ENDLESS™ Space 2

ENDLESS™ Space 2

Community Fixes
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Update: 25 Jul @ 5:47am

Fix on "Dust To Dust - Part 1" so AI is able to complete the quest.

Update: 10 Jul @ 9:55am

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

Update: 9 Jul @ 4:42am

Fixed module info card for Holy Vestment (Vodyani special Behemoth/Carrier module), so it shows the essense per destroyed manpower effect.

Fixed a few bad named modules for hero ships starting design (as a result, no module applied).

Added visual links for Adaptive Bureaucracies -> HyperPACs -> Perfect Negotiations for Nakalim.

Added visual link for HyperPACs -> Perfect Negotiations for Lumeris.

Added visual link for HyperPACs -> Perfect Negotiations for Nakalim custom race with Lumeris Visual Affinity.

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

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

Off-world Agribusiness no longer shown as Horatio-specific tech.

HyperPACs no longer shown as United Empire-specific tech.

(both techs are internally a variant due to compatibility but are exactly the same as the common techs most factions have).

Xeno NLP moved from the bottom part to the top part of Stage 5 Economy and Trade.

General Adjustments of positioning of many technologies on the tech tree, focusing on spreading out technologies on each stage side.

Technology Cost Reduction Links are better aligned, fully aligned in a straight line when appropiate.

Update: 20 Jun @ 4:59am

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

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.

Update: 9 Feb @ 4:57pm

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

- 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.

- 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).

- Adjusted position of "Ontological Rev-Eng" for Vodyani in the tech tree.

- These weapon modules now show the real flak damage of their related flak modules:

Anti-fighter Kinetic Weapon System: 120 -> 25
Improved High-I Slugs: 90 -> 120
Improved High-I Slugs: 120 -> 150 (due to correct flak reference)
Advanced Perfected Slugs: 120 -> 150
AGN Slugs: 150 -> 180

Update: 2 Feb @ 6:54am

- 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.

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

Update: 26 Jan @ 9:22am

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.

Fixed three missing simulator descriptors with a reference, should not affect gameplay, but just in case. StarSystemAwakenImprovementQueued, BuildingStarSystemImprovementUniqueDust1TimeLords1, TruceCount.

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.

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.

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, Added 11 UI elements to see academy effects on the resources breakdown tooltips. (IE: United Empire "Academic Coronations" effect on the influence breakdown in systems with hero)

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

Update: 15 Jan @ 2:00pm

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. The excess manpower goes back to the empire manpower stock, so at the very minimum the refill pays by itself with one population type.

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

Fixed "Strategic Sustenance" (+2 Food on Strategic) primary trait, it could multiply both the primary and secondary trait when boosted.

Adjusted the explanation in English and Spanish for a few empire improvement rewards from Update 12, so they make sense. All other languages are either fine or I cannot evaluate properly. (IE: "Game Master: +2% [dust] on Empire per Governor Assigned." before was "+2% [dust] on Empire Governor Assigned.").

Update: 13 Jan @ 7:45am

Gameplay - Technologies:

Atmospheric Filtration (and Horatio/Riftborn/Unfallen/Vaulters/Hishho Versions): Pacifists > Ecologists
Impactless Sites (and Lumeris/Volyani Versions): Industrialists > Pacifists
Ultratough Materials: Pacifists > Industrialists
Xeno NLP (and Lumeris version): Industrialists > Pacifists
Vacuum Protection: Scientists > Militarists
Adaptive Bureaucracies (and Riftborn/Unfallen Versions): Ecologist > Religious
Militarized Management (Hisshos): Ecologist > Militarists
Harmonized Shadows (Umbral Choir): Ecologist > Religious
Personal Singularities (Riftborn): Ecologist > Pacifists
Untraceable Markets (Lumeris): Ecologist > Pacifists
Emperor's Shadow (UE): Ecologist > Industrialists
Perfect Negotiations (and Lumeris/Unfallen Versions): Pacifists > Religious
Citadel Basic Upgrade: Religious > Militarists
Chlorophyll Chemistry (and Voldyani/Lumeris versions): Religious > Ecologists
Baryonic Shielding (and Riftborn/Unfallen/Vaulters Versions): Ecologists > Scientists
Autonomous Materials (Volyani version): Ecologists > Scientists
Eukaryotic Sap (and Sophons/Riftborn/Unfallen Versions): Scientists > Ecologists
Wave Function Control(and Riftborn/Unfallen Versions): Ecologists > Scientists
Graviton Research (and Sophons/Riftborn/Unfallen Versions): Ecologists > Scientists
Adaptive Colonies (and Volyani version): Religious > Ecologists
Custom Nucleotides: Scientists > Ecologists
Custom Nucleotides (Volyani version): Scientists > Religious
Sophonic Noosphere: Ecologists > Scientists
N-Dimensional Topologies (and Volyani version): Ecologists > Scientists
Low Kelvin Sciences: Ecologists > Scientists
Ultra-Deep Habitats: Ecologists > Scientists
Climate Engineering (and Riftborn Version): Scientists > Ecologists
Advanced Non-Baryonics: Ecologists > Scientists

Gameplay - Buildings:

System Science Station (Vaulters) > Ecologists
Added political impact to all 7 Citadel Buildings, either Industrialists or Militarists.
Scientific-Military Complex changed from Militarist to Industry building.
Added internal "Is Industry" count for the two Citadel Industry buildings.

Gameplay - Other:

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).
Fixes missing 5% critical attack for Advanced fighter.

UI:

Fixed The Vault of Governance effect text for english (other languages are fine), appear 100% hero exp, the effective value is 75%.
Fixed "Cooldown between Bursts" appearing twice on swarm missiles weapon card.
Improved probe cooldown on detection module card to show X/Turn probes instead of X.
Adjusted for slugs weapon card in design mode to apply Flak Multiplier module effects when module is installed.

Update: 29 Dec, 2024 @ 7:51am

Added missing Gjallarfire weapon target priority for Behemoth.

Fixed two instances of minor faction ship designs with non-existent name (due to wrong letter case) on ship modules.