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.
Unfortunately for me and my partner, we experienced our first desync on this preview patch (1.0.11) by turn 5 and our second desync by turn 15. It always seems to happen while resolving an end turn.
That said, I was being hopeful though so I wasn't being as cautious as I was in 1.0.5 with the things I would do to prevent desyncs. Specifically, in 1.0.5, as host, I would never end turn until my partner ended her turn first. The reasoning behind that strategy was that I found that if I happened to be in a screen or panning the view when she ended her turn and the AI started to compute their turns, it almost always resulted in a desync. By waiting for my partner to finish first, I could click end turn and just not touch anything while it computed the end turn. That seemed to help us dodge a good number of desyncs. In 1.0.5, it certainly felt like we didn't receive desyncs til around turn 30ish, so its hard for us to gauge if there was any improvement at all on the desync front with this preview patch.
3. Immediate desync as it started to compute the turn.
The only real difference with this save versus the previous games is that this is a colossal galaxy size with 8 players (2 human, 6 AI) and a dense galaxy.
Since it happened on turn 1, I don't really have a save file for the turn prior, only the auto save that was generated for turn 1.
I recall Endless Legend had the same desync issue early on when trying to modify the construction queue during an end turn event. Perhaps it's the same issue here? In any case, hope this helps. I'll post again if I find another desync with different repro steps.
I've downloaded the beta patch and definitely running the preview 1.0.11 and the happiness bonus to science and dust still isn't working properly. Am I missing something?
This issue is in game tool tips as well as in these notes. Unless the Unfallen are changing things into an ocean, I think you are wanting to select Pacifist. ;)
The Pacific was so named because it was peaceful. It's the right word if a little archaic, so maybe "peaceful conversion" would be better.
We're surprised to hear you're getting Desyncs this early in game, could you please provide us with the corresponding Desync folders, Diagnostics files and save files? That would be very helpful for us to find the cause of the issue.
If you're unsure how to find these files, here's a Guide that contains all the information you need!
Thank you for your report :)
Cheers,
Unfortunately I don't have a save for our desync, but we'll be playing another session tonight resuming our save so when it happens again, I'll mark that autosave and add it here. That said, I do have my desync dump and diagnostic file for the session last night. Attached here.
Fixed an issue where the pacific Conversion icon didn't appear on the colonized systems after the Unfallen entwine them
Pacific is an ocean.
Pacifist is a belief system.
This issue is in game tool tips as well as in these notes. Unless the Unfallen are changing things into an ocean, I think you are wanting to select Pacifist. ;)
infinite turn pending @ turn 51 in our 8player mp game. after that we couldnt load the save (not even turn 47,48,49,50) , whole game is lost. i ll try to find the save , but it seems its not in my folder, maybe because its autosave
something was happening with space/ground battle.it said i am in encounter , but i did not see that on the screen. all i had is a fleet which cannot attack because "space battles is already going on in this system"
there were 3 fleets in the minor faction system:
mine (Cravers)
pirates
another player's
i cant produce a screenshot because i am unable to load the save
Select the preview(1.0.11) version in the drown-down list
CHANGE LOG 1.0.11
[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 (Pb 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
[PERFORMANCE]
The technology helper is now active only for human players making the end turn less long
[FIXES]
Fixed an issue where events and Academy quests had missing texts
Fixed a problem in some broken saves due to outpost migration
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 achievement, they now work as intended
Fixed Unique Planets not getting the destroyed planet visual
Fixed Game Creation Screen messed up in some resolution
Fixed new game Multiplayer Join button missing translation
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 a infinite turn caused by fleets which couldn't be sold by the baillif 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)
[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) displayed 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 the Chapter 2 of the Riftborn Faction > A Rebuke From High
Objective of Chapter 4. Who are we ? (Time Lord Faction 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
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
[DESYNCS]
Improved guard action so it is more reliable and causes less desyncs
Fixed a desync related to prime senator during hot join
Fixed a Fleet visibility desync
Desync Population Collection Bonus : Population Collection Bonus is now being applied
Fixed rare desync on guard
Fixed guard being canceled when there is only one fleet doing it and it attacks an enemy
Fixed automated ships being able to drop even if they were attacked
Fixed Dust global production computation
Fixed desyncs due to the outpost
[TUTORIAL]
Updated the tutorial to allow to build the Wonder Victory
Fixed Academy discovery not working in beginner tutorial
[IMPROVEMENTS]
Added an initial random rotation to each planet in the system management view
Players (not only the host) in a multiplayer session can now save the game
Added two Minor Faction notifications (Suzerain Changed and Under Influence)
Added feedback in the report notification and advance report screens
The user was not informed about the resources won in a space battle
Added a feedback when the opponent retreats
[GALAXY GENERATION]
Added constraints on deposit / anomaly placement to avoid duplicate elements on the same planets and more than 2 of an element
Added a constraint to have at least 1 quantity of lux / strat deposits
We're surprised to hear you're getting Desyncs this early in game, could you please provide us with the corresponding Desync folders, Diagnostics files and save files? That would be very helpful for us to find the cause of the issue.
If you're unsure how to find these files, here's a Guide that contains all the information you need!
Thank you for your report :)
Cheers,
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Unfortunately for me and my partner, we experienced our first desync on this preview patch (1.0.11) by turn 5 and our second desync by turn 15. It always seems to happen while resolving an end turn.
That said, I was being hopeful though so I wasn't being as cautious as I was in 1.0.5 with the things I would do to prevent desyncs. Specifically, in 1.0.5, as host, I would never end turn until my partner ended her turn first. The reasoning behind that strategy was that I found that if I happened to be in a screen or panning the view when she ended her turn and the AI started to compute their turns, it almost always resulted in a desync. By waiting for my partner to finish first, I could click end turn and just not touch anything while it computed the end turn. That seemed to help us dodge a good number of desyncs. In 1.0.5, it certainly felt like we didn't receive desyncs til around turn 30ish, so its hard for us to gauge if there was any improvement at all on the desync front with this preview patch.
I've downloaded the beta patch and definitely running the preview 1.0.11 and the happiness bonus to science and dust still isn't working properly. Am I missing something?
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