News Liste Endless Space 2

Community Patch Preview
Endless Space 2
Heute 12:48 Community Announcements
[p]Hey everyone![/p][p][/p][p]We've got a surprise for you today:[/p][p]Another Community Update for Endless Space 2 is in the works in collaboration with a few of our amazing community members.[/p][p]This beta is packed with improvements to the AI as well as some balancing for ground invasions and the Nakalim, and more.[/p][p align="start"]Of course, we want to hear from you if you think these changes are a move in the right direction, so we have made the Patch available as an opt-in beta. This beta is only available in English. You can play in other languages, but some text may be shown in English. We're working on this already, but didn't want to wait any longer to get your feedback.[/p][p align="start"] [/p]

Here an overview of the update

  • [p]Numerous AI Improvements and fixes; too many to list a single theme[/p][/*]
  • [p]Rebalanced most ground combat tactics and defensive improvements[/p][/*]
  • [p]Rebalanced Nakalim, especially Slumbering Ruins[/p][/*]
  • [p]Fixed the critical issue with the Academy Quest that could cause pending turns[/p][/*]
  • [p]Various other fixes: Find the full changelog at the end of this post[/p][p][/p][/*]
[p]If you want to give this update a shot, you can find it on the "patchpreview" branch in the Betas tab of the game's properties on Steam. And if you do, please don't forget to let us know what you think. :)[/p][p][/p][p][img src="https://clan.akamai.steamstatic.com/images/9611469/d201eb9d34bc6107253d45009e54a2beedf7e4ab.png"][/img][/p][p][/p][p]Many thanks to CaptainCobbs for once again working for us on this update, and a special shoutout to Ninakoru and FearSunn as well for their invaluable input for the AI improvements and fixes, and FrostGremlin for additional writing on some diplomacy messages.[/p][p][/p][p]We hope you'll have fun with the new balance changes and improved AI![/p][p]- The Amplitude Team[/p][p][/p]

Endless Space 2 "Community Patch" - 1.5.72

[p][/p]

AI

[p]Credit to Ninakoru and FearSunn for donating these fixes[/p]
  • [p]Fixed AI repeatedly trying to set up a singularity when they already have one set up[/p][/*]
  • [p]Fixed AI being unable to assign heroes when one of their heroes are injured[/p][/*]
  • [p]Fixed AI thinking it is low on manpower when manpower is maxed out[/p][/*]
  • [p]Fixed AI getting confused about systems it is able to colonize[/p][/*]
  • [p]Fixed AI not properly checking if it is able to invade a system[/p][/*]
  • [p]Fixed AI not being able to search quest curiosities in some situations[/p][/*]
  • [p]Fixed AI not making fleet attacks properly[/p][/*]
  • [p]Fixed several instances of the AI getting stuck, causing the turn to be stuck pending endlessly[/p][/*]
  • [p]Fixed AI trying to disband a behemoth, when that is not possible[/p][/*]
  • [p]Fixed AI trying to merge fleets while those fleets are already involved in an encounter[/p][/*]
  • [p]Fixed AI trying to launch a mining probe when it shouldn’t be able to[/p][/*]
  • [p]Fixed AI not using ships awarded from assimilating a minor faction[/p][/*]
  • [p]Fixed AI Lumeris not being able to buyout outposts[/p][/*]
  • [p]Fixed AI not properly evaluating the need to research expansion techs[/p][/*]
  • [p]Fixed AI Pirate Slayer factions trying to repeatedly cancel a pirate mark, as they are completely unable to[/p][/*]
  • [p]Fixed AI improperly queuing orders to Behemoths, Colonizers, and Explorers[/p][/*]
  • [p]Fixed AI not properly prioritizing population capacity system improvements[/p][/*]
  • [p]Fixed AI Vodyani trying to increase population capacity, as they are completely unable to[/p][/*]
  • [p]Fixed AI not prioritizing researching terraformation when the need for it arises[/p][/*]
  • [p]Fixed AI improperly evaluating the importance of defending outposts[/p][/*]
  • [p]Fixed AI getting really confused when trying to attack privateers, pirates, or minor factions[/p][/*]
  • [p]Fixed AI trying to harass an outpost with a scout when it shouldn’t be aware that the outpost even exists[/p][/*]
  • [p]Fixed AI deprioritizing building a military when it is at an extreme military disadvantage[/p][/*]
  • [p]Fixed AI being able to complete any “destroy fleet” quest objectives[/p][/*]
  • [p]Fixed AI getting confused when trying to invade a system for a quest that it doesn’t have access to[/p][/*]
  • [p]Fixed AI always sending the maximum number of population a spaceport can fit when moving population around[/p][/*]
  • [p]Fixed AI trying to launch a mining probe when no probes are available[/p][/*]
  • [p]Fixed AI forgetting science and industry costs when you load a save[/p][/*]
  • [p]Fixed AI failing to queue items with strategic or luxury resource costs[/p][/*]
  • [p]Fixed AI being unable to attack fleets within their own system’s influence and also trying to attack invulnerable quest fleets[/p][/*]
  • [p]Fixed Minor Faction AI trying to attack Major Empires it is friendly with[/p][/*]
  • [p]Fixed AI getting confused when it is unable to capture a system with influence conversion that is immune to influence conversion[/p][/*]
  • [p]Fixed AI getting stuck and confused when trying to use queue-blocking resource conversion improvements[/p][/*]
  • [p]Fixed AI being unable to discern if minor factions are friendly when checking star systems under hostile influence[/p][/*]
  • [p]Fixed AI not being able to assess that a system may be owned by multiple players (such as with outposts and sanctuaries)[/p][/*]
  • [p]Fixed AI being unable to add modules to the ships of heroes acquired via quests[/p][/*]
  • [p]Fixed AI not being able to properly evaluate the number of turns a dust buyout will save[/p][/*]
  • [p]Fixed AI trying to send all its fleets to the center of the map after loading a save[/p][/*]
  • [p]Fixed AI being able to attack cloaked fleets they are unable to detect[/p][/*]
  • [p]Fixed AI getting confused when trying to reduce an already reduced anomaly[/p][/*]
  • [p]Fixed AI repeatedly trying to offer outdated diplomacy deals[/p][/*]
  • [p]Fixed AI not being able to use faction-specific variants of white weapon modules[/p][/*]
  • [p]Fixed AI confusing declaring war with bribing due to a mixup in diplomatic definitions[/p][/*]
  • [p]Fixed AI not being able to dismiss battle replays from rip singularities, causing endless turn pending[/p][/*]
  • [p]Fixed AI inconsistently cancelling fleet missions and made them control fleets more responsively[/p][/*]
  • [p]Fixed AI trying to merge ships into fleets that were already full and Academy fleets[/p][/*]
  • [p]Fixed AI not checking if it has open borders with the target empire or if the target is the Academy before leeching[/p][/*]
  • [p]Fixed AI not being able to increase its need for a strategic resource if it wants a module that uses it[/p][/*]
  • [p]Fixed AI trying to assign a hero to Academy fleets[/p][/*]
  • [p]Fixed AI trying to collect relics in systems it cannot reach or doesn’t have open borders to[/p][/*]
  • [p]Fixed AI not being able to search quest curiosities[/p][/*]
  • [p]Fixed AI Vodyani avoiding attaching Arks to systems with Sanctuaries[/p][/*]
  • [p]Improved AI ability to detect which technologies strengthen its ability to invade systems[/p][/*]
  • [p]Improved AI so that it will be more consistent at supporting invasions due to the manpower needed to make it happen[/p][/*]
  • [p]Fixed AI never wanting to research hull upgrade technologies[/p][/*]
  • [p]Improved AI motivation to colonize slumbering ruins[/p][/*]
  • [p]Improved AI motivation to want to build approval improvements[/p][/*]
  • [p]Improved AI motivation to colonize planets in already owned systems[/p][/*]
  • [p]Fixed AI dust goals being a little sad, they now scale with population[/p][/*]
  • [p]Improved AI to start thinking about increasing population capacity a bit earlier[/p][/*]
  • [p]Improved AI food and population increase motivation unless the system is full[/p][/*]
  • [p]Fixed AI not researching planet colonization techs when wanting to develop a system[/p][/*]
  • [p]Improved AI Vodyani by making them favor razing systems to expand their empire[/p][/*]
  • [p]Improved AI motivation for developing trading companies[/p][/*]
  • [p]Reduced AI motivation to want to terraform, since it doesn’t give as much as building a new improvement[/p][/*]
  • [p]Improved AI by making them less likely to want to terraform instead of building improvements[/p][/*]
  • [p]Fixed AI with the “Innovative” trait wanting more dust rather than science, increased AI motivation to research technologies as the game goes on, with AI factions that get a head-start on techs (like Nakalim) will have lower initial motivation to research[/p][/*]
  • [p]Improved AI Umbral Choir by motivating them to go for economic victory, and Hissho by motivating them to go for supremacy victory, fixed AI current victory path heavily affecting early-game decision making[/p][/*]
  • [p]Improved AI Vodyani so that they will evacuate minor faction brainwashed systems as they are closer to their empire than any colonizable system[/p][/*]
  • [p]Fixed AI trying to assign governors to blockaded systems, and improved AI so that they assign governors to their most important systems first rather than going in order of acquisition[/p][/*]
  • [p]Fixed AI not properly having motivation for republic custom laws, and increase motivation of custom laws overall[/p][/*]
  • [p]Added AI ability to understand all currently existing ground battle strategies and any unknown or modded strategies[/p][/*]
  • [p]Fixed AI not building special improvements like the Academy Embassy, Nakalim’s Awaken System, Lumeris Shadow Banking, or military buildings that improve ships built on that system[/p][/*]
  • [p]Improved AI by making them not consider buildings they have zero interest in, in order to measure their fast building turns for industry motivation[/p][/*]
  • [p]Improved AI ability to donate to the Academy[/p][/*]
  • [p]AI bonuses on harder difficulties will be more relevant to what AI factions actually need[/p][/*]
  • [p]Fixed AI not properly transitioning to back from other some diplomatic states once concluded[/p][/*]
  • [p]Fixed AI not properly checking for war state if ally needs help[/p][/*]
  • [p]Fixed AI repeatedly asking for agreements if they were refused recently (5 turns)[/p][/*]
  • [p]Fixed AI properly checking if the person they are doing diplomacy with is in an alliance or alliance already[/p][/*]
  • [p]Fixed AI trying to offer peace or alliance to factions with the Eternal War trait and are not currently pacifists[/p][/*]
  • [p]Fixed AI threatening for tribute if they are not stronger than you[/p][/*]
  • [p]Fixed AI so it doesn't get stuck looping between warring states[/p][/*]
  • [p]Fixed AI asking for a truce with empires in alliances with factions they want to kill[/p][/*]
  • [p]Fixed AI so they do not try to commit to a war if they are already in a war or not stronger than the faction they are hostile to[/p][/*]
  • [p]Fixed AI performing sneak attacks on other factions even when they do not have the military to back it up, and also if they do not have military hull techs researched[/p][/*]
  • [p]Improved AI by adding three distinct types of sneak attack behaviors, one for factions with the “Renegade” trait, one for factions with the “Militarist” trait, and one for everyone else. Non-Renegade and Non-Militarist factions will make sneak attacks on cordial and peace, but not when friendly or in an alliance[/p][/*]
  • [p]Fixed AI suddenly declaring sneak attacks upon loading a save[/p][/*]
  • [p]Fixed AI trying and failing to offer Co-Operation Protocol faction pacts when they do not have it researched[/p][/*]
  • [p]Fixed AI trying to repeatedly declare Diplomatic Embroglio while it is already in effect[/p][/*]
  • [p]Fixed AI trying to offer Trade or Science Agreements when they don’t have the influence to maintain it[/p][/*]
  • [p]Fixed AI trying to compute gifts with the Master of Dust as it doesn’t exist anymore[/p][/*]
  • [p]Added some extra checks to the AI before they commit to diplomatic desires[/p][/*]
  • [p]Improved AI by making it able to propose Map Sharing, Vision Sharing, and Trade Deals in a broader variety of relation states[/p][/*]
  • [p]Improved AI Debug Logging[/p][/*]
  • [p]Improved AI in how they calculate purchasing power[/p][/*]
  • [p]Improved AI so they are willing to trade for more resources beyond what they need, but at reduced sway[/p][/*]
  • [p]Fixed AI asking for unreasonable quantities of resources[/p][/*]
  • [p]Fixed the trade evaluation bar in diplomacy rounding inaccurately[/p][/*]
  • [p]Improved AI so that they stockpile luxuries they produce and are interested in using for system development[/p][/*]
  • [p]Improved AI so that they pick system development luxuries more intelligently[/p][/*]
  • [p]Added AI ability to boost their population, AI will prioritize luxury resources be used on system development, rather than population boosting[/p][/*]
  • [p]Added AI behaviour for stocking luxury resources for populations they own, and infrequently buying those luxuries from the market[/p][/*]
  • [p]Fixed AI so that activated laws are refreshed each processing pass rather than each turn[/p][/*]
  • [p]Fixed AI so that they can properly set and remove tasks that cannot be cancelled[/p][/*]
  • [p]Improved AI motivation for keeping laws related to approval and FIDSI[/p][/*]
  • [p]Fixed AI getting confused that they didn’t properly allocate laws that cannot be abolished[/p][/*]
  • [p]Added AI ability to allocate laws for military power and movement gain[/p][/*]
  • [p]Fixed AI so that they can abolish laws and are aware of which laws cannot be abolished[/p][/*]
  • [p]Fixed AI so that they will prioritize laws that cannot be canceled when allocating net income into laws/treaties[/p][/*]
  • [p]Added AI motivation to enact more military laws[/p][/*]
  • [p]Expanded scope of some AI gains to include more properties so comparisons are more accurate[/p][/*]
  • [p]Fixed AI only building important buildings on their best system, rather than sufficiently important systems[/p][/*]
  • [p]Fixed AI so that they will prefer to build resource-boosting planet improvements when available[/p][/*]
  • [p]Fixed AI so that they prefer Hissho Fealty Center when available[/p][/*]
  • [p]Fixed AI Nakalim so that they may build Temples of the Lost on Planets[/p][/*]
  • [p]Fixed AI Nakalim so that they can evaluate whether they are able to slot a relic into a hero, and so that it tries to apply relics on non-governor heroes[/p][/*]
  • [p]Fixed AI so that it doesn’t try to assign heroes to unavailable fleets[/p][/*]
  • [p]Fixed AI so that it doesn’t try to build a behemoth while one is already in the queue[/p][/*]
  • [p]Improved AI so that it is better at estimating power differences between factions[/p][/*]
  • [p]Fixed AI so that they will cancel attacking a system if they aren’t able to attack it anymore[/p][/*]
  • [p]Fixed AI Motivation for Approval on Conquered Systems[/p][/*]
  • [p]Fixed AI Hissho so that it can place Fealty center properly and so they don’t replace it with something weaker[/p][/*]
  • [p]Improved AI Cravers so that they can use their special Feeding Pits special improvement[/p][/*]
  • [p]Fixed AI avoiding systems stuck with outdated motivation[/p][/*]
  • [p]Fixed AI trying to merge invalid fleets[/p][/*]
  • [p]Fixed AI getting stuck in failing loops when trying to invade systems[/p][/*]
  • [p]Improved AI so that it checks if there is enough manpower when trying to invade[/p][/*]
  • [p]Improved AI so that it will avoid sending invasion support fleets through dangerous systems[/p][/*]
  • [p]Fixed Umbral Choir AI not being able to return fleets to its home system when they are done with their tasks[/p][/*]
  • [p]Fixed AI so that they properly evaluate their sympathy for the Academy[/p][/*]
  • [p]Fixed AI fleets not cancelling their pathing when trying to merge or become privateers[/p][/*]
  • [p]Improved AI so that they can more consistently go to nodes when trying to discover nodes for other missions[/p][/*]
  • [p]Improved AI motivation for movement and command point technologies[/p][/*]
  • [p]Reduced AI motivation for Vodyani Ark modules[/p][/*]
  • [p]Improved AI so that Economy Behemoths will include an engine module[/p][/*]
  • [p]Improved AI so that cloak/anti-cloak modules will only be slotted on defenders or coordinators[/p][/*]
  • [p]Improved AI so that they retrofit and repair their fleets more consistently[/p][/*]
  • [p]Improved AI so that they waste less time when trying to merge fleets together and merge fleets more consistently[/p][/*]
  • [p]Improved AI so that they are better able to distribute their fleets for offense and defense[/p][/*]
  • [p]Improved AI so that they reallocate heroes more effectively[/p][/*]
  • [p]Fixed AI not being able to disband, cloak, or attack in some situations[/p][/*]
[p][/p]

Balance

  • [p]Minor Faction Population Collection Bonus thresholds reduced, from 10-20-50 to 5-10-20[/p][/*]
  • [p]Sublime University - Lost 1 Science per Population, Gained +5% Science[/p][/*]
  • [p]Flak damage against squadrons reduced by 50%[/p][/*]
  • [p]Buffed Flak Damage on the following weapons: Improved Ultradense Slugs (120 -> 150), Improved High-I Slugs (90 -> 120), AGN Slugs (150 -> 180)[/p][/*]
  • [p]Titanium Slugs bonus changed from improved flak damage to reduced medium range penalty[/p][/*]
  • [p]Antimatter critical hit chance material bonus reduced from 15% to 10%[/p][/*]
  • [p]Projectile health now scales with module multiplier[/p][/*]
  • [p]Increased hull weakness on small ships from 100 to 120 (this should reduce their durability overall)[/p][/*]
  • [p]Hunter damage bonus increased from 20% to 25%[/p][/*]
[p]Nakalim Rebalance[/p]
  • [p]Slumbering Ruins no longer get Sustainable Farms and Epigenetic Crop Seeding upon colonization, and instead get “Holistic Defenses”[/p][/*]
  • [p]Slumbering Ruins colonization bonus nerfed (10 relics, 300 dust -> 5 relics)[/p][/*]
  • [p]Slumbering Ruins awakening bonus changed (100 FIDS, 20 Influence -> 20 Food, 20 Dust, -100% Food Consumption)[/p][/*]
  • [p]Slumbering Ruins now only gives 1 population instead of 2[/p][/*]
  • [p]Slumbering Ruins now only gives 3 relics instead of 5[/p][/*]
  • [p]Nakalim now receive ~50% less relics from quests[/p][/*]
  • [p]Well Founded now only reveals systems up to 30 parsecs away, rather than the entire constellation[/p][/*]
  • [p]Temples can no longer be built on gas planets[/p][/*]
  • [p]Nakalim no longer start with a Colonizer[/p][/*]
  • [p]Nakalim Diplomacy Relic influence gain is now capped at 100%[/p][/*]
  • [p]Sublime University - Lost 1 Science per Population, Gained +5% Science[/p][/*]
  • [p]Reduced Spiritual Elucidation Foundation - -5 Science per Relic (from 10)[/p][/*]
  • [p]Research Retreats - 2 Science per Anomaly (from 5)[/p][/*]
  • [p]Body Language Institute now gives 25% influence, from 5%[/p][/*]
  • [p]Academy “Request Fleet” action cost nerfed from 20 to 35[/p][/*]
[p]Manpower Rework[/p]
  • [p]Holistic Defenses - +250 Garrison Capacity, +200 Deployment Limit[/p][/*]
  • [p]Civilian Emergency Center - +200 Garrison Capacity, +200 Deployment Limit[/p][/*]
  • [p]Impervious Bunkers - +250 Garrison Capacity, +200 Deployment Limit[/p][/*]
  • [p]Budakai Bunkers - +300 Garrison Capacity, +400 Deployment Limit[/p][/*]
  • [p]Exotic Rats - No longer provides Garrison Capacity, +25% Troop Health, +25% Troop Damage[/p][/*]
  • [p]Patriotic Pills Plant - -10% Food to Manpower, +50 Manpower per Turn (should make this quite a bit better on smaller systems)[/p][/*]
  • [p]Multi-Mind Combat - No longer provides +1500 Garrison Capacity, +150 Garrison Capacity per Population, +650 Deployment Limit, +10% Deployment Limit[/p][/*]
  • [p]Tractable Armaments - No longer provides Deployment Limit, No longer provides +250 Garrison Capacity, +40 Garrison Capacity per Population, +600 Bombardment Damage[/p][/*]
  • [p]Integrated Weaponry - No longer provides Deployment Limit, No longer provides +500 Garrison Capacity, +60 Garrison Capacity per Population, +350 Bombardment Damage[/p][/*]
  • [p]Electromagnetic Shield - No longer provides Garrison Capacity, No longer provides +100 Deployment limit, +15% deployment limit, +15% troop health, -25% bombardment damage taken, -20% improvement and population destroyed[/p][/*]
  • [p]Planetary Guard - No longer provides Garrison Capacity, No longer provides +500 Deployment limit, +25% deployment limit, +15% troop health, -35% bombardment damage taken, -30% improvement and population destroyed[/p][/*]
  • [p]Sophonic Rampart - +125 Garrison Capacity, +100 Deployment Limit, +15% Troop Damage[/p][/*]
  • [p]Reanimator - No longer provides flat garrison capacity, now provides +20 Manpower per Population, +20 Manpower per Population on Large Planets, +40 Manpower per Turn on Huge Planets[/p][/*]
  • [p]Ministry of Truth - No longer provides +40 Manpower per Turn, now provides +50 Manpower per Turn per Population[/p][/*]
  • [p]Sim Camp - Nerfed from 10% Industry per Manpower to 8% (I was nice)[/p][/*]
  • [p]Nanohaze Defenses - +15% Deployment Limit[/p][/*]
  • [p]Citadels - +200 Citadel Garrison Capacity, +10% Troop Health and Troop Damage (didn’t work before), +50 Citadel Garrison Capacity per Population[/p][/*]
  • [p]Obliterator Shield - -50% Bombardment Damage received[/p][/*]
  • [p]System Battery - +400 Citadel Garrison Capacity[/p][/*]
  • [p]Advanced System Battery - Now requires System Battery be built[/p][/*]
  • [p]Coordinated Bunkers - +40 Citadel Garrison Capacity per Population[/p][/*]
  • [p]Scientific-Military Complex - +10% Damage and Health on Ships built on this System[/p][/*]
  • [p]Weaponized System - No longer has Food or Dust penalties, No longer provides garrison capacity, +200 Manpower per Turn, +5% Industry per Manpower[/p][/*]
  • [p]Conscription Complex - No longer provides Garrison Capacity, +50 Manpower per Turn per Population[/p][/*]
  • [p]Sonic Disruption Net - +100 Garrison Capacity, +100 Deployment Limit[/p][/*]
  • [p]Blitz - +25% Improvement and Population Destruction Chance[/p][/*]
  • [p]Swarm Assault - +25% Improvement and Population Destruction Chance[/p][/*]
  • [p]Guerilla - -50% Improvement and Population Destruction Chance, -85% Bombardment Damage Taken[/p][/*]
  • [p]Draft - +125 Manpower from Draft and Deployment Limit, +15% Deployment Limit[/p][/*]
  • [p]Patriotic Duty - +200 Manpower from Draft and Deployment Limit, +15% Deployment Limit[/p][/*]
  • [p]Protect System - -25% Improvement and Population Destruction Chance, -50% Bombardment Damage Taken[/p][/*]
  • [p]Militant Defense - -25% Improvement and Population Destruction Chance, Damage changed from 500-800 to 1000, -50% Bombardment Damage Taken[/p][/*]
  • [p]Sacred Ground (center of effect) - +20% Troop Health, -50% Improvement and Population Destruction Chance, Damage changed from 500-800 to 1500, -60% Bombardment Damage Taken[/p][/*]
  • [p]Sacred Ground (radial effect)  - +10% Troop Health, -40% Population Destruction Chance, +750 Bombardment Damage, -50% Bombardment Damage Taken[/p][/*]
  • [p]Draft (Umbral Choir) - +450 Manpower from Draft and Deployment Limit, +15% Deployment Limit[/p][/*]
  • [p]Protect System (Umbral Choir) - -75% Bombardment Damage Taken[/p][/*]
  • [p]Orbital Bombardment & Rally - Reduced damage by 30%[/p][/*]
  • [p]Reduced Flak damage by 20%[/p][/*]
  • [p]Siege Module siege power reduced by 25%[/p][/*]
  • [p]Arks with a meditation module equipped can no longer contribute manpower to ground battles[/p][/*]
[p][/p]

Crashes

  • [p]Fixed a crash when the AI would attempt to hack an Academy-owned system[/p][/*]
  • [p]Fixed System Labels for Slumbering Ruins sometimes causing endless turn pending[/p][/*]
  • [p]Fixed a crash when trying to drag Academy-gifted fleets outside of their originally intended fleet[/p][/*]
  • [p]Fixed building a Behemoth with the Core Miner module while not having enough Adamantian causing the game to crash[/p][/*]
[p][/p]

Gameplay

  • [p]Dark Matter quests that give ships now instead give ship blueprints[/p][/*]
  • [p]Dark Matter quest prerequisites redone to be more reasonable[/p][/*]
  • [p]Fixed the Academy Quest not triggering / bugging out depending on your DLC / Academy Settings[/p][/*]
  • [p]Fixed the Academy being able to convert owned systems[/p][/*]
  • [p]Added several missing tech links for Nakalim, Horatio, Hissho, and Sophons[/p][/*]
  • [p]Dust to Dust - Part 1 quest now targets the destination system rather than a random one[/p][/*]
  • [p]Fixed T1 Food, Influence, and FIDS Planetary Improvements not upgrading to T3 when skipping upgrading to T2[/p][/*]
  • [p]Added Political Events to many system improvements and technologies missing them[/p][/*]
  • [p]Updated the Categories of many system improvements[/p][/*]
  • [p]Fixed Strategic Sustenance population modifier not correctly applying when boosted[/p][/*]
  • [p]Fixed some hero skills not correctly showing up on the Planet / Trade Breakdowns[/p][/*]
  • [p]Fixed Slumbering Ruin awakening effect not properly scaling with game speed[/p][/*]
  • [p]Fixed some Academy boosts not applying properly[/p][/*]
  • [p]Fixed any effects that scale with Truce Count not doing anything[/p][/*]
  • [p]Fixed all Anomalies not counting towards total anomalies on a planet/system[/p][/*]
  • [p]Fixed T3 Hissho collection bonus not applying properly[/p][/*]
  • [p]Fixed Cube of the Viceroy being able to be enqueued multiple times[/p][/*]
  • [p]Fixed Awaken System being able to be enqueued multiple times[/p][/*]
  • [p]Fixed the temporary upkeep increase from the Riled Researchers quest not showing up[/p][/*]
  • [p]Fixed manpower not properly refilling to full at the end of a turn[/p][/*]
  • [p]Fixed singularities not being removed properly after cancelling one on a conquered system[/p][/*]
  • [p]Fixed launching a mining probe not consuming the probe until the animation finishes, allowing you to launch many probes onto the same planet[/p][/*]
  • [p]Fixed mining probes being visible when you hadn’t explored the system of the planet they were on[/p][/*]
  • [p]Fixed being able to clone Super Guardians[/p][/*]
  • [p]Fixed Academy ships from being able to have their manpower participate in ground battles[/p][/*]
  • [p]Fixed automated ships counting as orbiting friendly/enemy military fleets[/p][/*]
  • [p]Ships purchased by the Umbral Choir now start invisible[/p][/*]
  • [p]System improvements that cannot provide a bonus on a system are no longer buildable on those systems[/p][/*]
  • [p]Riftborn upgraded population creation improvements from their quest no longer consume surplus industry[/p][/*]
  • [p]Fixed Friendly Fleets Bill not having any effect[/p][/*]
  • [p]Fixed trade routes never refreshing and being blockaded the whole game[/p][/*]
  • [p]Variants of all buildings are now exclusive with each other[/p][/*]
  • [p]Vodyani food consumption now scales with game speed properly (should notice a difference on Slow & Endless)[/p][/*]
  • [p]Fixed Improved Ultradense Slugs module using the Flak sub-module of Improved High-I Slugs[/p][/*]
  • [p]Fixed salvos not correctly receiving health modifiers[/p][/*]
  • [p]Fixed the Gjallafire weapon module not being able to target behemoths[/p][/*]
  • [p]Fixed some ship design templates trying to fill module slots that do not exist[/p][/*]
  • [p]Fixed Closed Airspace tactics card not properly buffing the damage of Energy Squadrons[/p][/*]
  • [p]Fixed Flotilla Shields not applying their buff to the fleet correctly (did nothing previously)[/p][/*]
  • [p]Fix an error with Energy Weapons having a much larger cooldown than intended[/p][/*]
  • [p]Fixed an issue where boosting a population type with a trait shared by another population type with boost either of them[/p][/*]
  • [p]Fixed several population assimilation traits[/p][/*]
  • [p]Fixed “Infallible Authority” Vodyani skill did not scale with hero level[/p][/*]
  • [p]Fixed ships not having a base-repair rate when in friendly territory[/p][/*]
  • [p]Fixed Nakalim science buildings counted all Relics instead of unassigned relics[/p][/*]
  • [p]Fixed Nakalim “-50% science from ship destruction” was applied twice[/p][/*]
  • [p]Fixed “Research Cities” having a partially hidden tooltip[/p][/*]
  • [p]Fixed Improvement and Building loss not applying properly on some Nakalim ground battle strategies[/p][/*]
  • [p]Fixed Lost Cities applying “Happiness per Population²” instead of “Happiness per Population”[/p][/*]
  • [p]Fixed Scour and Rise Up ground battle strategies not properly replacing Preemptive Bombing and Rally when available[/p][/*]
  • [p]Fixed progression of the Unexpected Entropy quest[/p][/*]
  • [p]Fixed Nakalim empire relic bonuses not being applied properly[/p][/*]
  • [p]Fixed Planet FIDSI could not be negative[/p][/*]
  • [p]Fixed Gjallafire and Pirate Laser weapons having no weapon type[/p][/*]
  • [p]Fixed “Hardship Ready” not applying the correct resource penalty[/p][/*]
  • [p]Changed Pug Hero’s classification to Overseer to match their skill tree[/p][/*]
[p][/p]

GUI / Localization

[p]Credit to FrostGremlin for providing additional writing[/p]
  • [p]Fixed several typos[/p][/*]
  • [p]Fixed many links to Amplifiers (was Games2Gether) not working[/p][/*]
  • [p]Fixed the news feed in the main menu not being able to receive posts[/p][/*]
  • [p]Fixed Flak Damage not correctly displaying on weapon cards[/p][/*]
  • [p]Fixed many techs not correctly being labeled as faction-specific[/p][/*]
  • [p]Fixed the Basryxo population art being missized[/p][/*]
  • [p]Moved some technologies around slightly on the technology tree so that spacing was more even[/p][/*]
  • [p]Fixed Academy boosts not having GUI Elements in the FIDSI Breakdown[/p][/*]
  • [p]Fixed Approval effects from luxuries not being hidden from the Hissho[/p][/*]
  • [p]Removed Overall Cooldown from Weapon Panels[/p][/*]
  • [p]Fixed some properties not showing up properly / being improperly labeled on Weapon Panels[/p][/*]
  • [p]Fixed Deployable Ramparts not having a GUI Category[/p][/*]
  • [p]Fixed FIDSI from Mining Probes not having a GUI Title[/p][/*]
  • [p]Renamed the Tier 3 Strategic Fighter / Bomber to match the naming convention of the other bombers[/p][/*]
  • [p]Fixed the tooltip of some fleet damage / critical chance modules incorrectly saying they affected flotillas[/p][/*]
  • [p]Fixed the tooltip of Endless Augmentation Factory showing up twice[/p][/*]
  • [p]Fixed Magnate Council’s tooltip being hidden in the breakdown while ecstatic[/p][/*]
  • [p]Fixed Luxuries showing “Effects on planet” instead of “Effects within a system development upgrade” when zoomed into system orbit[/p][/*]
  • [p]Fixed Academy “gift system” icon appearing on any system under an influence[/p][/*]
  • [p]Fixed Arks not having the correct module multiplier in the ship design screen[/p][/*]
  • [p]Fixed hacking program cost changes not properly updating the GUI[/p][/*]
  • [p]Wonder anomalies are now properly categorized as such in the GUI[/p][/*]
  • [p]Fixed some types of system improvements not being correctly organized in the improvement list[/p][/*]
  • [p]Fixed System Development not having the correct improvement subcategory[/p][/*]
  • [p]Nakalim Political Relic now shows the multiplier by parties represented[/p][/*]
  • [p]Added an “infinite improvement” filter category in the system constructibles panel[/p][/*]
  • [p]Added “Infinite Improvement” system improvement category to differentiate infinite improvements in the tech tree[/p][/*]
  • [p]Added tooltip effect notes for some planet-based constructible prerequisites[/p][/*]
  • [p]Fixed the Academy Diplomacy “Request System” action not having an error message for not having vision over the desired system[/p][/*]
  • [p]Resources that the AI wants to trade are now properly shown with a “+” symbol in the diplomacy screen[/p][/*]
  • [p]Added \[citadelDefenseColored] Icon[/p][/*]
  • [p]Reworded a lot of poorly worded tooltips relating to space and ground combat[/p][/*]
  • [p]Many unclear, confusing, and outdated tooltips have been reworded[/p][/*]
  • [p]System Defense has been renamed to “Garrison Capacity”[/p][/*]
  • [p]Citadel Defense has been renamed to “Citadel Garrison Capacity”[/p][/*]
  • [p]Ship Manpower has been renamed to “Crew Manpower”[/p][/*]
  • [p]Tooltips that specified “On Happy” and “On Ecstatic” (or the Hissho equivalent) should now just say “On Happy or Above”, assuming the effect isn’t different[/p][/*]
  • [p]Fixed influence gained from Gossamer not displaying on the system influence breakdown[/p][/*]
  • [p]Fixed Cultural Invertics being shown as a faction-specific technology for all factions[/p][/*]
  • [p]Fixed bombardment damage improvements so they do not all show the same value[/p][/*]
  • [p]Fixed Mavros Skunkworks not showing the correct amount of health[/p][/*]
  • [p]Fixed an error where invading/defending troop damage was displayed as bombardment damage[/p][/*]
  • [p]Swapped Unstable Isotopes and Focused Plasma icons[/p][/*]
  • [p]Fixed missing UI elements on the Nakalim Political Relic[/p][/*]
  • [p]Fixed Xirmisala “Dust Dowsing” law not displaying properly[/p][/*]
  • [p]Fixed problems with Immaterial Connection and Sublime University icons[/p][/*]
  • [p]Fixed the tooltip of the Low-Quality Foundations anomaly[/p][/*]
  • [p]Fixed Planet FIDSI tooltips[/p][/*]
[p][/p]

Multiplayer

  • [p]Fixed desync when Pirate Bases are destroyed, however, you no longer gain academy relation when destroying pirates[/p][/*]
[p][/p]

Modding

  • [p]Added new tab to the Simulation Debugger “Roots”, which allows you to view the simulation tree for ongoing fights, the galaxy, and other “non-empire” simulation objects[/p][/*]
  • [p]Fixed GameSettingPrerequisite “inverted” property not working properly[/p][/*]
  • [p]Added several new anomaly qualities for use by modders[/p][/*]
[p]
[/p]
Logo for Endless Space 2
Release:19.05.2017 Genre: Strategie Entwickler: Amplitude Studios Vertrieb: Sega Engine:keine Infos Kopierschutz:keine Infos Franchise:keine Infos
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