ENDLESS™ Space is a turn-based 4X strategy game, covering the space colonization age in the ENDLESS™ Universe. You control every aspect of your civilization as you strive for galactic dominion.
To access the 1.1.14 version, you will have to select in the Steam properties of Endless Space, the 'Betas' tab. Enter the password: BetaPatchOptim, then select the 'Beta patch - Optim' option in the droplist.
CHANGES AND ADDITIONS (both versions)
Optimizations:
All the AIs can share the same frames for parts of their update process. That reduces the overall time needed to compute all the AIs
The order of AIs processing is randomly defined for each turn
Added a feedback in galaxy view banner to show the AIs that have finished their required process and are ready to end the turn (like in MP)
Orders processors are delayed
The update of the frontiers in the galaxy view is spread
Improved refresh score computation
Improved trade routes computation
Spread battle resolution on many frames
Replaced useless simulation refreshing of the whole empire by local refreshing
Improved the synchronizations of game states in MP
Modified probability for the different Planet Per System to be relevant regarding the localization.
Number of traits for a custom faction has been limited to 10
CHANGES AND ADDITIONS (Classic version)
Increased cost of the different HeadHunter to match with cost in Xpack:
Administrator & Corporate: 1 => 5 pts
Adventurer, Commander & Pilot: 1 => 3 pts
CHANGES AND ADDITIONS (Disharmony version)
Galaxy settings:
New shape available: Galaxy Ring
Revamp of the ship design screen:
Each level accessible
Added a level for Bomb Module and Civilian Module
Ship design:
Increased weight of the Civilian Module to force player to use the Colonization Hull
Weight has been moved from 11 Weight to 3% Weight
Small 1 & Small 2: Hull Weakness increased from 100 to 300
Medium 1 & Medium 2: Hull Weakness increased from 100 to 200
Modified ShipClassMedium1Harmony Bonus: now affect DefenseModule instead of PointDefense
Increased ShipClassColonizationSophon on Civilian Module from 25% to 30%
Modified some defence side effects:
Deflectors now respectively gives
Level 1: -3% Accuracy instead of -1%
Level 2: -6% Accuracy instead of -2%
Level 3: -9% Accuracy instead of -3%
Flak now respectively gives
Level 1: -3% Evade instead of -1% AND -1% Hull Weakness instead of -2%
Level 2: -6% Evade instead of -2% AND -2% Hull Weakness instead of -4%
Level 3: -9% Evade instead of -3% AND -4% Hull Weakness instead of -8%
Range affects Accuracy instead of Damage now
Long Range:
66% Accuracy on Medium Range Weapons
75% Accuracy on Short Range Weapons
Medium Range:
75% Accuracy on Long Range Weapons
25% Accuracy on Short Range Weapons
Removed collateral damage against improvement from Troops
Lowered Land Invasion for Fighters
Doubled Land Invasion for Bombers
Modified Armor Value: every module uses a percent now
Modified the Invasion6: its bonus is applied on ship instead of fleet now
Balancing:
Added Interception to Flak in order to reactivate FX
Level 1: 10
Level 2: 17
Level 3: 34
Added Absorption to Shield in order to reactivate FX
Level 1: 10
Level 2: 50
Level 3: 150
Added Deflection to Deflector in order to reactivate FX
Level 1: 3
Level 2: 5
Level 3: 10
Increased damage values to match with the update of the defences
Modified Weight of the different module:
Flak: from 3% to a Flat value: 4
Shield: from 3% to a Flat value: 6
Deflector: from 3% to a Flat value: 8
Reduced UniqueHarmony cost from 1000 to 500
Modified weight cost of all Armor module: 5% to 15%
Increased efficiency of all Armor:
increased life from +75% (Armor1) to +200% (for Armor6terran)
added a side effect which increase defences efficiency from +10% (Armor1) to +35% (for Armor6terran)
Modified Armor Value: every module uses a percent now
Removed WeightPercent and replaced them by Flat on Bomb and Scout Module
Modified the Invasion6: its bonus is applied on ship instead of fleet now
Increase EvasionDisorientation from 0.05 to 0.15 (it's a malus on Evade for each Successful Evade)
Increased Control Loss from 10 to 13: invasion can now be done in 8 turns instead of 10 in Normal Speed
Added abilities tree pictures for each hero class in "inspect" panel.
Added Steam cloud management system for saves.
New game introduction panel.
Added a new hero from minor faction.
Added a new natural Wonder with associated FX on planet.
Some additional texts translated in RUS/POL/ITA/GER.
STEAM ACHIEVEMENTS
Added new Steam achievements including [G2G] Votes:
- Marco Polo with Tentacles / Have a Trade Route with every other system in the galaxy [Nosferatiel]
- Alien and Eve / Colonize a Garden of Eden [groovytadpole]
- Cake² / Clone Galdos AI [Adder]
- There's no Place like Home / Terraform a planet to your home planet type [EvilTactician]
- There can only be One / Be the only remaining empire in a game with 8 starting empires [Monthar]
- Cultural Assimilation / Envelop another empire's system in your Influence Area [FreeMarket]
EVENTS
Added exploration events flag option to remove the visual feedback in the galaxy view.
Removed exploration and random events making spawn pirates when the "no pirates" options is enabled.
BATTLES
New pre-battle cards selection system with adapted GUI and report panel [G2Gvote]
AI can use retreat cards now (not allowed to pirates however).
New weight-balance of battle cards for AI use.
Added a new option in game options to enable or not the manual battles.
MULTIPLAYER
Players (including host) now forward orders to themselves instead of treating these locally.
Fixed wrong construction gets canceled/bought out leading to desync.
Fixed construction UID mismatch leading to desync.
Fixed fleet's orbit assert.
Fixed an issue where AI tries to buy out infinite improvements.
Fixed loading issue to MP session when pressing cancel after "Connecting to server" message appeared.
Fixed an issue when a client quits a session in progress then he will not be able to rejoin from the server list, since the session will no longer be displayed.
FIXES
Fixed an issue where Dust miser and co-opetition corporate hero abbilities effects were mixed-up.
Fixed an issue where debug could be noticed on the battle notification.
Fixed an issue where the selfish dust bonus of the dust rain event was not displayed in the dust income summary tooltip.
Fixed an issue where the effects from exploration and random events were not properly applied after reloading a save.
Changed the effect of the Temple of the First Principle to be "+10 def per pop on system".
Small balance of AI in construction of some buildings.
FIXES
Fixed an issue when using the Emergency Shelter battle card in auto-resolution of combat.
Fixed an issue with Unique Horatio achievement (Galactic Sardines) which was not unlocking itself properly.
Fixed an issue with 1000 industry achievement (Massively Mass Production) which was not unlocking itself properly.
Fixed an issue during 2 successive battles when the first encounter destroyed one ship of the fleet but this destruction wasn't properly performed before the begining of the second battle and caused an assert.
The tooltip of factions traits that unlock technologies now display the corresponding technology's tooltip rather than a specific one
Add notifications when:
- A cease fire has been finished
- A contract has been canceled because of a lack of resource or dust
Boost the weight on Gravitation Manipulation because the AI never researched it, or too late
Changed how AI chose battlecards
Changed title in battle report to lower misunderstanding on damage calculation
Modified the priority on all the other descriptors related to the defense in order to only affect the initial value with the game speed factor
Added a speed factor for the hero arrival (25, 50, 75)
Changed defense depending on influence zone:
- neutral: 30 per population -> 10 per population
- under enemy: 24 per population -> 5 per population
Locust points are now progressing depending on the game speed:
- Slow: x0.5
- Normal: x1
- Fast: x2
FOCUS ON MULTIPLAYER FIXES
Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
Revamped game states to improve the synchronisation between players
Improve simulation calculations sorting to avoid desync when joining on the fly
Fixed a game state sync condition that caused the game to freeze under certain circumstances
Fixed a copy/paste mistake in fleet merging
Added a Hero ID sort in case of Hero Level equality in fleet merging
Fixed conversion issues
Fixed updating data simulation
Fixed initialisation of influence zones of home systems
Fixed latency issues
Fixed GUI that temporary duplicates/instantiates objects
Fixed game speed management with game events
Fixed an issue where the pool of heroes was deleted on the host side when a player joined on the fly
Fixed a desync which occured when leaving the session after hiring all available academy heroes
Fixed an issue where battle cards consuming dust caused an assert (and infinite turn ending) when they were played by the defender
OTHER FIXES
Resource exchanges weren't canceled even if the instigator didn't produce the required resources (after a system loss for example)
Contracts with a cease fire weren't destroyed after the cease fire end
Some overlapping and debug texts have been corrected
Updated description of Legendary Heroes/Micromanagers faction traits according to effect
Corrected a Path bug on Unique Sower Improvement
Update battle cards: Nano-repair/adaptive strategy/short circuit/EMP to match descriptions
Fixed an issue where interactive events effects could be applied twice when loading the auto save generated just after the appearance of this kind of event
Systems with an AI attributed to them will have an empty queue
Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
Fixed an issue where the random values that allow the pirate fleets to spawn were the same each turn
Fixed an issue where the list of available heroes could be empty at the beginning of a game (after creating games many times without restarting Endless space)
Fixed a potential desynch occuring when a player just destroyed a pirate fleet which was blockading a system.
Improved blockade effects: now activated on guard and invasion only
New scrapping button for unnecessary improvements on the Empire view
Tax rate tooltip in the Empire view
Reworked game speed effects:
- Outpost are converted into colony in 15 turns (fast), 30 turns (normal), 45 turns (slow)
- Ownership progresses 2x faster in fast and 2x slower in slow
- Bushido, revenge and other traits linked to a turn limit are now bound to the game speed
- Locust point limit is now affected by the game speed
- Invasion progress is multiplied by 2 in fast and divided by 2 in slow
- Max Invasion Limit is now 50% in fast and 12% in slow
FREE WEEKEND REWARDS
4 new heroes with their own biography and illustration
- Pirate
- Deuyivan
- Automaton
- Virtual Endless
1 new Technology
- Gas Giant Transformation
2 new Buildings
- Deep Space Facility (G2G)
- High Energy Array
3 new Planet Anomalies
- Hostile Dust
- Endless Trouble
- Humeris Insidentes
4 new random events including stackable/escalating game events
- Mad Scientist (G2G)
- New Religion (G2G)
- Sleeping War machines (G2G)
- Endless Facility
6 new Exploration Rewards
- Pool of heroes is refreshed (G2G) reset or replaced
- Unveil surrounding systems
- Boost industry or approval (4 rewards)
AI IMPROVEMENTS
Option to allow AI governors to auto-scrap buildings
Enhanced hero management
Better affinity and faction traits management
FIXES
Fixed an issue with hero commander class skill tree that could lead to misunderstanding
Fixed an issue with hero pilot class skill tree that could lead to misunderstanding
Changed influence calculation to fix the bad value of the income applied during the first turn
Fixed an issue where the list of available heroes could be empty at the beginning of a game (after creating games many times without restarting Endless space)
Fixed a potential desync occurring when a player just destroyed a pirate fleet which was blockading a system.
Added lobby messages for multiplayer management between Classic and Disharmony versions
Add information in the data of multiplayer sessions to know the host's current Expansion Pack
New button to switch from Disharmony to Classic (and from Classic to Disharmony)
Current Expansion Pack and current mod are now saved to be activated automatically when launching the game again
The client that can't connect to a server from an invitation due to a problem of Expansion Packor mod is now blocked in the main menu screen with an error message
Changed loading screens
Invalid custom factions are not removed from player directory. The player can still edit them to repair them
The new growth calculation has been improved when loosing population on systems
Option to survey all moons (empire management screen)
Option to reduce all anomalies (empire management screen)
Golden Age feature for the Pilgrims' Fleet Errant
Adding Automaton ships models [G2G]
Saves compatibility with previous version 1.0.67
Added Sheredyn affinity: Battle Stasis [G2G]
Added Automaton and Sheredyn intro movies
Updated victory screens for Sheredyn
Added Coloured anomalies mod into the game *based on the mod of [Luminality]*
FIXES
Fixed a bug reported by community on Escalating Event
Fixed an error raised when a fleet start moving while the user is not in the galaxy view
Fixed the bug with Steam overlay and Shift key
Fixed: BattleAction_WeaponOverlock now compares military power with the so far highest mp (instead of comparing to 0)
Fixed AI bug: Attack are cancelled when loading a saved game
Fixed an issue with blockade
Fix: the player could not invade a system when the enemy AI system border is close to the player's border while in the cold war diplomatic status
Fix: the title remains stuck on End Turn action if the user assigns a hero to a system from Academy window
Fixed various desynchronizations
CHANGES AND ADDITIONS[DisharmonyVersion]
Added the Official Artbook
Ship design:
Small hulls cost increased from 30 to 40 and large hulls from 400 to 500
Added Hull effects which are different for each faction
Added new notion of ranges among categories of weapons
New special slot system in ship design
New modules Fighters and Bombers
New modules Troops
Notion of module archetype and specialization
Modules can be damaged and repaired
Added feedback for the invasion MP
Increased all module costs by 35%
New modules Bombs
Updated Template of the Pirate's ship design
Nano repair has been switched with Armour: Armour is unlocked from the start and Nano Repair is in a technology
New module defence points
Increased limit of ship design from 10 to 20
Diplomacy:
AMAS (AI-Diplomacy) with new attitude reports
New option to disable technology exchange
Sound:
General update on sound bank and FX for ships in battle
Two new battle musics
One new galaxy ambiance music
Heroes:
Updated all Hero ability trees
5 new heroes: Harmony, Automaton, Dust Collective, Virus and Pilgrim [G2G]
Heroes can now level up to level 25
Battles:
Increased pre battle timer from 30 to 45 seconds
From now on, attack action will target the most powerful fleet in orbit (inverted the sort order, and ignored the guard state)
Update of pre-battle panel
Battle Formation
Battle Targeting
Fighters & Bombers (tiny ships) effects in manual battle:
[LIST=1]
Behaviours occur during rounds which are parallel to the phases
The camera can focus on a random squadron
The camera can focus on some key points on an assault trajectory
The camera can focus a zone used during the melee sequence
Realization: the camera will focus alternatively ships and squadrons according to a given ratio
Added a Camera follow to the already existing Free Camera
[LIST=1]
The player is now able to switch back from freecam to director cam (3D battle view)
A Hide HUD button is implemented
Update on damage formula
Update of battle report overview info
[/LIST]
[/LIST]
Planets:
Razing system feature (as an improvement) [G2G]
Pillage system feature (as an improvement)
New option to build improvements with a fixed number of turns and no industry costs
The growth is now frozen when the system is building a ship containing civilian module or when the player is colonizing a new planet inside the system
Harmony:
Harmony ship models [G2G]
Harmony faction [G2G]
Specific Diplomacy technology tree
Affinity Harmony: Freeze bank account, no approval, tax rate on food VS science, no access to Academy, local penalty when colonized planets generates Dust, purifying power
Disharmony: FIS penalty depends on the number of impure systems
Disharmony penatly is related to the Game Difficulty
Invasion:
New invasion actions to send troops or bombs on system
Those special actions appears only when siege is active
Added Land invasion and bombardment arts in the reports
Ship tool-tips in galaxy view display special slots and invasion military power
Technologies:
Warfare technology tree re-factoring
Added 3 unique technologies for each faction in order to strengthen their unique play-style
Added Sheredyn faction technologies
Other:
Modified some Battle Card effects
Mods are linked to an Expansion Pack
For modding, new possibility to add effects during the construction of an improvement thanks to the tag "ConstructionDescriptors"
Reduced Bushido Length
Add default Defence Anti-aircraft on Colonial Base to avoid division by 0
Added Intro event for Disharmony
Added Disharmony only credits
DISCLAIMER
Battle card Power Convergence temporary disabled: needed until a proper fix
Aware of performance issues / freezes due to various additions of previously described features and we are still improving the build for further updates!
Known bug: visual issue with the resource that can be required for a module. Even if the resource is accessible, if something else prevents the module to be added the resource icon will remain crossed out
Feedback still Work In Progress, such as "Golden Age", or "Purify System" in the Galaxy view (amongst other features)
Fixed an issue with the fleet sorting buttons on the military view.
Fixed several issues concerning tooltip descriptions.
DISHARMONY 1.1.4
CHANGES AND FIXES
Increased the battle performances of the fighters and bombers.
Increased the industry cost of the medium and large hulls:
120=>160
500 =>800
Increased the industry cost of the different defenses linked to strategic resources:
4=>8
14 =>16
28=>36
40=>48
Increased the industry cost of the different weapons linked to strategic resources:
4=>8
14 =>16
28=>36
40=>48
Increased the Command Point bonus of COORDINATED FLEETS (MaxFleetSize1) from 2 to 3.
Reduced the Command Point bonus of C3 SYSTEMS (MaxFleetSize2) from 2 per class unlocked to 1 per class unlocked.
Added two variations of COORDINATED FLEETS : COORDINATED FLEETS II (MaxFleetSize5) and COORDINATED FLEETS III (MaxFleetSize6) in the warfare tech tree, each one giving +2 Command Points.
Modified the loss of Approval from Hellgourds from -25 to -40.
Modified some technology descriptions.
Fixed several issues when AI proceeds to an invasion.
Fixed an issue with Automaton and Harmony ships causing various visual glitches in the 3D battle.
Fixed an issue where the Xenology technology wasn't connected to the Relativistic Economics technology when playing a custom faction with the Sheredyn Affinity and the Eternal War faction trait.
Fixed an issue with the Sheredyn Affinity where the Xenology technology was not unlockable for a custom faction.
Fixed several issues concerning tooltip descriptions.
Fixed several issues of French and German localizations.
Changed Armor: remove +X% Max Health added to Armor
Fixed several issues concerning tooltip descriptions
Fixed: No loss of population on a fully populated system
Fixed bug on Door to Infinity effect + FX
Fixed: Fleet sorting does not work properly
DISHARMONY 1.1.9
CHANGES AND FIXES
[AI] Allowed to run the AI with some cooldown turn (2 turns in newbie in order to weaken the AI)
[AI] Fixed several issues when AI proceeds to an invasion
[AI] Fixed: Too many Scout Fleets are built
[AI] Fixed: Pirate has no invasion modules
[AI] Allowed the AI to attack while moving to target
[AI] Refactored the "Is the ship exploration ready" method
[AI] Fixed: attack are not fulfilled in military power
Modified EmpireImprovementUniqueHissho2 and added a descriptor EmpireImprovementUniqueHissho2Hidden to correctly feedback the effect
Changed FID bonus of Bushido invasion from 15% to 20%
Changed duration of Bushido battle to 15 and Bushido invasion to 10
Increased the battle performances of the fighters and bombers
Increased the industry cost of the medium and large hulls
Increased the industry cost of the different defences linked to strategic resources
Increased the industry cost of the different weapons linked to strategic resources
Increased the Command Point bonus of coordinated fleet (MaxFleetSize1) from 2 to 3
Reduced the Command Point bonus of C3 SYSTEMS (MaxFleetSize2) from 2 per class unlocked to 1 per class unlocked
Added two variations of COORDINATED FLEETS: COORDINATED FLEETS II (MaxFleetSize5) and COORDINATED FLEETS III (MaxFleetSize6) in the warfare tech tree, each one giving +2 Command Points
Modified the loss of Approval from Hellgourds from -25 to -30
Tolerant trait changes:
Lvl1 new effect - 8% growth per colonized planet until required tech as Harmony
Lvl2 new effect - 4% growth per colonized planet unitl required tech as Harmony
Removed Titanium 70 prerequisites on Flak1
Added Hexaferrum prerequisites on Deflector2
Lower Military Power for a smoother progression
Harmony hulls: Replaced Freeze Growth by Slow Growth => -100% positive growth to -50% positive growth
Moved Colonial Base effect from StarSystemImprovementDescriptor to PlanetDescriptor
Added a default RepairModuleRate: 20% on ally territory and 10% everywhere else
Removed all bonus affecting module Cost and replaced them by new one: mainly the same but affecting weight
Capped BuyoutBonus to 10%
ShipClassLarge1Sower: effect now uses tonnage instead of industry cost
Changed Nano Repair: bonus divided by 2
Changed Armor: remove +X% Max Health added to Armor
Trick shooter achievement should unlock itself properly now
Increased anti-aircraft defence: instead of being flat value it's now a bonus per Population
AntiAircraft1 : 150 -> 150 / Pop
AntiAircraft2 : 250 -> 250 / Pop
AntiAircraft3 : 400 -> 400 / Pop
[MACISSUE] Fixed the freeze/crash after a manual battle with a retreat
Fixed some technologies related issues
Fixed several issues concerning tool-tip descriptions
Fixed: Razing a system can prevent a planet to be colonized
Fixed: Playing as Harmony a colonization ship reset max pop of a planet to 1
Fixed: No loss of population on a fully populated system
Fixed an issue where an assert is received when the player uses the "Raze system" on all of his star systems. Modified Victory conditions, to let one turn pass before the death of a player is triggered, if he razed a system
Fixed: Colonial base bonus is applied each time the user razes and colonizes a system
Fixed: Crashes when deleting a ship design
Fixed: Fleet sorting does not work properly
Fixed: NullReferenceException when displaying the purification tech's tool-tip
Fixed: Plasma Raze Grid and Contamination Barriers require Industry in order to be built on system
Fixed: Resources aren't lost after razing a system
Fixed: Got an assert if inside system view of a system I'll raze next turn following end of turn
Fixed: Resources aren't displayed as missing when a system is under blockade
Fixed issue on Sower affinity: only 25% of industry were converted instead of 33%
The galaxy generation seed is displayed with the pause menu.
Added a sentry mode to the available fleet actions.
Added an auto-cycle button to enable the review of all fleets without orders.
The battle timer (when choosing a participating mode: auto/manual) is now a game option. By default, the battle timer is disabled for a single player session, and it is enabled for a multiplayer session. [G2Gvote]
Added a new state for the "end turn button" that notifies the player he has pending encounters.
To access the 1.1.15 version, you will have to select in the Steam properties of Endless Space, the 'Betas' tab. Enter the password: BetaPatchOptim, then select the 'Beta patch - Optim' option in the droplist.
CHANGES AND ADDITIONS[Bothversion]
Added a narrative event following the first Golden Age launch
Limitations of traits has been removed (until we find an option to implement it)
CHANGES AND ADDITIONS[Disharmonyversion]
Added 2 new effects for the tolerant trait:
> AS SOWER -25/50% $(Approval) LOSS FROM PLANET UNTIL REQUIRED TECH KNOWN
> -50% $(Approval) LOSS FROM PLANET ONCE REQUIRED TECH KNOWN
Fixed: Formation & Targeting override themselves in case there is multiple battle report
Fixed: Researched modules were unavailable if we skipped a level
Fixed: Before completed colonization through a system, the use of a colony ship to settle the system was freezing the growth endlessly
Fixed bug on Endless Facility linked to Academy Hero Cap
Removed an option which wasn't working for Endless Facility random event (x0 turn for next hero arrival)
Fixed: +1 hero cap effect was not a working option: “research it” was selected for Endless Facility random event
Fixed: 100% success land invasion fails with no report
Fixed: Cannot invade - Misleading tooltip due to Ally already invading
Fixed: Sometimes, other players’ ships are invisible when orbiting a system
Fixed: Tooltips flicker on and off a lot more especially during other fleet movement
Fixed: The Horatio Coms and Archidux hull effects are not functional
Fixed: The Craver predator hull effects are not functional
Fixed: The title remains unresponsive each time the user quits to desktop on Mac
Fixed: The Craver High-Tolerance Reactors empire improvement bonus is not displayed in the empire wide factors
Fixed: The "Revenge" faction trait is referring to fleet MP instead of Invasion power
Fixed: Graphical issues are present in galaxy view when starting a 2nd session
Fixed: Friends' games filter remains active if the user checks it and the presses Cancel button
Fixed: The post-battle report displays incorrect health for the ships involved if the user and the AI have played retreat cards and the retreat was unsuccessful for the user
Fixed: The ship icons do not faded when the player does not have enough population on the star system to build them
Fixed: The ongoing number of turns in a Cease Fire deal is not shown correctly for ally members
Fixed: Assert received when the player is exiting the game using the right mouse button
Fixed: "The Legendary Wreck Analyzed" event does not grant the experience to ships in the hangar
Fixed: The rings of the Harvester large hull ship of the Automatons Faction remain floating in space after the ship has exploded during manual combat
Fixed: One of the Pilgrim paladin hull effects does not properly apply its bonus
Fixed: Assignation of heroes was creating an assert
Improved the way fleet destructions are managed after a retreat
Newbie difficulty level has been changed (adding a very easy mode to replace previous newbie level) where AI and pirates are clearly nerfed with restrictions:
> AI cannot be more than one step ahead of you.
> Pirates cannot spawn by themselves only events can trigger them whatever their level of difficulty is
> No pirates option still totally deactivate pirates spawn
Added a new galaxy shape in the settings: Galaxy Ring
Game optimizations to make the game smoother, in order to lower the lag/slowdown/freeze:
- All the AIs do their update process one after the other
- Added some feedbacks to show the AIs that have finished their required process and are ready to end the turn
- The order of AIs is randomly defined for each turn
- Improve refresh score computation
- Improve trade routes computation
- Orders processors are delayed
- The update of the frontiers in the galaxy view is spread
Added End Game text if all empires are dead following a turn
Modified probability for the different Planet Per System to be relevant regarding the localization
added Polish and Russian languages
Golden Age can occur only one time on a system
Golden Age triggers a narrative event
Added 2 new effects for Tolerant trait:
> SOWER: LOSS FROM A PLANET COLONISATION IS AT -25% UNTIL TECH UNLOCKED
> LOSS FROM A PLANET COLONISATION IS AT -50% ONCE TECH UNLOCKED
CHANGES AND ADDITIONS[Disharmonyversion]
We have rework on the ship design view according to the main feedback we got from community.
> You should be able to go back to previous level of modules now (note that the rule for one level only added in design is still up-to-date).
Modified the level system of modules to fit with the incoming interface
Modified Sheredyn Affinity: buyout bonus lowered from 50% to 33% (like in the Disharmony version)
CHANGES AND ADDITIONS [Bothversions]
Wonder option added: Allows you to able / disable wonders
Capped buyoutbonus to -90% to avoid bugs when going over 100% buyout bonus
Default GameDifficulty and GameSpeed are now saved in Registry.xml
CHANGES AND ADDITIONS [Disharmonyversion]
Creation of a unique planet: AURIGA
New Wonder: Husk of knowledge
2 new Heroes
Added Rally Point (Keep Left CTRL to enter rally point mode: left click to select start system and left click to select destination’s system)
Scraping a ship gives you Dust
A repair button has been added
A Magnify button has been added, in some notification, it allows to focus the concerned system or fleet
New alert panel [inthenegotiationscreen] When an ally makes a diplomatic decision
Disable negotiations when an alliance request is waiting for its resolution
Wonders and unique planets are visible for the Amoeba players in the galaxy view
Entering or leaving an alliance refreshes the system influences
Improve the way defence stats are computed at the end of a battle
Unique planet Option added: Allows you to able / disable creation of unique planet in the galaxy
Add an option to keep the rally points always visible
Purified system have a different background colour (grey) in the galaxy view
Improved contracts offering to avoid possible stability issues in MP
Added a reduction on damage for weapon which are not firing during their range speciality: -50% damage
Battle mood or faction mood are now displayed depending on the context
Divided damage done by bombers per 2
Increased long range accuracy and efficiency
Modified MP to reflect the used tonnage
AI MODIFICATIONS
When the AI send a war declaration, it must be followed immediately by a battle
Each time the AI made a diplomatic choice the player will be notified with a short explanation
AI invasion fleet must not come back to the assault if we crush his combat fleet
When the AI scouts are destroyed, the AI must not keep creating them again and again
Added variety in the AI attack targeting
The AI select the best formation & targeting; not anymore randomly one from 3
Lowered weight for Retreat and Offensive Retreat
Updated weight on formation & targeting for the AI to choose
Replaced one of the unique technologies of the Pilgrim which was not aesthetically positioned
HARMONY BALANCING
Rebalanced game difficulty progression for Harmony
Added a property HasTolerantTrait
Fixed a bug regarding tolerant trait and starting technology reported by the community
Lowered cost of Mineral Memory from 15 to 5
Disharmony now affects the planet only and not the system anymore: thus the player can more easily colonise planets with dust and earn some industry / resources from it. However, the science and food will decrease faster than before but only on the planet
Fixed an issue on several effects related to natural wonders
Added a new planetary infrastructure for Harmony which increases the local deposit of a strategic resource by 1
Modified PathPrerequisites for the new Strategic Resource Improvement in order to show it only when the player discovered the strategic resource
Removed penalty related to ownership for Harmony
Reduced cost of StarSystemImprovementUniqueHarmony from 500 to 300
Modified the tool tip of StarSystemImprovementDefense4Harmony, thus the bonus in Food and Science is added to the list of modifiers
Increase default repair rate
Improve damage and defence fleet depending of their total of command points to compensate the absence of heroes
Added a new planetary improvement for Harmony that gives +1 strategic resource deposit
FIXED
Fixed a desync due to locust points when joining a game.
Fixed a desync due to approval status when joining a game.
Fixed a desync due dust leech.
Fixed a desync due to the Sheredyn's battle stasis.
Fixed a desync due to affinity mapping after an encounter.
Fixed an issue on a diplomatic behaviour: reduces the probability of multiple wars
Fixed a bug regarding the Normal Difficulty reported on the forums
Fixed an issue where the trade routes incomes were displayed differently in the system screen and in the trade routes panel
Fixed an issue where typing a space character at the beginning of a "rename" text field caused an assert
Fixed an issue where the effects of infinite improvements did not refreshed the empire management screen
Fixed an issue where Growth were not properly loaded
Fixed an issue where Modules repair process property value was not saved
Fixed a bug reported by the community related to Tolerant
Fixed an issue on a diplomatic behaviour
Fixed an issue which allow the AI to transgress Waiting Period in case of war declaration
Fixed a bug regarding Normal Difficulty where Expansion Disapproval Difficulty was still 4x
Fixed issue on several effects related to natural wonders
Fixed: The resources needed for an advanced ship design are not marked as unavailable in the ship resource requirements tooltip
Fixed: The auto-upgrade button from the ship design menu does not fill up all the tonnage of the selected ship when clicked and weapons were not added
Fixed a bug on a AIPrerequisite for the Industry to Food Improvement
Fixed an issue about contract proposals
Fixed an assert about contracts
Fixed an issue where fleets could be modified by AI even when they were in a battle
Fixed an issue where the game remained stuck on end turn after the death of an empire
Fixed an issue where wonders could be put on Asteroids
Fixed an issue where a wonder and an anomaly could be present at the same time on a planet
Fixed an issue where fleets from different players could overlap when orbiting the same system
Fixed an issue where wonders were not put on uninhabited region first
Terraformation and anomaly reduction are now saved for razed systems
Fixed an issue where many fleet sorting options did not work in the military screen
Fixed an issue where the empire approval value was not properly refreshed after moving the tax rate slider
Fixed an issue where trade routes value was multiplied on display
Fixed an issue where the user was able to attack the enemy faction multiple times in the same turn using the save/load game option
Fixed an issue which potentially created an infinite loop when loading a game if the improvement “Industry To Food” was combined with “Adaptive Industrial Systems”
PS: For those who have this bug, you’ll have to load your game, remove the improvement “Industry To Food”, then save and load again
Fixed an issue where saved games that contained razed systems were not properly loaded
Fixed an issue with the icon used for the notification of the summary panel of multiple-choice events
Fixed an issue where clicking the "Zoom Into Location" button the player was taken to another star system instead of the one where the event takes place
Fixed an issue where the effects of the cease fire offer were not applied to the current diplomatic status of the players
Fixed the Endless Space website URL
Fixed locust points round in saved games (creating de-synchronization in MP)
Fixed an issue where an assert was received by the player after invading a former allied faction star system using troops
FIXED [Mac]
Resolved freeze after a manual battle that ended with a retreat
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