Featured Items
Games
Software Demos News Recommended
Posts in "All News" channel about:

Endless Space

Show posts for all products, not just Endless Space
Oct 30, 2012
Community Announcements - Steph'nie



Endless Space 1.0.30 - Added:

- New Automaton hero: M'gual Tan-Erbo
- New planet anomaly: Hellgourds
Product Update - Valve
1.0.29
CHANGES AND ADDITIONS
Changed the balancing of the AI difficulty:
-50% damage & -40% defense in newbie for the AI
-25% damage & -20% defense in easy for the AI
Added Optimistic 1 to Sowers
Allowed a deficit from the beginning to have a more flexible tax rate management for the AI players.
Added a waiting period for a change of diplomatic status:
+ Game speed: Normal
- Cold War: you will have to wait 10 turns to change this diplomatic status
- War: 15 turns
- Peace: 10 turns
- Alliance: 15 turns
+ Game speed: Slow
=> these durations x2
+ Game speed: Fast
=> these durations x0.5
Added Italian and Russian languages.
Repacked the data for the PC version.

FIXES
Fixed an issue where the game would hang when loading a game where the AI has no more ships and needs to balance its defense.
Fixed an issue where a desync could appear when unlocking technologies by a random event.
Fixed an issue where the game could crash after scraping a population improvement (via the bankruptcy process).
Fixed an issue where the Wonder Building is never built by the AI.
Fixed an issue with the Dust icon of the control banner.
Fixed an issue where the effects of “Intensive Cultivation Logistics” and “Careful Sweeping” were inaccurate.
Fixed several GUI issues.
Fixed several localization issues.
Product Update - Valve
1.0.27
CHANGES AND ADDITIONS
- Added a backward compatibility system for the pre 1.0.25 save files.

1.0.26
FIXES
- Fixed an issue where some save files created after 1.0.25 could not be loaded (the user being sent back to the menu).

All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
PC Gamer
rel="bookmark"
title="Permanent Link to Endless Space update adds Automaton faction and other player-chosen features">Endless Space







The super-slick 4X space strategy, Endless Space, gained a new faction overnight. The Automaton were designed by Endless Space player and community contest winner, Panzer. His idea was voted on by fellow players using Amplitude's Game2Gether system. That lets players sign in to vote to decide on what the devs should work on adding next. The last vote offered a choice between random events, faction homeworlds and the ability to destroy entire star systems. Guess which one won (hint: the one with all the bombs).



The latest update implements a number of voted-on features, including a trade routes sum-up section and "custom faction affinity" which lets you choose any art for your custom faction. Pore over the full list of changes on Steam News, features with a note next to them have been voted for by the community.



Rich enjoyed Endless Space' sublime interface when he reviewed it for us saying that it "streamlines empire-building better than any other." Read the full verdict in our Endless Space review and find out more on the Endless Space site.
Product Update - Valve
RISE OF THE AUTOMATONS (1.0.25)

CHANGES AND ADDITIONS
- Separated the visual affinity from the gameplay affinity. [G2G vote]
- For instance, you can now customize your own faction with the gameplay of the Cravers and the art of the Amoeba.
- Added the "System Population Balancing" in the Galaxy's advanced options. Ranges from "Random" to "Perfect". For "Perfect", constellations with homeworlds now possess the same number of systems (with a maximum difference of 1 system).
- Added a panel for the Empire wide factors in the Empire view.
- Added a disclaimer when entering the Mods section for the first time.
- Changed the faction colors to differentiate the shades of green.
- Added Polish language.
- Added the possibility to load custom 3D models and textures for planet and ship modding.
- Changed the compatibility system of the save files.
- Added the soundtrack directory for Mac users in ~/Library/Application Support/Steam/ SteamApps/ common/Endless Space/

AUTOMATONS [G2G vote]
- Added the Automatons faction with a specific gameplay affinity and properties for specific buildings, according to Panzer, the winner of the faction contest.
- Automatons Affinity:
1. At the end of the turn, if there is an overproduction, it's stacked instead of being reported.
2. At the beginning of a turn, an interest is applied to the stacked industry, allowing it to increase a bit.
3. The stacked industry is capped at 5 * system's industry.
4. If the overproduction cannot be stacked, it's conserved for the next turn like the current mechanism.
5. When the automatons build improvements & ships, the industry is used in the following order:
a. system's industry
b. overproduction
c. stacked industry
6. When a system from the Automatons is invaded, the stacked industry is destroyed, reset to 0 even if the invader is an Automaton.
- Added Automatons unique tech icons.
- Added a gauge bar for the stacked industry of each system in the Empire view.
- Added the stacked industry value on tooltip of each system in the Galaxy view.
- Placed the Automatons' overproduction stack in the Development bar (in System view).
- Added the Automatons' portrait, diplomacy hologram and loading screen. Automatons will use Cravers' ships 3D models.

TRADE ROUTES [G2G vote]
- Added a trade routes summary panel in the Empire view.
- Added the possibility to directly click on a trade route's origin system in the trade routes panel, to enter this system's view.
- Added a trade routes panel link on the System view.
- Added several tooltips for the trade routes panel.

AI
- Added several AIPrerequisites from the community mod (by Ail, Grubsnik and Davea), globally improving AI when building star system improvements.
- Improved the tax rate management for the AI.
- Improved the formula that computes the response given by an AI to an alliance request.
- Changed the formula for trading a technology with the AI. Before, the price was related to the most wanted technology, now, it is related to the most expensive technology available.

HEROES & ACADEMY
- Added arrows to switch from a hero to another in the Inspection view.
- Added arrows to switch from a hero to another in the Academy.
- When recruiting a hero, he is now automatically selected in the active tab.
- Added an "Accept" button when assigning new abilities to a hero and the possibility to click on a selected ability to remove it before validating the final choice.
- Added empty slots to show how many heroes can still be recruited in the Academy.
- Added a tooltip to heroes' attributes to show what effect they have.
- Added a visual hero identifier in the Academy, to determine if a hero is in a system, a fleet or unassigned.

ALLIANCE & DIPLOMACY [G2G vote]
- Updated the alliance management system.
- When offering a treaty with someone outside of an alliance, a request is sent to allies. They can now either:
1. Accept the treaty
2. Decide to leave the alliance.
- Added a tendency panel for diplomatic negotiations. Shows how an ally AI will likely respond to a treaty you offer to someone outside the alliance. Human players will always respond "Undecided".

BALANCING
- Changed the upkeep formula (cost 1 per CP --> cost 0.4*CP max per CP).
- Reduced the deflectors' evolution in stats, they were too efficient in late game: (3,5,8,11,14,20,25,30,36,45 => 2,4,7,10,13,17,22,27,33,39)
- Increased the hulls' HP to increase the probability to reach the melee phase: (small:300, medium:600,large:1200 => small:450, medium:1200, large:3000)
- Increased the cost of tonnage and repair modules' industry cost as well as modules related to strategic resources (to reward abundance).
- Reduced the Hissho's Bushido (20% on FIDS => 15% on FID).
- Increased the length of the Bushido but without the reset after an invasion (15 turns WITH reset => 45 turns WITHOUT reset after an invasion).
- Changed the Revenge trait's condition of activation (activated whenever a lost system was re-invaded by the player => will only activate during invasion if the lost system was previously owned at 100%).
- Changed the length of the different Cooperation Agreement steps (0/15/30 => 0/10/15).
- Reduced the AI bonus on weapons, defense and buyout to balance the difficulty. AI has been heavily improved and therefore needs less powerful bonuses.
- Balanced armor and repair module regarding the new HP's of the ships.

FIXES
IMPORTANT FIXES
- Fixed an issue where trying to display the “end of auto explore” alert message after destroying the corresponding fleet provoked a NullReferenceException.
- Fixed an issue where displaying the trade routes panel without trade routes provoked a NullReferenceException.
- Fixed an issue where global random events were not synchronized for all players.
- Fixed an issue where the AI was using obsolete ship template designs.
- Fixed an issue where the AI didn't use tonnage modules, resulting in partially empty ships.
- Fixed an issue where the number of turns, before a peace treaty was made available, was not saved. The peace treaty was then automatically available after loading a game.
- Fixed an issue where the interception module still intercepted attacks even when the defense module had 0 in interception.
- Fixed an issue where the game would hang when loading a game without available ship designs.

OTHER FIXES
- Fixed an issue where Pilgrims' fleet errant wasn't concerned by faction traits that improve ships HP.
- Fixed an issue where the scroll bar would overlap with the resources in the diplomatic negotiations screen.
- Fixed application of approval bonus on improvement using percent.
- Fixed an issue where loading a saved game could remove contracts for many empires.
- Fixed an issue where creating an alliance did not spread the cease fire status across the allied factions.
- Fixed an issue where the beginning of a cease fire wasn't synchronized for all allies.
- Fixed an issue where infinite improvements in the queue could prevent using over production stacking.
- Fixed an issue where after invading a system with infinite improvement buildings, the modifier stayed active until the end of the game.
- Fixed an issue where diplomatic status resolution wasn't correctly done in an alliance vs alliance situation.
- Fixed an issue where the worst diplomatic status wasn't correctly spread when one of the 2 allies didn't know the third empire.
- Fixed an issue where the AI lost use of some of its fleets, leaving them unattended in a system.
- Fixed an issue with the AI parameters (for instance, the result of 3/2 was counted as 1,500 instead of 1.5).
- Fixed an issue related to the Sower's personnality.
- Fixed an issue which caused the AI building nothing in a system.
- Fixed an issue which forbade the AI to build food improvement when its food surplus was negative.
- Fixed several GUI issues.
- Fixed several localization issues.
- Fixed several text issues.

1.0.19
FIXES
- Fixed an issue where random events were missing.

1.0.18
FIXES
- Fixed an issue where the galaxy generation for a new game was significantly slower.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
Sep 8, 2012
PC Gamer
rel="bookmark"
title="Permanent Link to Endless Space review">Endless Space review







This is a 4X strategy game – which sounds a bit like a punch-up fuelled by crappy beer. In fact, the four ‘X’s stand for the classic principles that underpin this particular offshoot of the genre: explore, exploit, expand, and everyone’s favourite – exterminate!



Endless Space focuses on macro-management rather than down-and-dirty detail-fiddling. It makes galactic control streamlined, helped enormously by the slickest interface this type of game has ever seen, a beautifully designed UI that keeps things only one or two clicks away.



It feels good just to fiddle with. The overall focus of your empire, from what direction the tech is moving to what each system is producing, is all present on the main galaxy view, so a quick glance at the beginning of each turn tells you where everything stands. It’s a great achievement, even though there are inevitably one or two things nested away in counter-intuitive places: unlocking ship designs, for example, only unlocks the hull, which you have to incorporate into a custom build before production.







The feel of the game flows from this uncluttered interface. Playing as one of eight races (or building your own by pick-and-mixing attributes), the choices are good old-fashioned warfare, an economic victory, a scientific victory, an expansion victory or the rather odd ‘Supremacy’ victory of taking over the other races’ homeworlds. Bit unappetising, that last one.



The mechanics are always the same: fly colonies to other star systems, exploit them, develop tech, and deal with other players. It’s the resources that make the difference: science for tech, food for population, industry for production, and the magical currency of Dust. Strategic resources are sprinkled around that you can’t detect without a bit of teching, and these are crucial to certain playstyles. Military types, for example, want Titanium-70 for construction of their battlefleets.



After a few games, you realise the most important thing is... everything. Tiny advantages can become the pivot on which the fate of empires turn, and wasted production cycles never come back. The AI varies: the military and expansion-focused races are by far the best singleplayer thopponents; races intended for diplomacy or teching victories don’t work so well, just asking for free resources and trying to form alliances willy-nilly.







Those more subtle wins aren’t unattainable, it’s just that the AI feels too clumsy to carry them off. In multiplayer it’s different, although there games take so long that many matches end up abandoned by all but the early leader.



The one thing I didn’t like is the combat: a rock-papers-scissors series of choices followed by a cutscene result. The unskippable videos are beautiful the first couple of times, but rapidly pall. Your only option in the late-game is to set battling to automatic rather than manual, or sit through 20 in a row.



Nevertheless, this has the foundations of a great game, and judging by the devs’ willingness to incorporate community suggestions, it will get even better. If you’re all about space battles, it doesn’t quite deliver. But anyone who’s a fan of backroom deals, the exploitation of natural resources, and the crushing of all who defy you, will find Endless Space is their kind of universe.

Aug 28, 2012
Product Update - Valve
1.0.17
CHANGES AND ADDITIONS
- Removed all references to System.Drawing.dll. Mac users no longer have to install Mono 2.11.3.

FIXES
- Fixed an issue where the path of the auto save files was incorrect on the Mac version.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
Product Update - Valve
1.0.16
For Mac users: to run Endless Space, you will have to install Mono 2.11.3 for Mac OS X which is downloadable at the following address:
http://www.go-mono.com/mono-downloads/download.html (use the Mono MRE installer)

We are currently working hard on a solution to skip this step.

CHANGES AND ADDITIONS
- Added the possibility to add custom textures for modding (for custom faction portraits, custom hero portraits, custom tech icons…).
- Changed the way a planet is chosen when increasing pop, it is now based on the best FIDS and the best growth.
- Added a tooltip for the research income in the empire view.
- Added a resources info panel in the negotiation screen.
- Endless Space release on MAC (see above).

FIXES
IMPORTANT FIXES
- Fixed an issue where trading caused an assert forcing an exit to desktop.
- Fixed an issue where read only mod files loading failed for readonly.
OTHER FIXES
- Fixed an issue where the “worst status” rule, when creating an Alliance or when inviting a faction, was not enforced. Each faction kept its old status towards factions outside of the Alliance.
- Fixed an issue where the encounter report stayed visible at the end of a manual battle and was impossible to remove.
- Fixed an issue where cease fire was still active after a faction had died, allowing to trade resources with it.
All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
Product Update - Valve
1.0.14
CHANGES AND ADDITIONS
- Added a new information panel in Battle Mode displaying individual ships with a health bar and their statistics.
- The AI can now retrofit its fleets (no more fleet spamming).
- Added the 'Auto-Explore' fleet action.
- Ships can now retreat through wormholes.
- Added the current effects of cooperation agreements in their tooltip, in the diplomatic screen.
INVASION
- Added a visual effect on the invasion circle to show how much a player invading a system will gain at the next turn.
- Added an invasion status tooltip in offense & defense, as well as an invasion icon next to the system’s name with the number of turns.
- Changed the condition for starting an invasion (MP>=2.5*Defense -> MP>=Defense).
- Changed the invasion formula (Loss=MP / Defense -> Loss = minLoss+MP /Defense).
MODDING
- Added a modding screen to load a custom mod.
- Added the loaded mod’s name under the game’s version number on the title screen.
- All XML files now read from directory \Endless Space\modding\yourmod (you can directly launch one with "+mod yourmod" in the Steam command line).
- Created a Modding Tutorial available in the Modding forum: http://forums.amplitude-studios.com/showthread.php?9258-Tutorials-for-Modding-ES
- Created two example mods that can be downloaded in the Modding forum: http://forums.amplitude-studios.com/showthread.php?9259-Two-Mods-King-of-the-Hill-amp-Example-mod
BALANCING & TRAITS
- Changed antimissile and missile evasion values to match other weapons' values when it comes to percent bonuses (hero, ship level…).
- Missiles will now gain evasion % against anti-missiles through Hero offense and Ship leveling.
- Increased the defense effects of the hero abilities and faction traits.
- Decreased both laser and shield efficiencies. Lasers have more chances to hit than other weapons but deal less damage, and shields are more efficient against Lasers than other Defense types against their own Weapon type.
- Added an Economy faction trait which changes initial dust for 1 or 2 points, called “Dust Archeology” (negative effect is “Dust Starved”).
- Changed some faction trait costs.
- Changed the values of the 'Sloppy Sawbones' faction trait (+25% / +50% => +50% / +100%).
- Removed the ‘Isolationists’ faction trait.
- Improved the customization point number for the Pilgrims affinity (60 => 65).
- Reduced the effects of the 'Civil Engineer' hero ability (+25 ind => +15 ind).
- Increased the defense effects of the hero abilities and faction traits.
OTHER
- Shift+Click in the Tech tree allows you to deselect a tech (and the ones that depend on it).
- Right clicking in the lobby, while being the host, prompts a warning message to avoid inadvertently quitting the session and losing all parameters.
- Added several hero portraits.
- Added the Sheredyn loading screen and the hologram in the Diplomacy view (Emperor Edition).
- The science gained per turn is now displayed in the Empire View.
- Added a “diplomatic” status for dead factions.

FIXES
IMPORTANT FIXES
- Fixed an issue where an empire was not eliminated after losing all its systems.
- Fixed an issue where game event duration was not modified by game speed.
- Fixed an issue where the user could create Amoeba, Pilgrims, Sowers, and Empire affiliated factions worth 65 points.
- Fixed an issue where the defeat announcement, when continuing a game after a defeat, would pop up several times.
OTHER FIXES
- Fixed an issue where an assert message was received when ending the turn, caused by the auto explore feature.
- Fixed an issue where the “Camouflage” battle card’s sound could be heard several times per round.
- Fixed an issue where the alliance indicator didn’t disappear after the empire’s death.
- Fixed an issue where the resource tooltips continued to inform the player that he possessed a certain resource, even if he no longer had access to it.
- Fixed an issue where the resource terms showed the opposing empires’ tooltip on mouse-over.
- Fixed an issue where removing a negative trait to create a Sophon custom faction removed points from the total.
- Fixed an issue where intercept no longer worked after applying a change to a fleet (like a merge).
- Fixed an issue where the resource tooltips did not acknowledge the reception of a new resource through trade, therefore displaying that this resource had to be researched in order to use a certain tech.
- Fixed an issue where a player could not request more resources than the value requested on the first trade.
- Fixed an issue where the Adaptive Industrial Systems improvement could cause negative food values.
- Fixed an issue where it was still possible to combine Black Thumbs and the Sowers Affinity via a specific manipulation.
- Fixed an issue where custom factions with 'Eternal War' see the Alliance tech unlock.
- Fixed an issue where custom factions with 'Cravers Affinity' but without 'Eternal War' are not able to make alliances.
- Fixed an issue where the Revenge trait could be cumulated after consistenly losing a system to an invader.
- Fixed an issue where an assert message was received while blockading a majority of an empire’s systems.
- Fixed sound issues.
- Fixed several localization issues.
- Fixed several text issues.

All the version notes since the alpha version can be found at:
http://forums.amplitude-studios.com/showthread.php?446-Release-Notes
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Adam Smith)

I thoroughly enjoyed my time with Endless Space pre-release and I’ve been dabbling and preparing to tell you wot I think of the launch version. In the meantime, I fired up my interstellar communicator and beamed some messages to the development team, specifically Mathieu Girard CEO of Amplitude Studios. Across the infinite void I fired these queries and across the infinite void, answers came. Peruse them below.>

(more…)

...

Search
Archive
2014
Aug   Jul   Jun   May   Apr   Mar  
Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002