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.
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?
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
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.)
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.
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.
- 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.
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
Please let us know in this thread if you encounter any problems or bugs.
Hello, I reviewed all the AI-related changes, there are a few things that should be looked at, and are very easy and fast to fix at this point. I gave the full feedback on the bug reports section.
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.
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.
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.
If there's still time before patch launch, I added a bunch of many small fixes (one or a few lines of code each). One of them is fairly important, the rest.. minor relevance.
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