Gearing up for Early Access around this time last year, Endless Space 2 has enjoyed a rigorous development time. Headed up as the sequel to Amplitude's original Endless Space 4X strategy game, the sequel is attempting to expand on everything that managed to make the original a household name within the strategy community.
Care For A Review? We Have That Ready And Waiting For You
We've handled many of its Early Access updates; from new playable factions to those little additions teased during Sega's 'Make War Not Love' campaign. But we didn't really focus on the intricate changelogs dished out in those updates. Now that Endless Space 2 has reached official release, it's time to change that. With a good ol' fashioned GameWatcher patch note page.
Patch 1.2.4 - Endless Day
Amplitude's traditional Endless Day is here, as part of their 7th anniversary, and a range of free updates and add-ons for Endless Space 2 is all part of the fun. The latest patch for the brings with it a load of fixes, including the great turn of phrase "Locus of swarm no longer bugs out". Sweet.
[FIXES]
- "Random tech" rewards from quests and events can no longer grant weapons using strategic resources
- Fixed an issue where The Core Cracker module was displayed as "available" in the Ship Design screen for level 1 and 2 Arks
- The Coordination Request panel in the end turn window now automatically shows when joining an alliance
- Fixed heroes gaining too many levels when received too much experience at once
- Fixed an issue where Military Stage IV unlock notification only shows 4 of its 6 unlocks
- Fixed an issue where the Ark image in the System Management screen control banner and fleet unit image does not display the upgraded hulls
- Fixed an issue where the fleet Action Point icon was not properly displayed
- Removed Counter-Offer button in the Diplomatic Interaction Notification when against AI
- Fixed an issue where Ark Improvements in the Constructed Improvement Panel were not displaying correct images
- Fixed heroes surviving a battle although they've been defeated if they were with a Vodyani Ark which was destroyed as well
- Fixed a situation where a fleet with 0 ships could appear on AI players
- Fixed a rare crash when exiting the game
- Fixed AI sometimes spamming other empires with Contextual diplomacy exchanges
- Fixed Chroma restrictions to be available and working only with recent Razer SDK versions: 2.7.5 and up. This fixed blocking errors about Message Box
- Fixed an issue where the Start Negotiation button in the Minor Faction notification was available even if the minor had been assimilated/killed
- Locus of swarm no longer bugs out if the player destroys the fleet and if the battle is considered a draw
- Fixed Civilians being able to turn into Privateers
- Fixed an issue with the value the Mysterious plague ship quest required for its first objectives
- Manpower production is now impacted by game speed
- Denounce Alliance Decision: players can now decide to leave an alliance after one of its members declared a war. They go back to Cold War with all involved parties
- Coordination Tool: players in an alliance can now place “pings” directly on the galactic map to display their intentions (attack here, defend here). The AI is sensitive to these pings and also places its own pings
- Co-operative Protocol: players in an alliance can now sign this pact. It will provide a faction-specific bonus that scales over time at the cost of an Influence upkeep
- Chat:
- Added an “Alliance” specific tab in the chat window
- Whisper Improvement. The players can directly send whispers by clicking on the colored button representing a player near the end turn button
- Diplomatic Requests: players can now request the AI (and vice-versa) to do actions relating to a certain game context (“remove your trespassing fleets!”). The sending player will be able to react (choose a diplomatic option) in case the recipient refuses the request
- Pressure inputs have been made explicit in the “leader card” tooltip (in main diplomacy screen)
- A term to generate pressure directly has been added (“Bureaucratic Imbroglio”)
- Demands now only have 2 levels (reduced from 3)
- “Demand terms” have been added; exotic actions available only for a level 2 Demand
- “Refusal Penalties” have been added: refusing a Demand will now apply the selected penalty to the recipient
- War pressure:
- War Pressure is now different from Pressure graphically
- War Pressure trend impact is now feedbacked in battle notifications
- A player who owns the most systems in a fully discovered constellation will now claim a FIDSI bonus for their empire
- Hall of fame to record all completed games, allowing to view the final scoreboard along with the victory cutscene
- Space battle weapons, defenses and other variables have been tweaked in various ways following player feedback (see “Space Battle” section below for details)
- Pirate Lairs: Pirates are no longer spawned by Minor Factions, but by Pirate Lairs which are occupying some neutral systems. Players can destroy these bases by ground battles (and have a chance to get some loot!)
- Minor Factions will now spawn their own fleets to protect their systems. These fleets are static and stay on the Minor Faction’s home system
- Orbiting the Lost Graves after completion of the Heretic's quest will now yield dust gain per turn if the Lost have won, and manpower per turn if they have lost
- Rewards have been increased for the winning camp's podium of participants
- Only the winning camp will be able to recruit Heroes after winning, through either the Academy or the Marketplace, depending on the outcome
- Visuals will change on Lost Graves depending on the outcome
- Added new visuals: Orbiting space stations as a planet fills up and a system develops
- New icons for Privateers & Pirates
- Added destroyed planet visual in discovery cinematic
- Fixed planet colonization cutscene being displayed and frozen when a ground battle is viewed during the colonization cutscene
- Fixed anomalies remaining on screen when entering galaxy scanview
- Added new image for finished auto explore notification
- Changed the flow of the space battle cutscenes launch to fix an issue that appeared when trying to visualize a battle around a node affected by the Rip singularity
- All Minor Factions now have an image artwork in the "Select A Target Empire to Attack" screen
- The bailiff system will now first scrap ships before improvements
- Improved Influence bailiff system to take into account Co-operative Protocols (will not make players lose the game)
- Feedback Improvements:
- Added new feedback elements (Flak DPS on Kinetics & Missile Health on Missiles)
- Weapon Balancing:
- Complete rebalancing of weapons to create more interesting play:
- Kinetics now have an accuracy of 10% / 50% / 85%, playing a role of missile counter and strong short range damage
- Missiles now have an accuracy of 100% / 50% / 25%, strong long range damage that can take out most Energy ship designs
- Lasers now have an accuracy of 50% / 100% / 50%, with good damage. They will tend to defeat Beams and Kinetics, but will have a problem against Missiles
- Beams now have an accuracy of 100% / 100% / 100%, with standard damage overall. They are sure to hit and will counter Kinetics. Their accuracy makes them perfect to use with counter tactics, and their critical hits can turn the tide of battle in your favor
- Buffed "Advanced MAGGIE Laser": Now has +100% Damage against Shields
- Buffed "Advanced HELL Array Laser": Now has +100% Damage against Shields
- Complete rebalancing of weapons to create more interesting play:
- Defense Balancing:
- Buffed: Medium Ships, Large Ships and Motherships have increased Health
- Buffed: Doubled shields' absorption, Tripled shields' life
- Military Power Balancing
- Defensive Military Power is now computed according to modules' values and should be more consistent
- Manpower damage is now used to compute Offensive Military Power
- Critical Hit Chance is now used to compute Offensive Military Power
- Squadrons
- Squadron life updates correctly when hit
- Fixed squadrons not damaging each other
- Fixed Wing Coordination not working
- Squadrons now target Arks
- Fixed auto ship design not working for Unfallen Explorer and Colonizer Hulls
- Second level of "Non-Liquid Assets" now applies its Hull Absorption bonus correctly
- Battle theater effects are now listed in the Special Node Discovery notification
- Unlocked Bhagaba special ground battle play ("White flag": slower ownership recovery for invader)
- Reduced Tikanan "Swarming Infantry" assimilation trait from -0.5% to -0.15% manpower Infantry cost
- Reduced "Monstrous Opponents" assimilation trait from +75% infantry health to +15% infantry health and +15% infantry damage
- Rebalanced troop stats:
- Infantry: Reduced damage from 20-40 to 12-22
- Armor: Reduced damage from 40-60 to 25-60
- Plane: Reduced damage from 140-180 to 95-115
- Plane: Reduced health from 300 to 200
- Plane: Reduced manpower cost from 30 to 20
- Lowered manpower generated from "Conscription" from 200 to 175
- You now need at least 2 pops to select "Conscription" when defending in a ground battle
- The "Acquire" objective of the Riftborn quest "A Plague on Coroz" cannot be completed by custom Riftborn factions using the "Shipbound" trait so this choice is no longer available in that case
- Added a Quest Marker on the pirate fleet of the Exploration Quest Dust to Dust: part 3
- The Good Life quest will now work if Horatio’s ship is docked to an outpost which has just turned into a Colony
- Players now need to participate in a multiplayer quest to obtain a reward
- Academy Quest 01 now has a new ending: if a player finds the Academy before the quest ends, then the quest doesn't fail but success and display a new ending outcome
- The Cravers Quest "then we cracked the nuts inside” now completes only after the system is captured
- The event Riled Researchers now starts from turn 60 instead of 20 to avoid the AI from making choices harmful to its economy
- A Swarm of Locusts now informs the users how many fleets they have to destroy in order to receive a reward
- New rewards have been added for Deeds
- The church triumphant Part 2 now displays the right building in the objective
- Fixed Horatio Quest Improvements not working for Custom Factions
- Unfallen Quest chapter 2 is now more Vodyani-friendly
- Ripple effect now fails only if another Empire destroys the Lesser Empire Fleet
- Chapter 3 of the UE Quest: the Mezari Objective now scales with the current science production
- Tweaked Quest appearance rhythm overall
- Dust to Dust now fails when another Empire or the Lesser Empire attacks and destroys the fleet
- The quest no longer fails in "The Good Life" Exploration Quest if the player disbands the Lost Horatio
- Use of similar Dust icons for the effects of "A Two-way Street" (Dust gain and Upkeep increased) event could be confusing that's why we now use the same icon (Dust gain and Dust loss)
- The Battlestations reward of the "Collaboration or Cataclysm" quest doesn't display a placeholder icon and category anymore
- First two parts of the "Fighters and Bombers" quest now display correctly their outcome text upon completion
- If the player used to play a custom Faction Horatio, the Horatio faction quest could be endless. It now checks if the original Horatio are in the Empire. If they aren't, then the Quest will end
- It is now the same for all the Population Quests: we check if the player has the original population instead of the Custom ones
- Lowered Minor Faction relation threshold to ask for a quest from 75 to 50
- Changed the cost of asking for a quest from an Influence cost to a Dust cost
- To validate the quest Riftborn Chapter 1 part 1: the player has to possess only 9 buildings, and the feedback now reflects it
- If the player discovered the galaxy thanks to a shared map in the Sophons Quest Chapter 1 (alternative version) Science choice, the quest wasn't completed. Now the quest can be completed even if the player is helped by someone
- In the Lumeris Quest Chapter 1 Science choice, if the player discovered the galaxy thanks to a shared map, the quest wasn't completed. Now if the player is helped by someone, the quest can be completed
- "Dominance" and "Acceleration" rewards of the "Collaboration or Cataclysm" quest have now have temporary tooltips, we'll had more descriptive tooltips later
- The correct choice is now selected upon confirming a multiple choice quest after the notification was minimized
- Added a "Continuum Sculptors" faction-specific tag on "Climate Engineering" tech
- Increased “Free Move Sophon” movement points from 2 to 4
- Added "All must Tithe II" to the unique alternative technology in case of unique constellation setting
- Fixed Lumeris being able to have 5 Trading Companies
- Added new Stage 4 Engine
- Moved Luxury Lottery unlock to the Atmospheric Filtration technology (previously Neural Robotics)
- Fixed issues with Horatio ash and lava colonization unlocks
- The technology which allows to unlock Heroes on Marketplace is now displayed in the Tutorial
- Fixed the AI being able to trade quest technologies
- Arks will now need to unlock additional slots by unlocking stages in the tech tree
- Victory Wonder no longer appears in the construction queue before you unlock the stage
- Fixed bug where a custom faction with Riftborn pop and Horatio affinity didn't have access to Adamantian mining
- The Systems Illumination or Radiance are no longer given to players with Ship Bound or Unfallen Affinity
- The deeds are now greyed out when the technology stage is unlocked by the Oracle of Science law
- Fixed an issue where "Technology stage unlocked" notifications of Economy and Trade and Military quadrants displayed misleading information
- Reduced "Deadly Intent Bill" from 50% to 33% damage bonus (75% to 40% for Republics)
- Increased effect from "Trusted Broker" law from 2% to 3.5% per turn, up to 50% (from 30%)
- Added a passive bonus on Outpost growth (+10%/+15% in Republic) for the "New Colony Rule" law
- Updated the effect of the Republic version of the base militarist law for consistency
- Removed default bonus pressure to Religious politic
- The Attends resolution tooltip has been corrected
- "Jingoist Joy Bill" Law does not allow for free war declaration in truce anymore
- Changed/Fixed the way the tech to change government, Autocracy and the Cravers visual affinity interact: Autocracy is not linked to the Cravers affinity anymore
- Fixed Custom Factions with the Cravers visual affinity being unable to change their government type
- Fixed diplomacy cost reduction for peaceful terms
- Cravers now require having Pacifists in the Senate in order to do diplomacy
- Removed system conversion diplomatic ability from alliances
- Made all resources available for trade in Cold War
- Removed vetos to accompany new “Denounce Alliance Decision” feature
- Lowered Alliance tech from stage 4 to stage 3 of Empire Development quadrant
- Added Co-operative Protocol tech to stage 4 of Empire Development quadrant
- Fixed force truce turn duration being 0 in Endless speed
- Fixed Truce tooltip
- Allowed Alliance members to trade systems among themselves
- Changed and added some texts for the diplomatic demands
- Entering cold war from truce with an alliance will no longer display multiple notifications one for each alliance member
- Users can no longer use the Praise action without the Off-World Agribusiness tech unlocked
- Changed close and open borders icon
- Fixed Diplomatic contract evaluation bar the first time a user click on suggest term
- Declaring war now cancels all restrictions (from contextual diplomacy) between the empires
- Reduced minor factions yields in Manpower
- Tweaked bonus values for Minor Factions relations
- Increased Essence gained from Hunting Grounds from 10 to 100 / turn
- Fixed Virtual Dustylizer Star System Improvement not being queueable
- Fixed "Interspecies Cooperative" not properly applying its bonus for Friendly relation
- Added system effects to Wonder victory obelisks
- Increased cost of Wonder victory obelisks in strategic resources
- Rebalanced Conquest Victory thresholds
- Increased the costs of Victory Technologies
- Increased adv strat cost of all improvements, wonders and quest improvements
- "Luxury Lottery" improvement now does not unlock for Horatio (they only have their specific improvement)
- Constructing the "Zelevas Incarnate" improvement while having "Harmonious Development" trait and 3rd threshold of the "Pacified Collection" bonus will no longer cause the game to remain stuck
- Fixed the registry formula for the Outpost Decolonization refund. The formula for the refund uses the same formula as the original cost, which takes into account the amount of colonies+outposts (which increases when you create the outpost, hence the refund being bigger than the original expense). Added offset to the formula to compensate
- Fixed an issue: vertical Culture was constructible even if the player did win the metaplot
- "High Gravity" and "Low Gravity" anomalies can no longer be on the same planet
- Approval system improvements now take the correct number of turns for their level
- Stopped Shipbound factions from exploiting the interaction between Praise and Leaching, and increased Relation penalty for Leaching
- Made Tiny Galaxies more compact: they should now contain 36 nodes rather than 24
- Fixed players being able to have both standard and faction-specific improvements on a system
- Industry costs of Riftborn populations now scale with game speed
- Arks health and manpower stock is now impacted by their system level
- Added prerequisite on hot planets to prevent the anomaly Ice-10 from spawning
- The "Capitalist Frenzy" infinite system improvement now replaces the "Public 3D Printing" infinite system improvement
- The "Capitalist Frenzy" infinite system improvement is no longer identical to the "Political Theater" infinite system improvemen
- Fixed "Fold Singularity": No longer gives negative dust if System Dust income is inferior to 0
- Fixed issue with count of Anomalies and Moons not being incremented correctly for laws and other improvements that use it
- The information displayed inside the system construction panel are now updated after singularities are removed
- When a fleet or system loses maximum manpower, the excess is given back to the empire
- The approval gained from terraforming a planet is now properly displayed
- "Federated Procurement Office" empire improvement reward from the "Preserver of Nations" Deed now has correct tooltip
- Fixed Horatio Hero Starting Skill tooltip wrongly displaying +2 Food per Population when it was +1 Food per Population
- Virtual Endless Hero obtained through quests now appear at level 8 instead of 5
- Reduced "Enhanced Astronavigation" tier 2 hero skill from x3 to x2 Free movement speed
- Changed: Warcount truce & declaration handling
- Changed: Retreat handling more accurate
- Changed: Fine tuning on negotiation evaluation
- Fixed: AI now more reactive in encounters
- Fixed: Fighter/bomber ship design tweak
- Fixed: The AI now uses ships in hangar with more efficiency
- Fixed: Issue in balance contract resource amount adjustment
- Fixed: Allocation problem on vine ship and leecher making the AI slow to respond
- Fixed: AI no longer creates many D.Star type ships equipped with Core Crackers causing performance issues in the later stages of the game
- Fixed: Several fleet behavior problems that could get AI fleets stuck
- Optimized AI speed
- Fixed: Issue with the maximum amount of resource during balance contract
- Fixed: Diplomatic infinite loop
- Fixed: Spam loop message blockade
- Added fix for Unfallen rooting
- Fixed Multiplayer session desync due to inconsistency in the perceived DamagePerSecond element of a ship
- Fixed session desync due to inconsistency in the perceived hull plating element of a ship
- Fixed desync on trade route leaching values.
- Fixed desync on hot join after the United Empire outpost "Traitor's reach" was awarded
- Sending several leech fleet actions while lagging in multiplayer should no longer produce unwanted behavior
- Fixed UI error when host leaves in multiplayer
- Fixed a desync related to the "Tree of World" natural wonder
- Increased the size of the faction selection window and fixed the sort of the factions
- Added darker tone font colors when the background is yellow
- Changed Color of the Overpopulation Icon to better match the overpopulation gauge next to it
- Fixed an error occurring when 3 anomalies belong to a planet
- Fixed an assert generated when hovering the mouse cursor over the Virtual Dustylizer system improvement while having only Riftborn or custom Riftborn population units
- Fixed several errors caused by root action and contextual diplomacy
- Fixed fleets seeing things when they are forcefully moved
- Fixed non-depleted planet localization
- Fixed Content Citizens II having the same Custom Faction cost (10) as the first level
- Fixed an issue where the user would get stuck when quitting a session while a save file is generated
- Fixed some cases where systems could not be vined by Unfallen when around decaying systems
- Fixed Vodyani hunting grounds failing to destroy planetary improvements and thus remaining forever (or until someone else colonizes the system)
- Fixed an issue where using "." in a save game name could result in the save game not appearing
- Increased Unfallen Vine network range
- Fixed an issue where, on some resolutions, construction costs of ship designs Ship Design Edition Panel were overlapping
- The ship construction cost is now correctly updated after making changes to a ship design and using the "Reset Design" button
- Fixed save name containing [MODDING TOOLS] when trying to overwrite a save created with modding tools
- The tooltip of the Quick Start main menu button now displays some information about which settings it will use like the faction, the competitor count, the game speed and the game difficulty
- Fixed probes appearing at the center of the galaxy for a short period when using the launch probe action.
- Modified the web API in order to display the news sorted by date
- Forbid the player to Quit Game between turns to avoid some stuck situation
- Fixed Notification errors when releasing contextual diplomatic exchanges
- Fixed multiple planet tooltips in the Custom Faction Creation screen that displayed an unknown negative "on Planet" value
- Fixed selection issues with hangars and civilian ships
- G2G text is no longer clipped on error window
- The word "Valider" should not be cut off randomly in the game anymore
- Fixed Unknown result battle report notifications when accepting to watch a battle while already watching a previous battle
- Fix wormholes not appearing sometimes in twin elliptic galaxies
- Fixed Technology Hint tooltip on Reduce Anomaly Button on Planet Label in Management view
- Fixed Arks requiring industry to build in Slow & Endless difficulties
- Added a blink effect to the destroy button when the player can destroy a planet
- Fixed faction name cut-off in the minor faction tooltip
- The luxury resource tooltip in uncolonized systems is no longer out of bounds
- Fixed some highlighting issues during the "Into The Great Beyond" beginner tutorial
- "Gearing up" tutorial is now triggered only if the user has access to the military screen
- Additions
- Fighters and bombers
- Dedicated Battle tactics
- Dedicated Squadron support modules
- Dedicated Fighters & Bombers quest
- Pirate hero Jennifer Rach
- Unfallen main menu view, added ships to Cravers & Sophons main menu view
- Implemented better explosions
- Added the Force Free Movement input (CTRL + Mouse2) to the controls in the options
- Mac compatibility mode: if you are still encountering issues with the Diplomacy screen, try adding the “-compat” command line to your game’s starting options in Steam. If it works, let us know so we can add your graphics card to the list of cards triggering this mode by default!
- Fixes
- Planetary destruction cutscenes can now be disabled
- The notification title is no longer noted as a “successful expedition” when encountering a trap in a curiosity
- The industrialists "New colony" law's description now scales correctly on different game speeds
- Fixed law upkeep not being properly displayed when it is modified by faction traits
- Fixed an issue causing the rebellion notification to not be triggered
- Pirate fleets now auto-merge at the end of every turn if possible
- Unified luxury resources tooltips in order to have luxury effects on all locations
- Fixed an issue where the retreat feature did not function properly on the vineship hulls
- Fixed "zoom in" sound being played on repeat when zooming with scrollwheel on a system when already zoomed in
- Alliance notifications are no longer displayed when created by unknown empires during gameplay
- It is no longer possible to leech the same system several times at once with the same fleet
- Counter-offer does not cause the price of diplomacy contracts to be paid again
- The quick start and beginner tutorial options are now properly displayed when hovering the cursor over the New Game button after the player exits the advanced/expert tutorial
- Teleporting probes (due to lag) now update the fog of war as intended
- Fixed an issue preventing players from making actions while another player is joining the game in multiplayer
- The mouse cursor now uses a proper pointer after the end of the turn when the player was dragging a construction during the end of the turn
- Notifications are no longer popping up when a planet destruction is launched (cf. Vodyani's Quest Hope In Heresy)
- It is no longer possible to load a save when in loading/saving screen, to avoid loading a save that's being deleted
- Fixed ready feedback of the notification battle setup
- Fixed a rare desync on hotjoining a game
- Added the possibility to rename trade companies
- Riftborn population construction is now automatically upgraded instead of blocking the system construction queues when an upgraded version is available
- Fixed tooltips of battle tactics unlocks from the technology screen displaying false information
- Fixed deed "Prospector of destruction" not tracking resources correctly
- Curiosities now display the correct regular curiosity icon greyed out instead of the padlock when no probes are currently available
- The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
- The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
- The player is now assigned to the previously occupied lobby slot when re-joining
- System approval is now correctly displayed on Riftborn outposts
- Description of the planets are now displayed properly after quick loading while watching the cinematic of the same system
- The "Isyander's Gambit" quest side indicator is now correctly displayed for fleets which orbit systems
- A character input limit for the player name in the New Game screen has been added to prevent the player from remaining stuck upon ending their turn if their name comprises a large amount of characters
- The System Scan View button is now correctly displayed in the Outpost Management screen
- The player can now only ask for one political survey per turn
- The player can no longer interact with the Galaxy screen from the Senate screen
- Battle tactics description no longer overlaps the range indicator in the battle tactics unlock tooltips
- Added information in the System List that a system is under siege
- Players creating custom factions will now have information as to why they can't add certain traits
- Decaying roots no longer remove other empires' colonies
- Added information about which population will be enrolled by the Chain Gang Program improvement
- Ship Design screen no longer displays default/placeholder Industry cost when designing Arks
- Color palette changes (colorblind settings) are now correctly applied
- Fixed an issue where the planetary destruction audio track continued to be played after the cinematic is skipped
- There are now tooltips on the relation gauge to inform the player regarding the effects of the minor factions diplomacy thresholds
- Users can no longer assign skills to heroes available in the market without purchasing them
- Fixed an error when the player is trying to change the video quality level
- Accepting an invite during a single player session will no longer cause the player to be immediately removed from the lobby after joining it
- The empire banner tooltips of dust/manpower/influence now cover the whole section, not just the stock
- Effects of the "Military Spine" skill from the Imperials and Primitives hero classes are now correctly displayed
- Added available stock of resources in the negotiation screen + changed default value of the quantity field for resource terms (from max stock to 1)
- Highlights which surround the Fleet ID no longer blink multiple times when the player clicks on a lane
- Skippable assert is no longer generated after using the Quick Load function and immediately quitting the current game session. Removed the possibility to quick load when a Confirmation Message Box is visible to avoid these kinds of strange behaviors
- Fixed the description of the notification when a ship discovers a fleet and is destroyed in the same turn
- Added a scrollbar that allows to see all the luxury resources in the Marketplace screen
- Luxury resources and trade lane freighters are no longer overlapping and are now correctly displayed
- Added information about the starting situation (planet, government, politics) of a faction in the faction choice
- Added more detailed tooltips for planets in the custom creation screen
- Fixed an issue where the player could create custom factions while the "Allow Custom Faction" setting was disabled
- The Systems Management list can now correctly be sorted by "Resources" and "Automation Policy"
- "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
- Fixed an issue where Multiple levels of a planetary specialization of the same type were displayed in the specialization list if a specialization level was skipped
- The beginner tutorial no longer loses functionality after the player changes game options
- Debug text is no longer displayed in the Hero Ship Design screen when inspecting a hero on the Marketplace
- The player can no longer access the technology screen before it becomes available in the beginner tutorial
- The Virtual Dustylizer now displays which population is going to be sacrificed, like the Chain gang program does
- Fixed systems failing to update Riftborn manpower infinite improvement when a quest unlocks a new version of the said improvement
- Curiosity expedition is now considered as failed if the fleet is destroyed during the expedition
- It is no longer possible to invade a system several times in the same turn by using the retreat option after an invasion
- Fixed an issue where Advanced Report Damage Gauges were glitching when total damage done was 0
- Fixed systems sending growth to themselves
- Fixed random technology quest reward sometimes giving a technology that should not be available
- Fixed GUI displaying incorrect information when Cravers try to change government
- Fixed an issue where Planets disappeared from System View if the player clicked on System Management View and then clicked the left mouse button again
- Fixed player being unable to decolonize home systems of other empires after capturing them
- Fixed an issue where the Lumeris’ faction-specific Infinite Improvement, Political Theater, did not replace Public 3D Printing after being researched
- Alliance victory conditions are not taken into account anymore when a player leaves an alliance
- Fixed an issue where the notification of the "A Swarm of Locusts" quest displayed improper information when only one empire completed the quest
- "Righteous fury" religious law now allows to go through closed borders
- Fixed privateers not crossing closed borders when in auto-explore
- Fixed automated ships not delivering their content when arriving (instead, waiting for the system to refresh or the end of turn)
- Fixed automated ships tooltip displaying erroneous information
- Fixed an issue where fighters that chased bombers drifted when their target was updating its trajectory
- Fixed some saves with corrupted systems not being able to load
- Fixed a situation where leech sometimes stops at end of turn
- Fixed battle rewatch not working
- Fixed colonization sometimes causing issues
- Fixed multiplayer saves being loadable with modding tools enabled
- Balance
- Ocean, Jungle and Atoll Planet cost for Custom faction increased from 10 to 15
- Perfect Genes cost reduced from 15 to 10 (level 1) and from 30 to 20 (level 2)
- Pathfinder cost reduced from 40 to 25
- Guardians cost increased from 25 to 40
- Crowded Planets I & II disabled for Ship Bound factions
- Social Chameleons cost reduced from 20 to 15
- Increased custom faction cost for Democracy and Republic governments from 5 to 10
- Reduced effect for Skillful Traders from +20% to +15% Star System Trade Value on Star System
- Added "Fast" bonus to Civilians, and changed to "Very Fast" for Explorers
- Added bonuses "Squadron Technicians" (+10% Health on Squadrons) & "Veteran Pilots" (+10% Damage on Squadrons) for Carriers
- Balanced values for Trade Companies’ gains in Dust, Science and Luxury
- Reduced XP needed to level up Trade Companies
- Reduced Science gains from Trade Companies
- Reduced maximum number of Trade Companies to 3 (4 with faction trait Extended Consortium")
- Changed the formula for the Length modifier of Trading Company so it starts having diminishing returns once there's more than 10 Nodes in a Route
- Added faction trait "Extended Consortium", costing 15 points
- Reduced steepness of the nerf for Trade Companies research gain and Trade Companies level impact
- Decreased from 8% to 3% XP gained from improvements built for governors
- Increased XP gains of admirals from battle by x10
- 3 new empire improvements linked to stage to increase civilian ship movement points
- Increased costs of Faction Trait "Mutual Understanding I" from 5 to 10 and "Mutual Understanding II" from 10 to 15
- Reduced Lumeris Hero Senator Skill "Lucky Windfall" effect on Star Systems Trade Value from +50% to +10%
- Reduced Luxury Resource "Drift Buds" effect on Star Systems Trade Value when used in a Star System Upgrade from +70% to +20%
- Reduced "Solar Security Operations Base" effect on Star System Trade Value +100% to +25%
- Reduced "Xhuyin Cartel" effect on Star System Trade Value +50% to +25%
- Reduced "Borer's Guild Bourse" effect on Star System Trade Value +50% to +25%
- Fixed luxury Resources deposits not applying their Approval bonus per Population
- Reduced the Approval bonus per Population of Transvine deposits from +4 to +3
- Fixed "Spoils of War" law applying its effects twice
- The player will now receive resources instead of an outpost in chapter 1 of the United Empire quest if they selected the 2nd choice, if they are playing with a custom faction with Shipbound or Vines affinity
- The reward for completing the final chapter of the Riftborn's questline is now functional for custom factions
- Dust election actions are now tied to Dust inflation
- Approval bonus from the "Destroy" option of the "Mind Matters" event is now functional
- The "Church on High" Vodyani tutorial now progresses past the second step when the player selects a system as instructed
- Added a Medium range to beam weapons (with a x2 cooldown between shots)
- Flotilla Ranges now do the correct accuracy adjustments for beams
- Evasion now has max value of 0.95 instead of minValue of -0.95
- Fixed flaks bringing their DPS to feedback in the detailed view of DPS in ship overview
- The Metaplot quest can no longer erase the ENFER star system to turn it into the Metaplot system
- Rejuvenation Haze now increases regen ratio on Docked Fleets, not just Fleets in Hangar
- Promoter of Diversity's laws counter now works
- Reduced the necessary quantity of T1 Luxury Resources for Star System Upgrades
- Increased the necessary quantity of T3 Luxury Resources for Star System Upgrades
- Reduced over colonization penalty per system over the threshold (-15 --> -10)
- Reduced Custom Faction cost of starting on a Jungle from 15 to 10
- Increased XP required for hero ships to level up
- Reworked hero XP computation (added passive gains to Governors and Admirals)
- Renegade Master now applies its bonuses correctly
- It is no longer possible for factions with the Riftborn visual affinity to find star system improvements they cannot use through curiosity exploration
- Mount Zelevas (Quest United Empire, United Empire ending) can now be built
- Nerfed all Kinetic weapons’ damage by 10%
- Fixed Industrialist "Fortitude" law not applying its health bonus correctly
- Increased Heart's Ward health bonus from 45 to 50, increased shield absorption, shield bonus from 350 to 500
- Reduced Gjallarfire Damage from 22 DPS to 17 DPS
- Increased Heart's Hammer from 34 DPS to 62 DPS
- Increased Pirate Laser damage from 8 DPS to 13 DPS, increased Critical Chance from 5% to 10%, cost reduced from 40 Industry to 35
- AI
- The AI is now able to refresh ship designs during the turn
- Added new behavior and feedback that detect diplomatic demand abuse
- The AI now handles happiness in a better way to reduce the number of cases where AI collapses under its own economy
- Removed transition in alliance state based on impossible predicates (demands to ally are forbidden) resulting in strange mood messages
- Fixed an issue with difficulty limitation in war transitions that was stopping AI from going to war when the player had declared it
- The AI now responds to diplomatic contract and no longer sometimes gets stuck calculating terms
- Tweaked leecher and vineship fleet size
- Tweaked Offensive Military Power Threat Threshold to reduce trespass occurrence
- The AI now uses and reacts to force peace mechanic
- Changed Truce negotiation Modifications - Ai should now be harder to sue for peace when it’s not trying to put an end to the war itself
- Fixed issues in minor factions behavior
- Fixed fighters bombers compositions and ship designs
- Fixed an issue in balance contract resource amount adjustment
- Fixed an issue where ship designs were not improved in some cases
- Fixed several issues with trespassing notification
- MAC Compatibility
- Added several Intel cards to diplomacy hologram compatibility
- Added Intel Iris 6100 to the hologram compatibility
- Apply compatibility lists if -compat used on the command line
- Compatibility
- Adding Intel HD5500 to the list of cards that trigger lower-performance mode
- Added a scroll bar to the company list on the left banner of the economy screen
- Disabled and greyed out trade route lines between turns in the economy screen
- Polished Chat messages (rename, join)
- Players can now force their fleet to take a direct path by using the Ctrl key
- Added info about spaceport and population transit in the Star System List
- Planetary destruction cinematics can now be disabled
- Added the possibility to rename Vodyani arks
- Added starting skills in the skill tree panel, now visible as two skill circles on the right of the hero skill tree screen under "Starting Skills"
- Fleets can no longer escape a player when the player is selecting a target
- The player is now aware that he can activate population growth using luxuries when reaching the required amount of said luxury
- Ground battles now start automatically when the ending turn button is pressed
- Added Guardians information in Guardian curiosity tooltip; the player knows what they get before exploring the curiosity
- Ground battles on a mothership now have a specific ground texture
- Added Unique planet lore in Planet screen
- Global improvements of the performances in game
- Secret Quest Reward: All "?" are now replaced by "Random Technology"
- Hidden tooltips "?" have been replaced by "Random icon Technology" in order to be clearer
- “Good Life” Exploration Quest is now validated even if the player orbits around an outpost which is turned into a Colony, if the population slots are sufficient
- "The living plague - Part 2" quest is no longer completed after a logistics ship reaches the system
- Minor Faction quest which requires to pass 3 laws no longer can be started if there are already 3 active laws
- Fixed an issue where the custom factions lose all gameplay affinities after becoming Sheredyn or Mezari by completing UE Chapter 3: "No turning back"
- If the player already possesses a System level 4 in “There Can Only be One Trillion” (Chapter 3 - Choice Industrialist), this system will now count for the objective completion
- Horatio Chapter 3 part 2 is now triggered properly
- Third choice of the main quest Chapter 4’s alternative objective no longer uses only the first four strategic resources
- The Lumeris quest "A matter of influence" can no longer be completed by Ship Bound custom factions without meeting the requirements
- Rewards on the first chapter of the Riftborn main quest are more balanced
- Quest Chapter 1 Step 2 Religious Objective is now doable if the player has the Vodyani Affinity
- Chapter 3, two of the rewards display a bonus which wasn’t correctly applied. Now, it is functional
- The Riftborn quest can no longer be resolved if another Empire attaches a Mothership to a system
- Reward Seduxury on the Chapter 1 of the Sophons quest is now less costly
- Main Quest Chapter 1: third choice now has a complete different reward, which decreases the Minor Faction Action Praise’s costs (or Bribe) by -30%
- Main Quest Chapter 2 Military Version: Reward has been balanced to be more interesting
- Chapter 4 Reward effects are clearer now
- Curiosities explored by spending industry in colonized systems now count for the completion of the first UE chapter
- Main Quest Chapter 1: Increased the Traitor’s Reach Reward. Now this outpost is a Terran planet with a positive anomaly on it, and there is a secondary planet on this system
- The Daily Slogan reward of the United Empire Chapter 1 was underwhelming comparing to another reward of the same chapter. It now increases the basic food output of an outpost by 50%
- Planets and systems involved in Chapter 4 of United Empire now have a compass and a quest marker
- Lord of War United Empire population quest now has 2 new rewards, chosen among Technologies instead of Prestige points
- The counter of the Quest "Hope in Heresy" (Chapter 4, step 1) displayed false info. Now, the counter displays the same information as the objective description
- In the event of failure, the Vodyani Population quest now explains why the quest has failed
- Hope in Heresy part 2 can no longer be achieved by another empire than the Vodyani
- Added warning message when exporting resources is supposed to overwrite files
- Resource export screen is disabled while an export is in progress
- Fixed empire improvements not being editable by mods
- Added compatibility between saves with and without non-gameplay mods
- Fixed the planet scan view which was not displayed properly
- Fixed ship path feedback
- Fixed game remaining stuck when using the Exit to desktop feature
- Fixed DustInflation desyncs
- Fixed desync on hero experience
- Fixed desync on retrofit
- The AI is now aware of victory conditions and pursues them according to faction personality
- Added a mission to help an ally in defense
- Fixed an issue where a fleet spawned by a quest did not move and the quest cannot be complete
- Fixed an issue where Unfallen fleets were asking for rooting at each decision resulting in a lot of warning and performance issues
- Vodyani AI now uses support modules on motherships in a better way
- Fixed an issue where AI was unable to retrieve a destroyed Singularity resulting in an error message
- Fixed an issue where Vodyani AI was trying to use the spaceport resulting in a lot of warnings
- Fixed an issue where the AI was trying to buy a Hero during the metaplot
- Fixed an issue in CostsSnapshot merge resulting in invalid cost and wrong decisions being taken by the AI
- Fixed AI taking control of player actions if a multiplayer session is reloaded and player slots are changed
- Optimized game session release. Launching several games in one session should not be a cause of crashes anymore
- The AI now computes ship design for heroes
- The AI now changes its fleet composition depending on the situation
- The AI now chooses better support modules
- The AI now uses advanced hulls better, and uses a wider variety of ship design modules
- The AI is now able to understand flotilla ranges better in order to select an ideal play and create better decks
- The AI is now able to use complementary weapons and handle module levels in a better way
- The AI is now able to use militarist laws ‘lower fleet costs’ and ‘spoils of war’
- The AI now handles ground battle strategy better
- Fixed an issue where AI was not able to wake up to answer battles
- The pacifist and benevolent AIs now don’t like to use planet destroyers
- Simple encounter (AI on AI battles) now properly handles fleets with multiple heroes
- Improved merge fleet behavior
- The AI now uses all the minor faction actions
- Improved the declaration of war against minor factions’ heuristic
- Fixed AI being able to interact with minors it doesn’t know
- Created the sandbox mode in the diplomacy behavior
- The AI now takes truce breaking and diplomatic demand abuse in consideration in term evaluations
- There are now negative consequences for declaring war after a diplomatic demand has been accepted
- The AI now takes already invested resources into consideration for contract cost computation
- Unfallen AIs are now able to root their allies
- Diplomacy AI now reacts in a better way to the use of core cracker
- Fixed an issue where the Unfallen were sending a trespass mood message when you moved on a system you own they have rooted
- Fixed an issue where an AI declined an Alliance despite requesting it
- Fixed an issue where AI would infinitely try to propose a contract
- Fixed an issue where diplomatic behavior cycles were not detected correctly resulting in behavior issues
- Fixed AI trust being significantly lowered because they treated trespassing with exploration vessels as ‘military trespass’
- Fixed an issue where AI sends diplomatic messages to the users stating that they have sent gifts even though they have not
- Fixed a legacy shader issue with certain ATI drivers that caused the game to not launch
- Added Neutron Star special node
- Added 2 new unique planets, Veil & Teonha
- Added hero Koros Apogee
- Added hero Tiaych Zhilleaq
- Added the quest Invisible Chains (look for the neutron star!)
- Added a unique Anomaly on Auriga & Bilgeli (2 total)
- Reduced Auriga base science as it is now given by Husk of Knowledge anomaly
- Fixed the quest improvement "Craver Dark Ops" being available to be built multiple times
- Fixed custom faction feedback on planet FIDSI tooltips
- Fixed Unfallen home system not having a bonus of 1000 System Manpower
- Fixed cooldown timer for changing battle tactics set not being affected by game speed
- Added Enhanced Astronavigation as a starting skill (tier 0) for Tiaych Zhilleaq
- Fixed incorrect feedback of Sophon Free Move movement points (showed +2, when it gave +4)
- Sophons Free Move now gives +2 Vision Range instead of +1.5
- Sophons Free Move now gives +2 Movement Points instead of +4
- Disabled Apathetic/Fervent Colonists Traits for Factions with Shipbound (since it’s irrelevant to them)
- Disabled Guardians Trait for Factions with Shipbound (since it’s irrelevant to them)
- Fixed some political traits not affecting politics properly/being wrongly feedbacked
- Merchants (Industrialist events support Pacifist political opinion)
- Monumentalists (Industrial events support Religious political opinion)
- Aggressive (Industrial events support Militaristic political opinion)
- Investors (Pacifist events support Industrialist political opinion)
- Conservationists (Pacifist events support Ecologist political opinion)
- Automatists (Scientists events support Industrialist political opinion)
- Sociologists (Scientists events support Pacifists political opinion)
- Biologists (Scientists events support Ecologists political opinion)
- Dutiful (Religious events support Industrialists political opinion)
- Virtuous (Religious events support Pacifists political opinion)
- Skeptics (Religious events support Scientists political opinion)
- Fanatical (Religious events support Militarists political opinion)
- Sanctuarists (Religious events support Ecologists political opinion)
- Preservationists (Militarists events support Ecologists political opinion)
- Pragmatic (Militarists events support Scientists political opinion)
- Harvesters (Ecological events support Industrialists political opinion)
- Druids (Ecologists events support Religious political opinion)
- Territorial (Ecologists events support Militarists political opinion)
- Exploration quest Mysterious Plague ship is now disabled for the Vodyani Faction
- Horatio Carrier now has 13200 HP instead of 5500 HP
- War exhaustion trend computation will now depend on game speed
- Added Distributed Energy and Gamma Analysis tooltips
- Lumeris refund for outposts is now equal to the Dust spent to colonize
- Updated Gas FIDSI to differentiate the planets
- Populations Collections for Custom Factions are now dissociated from the vanilla factions’. This allows for clearer feedback (we don’t show a vanilla faction icon for a population collection bonus applied to a custom faction)
- Fixed a bug where the Horatio population collection bonus level 3 had overpowered, unintended industry effects
- Fixed an issue of Influence provided by Outposts
- “First contact” action with Minor Factions is now free
- The "New Colony Rule" Industrialist law only applies its effect on the newly acquired colony
- Fixed tooltip of the "Explore Binaries" anomaly reduction displaying debug text
- Fixed The Quest Babies not Booms sending population on outpost. Now, it will add population only on Colonies.
- The Quest “The Good Life” is now disabled for custom factions with the Affinity Shipbound
- The Quest “Babies Not Booms” and “An Unexpected Visitor” are now disabled for custom Factions with the Affinity Shipbound
- Relationship trend of Minor Faction now depends on game speed
- Having Pacifists in the senate does not remove the “Eternal War” effect over minor factions
- Fixed Shipbound Custom Factions based on Cravers Visual Affinity being able to create multiple Ark designs
- Performance
- Improved influence computation
- Ships designs are not automatically preloaded at the beginning of the game anymore
- Optimize end turn resource collection pass
- Optimized fleet & political events
- Better filtering of onscreen rendering
- Optimized hero assignation and fleet modification
- Reworked retrofit process to reduce CPU consumption and memory allocations
- Fixes
- Fixed the intro cinematic for custom factions
- When the end turn is computing, it is no longer possible to send orders
- Prevented Election actions from all being disabled
- Empire met notification only appears when both empires know each other
- Alliance Victory now properly awards victory to all the members of an alliance
- In multiplayer, players are no longer displayed as having achieved elimination victory when another empire wins
- The "Reset" button did not properly reset the Diplomatic Demand Screen
- The minor population effects are now displayed in their tooltips inside the custom faction
- Fixed Trade company HQ/subsidiary being queueable at the same time on the same system
- Fixed Ground battle notification auto popup setting not working
- Fixed Influence feedback being too large on outposts and Unfallen systems
- Added an icon on fleet labels to feedback the existence of a Planet Destruction module within the fleet
- Fixed the on-click behaviour of merged fleet labels; all fleets represented by the label are visible in the fleets list at the bottom of the screen
- Fixed the dragged population icon for custom populations
- Allowed the trait level reduction in custom faction screen; removing a level n trait will automatically add back the level n-1 of that same trait
- Greyed out the ship design slots that are incompatible with the selected module category in ship design screen
- Users can’t join or be invited in multiplayer sessions without the latest game version installed
- User no longer remain stuck on "Ending Turn" after the election in turn 120
- Fixed the creation and edition of Ship designs with the Unfallen medium hulls
- Disabled Multiplayer (Join Game) features if Steam is not running
- Space battles are now correctly resolved when a player enters a session in which another player is attacked by pirates.
- The peaceful conversion icon is no longer redundantly displayed on your own Unfallen systems
- The Seventeen thousand islands bridge" anomaly name no longer overlaps with nearby planets
- Icons of unavailable curiosities are now shown correctly when there is no ship orbiting the system
- Fixed the tooltip on “Colonize” button in Star system management; now properly tells the planet colonization is queued and not already colonized
- Added AMD Radeon HD 6550D (sep 2011) to the compatibility card; it should now be able to launch the game in compatibility mode
- Changed wording in planet tooltips to avoid confusion regarding base output modifiers
- Fixed text in the "Population Boost Ended" notification when using custom factions
- Fixed the background of in-game screen with "-novideo" command in Steam set launch options
- Fixed issue with moon exploration & anomaly improvement GUI
- Fixed a few tutorial highlights
- Fixed an error when displaying the tooltip of the Evacuate System improvement when playing Unfallen
- Fixed hero recruitment notification having issues with custom textures.
- Fixed an error when hovering the mouse cursor over the "Colonize" button of a destroyed planet in the System Management Screen
- Fixed multiple issues with in-game text fields and added a few quality of life enhancements on these
- Changed the "K" into "M" when reaching millions units for resources
- Fixed the technologies remaining turns count in the technology queue
- The cursor location is reset to the end of the text when clicking on the bottom side of the chat bar
- AI
- The AI should ask for alliances out of perceived necessity less often
- The AI should evaluate truce better when other player is winning the war
- Fixed an issue where the synchronization of game events was failing while the user was saving the game resulting in a crash and an infinite turn
- Fixed an issue in battle situations computing resulting in a crash
- Fixed an issue with Ark handling that was generating an error message
- Fixed an issue where the AI was stopping colonizing systems at some point
- The AI dll now loads correctly when the game is installed in a path that contains accented characters
- Fixed an issue where a mood message was sent multiple times during truce
- The AI should now respond to diplomatic demands based on the odds of winning wars and the value of bribes
- Fixed an issue where AI only took in account war end when a force truce was declared
- Fixed an issue where ship designs were not synchronized correctly
- Fixed an issue where AI would ask for help even if it was not at war
- Fixed an error generated when the Vodyani AI chooses the "Conscription" defensive battle plan
- Fixed an error generated when starting the Beginner Tutorial
- Desyncs
- The desync report message box is now only displayed once
- Fixed a desync related to fleet actions
- Fixed a desync related to population migration and political events
- Fixed a desync related to "The Good Life" exploration quest
- Fixed a desync related to manpower
- Modding
- In the modding screen, added filters for mod location (Local or Workshop)
- Fixed the scroll wheel functionality in the mod selection menu
- Added a warning when the player enables a mod
- Added display of error messages and feedbacks in Modding Screen
- Fixed modding screen auto-selection and interaction issues
- Added an option to automatically download and enable Missing Mods of a game (both in the Load Game and the Join Game screens)
- Added GUI modding (image replacement)
- Fixed ship reskins not being shown in ship design editor
- Fixes
- Fixed an issue where events and Academy quests had missing texts
- Fixed an issue where political events of global, Academy and Academy - Finale quests had missing GUI elements
- 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 conversion auto replacement causing issues
- Fixed Vodyani system capture causing errors in rare cases
- Fixed issue with metaplot achievements "Sins of the Fathers" & "Ctrl + Alt + Delete", they now work as intended
- Fixed Unique Planets not getting the destroyed planet visual
- Fixed Game Creation Screen messed up in some resolutions
- Fixed new game Multiplayer Join button missing translation in some languages
- 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 an infinite turn caused by fleets which couldn't be sold by the bailiff 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)
- Performance
- The technology helper is now active only for human players making the end turn less long
- 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 (Issue 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
- The AI will now evaluate Map Sharing better
- Fixed handling of rare resources
- Fixed a loop in AI behavior when idle
- Fixed allocation of Influence
- Fixed all costs of diplomatic terms for AI
- Tweaked transitions duration so AI asks for map sharing less often and can ask for peace more often
- Fixed assessment of shipdesign costs for AI
- Improved AI colonization behavior
- Increased AI aggressiveness
- Better evaluation of trade agreement terms
- 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
- 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
- Quests
- The quest Flight of Prototype (Minor Faction Quest) no longer displays 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 Chapter 2 of the Riftborn Faction > A Rebuke From High
- Objective of Chapter 4. Who are we? (RiftbornFaction 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
- In the 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
- Fixed numerous sources of desyncs
- 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
- Visual
- Added more nebulae and stellar winds in Galaxy Spiral 8
- Compatibility
- All AMDfix changes have been ported to the main branch
- Fix
- Removed an AI optimization causing games to get stuck in a Turn pending state
- Fixed an issue with the Bailiff end of turn check that caused a pending turn issue
- Fixed various issues with AI handling of quests that could result in pending turns
- Fixed an issue with AI diplomatic state machine sometimes getting stuck and resulting in a pending turn
- Added a failsafe for AI to continue making decisions even if encounters an issue
- Improvement
- Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch
- Added several bits of missing localisation that remained in English until now
- Added a cinematic for the discovery of the Academy
- Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
- Improved the planet destruction tooltip error message
- Fleets Labels for cargo Ships are now hidden
- UI Changes
- Changed the custom faction button from "Add" to "Custom Factions"
- Improved the Game Creation screen to show that the faction portrait is clickable
- General Fixes
- Fixed an issue with saves with broken deposits
- Fixed an issue with several faction traits that weren't functional with custom factions
- Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity
- Fixed an issue in multiplayer where players remained stuck in the loading screen after quitting to main menu if they used custom factions created by the host
- Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host
- Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy"
- Fixed an issue with the end of turn timer not resolving encounters
- Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits
- Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer
- Fixed some diplomacy localization lines for custom factions
- Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve
- Players won’t be able to save during the end turn anymore
- Fixed vined systems bonus/malus only applied to Unfallen
- Fixed an issue with troops count
- Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets
- Added a failure tooltip in galaxy view to inform the user when the curiosities that he wants to explore with probes are already in the queue construction
- Fixed an issue on the Asian font which corrupted them overtime
- Fixed double click on ship allowing to see ship design even if ship is not editable or hidden
- Fixed an issue with the feedback of Third Vodyani population collection bonus
- Fixed the Amateur and Kingpin Executive traits
- Fixed the Center of Light and Life and Harmony of the Heart improvements which had incorrect pre-requisites, allowing them to be built multiple times
- Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen
- Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10
- Fixed Apathetic/Fervent colonists traits
- Fixed Blockade Breakers trait
- Added the Naturalists population trait
- Fixed the Singularity creation and destruction sound effects
- Fixed the Luxuries Lottery system improvement
- Fixed the Righteous Fury law
- Fixed an issue where the failure condition didn't work properly in a competitive quest when players were the first to colonize a system
- Fixed an issue with a parasitic sound heard during the beginning of turn
- Fixed an issue with the final reward of the Riftborn main quest
- Fixed an issue where the Unfallen couldn't use the spaceport
- Balance Changes
- Reduced the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence
- Changed the Papers Please hero skill: increased manpower refill rate gain on skills
- Changed the Conscription Genius hero skill: doubled manpower gain
- Changed the Bespoke Arms hero skill: increased damage given to the hero ship
- Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat
- Fixed the Infallible Authority hero skill: it is now not as strong
- Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost
- Decreased Cravers depletion points per turn from +2 to +1
- Added a temporary bonus to population collection level 3 for the Lumeris
- Fixed Permanent Monsoon tooltip: it now displays -10 Happiness
- Wonders & Unique buildings are now impacted by the game speed
- Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance
- Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times
- AI Changes
- Fixed the AI abusive migration
- Fixed an issue with the AI stuck in an infinite battle
- Added transitions so the AI is not stuck in war when Peace or an Alliance is signed
- Fixed an error that occurred when the game was saved at the beginning of the turn
- Tutorial Changes
- Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view
- Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early
- Fixed an issue where the laws tutorial window was displayed even in galaxy view
- Fixed an issue with the battle tutorial that remained stuck
- OpenGL/DirectX 10
- Fixed an issue for Mac players: ground units now appear properly
- Quest Changes
- Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest
- Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed
- Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions
- Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete
- Fixed an issue with the United Empire "The Cult of the Strongman" quest where the player didn't receive any reward upon completion
- Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy
- Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place
- Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed)
- Fixed an issue where the Academy quest "Build the Academy" didn't work as expected, preventing players from reaching the next Academy chapter
- Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
- ENFER ship can be dragged into the hangar in the Sophons main quest
</ul>
[BALANCE]
Endless Space 2 - Update 1.1.0: Galactic Statecraft
The biggest Endless Space 2 patch to brings a load of improvements to every facet of the game.
Diplomacy
Pressure
Constellation Control
Empire Chronicles
Space Battle
Pirates
Academy & the Heretic
Visuals
Bailiff
Space Battle
Ground Battle
Quests and events
Technologies
Laws & Politics
Diplomacy
Economy
Heroes
AI
Multiplayer
General & Misc
Endless Space 2 - Update 1.0.47 'Target Locked' Release Notes
More explosions and smaller ships arrive this time, but the list of fixes makes this one feel more like a general tweak update rather than a content addition. Hopefully it's leading up to something more substantial.
Changelog:
Endless Space 2 - Update [1.0.36] Release Notes
Amplitude Studios have released the [1.0.36] update for Endless Legends 2, which adds many improvements, quests, modding updates, AI changes, multiplayer improvements and more. Check below for the full changelog:
IMPROVEMENTS
QUESTS
General
MODDING
MAC
DESYNCS
AI
Generally improved AI performances including:
Endless Space 2 - Update 1.0.20 -- The Stellar Prisoner
If you happen to be running a certain ATI/AMD driver that results in the game booting to a black screen (or not booting at all), try again following this patch. It attempts to fix a 'legacy shader issue' that's been proving a little problematic.
Changelog:
Endless Space 2 - Update 1.0.18 -- The Stellar Prisoner
If you're an Endless Space 2 player who likes some reading material in the bathroom, today's Patch Notes were designed with you in mind.
Chnagelog:
</ul>
</ul>
</ul>
Endless Space 2 - Hotfix 1.0.11
How we've gone from 1.0.52 to 1.0.11 is beyond me right now, but that's exactly what we're looking at. Coming relatively soon after Amplitude apologized for rushing out bug-filled patches, here's hoping this one has some degree of stability to it.
Changelog:
</u/>
Endless Space 2 - Hotfix 1.0.52
Even the official post feels like commenting on the fact that this is a small update. It's not wrong. Fixing a bunch of issues like AI causing the game to halt progress has been patched in alongside a way for it to continue making decisions even in the face of certain issues.
Endless Space 2 - Patch 1.0.5
A minor numerical increase can make a world of difference to a strategy game. Numbers are key, and any change - big, small, up or down - can effect even the most basic tactics. That's exactly what's happening here.
Changelog: