ENDLESS™ Space 2

ENDLESS™ Space 2

ES2 REDUX
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Update: Apr 25, 2024 @ 6:54pm

BETA 0.97 see Release notes or README

Update: Apr 25, 2024 @ 6:46pm

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.

Update: Apr 25, 2024 @ 6:34pm

BETA 0.97 see Release notes or README

Update: Apr 22, 2024 @ 6:54pm

3rd pass of fighters and bombers after testing worst case scenario, and they were too powerful due to the 4x factor of carriers, but are they impressive to watch when 32 bombers destroy ships in 2 seconds. Needless to say I had to nerf the Uber-bombers.

After a few days of testing, I have implemented some fundamental fixes for the markets so they hold their values better and are much harder to exploit for both the AI and the player, hopefully this will be much more dynamic vs going flat line. It will take many turns to make a market correction. I will also need to play with it for a while in order to balance properly with a new game later.
For now, you should see much more consistent results between the different markets. I have also implemented some other changes in the other parts of the market that should also help with stock and pricing.
This is a rough in Beta, so the goal is to get things fixed and functional so that testing can be done then polish put on later.

I am pretty sure the battle are decently balanced now, I was having some pretty epic battles and I had to work hard to counter the superior AI force. I still took losses, and we had a few minor victories and even a couple of draws.

Kept getting some texture errors for the Behemoths, so I had to add some more textures that could be found by the game.

I am playing around with some of the missile and pod timings so that they Swarms can actually be used for cover for them because befor never really worked well. There will now be a slight loading delay of those types of weapons.

Note: I encountered a terrible error when running Endless Moons, even though it seems like it works there are some bugs that will break the academy.
I cannot recommend running it until fixed for the new patch.

Update: Apr 20, 2024 @ 3:38pm

BETA 0.95 see Release notes or README

Update: Apr 20, 2024 @ 11:22am

BETA 0.94 see Release notes or README

Update: Apr 19, 2024 @ 9:38pm

V0.093
Changed the boarding pod duration time for fighting! but you can only fire once per 20 seconds.
I decided to add the initial impact kill that the vaulter have to all the boarding pods.
It still can only fire for medium and short range, I think that is enough limitations.
Had to lower the time for fighting, it was too much kung-fu.

Update: Apr 19, 2024 @ 6:03pm

V0.093
Changed the boarding pod duration time for fighting! but you can only fire once per 20 seconds.
I decided to add the initial impact kill that the vaulter have to all the boarding pods.
It still can only fire for medium and short range, I think that is enough limitations.

Update: Apr 19, 2024 @ 1:59pm

BETA 0.92 see Release notes or README

Update: Apr 19, 2024 @ 1:53pm

V0.092
Working on armor plating was pretty interesting and I have increased the measly protection of plating to be 20% of the hull rating it is meant to increase.
Originally it was around the 10% area and that is pretty paltry protection for armor. I want to go incrementally on the defenses because they are pretty close to where they need to be.
I fixed some of the gaps between the levels and I upped the higher end of protection.

Lowered ship shields by 20% and made a better spectrum of numbers, ended up raising the lowest levels and saw an overall an increase in the deflection and base HP.
Some of the self reloading numbers are now set to only reload only 50% The fleet reloader can pick up the rest of the slack. I just don't think it should be above 50% recovery during battle.

Lowered missile penetration to 25% from 35% against armor. With the increased shot time and armor values, this should bring them close to balanced.

Removed the Rail gun Descriptor for ignoring shields and armor. Thanks Ninakoru!

Changed Rail Gun Damage to 100/200/300

Went through Hero skills and Nerfed the most egregiously large numbers, mostly percentages. For now that includes mostly battle stats. There were some weird steps in many of them.
I kept them grounded by level to a certain number area for now. Gone are the 80% stuff. Max percentages are typically 25% unless it has to do with things like fleet maintenance etc. The main reason for doing this, is because there are multiple characters that get multiple bonuses.
When combined you can still get very high bonuses, so this is an effort to curb those extremes. A hero should not be able to increase your firepower or shield effectiveness by 80% so instead of squaring the levels like AMP did, they are increments of 5%