ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
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Update: May 10, 2024 @ 8:35am

BETA 1.03 see Release notes or README

Update: May 6, 2024 @ 8:42pm

BV1.02
Well silly me was forgeting that the missile speeds were adding to the base since I didn't make it zero, but I was correct about the loopdy loop missiles being a speed related issue. So I have had to tone them all down to slower speeds. I have been playing around with the missiles a lot and learned many things, but for now I am reverting a few changes back.
I am still keeping multiple missiles getting launched but not as many in the salvo. The game treats the salvo as one and the health is for it all. Therefore the multiple missiles is just for looks but I think it needs more missiles, I just toned it down. Ran out of time testing. So feedback is essential.

Update: May 4, 2024 @ 1:31pm

BETA 1.01 see Release notes or README
BV1.01
Tweaked missiles some more, it looks like I uncovered a cover-up of how missiles used to swirl a lot by changing these values in the process. The reasoning behind removing short range for the LR missiles was 2-fold;
There is no need for excess missiles with low percentages taking up system resources if they are likely to miss. Then this is where the short range take over at medium to short range.
It looks like there maybe some things I cannot show on the tool tips in the changes, like the number of missiles in the salvo, but just know they increase about 1 per 100 pts of damage. I am leery for compatibility reason to change the base missiles to the other salvo style.
Kinetic weapons get faster cooldown when heading toward the high end, making them more efficient. Which they will need to counter missiles and Bombers. So be careful at the low end your previous coverage may not be enough.

I am tweaking lasers/plasma currently, I bumped them up in power and shots fired per salvo (visual) because they were pretty weak also adjusted the cooldown times. Laser beams, I did some tweaking of the cooldown times and changed the Crew killed per hit to scale for the later game, they may need upped in power, but we will wait and see.

Warning, Invasions are going to be much tougher and will favor the defender, requiring you to siege systems more, like the AI always does (yeah, that will get fixed eventually)
I fixed many things in planetary invasions, like orbital bombardment. It has been nerfed because it was WAY OP throughout the game. It is totally out of scale for the firepower of ships of the times (baffles my mind). Making it far too easy, taking over systems in under two rounds and to eliminate opponents early.
In war the DEFENDER always has the advantage, the only exception to that is technological superiority, and as such orbital bombardment should take many turns and should leave ruins and many destroyed buildings to take a planet, which is now fixed. Defensive Rallying, is now stronger than bombardment. As I dug deeper into the files, I found some really dumb stuff for taking over planets. Infiltration should now also work correctly now and not destroy so many buildings, if any, so you can be a bit more strategic. (difficulty levels do affect this, but I changed things for a more common sense approach)

Space combat and planetary invasion is normalized now, so your heroes will make a difference but cannot miraculously save the universe by being Godlike.

Finally, The Market Place is working pretty good with a few more adjustments. There are many other aspects of it that I still need to adjust, but it will take more time, but at least it is functional.

Update: May 1, 2024 @ 5:43pm

BETA 1.00 see Release notes or README
BV1.0
Now that I have my space legs back, welcome to Beta 1.00
Firstly, I know the market is not ideal, but the whole thing is fundamentally flawed in its operation. Not sure if I can fix it, but I do think there is going to have to be a reworking of the formulas themselves to make it work correctly,
so that is now on the back burner. For now it works like it originally did when you traded with a "snap shot"of the market because the stock is full all the time. But even if you give a huge stockpile, the market doesn't really abide by the rules the way a real one would.

There are two fundamental problems, we have far too many resources when we play the games and when you play with 8 opponents you can see how when you hove a limited stock the player and the market can have, it all is a problem and I need to think on this issue for a while to come up with a solution.

Phase 3: Revamping of missiles and Flack in more detail. In their current state missiles are completely useless as a weapon because they do not scale properly with the tech and I have changed them dramatically.
The game destroys a salvo with flack and flack is too powerful since being also integrated into all ranges of fire of the kinetic weapons.

Missile launchers through the eras will now do this: Increase speeds, increase salvo strength and be represented by multiple shot missiles, and the more missiles shot the more the cool down increase. The penalty is no more short range shots, you can use the other swarm missiles for that.

Until I get this how I want I will not change the displayed information cuz that is another huge mess to fix.

Update: Apr 28, 2024 @ 12:06pm

BETA 0.99 see Release notes or README

V0.099
What the Flak Jack! Had to go and adjust Flack and some health values. Worked a lot with the Flack percentages as well, so it shoud work better.
For now, I needed to fix some one of the quest flak that has a damage rating of 25, it was supposed to be a 250, I lowered it a bit to comply with my values and changed the fighter squadron effectiveness to 50% from 100%.
Squadron Flack remains at 25% vs Squadrons for now plus enhancements for special flak modules. I have also fiddled with flak damage a bit to make it more effective at the high end, so you may need two in the early stages.
I did lower the boarding pod health by 20% and it can now be taken out by flack, I may need to adjust again later also fixed another issue by adding the Vaulter pod to the Salvo chart.

"Take Trophies" encounter card is more offensive, so the fighters are now set to be offensive 100%

Changed the pirates orange to a more brownish orange, it was confusing between the Academy fleets.

Update: Apr 28, 2024 @ 12:02pm

BETA 0.98 see Release notes or README

Update: Apr 28, 2024 @ 11:31am

BETA 0.98 see Release notes or README

Update: Apr 28, 2024 @ 11:20am

BETA 0.98 see Release notes or README

Update: Apr 26, 2024 @ 4:18pm

BETA 0.98 see Release notes or README
Morale bonuses, AKA lane targeting bonuses and AKA FlotillaMoral. These are primarily used for targeting, evasion, and damage bonuses. In most instances I have halved them.

Went through the Encounter Cards and adjusted many to be more realistic bonuses and fixed many of the fighter layouts as having 100% defensive fighter is bad except in complete losing situations. ( I keep telling my self this is not going to be a complete overhaul!, but some of these bonuses are just ridonkulous and Cravers are getting some nerfs! )

Final changes made to the ships and heroes marketplace values.

Update: Apr 25, 2024 @ 6:57pm

BETA 0.97 see Release notes or README
V0.097
Did a lot more work on the marketplace and let me tell you, the marketplace was hosed up, and still needs some advanced re-work in the future, but I think I have got it working fairly well. I even fixed a bug with the Hero market preventing heroes from generating. The only thing you may not like is there is now a 500 item limit in the marketplace, I had to do this to keep the stock dumps manageable, because it transfers the excess production loss to the players.
This tells me is there needs to be fewer items in map generation to balance out better, but that is on you guys and how you generate your maps.

Resources have had their base prices reworked. Strategics are the most valuable and above luxury items. They needed a proper scaling adjustment because they were way out of wack. The low end of items has gone up by significant margins in order to be more valuable than Luxuries.
As you know, there are only six strategics. SInce powerful items far and wide can be build from them, I think it is only fair to make their costs higher than they were.

I did some testing of the boarding pods, and they seem to be working pretty fair wioth the recent changes and they are powerful enough you do not need to put more than one on a ship, without them being OP.

Thank you for your patience on this pain in the butt section, but it is still a beta, and it just takes time and lots of gameplay to work on. Feel free to share your thoughts on the balance.

The main reason for this is to create a better economy of scale.
Many things on the low end were too cheap and some of the high end was far too expensive, for now we need a more linear scale to test the market. Luxuries are just that luxuries and I have also scaled up the costs on the lower end, and once I get the market scaling correct, hopefully money in the game will work better for all players.

Changed the ship market as it was far too volatile and led to very cheap ships on certain occasions.

I went back and did some testing with the moons 3.03, and I did NOT have the same fatal crash I had before. I may be safe to play with now, as there could have been a conflicting issue with my changes.