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
3.335 MB
Feb 26, 2024 @ 8:47am
Feb 9 @ 4:57pm
24 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 with non-existent name (due to wrong letter case) on ship modules.

- 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.

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

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

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).

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

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

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

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

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

- NEW: Five kinetic weapon modules now show the real flak damage of their related flak modules.
Popular Discussions View All (1)
3
Feb 13 @ 2:36am
How to patch the game with the Community Fixes changes.
ninakoru
96 Comments
Ghoulvarine 4 hours ago 
Thanks. Having this on made the game flow much smoother for me in terms of stuff actually making sense.
ninakoru  [author] 4 hours ago 
yeah, has everything on prepatch preview plus a new round of fixes of thing I found lately.
Ghoulvarine May 17 @ 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] Apr 30 @ 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 Apr 29 @ 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?
ninakoru  [author] Mar 27 @ 2:21pm 
Nope, happens the empire class is possibly the largest on the game, if you want full compatibility, you need to edit the empire class from community fixes and make the changes there. You also need to change "dustInflation" in the market class to be fully effective (the reduction/removal).

I recommend you "Excellent Space 2", has community fixes embedded and has a balance pass. Also dust inflation is much lower there.
Numenor Mar 27 @ 1:26pm 
Sorry this a newbie question, but I would like to use this mod, but also remove / reduce Dust inflation.

Am I able to just copy the inflation line into a new file and reduce the value without needing to copy and edit the entire SimulationDescriptors[Empire].xml? That way I can maintain maximum compatibility with any updates you make?
[Ω]OSFox Feb 15 @ 7:29am 
@ninakoru thank you for your had work.
Suggestion: is it possible to stop getting notifications about hero that already succeed all skills? Or maybe implement a level cap where hero can't get more exp above a certain level. I need some workaround, because it's really annoying on the late game stage. Would really appreciate if you somehow fix that :D
ninakoru  [author] Feb 10 @ 8:46am 
AFAIK no, the main problem with some mods is that are incompatible between them, but any combination of DLC active is not a problem I heard off.
Hoiyet Yettoi Feb 10 @ 4:19am 
Thank you for all your hard work!

I wanted to ask someone who understands how mods work - is there any risk of bugs when using mods and disabling certain DLCs? For example, this mod specifically - is there any risk of incompatibility if I use it while playing a game with some DLCs disabled?