Steph (✿◠‿◠)  [developer] Jul 26, 2013 @ 2:35am
Beta Patch available - 1.1.14
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.

***

Hi everyone,

Last night, we released a beta patch for Endless Space.


WORDS FROM THE CEO

"Dear Endless Space fans,

Ever since Disharmony was released, we have continued working on the game, specifically on some optimizations and bug fixes. Optimization is a complex and tedious task, but we have however spent a long time trying to improve the computation of our Artificial Intelligence. One of the biggest changes is that the AI computing has been broken down by empire. This means each computer-controlled empire will make its decisions one at a time, during the human player’s turn. The benefit for this is that the game will not be lagging as it used to, during the beginning of turns for large games, as the computing and therefore framerate will be streamlined. However, this is such a drastic change that it took quite some time verifying that we had not broken the rest of the game and the multiplayer. On top of that, we have applied plenty of other improvements on the performance, even though some AI tasks still remain complex due to the nature of the game scope.

We received a lot of input from the VIPs: they participated in early tests on those fixes, optimizations and also improvements. For instance, we have modified the ship design screen so that it properly handles the case of automatically upgraded modules which resources requirements are not owned by the empire. We still need a bit of time to guarantee there are no regressions, but I guess you are all eager to try out these changes and fixes.

This is why we are going to release a “Beta” patch later today. This is still work in progress, but we need to collect more feedback from you, before we release the mother of all patches. You will be able to play the game in a special beta branch (details, password and release notes below), where the optimizations and improvements are available.

While you experiment this, the company will be closed for one week starting this Friday evening, to enjoy a well-deserved rest. In the meantime, I hope our beloved VIP can hold the fort on the forums, and help out people in need of answers. No doubt some of us will still read the forum while in vacation, but we will be less present.

I hope this vacation will bring us back in top shape to complete the final release of this patch, but also to announce a few surprises at Gamescom!

Thank you for your time,
AmpliMath"



RELEASE NOTES - 1.1.14

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 (vanilla 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 (xpack 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 defense 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 defenses
> 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 defenses 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
> Increased 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
> Modified some data (cf google doc https://docs.google.com/spreadsheet/ccc?key=0AugwwpqYDMipdDlPamxYZHpFaWtkUTJjTkM3VmVlR0E#gid=0)

Factions/traits:
> Changed Sheredyn Affinity: -50% Buyout Bonus become -33% Buyout Bonus
> Every affinity now has a base of 65 points for custom faction
Master of Illusion is more expensive:
Level 1: 5 -> 10
Level 2: 10 -> 20
> Added a better tooltip feedback for Lethal Modder (HeroAbilityPilot05)
> Moved Harmonize Planet from 7th circle to the 3rd

AI:
> Amoebas will research sooner technologies for invasion
> In Easy mode AI took decisions only 1 time during 2 turns in order to be less efficient
> During deal, resources are not valued anymore when it is compared to system ownership.

Other:
> Polish language implemented
> A hero assigned to a system under blockade cannot be moved until blockade has ended
> Golden Age can only occur one time on a same system
> Improve the way resources bonuses are updated when a blockade is activated

FIXES
> Fixed a bug reported by community on Door to Infinity
> Fixed: The Amoeba specific "Resources Platform" star system improvement does not update the trade route bonuses
> Fixed: Client receives an Assert after selecting Raze on approximately half of the systems
> Fixed: Selecting end turn after all the systems in the game have been razed, will result in an assert for all the players in the session
> Fixed Lethal Modder: now give + 100 damage per salvo (divided up the number of shots)
> Moved Waiting Period of Cold War to 0 to fix a bug regarding cease fire
> Fixed an issue: some design add level 2 kinetic at start
> Fixed an issue on Kinetic2SRHissho
> Fixed: The game application uses the default mouse cursor graphic
> Fixed: Importing planets from mod was not working
> Fixed: Playing Harmony at Slow game speed you lose 2 populations after 1st turn even with enough food
> Fixed: Some modules icons were level 4 instead of level 1
> Fixed: Sheredyn Integrity: contracts were considered as broken by the faction when War is declared
> Fixed: A deal is broken if any of the two players involved losses the access to the resource proposed as term
> Fixed an issue where the approval status of the empire (and the owned systems) were not refreshed after the colonization of a new system
> Fixed an issue where approval status for the empire and the systems were not properly refreshed after removing the effects of random events
> Fixed: Constructing colony ships does not consume population upon completion
> Fixed: Game remains stuck on end turn if the user selects to continue after winning the game
> Fixed a bug on the module thumbnails in the ship design view (weight and MP were not multiplied by quantity)
> Fixed: A Colony ship that cannot be built is not greyed-out
> Fixed a bug on Adaptative Strategy
> Fixed: During a blockade the construction queue is not refreshed
> Fixed a bug on the Small2Terran
> Fixed: The user remains stuck after selecting manual combat for two battles in the same time.
> Fixed: Selecting the survey all moons or remove all anomalies action, the game will generate a erroneous scrap message
> Fixed: Ships deal damage when retreating from combat
> Fixed an issue where, when the 2 players involved in a battle played a retreat during the same phase, they attacked each other
> Fixed: Cannot attack - Misleading tooltip due to Cold war status + inside Influence
> Fixed a bug on EmpireImprovementUniqueResistance2: the Temple were counted 1 per planet in the Star System
> Fixed: in MP one of the fleets involved in a battle may not have a valid orbit



More info on the Dev Blog[forums.amplitude-studios.com].

Last edited by Steph (✿◠‿◠); Jul 26, 2013 @ 2:41am
Showing 1-15 of 29 comments
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Migz - DH Jul 26, 2013 @ 4:26am 
Interesting. Thank you for the information, Steph'nie.

This looks good; I'll give it a try. Thanks!

Enjoy your time off!

Edit for feedback:

Each level accessible
Being able to change the ship mod levels again is great. The interface is functional, but I recommend one change to help make it more obvious that the player doesn't have the required resources to build a part:
    In addition to the symbol already located in the GUI, I'd also make the part's name change colors. Perhaps from white to red.

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)
Seeing when the AI is done with their turn is nice. Now, I know that I can leave a system without worrying about an AI attacking it afterwards on the same turn.

Performance. The AI turn was very fast during the 60-turns I tested: complete in the first 10 seconds of a turn. I don't know how that compares to the previous version though.

Balancing:
I think this update will require players to relearn how to build ships.

One of my Amoeba fleets (9 ships) battled an Empire fleet (7 ships). My fleet's Military Strength was ~1.4x that of the Empire's, but Empire beat my fleet in every Manual engagement (I retried the battle six times). Each fleet used Kinetic weapons and deflectors only.

Strangely, however, the first time I tried as Auto, my fleet won losing only four ships.
Last edited by Migz - DH; Jul 27, 2013 @ 5:53am
zombie_monkey Jul 26, 2013 @ 5:12am 
Cool. I'll give this a go.
Sesleri Jul 27, 2013 @ 12:46am 
thank goodness.
Gul Dukat Jul 27, 2013 @ 1:54pm 
Quote: > Number of traits for a custom faction has been limited to 10

Whose idea is this? I have fine tuned custom factions with 20-30 traits?
Why limit customization freedom? What is the reasoning behind this?

I consider this a downgrade of the game.. instead of an upgrade.

The faction customization is one of the best features of this game.
Last edited by Gul Dukat; Jul 27, 2013 @ 2:00pm
Dagus Jul 27, 2013 @ 5:08pm 
^ I agree. Why limit custom faction freedom? it is one of the most intressting features in this game? instead of limiting it balance it and improve it.
Dravin Jul 27, 2013 @ 10:09pm 
Fixes are always welcome.
Shorrrt Jul 27, 2013 @ 11:21pm 
> Number of traits for a custom faction has been limited to 10

I kinda love this. I know it's a big change, but it forces players to be more specialized with their factions, with much better defined strengths and weaknesses. Costly positive traits now require costly negative ones, instead of a mass of relatively low-impact ones. Seems like a great tweak to me.
Gul Dukat Jul 28, 2013 @ 3:12pm 
Well the game is called Endless space.. when I think of this game, mainly things like 'Endless' faction customization options and interesting space combat comes to mind (compared to Civ games)

Developers should realise that they're trying to "Dumb the game down". It's a trend going on in many games.. Like reduced talents tree choices in a game like for example Diablo 3, the 'dumbed down' successor of Diabo 2.

Popular indie games like Path of Exile took advantage of that and started to offer a similar 'Diablo-like' game but with more customization in return.

Endless space developers should realise that restricting faction customization is a bad choice.
Cuz it's a 'slap in the face' for some of the (spoiled) existing community already enjoying this 'Endless' customizability.
Last edited by Gul Dukat; Jul 28, 2013 @ 3:19pm
Migz - DH Jul 28, 2013 @ 5:34pm 
Originally posted by Ariel Sharon:
Well the game is called Endless space.. when I think of this game, mainly things like 'Endless' faction customization options and interesting space combat comes to mind (compared to Civ games)

It's called "Endless Space", because the old race of people are called "The Endless". >.>

Edit: added quote
Last edited by Migz - DH; Jul 29, 2013 @ 5:07am
MTB-Fritz Jul 28, 2013 @ 10:51pm 
I was trying out the new beta patch and am currently running with custom races. It appears that the patch has a problem with the "Headhunter" traits. I was getting crash after crash until I changed the race or took the trait out.
aghcsIoP Jul 29, 2013 @ 12:50am 
i see the point of the traits limit as shorrrt already said,...

Originally posted by Shorrrt:
> Number of traits for a custom faction has been limited to 10

I kinda love this. I know it's a big change, but it forces players to be more specialized with their factions, with much better defined strengths and weaknesses. Costly positive traits now require costly negative ones, instead of a mass of relatively low-impact ones. Seems like a great tweak to me.

...,but i think 10 are to less, a limit of betwenn 12 and 15 would be better
Astasia Aug 1, 2013 @ 5:21pm 
I'm not subscribed to the official forums so I'll put my beta test results here.

The whole AI turn order thing doesn't appear to be working. According to the turn ring display they all finish their turns very quickly, but then their ships continue to move one by one for sometimes several minutes in a big game. Also if I force a fleet retreat long after they "finish" their turn and have stopped moving their other units, if that fleet still has movement points it will immediately move after the retreat, almost always coming right back to where it retreated from. Finally, any enemy unit that ran out of movement points in a move order on the previous turn, doesn't continue their movement on the next turn until I hit end turn. I can't tell if there is any perfomance increase as I never had performance problems with this game.

Also getting a really annoying bug with the hero window. It spits out an error every time I assign a hero to a fleet, but this one is ignorable and I can continue as if nothing happened. Eventually however I can no longer even open the hero window, I get a null error when I click on the button, and if I hit continue the screen is blank, I can cancel out and keep playing but I lose the ability to move, assign, or hire new heroes. I started seeing this sporadically once I unlocked 5 hero slots, and once I had the next slot upgrade I could never get back into the window for the rest of the game.

The drop menu in the ship fitting window for troops displays old weapon modules instead in the tooltip.

Speaking of tooltips, they flicker on and off a lot, seems like it happens while the AI is still moving ships around. Really annoying.

Probably not related to this current patch, rather somethign changed in the expansion perhaps, but a lot of the techs are messed up. Seems like they were moved around to make room for new stuff, but now there are a lot of situations where you can bypass weaker upgrades and go right for the stronger ones, or even cases where a weaker upgrade is unlocked after the stronger one.
Astasia Aug 1, 2013 @ 10:41pm 
Here's another one I think is related to the staggered turn times. In my current game I'm in an alliance with the Sophons and at peace with Sowers, one turn the Sowers ask the Sophons to join an alliance on the Sowers "turn" and they accept, but then the Sophons "turn" comes up and they apparently decide instead to declare war on the Sowers, causing me to declare war on the Sowers. Then the Sophons decide they don't want to be in an alliance with their new enemy the Sowers and leave. Since I'm now in an alliance with the Sowers, the Sophons declare war on me, and now I'm at war with both the Sophons and the Sowers, and hilariously still in a bugged alliance with the Sowers (alliance link on the diplo screen, but "war" face and standing elsewhere). Reloading past autosaves doesn't stop this from happening, I guess there's no "new seed on reload" but occasionally the alliance with the Sowers breaks correctly leaving me at proper war with both of them.
Radion Aug 3, 2013 @ 3:24am 
This patch looks good. Let's try it.
Migz - DH Aug 3, 2013 @ 7:24am 
Originally posted by Astasia:
I'm not subscribed to the official forums so I'll put my beta test results here.

Speaking of tooltips, they flicker on and off a lot, seems like it happens while the AI is still moving ships around. Really annoying.

That's actually been an issue for awhile. I'm not sure when it started, but at least since Disharmony was released.
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Date Posted: Jul 26, 2013 @ 2:35am
Posts: 29