REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate!
We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\
[GENERAL]
Added Unfallen Games2Gether Faction
Modding implemented
New Scanview system management implemented
Added planet scanview
Auto ship design / upgrade implemented
Cloud saves are now available
Game can now have 12 competitors!
Academy/metaplot quests have been added
Beginner Tutorial implemented
Custom Factions implemented
Added colonization videos
Auto-ship design implemented
Added technology Helper to suggest technologies to the player
[CONTENT]
Added faction-specific technologies
Added 2 new minor factions, Remnant and Pulsos
Added Events quest Political
Added new random events
Added new market events
Added 23 new space battle tactics
Added “exotic” effects on strategic weapons and defenses
Added planet destruction module
Added a specific star type for the academy
Added founder heroes and the 5th Sophon hero
Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
Added final rewards of all Main Quests (Chapter 4)
Added population swap in United Empire Main Quest
[TECHNICAL]
Saves are now in a binary format
Several optimizations have been made for different parts of the game (GUI, Computation...)
Refined some behaviors in the galaxy generator
[AI]
Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
Added: Planet destruction mission
Added: AI is now able to activate laws (knowing that it costs Influence points)
Added: AI is now able to cancel laws to retrieve the empire points
Added: AI is now able to trade technologies by diplomacy
Added: AI now research military modules technologies
Added: AI now play elections
Added: AI is now able to attack enemies it finds on its mission path
Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
Changed: Globally improved the military attack, defense and invasion
Changed: Improved the way AI uses support modules
Changed: Increased AI desire for trade (in particularly for mercantile AIs)
Changed: Improved map and vision sharing evaluation and open borders
Changed: Improved main enemy selection
Improved invasion behaviour
Improved behaviour and technology choice for colonization
Improved node strategic score heuristic
Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
Fixed: AI colonization behavior
Fixed: AI now doesn't cancel missions without any reasons.
Fixed: Ark generation and leecher use are now working correctly
Fixed: Issues for hull and affinities
Fixed: AI now researches new military modules
[IMPROVEMENTS]
Put back the Surveyed support at the end of the Election process
Stat buttons on the Advanced Battle Setup Screen are "togglable"
Added a timer for the auto battle start
Screen/button tooltips display information about their keyboard shortcuts
Automated ships are no longer sent to besieged outposts
Refund value is now displayed in "Deed failed" notification when relevant
Neutral propaganda is no longer queued when colonizing a system
Motherships now start the game with 1 action point
Fleets that cannot fight cannot be used as reinforcements in space battle
The game should automatically choose the compatibility mode
Key binding has been improved (detect if the key is used, …)
Added localized subtitles for all the introductions
Updated the look of outgame screens
Probes are now allowed on Hero ships
Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
Ship modules category icons are now colored based on their strategic resource in the tech tree
Added module computation formulas in the ship design stat tooltips
Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
AI behavior has been improved, notably with regards to its aggressiveness
Polished end turn timers & added "out of time" animations
Improved notification flow: click on a button which open a menu no longer displays the next notification
Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.
[BALANCE]
Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
Brainwashed factions can no longer start a new assimilation quest
Use of Crew Modules on hero ships is now forbidden
Added a turn action on Time Bubbles, so they need to be in the first position to be completed
Reduced AI Prestige bonus in higher difficulties
Minor Factions with Cordial relation or better now don't block trade routes
Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
Reduced crew given by crew modules
Added different Demand management on Marketplace prices
Balancing of Market events
Fixed issues of Singularity: FIDSI and depletion effects
Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
Removed description panels from Faction Trait tooltip
Infinite improvements are now compatible with Food to Industry
Fixed issue on exclusive technologies which were not exclusives
Increased free movement speed
Increased food consumption
Increased influence zone progression rate
Removed duplicate of exploration stage 1
Added negotiable truce (not managed by AI, missing negotiable terms)
Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
Balanced space battle tactics and changed unlock distribution
Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
Balanced random events appearance rhythm
Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.
[FIXES]
Fix for non-repeating minor factions
Fix for abundance of strats and luxes
Fixed an issue where ships in flotilla without direct opponent could not shoot
Fixed space battle trajectories orientations
Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
Fix for number of nodes was still affected by density
Fix for isolated nodes spawning too far away
Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
Fixed error in economy screen system tab related to Riftborn population construction
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
Fix Venetians T2/3 Turrets Orientation
Fixed an issue on United Empire Ground Battle assets
Fixed an issue on Tikanans Ground Battle assets
fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet
Fix vote redistribution feedback in Election last panel
Fix duplicate special nodes names
Fixed full screen portrait rendering with custom resolution.
removed Bailiff Quest which provokes unpredictable eliminations
Fixed the bug forbidding the Ecologist Forced Law to apply properly
Fixed Riftborn outpost progress not being fed back in orbital view
Fixed outpost FIDSI not being displayed in orbital view
Fixed a bug on the Horatio gene population display in the population screen
Fix incorrect unlocking of play tactics slots when passing a turn
Fix several Multiplayer desyncs
Fix Wonder cancellation process and Refund in notification
Lots of issues fixed, along with an improvement to the overall stability of the game
Balancing / global tweak of the game
[SOUND DESIGN]
Reworked United Empire Warp
Fixed Horatio faction missing audio elements
[KNOWN ISSUES]
Final Reward of the Rifborn has no effect yet
Known issue: the AI is a bit reluctant to fight against Arks in early/mid game
FPS drops drastically during the planet destruction cutscene for a few seconds
Game session can remain stuck during the End Turn sequence while in a Pending state (Extremely rare)
The user does not receive the reward after “The cult of the strongman” United Empire faction quest is completed
Unfallen users cannot use the spaceport
Several factions traits on custom factions are not functional yet
AI factions do not build carriers/large sized ships during gameplay
ENFER ship cannot be dragged into the hangar
Title staggers during gameplay in the later turns of a session
The cutscene for gas planet destruction is missing
Several bits of texts are still in English in some languages
Saves will be broken if you are saving your game during the quest "Preserve the Academy"
Narrator and faction voice over during the beginner tutorial is missing
Tutorials about battle results and blockade are not triggered
Vodyani Quest Chapter 1 new objective is to exterminate pirates which are not necessarily on their own constellation: the translation keeps the old objective hint.
Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom faction
Never show the planet scanview keys when in ground battle
Planet scan view is incomplete
[MAC] The minor and major factions influence area can be seen through the fog of war (Extremely rare)
That's it, now get playing, and most of all, have fun!
REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate!
We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\
[GENERAL]
Added Unfallen Games2Gether Faction
Modding implemented
New Scanview system management implemented
Added planet scanview
Auto ship design / upgrade implemented
Cloud saves are now available
Game can now have 12 competitors!
Academy/metaplot quests have been added
Beginner Tutorial implemented
Custom Factions implemented
Added colonization videos
Auto-ship design implemented
Added technology Helper to suggest technologies to the player
[CONTENT]
Added faction-specific technologies
Added 2 new minor factions, Remnant and Pulsos
Added Events quest Political
Added new random events
Added new market events
Added 23 new space battle tactics
Added “exotic” effects on strategic weapons and defenses
Added planet destruction module
Added a specific star type for the academy
Added founder heroes and the 5th Sophon hero
Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
Added final rewards of all Main Quests (Chapter 4)
Added population swap in United Empire Main Quest
[TECHNICAL]
Saves are now in a binary format
Several optimizations have been made for different parts of the game (GUI, Computation...)
Refined some behaviors in the galaxy generator
[AI]
Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
Added: Planet destruction mission
Added: AI is now able to activate laws (knowing that it costs Influence points)
Added: AI is now able to cancel laws to retrieve the empire points
Added: AI is now able to trade technologies by diplomacy
Added: AI now research military modules technologies
Added: AI now play elections
Added: AI is now able to attack enemies it finds on its mission path
Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
Changed: Globally improved the military attack, defense and invasion
Changed: Improved the way AI uses support modules
Changed: Increased AI desire for trade (in particularly for mercantile AIs)
Changed: Improved map and vision sharing evaluation and open borders
Changed: Improved main enemy selection
Improved invasion behaviour
Improved behaviour and technology choice for colonization
Improved node strategic score heuristic
Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
Fixed: AI colonization behavior
Fixed: AI now doesn't cancel missions without any reasons.
Fixed: Ark generation and leecher use are now working correctly
Fixed: Issues for hull and affinities
Fixed: AI now researches new military modules
[IMPROVEMENTS]
Put back the Surveyed support at the end of the Election process
Stat buttons on the Advanced Battle Setup Screen are "togglable"
Added a timer for the auto battle start
Screen/button tooltips display information about their keyboard shortcuts
Automated ships are no longer sent to besieged outposts
Refund value is now displayed in "Deed failed" notification when relevant
Neutral propaganda is no longer queued when colonizing a system
Motherships now start the game with 1 action point
Fleets that cannot fight cannot be used as reinforcements in space battle
The game should automatically choose the compatibility mode
Key binding has been improved (detect if the key is used, …)
Added localized subtitles for all the introductions
Updated the look of outgame screens
Probes are now allowed on Hero ships
Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
Ship modules category icons are now colored based on their strategic resource in the tech tree
Added module computation formulas in the ship design stat tooltips
Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
AI behavior has been improved, notably with regards to its aggressiveness
Polished end turn timers & added "out of time" animations
Improved notification flow: click on a button which open a menu no longer displays the next notification
Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.
[BALANCE]
Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
Brainwashed factions can no longer start a new assimilation quest
Use of Crew Modules on hero ships is now forbidden
Added a turn action on Time Bubbles, so they need to be in the first position to be completed
Reduced AI Prestige bonus in higher difficulties
Minor Factions with Cordial relation or better now don't block trade routes
Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
Reduced crew given by crew modules
Added different Demand management on Marketplace prices
Balancing of Market events
Fixed issues of Singularity: FIDSI and depletion effects
Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
Removed description panels from Faction Trait tooltip
Infinite improvements are now compatible with Food to Industry
Fixed issue on exclusive technologies which were not exclusives
Increased free movement speed
Increased food consumption
Increased influence zone progression rate
Removed duplicate of exploration stage 1
Added negotiable truce (not managed by AI, missing negotiable terms)
Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
Balanced space battle tactics and changed unlock distribution
Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
Balanced random events appearance rhythm
Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.
[FIXES]
Fix for non-repeating minor factions
Fix for abundance of strats and luxes
Fixed an issue where ships in flotilla without direct opponent could not shoot
Fixed space battle trajectories orientations
Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
Fix for number of nodes was still affected by density
Fix for isolated nodes spawning too far away
Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
Fixed error in economy screen system tab related to Riftborn population construction
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
Fix Venetians T2/3 Turrets Orientation
Fixed an issue on United Empire Ground Battle assets
Fixed an issue on Tikanans Ground Battle assets
fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet
Fix vote redistribution feedback in Election last panel
Fix duplicate special nodes names
Fixed full screen portrait rendering with custom resolution.
removed Bailiff Quest which provokes unpredictable eliminations
Fixed the bug forbidding the Ecologist Forced Law to apply properly
Fixed Riftborn outpost progress not being fed back in orbital view
Fixed outpost FIDSI not being displayed in orbital view
Fixed a bug on the Horatio gene population display in the population screen
Fix incorrect unlocking of play tactics slots when passing a turn
Fix several Multiplayer desyncs
Fix Wonder cancellation process and Refund in notification
Lots of issues fixed, along with an improvement to the overall stability of the game
Balancing / global tweak of the game
[SOUND DESIGN]
Reworked United Empire Warp
Fixed Horatio faction missing audio elements
[KNOWN ISSUES]
Final Reward of the Rifborn has no effect yet
Known issue: the AI is a bit reluctant to fight against Arks in early/mid game
FPS drops drastically during the planet destruction cutscene for a few seconds
Game session can remain stuck during the End Turn sequence while in a Pending state (Extremely rare)
The user does not receive the reward after “The cult of the strongman” United Empire faction quest is completed
Unfallen users cannot use the spaceport
Several factions traits on custom factions are not functional yet
AI factions do not build carriers/large sized ships during gameplay
ENFER ship cannot be dragged into the hangar
Title staggers during gameplay in the later turns of a session
The cutscene for gas planet destruction is missing
Several bits of texts are still in English in some languages
Saves will be broken if you are saving your game during the quest "Preserve the Academy"
Narrator and faction voice over during the beginner tutorial is missing
Tutorials about battle results and blockade are not triggered
Vodyani Quest Chapter 1 new objective is to exterminate pirates which are not necessarily on their own constellation: the translation keeps the old objective hint.
Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom faction
Never show the planet scanview keys when in ground battle
Planet scan view is incomplete
[MAC] The minor and major factions influence area can be seen through the fog of war (Extremely rare)
That's it, now get playing, and most of all, have fun!
The E.N.F.E.R. update [0.3.5] is now live! This minor update packs a punch, as it unlocks access to the E.N.F.E.R. module, a tool where the brains behind the game operate. We thought E.N.F.E.R. was not having enough of a challenge managing the Sophon empire, so we've put it in charge of the ES2 AI. How does it work? Well, it's rather simple to get in and start tinkering with forces beyond your understanding, simply start the game and type in http://localhost:4377/ in your browser (currently only Chrome & Firefox supported).
For a more detailed version of how this works, check out the stream we did, which mostly worked, and then Wilbefast's threadexplaining the basics. More details on how things work tomorrow, but as soon as the update hits (later today), you can get tinkering!
RELEASE NOTES [0.3.5]
[AI]
Connected to self-contained E.N.F.E.R. online AI module accessible once the game is running from http://localhost:4377/
The E.N.F.E.R. update [0.3.5] is now live! This minor update packs a punch, as it unlocks access to the E.N.F.E.R. module, a tool where the brains behind the game operate. We thought E.N.F.E.R. was not having enough of a challenge managing the Sophon empire, so we've put it in charge of the ES2 AI. How does it work? Well, it's rather simple to get in and start tinkering with forces beyond your understanding, simply start the game and type in http://localhost:4377/ in your browser (currently only Chrome & Firefox supported).
For a more detailed version of how this works, check out the stream we did, which mostly worked, and then Wilbefast's threadexplaining the basics. More details on how things work tomorrow, but as soon as the update hits (later today), you can get tinkering!
RELEASE NOTES [0.3.5]
[AI]
Connected to self-contained E.N.F.E.R. online AI module accessible once the game is running from http://localhost:4377/
This announcement has been a long time coming: Endless Space 2 is releasing on May 19th, 2017! Yes, it's a Friday, so that means your week-end plans might need to be altered somewhat.
As was announced shortly before Early Access, our final release price will be of $39,99 / £34,99 / €39,99 for the Standard Edition, and a Digital Deluxe Edition available for $49,99 / £44,99 / €49,99, which includes the Digital Soundtrack, the Pathfinder Academy heroes and Hero ship skins.
Remember that you have until release to benefit from a 25% discount on both editions, along with Founder bonuses for the Digital Deluxe. Those bonuses are the Cravers Prime fleet skin, a special forum award, G2G points, forum avatars and a unique forum title!
Shiny New Upgrade
"But what if we picked up the Standard Edition and we want to upgrade to the Digital Deluxe Edition now?" you cry out (or maybe you don't, but I'd like to imagine you're very excited about the prospect). Well, fret no more, for we are introducing a Standard to Digital Deluxe Upgrade for $10,99 / £10,99 / €10,99! Coming later tonight.
"What if I would really like to pick up a physical copy for my friend/sister/cool grandma, who likes to display beautiful objects in their gaming shrine?" you add, quite specifically. Again, we've got you covered with the introduction of a retail box, coming to stores near you!
Isn't it beautiful? Think how cool it will look on your shelves! Comes with a double-sided poster of the Academy in A3 format and a print version of the Last Flight of the Gray Owl, recounting the dramatic events that led to the crash of the Gray Owl on Auriga. Where did we see the Gray Owl again? Oh, that's right, not that long ago.
Coming May 19th, so mark the date!
That's it for the announcements! Be still, my heart...
This announcement has been a long time coming: Endless Space 2 is releasing on May 19th, 2017! Yes, it's a Friday, so that means your week-end plans might need to be altered somewhat.
As was announced shortly before Early Access, our final release price will be of $39,99 / £34,99 / €39,99 for the Standard Edition, and a Digital Deluxe Edition available for $49,99 / £44,99 / €49,99, which includes the Digital Soundtrack, the Pathfinder Academy heroes and Hero ship skins.
Remember that you have until release to benefit from a 25% discount on both editions, along with Founder bonuses for the Digital Deluxe. Those bonuses are the Cravers Prime fleet skin, a special forum award, G2G points, forum avatars and a unique forum title!
Shiny New Upgrade
"But what if we picked up the Standard Edition and we want to upgrade to the Digital Deluxe Edition now?" you cry out (or maybe you don't, but I'd like to imagine you're very excited about the prospect). Well, fret no more, for we are introducing a Standard to Digital Deluxe Upgrade for $10,99 / £10,99 / €10,99! Coming later tonight.
"What if I would really like to pick up a physical copy for my friend/sister/cool grandma, who likes to display beautiful objects in their gaming shrine?" you add, quite specifically. Again, we've got you covered with the introduction of a retail box, coming to stores near you!
Isn't it beautiful? Think how cool it will look on your shelves! Comes with a double-sided poster of the Academy in A3 format and a print version of the Last Flight of the Gray Owl, recounting the dramatic events that led to the crash of the Gray Owl on Auriga. Where did we see the Gray Owl again? Oh, that's right, not that long ago.
Coming May 19th, so mark the date!
That's it for the announcements! Be still, my heart...
Update 3 went live last week! If you haven't tried it yet, jump into the game right away and discover the new Riftborn faction, the multiplayer mode, more meaningful ways to make interactions with Minor Factions, visual elements to bring more life to the galaxy, and more!
We're releasing today a patch [0.3.4] with the fixes to issues that you've reported. As usual, thanks for the feedback you've been providing on the Steam discussions and official G2G forum. Keep on being awesome and help us improve the game! :)
PATCH NOTES [0.3.4]
[FIXES]
Fixed the pink screen of death issue
Fixed a balancing issue making it possible to have 100% ship cost reduction
Fixed incorrect unlocking of play tactics slots when passing a turn
Fixed an issue where players remained stuck during the pending sequence because the AI did not resolve a combat
Fixed a visual issue on United Empire Ground Battle
Fixed a visual issue on Tikanans Ground Battle
Fixed forced the tooltip on the "Dust Windfall" law
Fixed an error in Economy screen system tab related to Riftborn population construction
Removed Bailiff elimination which provokes unpredictable defeat
Fixed the bug forbidding the "Hardship Ready" law from applying properly
Fixed slider settings flickering between 2 (or more) values if they are quickly changed by the host in multiplayer
Fixed full screen portrait rendering with custom resolution
Fixed Lumeris Tier 2 and Tier 3 Turrets orientation
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
Fixed an issue on Riftborn home planet where the strategic resources were spawned on all the planets of the home system or no strategic deposit were spawned, instead of having them only on the home planet
Fixed a bug on the Horatio gene population display in the population screen
Fixed an error sometimes occurring when opening the advanced play screen directly after the start of the Space battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly
Government effects have been cleaned
Fixed the "New Colony Rule" law that didn't have a tooltip in Republic
[XML]
Singularities now need to be in the first position in the queue to be completed
Update 3 went live last week! If you haven't tried it yet, jump into the game right away and discover the new Riftborn faction, the multiplayer mode, more meaningful ways to make interactions with Minor Factions, visual elements to bring more life to the galaxy, and more!
We're releasing today a patch [0.3.4] with the fixes to issues that you've reported. As usual, thanks for the feedback you've been providing on the Steam discussions and official G2G forum. Keep on being awesome and help us improve the game! :)
PATCH NOTES [0.3.4]
[FIXES]
Fixed the pink screen of death issue
Fixed a balancing issue making it possible to have 100% ship cost reduction
Fixed incorrect unlocking of play tactics slots when passing a turn
Fixed an issue where players remained stuck during the pending sequence because the AI did not resolve a combat
Fixed a visual issue on United Empire Ground Battle
Fixed a visual issue on Tikanans Ground Battle
Fixed forced the tooltip on the "Dust Windfall" law
Fixed an error in Economy screen system tab related to Riftborn population construction
Removed Bailiff elimination which provokes unpredictable defeat
Fixed the bug forbidding the "Hardship Ready" law from applying properly
Fixed slider settings flickering between 2 (or more) values if they are quickly changed by the host in multiplayer
Fixed full screen portrait rendering with custom resolution
Fixed Lumeris Tier 2 and Tier 3 Turrets orientation
Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
Fixed an issue on Riftborn home planet where the strategic resources were spawned on all the planets of the home system or no strategic deposit were spawned, instead of having them only on the home planet
Fixed a bug on the Horatio gene population display in the population screen
Fixed an error sometimes occurring when opening the advanced play screen directly after the start of the Space battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly
Government effects have been cleaned
Fixed the "New Colony Rule" law that didn't have a tooltip in Republic
[XML]
Singularities now need to be in the first position in the queue to be completed
The Riftborn update [0.3.2] is now live! This major update introduces the Riftborn major civilization, an Early Access iteration of Multiplayer mode (we're counting on your feedback to make this optimal for the release!), new visual elements to bring more life to the galaxy, AI ameliorations, Battle improvements, changes to the Technology Tree, and more!
[IMPORTANT]: Games started prior to the update will no longer be functional. If you wish to continue a game started before the update, make sure you select the previous Endless Space 2 version, available in the Beta Branch tab, of your game properties.
Two additional minor factions have been added: the Bhagaba & the Niris
Multiplayer has been enabled
Games can now be played with up to 8 empires
Added the “Large” size galaxies
Added two new galaxy shapes: Spiral-8 and Ovoid
Hero ships are now visible on the fleet by left-clicking on the hero's portrait in the galaxy view
Hero renaming has been enabled
Empire / player renaming has been enabled
3D feedback of certain anomalies has been added
Game settings are now visible and some are modifiable in game (only timers and animation speed)
Galaxy life animations have been added
Market events: market context can trigger highs and lows of prices
Population growth control: all population is linked to a luxury that can be used to favour its growth within the empire
The election process has been redone: now the political parties that will not end in the Senate report their votes to the closest party, which can change the winner at the last minute!
Added Natural Wonders (no visuals yet)
[Narrative Content]
Added chapter 3 & 4 of the Horatio quest
Added chapter 1 & 2 of the Riftborn quest
Added most of Tutorial, Advanced level
Updated Expert Tutorial
Added 6 new Minor Faction Quests
Added 5 new Population Quests
Added Community Quest (Mysterious Plague Ship is now known as “The Living Plague”)
Added 7 Alternative Deeds
Added Community Event (An Unexpected Visitor is now known as “An Unexpected Guest”
Added Community Event (Hear my Last Cry)
[Manpower & Ground Battle]
Manpower is now divided in three elements:
Manpower on empire is a resource consumed by Systems and Ships
On system: defences defines the strength of the system defence and how much troops it will generate
On ships: crews provide a boost in space battle, and is consumed for invasion. They can also be killed during space battle
All empires start with a full stock of Manpower on their empire
Manpower is now equally split between all entities requiring some
Improved feedback related to troop generation (directly display how the system defence and crews will be converted)
Added a specific Ground Battle strategy and Space Battle Tactic for the Privateers and Minor Factions
Triggered a notification when the manpower drops close to 0
[Minor Faction Rework]
Revamped the Minor Faction interface
Added a new Minor Factions Ideology: Pragmatist
More actions to improve relations with Minor Factions
Actions are now based on a trend rather than a flat point value
Changed thresholds on the bar as follows: Neutral, Cordial, Amicable, Friendly. Each threshold corresponds to a different level of reward
Having the best relation with a Minor Faction may now grant access to special actions with a cost in Luxury Resources
[Pirates]
Harmonized Pirate ship designs:
Nerfed certain Prowler designs that were too strong
Buffed certain Positron designs that were too weak
Changed the way Pirates spawn to prevent the unwanted Pirate spam
Pirates now spawn at a slightly slower rate
Pirates are now limited in number and won't spawn anymore if there's already a certain number of them.
Pirates have been given new behaviours allowing them to blockade systems, and target specific nodes
[Senate & Politics]
Rebellion: now the government after a rebellion depends on the current government, cycling through all of them.
Removed Rebellion progress while in Anarchy
Added an experience systems for political parties: reaching certain experience levels unlocks new laws
Added independent laws that are always available, and free to maintain
Refined laws content: there are less but more powerful, and they cost an influence upkeep to be maintained
Reinforce differences between each government
Democracy: no election actions to influence the result, but better diversity in senate and provide approval boost on population
Republic: election actions using Dust and stronger alternative version of the Laws
Federation: bonuses on industry and expansion
Dictatorship: one party that you select and higher chance of rebellion
[Space Battle]
Ship Design
Refactored UI
New module icons that reflect the power progression
Added detailed data about ship (DPS per weapon, efficiency, DPS per range, defence absorption, energy / projectile balance, upgrade cost), also displayed in ship tooltip
Added toggle to hide / show obsolete modules
Added the possibility to drag and drop modules between slots
Added double click on any player’s ship thumbnail to open the ship design (in military screen but also in the galaxy)
Removed module symmetrical multiplayer cost
Harmonized module multiplayer cost per ship size
Tweaked heavy mounted slot and add effect explanation in tooltip
Added a button in the Military Screen under the Ship Designs frame.
One click upgrades all the modules of the selected Ship Design to their latest version
Does not replace or remove existing modules, does not fill empty slots
Deck panel
Cards are now called tactics
You can open the battle tactics (new deck panel) even during battle
Added description in tactics’ tooltip
Advanced battle screen
Improved trajectories / stats display
Improved ship hover feedback (don’t forget: you can move them among flotillas!)
Added flotilla compatibility feedback of the ship when dragging it
Added overview (show entire battle with appropriate feedback included range between paired flotilla)
Added locked ship feedback
Added zoom with mouse wheel in free cam even without ship locked
Battle Report
Added advanced battle report (first version)
Added damage gauges with detailed data (weapon type, defence absorption, misses shot, critical hit)
Added range per paired flotillas per phase with damage ratio
Battle system
Changed critic damage: if critical hit, the salvo dismisses all defence absorptions
Added ship damage bonus when crew on board (some weapons kill crew)
Added theatre effect: check the battle effect on the special nodes
Changed the random generator which should give you the same result if you load a save
Content
Added 15 support modules to diversify the strategies
The module that affects fleet and flotilla are exclusive to support ships
Fixed and increased several battle order effects (battle card new name)
Increased flak effect (and feedback it in the weapon tooltip)
Balanced / Tweaked Weapons, Defenses and Hulls (reduced cost, reduced progression, damage and health x2, increase strategic module interest)
[Technology]
Reworked the whole Military Quadrant to implement the new modules
Reworked the Science & Exploration Quadrant to implement support modules
Also added new modules for the Ark, and technologies to unlock them through the game
Added political impact on technologies
[AI]
Diplomacy:
The AI now handles Peace behaviours
The AI now handles minimal Alliance behaviours
The AI is now able to detect player actions (regarding itself) and send reactions
The AI can now create and balance contracts to propose to players
Improved AI attitudes and attitude annotations
Improved contract evaluation overall
Economy:
System improvement and technologies gains have been reworked
The AI can now use more exotic improvements like infinite buildings and manpower conversion
The AI should colonize in a better fashion (more grouped)
The AI can now handle the new Minor Faction system
The AI should use the marketplace better overall
The AI can now buy mercenaries on the marketplace to complete its taskforce
The AI now make event choices
Many many tweaks in the decision making process
Military:
The AI changes its tactics set according its current strengths and weaknesses
The AI should now select the most efficient play considering its fleet
The AI should now redesign its ships to counter its main enemy
The AI is now capable of understanding when fleets which will be auto-merged before it will attack
The AI should be more reactive especially in early game
The AI should keep less ships in its hangars
Heroes:
The AI can now assign heroes as admirals
The AI now assigns all hero skills (governors and admirals) depending on hero role
The AI can now buy heroes on the marketplace
Quests:
The AI can now solve certain quests
Multiplayer:
The AI can now take over in "minimal" mode for a few turns if a player drops out
Faction:
The AI is able to play as a Riftborn with its specific gameplay
Performance:
A LOT of memory and CPU optimisations
[User Interface]
The Diplomatic and negotiation screens have been reworked
The ship design screen has been reworked
The new game screen has been redone
Reworked the left banner in all menus
Polished Diplomacy screen:
Demand button now located on the Negotiation screen (above the pressure gauge)
HD GUI for any resolution
New scaling option improved (4K mode)
Modules icons are brand new! (quest icons are not done yet)
New display options are now available for tooltip display: Compact, Full & Progressive. By default, Progressive is enabled, which goes from a Compact to a Full Display after a short moment when hovering the mouse. This setting can be changed in the UI Options menu
[Balancing]
Government changes are more accessible (less anarchy and lower happiness prerequisite) but they have a dynamic influence cost
Reworked the Lumeris outpost buyout curve to lower their explosive expansion
Reworked the technology cost curve: the game pace will be slower and feel more engaging
Diplomatic costs are now dynamic and based on the number of systems owned by the Empire
Assimilation costs is now dynamic and based on the number of systems owned by the Empire
First balancing of Minor Faction Quests (not complete yet)
Strategic deposits quantity has been halved but their individual production increased (1 / 3 / 5 instead of 1 / 2 / 3)
Hero skills: effects related to size has been generalized
Hero skills: effects on deposit output has been nerfed
Rebellion: lowered the threshold which triggers the start of the rebellion
Increased the number of nodes generated for all sizes
Added a limit on how many ships can be send to an outpost at a time, making distant outpost harder to feed
Horatio ideology is now Ecologists (Foood!)
[Known Issues]
Unlike what the gameplay video says, Multiplayer quests haven't been implemented yet
Possible loss of sync in Multiplayer if Fast speed animations are used
Possible loss of sync in Multiplayer if two players have the same wonder in the construction queue and finish it on the same turn
In Multiplayer, players get a message when another player joins that they have been renamed with that player’s name. This message actually has no effect
In the diplomacy screen, the contract evaluation bar sometimes fails to update
In the Advanced Play settings, enemy flotillas sometimes do not appear if the Advanced Play button is clicked too fast. In the case this happens, right click and re-enter the window
The Riftborn have a strategic issue on their home system: with Many constellations, they won't have their starting resources. With Few/Unique, they will have Titanium & Hyperium on all planets in their home system. We still recommend playing with Few or Unique constellations if you want a challenging game (this issue will be fixed in an upcoming patch)
Selecting a "Random" galaxy type in multiplayer results in the host and other players not necessarily having the same galaxy appearance (eg a Spiral 8 can have the appearance of an Ovoid galaxy). This has no impact on actual gameplay
When using the Splicing mechanic with the Horatio, the splicing bonus is added, but the visual feedback doesn't show that bonus
The Riftborn update [0.3.2] is now live! This major update introduces the Riftborn major civilization, an Early Access iteration of Multiplayer mode (we're counting on your feedback to make this optimal for the release!), new visual elements to bring more life to the galaxy, AI ameliorations, Battle improvements, changes to the Technology Tree, and more!
[IMPORTANT]: Games started prior to the update will no longer be functional. If you wish to continue a game started before the update, make sure you select the previous Endless Space 2 version, available in the Beta Branch tab, of your game properties.
Two additional minor factions have been added: the Bhagaba & the Niris
Multiplayer has been enabled
Games can now be played with up to 8 empires
Added the “Large” size galaxies
Added two new galaxy shapes: Spiral-8 and Ovoid
Hero ships are now visible on the fleet by left-clicking on the hero's portrait in the galaxy view
Hero renaming has been enabled
Empire / player renaming has been enabled
3D feedback of certain anomalies has been added
Game settings are now visible and some are modifiable in game (only timers and animation speed)
Galaxy life animations have been added
Market events: market context can trigger highs and lows of prices
Population growth control: all population is linked to a luxury that can be used to favour its growth within the empire
The election process has been redone: now the political parties that will not end in the Senate report their votes to the closest party, which can change the winner at the last minute!
Added Natural Wonders (no visuals yet)
[Narrative Content]
Added chapter 3 & 4 of the Horatio quest
Added chapter 1 & 2 of the Riftborn quest
Added most of Tutorial, Advanced level
Updated Expert Tutorial
Added 6 new Minor Faction Quests
Added 5 new Population Quests
Added Community Quest (Mysterious Plague Ship is now known as “The Living Plague”)
Added 7 Alternative Deeds
Added Community Event (An Unexpected Visitor is now known as “An Unexpected Guest”
Added Community Event (Hear my Last Cry)
[Manpower & Ground Battle]
Manpower is now divided in three elements:
Manpower on empire is a resource consumed by Systems and Ships
On system: defences defines the strength of the system defence and how much troops it will generate
On ships: crews provide a boost in space battle, and is consumed for invasion. They can also be killed during space battle
All empires start with a full stock of Manpower on their empire
Manpower is now equally split between all entities requiring some
Improved feedback related to troop generation (directly display how the system defence and crews will be converted)
Added a specific Ground Battle strategy and Space Battle Tactic for the Privateers and Minor Factions
Triggered a notification when the manpower drops close to 0
[Minor Faction Rework]
Revamped the Minor Faction interface
Added a new Minor Factions Ideology: Pragmatist
More actions to improve relations with Minor Factions
Actions are now based on a trend rather than a flat point value
Changed thresholds on the bar as follows: Neutral, Cordial, Amicable, Friendly. Each threshold corresponds to a different level of reward
Having the best relation with a Minor Faction may now grant access to special actions with a cost in Luxury Resources
[Pirates]
Harmonized Pirate ship designs:
Nerfed certain Prowler designs that were too strong
Buffed certain Positron designs that were too weak
Changed the way Pirates spawn to prevent the unwanted Pirate spam
Pirates now spawn at a slightly slower rate
Pirates are now limited in number and won't spawn anymore if there's already a certain number of them.
Pirates have been given new behaviours allowing them to blockade systems, and target specific nodes
[Senate & Politics]
Rebellion: now the government after a rebellion depends on the current government, cycling through all of them.
Removed Rebellion progress while in Anarchy
Added an experience systems for political parties: reaching certain experience levels unlocks new laws
Added independent laws that are always available, and free to maintain
Refined laws content: there are less but more powerful, and they cost an influence upkeep to be maintained
Reinforce differences between each government
Democracy: no election actions to influence the result, but better diversity in senate and provide approval boost on population
Republic: election actions using Dust and stronger alternative version of the Laws
Federation: bonuses on industry and expansion
Dictatorship: one party that you select and higher chance of rebellion
[Space Battle]
Ship Design
Refactored UI
New module icons that reflect the power progression
Added detailed data about ship (DPS per weapon, efficiency, DPS per range, defence absorption, energy / projectile balance, upgrade cost), also displayed in ship tooltip
Added toggle to hide / show obsolete modules
Added the possibility to drag and drop modules between slots
Added double click on any player’s ship thumbnail to open the ship design (in military screen but also in the galaxy)
Removed module symmetrical multiplayer cost
Harmonized module multiplayer cost per ship size
Tweaked heavy mounted slot and add effect explanation in tooltip
Added a button in the Military Screen under the Ship Designs frame.
One click upgrades all the modules of the selected Ship Design to their latest version
Does not replace or remove existing modules, does not fill empty slots
Deck panel
Cards are now called tactics
You can open the battle tactics (new deck panel) even during battle
Added description in tactics’ tooltip
Advanced battle screen
Improved trajectories / stats display
Improved ship hover feedback (don’t forget: you can move them among flotillas!)
Added flotilla compatibility feedback of the ship when dragging it
Added overview (show entire battle with appropriate feedback included range between paired flotilla)
Added locked ship feedback
Added zoom with mouse wheel in free cam even without ship locked
Battle Report
Added advanced battle report (first version)
Added damage gauges with detailed data (weapon type, defence absorption, misses shot, critical hit)
Added range per paired flotillas per phase with damage ratio
Battle system
Changed critic damage: if critical hit, the salvo dismisses all defence absorptions
Added ship damage bonus when crew on board (some weapons kill crew)
Added theatre effect: check the battle effect on the special nodes
Changed the random generator which should give you the same result if you load a save
Content
Added 15 support modules to diversify the strategies
The module that affects fleet and flotilla are exclusive to support ships
Fixed and increased several battle order effects (battle card new name)
Increased flak effect (and feedback it in the weapon tooltip)
Balanced / Tweaked Weapons, Defenses and Hulls (reduced cost, reduced progression, damage and health x2, increase strategic module interest)
[Technology]
Reworked the whole Military Quadrant to implement the new modules
Reworked the Science & Exploration Quadrant to implement support modules
Also added new modules for the Ark, and technologies to unlock them through the game
Added political impact on technologies
[AI]
Diplomacy:
The AI now handles Peace behaviours
The AI now handles minimal Alliance behaviours
The AI is now able to detect player actions (regarding itself) and send reactions
The AI can now create and balance contracts to propose to players
Improved AI attitudes and attitude annotations
Improved contract evaluation overall
Economy:
System improvement and technologies gains have been reworked
The AI can now use more exotic improvements like infinite buildings and manpower conversion
The AI should colonize in a better fashion (more grouped)
The AI can now handle the new Minor Faction system
The AI should use the marketplace better overall
The AI can now buy mercenaries on the marketplace to complete its taskforce
The AI now make event choices
Many many tweaks in the decision making process
Military:
The AI changes its tactics set according its current strengths and weaknesses
The AI should now select the most efficient play considering its fleet
The AI should now redesign its ships to counter its main enemy
The AI is now capable of understanding when fleets which will be auto-merged before it will attack
The AI should be more reactive especially in early game
The AI should keep less ships in its hangars
Heroes:
The AI can now assign heroes as admirals
The AI now assigns all hero skills (governors and admirals) depending on hero role
The AI can now buy heroes on the marketplace
Quests:
The AI can now solve certain quests
Multiplayer:
The AI can now take over in "minimal" mode for a few turns if a player drops out
Faction:
The AI is able to play as a Riftborn with its specific gameplay
Performance:
A LOT of memory and CPU optimisations
[User Interface]
The Diplomatic and negotiation screens have been reworked
The ship design screen has been reworked
The new game screen has been redone
Reworked the left banner in all menus
Polished Diplomacy screen:
Demand button now located on the Negotiation screen (above the pressure gauge)
HD GUI for any resolution
New scaling option improved (4K mode)
Modules icons are brand new! (quest icons are not done yet)
New display options are now available for tooltip display: Compact, Full & Progressive. By default, Progressive is enabled, which goes from a Compact to a Full Display after a short moment when hovering the mouse. This setting can be changed in the UI Options menu
[Balancing]
Government changes are more accessible (less anarchy and lower happiness prerequisite) but they have a dynamic influence cost
Reworked the Lumeris outpost buyout curve to lower their explosive expansion
Reworked the technology cost curve: the game pace will be slower and feel more engaging
Diplomatic costs are now dynamic and based on the number of systems owned by the Empire
Assimilation costs is now dynamic and based on the number of systems owned by the Empire
First balancing of Minor Faction Quests (not complete yet)
Strategic deposits quantity has been halved but their individual production increased (1 / 3 / 5 instead of 1 / 2 / 3)
Hero skills: effects related to size has been generalized
Hero skills: effects on deposit output has been nerfed
Rebellion: lowered the threshold which triggers the start of the rebellion
Increased the number of nodes generated for all sizes
Added a limit on how many ships can be send to an outpost at a time, making distant outpost harder to feed
Horatio ideology is now Ecologists (Foood!)
[Known Issues]
Unlike what the gameplay video says, Multiplayer quests haven't been implemented yet
Possible loss of sync in Multiplayer if Fast speed animations are used
Possible loss of sync in Multiplayer if two players have the same wonder in the construction queue and finish it on the same turn
In Multiplayer, players get a message when another player joins that they have been renamed with that player’s name. This message actually has no effect
In the diplomacy screen, the contract evaluation bar sometimes fails to update
In the Advanced Play settings, enemy flotillas sometimes do not appear if the Advanced Play button is clicked too fast. In the case this happens, right click and re-enter the window
The Riftborn have a strategic issue on their home system: with Many constellations, they won't have their starting resources. With Few/Unique, they will have Titanium & Hyperium on all planets in their home system. We still recommend playing with Few or Unique constellations if you want a challenging game (this issue will be fixed in an upcoming patch)
Selecting a "Random" galaxy type in multiplayer results in the host and other players not necessarily having the same galaxy appearance (eg a Spiral 8 can have the appearance of an Ovoid galaxy). This has no impact on actual gameplay
When using the Splicing mechanic with the Horatio, the splicing bonus is added, but the visual feedback doesn't show that bonus