May 31, 2017
ENDLESS™ Space 2 - Frogsquadron



Dear community,

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,

Amplitude Studios
May 31, 2017
ENDLESS™ Space 2 - Frogsquadron



Dear community,

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,

Amplitude Studios
Counter-Strike 2 - contact@rockpapershotgun.com (Alec Meer)

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.

But evil never dies.

… [visit site to read more]

May 29, 2017
ENDLESS™ Space 2 - Frogsquadron


This is a short one. We have tested the saves that encountered the pending turn issue and all seemed to be working now!


 [1.0.52] Hotfix


[COMPATIBILITY]
  • All AMDfix changes have been ported to the main branch

[FIX]
  • Removed an AI optimization causing games to get stuck in a Turn pending state
  • Fixed an issue with the Bailiff end of turn check that caused a pending turn issue
  • Fixed various issues with AI handling of quests that could result in pending turns
  • Fixed an issue with AI diplomatic state machine sometimes getting stuck and resulting in a pending turn
  • Added a failsafe for AI to continue making decisions even if encounters an issue
May 29, 2017
ENDLESS™ Space 2 - Frogsquadron


This is a short one. We have tested the saves that encountered the pending turn issue and all seemed to be working now!


 [1.0.52] Hotfix


[COMPATIBILITY]
  • All AMDfix changes have been ported to the main branch

[FIX]
  • Removed an AI optimization causing games to get stuck in a Turn pending state
  • Fixed an issue with the Bailiff end of turn check that caused a pending turn issue
  • Fixed various issues with AI handling of quests that could result in pending turns
  • Fixed an issue with AI diplomatic state machine sometimes getting stuck and resulting in a pending turn
  • Added a failsafe for AI to continue making decisions even if encounters an issue
May 24, 2017
ENDLESS™ Space 2 - Frogsquadron


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
May 24, 2017
ENDLESS™ Space 2 - Frogsquadron


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
ENDLESS™ Space 2 - Valve
Endless Space ® 2 is Now Available!

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.

ENDLESS™ Space 2 - Frogsquadron



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 support module effects
  • Balanced weapon module: reduced missile power, increased flack effect, increased beam power)
  • 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

https://www.youtube.com/watch?v=QBo-4f3b90o



Enjoy!
ENDLESS™ Space 2 - Frogsquadron



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 support module effects
  • Balanced weapon module: reduced missile power, increased flack effect, increased beam power)
  • 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

https://www.youtube.com/watch?v=QBo-4f3b90o



Enjoy!
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