES]
- Science victory is now 5 times harder to research
- Reduced engine and exploration modules cost and health bonuses
- Reduced targeting weight of the civilian ships
- Lowered number of Representative for Dictatorship and Federation, and the penalty per Representative not in Senate
- Increased manpower given by Impervious Bunkers from 50 to 150
[GROUND BATTLE]
- Added a prerequisite, forbidding to use the Local Resistance Ground Battle action when there is no more population
Two additional minor factions have been added: the Bhagaba & the Niris
Multiplayer has been enabled
Games can now be played with up to 8 empires
Added the “Large” size galaxies
Added two new galaxy shapes: Spiral-8 and Ovoid
Hero ships are now visible on the fleet by left-clicking on the hero's portrait in the galaxy view
Hero renaming has been enabled
Empire / player renaming has been enabled
3D feedback of certain anomalies has been added
Game settings are now visible and some are modifiable ingame (only timers and animation speed)
Galaxy life animations have been added
Market events: market context can trigger highs and lows of prices
Population growth control: all population is linked to a luxury that can be used to favor its growth within the empire
The election process has been redone: now the political parties that will not end in the Senate report their votes to the closest party, which can change the winner at the last minute!
Added Natural Wonders (no visuals yet)
[Narrative Content]
Added chapter 3 & 4 of the Horatio quest
Added chapter 1 & 2 of the Riftborn quest
Added most of Tutorial, Advanced level
Updated Expert Tutorial
Added 6 new Minor Faction Quests
Added 5 new Population Quests
Added Community Quest (Mysterious Plague Ship is now known as “The Living Plague”)
Added 7 Alternative Deeds
Added Community Event (An Unexpected Visitor is now known as “An Unexpected Guest”
Added Community Event (Hear my Last Cry)
[Manpower & Ground Battle]
Manpower is now divided in three elements:
Manpower on empire is a resource consumed by Systems and Ships
On system: defenses defines the strength of the system defense and how much troops it will generate
On ships: crews provide a boost in space battle, and is consumed for invasion. They can also be killed during space battle
All empires start with a full stock of Manpower on their empire
Manpower is now equally split between all entities requiring some.
Improved feedback related to troop generation (directly display how the system defense and crews will be converted)
Added a specific Ground Battle strategy and Space Battle Tactic for the Privateers and Minor Factions
Triggered a notification when the manpower drops close to 0
[Minor Faction Rework]
Revamped the Minor Faction interface
Added a new Minor Factions Ideology: Pragmatist
More actions to improve relations with Minor Factions
Actions are now based on a trend rather than a flat point value
Changed thresholds on the bar as follows: Neutral, Cordial, Amicable, Friendly. Each threshold corresponds to a different level of reward
Having the best relation with a Minor Faction may now grant access to special actions with a cost in Luxury Resources
[Pirates]
Harmonized Pirate ship designs
Nerfed certain Prowler designs that were too strong
Buffed certain Positron designs that were too weak
Changed the way Pirates spawn to prevent the unwanted Pirate spam
Pirates now spawn at a slightly slower rate
Pirates are now limited in number and won't spawn anymore if there's already a certain number of them.
Pirates have been given new behaviors allowing them to blockade systems, and target specific nodes
[Senate & Politics]
Rebellion: now the government after a rebellion depends on the current government, cycling through all of them.
Removed Rebellion progress while in Anarchy
Added an experience systems for political parties: reaching certain experience levels unlocks new laws
Added independent laws that are always available, and free to maintain
Refined laws content: there are less but more powerful, and they cost an influence upkeep to be maintained
Reinforce differences between each government
Democracy: no election actions to influence the result, but better diversity in senate and provide approval boost on population
Republic: election actions using Dust and stronger alternative version of the Laws
Federation: bonuses on industry and expansion
Dictatorship: one party that you select and higher chance of rebellion
[Space Battle]
Ship Design
Refactored UI
New module icons that reflect the power progression
Added detailed data about ship (DPS per weapon, efficiency, DPS per range, defense absorption, energy / projectile balance, upgrade cost), also displayed in ship tooltip
Added toggle to hide / show obsolete modules
Added the possibility to drag and drop modules between slots
Added double click on any player’s ship thumbnail to open the ship design (in military screen but also in the galaxy)
Removed module symmetrical multiplayer cost
Harmonized module multiplayer cost per ship size
Tweaked heavy mounted slot and add effect explanation in tooltip
Added a button in the Military Screen under the Ship Designs frame.
One click upgrades all the modules of the selected Ship Design to their latest version
Does not replace or remove existing modules, does not fill empty slots
Deck panel
Cards are now called tactics
You can open the battle tactics (new deck panel) even during battle
Added description in tactics’ tooltip
Advanced battle screen
Improved trajectories / stats display
Improved ship hover feedback (don’t forget: you can move them among flotillas!)
Added flotilla compatibility feedback of the ship when dragging it
Added overview (show entire battle with appropriate feedback included range between paired flotilla)
Added locked ship feedback
Added zoom with mouse wheel in free cam even without ship locked
Battle Report
Added advanced battle report (first version)
Added damage gauges with detailed data (weapon type, defense absorption, misses shot, critical hit)
Added range per paired flotillas per phase with damage ratio
Battle system
Changed critic damage: if critical hit, the salvo dismisses all defense absorptions
Added ship damage bonus when crew on board (some weapons kill crew)
Added theatre effect: check the battle effect on the special nodes
Changed the random generator which should give you the same result if you load a save
Content
Added 15 support modules to diversify the strategies
The module that affects fleet and flotilla are exclusive to support ships
Fixed and increased several battle order effects (battle card new name)
Increased flak effect (and feedback it in the weapon tooltip)
Balanced / Tweaked Weapons, Defenses and Hulls (reduced cost, reduced progression, damage and health x2, increase strategic module interest)
[Technology]
Reworked the whole Military Quadrant to implement the new modules
Reworked the Science & Exploration Quadrant to implement support modules
Also added new modules for the Ark, and technologies to unlock them through the game
Added political impact on technologies
[AI]
Diplomacy:
The AI now handles Peace behaviors
The AI now handles minimal Alliance behaviors
The AI is now able to detect player actions (regarding itself) and send reactions
The AI can now create and balance contracts to propose to players
Improved AI attitudes and attitude annotations
Improved contract evaluation overall
Economy:
System improvement and technologies gains have been reworked
The AI can now use more exotic improvements like infinite buildings and manpower conversion
The AI should colonize in a better fashion (more grouped)
The AI can now handle the new Minor Faction system
The AI should use the marketplace better overall
The AI can now buy mercenaries on the marketplace to complete its taskforces
The AI now make event choices
Many many tweaks in the decision making process
Military:
The AI changes its tactics set according its current strengths and weaknesses
The AI should now select the most efficient play considering its fleet
The AI should now redesign its ships to counter its main enemy
The AI is now capable of understanding when fleets which will be auto-merged before it will attack
The AI should be more reactive especially in early game
The AI should keep less ships in its hangars
Heroes:
The AI can now assign heroes as admirals
The AI now assigns all hero skills (governors and admirals) depending on hero role
The AI can now buy heroes on the marketplace
Quests:
The AI can now solve certain quests
Multiplayer:
The AI can now take over in "minimal" mode for a few turns if a player drops out
Faction:
The AI is able to play as a Riftborn with its specific gameplay
Performance:
A LOT of memory and CPU optimizations
[User Interface]
The Diplomatic and negotiation screens have been reworked
The ship design screen has been reworked
The new game screen has been redone
Reworked the left banner in all menus
Polished Diplomacy screen
Demand button now located on the Negotiation screen (above the pressure gauge)
HD GUI for any resolution
New scaling option improved (4K mode)
Modules icons are brand new! (quest icons are not done yet)
New display options are now available for tooltip display: Compact, Full & Progressive. By default, Progressive is enabled, which goes from a Compact to a Full Display after a short moment when hovering the mouse. This setting can be changed in the UI Options menu
[Balancing]
Horatio ideology is now Ecologists (foood!)
Government changes are more accessible (less anarchy and lower happiness prerequisite) but they have a dynamic influence cost
Reworked the Lumeris outpost buyout curve to lower their explosive expansion
Reworked the technology cost curve: the game pace will be slower and feel more engaging
Diplomatic costs are now dynamic and based on the number of systems owned by the Empire
Assimilation costs is now dynamic and based on the number of systems owned by the Empire
First balancing of Minor Faction Quests (not complete yet)
Strategic deposits quantity has been halved but their individual production increased (1 / 3 / 5 instead of 1 / 2 / 3)
Hero skills: effects related to size has been generalized
Hero skills: effects on deposit output has been nerfed
Rebellion: lowered the threshold which triggers the start of the rebellion
Increased the number of nodes generated for all sizes
Added a limit on how many ships can be send to an outpost at a time, making distant outpost harder to feed
[Known Issues]
Possible loss of sync in Multiplayer if Fast speed animations are used
Possible loss of sync in Multiplayer if two players have the same wonder in the construction queue and finish it on the same turn
In Multiplayer, players get a message when another player joins that they have been renamed with that player’s name. This message actually has no effect
In the diplomacy screen, the contract evaluation bar sometimes fails to update
In the Advanced Play settings, enemy flotillas sometimes do not appear if the Advanced Play button is clicked too fast. In the case this happens, right click and re-enter the window
The Riftborn have a strategic issue on their home system: with Many constellations, they won't have their starting resources. With Few/Unique, they will have Titanium & Hyperium on all planets in their home system. We still recommend playing with Few or Unique constellations if you want a challenging game (this issue will be fixed in an upcoming patch)
Selecting a "Random" galaxy type in multiplayer results in the host and other players not necessarily having the same galaxy appearance (eg a Spiral 8 can have the appearance of an Ovoid galaxy). This has no impact on actual gameplay
When using the Splicing mechanic with the Horatio, the splicing bonus is added, but the visual feedback doesn't show that bonus
Fixed a balancing issue making it possible to have 100% ship cost reduction
Fixed incorrect unlocking of play tactics slots when passing a turn
Fixed an issue where players remained stuck during the pending sequence because the AI did not resolve a combat
Fixed a visual issue on United Empire Ground Battle
Fixed a visual issue on Tikanans Ground Battle
Fixed forced the tooltip on the "Dust Windfall" law
Fixed an error in Economy screen system tab related to Riftborn population construction
Removed Bailiff elimination which provokes unpredictable defeat
Fixed the bug forbidding the "Hardship Ready" law from applying properly
Fixed slider settings flickering between 2 (or more) values if they are quickly changed by the host in multiplayer
Fixed full screen portrait rendering with custom resolution
Fixed Lumeris Tier 2 and Tier 3 Turrets orientation
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
Fixed an issue on Riftborn home planet where the strategic resources were spawned on all the planets of the home system or no strategic deposit were spawned, instead of having them only on the home planet
Fixed a bug on the Horatio gene population display in the population screen
Fixed an error sometimes occurring when opening the advanced play screen directly after the start of the Space battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly
Government effects have been cleaned
Fixed the "New Colony Rule" law that didn't have a tooltip in Republic
[XML]
Singularities now need to be in the first position in the queue to be completed
Connected to self-contained E.N.F.E.R. online AI module accessible once the game is running from http://localhost:4377/
For a more detailed version of how this works, check out the stream we did, which mostly worked, and then Wilbefast's threadexplaining the basics. More details on how things work tomorrow, but as soon as the update hits (later today), you can get tinkering!
Fixed a shader issue with AMD cards preventing from seeing the main menu
How to access it:
In your Steam Games Library, right-click on Endless Space 2, select Properties, then Betas tab. Select update3(0.3.7) - AMD fix. Click on OK, the loading should start immediately. If it doesn't, restart Steam.
REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate!
We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\
[GENERAL]
Added Unfallen Games2Gether Faction
Modding implemented
New Scanview system management implemented
Added planet scanview
Auto ship design / upgrade implemented
Cloud saves are now available
Game can now have 12 competitors!
Academy/metaplot quests have been added
Beginner Tutorial implemented
Custom Factions implemented
Added colonization videos
Auto-ship design implemented
Added technology Helper to suggest technologies to the player
[CONTENT]
Added faction-specific technologies
Added 2 new minor factions, Remnant and Pulsos
Added Events quest Political
Added new random events
Added new market events
Added 23 new space battle tactics
Added “exotic” effects on strategic weapons and defenses
Added planet destruction module
Added a specific star type for the academy
Added founder heroes and the 5th Sophon hero
Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
Added final rewards of all Main Quests (Chapter 4)
Added population swap in United Empire Main Quest
[TECHNICAL]
Saves are now in a binary format
Several optimizations have been made for different parts of the game (GUI, Computation...)
Refined some behaviors in the galaxy generator
[AI]
Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
Added: Planet destruction mission
Added: AI is now able to activate laws (knowing that it costs Influence points)
Added: AI is now able to cancel laws to retrieve the empire points
Added: AI is now able to trade technologies by diplomacy
Added: AI now research military modules technologies
Added: AI now play elections
Added: AI is now able to attack enemies it finds on its mission path
Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
Changed: Globally improved the military attack, defense and invasion
Changed: Improved the way AI uses support modules
Changed: Increased AI desire for trade (in particularly for mercantile AIs)
Changed: Improved map and vision sharing evaluation and open borders
Changed: Improved main enemy selection
Improved invasion behaviour
Improved behaviour and technology choice for colonization
Improved node strategic score heuristic
Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
Fixed: AI colonization behavior
Fixed: AI now doesn't cancel missions without any reasons.
Fixed: Ark generation and leecher use are now working correctly
Fixed: Issues for hull and affinities
Fixed: AI now researches new military modules
[IMPROVEMENTS]
Put back the Surveyed support at the end of the Election process
Stat buttons on the Advanced Battle Setup Screen are "togglable"
Added a timer for the auto battle start
Screen/button tooltips display information about their keyboard shortcuts
Automated ships are no longer sent to besieged outposts
Refund value is now displayed in "Deed failed" notification when relevant
Neutral propaganda is no longer queued when colonizing a system
Motherships now start the game with 1 action point
Fleets that cannot fight cannot be used as reinforcements in space battle
The game should automatically choose the compatibility mode
Key binding has been improved (detect if the key is used, …)
Added localized subtitles for all the introductions
Updated the look of outgame screens
Probes are now allowed on Hero ships
Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
Ship modules category icons are now colored based on their strategic resource in the tech tree
Added module computation formulas in the ship design stat tooltips
Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
AI behavior has been improved, notably with regards to its aggressiveness
Polished end turn timers & added "out of time" animations
Improved notification flow: click on a button which open a menu no longer displays the next notification
Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.
[BALANCE]
Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
Brainwashed factions can no longer start a new assimilation quest
Use of Crew Modules on hero ships is now forbidden
Added a turn action on Time Bubbles, so they need to be in the first position to be completed
Reduced AI Prestige bonus in higher difficulties
Minor Factions with Cordial relation or better now don't block trade routes
Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
Reduced crew given by crew modules
Added different Demand management on Marketplace prices
Balancing of Market events
Fixed issues of Singularity: FIDSI and depletion effects
Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
Removed description panels from Faction Trait tooltip
Infinite improvements are now compatible with Food to Industry
Fixed issue on exclusive technologies which were not exclusives
Increased free movement speed
Increased food consumption
Increased influence zone progression rate
Removed duplicate of exploration stage 1
Added negotiable truce (not managed by AI, missing negotiable terms)
Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
Balanced space battle tactics and changed unlock distribution
Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
Balanced random events appearance rhythm
Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.
[FIXES]
Fix for non-repeating minor factions
Fix for abundance of strats and luxes
Fixed an issue where ships in flotilla without direct opponent could not shoot
Fixed space battle trajectories orientations
Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
Fix for number of nodes was still affected by density
Fix for isolated nodes spawning too far away
Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
Fixed error in economy screen system tab related to Riftborn population construction
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
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