Fixed an issue when AI would not properly seek to unlock a technological stage
Fixed an issue where pathfinding would use an invalid node
Fixed an issue where Behemoths would not be able to restore planets properly
Fixed AI Hissho being able to interact with pirates
Fixed an issue where debug text was displayed when the United Empire AI proposed contracts or sent mood messages
Fixed an issue where AIs would not send diplomatic contracts when they *totally* should
[BALANCE]
Vodyani "Hunt" and "Raze" actions will no longer have an Approval penalty
Changed Hissho population trait to +1 Manpower per turn
Obliterator cooldown reduction exclusive tech is now at -25% on all game speeds
[IMPROVEMENTS]
Added a scroll view to the Side Panels Area to avoid side panels exiting through the bottom of the screen in the System Management View in some rare cases
Added a tooltip to inform players about unlocking population slots when upgrading their Arks
Added a new Empire Improvement to unlock more Singularity slots for Riftborn empires on stages 3, 4 and 5 of the Science and Exploration quadrant
[FIXES] [BEHEMOTHS]
Fixed health discrepancy issue between ship designer and ship design for Behemoths when technologies increasing Behemoths health were researched
Fixed an issue where the Behemoth bonuses system label icon was not visible when playing as a custom faction with the Extreme Foremen Population Bonus
Fixed an error when a Behemoth terraformation was cancelled due to fleets having moved
Vodyani Behemoth-specific technologies in the Science and Exploration quadrant now have the correct Vodyani-specific icon
Unfallen will no longer obtain an automatic Citadel shield on captured enemy Home Systems
Fixed an inconsistency between the "Launch Mining Probe" tooltip and the tooltip of empire resources regarding mined resource income rounding
Fixed Citadels having no upkeep (it is now feedbacked in the System Dust)
C3 Centers will also affect Citadel upkeep
Added a cap to C3 Center upkeep multiplier
Technology stage cost reductions from Behemoths will now cap at 75% even if you stack Behemoths on a node
Made starting with a juggernaut a faction trait instead of a specific of the Hissho affinity
[ECONOMY]
Having low Approval while having a negative Dust upkeep will not generate Dust anymore
[POLITICS]
The Z'vali unique law will now bypass blockades and sieges
Fixed an assert upon accessing the Senate screen with an empty political assembly
Added Keii cost to changing government for Hissho empires
[RELICS]
Slightly increased probability for curiosities to spawn for pirate lairs and minor faction assimilation system relics
The System Relics: Pre-Galactic Markers notification no longer lists the names of custom factions as debug text
Fixed an issue where the anomaly spawned from Remains that are generated after ground battles did not have an image
[ACHIEVEMENTS]
Fixed "Are you not entertained" achievement unlocking at the end of the turn it was actually unlocked
[FACTIONS]
Fixed Illo assimilation trait
Added missing tooltips for minor factions in the Custom Faction Screen
Fixed minor relations bonuses and quests not being lost when the minor faction's system is razed
Extracted unfallen specific empire improvement from coordination pact unlock (caused confusion)
Fixed an issue where a misleading message was displayed on a system for pirate marks when the player plays as the Hissho faction
The "Meditation" module for the Vodyani will no longer be displayed for custom factions with the Vodyani visual affinity
Corrected the Sisters of Mercy Citizen trait not being grayed out when Illo Citizen was selected
[TECHNOLOGIES]
Fixed an issue where debug text was displayed when hovering over technology unlocks from the "Research completed" notification
Fixed issue with Hissho being unable to colonize Steppe and Tundra planets with Hardship ready
Fixed Description of Fealty Fundation level 2 & 3 (used the same title and description as level 1)
[QUESTS]
Fixed an issue where the reward for the Take Arms objective of the "To do or not to do" Sower population quest was not fully visible when playing as Hissho
The "Words in Private" Behemoth quest is not triggered anymore when the Supremacy DLC is disabled
Fixed an issue where the tooltip of the Academy Quest special Attack Fleet Action displayed an incorrect battle icon
Changed the objective of Cultural Appropriation in order to add Dust-related buildings (like trading Companies" or "Buyout"
Population quests are no longer triggered for custom factions
The Pilgrims "Muddled Mystics" minor faction quest objective made reference to the Approval mechanic when playing with an Honor Bound faction, now it's over
In Galvran "The Good Old Days" minor faction: "House" quest option made reference to the Approval mechanic when playing with an Honor Bound faction
"Ghosts and Dust" Academy quest: if there is no Trade route: the quest is failed. There is no specific failure message (waiting for a proper translation)
The "Reclaim" objective of the "Veneration or Vilification" Hissho population quest can be completed via invasion if Sykagoja is colonized by another faction
[SYSTEM MANAGEMENT]
Fixed an issue where the Fealty Foundation Hissho specific planetary specialization displayed a placeholder icon in the system scan view
Fixed an issue where the Fealty Foundation specialization was not grayed out when the user did not have enough Keii
Fixed two issues with Hissho's ancestral reverence (couldn't be queued on Major Home System that belonged to other Major factions and had no effect if used on minor faction home system)
Corrected the effect description tooltip of the "Resilience" trait
Modified inner working of Ancestral Deference to solve a tooltip issue
Fixed an issue where the Spaceport section of the System Command Banner exits through the base of the screen when a wrecked ark is present in the system
Added a tooltip to warn players you can't reconstruct unique planets
[FLEET]
Fixed an issue where the "Merge" fleet action button was available when selecting a non-specialized Behemoth and a Hero only fleet
Fixed wrong base loadout of the Hissho medium coordinator
Removed Kamikaze fleet action on Argosy of custom faction with Hissho gameplay + involuntary nomad
Removed exception when healing the fighter bombers at the end of a battle
Fixed vision sharing not working properly when a fleet is created
Fixed mining probe (stacked even though they shouldn't)
Fixed hissho specific mining module "Gouge of the Tonatsi" which didn't have a FIDS mining effect
Fixed honor zone being displayed in scan view (MAC)
Basic Entropy Missiles are now going straight to avoid missing
Ground Battle: Fixed defender damage multiplier being multiplied by 1000 when applying the Amianthoid system upgrade recipe
[HEROES]
Fixed an issue where the "Select a Hero" button in the Military screen fleet list was enabled for non-specialized Behemoths
Hero Management Screen tutorial doesn't display a flat amount of turns before the next assignment in order to avoid confusion
[NOTIFICATIONS]
Added a notification toggle option for the post ground battle decision notification in the Options screen
Players are no longer falsely informed at the end of the ground battle cinematic when claiming a decisive victory against a pirate lair that they can choose the fate of the system
Reduced the appearance parameters for the Remains notification in order to have them pop only for involved empires
The Mining Probe tutorial does trigger when conditions are met: right after the Behemoth tutorial
Several parts of the tutorial mentioned Approval when playing as Hissho
The player is no longer falsely informed that the ground invasion may continue next turn when he is defeated during a failed ground invasion attempt
Fixed an issue where the "Outpost alert" notification displayed the same image as the Hissho specific "Outpost maxed out" notification
Added option to enable/disable notification about minor introduced in rev#40801
Fixed Hissho outpost actions tutorial not showing up when the "Enable colonization cutscenes" option is set to true
[MULTIPLAYER]
Fixed desync on hot join related to Special node control effects
Fixed desync on unfallen colonization
Fixed desync on visibility caused by guard/blockade combo
Fixed desync on hot join caused by alliance & vision sharing
Fixed desync on hot join related to relation with pirates
We still don't have a Gamescom booth this year, but as the Hissho would rightfully point out, you don't mess with tradition, so we're organizing another Beer2Gether at a venue near Gamescom! From 7pm until late, get ready to spend an evening of merriment and revelry with us!
A few more people will be coming this year. It'll be 7 members of the Amplicrew, so if you're looking to meet He-Who-Shall-Be-Blamed Ato, She-Who-Keeps-Clocks-Ticking Natco, Frontrunner for best Horatio haircut Frogsquadron, or any of the cool people at the top (we have some new faces, and they're eager to meet you!), and you're at Gamescom, here's your chance!
As usual, we'll be joined by a bunch of our favorite community members, the VIPs, and also word is that some talented cosplayers will be joining us for our celebration, as the delegation for the Hissho empire. I hear they're here to negotiate something with a Yuusho representative whom you might have seen before...
Speaking of the Hissho, we'll have a trove of themed goodies, here's a hint below:
If you want to join us, simply fill out this form and we'll contact you closer to the date with more info!
Let us know in the comments if you plan on attending!
Let’s face it, it’s just too hot to go outside. So why bother melting in record high temps when you have the perfect excuse to stay inside and kick ice on some super cool Amplitude games?
That’s right, we’re offering up ALL of our games to play for FREE on Steam this weekend :
Start: Thursday at 8:00 PST / 16:00 BST / 17:00 CEST
End: Monday at 10 AM PST / 18:00 BST / 17:00 CEST
Whether you’re a returning player eager to try another of our games, or an adventurer completely new to the Endless universe, we’ve got something for you...
FREE WEEKEND STRETCH GOALS
What’s that you’re saying? You already have everything? Well, first off, high five! Such a discerning customer... However, we’ve got something special there for you too. On our free weekend website, we’ll be putting up Stretch Goals that will be unlocked based on the total number of hours played by our community, across all of our games.
Last year, 240,000 participated in the Endless Space 2 free weekend, unlocking all six reward tiers in the process. This year, we're back with another Community Challenge!
Simply play Endless Legend, Dungeon of the Endless, or Endless Space 2 and reach 1 million hours of collective playtime to help the community unlock all the rewards, which include a Cravers Prime skin that was only available during Early Access, and as stretch goals, 6 additional fleet skins to unlock for ES2!
The patch coming along the Hissho expansion packs quite a few changes.
Jhell, backstabber extraordinaire and Lead Game Designer on Endless Space 2, wrote the following:
“We wanted players to have more options after invasions, and how they went about their invasions. The manpower modules will now be much more effective, as they’re going to also increase the deployment limit, and there are choices to be made about sieging a system or swarming it with numbers. You will also be prompted on what to do after a successful invasion: occupy the system, pillage the system, or simply raze it. This should allow huge empires to more relentlessly wage war, leaving only a trail of razed and pillaged systems in their wake. We don’t want to spoil the surprise, but some empires have unique outcomes replacing regular pillage or raze actions.
The ground battles visual pacing has also been heavily tweaked; no more will you see two blobs of units against each other, now each ground battle tactic has its dedicated visual formation, unit types attack independently, and impacts are focused on units.
Another focus to wage war as comfortably as possible was to rework how diplomacy is handled during Isyander’s “metaplot” quest. You will now be able to attack foes AND friends on Lodestone nodes, provided you are on different teams. Your allies will hopefully understand that it’s “nothing personal, kid”.
On a different note, to acknowledge that the galaxy is a violent place, we’ve added the “System Relics” feature. Significant events like huge space or ground battles taking place on star systems may now leave permanent traces, and some anomalies or new curiosities may even emerge… All of this visible in scan view.
Lastly, to make them on par with the military victory conditions, the non-military ones have been reworked to last longer so you can enjoy the late-game content longer regardless of the victory type you’re pursuing.
Along with numerous fixes and the content of the expansion, you should now be able to utterly lay waste to the whole galaxy.”
[HISSHO EXPANSION CONTENT]
New Major Faction: the Hissho
Main gameplay (Affinity, Traits, Population, Technologies) - see enemy pathfinding
New specific resource: Keii
New theme music
New unique planet: Uchi
Hissho main quest
Hissho Fleet
1 leader + 4 new Hissho heroes
New Hissho technologies New Hissho Empire & Star system improvements
New Minor Faction: the Illo
New Illo Hero
New Feature: Behemoths
New quest introducing Behemoths and unlocking specific technologies
New ship hull: Behemoth (Economic, Scientific, Military)
New ship hull: Obliterator (Can destroy a whole system)
New ship hull: Juggernaut
New Behemoth specific modules (Mining probes, Planet rejuvenation, ...)
New faction specific modules (1 per existing faction)
New Behemoth technologies New Behemoth Empire & Star system improvements
[FREE UPDATE CONTENT]
Reworked Ground battles
New setup and report screens
New features: Winning a ground battle now gives you the following options
Occupy
Raze
Pillage
Some factions have specific variants of these actions.
Battle simulation changes
Implemented new damage computation (damage bonuses/maluses are now properly computed)
Implemented new bombardments (bombardment damage is shared between unit types)
Implemented new improvements/populations destruction (may destroy more than 1 of each - Blitz can now be quite destructive!)
Academy questline
Alliances no longer matter when orbiting Lodestones: you may now attack an alliance member who is part of the opposing faction without having to fear any diplomatic repercussions.
Improved feedback around lodestones and lodestone specific battles
Music
The Surround soundtrack was completely re-encoded in WMA. It is available in the following install folder:
..\Steam\steamapps\common\Endless Space 2\OST\Surround
Vodyani
Added Vodyani "anchored Ark protection" module: an Ark with this module equipped will not be attackable in space battle while attached to a System (it can still be attacked via Invasion)
Vodyanis can now use the pacific conversion feature: it will convert 1 population unit on the target system and grant 500 Essence
[IMPROVEMENTS]
Hissho Minor faction is now called Yuusho
Updated Core cracker quest restrictions
Rearranged technologies in the Technology tree to add the new content
Reworked Victory conditions:
Wonders: - Wonders can now only be built one at a time - Wonders can now only be built one at a time - Wonders base costs increase with each Wonder built - Wonders cost more to buy out
Economy - Increased required Dust from 450k to 700k (notifications have been updated accordingly)
Science - Technology cost reduction impact lowered by 50% on victory technologies - Moved Science Victory Technologies to an Era 6 placed between quadrants - You will now need to unlock techs from 2 different quadrants to unlock this Era 6
Academy Quest "Ghosts and Dust" is now deactivated if one of the living Empires uses the Hissho affinity (objective requires a Happiness contest)
Added a feedback when a fleet in guard mode intercepts an opponent’s fleet (The fleet will also appear and cycle in the “idle” fleets)
Sleeping fleets no longer wake up when they notice an enemy they were already aware of
The stage unlock notification is now an auto pop-up
Reworked the Empire Information toggle in the empire introduction notification in order to make it more visible/appealing
Temporary effects listed on the side panel of the system management view now only shows icon if there is too many of them (more than 2 lines).
Added info on star system label when a home system is destroyed.
Added different backgrounds for the Victory window
Added technology hints to the fleet action buttons
Fully destroyed home systems no longer count towards required colonized home planets count
If all home systems are destroyed, the victory is no longer attainable, unless the planets are "repaired"
Creating a ship or ship design now takes slightly less time
Starting the game now takes less time and memory
A tutorial is triggered when researching the technology that unlocks Behemoth Hulls when using Advanced or Expert tutorials
Added some distance between flotilla in space battle to make space for the Juggernauts.
Updated Golden Age effect to be more readable
Added message explaining why a law isn't activatable when its upkeep would be too high for the player's stock + net influence
Added dynamic costs for research stages depending on whether DLCs are active or not
[BALANCE]
Custom Factions:
Made corsair and pirates slayer mutually exclusive
Diplomacy:
Increased cooldown of Cold War Attack contextual term from 1 to 3 turns
The contextual diplomatic term "remove tendrils" no longer removes tendrils that are completed, only the ones in progress
Heroes:
Modified Haroshem hero political alignment to fit his description
Factions:
Vodyani Arks: Base HP increased from 10000 to 14000
Ground Battle:
All manpower modules for ships now also increase manpower deployment limit Added manpower deployment bonus to all defensive improvements (to accompany modules)
Changed manpower upgrades resources so each unit has the same progression in terms of strategic tiers
Linked conscription to ownership: You can now only use it if you have more than 50% Ownership on the system.
The amount of Manpower you get also depends on your current Ownership (multiplication): for example, if you use Conscription on a System with 75% Ownership, you'll gain 175 * 0.75 additional Manpower on the System
Added a bonus to attacker manpower deployment limit in case they have remaining ownership on the system (currently 400 * ownership)- Added effect to "Para-raiders" tactic: it now has 90% health multiplier and 110% damage multiplier
Besieged systems no longer lose manpower the turns they have been invaded
Economy:
Reduced average and abundant strategic deposit value from 3 to 2 and from 5 to 3 respectively
Ship retrofit no longer refills the ship's probes/mining probes stock
Added a “+2 Vision to all systems” effect on the "Ultra-IR Astronomy" unlock
Outposts no longer leech growth from a parent system when they are full
[QUEST]
Due to Ground Battle changes, a large amount of quests have a new way to be failed: if one of their system is razed or captured (but not pillaged in case of invasion)
The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non-custom Riftborn
The quest fleet for "Flight of Eyder" now roams in order to reach a special node
A large amount of Quests, system improvements, technologies, populations bonuses, … have been updated to be used by Hissho
Quests will not grant net science bonus as reward anymore.
The Metaplot's planets cannot be destroyed anymore
Isyander's quest: players will not be able to colonize the loadstone, no matter the winning team
Added technology era 6
The second part of the endgame academy quest is now won when a team has secured more than half of the objectives, instead of when all objectives have been secured. Unsecured objectives will be transformed as if they had been secured by the winning team
[FIXES]
Fixed supremacy victory alerts being fired on turn 1 when only 2 players are in the game
Fixed a situation where the game failed to restart after failing to start once
Fixed rare error occuring when the game was quick-saved in the same frame a fleet action concluded
Fixed rare blocking error occuring when a fleet is destroyed while exploring a curiosity
Special nodes and quest nodes are not selected anymore for the "A Fly in the Ointment" quest
Fixed some saves failing to load because of Guardians not having spawned
Fixed military ship cost increase being a reduction
Fixed an issue where the hero ship upkeep costs were still displayed in the Hero Ship Design Screen
Deposits now remain when a planet is destroyed
Fixed an issue where the skip button hitbox in election window was not right
Fixed Minor factions being assimilable while a ground battle outcome was being picked
Fixed trying to remove populations not concerned by growth (like Riftborn) when having a negative growth on a colonized star system
Fixed memory issue when a battle was pending
Fixed Depletion not being shown on uncolonized planets, and not being counted for Hissho Mining probes
Fixed an issue where the tooltip from the Lodestone recovered/destroyed system displayed misleading information about its effect
Eternal improvements are not added twice when a system is captured anymore
Fixed an issue where war momentum in battle notification was not displayed if the value was 0
The second objective of the "To do, or not to do... (Part 2)" quest is now available
Fixed an issue where long technology names overlapped the buyout technology option in the empire banner
Fixed issues related to migration & Riftborn/Guardian populations
Fix the Vodyani base improvement not being built on the first turn
Fixed error when Vodyanis capture Riftborn system with Influence
Fixed an issue where the displayed tooltip effects of a colonizable planet made reference to the Approval mechanic when overcolonization limit had been reached
Fixed a cause of freeze when quitting the game
The technology helper no longer suggests incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen)
Fixed Vaulters Leader Background visual issue
Fixed critical error on Riftborn outposts which caused the game to get stuck
Fixed critical error on ship repair cost AI synchronization
Fixed an issue where Pirates would not be Cordial with anyone when several players had maximum relation with them
Fixed overlapping module slots on the Leecher hull when using a custom Vaulters faction with the Ship Bound affinity
Fixed ships sold on ht Marketplace not being listed if the maximum number of stocked ships is reached
The "Founders Keepers" quest will not fail anymore if the quest planet was destroyed
Fixed an issue where the Horatio 50 pop collection bonus were incorrect
Fixed an issue where fleet lines would occasionally have bad alignment
Fixed the champion's pod that wouldn't appear on custom faction with the Vaulters visual affinity
Fixed tooltip of diplomatic term "technology exchange" displaying unlocks of the empire which proposes the exchange, instead of the empire which receives the technology.
Fixed Gnashast strategy pre-battle damage
Fixed an issue where the game did not remember the "Tactics" set if a card was swapped with a newly added card
Fixed errors in tech helper data
Custom factions using the Metafolding affinity will no longer have a duplicated technology in Empire & Development quadrant stage 4
Custom factions with United Empire visual affinity and Involuntary Nomad trait will no longer have access to a Colonizer hull
Fixed rip singularity not working properly in some cases.
The "Zelevas Incarnate" unique improvement will now properly display all of its effect in the star system management view
Fixed Trade Companies requiring 0 XP for their first 3 levels
Fixed "Coordinated Bunkers" not applying the siege damage reduction in all cases
Fixed ground battle being replayable only once instead of once per turn as long as the bubble is present
Fixed any empire being able to replay a space battle instead of the one who owns the singularity.
Fixed Vineships being scrapped in higher priority than colonizers
Planetary colonization industry cost inside a star system is now correctly linked to game speed
Fixed memory leak in planet rendering process.
Fixed Supremacy victory not working well with planet/system destructions
Fixed an issue where a team’s legend in the diplomacy screen during the metaplot was inaccurate
Fixed Lumeris ship design (small defender lacked an engine on base design)
Fixed an issue where the user was not informed if a Contextual Diplomacy exchange was occurring between other players when hovering over the End Turn button
Fixed bug colonizer affinity visual Vodyani & Lumeris (had attack slot but couldn't fill it)
Fixed salvo pooling being completely broken
Fixed an issue where hero ship upkeep cost were still displayed in the Hero Ship Design Screen
Fixed an issue where war momentum in battle notification were not displayed currently if value is 0
Fixed an issue where Long technology names overlapped the buyout technology option in the empire banner
Fixed the Vodyani's base improvement not being built on the first turn.
Fixed an issue where whispered messages were not received by players who joined ongoing sessions
The technology helper does not suggest incorrect faction-specific technologies anymore (for instance, Sophon technologies for the Unfallen)
Fixed infantry bonus damage on planes going over 100
Galaxy Age will now have an impact on galaxy generation
Removed Horatio specific tag from the "Neural Robotics" tech as the unlocks were similar to the regular one
[MULTIPLAYER FIXES]
Fixed desync happening when Unfallen factions vine a minor faction's system
Fixed an issue where whispered messages were not received by players who joined ongoing sessions
[SOUND FIX]
The Vaulters Leaders no longer plays her voice line when selecting her in the Faction Choice screen, even with sound deactivated
[AI]
Massive performance update.
AIs now understand more improvements and gains from previous content and are capable of using them in the right context. eg:
Multiple FIDS and FIDSI gains are now properly understood as such
Overcolonization is now considered as a usable / needed resource
Ground battle understanding has been reworked.
AIs now better understand their chances of winning
AIs are more inclined to invade winnable systems
AIs will chose their tactics in a more sensible way (e.g. based on incoming reinforcements)
AIs will now act properly on Metaplot nodes: they will attack the other team members and will not attack the same team members, regardless of their diplomatic status.
Vodyani AIs will now use Anchored Arks modules when possible.
Various improvements:
Better production of colonizers, war fleets and explorers
Diplomacy contract balancing offers more constant results
Avoid being stuck in a war state with an AI
Proper law activation and deactivation
AIs no better avoid empty modules in ship designs and can a wider variety of modules
Hero ship are now properly retrofitted
Fixed a bug when AI attacked a system
Fixed a bug when achieving elimination victory
Fixed a bug when AI could get stuck upon dealing with a new ground battle
Endless Space 2 Supremacy is coming to Steam this week, on August 2nd! We're very happy to be bringing another expansion to Endless Space 2, and we hope you'll like it, too! In case you're curious about what's coming up, we'll be publishing the game design documents over the next few days. Here's a closer look at the new major feature of the Supremacy expansion and everybody's favorite new toys, the Behemoths...
Common Gameplay
A Behemoth is a ship which is larger than a Carrier. The Behemoth's ultimate purpose is to evolve and become specialized. For the most part of the game however, it will have a multi-purpose role determined by its equipped modules and can be used economically or militarily.
Behemoths
Behemoths will start with x1 multipliers on their modules. Unlocking new hull types will increase this multiplier up to x8
Behemoths will start with a base of HP, and unlocking new hull types will increase this value
A player will be able to field a limited number of Behemoths at a given time. This limit can be increased by researching more Behemoth-specific technologies (or building a specific improvement)
A Behemoth is the only ship in its fleet. It has a specific size, role, and takes 10CP
Behemoth content is unlocked in the tech tree as Behemoth specific technologies. Behemoth techs are visually distinct from regular ones
A Behemoth's possible actions on the galaxy map are determined by its equipped modules
The actions are detailed below.
Support Mining
The Behemoth will be able to place mining probes on uncolonized planets. The strategic and luxury resources for which the player has the technology will be mined
Mining probes have a set duration
Government support
Placing the Behemoth in orbit of an owned or allied system will provide FIDS bonuses to the system
Science Research
Research: placing the Behemoth over a special node will provide research points and possibly other research discounts linked to Special node type
Analyzer: placing the Behemoth over a special node will intensify the effect of the Special node for the system which has influence over it and/or generate strategic resources
Planet Improvement
All these modules require the player to have the corresponding anomaly/terraformation technologies unlocked.
Anomaly Reduction: allows the Behemoth to reduce anomalies on neutral planets
Terraformation: allows the Behemoth to terraform neutral planets
Rejuvenation: allows the Behemoth to refill depleted planets and to reassemble destroyed planets
Military
Provides more military slots to the Behemoth
Unlocks the tractor beam to be used in Behemoths or Carriers: prevents the enemy retreating from space battles
Specialization
Once the corresponding Behemoth-tech has been researched, it can become specialized in the one that was unlocked. Specialization is permanent and changes the hull of the Behemoth. A specialized Behemoth can be embedded in a fleet alongside other ships.
Battleship
Largest and strongest military ship in the game:
x8 Multiplier
10 CP
Can unlock a special "Ion Wave" ability: destroys all fleets on node (including owned fleet) but leaves the Battleship deactivated for X turns (can't move on the map nor attack in space battle)
Obliterator
The Obliterator is a System destroyer which has a quite weak hull with a very limited amount of slots:
Can fire a missile for free once every 20 turns
The action can be sped up by paying a Quadrinix and Orichalcix cost which decreases as the timer decreases
The missile travels on the map and needs X turns to reach its destination:
On impact, the missile will destroy the entire system:
All planets are destroyed
The sun type might change
All player owned assets are destroyed
Players can build a shield to keep their assets and suffer only 50% of damages on them
Citadels provide a native Obliterator shield (you can reach 100% protection on a Citadel, see below for more details)
Systems with a sun type "None" can't be targeted by the Obliterator
Citadel
The Behemoth embeds itself onto a system and transforms it into a Citadel (so you don't have a ship anymore :)):
Provides strong defensive bonuses to the system (more manpower, stronger local troops)
Provides a native Obliterator shield
Prevents free move for enemies on this node
Provides a native guard on the system (no need to have fleets in orbit)
Unlock specific Citadel star system improvements that can only be built on Citadels:
Planetary Batteries, which will fire during space battles (but won't take part otherwise)
Other improvements will focus on defense or industry/science
This should shake up the end game quite a bit, especially considering that we've started working on victory conditions to make them a little harder to reach (more on that in the patch notes tomorrow!)
Endless Space 2 Supremacy is coming to Steam this week, on August 2nd! We're very happy to be bringing another expansion to Endless Space 2, and we hope you'll like it, too! In case you're curious about what's coming up, we'll be publishing the game design documents over the next few days. Here's a closer look at the new faction of the Supremacy expansion, the Hissho...
Faction: Hissho
Species: Hissho
Government: The Honorable Hissho Doksai
History: Tempered by steel and battle, the Hissho evolved from avian ancestors on their Home Planet of Uchi. Focused on the constant wars between their own tribes, they lived ignorant of the different species roaming the galaxy until they were picked up by the Endless, augmented and then quickly put to the test as gladiators fighting in the decadent arenas of their new masters. How long this period of mindless slaughter for the pleasure of their overlords lasted, none of them could say, and of this bygone age only memories of slavery and exploitation remain, along with those of glory and adulation.
Society:
Under the rule of the Tokso, their military and spiritual leader, both an accomplished warrior and a symbol of divine authority, the Hissho have long lived divided into clans and regions following feudal lines. However, modernity slowly eroded this very strict organization and changed the makeup of society. Oaths of loyalty are now made to “School” and the way of life prescribed inside the walls of their integrated cities.
Of those, two are worth particular attention: The Way of the Red Blade, whose focus on physical training and warmongering attitude seduced those who would see the Hissho reign supreme on the galaxy; and the Order of the Obsidian Eagle with its daily observation of religious sacrifices and hermetic discipline, earning the respect, and even the fear, of those who come into contact with it.
Gameplay: The Hissho are a military-oriented faction whose main gameplay feature is Keii (which translates to respect or deference). This new resource that can only be replenished through combat is used to power special abilities applied on Hissho fleets. It also drives their empire Obedience which replaces happiness and supersedes the Obedience of their star systems. Crushingly strong on the offensive, the Hissho will only fall if you cannot sustain your war economy and let your Keii wither away.
Heroes: As a faction well versed in the art of combat, it’s no surprise that the Hissho would mostly house heroes focused on warfare and space battle. They are therefore best suited for admiral positions thanks to strong damage and fleet upkeep bonuses but if push comes to shove, they make decent governors… as long as your goal is to make your system a manpower and spaceship factory.
Ships: Powerful and versatile, Hissho fleets can easily switch between straightforward and devious loadouts thanks to numerous polyvalent slot modules capable of hosting both support and defense or attack modules.
Faction Card:
Population Traits:
+1 Industry on planet
+2 Manpower on planet
Assimilation Traits:
+1 Industry on planet
+1 Manpower on planet
Population Collection Bonus:
+1 Military Point per Hissho
+10% Manpower production on System with Hissho
- 50% ship cost production
Starting party:
Main: Militarist
Secondary: Religious
PsychoTraits:
Militarist (War++)
Fanatics (Religion to war)
Anti-pacifist (pacifist--)
Faction Traits: Keii-do
Resources: Keii
Keii is a new resource the Hissho can use to launch special abilities and that drives their empire "Obedience" (more about that lower in this post). More specifically, it is lost by:
Using special laws
Turning outpost into colonies
Building specific star system improvements
Retreating
Losing or giving up a ground battle
And it is earned by:
Fighting a space battle
The amount of Keii won depends on the respective power levels and sizes of the fleets involved.
Fighting and winning ground battles
Completing quest and deeds
Along those methods, there is also a way to boost the Keii you will obtain: through your Behemoth ’”Keii zone”. As long as a fleet fights under this specific circular region generated by Hissho Behemoths, you will passively get a 20% boost to all Keii gains after a battle.
Keii uses: Glorious actions
Glorious actions are special abilities that the player can use on a fleet, star system or a Behemoth to impact them.
They are unlocked when the player has reached a certain threshold of Keii and cost Dust and/or strategic resources to be used
Their effect last for a fixed number of turns
Only one of each Glorious action can be active at a time
There are 4 different Glorious actions whose effect depend on their target.
On a fleet/system:
Order of the Red Blade:
Target type: fleet
Gives the “Emperor’s Guard” bonus to ships belonging to the fleet ( +20% damage, +20% Hull absorption, +20% shield absorption)
War Banner:
Target type: fleet
+2 movement points on ships, +2 vision range on ships, +50% health shown to enemies on Fleet, + 50% military power shown to enemies on fleet
Way of the Obsidian Eagle:
Target type: Owned Colonized Star System
Colonized star system will benefit from +25% Industry
Homeland defense:
Target type: Owned Colonized Star System
Unlock a special Tactic granting bonus DMG done to Attacker in Ground battle (system specific) and + 20% manpower generated per turn on system
We're very happy to finally be revealing what we've been cooking up! A week from now on August 2nd, we'll be releasing Endless Legend Inferno &Endless Space 2 Supremacy.
Rather than make one humongous blog post to introduce both, we're splitting them up. Click on each picture to be taken to the description of the corresponding expansion! You can already pre-order any one expansion now to get a 10% discount, or better yet: order both as a bundle and get 20% off!
The Galaxy Cup will be held starting today until July 15th.
16 Endless Space factions will compete for the ultimate prize: Internet Glory! Come vote for your favorite faction throughout the month on our Twitter or Facebook.
We're one step closer to knowing who our espionage faction is! Last week, you upvoted the names you liked best so we could pick our favorite three. We have to say, there's a lot of heated debate going on still about which ones we like best, so while we're taking our time to pick a selection that does the faction justice, we're moving on to the next step, Ship Design!
We're very happy to finally release the Unfallen comic, which has been co-authored by YOU, our community! As a special treat, and to make them more readily accessible to our players everywhere, we are putting all our Endless Space 2 Stories comics up on Steam. The comics will automatically download to your installation folder, in a subfolder called "Stories". Note that the Unfallen comic will also be made available on the Wiki at a later date.
While we're on the subject of Endless Space 2 Stories, we've put together a special treat to show you how we create comics, and give you a chance to meet some of the Amplitude people who have been behind the scenes!
INTRODUCING BRANCHING PATHS, OUR COMMUNITY CO-AUTHORED UNFALLEN COMIC!
Given that the Unfallen comic came about via a creative collaboration between the community and the studio, making this one was a little bit different to the normal process ... Prior to beginning the comic, we'd already decided that we'd approach the Unfallen from an outsider's perspective, and with the community's help we came up with our main character, Karv Jezet--an experienced, cynical Haroshem adventurer with perfect memory.
By the way, we chose to tell the story from a non-Unfallen POV because we thought it would be very difficult to do justice to the culture and psychology of a sentient species of trees in an 8-page comic format! Often, alien races in science-fiction are nothing more than humans in fancy-dress, and we didn't want to reduce such an interesting species like the Unfallen into such a role. By letting the audience see the Unfallen through Karv's eyes, we could still explore some of their most striking aspects, while keeping their inherent "alienness".
Of course, lone adventurers rarely make interesting protagonists, so we quickly came up with the idea of Karv having a partner. And who better than teaming Karv up with everyone's favourite photobomber, Ryhnc Raggiodri? But where we would they start their adventures? How about a seemingly virgin world, where Unfallen tendrils were about to make planetfall in a matter of days ...
Since the community would have a vote on the protagonists' choices every couple of pages, and we wanted them to have a genuine input into the direction of the story, we didn't think too much about what would unfold on the page. We knew the world had certain, unique features, but we had no idea how things would pan out.
Give it a read, and tell us what you think!
-StoryEngine
We hope you enjoy this story! If you have any questions or comments, you can shoot them in this thread at Arkel, who leads the project. And if you want to learn more about our comics, you can rewatch our comics livestream on Youtube!