Endless Space 2/Changelog

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Back to: Endless Space 2.

Steam: 1.4.12

PATCH 1.4.12 - MUCK & MAKERS CONTENT UPDATE



ADDITIONS [MUCK AND MAKERS ADD-ON]

    New Minor Faction: Basryxo
    New Population Quest "Munchie Madness" for the Basryxo
    New Basryxo Hero Fore Sagazh Jabble


ADDITIONS [PENUMBRA]

    Trace status and speed are now displayed in the tooltips of trace operations


FIXES [ALL VERSION]

    Fixed Menu Screen always showing the Umbral Choir scene
    Increased Food output of Vodyani Cathedral of All Worldy Affairs (Colony Base equivalent) to prevent starvation on Endless game speed
    Rebalanced the industry cost of most ship modules introduced after the Vaulters DLC
    Fixed Diplomatic Pressure not resetting when you joined a war as part of an alliance
    Removed invisible Probe Module on the Hissho Explorer


FIXES [PENUMBRA]

    Players can no longer win Supremacy by placing Sanctuaries on destroyed home systems
    The System Politics Tutorial no longer triggers on Sanctuaries
    Improved trajectories for Umbral Choir Fighters and Bombers


FIXES [CELESTIAL WORLDS]

    Chapter 5 “Trust in Authority” will no longer ask the player to reach a negative value of influence generation

Steam: 1.3.27

Patch 1.3.27


[BALANCE]

Lumeris:

    Added a repeatable improvement to reduce inflation on Empire by 25%
    Added an effect to tier 3 population collection: 5% of net Dust added to influence
    Colonisation cost is now less impacted by inflation
    Added 2 new traits to the faction:
    "Free Market Experts" trait gives -5% inflation per Trading Company on Empire
    "Alternative Imports" trait gives -50% on Marketplace tax

Vodyani:

    Unlocked Ark ship designs (yes, finally!)
    Added an effect to tier 3 population collection: +2 movement points on Fleets
    Added a natural conversion of Essence -> Manpower (5% of Essence consumed, granting the equivalent of 10% to Manpower)
    Added an "Essence upkeep" to keep track of consumed Essence
    Changed Vodyani Food consumption: it will now scale depending on the proportion of Vodyani pops on the system, up to -50% like before
    Lowered advanced leeching module techs by 1 stage (they're now in S3 and S4 of Science and Exploration)
    Leeching modules effects will now scale with hull size
    Lowered all % values of "All must..." modules
    Leeching module will now also grant Essence per destroyed CP in battle

Horatio:

    Added a weapon availability on existing slots for the following ships:

        Small attacker

        Small support

        Medium attacker

        Carrier
    Reduced the custom faction cost of Perfect genes from 20 to 10
    Tweaked the Price of Perfection trait:

        Industry malus has been reduced from  25 to 20%

        Added a 10% damage bonus to ships

        Reduced the cost of the trait for custom factions from -20 to -10
    Converting a population into a new Horatio with Genetic Alteration Lab will now only cost 640 Industry

Riftborn:

    Biophobic trait will now add population slots on Sterile planets and remove some on Fertile planets
    Added a star system improvement and an empire improvement to add population slots on Sterile planets
    Reduced Riftborn Singularities Empire effects from 25% to 10% Empire-wide bonus 
    Swapped Freeze and Rip Empire-wide effects

Hissho:

    Observances can not be stacked anymore
    Hissho will now suffer a malus of 5% FIDS on their Home System (or Best System) for each system above over-colonization threshold
    Lowered over-colonization threshold by 1
    Hissho AI now has a base Keii income (stronger when under colonization threshold) depending on game difficulty

Unfallen:

    Unfallen vines will now take time to recede even when incomplete
    Unfallen vining modules are now 20% faster

United Empire:

    Mezari Population will now grant +0.5 Influence and + 1 Science per pop
    Mezari Population collection bonus 2 will now grant +10% Science on system with Mezari pops (instead of + 15%)
    Mezari Population collection bonus 3 will now grant -10% Technology cost (instead of -20%)
    Martial Science will now grant a + 10% Science on Empire (instead of +15%)
    Sheredyn population will now grant +0.5 Influence and +20 Manpower capacity on System
    Increased Science gains of Science agreement
    Mount of Zelevas will now grant +2% industry on System per pop type in Empire in addition to its other bonuses
    United Empire Population Collection Bonus will now grant +0.1 Influence per Industry spent (cumulative with the original bonus due to Emperor's Will)
    Silken Diplomacy was replaced by Iron Will which grant a +10% Industry to all Systems when staying United Empire
    United Empire military choice of "A hidden Rebellion - Part 1" quest will now only ask the player to reach 800 maximum Manpower on Empire
    Sheredyn 50 population collection bonus will now grant +5 Influence per 100 Manpower on System




Accompanying tweaks:

Economy:

    Militarist super-law now doesn't grant an approval bonus for wars with Minor Empires
    Inflation formula now also depends on the number of players on a map
    Trading companies:
    Costs of Dust/Luxury improvements are now more tightly linked to their types (there still is a base increase for each bought upgrade)
    Lowered Costs of Dust/Luxury improvements

Space Battle:

    Changed starting tactics
    Put some tactics usually found in curiosities inside the tech tree so as to remove effects that were too similar or situational
    Put some tactics that were in the tech tree but didn't fit with the new repartition anymore in curiosities
    Removed tactics playdecks granted in the 5th era of the military quadrant to reduce the clutter in the total amount of tactics
    Rebalanced the effect of some of the tactics as they were put in the tech tree
    Changed the composition of tactics playdeck in the tech tree
    Boosted DPS of Basic Plasma Beam to 11 (instead of 9)
    Science from scrap will now grant 20 science per CP destroyed

Others:

    Dirty Hand Acts is now 50% weaker
    Corsair faction trait now only costs 5 points
    Sowers "Planet Menders" trait reduced from -1 depletion points to -0.5


[FIXES] 

    Fixed game getting stuck when a mining probe is placed on a Lodestone (Academy quest) and the Lodestone is captured by any side of the quest (as reported in this thread)
    Illo hero (Tlikkit Goktok) was changed to Technologist - Overseer as intended (had the class but not the related skill tree). Any skill point invested in the Counselor or Primitive branches of Tlikkit Goktok in previous saves will be lost, as the branches have been replaced with the Technologist and Overseer branches. This implies a potential re-lock of higher tier skills, depending on how the remaining skill points have been spent
    Fixed an issue that made the Behemoth Discoverer trait not appear in the Empire summary
    Fixed an issue where Wrath of Tonatsi would appear in the list of available modules when equipping a destruction module
    Fixed Ancestral reverence conversion description in System Food & Industry tooltip
    Fixed non-functional boost experience module for hero ships
    Solved custom faction Ship Bound + any affinity mapping that caused a crash
    Corrected an issue where 2 technologies were overlapping when playing as a custom Vaulters Gene Hunter faction
    AI's Behemoth Terraform Planet action can no longer be used by players when clicking on Behemoth then on the orbited System
    All Juggernaut weapons are now functional, fully loaded and operational

Steam: 1.3.14

Patch 1.3.14 

[FIXES]	
Fixed a compatibility issue with machines using Intel Iris 5100 & Pro 5200 that resulted in an indefinite hang on loading
Fixed compatibility issue with the following integrated graphic chipsets: HD Graphics 5000, 5100, 5200, 5300, 5600 

Fixed an issue in which industry production was permanently sapped to 0 if a planet terraformation type was switched with another while an infinite improvement was queued - this could be exploited multiple times to get more resources

[ES2 STORIES]
Fixed the German version of a comic displaying Spanish dialog, por razones qué no sabemos

Steam: 1.3.9

Patch notes 1.3.9


[OPTIMIZATION]

    General performance optimizations


[AI] 

    General bugfixes
    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

Steam: 1.3.3

[NOTE OF INTENT] 

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

Steam: 1.2.23

[FIXES]

    The third objective (Bullet) of "The Gunfather" quest is now unlockable if the player possesses non custom Riftborn
    The quest fleet from the "Flight of Eyder" can no longer travel in warp mode, to prevent the quest from failing due to the time it took it to reach another system
    Fixed an issue in chapter 2 part 2 of the Lumeris main quest with the Ecologist choice. The Ecologist law now validates properly
    Fixed Singularity notification not telling which empire deployed it
    Cravers Quest no longer gives a system (Infinite Factory) which is invisible and unreachable by other players, preventing an elimination of the Cravers player
    "To do, or not to do..." 
        The quest can now be completed when having a custom faction with Riftborn or Continuum Sculptors affinity
        Objectives from the part 2 now display a progress tracker
        One of the choices from part 2 has been temporarily locked pending a fix
    Fixed a warning generated when quickly switching from a notification with one objective to another with two objectives
    Fixed Sowers assimilation bonus applying only for one population unit per system 


[BALANCE]

    Removed Science resource reward: it is difficult to balance and players used to lose a part of their gain which was unfair
    Added a cap on all buyout costs reductions (capped to 95% reduction)

Steam: 1.2.20

1.2.20 - 21/03/2018

Fixes

    Fixed the "Preserve" reward of the "Ghoul or Gourmand" quest.
    Fixed the completion prerequisites of "The Gunfather" quest.
    Fixed the second part of the "To do, or not to do" quest trigger.
    Fixed a bug preventing the Sefaloros to appear in-game.
    Fixed a bug preventing the “Developer of Talent” quest of being validated.
    Fixed a bug where the "Take arms" objective of the "To do, or not to do" quest was able to target unique planets.
    Fixed a bug generating an error message after completing the “Take arms" objective from the "To do or not to do" quest.
    Fixed the "To do or not to do... (Part 2)" quest progress counter.

Balancing

    Adjusted trade buff; trade companies should start with a higher initial income while still being reasonable in late-game

Miscellaneous

    Sower pop quest artwork has been flipped left for a better view.

Steam: 1.2.18

Patch 1.2.18




One of our main goals with this patch was to rebalance weapon & support modules following your feedback. Energy weapons should now be on par with their projectile counterparts, and Blast Effect Batteries will no longer be able to one-shot bigger ships.  We also gave some much needed buffs to some supports modules that were seeing little use while imposing some limitations to those that were too prominent in combat or could stack too high.

The other main aspect was to rebalance governments, also following player feedback. Republic was king and the idea was to bring the other governments to its level, by increasing their strengths and make them able to fit different playstyles. Along with the purely numerical changes on political event values (building many military ships will no longer force you to become militarist!), we feel this brings new stakes to the political game of Endless Space 2!


BALANCE

Vaulters:

    Material Expertise: Strategic resources costs multiplier in Modernization upgrades increased from 25% to 50%
    Probe vision range bonus from Vaulters-specific tech decreased from +40% to +25%
    Golden Age does not scale on Game Speed anymore
    Hero skill Geniocrat I: Science bonus reduced from +20% to +15%
    Vaulter populations bonus damage to attacker in ground battle increased from +20 to +25
    Increased cooldown before next free colonization by 2 turns

Space Battle:

    Rebalanced Laser & beam DPS values
    Blast Effect battery will now do only 50% damage against medium and large ships
    Energy and Projectile enhancer strategic cost brought from 2 to 3
    Lenser module will grant repair per phase bonus instead of HP bonus
    Jammer module will now grant an evasion boost in addition to its usual bonuses
    Antipersonnel Defense drone now grant 150 manpower in addition to its usual bonuses
    Hardened Shield Generators now grant 100 energy defense in addition to its usual bonuses
    Turret Recovery Fields now grant +10% critical damage in addition to its usual bonuses
    Globally reduced evasion boost on Engine modules
    Antimatter Laser and Beam will now have a superior hull penetration rate instead of a damage boost against shields
    Beams have been boosted back to 75% of their former value
    Energy & Projectile Enhancer Damage boost can now only be equipped once per ship

Politics:

    Made Autocracy available for Custom factions
    It is now possible to add governments in mods and they will appear in the interface of the game
    Reworked political event effects:
         Reduced power for numerous militarist events
         Reduced power for some pacifist events
         Increased power for some religious and ecologists events
         Building a Wonder now always increases the religious ideology
    Governments revamp:
        Federation now gives +1 System before over-colonization per Hero on Empire
        Federation now has -20% Luxury cost on System Development Upgrades
        Democracy now has -5% Influence upkeep cost reduction per active law from different political parties
        Dictatorship now has the strongest forced laws in the game
        Dictatorship now grants +50% Effect to Senator skills
        Dictatorship’s propaganda now provides an additional System effect as well as boosting party experience
        Dictatorship now has two additional law slots unlocked on stage 3 and 5 of Empire Development respectively

Economy

    Increased growth upkeep overall for population
    Early game food star system improvements have had their gains reduced

 

FIXES

    Fixed an issue where an unknown Battle Card with placeholder text was displayed in the Battle Tactics screen
    Added Show Location Buttons to Argosy-related notifications
    Fixed critical error when a Vodyani Ark has less than 60% HP, and tries and fails to retreat, resulting in its destruction and causing the game to remain stuck
    Fixed an issue where ships could appear rotated after using the Skip to Action button
    Quest planets no longer remain highlighted after the Pacifist path of the "Guardians and the galaxy" quest has failed
    Fixed some traits filed under the wrong category which caused their description not to appear
    Vaulters Fleet Names are now implemented
    Fixed the Meta-Entactogen Luxury not being impacted by cost reductions
    Fixed Need to Breed Bill not appearing for Republics



We hope you guys are excited by the added immersive content we're offering! Once you've given Lost Symphony a listen, tell us what your favorite track is! 

Steam: 1.2.11

Update 1.2.11 -- Guardians & the Galaxy
19 February - Frogsquadron	



Update 1.2.11 -- Guardians & the Galaxy


[ADDITIONS & IMPROVEMENTS]

    Added Unfallen population quest: Guardians & The Galaxy, created by community member StormAngel!
    Added Make War Not Love Hero Reward, Karv Jezet, from the upcoming Unfallen comic!
    Added an ingame clock over the End Turn button so you remember to sleep!
    Added side panel in the Diplomacy Screen that lists all ongoing contextual effects on your empire
    Guardian Guides Traits have been added
    Polished Event Notification visuals and animations
    Added link to the Economy Screen when clicking the System Level in the System Management View
    Added the option to click anywhere in the notification during the animation of the Curiosity Discovered and Empire Introduction Notifications to skip it
    Added feedback for shield and weapon deactivation on ships affected by enemy EMP in the Battle Scan View
    Reworked Happiness from System level for Vodyani into a trait, “Utopian Infrastructure” (also available in custom factions)
    Added the battle tactics mini-cards in side panel of the military screen + polished and refined play cards
    Added descriptions for the Empire improvements unlocked by the Victory technologies
    Clarified effect of Zelevas Incarnate


[QUESTS]

    The Stars Their Destination part 1 and 2 now both have the right Political Event feedback
    Vodyani are now able to complete the Vaulters Chapter 4 Science Version
    Fixed errors related to “Slingshot” quest


[PERFORMANCE]

    Improved game loading time. Empire Chronicles will now be loaded over time when opening the Empire chronicles window, instead of during startup loading


[MODDING]

    Horatio gameplay gene splicing no longer depends on the name of the AffinityGameplay, it checks instead if Empire property HasAffinityGeneHunter
    Fixed custom (modded) planets not having a Scanview map
    Fixed issues with custom (modded) unique planets not overriding their types visual


[FIXES]

    Fixed error in “Suggested Technology” algorithm
    “Halt Attacks” diplomatic term is no longer unavailable when there is one turn left to use it
    Fixed errors related to “Scienceganza” Unique Improvement and Population Events
    Fixed quest notification causing errors if there are several hidden choices
    “Attack fleet” button tooltip now properly explains why Privateers cannot attack empires that are allied with the Pirates
    The Entwined Celestial Vine progress now also appears on Special Nodes tooltips
    Fixed an issue blocking access to DLC-specific notification pop up options when playing a game with shared access to the DLC
    Fixed some anomalies appearing greyed out for no reason in the System Management View
    Fixed Hero being shown as resurrected in space battle despite the entire fleet being destroyed/captured via boarding pod
    "Crew killed per hit" effect is no longer displayed in the combat scan view when attacked ships have no manpower left
    Fixed system blockade with privateers not working as intended
    Fixed game failing to restart when it failed to start once (due to mods or other issues)
    Fixed error caused by AI accepting to join an alliance and creating a new one at the same time
    Fixed rare critical error on trading companies
    Fixed saves getting stuck because of AI alliance issues
    Becoming ally (peace/alliance) with an Empire whos blockading a players systems now un-blockades them without needing them to disable/re-enable the action
    Unfallen ships no longer receive movement speed bonus on lanes which are covered by a partially finished vine (no change when the vine is fully finished)
    Fixed error caused by fleets being attack-able while colonizing a system
    Fixed Vaulters not receiving the law effect "+X happiness on systems for Y turns after colonizing a system"
    Fixed Argosy "Create Portal" action not interrupting "Auto Explore" action
    Fixed rare error occuring when a planet is destroyed, the system lost, and then recolonized
    Fixed camera not reaching the farthest systems in the corners when playing on an exceptional twin elliptic galaxy
    Fixed Pirate not always talking when the button "support" is clicked
    Fixed Argosy colonization cost being improperly rounded in colonization tooltip
    Fixed “Boarding pods extreme” module not being received upon completion of the Deed which rewards it
    Fixed rare cases of game saves not being loadable
    Fixed Manpower refund value not being shown in the tooltip of the “Scrap Ship” button
    Fixed tooltip of the golden age icon in the Star system label displaying false information regarding its effects
    "Peace and Prayer Act" now correctly prevents Arks from being peacefully converted
    "Peace and Prayer Act" effect increased from +25 to +50 Essence per System under influence zone
    Fixed custom factions with Vaulters gameplay not unlocking boarding pods properly
    Fighters and bombers now appear in the modules list in the ship design view only when designing a compatible ship (large or carrier)
    Adamantian Bombers icon is now properly colored
    Fixed "Obelisk of All Space-Time" FIDSI effect not working properly
    Fixed some minor faction actions not resulting in political effects on populations

Steam: 1.2.8

[1.2.8] Patch Notes
8 February - Frogsquadron	


[1.2.8] Patch Notes

[FIXES]

    Fixed an issue where system scan view did not display production after loading a session
    Fixed an issue where editing ship design multiple times in a row resulted in warning screens following a recent improvement in ship slot UI
    Fixed an issue where the "Immune to Pacific Conversion" tooltip information displayed by "Celestial Vines" empires was confusing for players 
    Fixed an issue where The Celestial Vines "immune to Pacific Conversion" icon and tooltip are displayed for empires which lack the Pacific Conversion technology 
    Fixed an issue where the bonus from allied Unfallen vines displays debug text in the food production tooltip 
    Fixed an issue where failed deeds did not display the icon of the winning empire in the Technology Screen 
    Fixed an issue where attack module slots appear active after a Core Cracker module was put on a ship 
    Fixed an issue where The Argosy ship design can be deleted, leaving the player unable to edit the Argosy anymore
    Fixed an issue where opponents could identify a pirate fleet on their system as privateers from another major empire because of an icon on the Fleet line
    Replaced "Coming Soon" by "This content pack is not installed" in the Content screen
    Fixed an issue where a skippable assert is generated when assigning a hero to a fleet in the Military Status screen
    Fixed Vodyani not brainwashing minor factions when they complete a minor faction quest while they have less than 100 relation points
    Fixed an error related to achievements and the Archivist hero
    Fixed an error when decolonizing a Vaulters system while the Argosy is docked and the camera is zoomed in on the system
    Fixed Vaulters being able to decolonize their home system
    Fixed custom Vaulters Argosy not having the Argosy wireframe model in galaxy view
    Fixed some situations where an empire could be in two alliances at once and cause critical errors
    Fixed the "join alliance" term tooltip being incorrectly displayed when the alliance is full
    Fixed auto-explore button being clickable for Argosy while it is setting up a portal
    Fixed a rare issue in space battle between AIs causing the game to get stuck
    Fixed an error when colonizing home as a custom faction with both Involuntary Nomads and Extreme Foremen
    Fixed players being able to decolonize all of their systems at once
    Fixed active trade route blockades not being updated when the Lumeris population collection bonus is gained/lost
    Fixed custom factions with Involuntary nomads trait being defeated if they do not own a system for 3 turns in a row, even if they still have the Argosy
    Fixed Vaulters not knowing the empires they have spawned next to
    Fixed quest "The lost expedition" being able to permanently destroy the Argosy
    Fixed rare error in diplomatic contracts
    Fixed population not appearing in Senate screen if it has been received via migration only
    Fixed civilian fleets being attackable by allies
    Fixed Argosy having a messed up visual if owned by a Cravers Prime custom faction
    Fixed empires keeping the Constellation control bonus on their systems when they leave an alliance which owned a constellation
    The politics representative hero is now the one with the most "On Senate" skills, instead of the oldest one
    Fixed United Empire not having a voice after if turned into Mezari or Sheredyn
    Fixed the color of the guard feedback for privateer fleets
    Fix guard feedback color remaining the same when having both normal and privateer fleets on a system, and moving all privateers out of the system
    Quests can now prevent a system from being converted
    Fixed an error on the technology helper when starting a game with a custom Riftborn faction with the "Involuntary Nomads" trait
    Privateers can now siege systems
    Fixed Argosy not being able to colonize Pirate Hunting Grounds
    Fix for Minor Factions keeping their Development Grants bonuses after being declared war upon


[QUESTS]

    Vaulters Chapter 4 quest, "Reunification": it is now impossible to use Cultural Conversion to Capture Auriga 2.0
    Vaulters Chapter 4 quest, "Reunification": the reward has been improved with new anomalies and deposits on Auriga 2.0 System
    The lost expedition: Rescue path quest now fails if the quest planet is destroyed
    Ice Age: Empires with Riftborn affinity are no longer allowed to launch the quest
    The Founders Keepers. quest now also completes upon colonizing the targeted planet with the Argosy
    Horatio quest Chapter 3 Part 2 "Reason to disbelieve" can now be completed

Steam: 1.2.6

[1.2.6] Patch Notes
1 February - Natco	


[1.2.6] Patch Notes

[FIXES]

    Fixed an issue where stock value “(0)” was displayed after the name of the
    Economic Tribute term was offered in a demand, even when not a quantified resource
    Fixed an issue where heroes couldn’t be assigned or unassigned from the military status screen
    Fixed an issue where the production per turn symbol was not displayed for luxury resources
    Fixed an issue where module tooltips erroneously multiplied the module slot cost in the ship design screen
    Fixed an issue where the technology unlock notification could only show up to 3 unlocks
    Fixed an issue where faction-specific unlocks were displayed in the technology unlock notification even if the player didn't meet the prerequisites
    Fixed an issue where the Argosy readiness timer did not display after loading the session
    Fixed an issue where the over-colonization warning did not appear when assimilating a minor faction
    Fixed an issue where debug text was displayed in the Riftborn "Machine
    Embodiment" population improvement tool tip after completing the "Ecologist" and "Pacifist" paths of the Chapter 3 quest
    Fixed an issue where user received no confirmation message when cancelling a Non-Aggression pact
    Fixed an issue where wrong icons were displayed for the Chapter 1 part 2 rewards of the Vaulter questline
    Fixed an issue where modders couldn't add new factions because of animated portraits defaulting to bright white when no model was assigned
    Fixed some cases where splitting a privateers fleet would result in some privateers and some not. This bug may still occur still if a part of the fleet is merged with another one which cannot be privateers
    Privateers status can now be toggled off even when not in friendly influence
    Fixed an issue where Vodyani and Lumeris methods of colonization do not feature the over-colonization warning message
    Fixed the competitor slots in the new game screen reverting back to Sophons after playing a game with the Vaulters
    War instances are no longer destroyed more than once when forming multiple alliances simultaneously
    The pirate hero "Fluffpetal Gurk'Zvark" no longer displays the number "2" in his name when obtained
    The colonization cutscene now plays each time the Argosy colonizes a system
    Fixed wrecked ark labels sometimes being displayed in system orbital view when there were no wrecked arks
    Fixed an error on wrecked ark tooltip in rare situations
    Fixed an error when a fleet finished moving exactly when its owner accepted to remove all their fleets from another player's influence
    Fixed population collection bonuses not being updated when an ark was destroyed
    Fixed population collection bonuses not being lost when populations were lost on Vodyani arks
    Fixed "Covert sabotage" pirate action not working properly when pirates have low reinforcements
    Fixed inability to compliment/bribe minor empires that were being leeched by a Vodyani, instead of only the Vodyani being able to do so
    Fixed Vaulters assets being exportable when the DLC was disabled
    Add-Ons can now be activated in the Content Screen in the Mac version
    Fixed error + desync generated when an Argosy was destroyed in multiplayer
    Fixed skippable assert generated in GUI when relation was maxed with pirates
    Fixed end-turn freezing due to quests
    Module slot no longer displayed near the "Close" button for the Argosy II in the Ship Design screen
    Pirate lairs now allow trading routes to pass when in a friendly status with them


    [ADDED]

    Added feedback on hovering module items to make clear which slots are compatible


    [BALANCE]

    Increased the cost in Dust to remove a Pirate Mark on a System
    Added Special section to Fighters and Bombers module descriptions (hull requirements were previously unspecified)
    Added special indication to AoE weapon modules
    Restored growth generation value to pre-Vaulters level
    Fixed pre-emptive strike issue with limitation of Manpower authorized in ground battle (was not functioning previously)
    Ship without at least one weapon or siege module will now be unable to siege a system
    Added special informative section to energy squadron module description
    Projectile and kinetic enhancer will now have the right effect on large weapon
    Fixed two overlapping techs in the case of a custom Vodyani/Vaulters faction
    Made sure all Diplomatic Requests terms had at least a 1 turn cooldown
    Pressure values are now capped:
    --- From Score at 5 / turn
    --- From Border friction at 5 / turn
    --- From Covered Systems at 12 / turn
    Fixed Happiness Bonus on Modernization levels for Vodyani not working and not being shown properly
    Fixed Horatio Population Collection Bonus III missing from System Influence tooltip
    Fixed Peace/Forced Peace issues with Eternal War trait: Cravers can now only make Peace if they have the Pacifists in the Senate
    Fixed Subatomic Disruption technology mistakenly displaying as faction specific for Riftborn
    Fixed Planets with multiple anomalies not counting more than once for Anomaly-based bonuses
    Balanced trait cost for Core Worlds (reduced from 10 to 5)


    [PERFORMANCE]

    Improved Contextual diplomacy performance
    Enhanced speed-up in AI synchronization with gameplay


    [QUESTS]

    "The Lost Expedition" Rescue path quest now fails if the quest planet is destroyed
    “Pirate Quest DLC1” Add Military effect on its objectives
    The "Hoard" objective of the "Vital Statistics" quest now asks for a normal amount of Dust, even if the Treasure's incomes are negatives
    The "Vital Statistics" exploration quest now offers a compelling choice
    "Ice Age" exploration quest did not fail if the quest planet was destroyed
    False information displayed in the tutorial when discovering a new constellation as the Vaulters
    Custom Vaulters can now finish their quests
    An error message that sometimes appeared in the Pilgrim’s quest has been fixed
    Metaplot now has locked systems in order to avoid asset caused by Archivist Quest


    [AI]

    The AI will now better handle offering strategic and luxury resources in
    diplomatic contracts
    AI empires will now attack pirates more often
    Fixed AI interception behavior
    Fixed AI understanding of system importance

Steam: 1.2.4

[1.2.4] Patch Notes

[FIXES]

    "Random tech" rewards from quests and events can no longer grant weapons using strategic resources
    Fixed an issue where The Core Cracker module was displayed as "available" in the Ship Design screen for level 1 and 2 Arks
    The Coordination Request panel in the end turn window now automatically shows when joining an alliance
    Fixed heroes gaining too many levels when received too much experience at once
    Fixed an issue where Military Stage IV unlock notification only shows 4 of its 6 unlocks
    Fixed an issue where the Ark image in the System Management screen control banner and fleet unit image does not display the upgraded hulls  
    Fixed an issue where the fleet Action Point icon was not properly displayed
    Removed Counter-Offer button in the Diplomatic Interaction Notification when against AI
    Fixed an issue where Ark Improvements in the Constructed Improvement Panel were not displaying correct images
    Fixed heroes surviving a battle although they've been defeated if they were with a Vodyani Ark which was destroyed as well
    Fixed a situation where a fleet with 0 ships could appear on AI players
    Fixed a rare crash when exiting the game
    Fixed AI sometimes spamming other empires with Contextual diplomacy exchanges
    Fixed Chroma restrictions to be available and working only with recent Razer SDK versions: 2.7.5 and up. This fixed blocking errors about Message Box
    Fixed an issue where the Start Negotiation button in the Minor Faction notification was available even if the minor had been assimilated/killed
    Locus of swarm no longer bugs out if the player destroys the fleet and if the battle is considered a draw
    Fixed Civilians being able to turn into Privateers
    Fixed an issue with the value the Mysterious plague ship quest required for its first objectives

[BALANCE]

    Manpower production is now impacted by game speed

Steam: 1.2.0

Community Add-On Update Notes
18 January - Frogsquadron	


Starting the Endless Day celebration week right, with the release of a big update! Update 1.2.0 includes the community add-on content you all unlocked through playing, as well as the contents of update preview 1.1.15, plus some more fixes, additions and balance changes, as well as localization improvements.

To unlock the Community Challenge Add-On Content, link your Steam account to your Games2Gether account on our community website: http://games2gether.com/

COMMUNITY CHALLENGE ADD-ON CONTENT 

    Mezari Fleet skin
    New galaxy shape (Spiral 6)
    Brand new event
    New anomaly
    Three new combat modules
    A new amphibian hero

 
[OTHER ADDITIONS AND IMPROVEMENTS]

    Added a feedback in menus to see which additional content is activated 
    Vodyani Ark enhancement:
        Upgrading a Vodyani Ark level (System Development upgrade) now increases Ark Health, Manpower, attack and 3D model
        Potential highest health/manpower/attack increase and highest 3D model available are shown in ship design editor
    The Coordination pings can now be drag-and-dropped on the galaxy after they have been placed
    "Vacate System" now correctly informs the player why it cannot be used when the player does not have ownership of the system
    Fleets can now retreat in the territory of empires whom you are at Cold War with
    Privateers can no longer prevent sieges by orbiting a system
    It is now possible to attack civilian fleets with a fleet that has no action points left


[BALANCE]

    Tied the Force Truce tribute amount to game turn and dust inflation
    Prevented contextual terms to be sent by the AI if it has not met the player
    Now, if all players are in the same team and if the AI wins on the other side, player can see the Metaplot ending
    Flaks have been modified, with their damage nerfed and range reviewed
    Hero experience gain during battles is now shown in the Battle Report
    Added priorities to diplomatic terms so they are displayed in a more intuitive order
    "Authoritarian Leadership" when used as a starting skill now has a siege power bonus
    Second part of the Metaplot quest do trigger if the quest fleets win the first part of "Isyander's Gambit"
    Isyander's Gambit can now be completed if the quest fleets orbit around and then leave the majority of systems
    Lowered default pirate difficulty
    Slowed down Pirate spawn on a global scale
    Slightly reduced Pirate Lair manpower on a global scale
    Added missing Co-operative protocols for Sheredyn and Mezari
    Increased Dust gained by scrapping ships and improvements and linked gained values to Dust inflation
    Reworked war momentum formula to be more progressive (wars are not heavily influenced by early battles anymore)
    Conquest Victory thresholds increased slightly on the 4 biggest map sizes based on Community feedback
    Fixed Xenolinguistics being unavailable as a Starting Technology trait in Custom Factions with Sophon Visual affinity
    Improved Pirate Lair Manpower distribution
    Removed upkeep on Star System Level upgrades
    Manpower defense on Ships is now capped at 95%
    Increased "Moonbase Alpha" effect from +40 to +50 Dust
    Vodyani Chapter 3 Rebellious objective has changed: “Maintain during X turns 2 non-religious or neutral laws” instead of “no Religious laws in the Senate during X turns”
    Vodyani Chapter 4 Religious objective value has changed: Pressure Amount to reach is now computed depending on the current Pressure Amount
    Lumeris Chapter 2 Part 1 Industrialist/Ecologist objective: Industry or Ecologist ideologies have to be part of the Leading political parties in the Senate
    Lumeris Chapter 2 Part 2 Maintain Industrialist/Ecologist objective has changed: “Have X laws during X turns” instead of “reach a min amount of activated laws”
    Missile lifetime has been capped to 30s in Space Battles
    The United empire Chapter 2 Part 2 objective is now “Keep an amount of laws during X turns instead of reach a fix minimum”
    Those Darn Kids: The first objective now gives an amount of buildings the player has to build instead of construction type limitations
    Those Darn Kids: Instead of filling 2 hangars with ships, the player has to only fill 1 hangar
    Founders Keepers: objective is now located in the middle of the Galaxy in order to make this quest easier to achieve
    Pirate fleets now have a penalty in space battle against major empire AIs in difficulties above normal

 
[IMPROVEMENTS]

    Once controlled, the name of a constellation changes color to match that of its owner
    Changed the “Marine Blue” empire color to improve visibility
    Added safety check notification when the user deletes an entry from the Journal 
    Added Notification for the end of the metaplot
    Added notification to inform your ally that they will lose the effects of Co-operative protocol when it is cancelled
    Updated the character limit for renaming fleets 
    Updated “New contextual diplomatic term available” feedback
    Updated text in battle report notification when war trend is maxed
    Added a feedback in battle notifications when the war momentum trend is maxed out
    Removed the notification that discovering a constellation was a prerequisite to take control of it
    Clarified pressure sources values in their tooltip in diplomacy screen (added the numerical values)
    User is now informed that a system with less than 100% ownership cannot be evacuated 
    User is now informed why they cannot place singularities on an enemy system when the "Remove Singularities" contextual term is in effect 
    Added feedback for effects happening after the metaplot has ended 
    Added a cap for the pressure trend feedback
    Added the number of available probes in the exploration ship tooltip / Added the expedition power value in the fleet tooltip
    Added tooltip explaining why a Singularity cannot be placed somewhere
    Added icon to tooltips of damage gauges in the advanced battle report screen
    Coordination Tool pings no longer remain on screen permanently if the user is zooming in or out in Galaxy View while a ping is placed
    Changed the industry icon to a militarist icon for the first choice of the political Generation Gamma event
    If the text exceeds the requests width, the player can hover the request to see the rest of the text
    Swapped the Pirate and Minor Faction difficulty sliders in the New Game menu


[FIXES]

    Lobby bug has been fixed: sometimes players could not see friends multiplayer games
    The Photobomber quest no longer fails if the ship of the Photobomber is merged the ship with another fleet
    Fixed case of AI repairing ship right after selling it which caused an error
    Fixed being able to send the "generate pressure" term in succession in some cases
    Fixed being able to trade systems at war without signing a truce
    Influence and Dust tooltips no longer display "missingGuiElement" debug text after "Stop Pacific conversion" contextual term is refused 
    Effect of the Co-operative protocol is now properly displayed in the "signed treaty" notification
    Ship stats no longer overlap the ship tooltip box when the game is set to "Window" mode and 1920x1080 resolution 
    The Wonder notification no longer displays false information after you are refunded a wonder
    Fixed an issue where changing the government did not apply the feedbacked costs
    Upkeep now correctly increases when turning a fleet into privateers
    Fixed an issue where, sometimes, the amount of CP and the number of ships used to unlock flotillas did not take into account all the ships involved in the battle
    Ship modules can now be located inside the technology screen by searching for their titles 
    Fixed systems with only guardians sending free guardians to neighbours with "natural" migration
    The research turn duration displayed in the empire panel is now properly updated based on the available science surplus
    Description text in the planet scan view is no longer overlapping
    Made star lanes highlight & usage more consistent when the selected fleet is in movement
    Ship action panel can no longer be displayed in the Star system management screen
    Fixed "natural" migration causing errors when system has no population
    A fleet in "sleep" mode will now wake up if it can destroy a planet
    Contextual terms that are cancelled (eg. context no longer valid or war declared) no longer have a cooldown
    Fixed labels of planets/systems lost to Unfallen invasion displaying erroneous information
    Fixed 2 issues on Contextual Diplomatic Exchange Cancellation:
    "Done" button on the "Diplomatic Exchange Cancelled" notification now has correct behaviour 
    Both empires are now informed that a diplomatic exchange is canceled when the conditions of a contextual term are no longer met
    Motherships can no longer detach from the system when it is frozen with a Riftborn singularity
    Fixed fleets created on a system that is being blockaded not being able to move, but still showing more than 0 movement points
    Fixed retreat not working after a fleet has been intercepted
    "Preserve the Academy" quest markers are now correctly placed
    "Remove outposts" colonization restriction range now depends on influence radius of each neighbouring system, instead of the same value for every system
    Fixed minor faction trait not being removed after it has been granted through a "Development grants" action
    Fleet actions are now properly updated in real time when a Stasis Singularity is canceled 
    Fixed the fact that the resources icon could go under the populations icons in the star system management view
    The enemy is no longer incorrectly shown as destroyed after retreating 
    Fixed Probe launch interface not being closed when the fleet launching the probe is teleported out of empire influence via diplomacy
    Fixed some contextual diplomatic terms being shown in GUI although they cannot be sent.
    The "Destroy Planet" and "Colonize" buttons are now updated properly if the fleet is attacked while orbiting the system
    Fixed sorting order of diplomatic terms in negotiation modal window
    Narrative events with only political effects are now displayed correctly in the narrative screen
    Functionality of the Coordination Tool visibility button is no longer inverted if the user performs any action that disables the Coordination Tool button while it is active
    Coordination Tool no longer overlaps with the player bar buttons
    The ping button is no longer highlighted if the players click another button like the Scan view button for example
    The players can no longer place coordination requests if pings have been disabled
    You cannot offer peace and alliance in the same contract anymore
    The experience gained by admirals is no longer inconsistent with the value displayed in the combat notification
    The fleet module effects are now only shown when hovering a ship in a fleet (not in the ship design edition panel)
    Fixed and issue where The Confirmation message displayed when disabling all mods displays false information, informing the players that they are activating a mod 
    Fixed unfallen vines not decaying when captured by someone else
    The tooltips are now shown correctly when hovering over dust and influence in the Change Government screen
    Fixed Horatio splice bonuses being accumulated on systems & planets every time a system is captured
    Fixed final Academy quest support fleets being able to spawn on lodestone systems 
    Fixed outposts being taken into account for constellation control in some cases
    “Home planet” tooltip from Faction Selection now displays the correct effects
    Fixed “Suggest Terms” button when evaluated terms are invalid (you can no longer spam it) and fixed “make offer” button being enabled even without enough influence 
    Fixed an issue where Retrofit button remains inactive if the user changes a ship design by double clicking it in the fleet panel
    The Journal no longer display a score of 100 million for sessions which have disabled score victory 
    Multiple Constellation Control notifications should no longer be displayed if the user enters an Alliance after they establishes Constellation Control
    Fixed issues with contextual diplomacy and Singularity placement.
    It is no longer possible to open the Tech Screen by Ctrl+ Clicking on a Tech Hint if the Tech Screen is not accessible
    Fixed an issue where the replay of space battles generated errors in MP and could lead to inconsistencies even when playing in single player
    It is no longer possible to click on the button "Accept" in a negotiation which is not valid
    Fixed projectile of "Basic Entropy Torpedoes" being smaller than "Basic Decay Torpedoes"
    Fixed Reavers and Minor Factions not having their damage logged correctly in the Advanced Battle Report
    "Authoritarian Leadership" now takes into account Manpower given by Ship Modules when applying its Manpower bonus
    Game speed modifiers will now be properly applied to Hero related variables
    Fixed the effects of Petrov Jutka's second starting skill not being displayed correctly in tooltips
    Fixed an issue where Queued Techs that are discovered randomly through events/quests remain in queue
    "Moonbase Alpha" effects will now properly apply on systems with moons
    Fixed an issue where Empire Banner resources were not correctly rounded
    Fixed an issue where ship XP was not correctly rounded
    Fixed several issues related to Trade Company structures being destroyed/lost
    Opening the "construction complete" notification after losing a system which had completed a construction this turn no longer causes an error
    Made feedback more consistent for Pacifist default law
    Fixed an issue where The Technology Influence buyout button displays background functionality in the Technology Screen when not having enough influence
    Fixed an issue where Quest Empire did not have its inverted icon in battle notifications and advanced play/report screens
    Fixed an issue where non Unfallen empires could enqueue the Guardian Harvest improvement any number of times without taking into account the number of Guardians in their system
    Fixed the planet destruction cinematic
    Ship designs that are automatically unlocked are now always at the first revision, instead of sometimes the 2nd
    o When this happens with the starting ship designs (eg. starting with the technology for better engines than the starting ship), the starting ships are automatically retrofit for free.
    Fixed interaction with slider options
    Fixed war momentum value displayed in GUI not matching the actual gameplay value after a war was merged with another (via alliances)
    Ship Health Regen now scales with Game Speed
    Fixed the radii of influence circles not scaling with the Game Speed
    Fixed Arks not receiving bonus experience from system improvements when they are built
    Fixed an issue where false information displayed in reward of the "United Empire" objective of the "No Turning Back" UE quest when playing as a Custom Faction
    Fixed exploit allowing Unfallen ships to move while they are entwining a system
    Deposit values are properly displayed on uncolonized planets in non-normal game speed
    Fixed "Development grants" effect appearing as still active during the turn after it ended


[AI]

    Due to a possible exploit with diplomatic counter offers to AI empires, these have been temporarily disabled
    The AI no longer targets civilian ships first
    Refined AI colonization heuristic
    Raised offensive Military Power required for the AI to consider a fleet as dangerous
    Refined war and truce declaration heuristics
    Refactored fleet influence
    Fixed an error when releasing AI too soon when the player is quitting
    Corrected diplomatic demands evaluation
    Corrected faction pact evaluation
    AI now correctly pursues the “Dust to (More) Dust” & “An Ounce of Prevention” quests
    AI handles leeching and Brainwashing better
    AI will now sell resource overflow to market
    AI now creates dedicated invasion fleets


[MODDING]

    Added new unused planet prefabs and materials, for modding purposes
        It is now possible to add new visuals for planets, if the type is named PlanetTypeCustom01-20, or if it is unique with the name UniquePlanetCustom01-10
        Materials can be exported via the Resource export tool


[LOCALIZATION]

    Multiple fixes and improvements based on community feedback


[KNOWN ISSUE - ONGOING UNFALLEN GAMES]

    Due to recent modifications in the technology tree in order to accommodate the new content, players who had previously researched the "Unstable Isotope Machining" technology as the Unfallen Faction (or a custom faction using Unfallen population) will have to research it once more.

Steam: 1.1.0

Update 1.1.0 -- Galactic Statecraft


Diplomacy

    Denounce Alliance Decision: players can now decide to leave an alliance after one of its members declared a war. They go back to Cold War with all involved parties
    Coordination Tool: players in an alliance can now place “pings” directly on the galactic map to display their intentions (attack here, defend here). The AI is sensitive to these pings and also places its own pings
    Co-operative Protocol: players in an alliance can now sign this pact. It will provide a faction-specific bonus that scales over time at the cost of an Influence upkeep
    Chat:
        Added an “Alliance” specific tab in the chat window
        Whisper Improvement. The players can directly send whispers by clicking on the colored button representing a player near the end turn button
    Diplomatic Requests: players can now request the AI (and vice-versa) to do actions relating to a certain game context (“remove your trespassing fleets!”). The sending player will be able to react (choose a diplomatic option) in case the recipient refuses the request

Pressure

    Pressure inputs have been made explicit in the “leader card” tooltip (in main diplomacy screen)

    A term to generate pressure directly has been added (“Bureaucratic Imbroglio”)
    Demands now only have 2 levels (reduced from 3)
    “Demand terms” have been added; exotic actions available only for a level 2 Demand
    “Refusal Penalties” have been added: refusing a Demand will now apply the selected penalty to the recipient
    War pressure:
        War Pressure is now different from Pressure graphically
        War Pressure trend impact is now feedbacked in battle notifications

Constellation Control
A player who owns the most systems in a fully discovered constellation will now claim a FIDSI bonus for their empire
Empire Chronicles
Hall of fame to record all completed games, allowing to view the final scoreboard along with the victory cutscene
Space Battle
Space battle weapons, defenses and other variables have been tweaked in various ways following player feedback (see “Space Battle” section below for details)
Pirates

    Pirate Lairs: Pirates are no longer spawned by Minor Factions, but by Pirate Lairs which are occupying some neutral systems. Players can destroy these bases by ground battles (and have a chance to get some loot!)
    Minor Factions will now spawn their own fleets to protect their systems. These fleets are static and stay on the Minor Faction’s home system

Academy & the Heretic

    Orbiting the Lost Graves after completion of the Heretic's quest will now yield dust gain per turn if the Lost have won, and manpower per turn if they have lost
    Rewards have been increased for the winning camp's podium of participants
    Only the winning camp will be able to recruit Heroes after winning, through either the Academy or the Marketplace, depending on the outcome
    Visuals will change on Lost Graves depending on the outcome

Visuals

    Added new visuals: Orbiting space stations as a planet fills up and a system develops
    New icons for Privateers & Pirates
    Added destroyed planet visual in discovery cinematic
    Fixed planet colonization cutscene being displayed and frozen when a ground battle is viewed during the colonization cutscene
    Fixed anomalies remaining on screen when entering galaxy scanview
    Added new image for finished auto explore notification
    Changed the flow of the space battle cutscenes launch to fix an issue that appeared when trying to visualize a battle around a node affected by the Rip singularity
    All Minor Factions now have an image artwork in the "Select A Target Empire to Attack" screen

Bailiff

    The bailiff system will now first scrap ships before improvements
    Improved Influence bailiff system to take into account Co-operative Protocols (will not make players lose the game)

Space Battle

    Feedback Improvements:
        Added new feedback elements (Flak DPS on Kinetics & Missile Health on Missiles)
    Weapon Balancing:
        Complete rebalancing of weapons to create more interesting play:
            Kinetics now have an accuracy of 10% / 50% / 85%, playing a role of missile counter and strong short range damage
            Missiles now have an accuracy of 100% / 50% / 25%, strong long range damage that can take out most Energy ship designs
            Lasers now have an accuracy of 50% / 100% / 50%, with good damage. They will tend to defeat Beams and Kinetics, but will have a problem against Missiles
            Beams now have an accuracy of 100% / 100% / 100%, with standard damage overall. They are sure to hit and will counter Kinetics. Their accuracy makes them perfect to use with counter tactics, and their critical hits can turn the tide of battle in your favor
            Buffed "Advanced MAGGIE Laser": Now has +100% Damage against Shields
            Buffed "Advanced HELL Array Laser": Now has +100% Damage against Shields
    Defense Balancing:
        Buffed: Medium Ships, Large Ships and Motherships have increased Health
        Buffed: Doubled shields' absorption, Tripled shields' life
    Military Power Balancing
        Defensive Military Power is now computed according to modules' values and should be more consistent
        Manpower damage is now used to compute Offensive Military Power
        Critical Hit Chance is now used to compute Offensive Military Power
    Squadrons
        Squadron life updates correctly when hit
        Fixed squadrons not damaging each other
        Fixed Wing Coordination not working
        Squadrons now target Arks
    Fixed auto ship design not working for Unfallen Explorer and Colonizer Hulls
    Second level of "Non-Liquid Assets" now applies its Hull Absorption bonus correctly
    Battle theater effects are now listed in the Special Node Discovery notification

Ground Battle

    Unlocked Bhagaba special ground battle play ("White flag": slower ownership recovery for invader)
    Reduced Tikanan "Swarming Infantry" assimilation trait from -0.5% to -0.15% manpower Infantry cost
    Reduced "Monstrous Opponents" assimilation trait from +75% infantry health to +15% infantry health and +15% infantry damage
    Rebalanced troop stats:
        Infantry: Reduced damage from 20-40 to 12-22
        Armor: Reduced damage from 40-60 to 25-60
        Plane: Reduced damage from 140-180 to 95-115
        Plane: Reduced health from 300 to 200
        Plane: Reduced manpower cost from 30 to 20
    Lowered manpower generated from "Conscription" from 200 to 175
    You now need at least 2 pops to select "Conscription" when defending in a ground battle

Quests and events

    The "Acquire" objective of the Riftborn quest "A Plague on Coroz" cannot be completed by custom Riftborn factions using the "Shipbound" trait so this choice is no longer available in that case
    Added a Quest Marker on the pirate fleet of the Exploration Quest Dust to Dust: part 3
    The Good Life quest will now work if Horatio’s ship is docked to an outpost which has just turned into a Colony
    Players now need to participate in a multiplayer quest to obtain a reward
    Academy Quest 01 now has a new ending: if a player finds the Academy before the quest ends, then the quest doesn't fail but success and display a new ending outcome
    The Cravers Quest "then we cracked the nuts inside” now completes only after the system is captured
    The event Riled Researchers now starts from turn 60 instead of 20 to avoid the AI from making choices harmful to its economy
    A Swarm of Locusts now informs the users how many fleets they have to destroy in order to receive a reward
    New rewards have been added for Deeds
    The church triumphant Part 2 now displays the right building in the objective
    Fixed Horatio Quest Improvements not working for Custom Factions
    Unfallen Quest chapter 2 is now more Vodyani-friendly
    Ripple effect now fails only if another Empire destroys the Lesser Empire Fleet
    Chapter 3 of the UE Quest: the Mezari Objective now scales with the current science production
    Tweaked Quest appearance rhythm overall
    Dust to Dust now fails when another Empire or the Lesser Empire attacks and destroys the fleet
    The quest no longer fails in "The Good Life" Exploration Quest if the player disbands the Lost Horatio
    Use of similar Dust icons for the effects of "A Two-way Street" (Dust gain and Upkeep increased) event could be confusing that's why we now use the same icon (Dust gain and Dust loss)
    The Battlestations reward of the "Collaboration or Cataclysm" quest doesn't display a placeholder icon and category anymore
    First two parts of the "Fighters and Bombers" quest now display correctly their outcome text upon completion
    If the player used to play a custom Faction Horatio, the Horatio faction quest could be endless. It now checks if the original Horatio are in the Empire. If they aren't, then the Quest will end
    It is now the same for all the Population Quests: we check if the player has the original population instead of the Custom ones
    Lowered Minor Faction relation threshold to ask for a quest from 75 to 50
    Changed the cost of asking for a quest from an Influence cost to a Dust cost
    To validate the quest Riftborn Chapter 1 part 1: the player has to possess only 9 buildings, and the feedback now reflects it
    If the player discovered the galaxy thanks to a shared map in the Sophons Quest Chapter 1 (alternative version) Science choice, the quest wasn't completed. Now the quest can be completed even if the player is helped by someone
    In the Lumeris Quest Chapter 1 Science choice, if the player discovered the galaxy thanks to a shared map, the quest wasn't completed. Now if the player is helped by someone, the quest can be completed
    "Dominance" and "Acceleration" rewards of the "Collaboration or Cataclysm" quest have now have temporary tooltips, we'll had more descriptive tooltips later
    The correct choice is now selected upon confirming a multiple choice quest after the notification was minimized

Technologies

    Added a "Continuum Sculptors" faction-specific tag on "Climate Engineering" tech
    Increased “Free Move Sophon” movement points from 2 to 4
    Added "All must Tithe II" to the unique alternative technology in case of unique constellation setting
    Fixed Lumeris being able to have 5 Trading Companies
    Added new Stage 4 Engine
    Moved Luxury Lottery unlock to the Atmospheric Filtration technology (previously Neural Robotics)
    Fixed issues with Horatio ash and lava colonization unlocks
    The technology which allows to unlock Heroes on Marketplace is now displayed in the Tutorial
    Fixed the AI being able to trade quest technologies
    Arks will now need to unlock additional slots by unlocking stages in the tech tree
    Victory Wonder no longer appears in the construction queue before you unlock the stage
    Fixed bug where a custom faction with Riftborn pop and Horatio affinity didn't have access to Adamantian mining
    The Systems Illumination or Radiance are no longer given to players with Ship Bound or Unfallen Affinity
    The deeds are now greyed out when the technology stage is unlocked by the Oracle of Science law
    Fixed an issue where "Technology stage unlocked" notifications of Economy and Trade and Military quadrants displayed misleading information

Laws & Politics

    Reduced "Deadly Intent Bill" from 50% to 33% damage bonus (75% to 40% for Republics)
    Increased effect from "Trusted Broker" law from 2% to 3.5% per turn, up to 50% (from 30%)
    Added a passive bonus on Outpost growth (+10%/+15% in Republic) for the "New Colony Rule" law
    Updated the effect of the Republic version of the base militarist law for consistency
    Removed default bonus pressure to Religious politic
    The Attends resolution tooltip has been corrected
    "Jingoist Joy Bill" Law does not allow for free war declaration in truce anymore
    Changed/Fixed the way the tech to change government, Autocracy and the Cravers visual affinity interact: Autocracy is not linked to the Cravers affinity anymore
    Fixed Custom Factions with the Cravers visual affinity being unable to change their government type

Diplomacy

    Fixed diplomacy cost reduction for peaceful terms
    Cravers now require having Pacifists in the Senate in order to do diplomacy
    Removed system conversion diplomatic ability from alliances
    Made all resources available for trade in Cold War
    Removed vetos to accompany new “Denounce Alliance Decision” feature
    Lowered Alliance tech from stage 4 to stage 3 of Empire Development quadrant
    Added Co-operative Protocol tech to stage 4 of Empire Development quadrant
    Fixed force truce turn duration being 0 in Endless speed
    Fixed Truce tooltip
    Allowed Alliance members to trade systems among themselves
    Changed and added some texts for the diplomatic demands
    Entering cold war from truce with an alliance will no longer display multiple notifications one for each alliance member
    Users can no longer use the Praise action without the Off-World Agribusiness tech unlocked
    Changed close and open borders icon
    Fixed Diplomatic contract evaluation bar the first time a user click on suggest term
    Declaring war now cancels all restrictions (from contextual diplomacy) between the empires

Economy

    Reduced minor factions yields in Manpower
    Tweaked bonus values for Minor Factions relations
    Increased Essence gained from Hunting Grounds from 10 to 100 / turn
    Fixed Virtual Dustylizer Star System Improvement not being queueable
    Fixed "Interspecies Cooperative" not properly applying its bonus for Friendly relation
    Added system effects to Wonder victory obelisks
    Increased cost of Wonder victory obelisks in strategic resources
    Rebalanced Conquest Victory thresholds
    Increased the costs of Victory Technologies
    Increased adv strat cost of all improvements, wonders and quest improvements
    "Luxury Lottery" improvement now does not unlock for Horatio (they only have their specific improvement)
    Constructing the "Zelevas Incarnate" improvement while having "Harmonious Development" trait and 3rd threshold of the "Pacified Collection" bonus will no longer cause the game to remain stuck
    Fixed the registry formula for the Outpost Decolonization refund. The formula for the refund uses the same formula as the original cost, which takes into account the amount of colonies+outposts (which increases when you create the outpost, hence the refund being bigger than the original expense). Added offset to the formula to compensate
    Fixed an issue: vertical Culture was constructible even if the player did win the metaplot
    "High Gravity" and "Low Gravity" anomalies can no longer be on the same planet
    Approval system improvements now take the correct number of turns for their level
    Stopped Shipbound factions from exploiting the interaction between Praise and Leaching, and increased Relation penalty for Leaching
    Made Tiny Galaxies more compact: they should now contain 36 nodes rather than 24
    Fixed players being able to have both standard and faction-specific improvements on a system
    Industry costs of Riftborn populations now scale with game speed
    Arks health and manpower stock is now impacted by their system level
    Added prerequisite on hot planets to prevent the anomaly Ice-10 from spawning
    The "Capitalist Frenzy" infinite system improvement now replaces the "Public 3D Printing" infinite system improvement
    The "Capitalist Frenzy" infinite system improvement is no longer identical to the "Political Theater" infinite system improvemen
    Fixed "Fold Singularity": No longer gives negative dust if System Dust income is inferior to 0
    Fixed issue with count of Anomalies and Moons not being incremented correctly for laws and other improvements that use it
    The information displayed inside the system construction panel are now updated after singularities are removed
    When a fleet or system loses maximum manpower, the excess is given back to the empire
    The approval gained from terraforming a planet is now properly displayed
    "Federated Procurement Office" empire improvement reward from the "Preserver of Nations" Deed now has correct tooltip

Heroes

    Fixed Horatio Hero Starting Skill tooltip wrongly displaying +2 Food per Population when it was +1 Food per Population
    Virtual Endless Hero obtained through quests now appear at level 8 instead of 5
    Reduced "Enhanced Astronavigation" tier 2 hero skill from x3 to x2 Free movement speed

AI

    Changed: Warcount truce & declaration handling
    Changed: Retreat handling more accurate
    Changed: Fine tuning on negotiation evaluation
    Fixed: AI now more reactive in encounters
    Fixed: Fighter/bomber ship design tweak
    Fixed: The AI now uses ships in hangar with more efficiency
    Fixed: Issue in balance contract resource amount adjustment
    Fixed: Allocation problem on vine ship and leecher making the AI slow to respond
    Fixed: AI no longer creates many D.Star type ships equipped with Core Crackers causing performance issues in the later stages of the game
    Fixed: Several fleet behavior problems that could get AI fleets stuck
    Optimized AI speed
    Fixed: Issue with the maximum amount of resource during balance contract
    Fixed: Diplomatic infinite loop
    Fixed: Spam loop message blockade
    Added fix for Unfallen rooting


Multiplayer

    Fixed Multiplayer session desync due to inconsistency in the perceived DamagePerSecond element of a ship
    Fixed session desync due to inconsistency in the perceived hull plating element of a ship
    Fixed desync on trade route leaching values.
    Fixed desync on hot join after the United Empire outpost "Traitor's reach" was awarded
    Sending several leech fleet actions while lagging in multiplayer should no longer produce unwanted behavior
    Fixed UI error when host leaves in multiplayer
    Fixed a desync related to the "Tree of World" natural wonder


General & Misc

    Increased the size of the faction selection window and fixed the sort of the factions
    Added darker tone font colors when the background is yellow
    Changed Color of the Overpopulation Icon to better match the overpopulation gauge next to it
    Fixed an error occurring when 3 anomalies belong to a planet
    Fixed an assert generated when hovering the mouse cursor over the Virtual Dustylizer system improvement while having only Riftborn or custom Riftborn population units
    Fixed several errors caused by root action and contextual diplomacy
    Fixed fleets seeing things when they are forcefully moved
    Fixed non-depleted planet localization
    Fixed Content Citizens II having the same Custom Faction cost (10) as the first level
    Fixed an issue where the user would get stuck when quitting a session while a save file is generated
    Fixed some cases where systems could not be vined by Unfallen when around decaying systems
    Fixed Vodyani hunting grounds failing to destroy planetary improvements and thus remaining forever (or until someone else colonizes the system)
    Fixed an issue where using "." in a save game name could result in the save game not appearing
    Increased Unfallen Vine network range
    Fixed an issue where, on some resolutions, construction costs of ship designs Ship Design Edition Panel were overlapping
    The ship construction cost is now correctly updated after making changes to a ship design and using the "Reset Design" button
    Fixed save name containing [MODDING TOOLS] when trying to overwrite a save created with modding tools
    The tooltip of the Quick Start main menu button now displays some information about which settings it will use like the faction, the competitor count, the game speed and the game difficulty
    Fixed probes appearing at the center of the galaxy for a short period when using the launch probe action.
    Modified the web API in order to display the news sorted by date
    Forbid the player to Quit Game between turns to avoid some stuck situation
    Fixed Notification errors when releasing contextual diplomatic exchanges
    Fixed multiple planet tooltips in the Custom Faction Creation screen that displayed an unknown negative "on Planet" value
    Fixed selection issues with hangars and civilian ships
    G2G text is no longer clipped on error window
    The word "Valider" should not be cut off randomly in the game anymore
    Fixed Unknown result battle report notifications when accepting to watch a battle while already watching a previous battle
    Fix wormholes not appearing sometimes in twin elliptic galaxies
    Fixed Technology Hint tooltip on Reduce Anomaly Button on Planet Label in Management view
    Fixed Arks requiring industry to build in Slow & Endless difficulties
    Added a blink effect to the destroy button when the player can destroy a planet
    Fixed faction name cut-off in the minor faction tooltip
    The luxury resource tooltip in uncolonized systems is no longer out of bounds
    Fixed some highlighting issues during the "Into The Great Beyond" beginner tutorial
    "Gearing up" tutorial is now triggered only if the user has access to the military screen


We hope you enjoy this update. Let us know what you think!

Steam: 1.0.70

Update 1.0.70 -- Little Grin Man

Halloween is upon us! Spooky shenanigans are in order, so as is customary, we have prepared a little something for you...


If you've been attention on Twitter, you might have spotted a creature that is seemingly ubiquitous. This character, whom we nicknamed internally "the Little Green Man", turns up in many, many quest artworks and seems to have a spectator's seat for many events around the galaxy. Many among our community have speculated that this little guy was definitely part of an upcoming faction, surely, otherwise why would he be here, why would he be there, why would he be everywhere?




Another part of that little guy's character was that, really, that smile just had to be hiding something evil. This affable-looking alien was probably up to all sorts of unsavory activities, for sure.


In the end, we decided all of you were right.

This is why in update 1.0.70, we're introducing a new minor faction, the Amblyr, an industrious people offering advantageous bonuses to Industry and Dust production. But it's also why this update features a new quest, Antihero with a Thousand Faces, in which all empires have to track the whereabouts of the most famous little green man, Rhync, and stop his streak of thievery and mischief before things escalate completely out of control... wait, that Rhync[www.games2gether.com]?


[NEW CONTENT]

    New minor faction, the Amblyr
    New hero, Rhync aka The Photobomber, that can be unlocked through a quest
    New quest, Antihero with a Thousand Faces



That's it!


We hope you enjoy Halloween, and remember to brush your teeth if you eat candy!

Steam: 1.0.63

[1.0.63] Patch Notes

[FIXES]

    Fixed the exploration quest "The Good Life" (for real this time!)
    Fixed war pressure not reacting appropriately in "Endless" game speed
    Increased war pressure trend cap by x5 in all game speeds
    Softened impact of war duration on war pressure

Steam: 1.0.61

[1.0.61] Patch Notes

[FIXES]

    "Dust to Dust - Part 3" no longer fails if the pirate fleet is not destroyed in the first turn after the quest is triggered
    Fixed an issue with Windowed fullscreen mode as reported in this thread[www.games2gether.com]
    Added an error message to inform players in case something goes wrong when saving and giving the reason behind the issue
    Failing to start or load a game will no longer result in a stuck  situation: a message is displayed if the game fails to start, prompting to report the bug on the G2G platform
    Fixed an issue where a quest trigger could generate an infinite end turn
    Fixed an issue in the quest "The Good Life" preventing it from being completed

Steam: 1.0.57

[1.0.57] Patch Notes


[FIXES]

    Fixed bailiff failing to correct some situations (singularities ending at unexpected times, happiness changes, etc.) resulting in bankruptcy and defeat
    Election actions are now correctly displayed in the Election screen after one of them is selected
    Fixed position of weapons on the Vodyani medium attack ship
    Fixed an issue where the AI was unable to create a proper planet destroyer ship
    Fixed Ark populations being mutinous after attaching while they should be content thanks to the law "Saints and Sinners bill"

Steam: 1.0.54

[1.0.54] Patch Notes

[FIXES]

    Fixed an issue where weapons did not shoot in few cases, notably missiles
    Fixed an issue where some ships didn't display animations anymore
    Fixed the display of flak particles when squadrons are getting shot at
    Fixed a case where saving caused errors. An error message is now displayed with details in case this happens
    Fixed infinite turn on outpost actions in a very rare case


[AI]

    Fixed an issue where the AI was not answering battle in some specific conditions
    Fixed an issue on Cravers quest mission "Of Our Own Brood - Part 1" where the fleet spawned wouldn't move, preventing completion


NOTE: The fix for empires suddenly crumbling through major bailiff issues is still undergoing testing, and will be available in an upcoming update.

Steam: 1.0.53

[1.0.53] Patch Notes


[BALANCE]

    Switched Bombers 2 to Adamantian Alloys on Stage 4 of Military Quadrant
    Moved Fighters 2 from Army Cap tech to Structured Antimatter on Stage 4 of Military Quadrant
    Moved Bombers 1 from Army Cap tech and bundled it with Fighter 1
    Added a modifier on Fighters so they only deal 25% of their DPS against Ships
    Squadrons now take into account Bait modules when choosing targets
    Hero Ships are now targeted with less priority by Fighters & Bombers

[AI]

    Fixed a major issue on AI reflexion based on outdated information with regards to its colonies and lost colonies

[FIXES]

    Fixed quest reward evaluation failing when MaxTurn was not defined
    Fixed an issue where AI could reduce significantly the FPS in the late game
    Fixed quests being broken by simplified encounter battles among AI
    Fixed an issue where Figthers sometimes targeted destroyed Fighters and Bombers
    Trajectories now allow squadrons to slow down into turns for more realistic motion

[MAC COMPATIBILITY]

    Added intel iris pro 6200 to hologram compatibility list
    Added fixed hologram shaders: now correctly applies the hologram compatibility mode when entering -compat, allowing players to avoid the issue


NOTE for Mac users: If the -compat command line fixes your issue, please make sure you add your player.log in this thread so we can add the card to our list and fix the cause for all owners of the card, not just mask the symptom for you!

Steam: 1.0.47

Update 1.0.47 -- Target Locked

Ever wonder why we call certain new versions "patches" and other "updates"? Simply put, an update is a patch that also includes new content. Therefore, a patch isn't necessarily an update, but an update is always a patch. Hope that clears it up!

Now for 1.0.47, we do have quite a bit of new things coming in along with the usual balance changes and fixes. Of course, the Fighters & Bombers are debuting in this update, but who better to accompany them than Pirate Bosun Jennifer Rach, returning from the first Endless Space to lead your squadrons into battle! To top it off, a dedicated quest will give players a chance to discover who exactly has been assembling huge amounts of fighters and letting them loose on the galaxy, with a cool reward for the winner.

Balance-wise there's also quite a lot, as you'll see below, but to give you the gist: Trade Companies have seen their output lowered, while Heroes are now gaining a base amount of xp per turn, depending on whether they are a governor or an admiral. Their xp gains have been adjusted to be fairer to admirals. The AI is now less easily provoked by exploration vessels on its territory, while also better at handling its own approval ratings since the overcolonization changes.


[ADDITIONS]

    Fighters and bombers
    Dedicated Battle tactics
    Dedicated Squadron support modules
    Dedicated Fighters & Bombers quest
    Pirate hero Jennifer Rach
    Unfallen main menu view, added ships to Cravers & Sophons main menu view
    Implemented better explosions
    Added the Force Free Movement input (CTRL + Mouse2) to the controls in the options
    Mac compatibility mode: if you are still encountering issues with the Diplomacy screen, try adding the “-compat” command line to your game’s starting options in Steam. If it works, let us know so we can add your graphics card to the list of cards triggering this mode by default!


[FIXES]

    Planetary destruction cutscenes can now be disabled
    The notification title is no longer noted as a “successful expedition” when encountering a trap in a curiosity
    The industrialists "New colony" law's description now scales correctly on different game speeds
    Fixed law upkeep not being properly displayed when it is modified by faction traits
    Fixed an issue causing the rebellion notification to not be triggered
    Pirate fleets now auto-merge at the end of every turn if possible
    Unified luxury resources tooltips in order to have luxury effects on all locations
    Fixed an issue where the retreat feature did not function properly on the vineship hulls
    Fixed "zoom in" sound being played on repeat when zooming with scrollwheel on a system when already zoomed in
    Alliance notifications are no longer displayed when created by unknown empires during gameplay
    It is no longer possible to leech the same system several times at once with the same fleet
    Counter-offer does not cause the price of diplomacy contracts to be paid again
    The quick start and beginner tutorial options are now properly displayed when hovering the cursor over the New Game button after the player exits the advanced/expert tutorial
    Teleporting probes (due to lag) now update the fog of war as intended
    Fixed an issue preventing players from making actions while another player is joining the game in multiplayer
    The mouse cursor now uses a proper pointer after the end of the turn when the player was dragging a construction during the end of the turn
    Notifications are no longer popping up when a planet destruction is launched (cf. Vodyani's Quest Hope In Heresy)
    It is no longer possible to load a save when in loading/saving screen, to avoid loading a save that's being deleted
    Fixed ready feedback of the notification battle setup
    Fixed a rare desync on hotjoining a game
    Added the possibility to rename trade companies
    Riftborn population construction is now automatically upgraded instead of blocking the system construction queues when an upgraded version is available
    Fixed tooltips of battle tactics unlocks from the technology screen displaying false information
    Fixed deed "Prospector of destruction" not tracking resources correctly
    Curiosities now display the correct regular curiosity icon greyed out instead of the padlock when no probes are currently available
    The player is no longer automatically reassigned to the first slot when changing the session mode from multiplayer to singleplayer
    The player no longer stays stuck in the "Connecting to lobby" loading screen if the host exits the lobby
    The player is now assigned to the previously occupied lobby slot when re-joining
    System approval is now correctly displayed on Riftborn outposts
    Description of the planets are now displayed properly after quick loading while watching the cinematic of the same system
    The "Isyander's Gambit" quest side indicator is now correctly displayed for fleets which orbit systems
    A character input limit for the player name in the New Game screen has been added to prevent the player from remaining stuck upon ending their turn if their name comprises a large amount of characters
    The System Scan View button is now correctly displayed in the Outpost Management screen
    The player can now only ask for one political survey per turn
    The player can no longer interact with the Galaxy screen from the Senate screen
    Battle tactics description no longer overlaps the range indicator in the battle tactics unlock tooltips
    Added information in the System List that a system is under siege
    Players creating custom factions will now have information as to why they can't add certain traits
    Decaying roots no longer remove other empires' colonies
    Added information about which population will be enrolled by the Chain Gang Program improvement
    Ship Design screen no longer displays default/placeholder Industry cost when designing Arks
    Color palette changes (colorblind settings) are now correctly applied
    Fixed an issue where the planetary destruction audio track continued to be played after the cinematic is skipped
    There are now tooltips on the relation gauge to inform the player regarding the effects of the minor factions diplomacy thresholds
    Users can no longer assign skills to heroes available in the market without purchasing them
    Fixed an error when the player is trying to change the video quality level
    Accepting an invite during a single player session will no longer cause the player to be immediately removed from the lobby after joining it
    The empire banner tooltips of dust/manpower/influence now cover the whole section, not just the stock
    Effects of the "Military Spine" skill from the Imperials and Primitives hero classes are now correctly displayed
    Added available stock of resources in the negotiation screen + changed default value of the quantity field for resource terms (from max stock to 1)
    Highlights which surround the Fleet ID no longer blink multiple times when the player clicks on a lane
    Skippable assert is no longer generated after using the Quick Load function and immediately quitting the current game session. Removed the possibility to quick load when a Confirmation Message Box is visible to avoid these kinds of strange behaviors
    Fixed the description of the notification when a ship discovers a fleet and is destroyed in the same turn
    Added a scrollbar that allows to see all the luxury resources in the Marketplace screen
    Luxury resources and trade lane freighters are no longer overlapping and are now correctly displayed
    Added information about the starting situation (planet, government, politics) of a faction in the faction choice
    Added more detailed tooltips for planets in the custom creation screen
    Fixed an issue where the player could create custom factions while the "Allow Custom Faction" setting was disabled
    The Systems Management list can now correctly be sorted by "Resources" and "Automation Policy"
    "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
    Fixed an issue where Multiple levels of a planetary specialization of the same type were displayed in the specialization list if a specialization level was skipped
    The beginner tutorial no longer loses functionality after the player changes game options
    Debug text is no longer displayed in the Hero Ship Design screen when inspecting a hero on the Marketplace
    The player can no longer access the technology screen before it becomes available in the beginner tutorial
    The Virtual Dustylizer now displays which population is going to be sacrificed, like the Chain gang program does
    Fixed systems failing to update Riftborn manpower infinite improvement when a quest unlocks a new version of the said improvement
    Curiosity expedition is now considered as failed if the fleet is destroyed during the expedition
    It is no longer possible to invade a system several times in the same turn by using the retreat option after an invasion
    Fixed an issue where Advanced Report Damage Gauges were glitching when total damage done was 0
    Fixed systems sending growth to themselves
    Fixed random technology quest reward sometimes giving a technology that should not be available
    Fixed GUI displaying incorrect information when Cravers try to change government
    Fixed an issue where Planets disappeared from System View if the player clicked on System Management View and then clicked the left mouse button again
    Fixed player being unable to decolonize home systems of other empires after capturing them
    Fixed an issue where the Lumeris’ faction-specific Infinite Improvement, Political Theater, did not replace Public 3D Printing after being researched
    Alliance victory conditions are not taken into account anymore when a player leaves an alliance
    Fixed an issue where the notification of the "A Swarm of Locusts" quest displayed improper information when only one empire completed the quest
    "Righteous fury" religious law now allows to go through closed borders
    Fixed privateers not crossing closed borders when in auto-explore
    Fixed automated ships not delivering their content when arriving (instead, waiting for the system to refresh or the end of turn)
    Fixed automated ships tooltip displaying erroneous information
    Fixed an issue where fighters that chased bombers drifted when their target was updating its trajectory
    Fixed some saves with corrupted systems not being able to load
    Fixed a situation where leech sometimes stops at end of turn
    Fixed battle rewatch not working
    Fixed colonization sometimes causing issues
    Fixed multiplayer saves being loadable with modding tools enabled


[BALANCE]

    Ocean, Jungle and Atoll Planet cost for Custom faction increased from 10 to 15
    Perfect Genes cost reduced from 15 to 10 (level 1) and from 30 to 20 (level 2)
    Pathfinder cost reduced from 40 to 25
    Guardians cost increased from 25 to 40
    Crowded Planets I & II disabled for Ship Bound factions
    Social Chameleons cost reduced from 20 to 15
    Increased custom faction cost for Democracy and Republic governments from 5 to 10
    Reduced effect for Skillful Traders from +20% to +15% Star System Trade Value on Star System
    Added "Fast" bonus to Civilians, and changed to "Very Fast" for Explorers
    Added bonuses "Squadron Technicians" (+10% Health on Squadrons) & "Veteran Pilots" (+10% Damage on Squadrons) for Carriers
    Balanced values for Trade Companies’ gains in Dust, Science and Luxury
    Reduced XP needed to level up Trade Companies
    Reduced Science gains from Trade Companies
    Reduced maximum number of Trade Companies to 3 (4 with faction trait Extended Consortium")
    Changed the formula for the Length modifier of Trading Company so it starts having diminishing returns once there's more than 10 Nodes in a Route
    Added faction trait "Extended Consortium", costing 15 points
    Reduced steepness of the nerf for Trade Companies research gain and Trade Companies level impact
    Decreased from 8% to 3% XP gained from improvements built for governors
    Increased XP gains of admirals from battle by x10
    3 new empire improvements linked to stage to increase civilian ship movement points
    Increased costs of Faction Trait "Mutual Understanding I" from 5 to 10 and "Mutual Understanding II" from 10 to 15
    Reduced Lumeris Hero Senator Skill "Lucky Windfall" effect on Star Systems Trade Value from +50% to +10%
    Reduced Luxury Resource "Drift Buds" effect on Star Systems Trade Value when used in a Star System Upgrade from +70% to +20%
    Reduced "Solar Security Operations Base" effect on Star System Trade Value +100% to +25%
    Reduced "Xhuyin Cartel" effect on Star System Trade Value +50% to +25%
    Reduced "Borer's Guild Bourse" effect on Star System Trade Value +50% to +25%
    Fixed luxury Resources deposits not applying their Approval bonus per Population
    Reduced the Approval bonus per Population of Transvine deposits from +4 to +3
    Fixed "Spoils of War" law applying its effects twice
    The player will now receive resources instead of an outpost in chapter 1 of the United Empire quest if they selected the 2nd choice, if they are playing with a custom faction with Shipbound or Vines affinity
    The reward for completing the final chapter of the Riftborn's questline is now functional for custom factions
    Dust election actions are now tied to Dust inflation
    Approval bonus from the "Destroy" option of the "Mind Matters" event is now functional
    The "Church on High" Vodyani tutorial now progresses past the second step when the player selects a system as instructed
    Added a Medium range to beam weapons (with a x2 cooldown between shots)
    Flotilla Ranges now do the correct accuracy adjustments for beams
    Evasion now has max value of 0.95 instead of minValue of -0.95
    Fixed flaks bringing their DPS to feedback in the detailed view of DPS in ship overview
    The Metaplot quest can no longer erase the ENFER star system to turn it into the Metaplot system
    Rejuvenation Haze now increases regen ratio on Docked Fleets, not just Fleets in Hangar
    Promoter of Diversity's laws counter now works
    Reduced the necessary quantity of T1 Luxury Resources for Star System Upgrades
    Increased the necessary quantity of T3 Luxury Resources for Star System Upgrades
    Reduced over colonization penalty per system over the threshold (-15 --> -10)
    Reduced Custom Faction cost of starting on a Jungle from 15 to 10
    Increased XP required for hero ships to level up
    Reworked hero XP computation (added passive gains to Governors and Admirals)
    Renegade Master now applies its bonuses correctly
    It is no longer possible for factions with the Riftborn visual affinity to find star system improvements they cannot use through curiosity exploration
    Mount Zelevas (Quest United Empire, United Empire ending) can now be built
    Nerfed all Kinetic weapons’ damage by 10%
    Fixed Industrialist "Fortitude" law not applying its health bonus correctly
    Increased Heart's Ward health bonus from 45 to 50, increased shield absorption, shield bonus from 350 to 500
    Reduced Gjallarfire Damage from 22 DPS to 17 DPS
    Increased Heart's Hammer from 34 DPS to 62 DPS
    Increased Pirate Laser damage from 8 DPS to 13 DPS, increased Critical Chance from 5% to 10%, cost reduced from 40 Industry to 35


[AI]

    The AI is now able to refresh ship designs during the turn
    Added new behavior and feedback that detect diplomatic demand abuse
    The AI now handles happiness in a better way to reduce the number of cases where AI collapses under its own economy
    Removed transition in alliance state based on impossible predicates (demands to ally are forbidden) resulting in strange mood messages
    Fixed an issue with difficulty limitation in war transitions that was stopping AI from going to war when the player had declared it
    The AI now responds to diplomatic contract and no longer sometimes gets stuck calculating terms
    Tweaked leecher and vineship fleet size
    Tweaked Offensive Military Power Threat Threshold to reduce trespass occurrence
    The AI now uses and reacts to force peace mechanic
    Changed Truce negotiation Modifications - Ai should now be harder to sue for peace when it’s not trying to put an end to the war itself
    Fixed issues in minor factions behavior
    Fixed fighters bombers compositions and ship designs
    Fixed an issue in balance contract resource amount adjustment
    Fixed an issue where ship designs were not improved in some cases
    Fixed several issues with trespassing notification


[MAC COMPATIBILITY]

    Added several Intel cards to diplomacy hologram compatibility
    Added Intel Iris 6100 to the hologram compatibility
    Apply compatibility lists if -compat used on the command line




[COMPATIBILITY]

    Adding Intel HD5500 to the list of cards that trigger lower-performance mode







We hope you enjoy this update. Let us know what you think!

Steam: 1.0.37

Change log 1.0.37



[FIXES]

    Fixed several ships configuration preventing potential crashes
    "Starting Planet" faction trait is no longer displayed in the Empire Panel for Custom Factions
    Transvine system development now correctly gives +2 happiness/pop
    Fixed luxury Resources deposits not applying their Approval bonus per Population


[BALANCE]

    Reduced the Approval bonus per Population of Transvine deposits from +4 to +3


The G2G Balance Mod has been updated too, try it out and let us know what you think of the changes!


DISCLAIMER: Mac players using the mactesting branch should stick with it for now, as the 1.0.37 doesn't currently include the tentative fix. We're still taking feedback on it over in this thread[www.games2gether.com] on whether the fix works for your machine, so please drop us a line!

Steam: 1.0.36

Hey everyone!

Preview Patch 1.0.36 seems to be working out fairly well for all the players who tried it, so we're pushing it live! With the exception of a couple of issues with transvine and possibly some small other happiness issues, the patch is a significant step up in every regard. We will soon be pushing another preview patch to address the issues discovered with the preview of 1.0.36, but for now, this patch should help everyone stuck with a save game issue, and there are many, many other improvements and fixes for everybody else.

They're too long to post here, so check them out in this thread!


A huge thanks to community member Kynar who helped make these patch notes more palatable.

Steam: 1.0.20

Change log 1.0.20 

[FIXES]

    Fixed a legacy shader issue with certain ATI drivers that caused the game to not launch



Our areas of work for the next few patches are:

    Saves that cannot be loaded (keep sharing your files!)
    Multiplayer desyncs reported by the community (also do keep sharing your desyncs if you encounter any!)
    Some miscellaneous balance fixes

Steam: 1.0.19

Quick update for a few additional issues that were found after the previous patch entered its validation period.


Change log 1.0.19 


[FIXES]

    Fixed players not being able to join a game which is almost full
    Fixed saves that use a CustomFaction that is no longer valid because of it has too many traits or uses too many points


[DESYNC]

    Fixed desync on minor empire met
    Fixed rare desync on terraformation + automated ship delivery



EDIT: If you have an ATI/AMD card and are encountering issues, do try the preview branch over here: http://steamcommunity.com/app/392110/discussions/0/1369506834142397387/

Steam: 1.0.18

Update 1.0.18 -- The Stellar Prisoner


This update comes with a bit of free content on the side, because who doesn't like free stuff? The new things include a new special node, two unique planets, unique anomalies on Auriga & Bilgeli, and a hero and the quest to rescue it! Also a truckload of performance improvements. Read on for more detail...

[XML]

    Added Neutron Star special node
    Added 2 new unique planets, Veil & Teonha
    Added hero Koros Apogee
    Added hero Tiaych Zhilleaq
    Added the quest Invisible Chains (look for the neutron star!)
    Added a unique Anomaly on Auriga & Bilgeli (2 total)
    Reduced Auriga base science as it is now given by Husk of Knowledge anomaly
    Fixed the quest improvement "Craver Dark Ops" being available to be built multiple times
    Fixed custom faction feedback on planet FIDSI tooltips
    Fixed Unfallen home system not having a bonus of 1000 System Manpower
    Fixed cooldown timer for changing battle tactics set not being affected by game speed
    Added Enhanced Astronavigation as a starting skill (tier 0) for Tiaych Zhilleaq
    Fixed incorrect feedback of Sophon Free Move movement points (showed +2, when it gave +4)
    Sophons Free Move now gives +2 Vision Range instead of +1.5
    Sophons Free Move now gives +2 Movement Points instead of +4
    Disabled Apathetic/Fervent Colonists Traits for Factions with Shipbound (since it’s irrelevant to them)
    Disabled Guardians Trait for Factions with Shipbound (since it’s irrelevant to them)
    Fixed some political traits not affecting politics properly/being wrongly feedbacked
        Merchants (Industrialist events support Pacifist political opinion)
        Monumentalists (Industrial events support Religious political opinion)
        Aggressive (Industrial events support Militaristic political opinion)
        Investors (Pacifist events support Industrialist political opinion)
        Conservationists (Pacifist events support Ecologist political opinion)
        Automatists (Scientists events support Industrialist political opinion)
        Sociologists (Scientists events support Pacifists political opinion)
        Biologists (Scientists events support Ecologists political opinion)
        Dutiful (Religious events support Industrialists political opinion)
        Virtuous (Religious events support Pacifists political opinion)
        Skeptics (Religious events support Scientists political opinion)
        Fanatical (Religious events support Militarists political opinion)
        Sanctuarists (Religious events support Ecologists political opinion)
        Pragmatic (Militarists events support Scientists political opinion)
        Preservationists (Militarists events support Ecologists political opinion)
        Harvesters (Ecological events support Industrialists political opinion)
        Druids (Ecologists events support Religious political opinion)
        Territorial (Ecologists events support Militarists political opinion)
    Exploration quest Mysterious Plague ship is now disabled for the Vodyani Faction
    Horatio Carrier now has 13200 HP instead of 5500 HP
    War exhaustion trend computation will now depend on game speed
    Added Distributed Energy and Gamma Analysis tooltips
    Lumeris refund for outposts is now equal to the Dust spent to colonize
    Updated Gas FIDSI to differentiate the planets
    Populations Collections for Custom Factions are now dissociated from the vanilla factions’. This allows for clearer feedback (we don’t show a vanilla faction icon for a population collection bonus applied to a custom faction)
    Fixed a bug where the Horatio population collection bonus level 3 had overpowered, unintended industry effects
    Fixed an issue of Influence provided by Outposts
    “First contact” action with Minor Factions is now free
    The "New Colony Rule" Industrialist law now applies its effects empire-wide
    Fixed tooltip of the "Explore Binaries" anomaly reduction displaying debug text
    Fixed The Quest Babies not Booms sending population on outpost. Now, it will add population only on Colonies.
    The Quest “The Good Life” is now disabled for custom factions with the Affinity Shipbound
    The Quest “Babies Not Booms” and “An Unexpected Visitor” are now disabled for custom Factions with the Affinity Shipbound
    Relationship trend of Minor Faction now depends on game speed
    Having Pacifists in the senate does not remove the “Eternal War” effect over minor factions
    Fixed Shipbound Custom Factions based on Cravers Visual Affinity being able to create multiple Ark designs


[PERFORMANCE]

    Improved influence computation
    Ships designs are not automatically preloaded at the beginning of the game anymore
    Optimize end turn resource collection pass
    Optimized fleet & political events
    Better filtering of onscreen rendering
    Optimized hero assignation and fleet modification
    Reworked retrofit process to reduce CPU consumption and memory allocations


[FIXES]

    Fixed the intro cinematic for custom factions
    When the end turn is computing, it is no longer possible to send orders
    Prevented Election actions from all being disabled
    Empire met notification only appears when both empires know each other
    Alliance Victory now properly awards victory to all the members of an alliance
    In multiplayer, players are no longer displayed as having achieved elimination victory when another empire wins
    The "Reset" button did not properly reset the Diplomatic Demand Screen
    The minor population effects are now displayed in their tooltips inside the custom faction
    Fixed Trade company HQ/subsidiary being queueable at the same time on the same system
    Fixed Ground battle notification auto popup setting not working
    Fixed Influence feedback being too large on outposts and Unfallen systems
    Added an icon on fleet labels to feedback the existence of a Planet Destruction module within the fleet
    Fixed the on-click behaviour of merged fleet labels; all fleets represented by the label are visible in the fleets list at the bottom of the screen
    Fixed the dragged population icon for custom populations
    Allowed the trait level reduction in custom faction screen; removing a level n trait will automatically add back the level n-1 of that same trait
    Greyed out the ship design slots that are incompatible with the selected module category in ship design screen
    Users can’t join or be invited in multiplayer sessions without the latest game version installed
    User no longer remain stuck on "Ending Turn" after the election in turn 120
    Fixed the creation and edition of Ship designs with the Unfallen medium hulls
    Disabled Multiplayer (Join Game) features if Steam is not running
    Space battles are now correctly resolved when a player enters a session in which another player is attacked by pirates.
    The peaceful conversion icon is no longer redundantly displayed on your own Unfallen systems
    The Seventeen thousand islands bridge" anomaly name no longer overlaps with nearby planets
    Icons of unavailable curiosities are now shown correctly when there is no ship orbiting the system
    Fixed the tooltip on “Colonize” button in Star system management; now properly tells the planet colonization is queued and not already colonized
    Added AMD Radeon HD 6550D (sep 2011) to the compatibility card; it should now be able to launch the game in compatibility mode
    Changed wording in planet tooltips to avoid confusion regarding base output modifiers
    Fixed text in the "Population Boost Ended" notification when using custom factions
    Fixed the background of in-game screen with "-novideo" command in Steam set launch options
    Fixed issue with moon exploration & anomaly improvement GUI
    Fixed a few tutorial highlights
    Fixed an error when displaying the tooltip of the Evacuate System improvement when playing Unfallen
    Fixed hero recruitment notification having issues with custom textures.
    Fixed an error when hovering the mouse cursor over the "Colonize" button of a destroyed planet in the System Management Screen
    Fixed multiple issues with in-game text fields and added a few quality of life enhancements on these
    Changed the "K" into "M" when reaching millions units for resources
    Fixed the technologies remaining turns count in the technology queue
    The cursor location is reset to the end of the text when clicking on the bottom side of the chat bar


[AI]

    The AI should ask for alliances out of perceived necessity less often
    The AI should evaluate truce better when other player is winning the war
    Fixed an issue where the synchronization of game events was failing while the user was saving the game resulting in a crash and an infinite turn
    Fixed an issue in battle situations computing resulting in a crash
    Fixed an issue with Ark handling that was generating an error message
    Fixed an issue where the AI was stopping colonizing systems at some point
    The AI dll now loads correctly when the game is installed in a path that contains accented characters
    Fixed an issue where a mood message was sent multiple times during truce
    The AI should now respond to diplomatic demands based on the odds of winning wars and the value of bribes
    Fixed an issue where AI only took in account war end when a force truce was declared
    Fixed an issue where ship designs were not synchronized correctly
    Fixed an issue where AI would ask for help even if it was not at war
    Fixed an error generated when the Vodyani AI chooses the "Conscription" defensive battle plan
    Fixed an error generated when starting the Beginner Tutorial


[DESYNCS]

    The desync report message box is now only displayed once
    Fixed a desync related to fleet actions
    Fixed a desync related to population migration and political events
    Fixed a desync related to "The Good Life" exploration quest
    Fixed a desync related to manpower


[MODDING]

    In the modding screen, added filters for mod location (Local or Workshop)
    Fixed the scroll wheel functionality in the mod selection menu
    Added a warning when the player enables a mod
    Added display of error messages and feedbacks in Modding Screen
    Fixed modding screen auto-selection and interaction issues
    Added an option to automatically download and enable Missing Mods of a game (both in the Load Game and the Join Game screens)
    Added GUI modding (image replacement)
    Fixed ship reskins not being shown in ship design editor


We hope you like it!

Steam: 1.0.11

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[www.games2gether.com])
    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]

    Fixed numerous sources of desyncs (if you encounter some, please report them using this template: https://www.games2gether.com/endless-space-2/forums/114-bug-reports/threads/25086-tester-s-guide-addendum-multiplayer-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

Steam: 1.0.52

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

Steam: 1.0.5

Thank you for your feedback and bug reports, here are the release notes for patch 1.0.5!

[1.0.5] Patch Notes



[WIP]

    Destroying a gas planet is not going to trigger the cinematic – The FX will however be visible in the galaxy view 


[IMPROVEMENT]

    Added a pop-up to inform players who play on the public 1.0.5 build with an old AMD card to play on the fixAMD branch
    Added several bits of missing localisation that remained in English until now
    Added a cinematic for the discovery of the Academy
    Added a failure tooltip on ships in the fleet list if the Drag'n'Drop between flotillas wasn’t possible
    Improved the planet destruction tooltip error message
    Fleets Labels for cargo Ships are now hidden


[UI]

    Changed the custom faction button from "Add" to "Custom Factions"
    Improved the Game Creation screen to show that the faction portrait is clickable


[FIXES]

    Fixed an issue with saves with broken deposits
    Fixed an issue with several faction traits that weren't functional with custom factions
    Fixed an issue with the Cravers Prime ship skin: it can now be used in custom factions with the Cravers affinity
    Fixed  an issue in multiplayer where players remained stuck in the loading  screen after quitting to main menu if they used custom factions created  by the host
    Fixed an issue in Multiplayer where the nodes discovery status of remote players was not properly saved by the host
    Fixed an issue with the Implant Beacon battle action which was unavailable because the fleet was erroneously considered "busy"
    Fixed an issue with the end of turn timer not resolving encounters
    Fixed an exploit with technologies: they can’t be traded to prevent Scientific Victory exploits
    Fixed an issue with custom factions that couldn’t be created with more than 7 faction traits in Multiplayer
    Fixed some diplomacy localization lines for custom factions
    Fixed an issue with minor factions spending all their Dust on colonization that they couldn't achieve
    Players won’t be able to save during the end turn anymore
    Fixed vined systems bonus/malus only applied to Unfallen
    Fixed an issue with troops count
    Fixed an issue with the Unfallen vine action feedback which was displayed for all orbiting fleets
    Added  a failure tooltip in galaxy view to inform the user when the  curiosities that he wants to explore with probes are already in the  queue construction
    Fixed an issue on the Asian font which corrupted them overtime
    Fixed double click on ship allowing to see ship design even if ship is not editable or hidden
    Fixed an issue with the feedback of Third Vodyani population collection bonus
    Fixed the Amateur and Kingpin Executive traits
    Fixed  the Center of Light and Life and Harmony of the Heart improvements  which had incorrect pre-requisites, allowing them to be built multiple  times
    Removed Home System Depletion from the Cravers Affinity to move it to the population trait Extreme Foremen
    Changed the faction trait "Strange but Bad" faction trait cost from 10 to -10
    Fixed Apathetic/Fervent colonists traits
    Fixed Blockade Breakers trait
    Added the Naturalists population trait
    Fixed the Singularity creation and destruction sound effects
    Fixed the Luxuries Lottery system improvement
    Fixed the Righteous Fury law
    Fixed  an issue where the failure condition didn't work properly in a  competitive quest when players were the first to colonize a system
    Fixed an issue with a parasitic sound heard during the beginning of turn
    Fixed an issue with the final reward of the Riftborn main quest
    Fixed an issue where the Unfallen couldn't use the spaceport


[BALANCING]

    Increased the effect of the Vodyani Dust for Alms improvement from 25% to 50% of Dust converted into Essence
    Changed the Papers Please hero skill: increased manpower refill rate gain on skills
    Changed the Conscription Genius hero skill: doubled manpower gain
    Changed the Bespoke Arms hero skill: increased damage given to the hero ship
    Changed the Sensitive Systems hero skill: changed vision range bonus from % to flat
    Fixed the Infallible Authority hero skill: it is now not as strong
    Increased the Riftborn colonizer cost, as they do not have to manage migration to outpost
    Decreased Cravers depletion points per turn from +2 to +1
    Added a temporary bonus to population collection level 3 for the Lumeris
    Fixed Permanent Monsoon tooltip: it now displays -10 Happiness
    Wonders & Unique buildings are now impacted by the game speed
    Fixed an issue that made conquest victory require a lower percentage of the galaxy to win while in an alliance
    Fixed the Lumeris buyout improvement "Workers' Campus" being allowed to be built multiple times


[AI]

    Fixed the AI abusive migration
    Fixed an issue with the AI stuck in an infinite battle
    Added transitions so the AI is not stuck in war when Peace or an Alliance is signed
    Fixed an error that occurred when the game was saved at the beginning of the turn


[TUTORIAL]

    Fixed an issue where 3 conflicting tutorial windows were displayed in the star system view
    Fixed an issue where in the Beginner tutorial the empire screen was displayed 1 turn too early
    Fixed an issue where the laws tutorial window was displayed even in galaxy view
    Fixed an issue with the battle tutorial that remained stuck


[OPENGL/ DX10]

    Fixed an issue for Mac players: ground units now appear properly


[QUESTS]

    Fixed an issue where the Academy quest chapter 1 part 1 didn't resolve like a normal competitive quest
    Fixed an issue where the Academy quest on minor factions didn't trigger the next quest after it failed
    Fixed an issue with the Vodyani quest chapter 1 part 2 where the second choice didn't work with custom factions
    Fixed an issue with the Vodyani quest chapter 1 where the objective used to be obsolete
    Fixed  an issue with the United Empire "The Cult of the Strongman" quest where  the player didn't receive any reward upon completion
    Fixed an issue where spawning fleets to destroy in Academy quest 3-B were too far from the Academy
    Added a missing pre-requisite to the pre-Metaplot Academy quests to make sure Academy must be found in the first place
    Fixed an issue with the 10/10 With Spice quest: it will now be triggered only after the 50th turn (in normal speed)
    Fixed  an issue where the Academy quest "Build the Academy" didn't work as   expected, preventing players from reaching the next Academy chapter
    Fixed and issue where the Academy quest was spawning Pirate fleets instead of the Vodyani fleets as suggested in the lore
    ENFER ship can be dragged into the hangar in the Sophons main quest

Steam: 1.0.1

Official Release Changelog 1.0.1
19 May, 2017 - Frogsquadron	



REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate!

We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\


[GENERAL]

    Added Unfallen Games2Gether Faction
    Modding implemented
    New Scanview system management implemented
    Added planet scanview
    Auto ship design / upgrade implemented
    Cloud saves are now available
    Game can now have 12 competitors!
    Academy/metaplot quests have been added
    Beginner Tutorial implemented
    Custom Factions implemented
    Added colonization videos
    Auto-ship design implemented
    Added technology Helper to suggest technologies to the player

[CONTENT]

    Added faction-specific technologies
    Added 2 new minor factions, Remnant and Pulsos
    Added Events quest Political
    Added new random events
    Added new market events
    Added 23 new space battle tactics
    Added “exotic” effects on strategic weapons and defenses
    Added planet destruction module
    Added a specific star type for the academy
    Added founder heroes and the 5th Sophon hero
    Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
    Added final rewards of all Main Quests (Chapter 4)
    Added population swap in United Empire Main Quest

[TECHNICAL]

    Saves are now in a binary format
    Several optimizations have been made for different parts of the game (GUI, Computation...)
    Refined some behaviors in the galaxy generator

[AI]

    Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
    Added: Planet destruction mission
    Added: AI is now able to activate laws (knowing that it costs Influence points)
    Added: AI is now able to cancel laws to retrieve the empire points
    Added: AI is now able to trade technologies by diplomacy
    Added: AI now research military modules technologies
    Added: AI now play elections
    Added: AI is now able to attack enemies it finds on its mission path
    Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
    Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
    Changed: Globally improved the military attack, defense and invasion
    Changed: Improved the way AI uses support modules
    Changed: Increased AI desire for trade (in particularly for mercantile AIs)
    Changed: Improved map and vision sharing evaluation and open borders
    Changed: Improved main enemy selection
    Improved invasion behaviour
    Improved behaviour and technology choice for colonization
    Improved node strategic score heuristic
    Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
    Fixed: AI colonization behavior
    Fixed: AI now doesn't cancel missions without any reasons.
    Fixed: Ark generation and leecher use are now working correctly
    Fixed: Issues for hull and affinities
    Fixed: AI now researches new military modules

[IMPROVEMENTS]

    Put back the Surveyed support at the end of the Election process
    Stat buttons on the Advanced Battle Setup Screen are "togglable"
    Added a timer for the auto battle start
    Screen/button tooltips display information about their keyboard shortcuts
    Automated ships are no longer sent to besieged outposts
    Refund value is now displayed in "Deed failed" notification when relevant
    Neutral propaganda is no longer queued when colonizing a system
    Motherships now start the game with 1 action point
    Fleets that cannot fight cannot be used as reinforcements in space battle
    The game should automatically choose the compatibility mode
    Key binding has been improved (detect if the key is used, …)
    Added localized subtitles for all the introductions
    Updated the look of outgame screens
    Probes are now allowed on Hero ships
    Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
    Ship modules category icons are now colored based on their strategic resource in the tech tree
    Added module computation formulas in the ship design stat tooltips
    Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
    AI behavior has been improved, notably with regards to its aggressiveness
    Polished end turn timers & added "out of time" animations
    Improved notification flow: click on a button which open a menu no longer displays the next notification
    Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.

[BALANCE]

    Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
    Brainwashed factions can no longer start a new assimilation quest
    Use of Crew Modules on hero ships is now forbidden
    Added a turn action on Time Bubbles, so they need to be in the first position to be completed
    Reduced AI Prestige bonus in higher difficulties
    Minor Factions with Cordial relation or better now don't block trade routes
    Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
    Reduced crew given by crew modules
    Added different Demand management on Marketplace prices
    Balancing of Market events
    Fixed issues of Singularity: FIDSI and depletion effects
    Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
    Removed description panels from Faction Trait tooltip
    Infinite improvements are now compatible with Food to Industry
    Fixed issue on exclusive technologies which were not exclusives
    Increased free movement speed
    Increased food consumption
    Increased influence zone progression rate
    Removed duplicate of exploration stage 1
    Added negotiable truce (not managed by AI, missing negotiable terms)
    Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
    Balanced support module effects
    Balanced weapon module: reduced missile power, increased flack effect, increased beam power)
    Balanced space battle tactics and changed unlock distribution
    Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
    Balanced random events appearance rhythm
    Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.

[FIXES]

    Fix for non-repeating minor factions
    Fix for abundance of strats and luxes
    Fixed an issue where ships in flotilla without direct opponent could not shoot
    Fixed space battle trajectories orientations
    Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
    Fix for number of nodes was still affected by density
    Fix for isolated nodes spawning too far away
    Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
    Fixed error in economy screen system tab related to Riftborn population construction
    Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
    Fix Venetians T2/3 Turrets Orientation
    Fixed an issue on United Empire Ground Battle assets
    Fixed an issue on Tikanans Ground Battle assets
    fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet
    Fix vote redistribution feedback in Election last panel
    Fix duplicate special nodes names
    Fixed full screen portrait rendering with custom resolution.
    removed Bailiff Quest which provokes unpredictable eliminations
    Fixed the bug forbidding the Ecologist Forced Law to apply properly
    Fixed Riftborn outpost progress not being fed back in orbital view
    Fixed outpost FIDSI not being displayed in orbital view
    Fixed a bug on the Horatio gene population display in the population screen
    Fix incorrect unlocking of play tactics slots when passing a turn
    Fix several Multiplayer desyncs
    Fix Wonder cancellation process and Refund in notification
    Lots of issues fixed, along with an improvement to the overall stability of the game
    Balancing / global tweak of the game
    Fixed: custom faction voice over now matches faction visuals
    Fixed the Narrator Empire Introduction voice when launching the Beginner Tutorial
    Fixed various causes of potential sync loss
    Fixed notifications not being displayed in some game loading situations
    Fixed missing icons in the tech tree
    Fixed an issue with "Preserve the Academy" breaking saves
    Fixed an issue with ground battle scan views
    Fixed some sounds missing with ground battle
    Fixed an issue with Horatio splicing
    Fixed an issue with ground battle manpower that could be negative in some cases
    Fixed the planet scan view, now complete
    Fixed Game session remaining stuck during the End Turn sequence while in a Pending state
    [MAC] Fixed: minor and major factions influence area can no longer be seen through the fog of war

[SOUND DESIGN]

    Reworked United Empire Warp
    Fixed Horatio faction missing audio elements

[KNOWN ISSUES]

    Unfallen users cannot use the spaceport
    Several factions traits on custom factions are not functional yet
    ENFER ship cannot be dragged into the hangar (it can be done through the disband action)
    Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom factions

Steam: 1.0

Hello folks,

Look who's home early...


SOFT LAUNCH - CHANGELOG 1.0

REMINDER: Old saves are no longer compatible with the game! We've removed a lot of old files that were only kept in there to keep the saves working between beta versions. We're now removing all that to start with a clean slate!

We strongly recommend you delete your Registry.xml file. It is normally located in: C:\Users\[yourusername]\Documents\Endless Space 2\Users\


[GENERAL]

    Added Unfallen Games2Gether Faction
    Modding implemented
    New Scanview system management implemented
    Added planet scanview
    Auto ship design / upgrade implemented
    Cloud saves are now available
    Game can now have 12 competitors!
    Academy/metaplot quests have been added
    Beginner Tutorial implemented
    Custom Factions implemented
    Added colonization videos
    Auto-ship design implemented
    Added technology Helper to suggest technologies to the player

[CONTENT]

    Added faction-specific technologies

    Added 2 new minor factions, Remnant and Pulsos
    Added Events quest Political
    Added new random events
    Added new market events
    Added 23 new space battle tactics
    Added “exotic” effects on strategic weapons and defenses
    Added planet destruction module
    Added a specific star type for the academy
    Added founder heroes and the 5th Sophon hero
    Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
    Added final rewards of all Main Quests (Chapter 4)
    Added population swap in United Empire Main Quest

[TECHNICAL]

    Saves are now in a binary format
    Several optimizations have been made for different parts of the game (GUI, Computation...)
    Refined some behaviors in the galaxy generator

[AI]

    Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
    Added: Planet destruction mission
    Added: AI is now able to activate laws (knowing that it costs Influence points)
    Added: AI is now able to cancel laws to retrieve the empire points
    Added: AI is now able to trade technologies by diplomacy
    Added: AI now research military modules technologies
    Added: AI now play elections
    Added: AI is now able to attack enemies it finds on its mission path
    Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
    Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
    Changed: Globally improved the military attack, defense and invasion
    Changed: Improved the way AI uses support modules
    Changed: Increased AI desire for trade (in particularly for mercantile AIs)
    Changed: Improved map and vision sharing evaluation and open borders
    Changed: Improved main enemy selection
    Improved invasion behaviour
    Improved behaviour and technology choice for colonization
    Improved node strategic score heuristic
    Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
    Fixed: AI colonization behavior
    Fixed: AI now doesn't cancel missions without any reasons.
    Fixed: Ark generation and leecher use are now working correctly
    Fixed: Issues for hull and affinities
    Fixed: AI now researches new military modules

[IMPROVEMENTS]

    Put back the Surveyed support at the end of the Election process
    Stat buttons on the Advanced Battle Setup Screen are "togglable"
    Added a timer for the auto battle start
    Screen/button tooltips display information about their keyboard shortcuts
    Automated ships are no longer sent to besieged outposts
    Refund value is now displayed in "Deed failed" notification when relevant
    Neutral propaganda is no longer queued when colonizing a system
    Motherships now start the game with 1 action point
    Fleets that cannot fight cannot be used as reinforcements in space battle
    The game should automatically choose the compatibility mode
    Key binding has been improved (detect if the key is used, …)
    Added localized subtitles for all the introductions
    Updated the look of outgame screens
    Probes are now allowed on Hero ships
    Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
    Ship modules category icons are now colored based on their strategic resource in the tech tree
    Added module computation formulas in the ship design stat tooltips
    Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
    AI behavior has been improved, notably with regards to its aggressiveness
    Polished end turn timers & added "out of time" animations
    Improved notification flow: click on a button which open a menu no longer displays the next notification
    Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.

[BALANCE]

    Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
    Brainwashed factions can no longer start a new assimilation quest
    Use of Crew Modules on hero ships is now forbidden
    Added a turn action on Time Bubbles, so they need to be in the first position to be completed
    Reduced AI Prestige bonus in higher difficulties
    Minor Factions with Cordial relation or better now don't block trade routes
    Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
    Reduced crew given by crew modules
    Added different Demand management on Marketplace prices
    Balancing of Market events
    Fixed issues of Singularity: FIDSI and depletion effects
    Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
    Removed description panels from Faction Trait tooltip
    Infinite improvements are now compatible with Food to Industry
    Fixed issue on exclusive technologies which were not exclusives
    Increased free movement speed
    Increased food consumption
    Increased influence zone progression rate
    Removed duplicate of exploration stage 1
    Added negotiable truce (not managed by AI, missing negotiable terms)
    Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
    Balanced support module effects
    Balanced weapon module: reduced missile power, increased flack effect, increased beam power)
    Balanced space battle tactics and changed unlock distribution
    Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
    Balanced random events appearance rhythm
    Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.

[FIXES]

    Fix for non-repeating minor factions
    Fix for abundance of strats and luxes
    Fixed an issue where ships in flotilla without direct opponent could not shoot
    Fixed space battle trajectories orientations
    Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
    Fix for number of nodes was still affected by density
    Fix for isolated nodes spawning too far away
    Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
    Fixed error in economy screen system tab related to Riftborn population construction
    Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
    Fix Venetians T2/3 Turrets Orientation
    Fixed an issue on United Empire Ground Battle assets
    Fixed an issue on Tikanans Ground Battle assets
    fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet
    Fix vote redistribution feedback in Election last panel
    Fix duplicate special nodes names
    Fixed full screen portrait rendering with custom resolution.
    removed Bailiff Quest which provokes unpredictable eliminations
    Fixed the bug forbidding the Ecologist Forced Law to apply properly
    Fixed Riftborn outpost progress not being fed back in orbital view
    Fixed outpost FIDSI not being displayed in orbital view
    Fixed a bug on the Horatio gene population display in the population screen
    Fix incorrect unlocking of play tactics slots when passing a turn
    Fix several Multiplayer desyncs
    Fix Wonder cancellation process and Refund in notification
    Lots of issues fixed, along with an improvement to the overall stability of the game
    Balancing / global tweak of the game

[SOUND DESIGN]

    Reworked United Empire Warp
    Fixed Horatio faction missing audio elements

[KNOWN ISSUES]

    Final Reward of the Rifborn has no effect yet
    Known issue: the AI is a bit reluctant to fight against Arks in early/mid game
    FPS drops drastically during the planet destruction cutscene for a few seconds
    Game session can remain stuck during the End Turn sequence while in a Pending state (Extremely rare)
    The user does not receive the reward after “The cult of the strongman” United Empire faction quest is completed
    Unfallen users cannot use the spaceport
    Several factions traits on custom factions are not functional yet
    AI factions do not build carriers/large sized ships during gameplay
    ENFER ship cannot be dragged into the hangar
    Title staggers during gameplay in the later turns of a session
    The cutscene for gas planet destruction is missing
    Several bits of texts are still in English in some languages
    Saves will be broken if you are saving your game during the quest "Preserve the Academy"
    Narrator and faction voice over during the beginner tutorial is missing
    Tutorials about battle results and blockade are not triggered
    Vodyani Quest Chapter 1 new objective is to exterminate pirates which are not necessarily on their own constellation: the translation keeps the old objective hint.
    Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom faction
    Never show the planet scanview keys when in ground battle
    Planet scan view is incomplete
    [MAC] The minor and major factions influence area can be seen through the fog of war (Extremely rare)


That's it, now get playing, and most of all, have fun!

Steam: 0.3.5

Hey everyone,


The E.N.F.E.R. update [0.3.5] is now live! This minor update packs a punch, as it unlocks access to the E.N.F.E.R. module, a tool where the brains behind the game operate. We thought E.N.F.E.R. was not having enough of a challenge managing the Sophon empire, so we've put it in charge of the ES2 AI. How does it work? Well, it's rather simple to get in and start tinkering with forces beyond your understanding, simply start the game and type in http://localhost:4377/ in your browser (currently only Chrome & Firefox supported).



For a more detailed version of how this works, check out the stream we did[www.twitch.tv], which mostly worked, and then Wilbefast's thread[www.games2gether.com] explaining the basics. More details on how things work tomorrow, but as soon as the update hits (later today), you can get tinkering!



RELEASE NOTES [0.3.5]


[AI]

    Connected to self-contained E.N.F.E.R. online AI module accessible once the game is running from http://localhost:4377/




Have fun!

Steam: 0.3.4

Hey everyone,

Update 3 went live last week! If you haven't tried it yet, jump into the game right away and discover the new Riftborn faction, the multiplayer mode, more meaningful ways to make interactions with Minor Factions, visual elements to bring more life to the galaxy, and more!

We're releasing today a patch [0.3.4] with the fixes to issues that you've reported. As usual, thanks for the feedback you've been providing on the Steam discussions and official G2G forum. Keep on being awesome and help us improve the game! :)


PATCH NOTES [0.3.4]

[FIXES]

    Fixed the pink screen of death issue
    Fixed a balancing issue making it possible to have 100% ship cost reduction
    Fixed incorrect unlocking of play tactics slots when passing a turn
    Fixed an issue where players remained stuck during the pending sequence because the AI did not resolve a combat
    Fixed a visual issue on United Empire Ground Battle
    Fixed a visual issue on Tikanans Ground Battle
    Fixed forced the tooltip on the "Dust Windfall" law
    Fixed an error in Economy screen system tab related to Riftborn population construction
    Removed Bailiff elimination which provokes unpredictable defeat
    Fixed the bug forbidding the "Hardship Ready" law from applying properly
    Fixed slider settings flickering between 2 (or more) values if they are quickly changed by the host in multiplayer
    Fixed full screen portrait rendering with custom resolution
    Fixed Lumeris Tier 2 and Tier 3 Turrets orientation
    Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
    Fixed an issue on Riftborn home planet where the strategic resources were spawned on all the planets of the home system or no strategic deposit were spawned, instead of having them only on the home planet
    Fixed a bug on the Horatio gene population display in the population screen
    Fixed an error sometimes occurring when opening the advanced play screen directly after the start of the Space battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly
    Government effects have been cleaned
    Fixed the "New Colony Rule" law that didn't have a tooltip in Republic


[XML]

    Singularities now need to be in the first position in the queue to be completed
    Reduced AI Prestige bonus in higher difficulties


[BALANCING]

    Added new icons for laws



Enjoy!

Steam: 0.3.2

Hey everyone,

The Riftborn update [0.3.2] is now live! This major update introduces the Riftborn major civilization, an Early Access iteration of Multiplayer mode (we're counting on your feedback to make this optimal for the release!), new visual elements to bring more life to the galaxy, AI ameliorations, Battle improvements, changes to the Technology Tree, and more!

Check out the new features of Update 3 in this gameplay video:
YouTube™ Video: Endless Space 2 - Riftborn Update 
Views: 47,411
Endless Space 2 - Riftborn Update Steam Page: http://store.steampowered.com/app/392110/ Website: http://www.endless-space.com/ GAMES2GETHER: https://www.games2gether.com/endless-space-2/blog Twitter:...



UPDATE 3 - RELEASE NOTES [0.3.2]

[IMPORTANT]: Games started prior to the update will no longer be functional. If you wish to continue a game started before the update, make sure you select the previous Endless Space 2 version, available in the Beta Branch tab, of your game properties.

[New Content]

    The Riftborn major faction has been added - Wiki[wiki.endless-space.com]
    Two additional minor factions have been added: the Bhagaba & the Niris
    Multiplayer has been enabled
    Games can now be played with up to 8 empires
    Added the “Large” size galaxies
    Added two new galaxy shapes: Spiral-8 and Ovoid
    Hero ships are now visible on the fleet by left-clicking on the hero's portrait in the galaxy view
    Hero renaming has been enabled
    Empire / player renaming has been enabled
    3D feedback of certain anomalies has been added
    Game settings are now visible and some are modifiable in game (only timers and animation speed)
    Galaxy life animations have been added
    Market events: market context can trigger highs and lows of prices
    Population growth control: all population is linked to a luxury that can be used to favour its growth within the empire
    The election process has been redone: now the political parties that will not end in the Senate report their votes to the closest party, which can change the winner at the last minute!
    Added Natural Wonders (no visuals yet)


[Narrative Content]

    Added chapter 3 & 4 of the Horatio quest
    Added chapter 1 & 2 of the Riftborn quest
    Added most of Tutorial, Advanced level
    Updated Expert Tutorial
    Added 6 new Minor Faction Quests
    Added 5 new Population Quests
    Added Community Quest (Mysterious Plague Ship is now known as “The Living Plague”)
    Added 7 Alternative Deeds
    Added Community Event (An Unexpected Visitor is now known as “An Unexpected Guest”
    Added Community Event (Hear my Last Cry)


[Manpower & Ground Battle]

    Manpower is now divided in three elements:
        Manpower on empire is a resource consumed by Systems and Ships
        On system: defences defines the strength of the system defence and how much troops it will generate
        On ships: crews provide a boost in space battle, and is consumed for invasion. They can also be killed during space battle
    All empires start with a full stock of Manpower on their empire
    Manpower is now equally split between all entities requiring some
    Improved feedback related to troop generation (directly display how the system defence and crews will be converted)
    Added a specific Ground Battle strategy and Space Battle Tactic for the Privateers and Minor Factions
    Triggered a notification when the manpower drops close to 0


[Minor Faction Rework]

    Revamped the Minor Faction interface
    Added a new Minor Factions Ideology: Pragmatist
    More actions to improve relations with Minor Factions
    Actions are now based on a trend rather than a flat point value
    Changed thresholds on the bar as follows: Neutral, Cordial, Amicable, Friendly. Each threshold corresponds to a different level of reward
    Having the best relation with a Minor Faction may now grant access to special actions with a cost in Luxury Resources


[Pirates]

    Harmonized Pirate ship designs:
        Nerfed certain Prowler designs that were too strong
        Buffed certain Positron designs that were too weak
    Changed the way Pirates spawn to prevent the unwanted Pirate spam
        Pirates now spawn at a slightly slower rate
        Pirates are now limited in number and won't spawn anymore if there's already a certain number of them.
    Pirates have been given new behaviours allowing them to blockade systems, and target specific nodes


[Senate & Politics]

    Rebellion: now the government after a rebellion depends on the current government, cycling through all of them.
    Removed Rebellion progress while in Anarchy
    Added an experience systems for political parties: reaching certain experience levels unlocks new laws
    Added independent laws that are always available, and free to maintain
    Refined laws content: there are less but more powerful, and they cost an influence upkeep to be maintained
    Reinforce differences between each government
        Democracy: no election actions to influence the result, but better diversity in senate and provide approval boost on population
        Republic: election actions using Dust and stronger alternative version of the Laws
        Federation: bonuses on industry and expansion
        Dictatorship: one party that you select and higher chance of rebellion


[Space Battle]

    Ship Design
    Refactored UI
    New module icons that reflect the power progression
    Added detailed data about ship (DPS per weapon, efficiency, DPS per range, defence absorption, energy / projectile balance, upgrade cost), also displayed in ship tooltip
    Added toggle to hide / show obsolete modules
    Added the possibility to drag and drop modules between slots
    Added double click on any player’s ship thumbnail to open the ship design (in military screen but also in the galaxy)
    Removed module symmetrical multiplayer cost
    Harmonized module multiplayer cost per ship size
    Tweaked heavy mounted slot and add effect explanation in tooltip
    Added a button in the Military Screen under the Ship Designs frame.
        One click upgrades all the modules of the selected Ship Design to their latest version
        Does not replace or remove existing modules, does not fill empty slots
    Deck panel
        Cards are now called tactics
        You can open the battle tactics (new deck panel) even during battle
        Added description in tactics’ tooltip
    Advanced battle screen
        Improved trajectories / stats display
        Improved ship hover feedback (don’t forget: you can move them among flotillas!)
        Added flotilla compatibility feedback of the ship when dragging it
        Added command point required to unlock flotillas
    During battle
        Improved scan view (damage lines, trajectories, shaders etc.)
        Added overview (show entire battle with appropriate feedback included range between paired flotilla)
        Added locked ship feedback
        Added zoom with mouse wheel in free cam even without ship locked
    Battle Report
        Added advanced battle report (first version)
        Added damage gauges with detailed data (weapon type, defence absorption, misses shot, critical hit)
        Added range per paired flotillas per phase with damage ratio
    Battle system
        Changed critic damage: if critical hit, the salvo dismisses all defence absorptions
        Added ship damage bonus when crew on board (some weapons kill crew)
        Added theatre effect: check the battle effect on the special nodes
        Changed the random generator which should give you the same result if you load a save
    Content
        Added 15 support modules to diversify the strategies
        The module that affects fleet and flotilla are exclusive to support ships
        Fixed and increased several battle order effects (battle card new name)
        Increased flak effect (and feedback it in the weapon tooltip)
        Balanced / Tweaked Weapons, Defenses and Hulls (reduced cost, reduced progression, damage and health x2, increase strategic module interest)


[Technology]

    Reworked the whole Military Quadrant to implement the new modules
    Reworked the Science & Exploration Quadrant to implement support modules
    Also added new modules for the Ark, and technologies to unlock them through the game
    Added political impact on technologies


[AI]

    Diplomacy:
        The AI now handles Peace behaviours
        The AI now handles minimal Alliance behaviours
        The AI is now able to detect player actions (regarding itself) and send reactions
        The AI can now create and balance contracts to propose to players
        Improved AI attitudes and attitude annotations
        Improved contract evaluation overall
    Economy:
        System improvement and technologies gains have been reworked
        The AI can now use more exotic improvements like infinite buildings and manpower conversion
        The AI should colonize in a better fashion (more grouped)
        The AI can now handle the new Minor Faction system
        The AI should use the marketplace better overall
        The AI can now buy mercenaries on the marketplace to complete its taskforce
        The AI now make event choices
        Many many tweaks in the decision making process
    Military:
        The AI changes its tactics set according its current strengths and weaknesses
        The AI should now select the most efficient play considering its fleet
        The AI should now redesign its ships to counter its main enemy
        The AI is now capable of understanding when fleets which will be auto-merged before it will attack
        The AI should be more reactive especially in early game
        The AI should keep less ships in its hangars
    Heroes:
        The AI can now assign heroes as admirals
        The AI now assigns all hero skills (governors and admirals) depending on hero role
        The AI can now buy heroes on the marketplace
    Quests:
        The AI can now solve certain quests
    Multiplayer:
        The AI can now take over in "minimal" mode for a few turns if a player drops out
    Faction:
        The AI is able to play as a Riftborn with its specific gameplay
    Performance:
        A LOT of memory and CPU optimisations


[User Interface]

    The Diplomatic and negotiation screens have been reworked
    The ship design screen has been reworked
    The new game screen has been redone
    Reworked the left banner in all menus
    Polished Diplomacy screen:
        Demand button now located on the Negotiation screen (above the pressure gauge)
    HD GUI for any resolution
    New scaling option improved (4K mode)
    Modules icons are brand new! (quest icons are not done yet)
    New display options are now available for tooltip display: Compact, Full & Progressive. By default, Progressive is enabled, which goes from a Compact to a Full Display after a short moment when hovering the mouse. This setting can be changed in the UI Options menu


[Balancing]

    Government changes are more accessible (less anarchy and lower happiness prerequisite) but they have a dynamic influence cost
    Reworked the Lumeris outpost buyout curve to lower their explosive expansion
    Reworked the technology cost curve: the game pace will be slower and feel more engaging
    Diplomatic costs are now dynamic and based on the number of systems owned by the Empire
    Assimilation costs is now dynamic and based on the number of systems owned by the Empire
    First balancing of Minor Faction Quests (not complete yet)
    Strategic deposits quantity has been halved but their individual production increased (1 / 3 / 5 instead of 1 / 2 / 3)
    Hero skills: effects related to size has been generalized
    Hero skills: effects on deposit output has been nerfed
    Rebellion: lowered the threshold which triggers the start of the rebellion
    Increased the number of nodes generated for all sizes
    Added a limit on how many ships can be send to an outpost at a time, making distant outpost harder to feed
    Horatio ideology is now Ecologists (Foood!)


[Known Issues]

    Unlike what the gameplay video says, Multiplayer quests haven't been implemented yet
    Possible loss of sync in Multiplayer if Fast speed animations are used
    Possible loss of sync in Multiplayer if two players have the same wonder in the construction queue and finish it on the same turn
    In Multiplayer, players get a message when another player joins that they have been renamed with that player’s name. This message actually has no effect
    In the diplomacy screen, the contract evaluation bar sometimes fails to update
    In the Advanced Play settings, enemy flotillas sometimes do not appear if the Advanced Play button is clicked too fast. In the case this happens, right click and re-enter the window
    The Riftborn have a strategic issue on their home system: with Many constellations, they won't have their starting resources. With Few/Unique, they will have Titanium & Hyperium on all planets in their home system. We still recommend playing with Few or Unique constellations if you want a challenging game (this issue will be fixed in an upcoming patch)
    Selecting a "Random" galaxy type in multiplayer results in the host and other players not necessarily having the same galaxy appearance (eg a Spiral 8 can have the appearance of an Ovoid galaxy). This has no impact on actual gameplay
    When using the Splicing mechanic with the Horatio, the splicing bonus is added, but the visual feedback doesn't show that bonus


Enjoy!

Steam: 0.2.5

[0.2.5] Patch Notes
1 February, 2017 - Frogsquadron	



[FIXES]
- Fixed Food consumption bug related to Horatio Affinity
- Fixed an error message when using system supervisors on exploited star systems, preventing the Vodyani from being played
- Fixed a series of error messages generated when a pirate fleet was orbiting a rival star system
- Fixed a skippable error message generated when entering a Space Battle with the minor faction types "Technologist"
- Fixed an issue where damage that destroyed an external section of a ship was not applied to the core section
- Fixed Short vs Short and Medium vs Medium trajectories
- Fixed an issue where shields absorbed damage after the shield was disabled
- Orichalcix and Quadrinix exploitation resources are now implemented & functional

[BALANCE CHANGES]
- Science victory is now 5 times harder to research
- Reduced engine and exploration modules cost and health bonuses
- Reduced targeting weight of the civilian ships
- Lowered number of Representative for Dictatorship and Federation, and the penalty per Representative not in Senate
- Increased manpower given by Impervious Bunkers from 50 to 150

[GROUND BATTLE]
- Added a prerequisite, forbidding to use the Local Resistance Ground Battle action when there is no more population


Let us know what you think of this update!

Steam: 0.2.3

[0.2.3] Horatio Update
26 January, 2017 - Steph(✿◠‿◠)	



[DISCLAIMER] OLD SAVES (UPDATE 1) ARE NOT COMPATIBLE WITH THIS VERSION - REMEMBER TO START A NEW GAME
[DISCLAIMER 2] PREVIOUS VERSIONS OF THE GAME ARE NOW AVAILABLE ON THE BETA TAB (Right click on the game in your Steam library > Properties > Beta): YOU CAN NOW CHOOSE TO GO BACK TO A PREVIOUS VERSION


[MAJOR CHANGES]

    Added a new major faction, the Horatio!
    Implemented a new Technology tree
    Added Battle Play Cards
    Reworked the game options menu
    Added Advanced Culture in addition to Scavengers and Eucosial (Z'vali & Epistis are now advanced)
    Added the Gnashast minor faction (Scavengers)
    Added the Tikanan minor faction (Eusocials)
    Added the Eyder, a Scavenger minor faction created by the community
    Added 5 new victory conditions:
        Supremacy
        Conquest
        Science
        Economy
        Wonder
    Added 2 new galaxy shapes:
        4-disks
        Ring


[GAMEPLAY]

    Heroes skills don’t stack anymore
    Added Dust Inflation effects on buyouts, retrofits, repair costs, marketplace prices
    Added a Rebellion system
    Added a Space port
    Added a Migration system
    Dictatorship can now use propaganda in star system to influence political orientation
    Added population collection bonus when hitting certain thresholds
    Updated the planet grid along the lines of temperature & biodiversity (previously temperature and humidity), along with terraforming process & FIDSI distribution
    Implemented Supervisor (auto management of construction queue and population)
    Quests:
        Implemented the Horatio Chapter 1 and 2
        Implemented the Sophons Chapter 3 and 4 (no Final Reward)
        Implemented the Cravers Chapter 3 and 4 (no Final Reward)
        Implemented the Lumeris Chapter 3 and 4 (no Final Reward)
        Implemented the Vodyani Chapter 3 and 4 (no Final Reward)
        Implemented the United Empire Chapter 3 and 4 (no Final Reward)
        Achieving Minor Faction Quests with the Vodyani now doesn’t raze the Minor System but Brainwashes its population
        Implemented 8 Deeds
        Implemented 4 Wonders


[BATTLE]

    Deck building
        Added 16 battle play cards in the game
            5 cards by default for a deck of 3
            Added technologies to increase deck size and unlock cards
            Cards have more complex effects, useful or not depending on the situation
        Added deck panel in the military screen sidebar
            Free deck changes every ten turns, otherwise it will cost influence
    Before battle
        Added automated defensive fleet merging before battle
        Added window to select which Empire to attack on a system
    Advanced battle screen
        Changed the layout to highlight the play card choice
        It is no longer possible to simulate your opponent’s plays
            Added the 3 last plays used against you by the opponent
        Added drag and drop to move the ships between your flotillas
            Reduced minimum CP to unlock more flotillas
            Added 3 sorting presets to sort the ships
            Added locking state on ships to force them in a flotilla
            Saved the fleet configurations from battle to battle
            Added new Ship icons to show the roles
        Added 3 stats buttons to compare the 2 fleets:
            Military power (as currently)
            Energy / Projectile power (takes into account the weapon and defence)
            Range compatibility
    During battle
        Firing ranges are now fixed by phase
            There are 3 phases with the same duration
            Ranges between peered flotillas are set based on the intentions (e.g. Short vs Long => Long, Medium, Short ; Short vs Short => Short, Short, Short)
            Peered flotilla is the priority target, other flotillas can be targeted based on distance
        Improved Scan view
            Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage
            Added flotilla label when the camera is far away
            Added trajectories and targeting on the galaxy floor (thickness of the line shows the DPS)
            Added damage taken numbers above the ships
        Added Flotillas HUD:
            Shows a list of ships per flotilla (with HP state and destruction feedback)
            Shows the morale feedback (fleet gains bonus if there are more alive flotillas compared to the opponent)
        Improved free cam:
            Use shift to accelerate the camera move
            Left click to lock the camera on a ship then use arrows or left click to rotate and mouse wheel to zoom
    Data
        Reduced range penalties (especially lasers and slugs)
        Reduced the energy / projectile “hard counter” effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons)
        Increased defence module efficiency
        Temporary removed critical hit stats (waiting for an implementation fix and a better effect)
        Added damage bonus for strategic weapons (waiting for exotic effects)
        Multiplied costs and damage of the missile and beam weapons by 1.5
        Global weapon damage balancing


[DIPLOMACY]

    Cravers can now close borders when the Militarists have a majority.
    The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly.
    Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace).
    Map sharing is no longer possible in Cold War.


[UI]

    You can now rename planets that you colonise, except unique ones
    Changed enemy plays display on Advanced battle setup screen
    Improved diplomacy screen and truce notifications
    Added a notification for rebellion
    Added a modal panel for the system political event (accessible with a button in the system management)
    Scan view economy has been modified (last stage added (system rank))
    Changed position of the open political overview system button in the colony side panels
    Changed how enemy plays are displayed


[VFX]

    Added new skyboxes: Red Dwarf and Binary Solar System,
    Shield FX has been improved
    Added transition between ground battle notification and ground battle visual
    Added special nodes
        BlackHole
        SolarNebular
        SpaceCloud


[AI]

    Fleet behaviour tweaks:
        More reactive fleet missions
        Motherships can now detach to attack
        Invader ships wait to have full manpower to leave to attack
    Added buyout of system by influence
    First Spaceport use (only when system is over populated and unhappy)
    Now able to send civilian ships from systems to outposts
    A lot of improvements for the general stability of the IA
    AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold
    Added ability to propose Open Borders in specific cases
    AI now evaluates map exchange in diplomacy
    Reinforced buying luxury on the market when a rebellion is under way
    Forced root priority of Buying resource on the market to 1 instead of 0.2
    AI now declares war before moving (instead of after) if the player closes its borders to the AI


[FIX]

    Improved the overall stability and performance
    Fixed several serious errors
    Prevent the Garrisons button from being displayed uninitialized in some situations.
    Fixed Lumeris being able to colonize planets they haven't discovered yet
    Fixed game speed multiplier being applied to Emperor's Will state
    Fixed Benthys not using second assimilation trait. Improved tooltip for the trait
    Image and description of unique planet are now related to the unique planet instead of its type
    Fixed Outpost buyout button appearing on colonized systems
    Updated Planet tooltip to display origin of effects, instead of grouping everything.
    Fixed camera not zooming on fleets when the player does not own a system
    Numerous minor fixes!


KNOW ISSUE

    When playing as a Vodyani, the Supervisor will generate a crash


YouTube™ Video: Endless Space 2 - Horatio Update 
Views: 42,949
Endless Space 2 - Horatio Update Steam Page: http://store.steampowered.com/app/392110/ Website: http://www.endless-space.com/ GAMES2GETHER: https://www.games2gether.com/endless-space-2/blog Twitter:...



Enjoy and please share your feedback with us on the Steam Discussions or the official Games2Gether forum after you've tried out the new update! :)


Amplitude Studios

Steam: 0.1.23

Hi everyone,

Here's the list of changes coming to Endless Space 2 with update [0.1.23]:

[0.1.23]

[FIXES]

    Fixed issues that would cause turns to hang indefinitely after clicking End Turn


That's it! Get playing!

Steam: 0.1.21

Hey everyone,

Please find below the patch notes for the [0.1.21] version of ES2.

In case you've missed the news, Mathieu our Production Director wrote a blog post about the progress of the current patch for ES2 and Update 2. Check it out here: link[www.games2gether.com].

"Hi all,

As you know, we have been experiencing issues with Endless Space 2 update 1, and we sincerely apologize for the inconvenience.

It has been difficult to fix these for two reasons: it is a complex problem, and we are working in parallel in fixing update 1 and developing update 2. We have completely changed the way AI works in Endless Space 2 (compared to our previous games), and the technological aspect of this new AI is harder to maintain / develop.

When we started the project, the AI team looked for other architectures / ways of implementing an AI, and came up with an architecture working in a module separate from the main game. This offered lots of interesting possibilities, such as the AI using its own memory mapping without interfering with the game data, which was one of the limits of our previous AIs. We have also worked a lot on graphical tools to visualize (and debug!) what the AI is doing. The one technical issue with this AI, is that is has to interact with the game to synchronize its data, to make sure it makes educated decisions based on fresh information.

In recent months after the AI architecture was laid down, we implemented a lot of features to allow the AI to play the game, but we have not worked as much on the technical performance of the AI. The status we had at early access was "ok but a bit slow" for the AI, which we deemed acceptable. However, when we added content and features for Update 1, it brought up multiple issues in terms of memory use & multi-threading stability. We set out to fix all these only to be mired in side-effects: performance issues, lags, various bugs and blockers. Sorting these out proved long and challenging, but with the help of the Unity support teams we got the situation under control. There are still a few non-blocking issues at play that we will hunt down, but we feel confident that the patch we are releasing today will help immensely and allow you to get back into the game. Complete patch notes for today’s patch can be found below.

Moving forward, for update 2 we have some interesting things coming up. The revamped tech tree, which has been a much requested improvement, should be coming with update 2. Below is a preview of what it will look like (keep in mind a fair bit of it is placeholder). Some of the other prominent features coming to update 2 are: the new major faction, space battle improvements, implementation of other victory conditions, planet grid and terraformation revamp, maybe even a (very rough) multiplayer.




With Early Access development, roadblocks are to be expected. This time around, we hit all of them at once. Things got hectic, but we hope the worst is behind us now.

Thank you for sticking with us.
AmpliMath"


PATCH - [0.1.21]

[FIXES]

    Fixed an issue that corrupted saves when saving the game [Note that this fix is not retroactive: you will need to start a new game]
    Fixed some stuttering issues to improve performance
    Fixed exiting the game through Alt F4 making the game unresponsive
    Fixed an issue that would cause turns to hang indefinitely after clicking End Turn

[BALANCE]

    Reduced Influence area progression on Systems by approximately 33% [This is a temporary fix while waiting for a more complete change for Update 2]


Best,
Amplitude Studios

Steam: 0.1.19

Hey everyone,

The first Early Access update for Endless Space 2 is now available! It features super cool additions such as a new major faction: the United Empire, three new minor factions, the marketplace, Era 4 of the Technology Tree, and more!

As previously stated in a blog post, we plan to have 3 more major updates until the release! Check out our roadmap here[www.games2gether.com].

FYI, your saves should still be compatible with this new update, but with all the new changes and fixes we've implemented, we'd still encourage you to start a new game.


Here's the complete release notes:

[MAJOR CHANGES]

    A new faction has been added to the game: the United Empire[wiki.endless-space.com]
    The Marketplace is now available
    Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag
    You can now raze your systems
    Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population
    Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war.
    Added the Eusocial minor culture
    Added 3 news minor faction (Z'vali / Pilgrim / Amoeba)
    Changed Deuyivan minor faction from Scavenger to Eusocial culture
    Added Manpower panel
    Added Era 4 of the Technology Tree
    System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system
    Increased turn limit to 200 turns: the score victory will now trigger at turn 200!
    Technology cost increases more slowly within an era but the steps from an era to another is bigger
    New technologies have been added to the three first eras, related to different features
        Marketplace
        Privateers
        Manpower management
    Manpower quantity on systems, ships, and empire has been increased
    Ground Battle plan has been updated
    Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence
    Minor faction can be assimilated through the resolution of specific quests
    Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation)
    The global enrolment has been replaced by a local enrolment converting 1 population into Manpower


[UI]

    Added the star system list population management
    Added the star system planetary management
    Victory screen has been retaken



[IMPROVEMENTS]

    Added health regeneration on ships
    Heroes can now be hidden (received only via quests)
    Heroes recruited by empires when the game starts will not be available in the first pool of heroes
    AI can now attack when another player declares war
    Improved the way hero unlock points are displayed in the Academy screen
    Added several shortcuts:
        Page Up and Down to zoom in and out in the galaxy view
        Enter and Escape to close a notification
    It is no longer possible to have the same hero twice in a hero recruitment notification
    Several missing texts have been added in game
    Improved performance especially with fastest settings
    A system can't be besieged if it has personal or allied fleets in orbit.
    A system can't be invaded if it is under siege.
    Systems become under siege when enemy fleet leave the attacked system.
    When a system is under your influence you’ll be able to buyout it with influence
    Minor factions now all spawn fleet which belong to the same rebel empire
    Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles
    Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP)
    Tweaked some values and costs of the weapon and defence modules
    Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip)
    Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different):
        Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus
        Support: Attracts fire from enemy to protect the other ships + defence module bonus
    Added different target orders for attacker, support and carrier ships (hover the role to see them)
    Fixed strategic resource costs for all the enhanced module slots
    The defensive military power now takes into account the initial hull health
    Added health bonus on ships when they level up


[GROUND BATTLE]

    The manpower of both all attacker and defender fleets are used in the ground BattleReport
    The fleet manpower is given back at the end of the ground battle
    Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears
    Improved a bit the feedback on the notification (more improvements coming soon)


[AI]

    AI refreshes and creates new ship designs for specialized roles
    AI takes more meaningful military decisions
    AI uses advanced manpower system
    AI protects its outposts, harasses the player's outposts, and handles outpost equality
    Fixed several issues leading to infinite end of turn
    Fixed Fleets in order to go to the right goal with minimum moves
    Limited the number of concurrent exploration
    Raised the number of concurrent colonization
    Players can now attack in different fronts in same time when a war is launch
    The AI should be more reactive when attacked
    Fixed the drop of some missions
    AI can now block other outposts
    AI can now use all possible actions to accelerate the capture of an outpost
    Guard system has been added
    Added cancellable missions
    AI can now repair and retrofit fleets
    The AI will retreat its fleet in a suicidal encounter
    AI can now buy manpower upgrade
    The AI can now cancel infinite building when something better is available


[FIXES]

    Fixed inconsistency in several tooltips
    Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating
    Fixed an issue where there are no tooltips in the Post Game Screen
    Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets
    Fixed an issue where minor factions create fleets which exceed their command point limit
    Fixed expedition buttons not refreshing properly in orbital view
    Pressing escape when launching a probe will now quit probe launching mode
    Fixed attack button saying "cannot attack allies" when there is nobody around the node
    Improved the objective for the "Those Darn Kids" quest which was misleading
    Fixed an issue where several technologies overlapped the category symbols from the technology screen
    Reorganised the technologies category symbols
    Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave"
    A system can no longer be invaded while it has personal or allied fleets in orbit.
    The "Ship design" screen now inform the user about the retrofit cost
    Added "Show location" on mothership notifications
    Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time.
    Fixed many errors occurring when exiting a game, due to windows trying to access released data.
    Fixed motherships being detachable when under siege/invaded
    Retreat button is no longer visible when the ground battle has ended
    Fixed laws received as quest rewards not being received
    Fixed non-major empires being able to discover the Academy
    The user can now interact with elements that are situated on the far right of the Technology Screen
    Empire Dust is now displayed in the Ship Design screen
    Fixed an issue where the icon of the faction was visible even though that faction was unknown
    Fixed hulls & modules not having the right price in tooltips
    Fixed Vodyani happiness not refreshing properly
    Added in the control banner the political party unlocked and their trend
    User are now informed that ships costs are increased when a new era is reached
    The scan view button is now clickable
    The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system
    Added a "remaining turns" section to the constructible tooltip


We can't wait to hear your feedback!

Have fun,
~Amplitude Studios

Steam: 0.1.3

Patch 0.1.3 is live! Turn limit removed, influence & anarchy fixes, and more!
October 12, 2016 - Frogsquadron	
Hey everyone!


Here is the first patch for Endless Space 2! It removes the turn limit as promised, and also adds fixes for influence, anarchy, and many other things.


Thanks to the early testers yesterday for helping us test it! We included another tiny fix that we had time to finish in the meantime. Simply open Steam and your game should update automatically.



Now for the full list of fixes:

    Removed the turn limit
    Fixed an error when an empire is eliminated and it had planet-related improvements queued
    Added the revision number in the battle ship card in battle screen & fixed an inconsistency in data between tooltips of ships in the BattleShipItems in the fleet list, and the little triangles EncounterShipItem in the flotilla card 3D
    Fixed fleet being considered as busy when loading a game where a ground battle was finished
    Fixed Religious law allowing to cross closed borders
    Fixed GuiElement having temp text instead of localization keys
    Fixed special nodes notifications being displayed when loading the game
    Fixed loading issues with some Vodyani games
    Fixed conversion by influence feedback
    Fixed fleets in movement between two nodes getting stuck when their destination becomes invalid
    Fixed religious law allowing to attack enemy systems even when in enemy influence zone
    Fixed laws getting cancelled one by one after elections if more than one needed to be cancelled
    Fixed force law (base party law) not activated when changing political alignment
    Fixed anarchy duration not corresponding to what is displayed
    Fixed the attack action not breaking the guard for the attacking fleet.
    Fixed cycling through idle fleets including those that are doing something
    Fixed issue with a technology for the Vodyani
    Fixed feedback issue with multiple economic modules on arkships of the same type
    Fixed Hero healing cost
    Fixed anarchy duration not being affected by game speed
    Fixed feedback issue on ships speed bonus in ship design
    Fixed the user not being informed that anarchy duration is modified by the empire's approval rating
    Fixed misleading Close Borders and Open Borders notifications
    Fixed bonuses generated by a government still being present while in anarchy transition
    Fixed error happening when the player has 0 total population and recruits heroes
    Fixed notifications being displayed during a space battle cinematic
    Fixed being able to vote laws while in anarchy
    Fixed skippable error being generated when hovering the cursor across ship icons after retreating from battles
    Fixed conversion by influence not working on minor empires
    Fixed missing parenthesis that created issues in Endless speed
    Fixed error being generated when clicking Quit Game
    Fixed missing descriptors and lowered heal cost
    Fixed launching a ground battle between two turns generate an error
    Fixed ground battle crash when the invaded system disappeared before the end of the ground battle.
    Healing a hero now repairs their ship
    Fixed "hero not assigned" notification happening even when the hero is assigned
    Added -novideo command line to skip all videos to isolate possible crash sources
    Added --disable-ai command line argument that disable completely the AI (no dll loaded) to isolate possible crash sources
    Fixed users remaining stuck when choosing to invade an enemy's system


Let us know what you think!


Endless Space 2

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Main page | Comparisons | Changelog | Development | Magazine articles | Reception


Books: Endless Space 2 Stories (2017)
Music: Endless Space 2 Original Soundtrack (2019)

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