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Endless Space 2 06.10.2016

Endless Space 2 Update v1.0.1

Update v1.0.1:
[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

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Комментарии: 6
Ваш комментарий

типа учи английский... так понятней будет :)

5

OLORIS Я тоже не понимаю такое. Ну нафига русскоязычным такое выкладывать? Вы его переведите и выложите.

7

гугл перевёл какую-то дичь,перевод бы непомешал

0

скачал т.к релизер пока ещё не обновил репак и УРА - Пошло. А то как то было обидно чё не работали сохранки от релизной версии игры. Правда пришлось начать игры заново и отыгрывать по новой 100 ходов.

0

Люди что я не могу понять вышла сначало обнова за номером 1,0,52 потом 1,0,1 а теперь за номером 1,0,11 я чегото не понимаю???

0