Endless Space® - Collection - Valve
CHANGES AND ADDITIONS [Classic and Disharmony versions]
- Improved the way fleet destructions are managed after a retreat
- Newbie difficulty level has been changed (adding a very easy mode to replace previous newbie level) where AI and pirates are clearly nerfed with restrictions:
+ AI cannot be more than one step ahead of you.
+ Pirates cannot spawn by themselves only events can trigger them whatever their level of difficulty is
+ No pirates option still totally deactivate pirates spawn
- Added a new galaxy shape in the settings: Galaxy Ring
- Game optimizations to make the game smoother, in order to lower the lag/slowdown/freeze:
+ All the AIs do their update process one after the other
+ Added some feedbacks to show the AIs that have finished their required process and are ready to end the turn
+ The order of AIs is randomly defined for each turn
+ Improve refresh score computation
+ Improve trade routes computation
+ Orders processors are delayed
+ The update of the frontiers in the galaxy view is spread
- Added End Game text if all empires are dead following a turn
- Modified probability for the different Planet Per System to be relevant regarding the localization
- Polish and Russian languages have been eventually integrated
- Golden Age can occur only one time on a system
- Golden Age triggers a narrative event
- Added 2 new effects for Tolerant trait:
CHANGES AND ADDITIONS [Disharmony version]
- We have rework on the ship design view according to the main feedback we got from community.
+You should be able to go back to previous level of modules now (note that the rule for one level only added in design is still up-to-date).
- Modified the level system of modules to fit with the incoming interface
- Weapons and defense balancing of several values (please go to http://forums.amplitude-studios.com/...Balance-Update for details)
- Modified Weights: removed WeightPercent, and revamp all the WeightFlat in consequences
- Changed abilityadventurer 02, 03, 08, 12 descriptions
- Removed collateral damage against improvement from Troops
- Lowered Land Invasion for Fighters
- Doubled Land Invasion for Bombers
- Moved Harmonize Planet tech from 7th circle to the 3rd
- Changed Bushido effects
- Increased cost of the Module to force player to use the Colonisation Hull
- Weight has been moved from 11 Weight to 3% Weight
- Changed Sheredyn Affinity: -50% Buyout Bonus become -33% Buyout Bonus
- Every affinity now has a base of 65 points for custom faction
- Master of Illusion is more expensive:
+ Level 1: 5 -> 10
+ Level 2: 10 -> 20
- Small 1 & Small 2: Hull Weakness increased from 100 to 300
- Medium 1 & Medium 2: Hull Weakness increased from 100 to 200
- Modified ShipClassMedium1Harmony Bonus: now affect DefenseModule instead of PointDefense
- Increased ShipClassColonizationSohpon on Civilian Module from 25% to 30%
- Increased Invasion Coefficient for Amoeba's Research from 1.0 to 1.2
- Added a Turn Cooldown for Easy mode
- Modified the deal matrice: Resources weighted 0.1 against System and now weights 0
- Removed WeightPercent and replaced them by Flat on Bomb and Scout Module
- Modified Armor Value: every module uses a percent now
- Modified the Invasion6: its bonus is applied on ship instead of fleet now
- A hero on a system under siege cannot be moved
- Fixed Lethal Modder: now give + 100 damage per salvo (divided up the number of shots)
- Moved Waiting Period of Cold War to 0 to fix a bug regarding cease fire
- Fixed: Defender player cannot join a manual battle if its opponent chose manual battle too
- Fixed: The system AI will queue the Amoeba "Resources Platform" in a counter-productive manner
- Fixed: The Amoeba specific "Resources Platform" star system improvement does not update the trade route bonuses
- Fixed: [Disharmony] Client receives an assert after selecting "Raze" on approximately half of the systems
- Fixed: [Disharmony] The game application uses the default mouse cursor graphic (The problem could still occur on Mac)
- Fixed an issue on Silic Soil
- Fixed an issue: some design had still level 2 kinetic at start
- Fixed an issue on Kinetic2SRHissho
- Fixed: Playing Harmony at Slow game speed you lose 2 populations after 1st turn even with enough food
- Fixed: Modded planets were not integrated correctly
- Fixed: Dusty sensors was brainwave sensor
- Fixed a bug regarding prerequisite checks (ship design)
- Fixed an issue where the approval status of the empire (and the owned systems) were not refreshed after the colonization of a new system
- Fixed: Sheredyn Integrity: declaring war on Sheredyn broke their contracts
- Fixed: Some icons level 1 were using level 4 ones
- Fixed a bug on the module thumbnails in the ship design view (weight and MP were not multiplied by quantity)
- Fixed: Colony ship that cannot be built is not greyed out
- Fixed a bug on the Small2Terran
- Fixed a bug on Adaptive Strategy
- Fixed: Constructing colony ships does not consume population upon completion
- Fixed: The game application reverts to the default mouse cursor graphic
- Fixed: Game remains stuck on end turn if the user selects to continue after winning the game
- Fixed: The user remains stuck after selecting manual combat for two battles in the same time
- Fixed: Formation & Targeting override themselves in case there is multiple battle report
- Fixed: Before completed colonization through a system, the use of a colony ship to settle the system was freezing the growth endlessly
- Fixed bug on Endless Facility linked to Academy Hero Cap
- Removed an option which wasn't working for Endless Facility random event (x0 turn for next hero arrival)
- Fixed: 100% success land invasion fails with no report
- Fixed: Cannot invade - Misleading tooltip due to Ally already invading
- Fixed: Sometimes, other players’ ships are invisible when orbiting a system
- Fixed: Tooltips flicker on and off a lot more especially during other fleet movement
- Fixed: The Horatio Coms and Archidux hull effects are not functional
- Fixed: The Craver predator hull effects are not functional
- Fixed: The title remains unresponsive each time the user quits to desktop on Mac
- Fixed: The Craver High-Tolerance Reactors empire improvement bonus is not displayed in the empire wide factors
- Fixed: The "Revenge" faction trait is reffering to fleet MP instead of Invasion power
- Fixed: Graphical issues are present in galaxy view when starting a 2nd session
- Fixed: Friends' games filter remains active if the user checks it and the presses Cancel button
- Fixed: The battle report generates an assert when trying to display the tooltip of a ship destroyed after a retreat
- Fixed: The ship icons do not faded when the player does not have enough population on the star system to build them
- Fixed: The ongoing number of turns in a Cease Fire deal is not shown correctly for ally members
- Fixed: Assert received when the player is exiting the game using the right mouse button
- Fixed: "The Legendary Wreck Analyzed" event does not grant the experience to ships in the hangar
- Fixed: The rings of the Harvester large hull ship of the Automatons Faction remain floating in space after the ship has exploded during manual combat
- Fixed: One of the Pilgrim paladin hull effects does not properly apply its bonus
- Fixed: The offensive retreat made the fleet flee after a battle even if it was countered during the encounter

- Changed Nano Repair: bonus divided by 2
- Changed Armor: remove +X% Max Health added to Armor
- Fixed several issues concerning tooltip descriptions
- Fixed: No loss of population on a fully populated system
- Fixed bug on Door to Infinity effect + FX
- Fixed: Fleet sorting does not work properly

- [AI] Allowed to run the AI with some cooldown turn (2 turns in newbie in order to weaken the AI)
- [AI] Fixed several issues when AI proceeds to an invasion
- [AI] Fixed: Too many Scout Fleets are built
- [AI] Fixed: Pirate has no invasion modules
- [AI] Allowed the AI to attack while moving to target
- [AI] Refactored the "Is the ship exploration ready" method
- [AI] Fixed: attack are not fulfilled in military power
- Modified EmpireImprovementUniqueHissho2 and added a descriptor EmpireImprovementUniqueHissho2Hidden to correctly feedback the effect
- Changed FID bonus of Bushido invasion from 15% to 20%
- Changed duration of Bushido battle to 15 and Bushido invasion to 10
- Increased the battle performances of the fighters and bombers
- Increased the industry cost of the medium and large hulls
- Increased the industry cost of the different defences linked to strategic resources
- Increased the industry cost of the different weapons linked to strategic resources
- Increased the Command Point bonus of coordinated fleet (MaxFleetSize1) from 2 to 3
- Reduced the Command Point bonus of C3 SYSTEMS (MaxFleetSize2) from 2 per class unlocked to 1 per class unlocked
- Added two variations of COORDINATED FLEETS: COORDINATED FLEETS II (MaxFleetSize5) and COORDINATED FLEETS III (MaxFleetSize6) in the warfare tech tree, each one giving +2 Command Points
- Modified the loss of Approval from Hellgourds from -25 to -30
- Tolerant trait changes:
+ Lvl1 new effect - 8% growth per colonized planet until required tech as Harmony
+ Lvl2 new effect - 4% growth per colonized planet unitl required tech as Harmony
- Removed Titanium 70 prerequisites on Flak1
- Added Hexaferrum prerequisites on Deflector2
- Lower Military Power for a smoother progression
- Harmony hulls: Replaced Freeze Growth by Slow Growth => -100% positive growth to -50% positive growth
- Moved Colonial Base effect from StarSystemImprovementDescriptor to PlanetDescriptor
- Added a default RepairModuleRate: 20% on ally territory and 10% everywhere else
- Removed all bonus affecting module Cost and replaced them by new one: mainly the same but affecting weight
- Capped BuyoutBonus to 10%
- ShipClassLarge1Sower: effect now uses tonnage instead of industry cost
- Changed Nano Repair: bonus divided by 2
- Changed Armor: remove +X% Max Health added to Armor
- Trick shooter achievement should unlock itself properly now
- Increased anti-aircraft defence: instead of being flat value it's now a bonus per Population
- AntiAircraft1 : 150 -> 150 / Pop
- AntiAircraft2 : 250 -> 250 / Pop
- AntiAircraft3 : 400 -> 400 / Pop
- [MAC ISSUE] Fixed the freeze/crash after a manual battle with a retreat
- Fixed some technologies related issues
- Fixed several issues concerning tool-tip descriptions
- Fixed: Razing a system can prevent a planet to be colonized
- Fixed: Playing as Harmony a colonization ship reset max pop of a planet to 1
- Fixed: No loss of population on a fully populated system
- Fixed an issue where an assert is received when the player uses the "Raze system" on all of his star systems. Modified Victory conditions, to let one turn pass before the death of a player is triggered, if he razed a system
- Fixed: Colonial base bonus is applied each time the user razes and colonizes a system
- Fixed: Crashes when deleting a ship design
- Fixed: Fleet sorting does not work properly
- Fixed: NullReferenceException when displaying the purification tech's tool-tip
- Fixed: Plasma Raze Grid and Contamination Barriers require Industry in order to be built on system
- Fixed: Resources aren't lost after razing a system
- Fixed: Got an assert if inside system view of a system I'll raze next turn following end of turn
- Fixed: Resources aren't displayed as missing when a system is under blockade
- Fixed issue on Sower affinity: only 25% of industry were converted instead of 33%
- Fixed bug on Door to Infinity effect + FX
- AI was not using its first scout to explore anymore and thus was not colonizing properly
- AI was passive and did not attack when it was supposed to

- Fixed an issue with the fleet sorting buttons on the military view.
- Fixed several issues concerning tooltip descriptions.

- Increased the battle performances of the fighters and bombers.
- Increased the industry cost of the medium and large hulls:
+ 120=>160
+ 500 =>800
- Increased the industry cost of the different defenses linked to strategic resources:
+ 4=>8
+ 14 =>16
+ 28=>36
+ 40=>48
- Increased the industry cost of the different weapons linked to strategic resources:
+ 4=>8
+ 14 =>16
+ 28=>36
+ 40=>48
- Increased the Command Point bonus of COORDINATED FLEETS (MaxFleetSize1) from 2 to 3.
- Reduced the Command Point bonus of C3 SYSTEMS (MaxFleetSize2) from 2 per class unlocked to 1 per class unlocked.
- Added two variations of COORDINATED FLEETS : COORDINATED FLEETS II (MaxFleetSize5) and COORDINATED FLEETS III (MaxFleetSize6) in the warfare tech tree, each one giving +2 Command Points.
- Modified the loss of Approval from Hellgourds from -25 to -40.
- Modified some technology descriptions.
- Fixed several issues when AI proceeds to an invasion.
- Fixed an issue with Automaton and Harmony ships causing various visual glitches in the 3D battle.
- Fixed an issue where the Xenology technology wasn't connected to the Relativistic Economics technology when playing a custom faction with the Sheredyn Affinity and the Eternal War faction trait.
- Fixed an issue with the Sheredyn Affinity where the Xenology technology was not unlockable for a custom faction.
- Fixed several issues concerning tooltip descriptions.
- Fixed several issues of French and German localizations.

The Classic and Disharmony versions now have the same version number.
- Increased cost of Hellgourds from -5 to -2
- Fixed a bug where a freeze occurs when creating a MP game without having the Disharmony content.
- Fixed a bug where Emperor faction was not available for everyone
- Fixed a bug on Emperor Affinity: -50% Buyout wasn't working
- Fixed a bug where hull affinity for the Large Automaton was disabled
- Fixed an assert received when the enemy AI executed a land invasion
- Fixed an assert caused by the "Power Convergence" battle action
- Fixed a bug where the CP label in the fleet lines displayed the value of MP + Invasion MP
- Fixed a UI bug regarding the module drop lists
- Fixed an issue where resource icon was marked as unavailable when a hull is full
- Cleaning on English texts and completing the French localization
Endless Space® - Collection - Valve
DISHARMONY (1.0.87 and 1.1.0)
- Added 14 new Steam achievements [G2G]
- Updated tutorials
- Added lobby messages for multiplayer management between Classic and Disharmony versions
- Add information in the data of multiplayer sessions to know the host's current Expansion Pack
- New button to switch from Disharmony to Classic (and from Classic to Disharmony)
- Current Expansion Pack and current mod are now saved to be activated automatically when launching the game again
- The client that can't connect to a server from an invitation due to a problem of Expansion Packor mod is now blocked in the main menu screen with an error message
- Changed loading screens
- Invalid custom factions are not removed from player directory. The player can still edit them to repair them
- The new growth calculation has been improved when loosing population on systems
- Option to survey all moons (empire management screen)
- Option to reduce all anomalies (empire management screen)
- Golden Age feature for the Pilgrims' Fleet Errant
- Adding Automaton ships models [G2G]
- Saves compatibility with previous version 1.0.67
- Added Sheredyn affinity: Battle Stasis [G2G]
- Added Automaton and Sheredyn intro movies
- Updated victory screens for Sheredyn
- Added Coloured anomalies mod into the game *based on the mod of [Luminality]*

- Fixed a bug reported by community on Escalating Event
- Fixed an error raised when a fleet start moving while the user is not in the galaxy view
- Fixed the bug with Steam overlay and Shift key
- Fixed: BattleAction_WeaponOverlock now compares military power with the so far highest mp (instead of comparing to 0)
- Fixed AI bug: Attack are cancelled when loading a saved game
- Fixed an issue with blockade
- Fix: the player could not invade a system when the enemy AI system border is close to the player's border while in the cold war diplomatic status
- Fix: the title remains stuck on End Turn action if the user assigns a hero to a system from Academy window
- Fixed various desynchronizations

CHANGES AND ADDITIONS [Disharmony Version]
- Added the Official Artbook
Ship design:
- Small hulls cost increased from 30 to 40 and large hulls from 400 to 500
- Added Hull effects which are different for each faction
- Added new notion of ranges among categories of weapons
- New special slot system in ship design
- New modules Fighters and Bombers
- New modules Troops
- Notion of module archetype and specialization
- Modules can be damaged and repaired
- Added feedback for the invasion MP
- Increased all module costs by 35%
- New modules Bombs
- Updated Template of the Pirate's ship design
- Nano repair has been switched with Armour: Armour is unlocked from the start and Nano Repair is in a technology
- New module defence points
- Increased limit of ship design from 10 to 20
- AMAS (AI-Diplomacy) with new attitude reports
- New option to disable technology exchange
- General update on sound bank and FX for ships in battle
- Two new battle musics
- One new galaxy ambiance music
- Updated all Hero ability trees
- 5 new heroes: Harmony, Automaton, Dust Collective, Virus and Pilgrim [G2G]
- Heroes can now level up to level 25
- Increased pre battle timer from 30 to 45 seconds
- From now on, attack action will target the most powerful fleet in orbit (inverted the sort order, and ignored the guard state)
- Update of pre-battle panel
- Battle Formation
- Battle Targeting
- Fighters & Bombers (tiny ships) effects in manual battle:
- Behaviours occur during rounds which are parallel to the phases
- The camera can focus on a random squadron
- The camera can focus on some key points on an assault trajectory
- The camera can focus a zone used during the melee sequence
- Realization: the camera will focus alternatively ships and squadrons according to a given ratio
- Added a Camera follow to the already existing Free Camera
- The player is now able to switch back from freecam to director cam (3D battle view)
- A Hide HUD button is implemented
- Update on damage formula
- Update of battle report overview info
- Razing system feature (as an improvement) [G2G]
- Pillage system feature (as an improvement)
- New option to build improvements with a fixed number of turns and no industry costs
- The growth is now frozen when the system is building a ship containing civilian module or when the player is colonizing a new planet inside the system
- Harmony ship models [G2G]
- Harmony faction [G2G]
- Specific Diplomacy technology tree
- Affinity Harmony: Freeze bank account, no approval, tax rate on food VS science, no access to Academy, local penalty when colonized planets generates Dust, purifying power
- Disharmony: FIS penalty depends on the number of impure systems
- Disharmony penatly is related to the Game Difficulty
- New invasion actions to send troops or bombs on system
- Those special actions appears only when siege is active
- Added Land invasion and bombardment arts in the reports
- Ship tool-tips in galaxy view display special slots and invasion military power
- Warfare technology tree re-factoring
- Added 3 unique technologies for each faction in order to strengthen their unique play-style
- Added Sheredyn faction technologies
- Modified some Battle Card effects
- Mods are linked to an Expansion Pack
- For modding, new possibility to add effects during the construction of an improvement thanks to the tag "ConstructionDescriptors"
- Reduced Bushido Length
- Add default Defence Anti-aircraft on Colonial Base to avoid division by 0
- Added Intro event for Disharmony
- Added Disharmony only credits
- Battle card Power Convergence temporary disabled: needed until a proper fix
- Aware of performance issues / freezes due to various additions of previously described features and we are still improving the build for further updates!
- Known bug: visual issue with the resource that can be required for a module. Even if the resource is accessible, if something else prevents the module to be added the resource icon will remain crossed out
- Feedback still Work In Progress, such as "Golden Age", or "Purify System" in the Galaxy view (amongst other features)
Endless Space® - Collection - Valve
- Add-On introduction and illustration
- Victory warnings alert messages
- Improved blockade effects: now activated on guard and invasion only
- New scrapping button for unnecessary improvements on the Empire view
- Tax rate tooltip in the Empire view
- Reworked game speed effects:
+ Outpost are converted into colony in 15 turns (fast), 30 turns (normal), 45 turns (slow)
+ Ownership progresses 2x faster in fast and 2x slower in slow
+ Bushido, revenge and other traits linked to a turn limit are now bind to the game speed
+ Locus point limit is now affected by the game speed
+ Invasion progress is multiplied by 2 in fast and divided by 2 in slow
+ Max Invasion Limit is now 50% in fast and 12% in slow

- 4 new heroes with their own biography and illustration
+ Pirate
+ Deuyivan
+ Automaton
+ Virtual Endless
- 1 new Technology
+ Gas Giant Transformation
- 2 new Buildings
+ Deep Space Facility (G2G)
+ High Energy Array
- 3 new Planet Anomalies
+ Hostile Dust
+ Endless Trouble
+ Humeris Insidentes
- 4 new random events including stackable/escalating game events
+ Mad Scientist (G2G)
+ New Religion (G2G)
+ Sleeping War machines (G2G)
+ Endless Facility
- 6 new Exploration Rewards
+ Pool of heroes is refreshed (G2G) reset or replaced
+ Unveil surrounding systems
+ Boost industry or approval (4 rewards)

- Option to allow AI governors to auto-scrap buildings
- Enhanced hero management
- Better affinity and faction traits management

- Fixed an issue with hero commander class skill tree that could lead to misunderstanding
- Fixed an issue with hero pilot class skill tree that could lead to misunderstanding
- Changed influence calculation to fix the bad value of the income applied during the first turn

- Fixed an issue where the list of available heroes could be empty at the beginning of a game (after creating games many times without restarting Endless space)
- Fixed a potential desync occurring when a player just destroyed a pirate fleet which was blockading a system.
Endless Space® - Collection - Valve
- The tooltip of factions traits that unlock technologies now display the corresponding technology's tooltip rather than a specific one
- Add notifications when:
+ A cease fire has been finished
+ A contract has been canceled because of a lack of resource or dust
- Boost the weight on Gravitation Manipulation because the AI never researched it, or too late
- Changed how AI chose battle cards
- Changed title in battle report to lower misunderstanding on damage calculation
- Modified the priority on all the other descriptors related to the defense in order to only affect the initial value with the game speed factor
- Added a speed factor for the hero arrival (25, 50, 75) and the colony conversion (15, 30, 45)
- Changed defense depending on influence zone:
+ neutral: 30 per population -> 10 per population
+ under enemy: 24 per population -> 5 per population
- Locust point are now progressing depending on the game speed:
+ Slow: x0.5
+ Normal: x1
+ Fast: x2
- Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
- Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
- Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
- Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
- Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
- Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
- Revamped game states to improve the synchronization between players
- Improve simulation calculations sorting to avoid desync when joining on the fly
- Fixed a game state sync condition that caused the game to freeze under certain circumstances
- Fixed a copy/paste mistake in fleet merging
- Added a Hero ID sort in case of Hero Level equality in fleet merging
- Fixed conversion issues
- Fixed updating data simulation
- Fixed initialization of influence zones of home systems
- Fixed latency issues
- Fixed GUI that temporary duplicates/instantiates objects
- Fixed game speed management with game events
- Fixed an issue where the pool of heroes was deleted on the host side when a player joined on the fly
- Fixed a desync which occurred when leaving the session after hiring all available academy heroes
- Fixed an issue where battle cards consuming dust caused an assert (and infinite turn ending) when they were played by the defender
- Resource exchanges weren't canceled even if the instigator didn't produce the required resources (after a system loss for example)
- Contracts with a cease fire weren't destroyed after the cease fire end
- Some overlapping and debug texts have been corrected
- Updated description of Legendary Heroes/Micromanagers faction traits according to effect
- Corrected a Path bug on Unique Sower Improvement
- Update battle cards: Nano-repair/adaptive strategy/short circuit/EMP to match descriptions
- Fixed an issue where interactive events effects could be applied twice when loading the auto save generated just after the appearance of this kind of event
- Systems with an AI attributed to them will have an empty queue
- Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
- Fixed an issue where the random values that allow the pirate fleets to spawn were the same each turn

- Fixed an issue where the cease fire situation was never-ending.
- Fixed an issue and possible exploit concerning contracts management and cancelation.
- Fixed the effect of a lag which enabled the player to unqueue the same unique constructible several times in MP.
- Fixed the effect of a lag which enabled the player to buy more construction than it can afford in MP.
- Fixed an issue where unique planetary improvements from different planets were not correctly handled in construction queue in MP.
- Fixed an issue with the Italian localization where CR were replaced by "_x000D_"
- Fixed some other issues of GUI and localization.
- Fixed the achievement "cultural assimilation" and "there can be only one" to work with custom factions.
- Fixed an issue where heroes assigned to destroyed fleets weren't properly unassigned when loading a saved game.
- Fixed an issue when launching a manual battle including a fleet with some ships that have just been destroyed in a previous battle.

- Added some italian localization texts.
- Changed the effect of the Temple of the First Principle to be "+10 def per pop on system".
- Small balance of AI in construction of some buildings.
- Fixed an issue when using the Emergency Shelter battle card in auto-resolution of combat.
- Fixed an issue with Unique Horatio achievement (Galactic Sardines) which was not unlocking itself properly.
- Fixed an issue with 1000 industry achievement (Massively Mass Production) which was not unlocking itself properly.
- Fixed an issue during 2 successive battles when the first encounter destroyed one ship of the fleet but this destruction wasn't properly performed before the begining of the second battle and caused an assert.
- Fixed some text issues.
Endless Space® - Collection - Valve

- New balance of Factions traits (first pass).
- Added abilities tree pictures for each hero class in "inspect" panel.
- Added Steam cloud management system for saves.
- New game introduction panel.
- Added a new hero from minor faction.
- Added a new natural Wonder with associated FX on planet.
- Some additional texts translated in RUS/POL/ITA/GER.

- Added new Steam achievements including [G2G] Votes:
+ Marco Polo with Tentacles / Have a Trade Route with every other system in the galaxy [Nosferatiel]
+ Alien and Eve / Colonize a Garden of Eden [groovytadpole]
+ Cake² / Clone Galdos AI [Adder]
+ There's no Place like Home / Terraform a planet to your home planet type [EvilTactician]
+ There can only be One / Be the only remaining empire in a game with 8 starting empires [Monthar]
+ Cultural Assimilation / Envelop another empire's system in your Influence Area [FreeMarket]

- Added exploration events flag option to remove the visual feedback in the galaxy view.
- Removed exploration and random events making spawn pirates when the "no pirates" options is enabled.

- New pre-battle cards selection system with adapted GUI and report panel [G2G vote]
- AI can use retreat cards now (not allowed to pirates however).
- New weight-balance of battle cards for AI use.
- Added a new option in game options to enable or not the manual battles.

- Players (including host) now forward orders to themselves instead of treating these locally.
- Fixed wrong construction gets canceled/bought out leading to desync.
- Fixed construction UID mismatch leading to desync.
- Fixed fleet's orbit assert.
- Fixed an issue where AI tries to buy out infinite improvements.
- Fixed loading issue to MP session when pressing cancel after "Connecting to server" message appeared.
- Fixed an issue when a client quits a session in progress then he will not be able to rejoin from the server list, since the session will no longer be displayed.

- Fixed an issue where Dust miser and co-opetition corporate hero abilities effects were mixed-up.
- Fixed an issue where debug could be noticed on the battle notification.
- Fixed an issue where the selfish dust bonus of the dust rain event was not displayed in the dust income summary tooltip.
- Fixed an issue where the effects from exploration and random events were not properly applied after reloading a save.
- Fixed some issues of GUI and localization.
Endless Space® - Collection - Valve
- The galaxy generation seed is displayed with the pause menu.
- Added a sentry mode to the available fleet actions.
- Added an auto-cycle button to enable the review of all fleets without orders.
- The battle timer (when choosing a participating mode: auto/manual) is now a game option. By default, the battle timer is disabled for a single player session, and it is enabled for a multiplayer session. [G2G vote]
- Added a new state for the "end turn button" that notifies the player he has pending encounters.
- Refactored the heroes' ability trees.
- If a system improvement will never be relevant for a system, hide it from the improvement picklist (credits: by grubnik)
- Added a victory/defeat picture and extra information to the 'Continue' panel.
- Added a ‘Game Introduction’ option in game options (to introduce the new content of an add-on).
- Updated the tutorial with the new features.
- Added 5 new musics.

- Refactored the game events system:
o The pre 1.0.30 events are compatible
o Added new event effects
o Added interactive random events
o Added a new panel to the Empire Factors panel, which summarizes all the effects of the current random events
o Added an advanced game option to activate/deactivate the random events generation
- Added descriptions and pictures to the new random events.

- Added exploration rewards: small random bonuses for the first player to explore a system.
- Some exploration events are now interactive.
- Added a GUI feedback in the galaxy view to identify systems with an exploration reward. The Amoeba players have a slightly different feedback.
- The effects of the exploration events are now displayed in the Empire Factors panel.

WONDERS [G2G vote]
- Added natural and endless wonders. The endless wonders can be restored.
- Lowered number of wonders depending on the different size.
- Added GFX for natural and endless wonders.
- Added a GUI feedback in the galaxy view to identify explored systems with a wonder.

- Added more life to the galaxy with the random addition of comets, black holes, pulsars, ...

- Removed the waiting period for the cold war status.
- Added diplomatic answers when the player trades with an AI and when an AI is offering a proposal.
- With the previous diplomatic behavior we could have deadlock involving a permanent cold war state between all the factions.

- Added a new Pilgrim hero.
- Added 4 heroes of new factions (Sheredyn and minor factions).

- Set the Steam regional parameter to ‘Worldwide’ for the multiplayer sessions.
- The game disconnections related to the Steam servers should be less frequent.
- All the multiplayer sessions of a given version are now displayed. You can join a game only if you have the same files/mod as the session's host.

- Removed growth and fleet upkeep bonus for the AI.
- AI for newbie is less aggressive and less militarized.
- Lowered normal Pirates difficulty.
- During a deal, the AI values a resource depending on the number he already owns.

- Reduced the science trade route multiplier from 2 to 0.5.

- Fixed the way AI manages its ship's production so it doesn't fall into bankruptcy anymore.
- Fixed a potential desync in MP when unlocking a technology by a random event.
- Fixed an issue where the random events frequency is not tied to the game speed.
- Fixed an issue where entering planet view after scraping a population improvement causes an assert.
- Fixed an issue where desert planet does not display all life simulation effects.
- Fixed an issue where life simulation effects are not properly displayed on high population planets.
- Fixed an issue where the ships created by events don't have the good amount of HP.
- Fixed an issue where an assert occurred for a same random event for two empires.
- Fixed an issue with the anomaly reduction of the hell gourds.
- Fixed an issue where an exploration event causes a desync in a multiplayer session.
- Fixed an issue where the constructibles were overridden by the modding.
- Fixed an issue where the warning events "no current technology" & "bankrupt next turn" made the battle notifications disappear.
- Fixed an issue where the wrong ship design was queued after an advanced defender exploration event was encountered.
- Fixed an issue where the advanced defender exploration event used the designs based on affinity.
- Fixed some issues of GUI and localization.
Endless Space® - Collection - Valve
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.

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.
Endless Space® - Collection - Valve
- Added a backward compatibility system for the pre 1.0.25 save files.

- 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:
Endless Space® - Collection - Valve

- 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/

- 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.

- 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.

- 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.

- 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.

- 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".

- 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.

- 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.

- 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.

- Fixed an issue where random events were missing.

- 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:
Aug 28, 2012
Endless Space® - Collection - Valve
- Removed all references to System.Drawing.dll. Mac users no longer have to install Mono 2.11.3.

- 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:

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