We have received critical intel on the Endless Space 2 project. Based on our findings, it seems likely that an upcoming major faction will be created through community votes.
Our agents monitored the creation of the Eyder minor faction in late 2015, and you might be familiar with the process. A series of votes progressively shapes various aspects of the faction, until its personality and looks emerge. We suspect the methods employed will be similar.
Here are the critical facts we have gathered, based on reliable sources:
This new major faction will be included in a major expansion for Endless Space 2. Our leads on the Vaulters had been accurate and these were released in January, 2018, but this mentions of a new faction confirms our earlier intel that lent the rumors. A secondary investigation has been launched to dig up the sources of these rumors and see if they can be flipped to join our network.
This major faction appears to be espionage-oriented. There are many different ways this could play out, and within the parameters of this contest, the end result will be entirely up to the community.
We have seen a roadmap of the event which, although limited, gives us a solid understanding of the process ahead. It is reproduced below for your benefit:
SPECIES TYPE => ORIGIN => HOME PLANET => CIVILIAN DESIGN => SHIP DESIGN
It is our belief that influencing the outcome of this process is of paramount importance to the well-being of our society. We recommend proceeding to the Votes section and throwing our weight behind our preferred option, starting with [Species Type].
We remain confident that final victory will be ours.
We have received critical intel on the Endless Space 2 project. Based on our findings, it seems likely that an upcoming major faction will be created through community votes.
Our agents monitored the creation of the Eyder minor faction in late 2015, and you might be familiar with the process. A series of votes progressively shapes various aspects of the faction, until its personality and looks emerge. We suspect the methods employed will be similar.
Here are the critical facts we have gathered, based on reliable sources:
This new major faction will be included in a major expansion for Endless Space 2. Our leads on the Vaulters had been accurate and these were released in January, 2018, but this mentions of a new faction confirms our earlier intel that lent the rumors. A secondary investigation has been launched to dig up the sources of these rumors and see if they can be flipped to join our network.
This major faction appears to be espionage-oriented. There are many different ways this could play out, and within the parameters of this contest, the end result will be entirely up to the community.
We have seen a roadmap of the event which, although limited, gives us a solid understanding of the process ahead. It is reproduced below for your benefit:
SPECIES TYPE => ORIGIN => HOME PLANET => CIVILIAN DESIGN => SHIP DESIGN
It is our belief that influencing the outcome of this process is of paramount importance to the well-being of our society. We recommend proceeding to the Votes section and throwing our weight behind our preferred option, starting with [Species Type].
We remain confident that final victory will be ours.
Added Unfallen population quest: Guardians & The Galaxy, created by community member StormAngel!
Added Make War Not Love Hero Reward, Karv Jezet, from the upcoming Unfallen comic!
Added an ingame clock over the End Turn button so you remember to sleep!
Added side panel in the Diplomacy Screen that lists all ongoing contextual effects on your empire
Guardian Guides Traits have been added
Polished Event Notification visuals and animations
Added link to the Economy Screen when clicking the System Level in the System Management View
Added the option to click anywhere in the notification during the animation of the Curiosity Discovered and Empire Introduction Notifications to skip it
Added feedback for shield and weapon deactivation on ships affected by enemy EMP in the Battle Scan View
Reworked Happiness from System level for Vodyani into a trait, “Utopian Infrastructure” (also available in custom factions)
Added the battle tactics mini-cards in side panel of the military screen + polished and refined play cards
Added descriptions for the Empire improvements unlocked by the Victory technologies
Clarified effect of Zelevas Incarnate
[QUESTS]
The Stars Their Destination part 1 and 2 now both have the right Political Event feedback
Vodyani are now able to complete the Vaulters Chapter 4 Science Version
Fixed errors related to “Slingshot” quest
[PERFORMANCE]
Improved game loading time. Empire Chronicles will now be loaded over time when opening the Empire chronicles window, instead of during startup loading
[MODDING]
Horatio gameplay gene splicing no longer depends on the name of the AffinityGameplay, it checks instead if Empire property HasAffinityGeneHunter
Fixed custom (modded) planets not having a Scanview map
Fixed issues with custom (modded) unique planets not overriding their types visual
[FIXES]
Fixed error in “Suggested Technology” algorithm
“Halt Attacks” diplomatic term is no longer unavailable when there is one turn left to use it
Fixed errors related to “Scienceganza” Unique Improvement and Population Events
Fixed quest notification causing errors if there are several hidden choices
“Attack fleet” button tooltip now properly explains why Privateers cannot attack empires that are allied with the Pirates
The Entwined Celestial Vine progress now also appears on Special Nodes tooltips
Fixed an issue blocking access to DLC-specific notification pop up options when playing a game with shared access to the DLC
Fixed some anomalies appearing greyed out for no reason in the System Management View
Fixed Hero being shown as resurrected in space battle despite the entire fleet being destroyed/captured via boarding pod
"Crew killed per hit" effect is no longer displayed in the combat scan view when attacked ships have no manpower left
Fixed system blockade with privateers not working as intended
Fixed game failing to restart when it failed to start once (due to mods or other issues)
Fixed error caused by AI accepting to join an alliance and creating a new one at the same time
Fixed rare critical error on trading companies
Fixed saves getting stuck because of AI alliance issues
Becoming ally (peace/alliance) with an Empire whos blockading a players systems now un-blockades them without needing them to disable/re-enable the action
Unfallen ships no longer receive movement speed bonus on lanes which are covered by a partially finished vine (no change when the vine is fully finished)
Fixed error caused by fleets being attack-able while colonizing a system
Fixed Vaulters not receiving the law effect "+X happiness on systems for Y turns after colonizing a system"
Fixed Argosy "Create Portal" action not interrupting "Auto Explore" action
Fixed rare error occuring when a planet is destroyed, the system lost, and then recolonized
Fixed camera not reaching the farthest systems in the corners when playing on an exceptional twin elliptic galaxy
Fixed Pirate not always talking when the button "support" is clicked
Fixed Argosy colonization cost being improperly rounded in colonization tooltip
Fixed “Boarding pods extreme” module not being received upon completion of the Deed which rewards it
Fixed rare cases of game saves not being loadable
Fixed Manpower refund value not being shown in the tooltip of the “Scrap Ship” button
Fixed tooltip of the golden age icon in the Star system label displaying false information regarding its effects
"Peace and Prayer Act" now correctly prevents Arks from being peacefully converted
"Peace and Prayer Act" effect increased from +25 to +50 Essence per System under influence zone
Fixed custom factions with Vaulters gameplay not unlocking boarding pods properly
Fighters and bombers now appear in the modules list in the ship design view only when designing a compatible ship (large or carrier)
Adamantian Bombers icon is now properly colored
Fixed "Obelisk of All Space-Time" FIDSI effect not working properly
Fixed some minor faction actions not resulting in political effects on populations
Added Unfallen population quest: Guardians & The Galaxy, created by community member StormAngel!
Added Make War Not Love Hero Reward, Karv Jezet, from the upcoming Unfallen comic!
Added an ingame clock over the End Turn button so you remember to sleep!
Added side panel in the Diplomacy Screen that lists all ongoing contextual effects on your empire
Guardian Guides Traits have been added
Polished Event Notification visuals and animations
Added link to the Economy Screen when clicking the System Level in the System Management View
Added the option to click anywhere in the notification during the animation of the Curiosity Discovered and Empire Introduction Notifications to skip it
Added feedback for shield and weapon deactivation on ships affected by enemy EMP in the Battle Scan View
Reworked Happiness from System level for Vodyani into a trait, “Utopian Infrastructure” (also available in custom factions)
Added the battle tactics mini-cards in side panel of the military screen + polished and refined play cards
Added descriptions for the Empire improvements unlocked by the Victory technologies
Clarified effect of Zelevas Incarnate
[QUESTS]
The Stars Their Destination part 1 and 2 now both have the right Political Event feedback
Vodyani are now able to complete the Vaulters Chapter 4 Science Version
Fixed errors related to “Slingshot” quest
[PERFORMANCE]
Improved game loading time. Empire Chronicles will now be loaded over time when opening the Empire chronicles window, instead of during startup loading
[MODDING]
Horatio gameplay gene splicing no longer depends on the name of the AffinityGameplay, it checks instead if Empire property HasAffinityGeneHunter
Fixed custom (modded) planets not having a Scanview map
Fixed issues with custom (modded) unique planets not overriding their types visual
[FIXES]
Fixed error in “Suggested Technology” algorithm
“Halt Attacks” diplomatic term is no longer unavailable when there is one turn left to use it
Fixed errors related to “Scienceganza” Unique Improvement and Population Events
Fixed quest notification causing errors if there are several hidden choices
“Attack fleet” button tooltip now properly explains why Privateers cannot attack empires that are allied with the Pirates
The Entwined Celestial Vine progress now also appears on Special Nodes tooltips
Fixed an issue blocking access to DLC-specific notification pop up options when playing a game with shared access to the DLC
Fixed some anomalies appearing greyed out for no reason in the System Management View
Fixed Hero being shown as resurrected in space battle despite the entire fleet being destroyed/captured via boarding pod
"Crew killed per hit" effect is no longer displayed in the combat scan view when attacked ships have no manpower left
Fixed system blockade with privateers not working as intended
Fixed game failing to restart when it failed to start once (due to mods or other issues)
Fixed error caused by AI accepting to join an alliance and creating a new one at the same time
Fixed rare critical error on trading companies
Fixed saves getting stuck because of AI alliance issues
Becoming ally (peace/alliance) with an Empire whos blockading a players systems now un-blockades them without needing them to disable/re-enable the action
Unfallen ships no longer receive movement speed bonus on lanes which are covered by a partially finished vine (no change when the vine is fully finished)
Fixed error caused by fleets being attack-able while colonizing a system
Fixed Vaulters not receiving the law effect "+X happiness on systems for Y turns after colonizing a system"
Fixed Argosy "Create Portal" action not interrupting "Auto Explore" action
Fixed rare error occuring when a planet is destroyed, the system lost, and then recolonized
Fixed camera not reaching the farthest systems in the corners when playing on an exceptional twin elliptic galaxy
Fixed Pirate not always talking when the button "support" is clicked
Fixed Argosy colonization cost being improperly rounded in colonization tooltip
Fixed “Boarding pods extreme” module not being received upon completion of the Deed which rewards it
Fixed rare cases of game saves not being loadable
Fixed Manpower refund value not being shown in the tooltip of the “Scrap Ship” button
Fixed tooltip of the golden age icon in the Star system label displaying false information regarding its effects
"Peace and Prayer Act" now correctly prevents Arks from being peacefully converted
"Peace and Prayer Act" effect increased from +25 to +50 Essence per System under influence zone
Fixed custom factions with Vaulters gameplay not unlocking boarding pods properly
Fighters and bombers now appear in the modules list in the ship design view only when designing a compatible ship (large or carrier)
Adamantian Bombers icon is now properly colored
Fixed "Obelisk of All Space-Time" FIDSI effect not working properly
Fixed some minor faction actions not resulting in political effects on populations
This week is Valentine's day. Again. To combat the existential dread brought on by this commercial holiday, we've decided that once again and in a spirit of camaraderie, it would be much more preferable to make war, not love.
Make War, Not Love is a SEGA event that gathers all strategy studios (that's us, Creative Assembly, and Relic) for a long week-end of events, challenges and giveaways. Starting on the 14th at 9AM GMT, we'll need you to play our games (Endless Space 2, Total War Warhammer 2, Dawn of War 3 or Company of Heroes 2) for as long as possible to unlock rewards for everyone! We'll also be streaming our games several times this week, one of which might even pit us against the community... and you?
On top of that, we have some solid discounts going on on all these games for the duration of the event (until the 18th). Make sure you check out the Make War Not Love website for all info and to register as a participant.
Cancel all your plans, sharpen your guns, we're staying in and we're having fun!
This week is Valentine's day. Again. To combat the existential dread brought on by this commercial holiday, we've decided that once again and in a spirit of camaraderie, it would be much more preferable to make war, not love.
Make War, Not Love is a SEGA event that gathers all strategy studios (that's us, Creative Assembly, and Relic) for a long week-end of events, challenges and giveaways. Starting on the 14th at 9AM GMT, we'll need you to play our games (Endless Space 2, Total War Warhammer 2, Dawn of War 3 or Company of Heroes 2) for as long as possible to unlock rewards for everyone! We'll also be streaming our games several times this week, one of which might even pit us against the community... and you?
On top of that, we have some solid discounts going on on all these games for the duration of the event (until the 18th). Make sure you check out the Make War Not Love website for all info and to register as a participant.
Cancel all your plans, sharpen your guns, we're staying in and we're having fun!
Fixed an issue where system scan view did not display production after loading a session
Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players
Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology
Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip
Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen
Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship
Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
Fixed an error related to achievements and the Archivist hero
Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
Fixed Vaulters being able to decolonize their home system
Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
Fixed some situations where an empire could be in two alliances at once and cause critical errors
Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
Fixed auto-explore button being clickable for Argosy while it is setting up a portal
Fixed a rare issue in space battle between AIs causing the game to get stuck
Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
Fixed players being able to decolonize all of their systems at once
Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
Fixed Vaulters not knowing the empires they have spawned next to
Fixed quest "The lost expedition" being able to permanently destroy the Argosy
Fixed rare error in diplomatic contracts
Fixed population not appearing in Senate screen if it has been received via migration only
Fixed civilian fleets being attackable by allies
Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
Fixed the color of the guard feedback for privateer fleets
Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
Quests can now prevent a system from being converted
Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
Privateers can now siege systems
Fixed Argosy not being able to colonize Pirate Hunting Grounds
Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon
[QUESTS]
Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
The lost expedition: Rescue path quest now fails if the quest planet is destroyed
Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Fixed an issue where system scan view did not display production after loading a session
Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players
Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology
Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip
Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen
Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship
Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
Fixed an error related to achievements and the Archivist hero
Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
Fixed Vaulters being able to decolonize their home system
Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
Fixed some situations where an empire could be in two alliances at once and cause critical errors
Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
Fixed auto-explore button being clickable for Argosy while it is setting up a portal
Fixed a rare issue in space battle between AIs causing the game to get stuck
Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
Fixed players being able to decolonize all of their systems at once
Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
Fixed Vaulters not knowing the empires they have spawned next to
Fixed quest "The lost expedition" being able to permanently destroy the Argosy
Fixed rare error in diplomatic contracts
Fixed population not appearing in Senate screen if it has been received via migration only
Fixed civilian fleets being attackable by allies
Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
Fixed the color of the guard feedback for privateer fleets
Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
Quests can now prevent a system from being converted
Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
Privateers can now siege systems
Fixed Argosy not being able to colonize Pirate Hunting Grounds
Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon
[QUESTS]
Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
The lost expedition: Rescue path quest now fails if the quest planet is destroyed
Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed
Fixed an issue where stock value “(0)” was displayed after the name of the
Economic Tribute term was offered in a demand, even when not a quantified resource
Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
Fixed an issue where the production per turn symbol was not displayed for luxury resources
Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
Fixed an issue where the technology unlock notification could only show up to 3 unlocks
Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
Fixed an issue where the Argosy readiness timer did not display after loading the session
Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
Fixed an issue where debug text was displayed in the Riftborn "Machine
Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
Privateers status can now be toggled off even when not in friendly influence
Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
War instances are no longer destroyed more than once when forming multiple alliances simultaneously
The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
The colonization cutscene now plays each time the Argosy colonizes a system
Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
Fixed an error on wrecked ark tooltip in rare situations
Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
Fixed population collection bonuses not being updated when an ark was destroyed
Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
Fixed Vaulters assets being exportable when the DLC was disabled
Add-Ons can now be activated in the Content Screen in the Mac version
Fixed error + desync generated when an Argosy was destroyed in multiplayer
Fixed skippable assert generated in GUI when relation was maxed with pirates
Fixed end-turn freezing due to quests
Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
Pirate lairs now allow trading routes to pass when in a friendly status with them
[ADDED]
Added feedback on hovering module items to make clear which slots are compatible
[BALANCE]
Increased the cost in Dust to remove a Pirate Mark on a System
Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
Added special indication to AoE weapon modules
Restored growth generation value to pre-Vaulters level
Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
Ship without at least one weapon or siege module will now be unable to siege a system
Added special informative section to energy squadron module description
Projectile and kinetic enhancer will now have the right effect on large weapon
Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
Pressure values are now capped: --- From Score at 5 / turn --- From Border friction at 5 / turn --- From Covered Systems at 12 / turn
Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
Balanced trait cost for Core Worlds (reduced from 10 to 5)
[PERFORMANCE]
Improved Contextual diplomacy performance
Enhanced speed-up in AI synchronization with gameplay
[QUESTS]
"The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
“Pirate Quest DLC1” Add Military effect on its objectives
The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
The "Vital Statistics" exploration quest now offers a compelling choice
"Ice Age" exploration quest did not fail if the quest planet was destroyed
False information displayed in the tutorial when discovering a new constellation as the Vaulters
Custom Vaulters can now finish their quests
An error message that sometimes appeared in the Pilgrim’s quest has been fixed
Metaplot now has locked systems in order to avoid asset caused by Archivist Quest
[AI]
The AI will now better handle offering strategic and luxury resources in diplomatic contracts
Fixed an issue where stock value “(0)” was displayed after the name of the
Economic Tribute term was offered in a demand, even when not a quantified resource
Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
Fixed an issue where the production per turn symbol was not displayed for luxury resources
Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
Fixed an issue where the technology unlock notification could only show up to 3 unlocks
Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
Fixed an issue where the Argosy readiness timer did not display after loading the session
Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
Fixed an issue where debug text was displayed in the Riftborn "Machine
Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
Privateers status can now be toggled off even when not in friendly influence
Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
War instances are no longer destroyed more than once when forming multiple alliances simultaneously
The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
The colonization cutscene now plays each time the Argosy colonizes a system
Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
Fixed an error on wrecked ark tooltip in rare situations
Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
Fixed population collection bonuses not being updated when an ark was destroyed
Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
Fixed Vaulters assets being exportable when the DLC was disabled
Add-Ons can now be activated in the Content Screen in the Mac version
Fixed error + desync generated when an Argosy was destroyed in multiplayer
Fixed skippable assert generated in GUI when relation was maxed with pirates
Fixed end-turn freezing due to quests
Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
Pirate lairs now allow trading routes to pass when in a friendly status with them
[ADDED]
Added feedback on hovering module items to make clear which slots are compatible
[BALANCE]
Increased the cost in Dust to remove a Pirate Mark on a System
Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
Added special indication to AoE weapon modules
Restored growth generation value to pre-Vaulters level
Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
Ship without at least one weapon or siege module will now be unable to siege a system
Added special informative section to energy squadron module description
Projectile and kinetic enhancer will now have the right effect on large weapon
Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
Pressure values are now capped: --- From Score at 5 / turn --- From Border friction at 5 / turn --- From Covered Systems at 12 / turn
Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
Balanced trait cost for Core Worlds (reduced from 10 to 5)
[PERFORMANCE]
Improved Contextual diplomacy performance
Enhanced speed-up in AI synchronization with gameplay
[QUESTS]
"The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
“Pirate Quest DLC1” Add Military effect on its objectives
The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
The "Vital Statistics" exploration quest now offers a compelling choice
"Ice Age" exploration quest did not fail if the quest planet was destroyed
False information displayed in the tutorial when discovering a new constellation as the Vaulters
Custom Vaulters can now finish their quests
An error message that sometimes appeared in the Pilgrim’s quest has been fixed
Metaplot now has locked systems in order to avoid asset caused by Archivist Quest
[AI]
The AI will now better handle offering strategic and luxury resources in diplomatic contracts