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L'uscita di Endless Space 2 è accompagnata da una enorme patch

Inviato: venerdì 19 maggio 2017, 8:50
da Konrad_Curze
Immagine
L'uscita di Endless Space 2 è fissata per oggi, ma per poterlo giocare potreste dover aspettare fino a domani.
Questo perchè la patch al Day One è semplicemente enorme, dal peso di 2.1 GB da aggiungere al peso già considerevole del gioco.
Tale patch corregge una enorme quantità di Bug e problemi grafici rilevati nel periodo di prova, oltre a bilanciamenti all'ultimo minuti.
Qui di seguito il changelog completo, nella cui parte finale sono presenti i problemi già noti ma non ancora risolti:

Codice: Seleziona tutto

GENERAL

    Added Unfallen Games2Gether Faction
    Modding implemented
    New Scanview system management implemented
    Added planet scanview
    Auto ship design / upgrade implemented
    Cloud saves are now available
    Game can now have 12 competitors!
    Academy/metaplot quests have been added
    Beginner Tutorial implemented
    Custom Factions implemented
    Added colonization videos
    Auto-ship design implemented
    Added technology Helper to suggest technologies to the player

CONTENT

    Added faction-specific technologies
    Added 2 new minor factions, Remnant and Pulsos
    Added Events quest Political
    Added new random events
    Added new market events
    Added 23 new space battle tactics
    Added “exotic” effects on strategic weapons and defenses
    Added planet destruction module
    Added a specific star type for the academy
    Added founder heroes and the 5th Sophon hero
    Added new content to curiosities (Modules / Space battle tactics / Star system improvements...)
    Added final rewards of all Main Quests (Chapter 4)
    Added population swap in United Empire Main Quest

TECHNICAL

    Saves are now in a binary format
    Several optimizations have been made for different parts of the game (GUI, Computation...)
    Refined some behaviors in the galaxy generator

AI

    Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission)
    Added: Planet destruction mission
    Added: AI is now able to activate laws (knowing that it costs Influence points)
    Added: AI is now able to cancel laws to retrieve the empire points
    Added: AI is now able to trade technologies by diplomacy
    Added: AI now research military modules technologies
    Added: AI now play elections
    Added: AI is now able to attack enemies it finds on its mission path
    Added: AI is now able to propose alliances, map and vision sharing (if it has the tech)
    Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.)
    Changed: Globally improved the military attack, defense and invasion
    Changed: Improved the way AI uses support modules
    Changed: Increased AI desire for trade (in particularly for mercantile AIs)
    Changed: Improved map and vision sharing evaluation and open borders
    Changed: Improved main enemy selection
    Improved invasion behaviour
    Improved behaviour and technology choice for colonization
    Improved node strategic score heuristic
    Fixed: Issue where AI fleets were staying in hangar forever in some specific cases
    Fixed: AI colonization behavior
    Fixed: AI now doesn't cancel missions without any reasons.
    Fixed: Ark generation and leecher use are now working correctly
    Fixed: Issues for hull and affinities
    Fixed: AI now researches new military modules

IMPROVEMENTS

    Put back the Surveyed support at the end of the Election process
    Stat buttons on the Advanced Battle Setup Screen are "togglable"
    Added a timer for the auto battle start
    Screen/button tooltips display information about their keyboard shortcuts
    Automated ships are no longer sent to besieged outposts
    Refund value is now displayed in "Deed failed" notification when relevant
    Neutral propaganda is no longer queued when colonizing a system
    Motherships now start the game with 1 action point
    Fleets that cannot fight cannot be used as reinforcements in space battle
    The game should automatically choose the compatibility mode
    Key binding has been improved (detect if the key is used, …)
    Added localized subtitles for all the introductions
    Updated the look of outgame screens
    Probes are now allowed on Hero ships
    Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation
    Ship modules category icons are now colored based on their strategic resource in the tech tree
    Added module computation formulas in the ship design stat tooltips
    Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3
    AI behavior has been improved, notably with regards to its aggressiveness
    Polished end turn timers & added "out of time" animations
    Improved notification flow: click on a button which open a menu no longer displays the next notification
    Improved Ground Battle: there is now a maximum manpower that can be deployed per turn. The limit can be increased with technologies and temporary modified by ground battle tactics.

BALANCE

    Population collection bonuses for Riftborns: movement points are only halved when going through wormholes (temporary - will change for release)
    Brainwashed factions can no longer start a new assimilation quest
    Use of Crew Modules on hero ships is now forbidden
    Added a turn action on Time Bubbles, so they need to be in the first position to be completed
    Reduced AI Prestige bonus in higher difficulties
    Minor Factions with Cordial relation or better now don't block trade routes
    Reduced hero experience from improvement built, increased from battle and nodes / curiosities discovered
    Reduced crew given by crew modules
    Added different Demand management on Marketplace prices
    Balancing of Market events
    Fixed issues of Singularity: FIDSI and depletion effects
    Added political impact to Leech (Religious) and Planet Destruction (Military) entity actions
    Removed description panels from Faction Trait tooltip
    Infinite improvements are now compatible with Food to Industry
    Fixed issue on exclusive technologies which were not exclusives
    Increased free movement speed
    Increased food consumption
    Increased influence zone progression rate
    Removed duplicate of exploration stage 1
    Added negotiable truce (not managed by AI, missing negotiable terms)
    Increased hull health and upkeeps (slightly increased medium ship cost and greatly the large ship cost)
    Balanced support module effects
    Balanced weapon module: reduced missile power, increased flack effect, increased beam power)
    Balanced space battle tactics and changed unlock distribution
    Improved ground battle tactics: balanced effect, removed round number modifiers (replaced with manpower deployment limit modifiers), added ownership malus for the surrender tactic
    Balanced random events appearance rhythm
    Balanced Trading Companies: improvement costs are now linked, and can either increase luxury or dust production. They take longer to level up, and Trading Companies unlocks are slower.

FIXES

    Fix for non-repeating minor factions
    Fix for abundance of strats and luxes
    Fixed an issue where ships in flotilla without direct opponent could not shoot
    Fixed space battle trajectories orientations
    Fix error sometimes occurring when opening the advanced play screen directly after the start of the battle, causing the enemy play cards and ships to be broken. We now simulate the enemy play if needed so we can show the information correctly.
    Fix for number of nodes was still affected by density
    Fix for isolated nodes spawning too far away
    Fixed slider settings flicking between 2 (or more) values if they are quickly changed by the host in multiplayer.
    Fixed error in economy screen system tab related to Riftborn population construction
    Fixed the issue where the cost of the "Praise" action (Minor faction interaction) was not influenced by the "We are equals" law
    Fix Venetians T2/3 Turrets Orientation
    Fixed an issue on United Empire Ground Battle assets
    Fixed an issue on Tikanans Ground Battle assets
    fixed an issue on Riftborn home planet where the strategic luxury were spawned on all the planets of the home system or no strategic deposit were spawned instead of having them only on the home planet
    Fix vote redistribution feedback in Election last panel
    Fix duplicate special nodes names
    Fixed full screen portrait rendering with custom resolution.
    removed Bailiff Quest which provokes unpredictable eliminations
    Fixed the bug forbidding the Ecologist Forced Law to apply properly
    Fixed Riftborn outpost progress not being fed back in orbital view
    Fixed outpost FIDSI not being displayed in orbital view
    Fixed a bug on the Horatio gene population display in the population screen
    Fix incorrect unlocking of play tactics slots when passing a turn
    Fix several Multiplayer desyncs
    Fix Wonder cancellation process and Refund in notification
    Lots of issues fixed, along with an improvement to the overall stability of the game
    Balancing / global tweak of the game

SOUND DESIGN

    Reworked United Empire Warp
    Fixed Horatio faction missing audio elements

KNOWN ISSUES

    Final Reward of the Rifborn has no effect yet
    Known issue: the AI is a bit reluctant to fight against Arks in early/mid game
    FPS drops drastically during the planet destruction cutscene for a few seconds
    Game session can remain stuck during the End Turn sequence while in a Pending state
    The user does not receive the reward after “The cult of the strongman” United Empire faction quest is completed
    Unfallen users cannot use the spaceport
    Several factions traits on custom factions are not functional yet
    AI factions do not build carriers/large sized ships during gameplay
    ENFER ship cannot be dragged into the hangar
    Title staggers during gameplay in the later turns of a session
    The cutscene for gas planet destruction is missing
    Several bits of texts are still in English in some languages
    Saves will be broken if you are saving your game during the quest "Preserve the Academy"
    Narrator and faction voice over during the beginner tutorial is missing
    Tutorials about battle results and blockade are not triggered
    Vodyani Quest Chapter 1 new objective is to exterminate pirates which are not necessarily on their own constellation: the translation keeps the old objective hint.
    Vodyani Quest Chapter 1 Part 2 Second choice will not work with custom faction
    Never show the planet scanview keys when in ground battle
    Planet scan view is incomplete
    [MAC] The minor and major factions influence area can be seen through the fog of war