ENDLESS™ Space 2

ENDLESS™ Space 2

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Community Fixes
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TYPE: Extension
CONTENT: Gameplay, Other
File Size
Posted
Updated
3.505 MB
26 Feb, 2024 @ 8:47am
25 Jul @ 5:47am
28 Change Notes ( view )

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Community Fixes

Description
This is a community-lead effort to fix the vanilla game experience. No balance or consistency changes, just the fixes.

As long as the error is relatively easy to fix on the XML side of the game and the community is aware, this mod will contain the fix.

Some of these fixes couldn't be reported in time for the prepatch preview version.

Current version that applies is official version and prepatch preview beta version.

Prepatch preview changes
All of those are included except the academy fix with isander's gambit competitive quest (doesn't work).

Added a ZIP file with the entire files changed, always updated with latest version, for people that don't play multiplayer and want achievements. They can replace the files from the ZIP with the ones in the public folder (kind of manually patching the game).

How to patch the game with the Community Fixes changes

Gameplay Fixes

- Food or Science per Original Empire Population Hero skills now work again.

- Fixed Hissho Republic Variant of Us or Them Decree law, having -10% industry for no reason.

- Added missing Gjallarfire weapon target priority for Behemoth.

- Fixed two instances of minor faction ship designs plus two hero starting ship designs with invalid module name.

- Fixed about 60 technologies, half of them faction variants, to have the correct political impact when researched. (full details on change notes)

- Fixed all the behemoth related buildings (most are the citadel-related), and Vaulters unique building, to have the correct political impact.

- Fixed Boarding Pods not getting the increased health from module multiplier.

- Close Air Defense Card so also gives the damage boost to the other fighters (interceptor fighters).

- Fixed missing 5% critical attack for Advanced fighter.

- Fixed "Strategic Sustenance" primary trait, as could multiply twice the trait boosts.

- Fixed an error where every time a system fills their local manpower from the Empire manpower stock, +100% manpower was applied per population type on the system.

- Fixed 2nd Collection Bonus from Custom Hissho Population not working.

- Fixed Influence, Food and Hissho Specific Planetary Improvements, so if you research for the third upgrade skipping the tech with the second upgrade, you still get your built planetary improvements upgraded automatically.

- Fixed Awakening Slumbering ruins boost duration not scaling with game speed.

- Fixed Fleet Enhancer special Modules (Behemoth) for Nakalim and Cravers factions, not properly applying the "only one per ship" restriction.

- Fixed 9 Academy Reward effects for faction specifics

- Changed Supervisor gain from Science to Military in Mavros Skunkworks.

- Fixed flotilla shield extra capacity and defense not applying to flotilla ships in battles.

- Fixed the anomaly count (used in effects "per Anomaly") only adding one anomaly in planets with more than one.

- Fixed Nakalim Attacker initial slot mapping, adding a weapon instead of a defense module in one of the module slots.

- Fixed Umbral Choir's "Triad" design template, used as quest reward for "A galaxy far, far away". Now has all slots equiped in tier 1 modules, with an engine, shield, and additional laser weapon.

- Fixed Improved Ultradense Slugs pointing at the previous tier version for the flak module.

- Added missing effect for damage on squadron modifier on the flak weapon for Improved Ultradense Slugs & Improved High-I Slugs.

- Fix for running infinite improvements not upgrading automatically when the upgrade is a faction-specific enhanced version. (Lumeris, Sophons, Umbral Choir).

- Added missing technology cost reduction link to Eukaryotic Sap -> Wave Function Control for Sophons and Horatio.

- Fix on prerequisites on 8 faction-specific enhanced non-strategic modules so AI is able to use them.

- NEW: Fix on Dust To Dust - Part 1 Quest, so AI is able to complete it instead of getting stuck.

Visual feedback Fixes

- Fixed Mining probe resource output text on planet resource breakdown from Hissho trait.

- Fixed Hero breakdown UI element for Personal Networking senate skill variant.

- Consistent naming for kinetic Squadrons from rewards (Extreme Strike Fighter, Extreme Heavy Bomber).

- The Academy won't accumulate influence conversion progress in their systems (is immune to conversion anyways).

- Fixed The Vault of Governance effect text for English (other languages are fine), 100% -> 75% hero exp.

- Fixed "Cooldown between Bursts" appearing twice on swarm missiles weapon card.

- Improved probe cooldown on detection module card to show X/Turn for value.

- Adjusted for slugs weapon card in design mode to apply Flak Multiplier module effects when module is installed.

- Adjusted the explanation in English and Spanish for a few empire improvement rewards from Update 12.

- Fixed so Event: Riled Researchers added dust upkeep can be seen in the system dust breakdown tooltip.

- Fixed so Event: A Million Things… Food loss due to conversion can be seen in the system food breakdown tooltip.

- Added missing text on AI diplomatic status tooltips for "You refused our science agreement offer" (all languages).

- Removed hidden state for Ecstatic effect to deeds reward Magnate's Council.

- Added 11 UI elements to see academy effects on the resources breakdown tooltips.

- In the quest "Ghost of a Machine" option B text, removed the "50% chance of creating a major political crisis". (not true).

- Play cards Unlucky Arms and Strafing Run now show properly "Critical attack probability" instead of "Critical Hit Chance" on their description.

- Fixed critical hit, damages and shield on fleet enhancer behemoth modules (Cravers, Nakalim), showing the effect is for flotilla (is fleet).

- Fixed Iron and Steel Banners (Hissho) showing 10% and 20% keii radius, when is 15% and 30%.

- Fixed Deployable Ramparts (siege module from deeds), appearing with the white icon in the tech tree instead of blue (Titanium module).

- Five kinetic weapon modules now show the real flak damage of their related flak modules.

- Fix for Benthic Gems Luxury, with Hishho affinity, showing overcolonization penalty reduction, that don't apply anyways.

- Fix on "Endless Augmentation Factory" Quest empire improvement for cravers, so does not show the effects twice anymore.

- Added missing visual links for some techs for Nakalim and Lumeris.

- Removed non functional link from Machine Bacteria to Hardship Bonus Incentives for Vaulters.

- Fixed module info card for Holy Vestment, now shows the essense per destroyed manpower effect properly.

- Off-world Agribusiness for Horatio and HyperPACs for United Empire is no longer shown as faction-specific.

- General adjustment of tech spacing and tech link on the tech tree for all factions.
Popular Discussions View All (1)
3
13 Feb @ 2:36am
How to patch the game with the Community Fixes changes.
ninakoru
101 Comments
Dizzy Ioeuy 29 Jun @ 12:16am 
TY
ninakoru  [author] 28 Jun @ 10:45pm 
Excellent Space 2 has all of community fixes, so it would be redundant.
Dizzy Ioeuy 28 Jun @ 9:00pm 
need to load this with your excellent space mod or is it included in that?
The Viral Divinity 1 Jun @ 9:10pm 
Nvm, firsthand I can say it does not.
The Viral Divinity 1 Jun @ 8:30pm 
Since this is basically just a bugfix compilation, does it work with ESG?
Ghoulvarine 18 May @ 6:37pm 
Thanks. Having this on made the game flow much smoother for me in terms of stuff actually making sense.
ninakoru  [author] 18 May @ 6:32pm 
yeah, has everything on prepatch preview plus a new round of fixes of thing I found lately.
Ghoulvarine 17 May @ 1:25am 
I've gotten ES2 just last year but didn't really bother with fixes. Is this the version that is more complete than the preview patch from the beta list? I only got interested in it now because of the preemptive bombing values staying the same for each stage of military quadrant but I'm sure other fixes listed here is a welcome addition too.
ninakoru  [author] 30 Apr @ 6:12am 
It's on the beta branch, the prepatch preview version. (Well, some of it). There's a single case of endless end of turn fix, related to pirate lairs and multiplayer. The patch never gone official, I guess it was because another fix about the academy bugging out the competitive quest lategame couldn't be fixed.
Myriads 29 Apr @ 6:40pm 
Wasn't this mod added to the game by the devs on the last patches? If it hasn't, can it stop the game fromg etting stuck on pending turns and be unable to start the next turn?