1.5.60 (2024-03-07)
Endless Space 2 Re-Awakening Update: Version 1.5.60
Combat Changes (base game)
- Weapon/Defense/Support Module related changes:
- Defense module stats are rebalanced, and Shield Capacities are substantially buffed.
- Weapon DPS values, fire rates, effective ranges, Weapon Hull & Shield penetration values are tweaked.
- Strategic modules, EMP Weapons, Railguns, Swarm Missiles, Blast Effect Batteries, and Squadrons are adjusted in terms of their stats, effects, and use cases.
- Support modules are balanced, some are reworked, and new ones are added. Flotilla-wide effects are expanded.
- Ship Hull changes:
- Ship Health, Hull weakness, and manpower capacities are adjusted. Carriers are significantly nerfed.
- Coordinator and Protector ship bonuses are significantly buffed, and new effects are added.
- Ship targeting priorities are changed and made visible in the ship design view under the ship "Role" UI.
- New Attacker and Protector Ship Hull Upgrades are added to the tech tree, increasing their module multiplier to x1.25
- Battle Tactics changes:
- Battle Tactic effects, ranges, and tech stage placements are changed. Their UI is made to be more descriptive.
- New situational but powerful battle tactics and upgraded versions of existing tactics are added to the curiosity rewards.
- Squadron changes:
- Squadron movement speeds are substantially buffed.
- Fixed squadrons dealing significantly more damage than intended
- Squadron stats are adjusted in line with new squadron roles: Light & Heavy Bombers, Interceptor & Strike Fighters.
- Mechanics & Other Changes:
- Flak damage, Flak fire rate, and projectile health values are adjusted. Flak targeting orders are adjusted. Swarm missile, BEB, EMP missile, and normal missile fire rates are aligned. UI is updated to provide more information.
- Fixed Evasion: Evasion used to provide only half of the intended effect; now works correctly.
- Ship level-up effects are adjusted.
- Fixed ship experience on construction.
- New tags for modules are added: "Only once per ship" "Only once per flotilla" "Can only be used on Medium Support Ships"
- Curiosity rewards and drop rates have been rebalanced.
- Re-added removed technology "Vacuum Protection", moved the following items onto it:
- Advanced Explosive Drones (Empire Improvement)
- Increased bombardment damage from ground battle strategies
- Extreme Swarm Missile (module)
- EMP Disruption Field (module)
- Repulsive Plates (module)
- "Weapon Interference Beam" unlock with either Advanced Game Theory or Tensor Algorithms
- "Shield Interference Missiles" unlock with either Advanced Fusion Power or Hyperium Magnetics
- Cleaver module has had its damage and manpower damage increased to match its tier
Academy Changes (Awakening)
- Reduced Academy Aggression
- Academy fleets no longer siege player colonies and outposts while at neutral relations
- Academy fleet power now scales with Academy level and starts much lower
- Introduced "Endless" Difficulty setting for the Academy
- Introduced "Academy Expansion" setting
- Adjusted the speed at which the Academy gains levels to better align with players
Introduced Academy Diplomacy
- Improve your relationship by donating during role assignment periods
- Nakalim gain favor by donating systems to the Academy
- Ask for favors at the cost of relations
- Each faction has access to one unique favor
- Adjusted Legate role (formerly Master of Dust): can declare a Crusade against a player, which allows any other empire to attack their fleets regardless of their diplomatic relation.
- Each major faction now has its own preferred Academy roles
- Academy ship equipment and fleet strength have been entirely reworked
- Ships loaned from the Academy are now prohibited from invading
Nakalim Changes (Awakening)
- Gameplay Affinity: The Last Empire
- -50% Base FIDS on Planets by default
- Can build Temples (Cost 1 Relic and 1 Turn), which remove the FIDS malus and convert Base Science into Influence.
- Systems that have temples on all planets can build a Cathedral (Cost 1120 Industry, no Relics), which provide the following bonuses on their system:
- +10% FIDSI
- +30% Influence Radius
- +5 Vision
- 5% Enemy Health damaged per turn of Fleets in Influence Radius
- 20% Friendly Health repaired per turn of Fleets in Influence Radius
- Increases number of total empire relics that can be allocated (See below)
- Cathedrals provide empire relic slots, which provide powerful empire-wide bonuses and require multiple relics to activate. Any bonus may be activated at any time, but only one per Cathedral may be active. These replace Food/Industry/Dust/Influence relics, and are toggleable on / off. Empire relics focus on increasing one of the innate strengths of the Nakalim, with one changing based off of leading political party
- Exploration Slot - +25% Movement Point efficiency, +5 Vision Range on Fleets & Systems
- Expansion Slot - +1 Colonization Threshold per Cathedral, No disapproval from planet type on planets with temples
- Diplomacy Slot - provides a constant amount of minor faction relation and increased influence radius
- Political Slot: Get bonuses for all elected parties, but government types with fewer political parties get more powerful bonuses
- Industrialist - +50% Strategic Deposit Generation on Temples
- Scientist - +20 Dust, +10 Influence, +10 Manpower per Unassigned Relic
- Pacifist - +100% Trade Value on Systems with Cathedrals, +40% Fleet Health Regeneration in Friendly Territory, +20% Troop Health per Temple in System
- Ecologist - +100% Luxury Deposit Generation on Temples
- Religious – Heroes are earned faster and can be assigned outside of Borders
- Militarist - -20% retrofit Dust cost, Fleets can be retrofitted outside of Friendly Territory
- Can assign a relic to a hero, which provides the following bonuses (you can no longer assign multiple relics to a hero, the effect is now binary):
- +25% XP on Hero
- +50% Hero Recovery Rate
- +10% FIDSI on Fervent, +5 Approval per Temple on System
- +10% Fleet Health, +10% Fleet Damage, +10% Fleet Evasion, +10% Fleet Shields
- Unassigned relics generate 50 science, can be upgraded via empire improvements
- Adjusted relic spawning formulas to respawn them once they reach a certain threshold and to focus their spawning location on getting further and further, eventially stopping near the middle of the galaxy.
- Trait: Beliefs not Breakthroughs
- Planets do not generate science
- Systems only produce half science
- Science gained from battle rewards is halved
- Technologies can be traded at higher than normal cost
- Trait: Forgotten Lore
- Technologies granted by Forgotten Lore now do not reduce the Sophon research bonus
- Created a lower level version of Forgotten Lore that only unlocks tier 1 technologies
- New Trait: Slumbering Ruins
- Some systems will be marked as Slumbering Ruins per Nakalim player. These systems are marked to all Nakalim players, and retain their status even if colonized by another empire or obliterated (though, owned by another player it needs to first be conquered, or if obliterated it needs to be repaired).
- The system can be awakened from its dormant state by colonizing it.
- Awakening a Slumbering Ruin provides a small amount of Major Population, a few early game buildings (if not already constructed), and a temporary flat FIDSI bonus.
- Once Awakened, a system cannot be reawakened by another Nakalim player, but all Nakalim players can see that it was reawakened.
- New trait: Well Founded
- Starts with the area around them revealed (Starting constellation on non-unique galaxies, radius of systems around them on unique galaxies)
- Trait: Apathetic Colonists
- Outposts generate 25% less food
- Colonies ship 25% less food to outposts
- Systems can now be gifted to the Academy as an invasion outcome
- Added an "Align" Minor Faction interaction that allows "vassalizing" a minor faction
- Nakalim heroes: Rebalanced most skills
- Nakalim Population
- +2 Approval (+1 Approval Spliced)
- +2 FIDSI on Happy (+0.5 FIDSI Spliced)
- Collection Bonuses
- 10 Population: Boosts Religious politics
- 20 Population: +10 Approval on systems with Nakalim
- 50 Population: Unlocks a new offensive and defensive ground battle strategy
- Politics: Religious, Relativist (Science -> Religious), Utopian (Industrial -> Ecologist)
- Xirmisala Population
- +1 Food
- +4 Dust on Happy
- Collection Bonuses
- 10 Population: Boosts Religious politics
- 20 Population: +10% Dust on systems with Xirmisala
- 50 Population: Unlocks the Dust Dowsing Law
- Politics: Religious, Relativist (Science -> Religious), Utopian (Industrial -> Ecologist)
- Relics can now be collected while a fleet is cloaked
- Nakalim now start with a colonizer and 2 explorers
Modding Changes
- Adding new modifier operations, Minimum & Maximum
- Increased the ability of modders to change Academy diplomacy, AI, ship spawns, etc.
- Exposed multiple new formulas in the registry, along with the ability to revert the academy back to using "stress" instead of relying on academy levels
Other Changes
- Slightly increased infantry health and damage
- Unfallen now start with an additional vineship
- Influence conversion unlock tech has been moved to T2 Empire Development
- Explorer hull upgrade tech has been moved to T2 Science and Exploration
- Reduced the military support requirement of the Sophons Quest "Chapter 2. Seeding the Cloud - Part 1" and the "Masters of the Arena" quests so that they were reasonably achievable
- Changed screen placement of several T3 &T4 Military technologies (no gameplay changes)
- Clarified some confusing tooltips
- Dust Bonanza no longer has an upkeep cost
- Denarque University industry cost reduced by 2/3
- Improved AI from using some incorrect module combinations
Bugfixes
- Battle Result Notifications no longer block the turn, while keeping the big stability improvement that originally caused this issue (Note: This fix works for Single Player and Multiplayer hosts only, but not Multiplayer clients, who will still need to dismiss the battle report notification to let the end turn progress)
- The Academy's aggression & power level scaling has been fixed
- Isolated systems are no longer blocked from being colonized by the quest Death Without a Corpse
- Horatio's Main Quest: Chapter 2 (Industrialist) will no longer get stuck if another empire destroys the fleets (It will complete)
- Relics gained from converting will always be 2, it is no longer scaled by gamespeed which resulted in 1.33 relics on slow
- Quest "Forged in Battle" Now is 25-55 turns instead of 10-70 by galaxy size
- System Trade Value no longer scales with Game Speed
- The mining probe lifetime of multiple Behemoth modules is no longer additive, now taking the highest instead
- Influence gained from Lumeris pop bonus is now shown in the Empire Influence tooltip
- Unfallen Terraform Options (Hot types to Forest) now use the forest art (previously all were Savannah)
- Optics Research Lab's yield is now shown in the System Science Tooltip
- All Singularities now affect heroes as intended
- The Diagnostics.xml file should no longer be filled with errors if the Nakalim main menu screen is displayed
- Fixed Nakalim being after the Umbral Choir in the faction selection
- Behemoths no longer shown under Faction Hulls for every faction
- Capped many cost reductions from reaching 0%
- GasWarm now has the Temperate tag
- Fixed Custom Umbral Shadows not having GUI Elements
- Fixed Influence Radius flickering and huge influence border growth projects
- Fixed many slots on Academy ships not functioning properly
- Fixed Behemoth Mining not properly transferring its FIDSI to your planets
- Fixed some icons some icons appearing as much lower resolution than they should
- Fixed malus for missing colonization tech not showing up in planet FIDSI breakdowns
- Fixed some empire relic effects not toggling correctly
- Fix miscellaneous tooltips from not showing up properly / being duplicated
- Fixed starting Behemoth modules not unlocking when you research the Behemoth hull technology
- Fixed Bait / Jammer modules not correctly applying movement effect
- Added missing EmpireAttitude localization strings
- Adding missing warning strings
- Fixed many typos
- Fixed Hero Skill GUI showing an incorrect amount of available relics
- FIDSI per Population bonuses on Planets no longer appear as though they are giving you a large percentage
- Fixed Aligning a minor faction not failing any assimilation quests associated with it
- Fixing colonization module tooltip appearing in the incorrect category
- Fixed some modules appearing as though they require a different strategic resource in the tech tree
- Minor factions can no longer run out of quests to give
- Fixed brainwashed faction still allowing their boosts to be used
- Fixed terraformation not showing difference between planet FIDSI
Changelog: 1.5.59 - Hotfix
FIXES
- Fixed error loading certain old save games
- Added "on senate" effect to a Nakalim hero skill
- Fixed Hope in HEresy Part 2 quest
- Fixed Nakalim engine VFX
- further fixes to localization
- Categories
Changelog: 1.5.58 - Balance
- Sobra has received a new texture with significantly less ocean
- The Nakalim Protector class hull now has more hybrid slots to allow using additional support modules
- Added relic rewards to several quest chapters
- Adjusted effects of Temples of the Lost
- Reduce FIDS by 50% rather than setting it to 0
- Generate +10 Influence per Population
- Increased the speed of the Academy Master Fleet by 10 to improve utility on large galaxies
- Nakalim Peace and Prayer Act now reduces conversion cost by 50% instead of setting it to 0
- Reduced power of Academy Attack Fleet and Insignia Ships in the early game
- Improved scaling of relic spawns with Galaxy size
- Lowered the objective of the Pacifist “Invigorate” quest of the Nakalim faction Quest Chapter 4 Part 1A (Convert 14 systems -> Convert 7 systems)
- Relics on owned colonies can now be collected through a system improvement
- Empire Relic slots now require 2 temples to unlock but provide a 15% bonus (up from 10%)
- Lowered cost of Librarian questions by 25%
- The Diplomacy screen shows a temple icon for systems with temples
- Reenabled rotation of main menu scene
FIXES
- Fixed an issue that could cause an infinite pending turn when the Academy tries to colonize a system that already contains an outpost.
- Fixed some causes of “Pending” turn and “in talks” issues
- Fixed the game freezing due to an interaction between Fold singularities and Temples of the Lost under construction
- Diplomatic terms should no longer vanish
- AI empires will now value the Master of Dust’s Academy Grants
- Laws unlocked through the Vault Keeper now show on the law screen regardless of number of empty law slots
- Academy systems no longer block trade routes unless you are at war with the Academy
- Systems converted to the Academy now properly supply strategic and luxury resources to the player
- “Laying Down the Law” Achievement should now only unlock under the listed conditions
- “Not for Profit” achievement tracks only Dust granted during a single match, as per the description
- “Making Amends” achievement now accumulates progress over multiple payments rather than requiring a single reparation payment.
- Fixed glitches in hero relic assignment interface
- Relics are now unassigned from Empire slots by click rather than ctrl-click
- Laws unlocked by the Vault Keeper role will now display even if no empty law slots remain
- Fixed heroes not displaying their skills when viewed from the marketplace menu
- Nakalim Explorers properly receive an additional Support Slot when researching Adaptive Colonies
- System output shown on the empire screen now refreshes immediately as relics are assigned/unassigned
- Riftborn Explorers will now properly save modules placed in the top support slot
- Clarified effect of the “Cannot declare war” diplomatic pressure demand
- Clarified conversion requirements in the Temple of the Lost tooltip
- Academy Diplomacy screen will no longer briefly show the diplomatic relations screen behind it on opening
- Converting a minor faction to the Academy will no longer state Isyander assimilated that faction
- Master of Dust text will no longer overlap with the Diplomacy button in non-English languages
- Vaulters receive only the Vaulters-specific New Colony Rule from the Vaulter Keeper role
- Unfallen can vine Academy systems when allied to the Academy
- Player names no longer overflow role cards
- Happy Augurs population trait can no longer be selected without the Nakalim affinity
- Improved Lost Templar AI economy management
- Fleet Accelerator Tooltip now uses the hero icon
- “Tools and Fools” Hissho law now displays properly in the keii tooltip
- Clarified tooltips of the Revive and Rebuild tactic, “Stop Peaceful Conversion” Accept choice, and Negative Anomalies
- Clarified tooltip about metaplot finale blocking hero healing and recruitment
- Clarified hacking tooltips to indicate that losing the starting node will cancel the hack
- Clarified the cost reduction in the description of Democracy governments
- Removed erroneous line from the description of The Last Empire affinity
- Nakalim no longer start predominantly scientific in their home system
- Added a notification when the loss of a temple locks an Empire Relic slot
- Nakalim Relic skills for fleets now work and display properly
- Nakalim are properly considered humanoids for the purposes of the Celestial Worlds quest now
- Nakalim faction Quest Chapter 4 Part 2B now counts only terraformed planets
- FIDSI bonuses from the Cathedral of the Lost are now marked as such rather than “Percentage Bonus”
- Academy Systems will no longer construct copies of improvements
- The Academy will now abort ground invasions after reparations have been paid
- Academy systems generate resources when pillaged
- The Academy will no longer settle on Sanctuaries
- Xirmisala troops properly display in ground battles
- The “Academy Ally” assimilation trait no longer appears twice in the list of traits and displays its value
- The Academy no longer delays reparations for obliterating a system during a request phase until the next request phase
- Added art for the “Empire Relic Slot Locked” notification
- Propitious Season and Long Season are now mutually exclusive
- Nakalim Carrier default design no longer places a defense module in a support slot
- Librarian answers no longer display half a line of text when folded
- The tooltip for Academy requests is positioned properly now
- The tooltip for the Academy’s relations to other empires now correctly refers to them instead of you
- The Academy fleet uses the correct wireframes on the galaxy map even if not including a carrier now
- Improved subtitle timing for Nakalim outro
- “Relic Reliquary” quest reward now shows its correct category (Empire, not hero)
- Improved tooltip of “Relic Reliquary” quest reward
- Fixed minor graphical issues with Xirmisala hero portrait
- Properly position Nakalim leader in “Diplomatic relationship changed” notification
- Fixed vfx issues with the Nakalim carrier
- Fixed shaking of the Nakalim carrier
- Nakalim system defense station properly shows during battles