Thank you all for being here, with us. Some of you have supported us for nearly 5 years now, since we came out of nowhere with Endless Space. It has been a great journey and a pleasure to have you guys beside us: we are constantly learning how to craft the best games, thanks to your feedback and all the interesting discussions we have on Games2Gether. One thing we were very proud of was to create not only deep and rich games, but also games that were very solid and stable even in Early Access.
That said, the way last patch release came out was a mistake on our part, and for that we wanted to apologize.
We were so excited and hyped by what Endless Space 2 was becoming, that we clearly overlooked quite a few issues lurking in the shadows… and not necessarily minor ones, unfortunately. As veteran game developers, we know how destructive it can be to a game to overlook bug polish.
When two weeks ago we shipped Endless Space 2, our intention was to blast right out the gates and keep adding improvements, fixing bugs and generally making the game better. The last sprint to release had been a bit of a rush to implement community feedback in the last days of the Early Access. This, however, came at the expense of proper testing. Taken aback by the amount of things that needed a quick fix, we rushed to address all issues and issued as quickly as possible a patch to fix most pressing problems and make everyone happy. As we all know, the road to Hell is paved with good intentions, and this patch turned a “not so good situation” into a “far worse situation”, with the AI entering a deadlock status for many players who had previously been unaffected.
That’s on us. We messed up. We are really sorry.
From now on, we will be more careful in the testing of our patches, in order to avoid reproducing the same mistakes in the future. We have since provided a hotfix (1.0.52) that seems to have fixed these pending turns issues, and allowed us to resume work on the game.
We will of course continue to fix issues arising from thousands of hours of play, and we have already planned another hotfix that should remove a rare hang in ground battles as well as multiplayer fixes that were tested in hotfix 1.0.6. preview. Balancing is also a priority: our factions are very asymmetrical, and we are constantly focusing on balancing them based on all your comments and feedback.
This is again just the beginning of a long adventure together, and we are so sorry for any inconvenience, for those of you who wanted to spend your week-end with Endless Space 2, alone or with friends in the Endless galaxy. We count on you to keep your faith in us, and for as long as you will be on our side, we promise you that we’ll keep making incredibly rich, fun, and beautiful games in the Endless universe… and beyond!
Thank you all for being here, with us. Some of you have supported us for nearly 5 years now, since we came out of nowhere with Endless Space. It has been a great journey and a pleasure to have you guys beside us: we are constantly learning how to craft the best games, thanks to your feedback and all the interesting discussions we have on Games2Gether. One thing we were very proud of was to create not only deep and rich games, but also games that were very solid and stable even in Early Access.
That said, the way last patch release came out was a mistake on our part, and for that we wanted to apologize.
We were so excited and hyped by what Endless Space 2 was becoming, that we clearly overlooked quite a few issues lurking in the shadows… and not necessarily minor ones, unfortunately. As veteran game developers, we know how destructive it can be to a game to overlook bug polish.
When two weeks ago we shipped Endless Space 2, our intention was to blast right out the gates and keep adding improvements, fixing bugs and generally making the game better. The last sprint to release had been a bit of a rush to implement community feedback in the last days of the Early Access. This, however, came at the expense of proper testing. Taken aback by the amount of things that needed a quick fix, we rushed to address all issues and issued as quickly as possible a patch to fix most pressing problems and make everyone happy. As we all know, the road to Hell is paved with good intentions, and this patch turned a “not so good situation” into a “far worse situation”, with the AI entering a deadlock status for many players who had previously been unaffected.
That’s on us. We messed up. We are really sorry.
From now on, we will be more careful in the testing of our patches, in order to avoid reproducing the same mistakes in the future. We have since provided a hotfix (1.0.52) that seems to have fixed these pending turns issues, and allowed us to resume work on the game.
We will of course continue to fix issues arising from thousands of hours of play, and we have already planned another hotfix that should remove a rare hang in ground battles as well as multiplayer fixes that were tested in hotfix 1.0.6. preview. Balancing is also a priority: our factions are very asymmetrical, and we are constantly focusing on balancing them based on all your comments and feedback.
This is again just the beginning of a long adventure together, and we are so sorry for any inconvenience, for those of you who wanted to spend your week-end with Endless Space 2, alone or with friends in the Endless galaxy. We count on you to keep your faith in us, and for as long as you will be on our side, we promise you that we’ll keep making incredibly rich, fun, and beautiful games in the Endless universe… and beyond!
For thirty-eight long years, you people have looked to me to inform you which ten games sold best on Steam over the past week. That time is now at an end.
Thank you for your feedback and bug reports, here are the release notes for patch 1.0.5!
[1.0.5] Patch Notes
[WIP]
Destroying a gas planet is not going to trigger the cinematic – The FX will however be visible in the galaxy view
[IMPROVEMENT]
Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch
Added several bits of missing localisation that remained in English until now
Added a cinematic for the discovery of the Academy
Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
Improved the planet destruction tooltip error message
Fleets Labels for cargo Ships are now hidden
[UI]
Changed the custom faction button from "Add" to "Custom Factions"
Improved the Game Creation screen to show that the faction portrait is clickable
[FIXES]
Fixed an issue with saves with broken deposits
Fixed an issue with several faction traits that weren't functional with custom factions
Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity
Fixed an issue in multiplayer where players remained stuck in the loading screen after quitting to main menu if they used custom factions created by the host
Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host
Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy"
Fixed an issue with the end of turn timer not resolving encounters
Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits
Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer
Fixed some diplomacy localization lines for custom factions
Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve
Players won’t be able to save during the end turn anymore
Fixed vined systems bonus/malus only applied to Unfallen
Fixed an issue with troops count
Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets
Added a failure tooltip in galaxy view to inform the user when the curiosities that he wants to explore with probes are already in the queue construction
Fixed an issue on the Asian font which corrupted them overtime
Fixed double click on ship allowing to see ship design even if ship is not editable or hidden
Fixed an issue with the feedback of Third Vodyani population collection bonus
Fixed the Amateur and Kingpin Executive traits
Fixed the Center of Light and Life and Harmony of the Heart improvements which had incorrect pre-requisites, allowing them to be built multiple times
Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen
Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10
Fixed Apathetic/Fervent colonists traits
Fixed Blockade Breakers trait
Added the Naturalists population trait
Fixed the Singularity creation and destruction sound effects
Fixed the Luxuries Lottery system improvement
Fixed the Righteous Fury law
Fixed an issue where the failure condition didn't work properly in a competitive quest when players were the first to colonize a system
Fixed an issue with a parasitic sound heard during the beginning of turn
Fixed an issue with the final reward of the Riftborn main quest
Fixed an issue where the Unfallen couldn't use the spaceport
[BALANCING]
Increased the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence
Changed the Papers Please hero skill: increased manpower refill rate gain on skills
Changed the Conscription Genius hero skill: doubled manpower gain
Changed the Bespoke Arms hero skill: increased damage given to the hero ship
Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat
Fixed the Infallible Authority hero skill: it is now not as strong
Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost
Decreased Cravers depletion points per turn from +2 to +1
Added a temporary bonus to population collection level 3 for the Lumeris
Fixed Permanent Monsoon tooltip: it now displays -10 Happiness
Wonders & Unique buildings are now impacted by the game speed
Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance
Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times
[AI]
Fixed the AI abusive migration
Fixed an issue with the AI stuck in an infinite battle
Added transitions so the AI is not stuck in war when Peace or an Alliance is signed
Fixed an error that occurred when the game was saved at the beginning of the turn
[TUTORIAL]
Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view
Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early
Fixed an issue where the laws tutorial window was displayed even in galaxy view
Fixed an issue with the battle tutorial that remained stuck
[OPENGL/ DX10]
Fixed an issue for Mac players: ground units now appear properly
[QUESTS]
Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest
Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed
Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions
Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete
Fixed an issue with the United Empire "The Cult of the Strongman" quest where the player didn't receive any reward upon completion
Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy
Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place
Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed)
Fixed an issue where the Academy quest "Build the Academy" didn't work as expected, preventing players from reaching the next Academy chapter
Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
ENFER ship can be dragged into the hangar in the Sophons main quest
Thank you for your feedback and bug reports, here are the release notes for patch 1.0.5!
[1.0.5] Patch Notes
[WIP]
Destroying a gas planet is not going to trigger the cinematic – The FX will however be visible in the galaxy view
[IMPROVEMENT]
Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch
Added several bits of missing localisation that remained in English until now
Added a cinematic for the discovery of the Academy
Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
Improved the planet destruction tooltip error message
Fleets Labels for cargo Ships are now hidden
[UI]
Changed the custom faction button from "Add" to "Custom Factions"
Improved the Game Creation screen to show that the faction portrait is clickable
[FIXES]
Fixed an issue with saves with broken deposits
Fixed an issue with several faction traits that weren't functional with custom factions
Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity
Fixed an issue in multiplayer where players remained stuck in the loading screen after quitting to main menu if they used custom factions created by the host
Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host
Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy"
Fixed an issue with the end of turn timer not resolving encounters
Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits
Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer
Fixed some diplomacy localization lines for custom factions
Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve
Players won’t be able to save during the end turn anymore
Fixed vined systems bonus/malus only applied to Unfallen
Fixed an issue with troops count
Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets
Added a failure tooltip in galaxy view to inform the user when the curiosities that he wants to explore with probes are already in the queue construction
Fixed an issue on the Asian font which corrupted them overtime
Fixed double click on ship allowing to see ship design even if ship is not editable or hidden
Fixed an issue with the feedback of Third Vodyani population collection bonus
Fixed the Amateur and Kingpin Executive traits
Fixed the Center of Light and Life and Harmony of the Heart improvements which had incorrect pre-requisites, allowing them to be built multiple times
Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen
Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10
Fixed Apathetic/Fervent colonists traits
Fixed Blockade Breakers trait
Added the Naturalists population trait
Fixed the Singularity creation and destruction sound effects
Fixed the Luxuries Lottery system improvement
Fixed the Righteous Fury law
Fixed an issue where the failure condition didn't work properly in a competitive quest when players were the first to colonize a system
Fixed an issue with a parasitic sound heard during the beginning of turn
Fixed an issue with the final reward of the Riftborn main quest
Fixed an issue where the Unfallen couldn't use the spaceport
[BALANCING]
Increased the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence
Changed the Papers Please hero skill: increased manpower refill rate gain on skills
Changed the Conscription Genius hero skill: doubled manpower gain
Changed the Bespoke Arms hero skill: increased damage given to the hero ship
Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat
Fixed the Infallible Authority hero skill: it is now not as strong
Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost
Decreased Cravers depletion points per turn from +2 to +1
Added a temporary bonus to population collection level 3 for the Lumeris
Fixed Permanent Monsoon tooltip: it now displays -10 Happiness
Wonders & Unique buildings are now impacted by the game speed
Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance
Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times
[AI]
Fixed the AI abusive migration
Fixed an issue with the AI stuck in an infinite battle
Added transitions so the AI is not stuck in war when Peace or an Alliance is signed
Fixed an error that occurred when the game was saved at the beginning of the turn
[TUTORIAL]
Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view
Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early
Fixed an issue where the laws tutorial window was displayed even in galaxy view
Fixed an issue with the battle tutorial that remained stuck
[OPENGL/ DX10]
Fixed an issue for Mac players: ground units now appear properly
[QUESTS]
Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest
Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed
Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions
Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete
Fixed an issue with the United Empire "The Cult of the Strongman" quest where the player didn't receive any reward upon completion
Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy
Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place
Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed)
Fixed an issue where the Academy quest "Build the Academy" didn't work as expected, preventing players from reaching the next Academy chapter
Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
ENFER ship can be dragged into the hangar in the Sophons main quest
The sequel to the two-time Unity-award winning Endless Space! Endless Space 2 is turn-based, 4X space-strategy that will put you in the fascinating role of a leader guiding a civilization in making its first steps into the cold depths of interstellar space. Your Vision. Their Future.
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
Fixed: custom faction voice over now matches faction visuals
Fixed the Narrator Empire Introduction voice when launching the Beginner Tutorial
Fixed various causes of potential sync loss
Fixed notifications not being displayed in some game loading situations
Fixed missing icons in the tech tree
Fixed an issue with "Preserve the Academy" breaking saves
Fixed an issue with ground battle scan views
Fixed some sounds missing with ground battle
Fixed an issue with Horatio splicing
Fixed an issue with ground battle manpower that could be negative in some cases
Fixed the planet scan view, now complete
Fixed Game session remaining stuck during the End Turn sequence while in a Pending state
[MAC] Fixed: minor and major factions influence area can no longer be seen through the fog of war
[SOUND DESIGN]
Reworked United Empire Warp
Fixed Horatio faction missing audio elements
[KNOWN ISSUES]
Unfallen users cannot use the spaceport
Several factions traits on custom factions are not functional yet
ENFER ship cannot be dragged into the hangar (it can be done through the disband action)
Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom factions
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
Fixed: custom faction voice over now matches faction visuals
Fixed the Narrator Empire Introduction voice when launching the Beginner Tutorial
Fixed various causes of potential sync loss
Fixed notifications not being displayed in some game loading situations
Fixed missing icons in the tech tree
Fixed an issue with "Preserve the Academy" breaking saves
Fixed an issue with ground battle scan views
Fixed some sounds missing with ground battle
Fixed an issue with Horatio splicing
Fixed an issue with ground battle manpower that could be negative in some cases
Fixed the planet scan view, now complete
Fixed Game session remaining stuck during the End Turn sequence while in a Pending state
[MAC] Fixed: minor and major factions influence area can no longer be seen through the fog of war
[SOUND DESIGN]
Reworked United Empire Warp
Fixed Horatio faction missing audio elements
[KNOWN ISSUES]
Unfallen users cannot use the spaceport
Several factions traits on custom factions are not functional yet
ENFER ship cannot be dragged into the hangar (it can be done through the disband action)
Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom factions