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.
Will the public release of Update 2 be different than the private version?
If you compare the release notes, you'll notice we've added / changed a few things, but I believe it was mostly performance improvements / errors fixes and some tweaks for the battle.
Is the spaceport available in this build? I can't find it :p
It needs to be better explained, but you have to make it to the third "era" of the Right part of the Web (Economy and something, I forget) and then you can upgrade your planets using luxury resources. Once it's upgraded, you can send people away from that colony.
It seems that technologies in current build cost too little, even without special facilities it took about 2-6 turns in first 3 eras, sometimes it was even 0 turns for era 1, and than - 24 turns for era 4. Was it designed like this, to rush early eras, or those timings just isn't adjusted in current build?
I talked about that yesterday with Meedoc, if I remember well, what he told was it was working like that:
- there's 4/8 tech per level to pass a quadrant "era", and if you specialize in only one tree, you can progress fast to an high era of this tree, leaving the others at low level.
- then when starting a new tree, your cost will grow because you had say 16 tech with the first tree, but increasing that level 1 cost, (then 2, then 3 etc).
- then when starting a new tree, your cost will grow because you had say 32 tech, but increasing that level 1 cost, (then 2, then 3 etc).
Ultimatly, either you spec'ed and end game you've got one high and the 3 others trees medium size, either you have all 4 @ medium++ size.
So it depends : optimizing your way through the tree isn't the same as before (*) because of the buildings you miss by specializing in one tree (either to construct late stuff, to pay dust bills, to protect your investment, to progress with science).
Meedoc also said about numbers, prices, damage, etc, in different subsystems, that they did polish balance but not took days of polishing here because the game is still missing big (asymetric) parts.
When all would be finish, they will re-do fine tuning (for exemple, they know UE was given generous bonuses).
My impression after beer2gether:
They really do care about balance, not competitive balance with meaningfull balance: the choices you make must have a meaning.
(*) the quickest method before was automatic and was the same as EL :
- avoiding any free tech (i think but not sure)
- discovering exactly 10 tech @ era 1 (aka the minimum number to pass an era)
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 behaviour 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
It just means these specific Minors belong in the larger "Advanced" minor faction family (4 Minor families are planned).
But the Z'vali and epistis were already there for some time, right? So is the fact they are now labelled as "advanced", is it meaningful from the gameplay perspective?
It just means these specific Minors belong in the larger "Advanced" minor faction family (4 Minor families are planned).
But the Z'vali and epistis were already there for some time, right? So is the fact they are now labelled as "advanced", is it meaningful from the gameplay perspective?
The Family changes the kind of ships the minor factions use. You won't face the same challenges if you're against Scavenger or Advanced ships :)
It just means these specific Minors belong in the larger "Advanced" minor faction family (4 Minor families are planned).
But the Z'vali and epistis were already there for some time, right? So is the fact they are now labelled as "advanced", is it meaningful from the gameplay perspective?
The Family changes the kind of ships the minor factions use. You won't face the same challenges if you're against Scavenger or Advanced ships :)
Is there also a plan to give each minor faction cultural type their own hero skill tree, as you did for Scavengers and Eusocial?
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Anyone know if the missile damage bug was fixed? This was where the first missile fired at a ship would always do 0 damage.
Update: Yeah still in there. It looks like the first hit takes damage off but in reality it doesn't. You can clearly see this as the ship will drop to zero health and not be destroyed until it takes additional damage sufficient to make up for the deficit from the first hit doing phantom damage.
Is it normal that the IA Lumeris won the game (economic victory) at turn 87 (normal game pace) ?
Seems so. I managed to win it by Turn 91 as Horatio despite fumbling a lot with the new tech tree and race mechanics (along with losing my hero for 14 turns near the start of the game ). Oh and it was achieved on a non-unique constellation galaxy, so trade routes were much shorter until wormholes.
Final income was 19k per turn and achieved without a single +dust law. This doesn't make you rich though. It costs 13k to buyout the newest battleship I have thanks to the new dust inflation (you can assume it would be around 10k for races uglier than Horatio).
Not a fan of the pick one or the other approach you've taken with the new tech tree. It really ruins the shipbuilding gameplay for me. I hope you change it back.
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