[PC] Endless Space 2

Game discussion
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

https://www.games2gether.com/endless-sp ... -tech-tree
Our first vote of 2018 asks an important question: should we do a lore pass on the tech tree?

Let's add some context: the tech tree went through numerous modifications and changes over the last year and some, and since the Early Access, because of gameplay needs we have added, tweaked, changed, moved things around... the current tech tree has a fair amount of techs that are completely disconnected from their unlocks. Here's an example:
One of these things is not like the others...
One of these things is not like the others...
20180130164812_1.jpg (291.32 KiB) Viewed 6643 times
Applied Casimir Effect was a technology players in the first Endless Space loved to rush, as it allowed players to get out of their starting constellation to start exploring the rest of the galaxy. Due to our numerous changes, though, it now unlocks food improvements and specializations. If you're an experienced player, there's a good chance you don't read these things anymore. If you're a new player, though, that's bound to be confusing, and a little less immersing than what you're used to if you like to follow the universe in our games.

This is why we're asking you, our players, new and experienced: should we harmonize it? This might entail moving things around like certain unlocks, icons, or just swapping titles and descriptions in other instances. In any case, it might be a little different at first, and you could need some time to adjust, but we think the tech tree would definitely be better moving forward.

So what do you say? Should we do that lore pass?
Yes, please.
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

[1.2.8] Patch Notes - https://www.games2gether.com/endless-sp ... ost-258846

Bug fix patch.
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

[1.2.11] -- Guardians & the Galaxy Patch Notes - https://www.games2gether.com/endless-sp ... ost-259545

New Unfallen population quest and various minor fixes / updates.
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

Creating the Spy Faction: Part 1 - https://www.games2gether.com/endless-sp ... ecies-type
Yes, we're creating a new major faction... with you!

This faction is centered around espionage, and for the moment, that's pretty much all we know about it! The rest is up to you.

We'll be voting on the defining aspects of the faction over the next few weeks. We're starting with the species type, and will then proceed to vote for their origin, home planet, civilian design, and ship design. Every vote will influence subsequent options, of course.

Here are the three choices of the first vote, faction type:
vote1.jpg
vote1.jpg (417.65 KiB) Viewed 6611 times
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

Introducing Endless Space 2 Supremacy - https://www.games2gether.com/endless-sp ... -supremacy
WEB_HisshoMoodWar.jpg
WEB_HisshoMoodWar.jpg (438.24 KiB) Viewed 6587 times
Supremacy - Prologue - https://www.youtube.com/watch?v=2Qe05XP5VFY
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

https://steamcommunity.com/games/392110 ... 5575705950
I wrote: Maybe [Thoth]'s wondering if the lore pass was completed on the tech tree. I'm curious myself. Here's hoping.
Frogsquadron [developer] wrote: Not yet. This is a massive undertaking that doesn't mesh well with putting the finishing touches to a faction quest and generally summer breaks. Hopefully soon!
D'oh.
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

[1.3.3] "Supremacy" Release Notes - https://www.games2gether.com/endless-sp ... ost-268087
Screen1b - Web.jpg
Screen1b - Web.jpg (119.79 KiB) Viewed 6582 times
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.
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

Penumbra-feature-blog.jpg
Penumbra-feature-blog.jpg (101.4 KiB) Viewed 6468 times
[1.3.27] "Penumbra" Release Notes - https://www.games2gether.com/endless-sp ... ost-276728

Umbral Choir overview - https://www.games2gether.com/endless-sp ... ce-wraiths

Penumbra gameplay trailer - https://www.youtube.com/watch?v=cxHmfQhXk8o
User avatar
christian
Posts: 1683
Joined: Mon Feb 09, 2015 5:21 pm
Location: Houston, TX

Re: [PC] Endless Space 2

Post by christian »

Penumbra improvements - https://www.games2gether.com/endless-sp ... provements

Hotfix coming in a preview branch tonight.
- Minor factions and Pirates now start using hacking action (offensive and defensive) at a later point in the game. This leaves them a little more vulnerable at the start of the game

- The hacking/tracing speed for Minor factions & Pirates is now tied to their difficulty settings

- Offensive hacking programs placed on a system are now canceled if the corresponding hacking/ operation has not yet reached its designated target

- Fixed some faulty localization keys that didn't help by displaying in the wrong language

To try it, right-click on Endless Space 2 in your Steam library, then select Properties. Under the Betas tab, click on the drop-down menu to select Preview1_4_3.
Another accessibility update will be coming in a few days, including:
- Reworking a bunch of hacking tooltips

- Adding a notification to inform players that Minor factions & Pirates now have access to hacking

- Adding a notification to inform players when they trigger a defensive program that their target has started tracing them (and explaining that they can cancel the operation to cancel the trace)

- Adding more information to the notification the player receives when they have been traced to explain that a direct hacking operation is riskier than an operation going through multiple systems

- Adding a tutorial to explain how to avoid being traced when hacking

- Unrelated but worth mentioning: a fix for players being unable to build more than one Trading Company
Post Reply