Jun 13, 2017
ENDLESS™ Space 2 - Frogsquadron


Thank you for your help in testing the stability, improvements and fixes of the preview patch! 


[1.0.11] Release Notes


 
[FIXES]
  • Fixed an issue where events and Academy quests had missing texts
  • Fixed an issue where political events of global, Academy and Academy - Finale quests had missing GUI elements
  • Fixed a problem in some broken saves due to outpost migration (reported here)
  • Fixed issues where the depletion was broken depending of game speed
  • Fixed an issue on the victory stats screen where the stats displayed were broken
  • Fixed Rebellion value not being saved when a Vodyani ark detaches/reattaches
  • Fixed an issue where the Pacifist Conversion icon didn't appear on the colonized systems after the Unfallen entwine them
  • Fixed the faction displayed in the save files list
  • Fixed an issue where it was possible to queue multiple terraformation actions for the same planet
  • Fixed an issue where the "Probe instructions" were still active after opening a Game Menu sub screen
  • Fixed some bleeding text
  • Fixed tooltip for science, economic and wonder victories
  • Fixed  empire swap in diplomacy screen when in alliance (sometimes, the sector shows the Unknown (?) state instead of the correct diplomatic state between the inspected empire and your alliance)
  • Fixed infinite conversion auto replacement causing issues
  • Fixed Vodyani system capture causing errors in rare cases
  • Fixed issue with metaplot achievements "Sins of the Fathers" & "Ctrl + Alt + Delete", they now work as intended
  • Fixed Unique Planets not getting the destroyed planet visual
  • Fixed Game Creation Screen messed up in some resolutions
  • Fixed new game Multiplayer Join button missing translation in some languages
  • Fixed ground battle infinite turn
  • Fixed 'Blockade Breakers' trait not working
  • Fixed Guardian curiosities being triggered on Vodyani systems
  • Fixed siege status not updating when the diplomatic relation with the node influence owner changed
  • Fixed Vodyani leechers behaving incorrectly on systems with low population
  • Fixed an error with Riftborn Carriers stuck warping into battle
  • Fixed the victory progression feedbacks for Wonder victory in the Empire screen and take into account alliances
  • Fixed anarchy duration estimation in Government Selection screen
  • Fixed Unfallen systems becoming unentwined after a successful invasion
  • Fixed the 'Implant Beacon' action canceling itself on Lost star systems
  • Fixed a bug where the button for loading the last mods were enabled even if it contained missing mods, causing the game to crash if the user used the feature
  • Fixed an infinite turn caused by fleets which couldn't be sold by the bailiff when in orbit
  • Effects of the starting technologies are now displayed in their tooltips
  • Loading a save game while the Client is in the space battle loading screen no longer results in a stuck state
  • The minor faction influence bar is no longer inconsistent with the current diplomatic relation after using the Cease Fire action
  • Arrow keys are now functional in the "System management" or "Planet" scan views
  • The user is now able to use the Destroy Planet action in his own influence area
  • Laws can no longer be abolished on the same turn they were passed
  • Exiting to Desktop menu option no longer takes the user to the title screen instead of the Desktop
  • User cannot take over Unfallen systems using Pacifist Conversion
  • Dust, Influence and Manpower now display accurate values in there tooltip
  • United Empire Chapter 3. No Turning Back Icons are no longer cut off at the top in the Quest panel
  • Fixed the war exhaustion trend which was not working with game speed
  • Fixed an issue where activatated a mod and try to change the victories option wasn't working
  • Fixed several flow problems at the end of the game in multiplayer:
    •   The client now handles the host disconnection better
    •   The end game videos are launched after the game is done unloading (to avoid odd behaviors like the video being launched twice)

[PERFORMANCE]
  • The technology helper is now active only for human players making the end turn less long

[AI]
  • Added more accurate handling of ship design and strategic resources for hulls and advanced slots
  • Unfallen will not detect your system as theirs in regards to trespassing anymore when they have rooted it
  • Added a failsafe to allow the AI to keep making decisions if it enters a stuck state
  • Removed lifeforce compensation for easier AIs
  • Quest  armies no longer try to roam outside of the assigned constellation,  causing them to get stuck (Issue was visible in Cravers Quest Of Our Own  Brood - Part 1). Now the Quest armies continue to roam in their own  constellation
  • The AI no longer spams mood messages
  • The AI now retreats less frequently
  • Fixed AI refusing map sharing after having hinted at it with a mood message
  • The AI will now check it is not at war with the player before going for an opportunistic war
  • The AI will now evaluate Map Sharing better
  • Fixed handling of rare resources
  • Fixed a loop in AI behavior when idle
  • Fixed allocation of Influence
  • Fixed all costs of diplomatic terms for AI
  • Tweaked transitions duration so AI asks for map sharing less often and can ask for peace more often
  • Fixed assessment of shipdesign costs for AI
  • Improved AI colonization behavior
  • Increased AI aggressiveness
  • Better evaluation of trade agreement terms

[BALANCING]
  • Fixed Ace/Lousy Senator traits effect on Election Actions costs
  • Fixed Optimal Defense I, II and Sub-Optimal Defense traits not affecting ships' maximum health
  • Fixed the missing lava colonization for custom timelords
  • now the system with the academy will at least have 2 planets in order to be colonized
  • Fixed an issue where the Stage 2 Science & Exploration deed was giving a stage 5 Luxury reward
  • Fixed a weapon short range issue
  • Fixed Endless Research Park happiness bonus displayed as coming from Obelisk of All Space-Time
  • Cravers' third population collection bonus is now functional
  • Fixed "Deadly Intent Bill" Law not increasing Weapon modules damage correctly
  • Fixed "Mine's Bigger Decree" Law not increasing Weapon modules damage correctly
  • Gargantuan Populations now impact System Growth rather than Net System Growth for a more consistent behavior
  • Changed cost of the Blockade Breakers faction trait from 25 to 15
  • Scrapping now gives a very small amount of Dust (1% of Industry cost)
  • Reduced base value for ship sales
  • Fixed feedback of the Cravers Hero skill "Endless Consumption"
  • Fixed approval level of Empire not affecting Empire Dust & Science
  • "Endless Research Parks and Endless World" now applies bonuses to Empire
  • Fixed prerequisite for Map Sharing now properly available in Cold War & Peace
  • FIxed an issue where the hero prices sometimes fall to 0
  • Deposits are now forbidden on Destroyed planets
  • Fixed Wonder quantity based on galaxy size
  • Dense atmosphere are now forbidden on Barren planets
  • Refined the experience threshold to fit with the name associated to the experience level
  • Updated constraints for neutral laws to fit with the new experience threshold
  • Minor factions on their home systems will now grow twice as slowly
  • Increased resource cost of the System Modernization
  • Fixed the primary trait Extreme Foremen not working in certain custom faction cases
  • Fixed custom faction with Lumeris visual affinity being unable to build or create Colonizer ships
  • Fixed Ship Bound custom factions with Lumeris visual affinity not being able to produce more Arks
  • Fixed Ship Bound factions starting with no colonizable planets
  • Starting on a planet now allows the player to colonize all planets of this type
 
[UI]
  • Synchronized the AI states for clients in order to update correctly the end turn tooltip in multiplayer games
  • Added a non-blocking message window, used when the host leaves or returns to lobby, so that the client starts returning to the lobby without waiting for the player to validate
  • Fixed the objective tooltip in Notifications Deeds
  • Fixed some tooltips in the Custom Faction screen
  • Fixed tooltips in Empire Screen for Science, Economic and Wonder victories
 
[QUEST]
  • The quest Flight of Prototype (Minor Faction Quest) no longer displays a placeholder name
  • Vodyani are now able to achieve the competitive quest Founders Keepers
  • Added effects feedbacks on Unfallen last Rewards Fireforming and Heart's Embrace
  • Inverted the two rewards of Chapter 2 of the Riftborn Faction > A Rebuke From High
  • Objective of Chapter 4. Who are we? (RiftbornFaction Quest) was too difficult. Its new objective is "pass X Ecologist laws" instead of a required amount of support of the Ecologist ideology in the Senate
  • In the Lumeris Main Quest Chapter 2. A Matter of Influence Part 1, the objective wasn't well communicated. New Objective: C1: reach 20% Industrialist score in X Systems / C2: reach 20% Ecologist score in X Systems
  • In the Vodyani Chapter 4. Hope in Heresy Part 1, destroying 3 planets was too difficult. The player must now destroy 2 planets
  • A hidden quest track if the player find Sykagoja planet. If they finds it, the quest Cartographer request will not be triggered
  • If the player finds the planet Sykagoja while doing the Cartographer Request Quest, then the quest fails
 
[DESYNCS]
  
[TUTORIAL]
  • Updated the tutorial to allow to build the Wonder Victory
  • Fixed Academy discovery not working in beginner tutorial
 
[IMPROVEMENTS]
  • Added an initial random rotation to each planet in the system management view
  • Players (not only the host) in a multiplayer session can now save the game
  • Added two Minor Faction notifications (Suzerain Changed and Under Influence)
  • Added feedback in the report notification and advance report screens
    • The user was not informed about the resources won in a space battle  
    • Added a feedback when the opponent retreats
  
[GALAXY GENERATION]
  • Added constraints on deposit / anomaly placement to avoid duplicate elements on the same planets and more than 2 of an element
  • Added a constraint to have at least 1 quantity of lux / strat deposits 

[VISUAL]
  • Added more nebulae and stellar winds in Galaxy Spiral 8

[MISC]
  • Updated credits


Important note: in the event that you would encounter unexpected issues with this build, we are keeping version 1.0.52 available as a back-up branch. 

How to access this 1.0.52 backup version if necessary:
  • Right click on the game in your Steam Library
  • Go to the "Betas" tab
  • Select the 1.0.52 backup version in the drop-down list
Jun 13, 2017
ENDLESS™ Space 2 - Frogsquadron


Thank you for your help in testing the stability, improvements and fixes of the preview patch! 


[1.0.11] Release Notes


 
[FIXES]
  • Fixed an issue where events and Academy quests had missing texts
  • Fixed an issue where political events of global, Academy and Academy - Finale quests had missing GUI elements
  • Fixed a problem in some broken saves due to outpost migration (reported here)
  • Fixed issues where the depletion was broken depending of game speed
  • Fixed an issue on the victory stats screen where the stats displayed were broken
  • Fixed Rebellion value not being saved when a Vodyani ark detaches/reattaches
  • Fixed an issue where the Pacifist Conversion icon didn't appear on the colonized systems after the Unfallen entwine them
  • Fixed the faction displayed in the save files list
  • Fixed an issue where it was possible to queue multiple terraformation actions for the same planet
  • Fixed an issue where the "Probe instructions" were still active after opening a Game Menu sub screen
  • Fixed some bleeding text
  • Fixed tooltip for science, economic and wonder victories
  • Fixed  empire swap in diplomacy screen when in alliance (sometimes, the sector shows the Unknown (?) state instead of the correct diplomatic state between the inspected empire and your alliance)
  • Fixed infinite conversion auto replacement causing issues
  • Fixed Vodyani system capture causing errors in rare cases
  • Fixed issue with metaplot achievements "Sins of the Fathers" & "Ctrl + Alt + Delete", they now work as intended
  • Fixed Unique Planets not getting the destroyed planet visual
  • Fixed Game Creation Screen messed up in some resolutions
  • Fixed new game Multiplayer Join button missing translation in some languages
  • Fixed ground battle infinite turn
  • Fixed 'Blockade Breakers' trait not working
  • Fixed Guardian curiosities being triggered on Vodyani systems
  • Fixed siege status not updating when the diplomatic relation with the node influence owner changed
  • Fixed Vodyani leechers behaving incorrectly on systems with low population
  • Fixed an error with Riftborn Carriers stuck warping into battle
  • Fixed the victory progression feedbacks for Wonder victory in the Empire screen and take into account alliances
  • Fixed anarchy duration estimation in Government Selection screen
  • Fixed Unfallen systems becoming unentwined after a successful invasion
  • Fixed the 'Implant Beacon' action canceling itself on Lost star systems
  • Fixed a bug where the button for loading the last mods were enabled even if it contained missing mods, causing the game to crash if the user used the feature
  • Fixed an infinite turn caused by fleets which couldn't be sold by the bailiff when in orbit
  • Effects of the starting technologies are now displayed in their tooltips
  • Loading a save game while the Client is in the space battle loading screen no longer results in a stuck state
  • The minor faction influence bar is no longer inconsistent with the current diplomatic relation after using the Cease Fire action
  • Arrow keys are now functional in the "System management" or "Planet" scan views
  • The user is now able to use the Destroy Planet action in his own influence area
  • Laws can no longer be abolished on the same turn they were passed
  • Exiting to Desktop menu option no longer takes the user to the title screen instead of the Desktop
  • User cannot take over Unfallen systems using Pacifist Conversion
  • Dust, Influence and Manpower now display accurate values in there tooltip
  • United Empire Chapter 3. No Turning Back Icons are no longer cut off at the top in the Quest panel
  • Fixed the war exhaustion trend which was not working with game speed
  • Fixed an issue where activatated a mod and try to change the victories option wasn't working
  • Fixed several flow problems at the end of the game in multiplayer:
    •   The client now handles the host disconnection better
    •   The end game videos are launched after the game is done unloading (to avoid odd behaviors like the video being launched twice)

[PERFORMANCE]
  • The technology helper is now active only for human players making the end turn less long

[AI]
  • Added more accurate handling of ship design and strategic resources for hulls and advanced slots
  • Unfallen will not detect your system as theirs in regards to trespassing anymore when they have rooted it
  • Added a failsafe to allow the AI to keep making decisions if it enters a stuck state
  • Removed lifeforce compensation for easier AIs
  • Quest  armies no longer try to roam outside of the assigned constellation,  causing them to get stuck (Issue was visible in Cravers Quest Of Our Own  Brood - Part 1). Now the Quest armies continue to roam in their own  constellation
  • The AI no longer spams mood messages
  • The AI now retreats less frequently
  • Fixed AI refusing map sharing after having hinted at it with a mood message
  • The AI will now check it is not at war with the player before going for an opportunistic war
  • The AI will now evaluate Map Sharing better
  • Fixed handling of rare resources
  • Fixed a loop in AI behavior when idle
  • Fixed allocation of Influence
  • Fixed all costs of diplomatic terms for AI
  • Tweaked transitions duration so AI asks for map sharing less often and can ask for peace more often
  • Fixed assessment of shipdesign costs for AI
  • Improved AI colonization behavior
  • Increased AI aggressiveness
  • Better evaluation of trade agreement terms

[BALANCING]
  • Fixed Ace/Lousy Senator traits effect on Election Actions costs
  • Fixed Optimal Defense I, II and Sub-Optimal Defense traits not affecting ships' maximum health
  • Fixed the missing lava colonization for custom timelords
  • now the system with the academy will at least have 2 planets in order to be colonized
  • Fixed an issue where the Stage 2 Science & Exploration deed was giving a stage 5 Luxury reward
  • Fixed a weapon short range issue
  • Fixed Endless Research Park happiness bonus displayed as coming from Obelisk of All Space-Time
  • Cravers' third population collection bonus is now functional
  • Fixed "Deadly Intent Bill" Law not increasing Weapon modules damage correctly
  • Fixed "Mine's Bigger Decree" Law not increasing Weapon modules damage correctly
  • Gargantuan Populations now impact System Growth rather than Net System Growth for a more consistent behavior
  • Changed cost of the Blockade Breakers faction trait from 25 to 15
  • Scrapping now gives a very small amount of Dust (1% of Industry cost)
  • Reduced base value for ship sales
  • Fixed feedback of the Cravers Hero skill "Endless Consumption"
  • Fixed approval level of Empire not affecting Empire Dust & Science
  • "Endless Research Parks and Endless World" now applies bonuses to Empire
  • Fixed prerequisite for Map Sharing now properly available in Cold War & Peace
  • FIxed an issue where the hero prices sometimes fall to 0
  • Deposits are now forbidden on Destroyed planets
  • Fixed Wonder quantity based on galaxy size
  • Dense atmosphere are now forbidden on Barren planets
  • Refined the experience threshold to fit with the name associated to the experience level
  • Updated constraints for neutral laws to fit with the new experience threshold
  • Minor factions on their home systems will now grow twice as slowly
  • Increased resource cost of the System Modernization
  • Fixed the primary trait Extreme Foremen not working in certain custom faction cases
  • Fixed custom faction with Lumeris visual affinity being unable to build or create Colonizer ships
  • Fixed Ship Bound custom factions with Lumeris visual affinity not being able to produce more Arks
  • Fixed Ship Bound factions starting with no colonizable planets
  • Starting on a planet now allows the player to colonize all planets of this type
 
[UI]
  • Synchronized the AI states for clients in order to update correctly the end turn tooltip in multiplayer games
  • Added a non-blocking message window, used when the host leaves or returns to lobby, so that the client starts returning to the lobby without waiting for the player to validate
  • Fixed the objective tooltip in Notifications Deeds
  • Fixed some tooltips in the Custom Faction screen
  • Fixed tooltips in Empire Screen for Science, Economic and Wonder victories
 
[QUEST]
  • The quest Flight of Prototype (Minor Faction Quest) no longer displays a placeholder name
  • Vodyani are now able to achieve the competitive quest Founders Keepers
  • Added effects feedbacks on Unfallen last Rewards Fireforming and Heart's Embrace
  • Inverted the two rewards of Chapter 2 of the Riftborn Faction > A Rebuke From High
  • Objective of Chapter 4. Who are we? (RiftbornFaction Quest) was too difficult. Its new objective is "pass X Ecologist laws" instead of a required amount of support of the Ecologist ideology in the Senate
  • In the Lumeris Main Quest Chapter 2. A Matter of Influence Part 1, the objective wasn't well communicated. New Objective: C1: reach 20% Industrialist score in X Systems / C2: reach 20% Ecologist score in X Systems
  • In the Vodyani Chapter 4. Hope in Heresy Part 1, destroying 3 planets was too difficult. The player must now destroy 2 planets
  • A hidden quest track if the player find Sykagoja planet. If they finds it, the quest Cartographer request will not be triggered
  • If the player finds the planet Sykagoja while doing the Cartographer Request Quest, then the quest fails
 
[DESYNCS]
  
[TUTORIAL]
  • Updated the tutorial to allow to build the Wonder Victory
  • Fixed Academy discovery not working in beginner tutorial
 
[IMPROVEMENTS]
  • Added an initial random rotation to each planet in the system management view
  • Players (not only the host) in a multiplayer session can now save the game
  • Added two Minor Faction notifications (Suzerain Changed and Under Influence)
  • Added feedback in the report notification and advance report screens
    • The user was not informed about the resources won in a space battle  
    • Added a feedback when the opponent retreats
  
[GALAXY GENERATION]
  • Added constraints on deposit / anomaly placement to avoid duplicate elements on the same planets and more than 2 of an element
  • Added a constraint to have at least 1 quantity of lux / strat deposits 

[VISUAL]
  • Added more nebulae and stellar winds in Galaxy Spiral 8

[MISC]
  • Updated credits


Important note: in the event that you would encounter unexpected issues with this build, we are keeping version 1.0.52 available as a back-up branch. 

How to access this 1.0.52 backup version if necessary:
  • Right click on the game in your Steam Library
  • Go to the "Betas" tab
  • Select the 1.0.52 backup version in the drop-down list
ENDLESS™ Space 2 - Frogsquadron


Below is a message from our co-founder, AmpliMath:


"Hi all,

I wanted to give you an update on our latest progress, and what we have done in the past weeks / days, from the technical side. Obviously we have also worked on game balance, feature polish, and exciting new free content.

As I told you the last time, we have prioritized our technical work following these rules:
  • Make sure everyone can run the game
  • Remove any experience breaking issues
  • Improve performance
We have solved most graphics cards / drivers / configuration issues of point 1. The only issue which remains concerns some crashes at launch due to outdated video codec files (and especially a 2012-old version). Affected users can fix the issue by updating their video codecs. We are nonetheless trying to display an error message to explain to the user what they have to do, instead of browsing the G2G/Steam forums.


Regarding point 2, this has been our priority over the past few days, working on the hanging end turn and multiplayer desync bugs. There was one last instance of the hanging end turn bug caused by a repeating ground battle. We analyzed your saved games (thanks for that!), but the trick was that the source of this problem was probably generated a few turns before. We have pinpointed the source of the problem and put a fix in place, and so far it seems the issue has stopped emerging.


As far as multiplayer is concerned, we have doubled our efforts to test game sessions with high number of players and higher stress (joining and quitting). We have fixed some visibility sync issues with a fresh architecture, addressed several join/quit issues which caused the game simulation to go awry, and generally improved the stability of multiplayer sessions towards desyncs. There are still some instances where the game can desync, and we will be working on these in the coming days.


We have prepared a preview version of this patch for you to test (the one we were testing internally). Once we are confident there are no regressions / major issues, we will push it out to the whole community, possibly as early next week. It is available here.

Regarding point 3, we have already started working on it, and specifically on turn ~150 situations, where input lag spikes can be experienced. We have worked on the following aspects:
  • Optimized the visibility computation algorithm : each fleet has to compute its visibility, and the total can be very expensive.
  • Added a simplified battle resolution: when an AI fights another AI or pirates, it will use a simplified algorithm, which is almost seamless in terms of performance. We now need tune it so that the result is close to identical to a full-fledged battle.
  • AI orders: when an AI interacts with the game, the execution of its orders can cause complex simulation computations, and well as expensive memory allocations. We are still investigating this issue and trying different optimization methods.
  • Network communication : the C# code used to pack orders for the multiplayer was actually quite memory-greedy, making input lags worse on multiplayer because it was adding an extra layer of computation / memory consumption. We have replaced it with a faster algorithm.
  • Optimized the influence area (the star system circles) computation code, which could slow down computers with weaker graphic cards.
  • The AI performance has also been greatly improved, by a factor of 8 in some situations.
As you can see we are working on different fronts, and we now need to gather the pieces and start testing this patch (which will be delivered after the stability/multiplayer patch). We do not want to reproduce the hasty patch (1.05) situation by going too fast, so we will need a full week of internal testing / regression tests before we deliver a preview of this patch. We will keep you updated when we are confident this patch is ready for public testing.

Thanks for your attention!"
ENDLESS™ Space 2 - Frogsquadron


Below is a message from our co-founder, AmpliMath:


"Hi all,

I wanted to give you an update on our latest progress, and what we have done in the past weeks / days, from the technical side. Obviously we have also worked on game balance, feature polish, and exciting new free content.

As I told you the last time, we have prioritized our technical work following these rules:
  • Make sure everyone can run the game
  • Remove any experience breaking issues
  • Improve performance
We have solved most graphics cards / drivers / configuration issues of point 1. The only issue which remains concerns some crashes at launch due to outdated video codec files (and especially a 2012-old version). Affected users can fix the issue by updating their video codecs. We are nonetheless trying to display an error message to explain to the user what they have to do, instead of browsing the G2G/Steam forums.


Regarding point 2, this has been our priority over the past few days, working on the hanging end turn and multiplayer desync bugs. There was one last instance of the hanging end turn bug caused by a repeating ground battle. We analyzed your saved games (thanks for that!), but the trick was that the source of this problem was probably generated a few turns before. We have pinpointed the source of the problem and put a fix in place, and so far it seems the issue has stopped emerging.


As far as multiplayer is concerned, we have doubled our efforts to test game sessions with high number of players and higher stress (joining and quitting). We have fixed some visibility sync issues with a fresh architecture, addressed several join/quit issues which caused the game simulation to go awry, and generally improved the stability of multiplayer sessions towards desyncs. There are still some instances where the game can desync, and we will be working on these in the coming days.


We have prepared a preview version of this patch for you to test (the one we were testing internally). Once we are confident there are no regressions / major issues, we will push it out to the whole community, possibly as early next week. It is available here.

Regarding point 3, we have already started working on it, and specifically on turn ~150 situations, where input lag spikes can be experienced. We have worked on the following aspects:
  • Optimized the visibility computation algorithm : each fleet has to compute its visibility, and the total can be very expensive.
  • Added a simplified battle resolution: when an AI fights another AI or pirates, it will use a simplified algorithm, which is almost seamless in terms of performance. We now need tune it so that the result is close to identical to a full-fledged battle.
  • AI orders: when an AI interacts with the game, the execution of its orders can cause complex simulation computations, and well as expensive memory allocations. We are still investigating this issue and trying different optimization methods.
  • Network communication : the C# code used to pack orders for the multiplayer was actually quite memory-greedy, making input lags worse on multiplayer because it was adding an extra layer of computation / memory consumption. We have replaced it with a faster algorithm.
  • Optimized the influence area (the star system circles) computation code, which could slow down computers with weaker graphic cards.
  • The AI performance has also been greatly improved, by a factor of 8 in some situations.
As you can see we are working on different fronts, and we now need to gather the pieces and start testing this patch (which will be delivered after the stability/multiplayer patch). We do not want to reproduce the hasty patch (1.05) situation by going too fast, so we will need a full week of internal testing / regression tests before we deliver a preview of this patch. We will keep you updated when we are confident this patch is ready for public testing.

Thanks for your attention!"
ENDLESS™ Space 2 - contact@rockpapershotgun.com (Brendan Caldwell)

The RPS podcast, the Electronic Wireless Show, was recently brought out of retirement for one last job. But it turns out that job takes place on a weekly basis. That’s why the third episode is out now, in which Pip, Adam and I talk about sunny platformer RiME, alien-smashing grand strategy Endless Space 2, and walking simulator-with-bullets OrbLands.

This week also features Quickfire Questions with one of the developers from Night in the Woods, and some chat about our recent bestest best games of 2017 so far feature, where we talk about some reader suggestions to decide if they are worthy of the list or not. Also: some board game chat! We’ll try not to make a habit of it. … [visit site to read more]

Deadly Premonition: The Director's Cut - contact@rockpapershotgun.com (RPS)

2017 has already been an extraordinary year for PC games, from both big-name AAA successes to no-name surprise indie smashes. Keeping up with so much that’s worth playing is a tough job, but we’ve got your back. Here is a collection of the games that have rocked the RPS Treehouse so far this year.

We’ve all picked our favourites, and present them here in alphabetical order so as not to start any fights. You’re bound to have a game you’d have wanted to see on the list, so please do add it to the comments below. … [visit site to read more]

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
...