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  • #31
    Notes de patch de la mise à jour n°1
    Plein d'ajouts : the United Empire (faction majeure), trois factions mineures, le marché, une ère technologique en plus, etc.

    Spoiler:
    [MAJOR CHANGES]
    • A new faction has been added to the game: the United Empire[wiki.endless-space.com]
    • The Marketplace is now available
    • Added Mercenaries system action that will allow you to use mercenary units not showing their owner's flag
    • You can now raze your systems
    • Added Pillage: in addition to razing the systems, players will generate Dust based on the destroyed Star System Improvements and the killed population
    • Reworked Truce system. Truce won't be forced anymore but will be based on civil unrest. The only way to remove the civil unrest is to end the war.
    • Added the Eusocial minor culture
    • Added 3 news minor faction (Z'vali / Pilgrim / Amoeba)
    • Changed Deuyivan minor faction from Scavenger to Eusocial culture
    • Added Manpower panel
    • Added Era 4 of the Technology Tree
    • System Influence conversion buyout: when a Star System is passively converted by another Empire's area of influence, this Empire can pay Influence to capture the system
    • Increased turn limit to 200 turns: the score victory will now trigger at turn 200!
    • Technology cost increases more slowly within an era but the steps from an era to another is bigger
    • New technologies have been added to the three first eras, related to different features
      • Marketplace
      • Privateers
      • Manpower management
    • Manpower quantity on systems, ships, and empire has been increased
      Ground Battle plan has been updated
    • Ownership mechanics have been added: it will take turns before gaining ownership on a system, affecting the approval and forbidding the deployment of the influence
    • Minor faction can be assimilated through the resolution of specific quests
    • Wonders related to Deeds have been implemented but the Deeds are still WIP (interface and implementation)
    • The global enrolment has been replaced by a local enrolment converting 1 population into Manpower



    [UI]
    • Added the star system list population management
    • Added the star system planetary management
    • Victory screen has been retaken




    [IMPROVEMENTS]
    • Added health regeneration on ships
    • Heroes can now be hidden (received only via quests)
    • Heroes recruited by empires when the game starts will not be available in the first pool of heroes
    • AI can now attack when another player declares war
    • Improved the way hero unlock points are displayed in the Academy screen
    • Added several shortcuts:
      • Page Up and Down to zoom in and out in the galaxy view
      • Enter and Escape to close a notification
    • It is no longer possible to have the same hero twice in a hero recruitment notification
    • Several missing texts have been added in game
    • Improved performance especially with fastest settings
    • A system can't be besieged if it has personal or allied fleets in orbit.
    • A system can't be invaded if it is under siege.
    • Systems become under siege when enemy fleet leave the attacked system.
    • When a system is under your influence you’ll be able to buyout it with influence
    • Minor factions now all spawn fleet which belong to the same rebel empire
    • Removed weapons restrictions on hull, all hulls can use kinetics, beams, lasers and missiles
    • Strategic resources on weapon and defence modules have been spread out in a different way (exotic effects are still WIP)
    • Tweaked some values and costs of the weapon and defence modules
    • Increased range efficiency of the weapon modules (now more spread out and you can see the efficiency percentages in the tooltip)
    • Added bonuses on Attacker and Support hulls (currently the same for all the factions but will eventually be different):
      • Attacker: Focuses fire with the flotilla to quickly eliminate ships + weapon damage bonus
      • Support: Attracts fire from enemy to protect the other ships + defence module bonus
    • Added different target orders for attacker, support and carrier ships (hover the role to see them)
    • Fixed strategic resource costs for all the enhanced module slots
    • The defensive military power now takes into account the initial hull health
    • Added health bonus on ships when they level up



    [GROUND BATTLE]
    • The manpower of both all attacker and defender fleets are used in the ground BattleReport
    • The fleet manpower is given back at the end of the ground battle
    • Ground battles can be aborted with a diplomatic relation change or if the defender colonised system disappears
    • Improved a bit the feedback on the notification (more improvements coming soon)



    [AI]
    • AI refreshes and creates new ship designs for specialized roles
    • AI takes more meaningful military decisions
    • AI uses advanced manpower system
    • AI protects its outposts, harasses the player's outposts, and handles outpost equality
    • Fixed several issues leading to infinite end of turn
    • Fixed Fleets in order to go to the right goal with minimum moves
    • Limited the number of concurrent exploration
    • Raised the number of concurrent colonization
    • Players can now attack in different fronts in same time when a war is launch
    • The AI should be more reactive when attacked
    • Fixed the drop of some missions
    • AI can now block other outposts
    • AI can now use all possible actions to accelerate the capture of an outpost
    • Guard system has been added
    • Added cancellable missions
    • AI can now repair and retrofit fleets
    • The AI will retreat its fleet in a suicidal encounter
    • AI can now buy manpower upgrade
    • The AI can now cancel infinite building when something better is available



    [FIXES]
    • Fixed inconsistency in several tooltips
    • Fixed an issue where players are not informed that anarchy duration is modified by the empire approval rating
    • Fixed an issue where there are no tooltips in the Post Game Screen
    • Fixed an issue where the fleet indicator does not properly work on systems with motherships and fleets
    • Fixed an issue where minor factions create fleets which exceed their command point limit
    • Fixed expedition buttons not refreshing properly in orbital view
    • Pressing escape when launching a probe will now quit probe launching mode
    • Fixed attack button saying "cannot attack allies" when there is nobody around the node
    • Improved the objective for the "Those Darn Kids" quest which was misleading
    • Fixed an issue where several technologies overlapped the category symbols from the technology screen
    • Reorganised the technologies category symbols
    • Autosaves no longer overwrite the user's manual save if the manual save is named "Autosave"
    • A system can no longer be invaded while it has personal or allied fleets in orbit.
    • The "Ship design" screen now inform the user about the retrofit cost
    • Added "Show location" on mothership notifications
    • Fixed error occurring when using a slider in the NewGameScreen and pressing ESC at the same time.
    • Fixed many errors occurring when exiting a game, due to windows trying to access released data.
    • Fixed motherships being detachable when under siege/invaded
    • Retreat button is no longer visible when the ground battle has ended
    • Fixed laws received as quest rewards not being received
    • Fixed non-major empires being able to discover the Academy
    • The user can now interact with elements that are situated on the far right of the Technology Screen
    • Empire Dust is now displayed in the Ship Design screen
    • Fixed an issue where the icon of the faction was visible even though that faction was unknown
    • Fixed hulls & modules not having the right price in tooltips
    • Fixed Vodyani happiness not refreshing properly
    • Added in the control banner the political party unlocked and their trend
    • User are now informed that ships costs are increased when a new era is reached
    • The scan view button is now clickable
    • The user is now informed that he can lose his fleet when attempting to retreat to a undiscovered system
    • Added a "remaining turns" section to the constructible tooltip

    Commentaire


    • #32
      J'ai joué un peu avec la mise à jour n°1 avec la nouvelle faction :
      1. Les combats sont toujours plutôt nazes, mais au moins les vaisseaux abîmés ne sont plus à jeter (grâce à la régénération passive et au coût moindre pour les remettre à flot).
      2. L'expansion reste peu amusante, on marche très vite sur les pieds des autres empires à moins de paramétrer la partie pour qu'il en soit autrement. De manière générale, on va toujours paramétrer la partie en fonction de la faction qu'on veut jouer (plutôt rapide et petit pour les Cravers, plutôt vaste et lent pour les United Empire...), sauf les Sophons, qui continuent d'être complètement surpuissants à tous les niveaux. Ils ne sont pas imbattables, mais ils sont toujours bons, alors que les autres factions ont besoin de conditions particulières pour se développeur.
      3. Le gameplay reste très linéaire, on finit par savoir assez rapidement si la partie vaut le coup d'être poursuivie (20-25 tours suffisent en général). Après ça, soit on se fait démonter, soit on roule sur ses ennemis, soit on se retient de faire la guerre parce que l'on veut voir le contenu du jeu.


      Et sinon, c'est toujours magnifique, avec beaucoup de diversité de techs, de quêtes et d'événements. La galaxie commence à être peuplée par de nombreuses civilisations. Il y a plein d'éléments de gameplay très intéressants (que ce soit la politique, les forces au sol ou le commerce...). Dommage que les parties se résument souvent à des rushs sans intérêt. Une solution assez simple serait de retirer purement et simplement le statut par défaut de "guerre froide" entre les empires, afin que la diplomatie puisse se mettre en place. Il serait également sympathique de réduire la vitesse de colonisation (pour le moment, on spamme les colonies aussi rapidement que possible et ça peut aller très vite) pour les factions qui peuvent le faire librement.
      De manière générale, ça va trop vite, il faut jouer à des vitesses lentes pour apprécier le jeu, ce qui le rend en même temps moins dynamique. Le bon équilibre reste à trouver, et le manque d'un véritable système de combat se fait sentir (cela devrait arriver dans une prochaine mise à jour).

      Commentaire


      • #33
        Merci pour tes Retex
        Amplitude a prouvé avec Endless legend qu'ils pouvaient tenir compte du retour utilisateur et se remettre en question. Donc ça laisse présager du bon tout ça.

        Commentaire


        • #35
          Si jamais ils arrivaient à mettre en place un mode multijoueur, je suis dispo jusqu'à vendredi. (bon par contre, j'ai que 10 heures sur le jeu)

          Commentaire


          • #36
            Vidéo de présentation de la 6ème faction majeure : les Horatio !

            Commentaire


            • #37


              Petite mise au point sur l'arbre technologique dans Endless Space 2 dans la mise à jour 2.
              La mise à jour 2 est disponible via l'onglet bêta sur steam.





              Commentaire


              • #38


                Y'a pas a dire graphiquement c'est sublime (au debut je les ais pas reconnu les horatio comparé a ES1), je parlerai même pas de leur vaisseaux poissons ma rétine jouis

                Et cet arbre de techno

                Un studio qui écoute les joueurs c'est si rare

                Commentaire


                • #39

                  La mise à jour 2.3 est disponible aujourd'hui.

                  Notes de patch :
                  Spoiler:

                  [DISCLAIMER]
                  OLD SAVES (UPDATE 1) ARE NOT COMPATIBLE WITH THIS VERSION - REMEMBER TO START A NEW GAME

                  [DISCLAIMER 2]
                  PREVIOUS VERSIONS OF THE GAME ARE NOW AVAILABLE ON THE BETA TAB (Right click on the game in your Steam library > Properties > Beta): YOU CAN NOW CHOOSE TO GO BACK TO A PREVIOUS VERSION




                  [MAJOR CHANGES]
                  • Added a new major faction, the Horatio!
                  • Implemented a new Technology tree
                  • Updated the free cam of the space battle
                  • Reworked the game options menu
                  • Added Advanced Culture in addition to Scavengers and Eucosial (Z'vali & Epistis are now advanced)
                  • Added the Gnashast minor faction (Scavengers)
                  • Added the Tikanan minor faction (Eusocials)
                  • Added the Eyder, a Scavenger minor faction created by the community
                  • Added 5 new victory conditions:
                    • Supremacy
                    • Conquest
                    • Science
                    • Economy
                    • Wonder
                  • Added 2 new galaxy shapes:
                    • 4-disks
                    • Ring



                  [GAMEPLAY]
                  • Heroes skills don’t stack anymore
                  • Added Dust Inflation effects on buyouts, retrofits, repair costs, marketplace prices
                  • Added a Rebellion system
                  • Added a Space port
                  • Added a Migration system
                  • Dictatorship can now use propaganda in star system to influence political orientation
                  • Added population collection bonus when hitting certain thresholds
                  • Updated the planet grid along the lines of temperature & biodiversity (previously temperature and humidity), along with terraforming process & FIDSI distribution
                  • Implemented Supervisor (auto management of construction queue and population)
                  • Quests:
                    • Implemented the Horatio Chapter 1 and 2
                    • Implemented the Sophons Chapter 3 and 4 (no Final Reward)
                    • Implemented the Cravers Chapter 3 and 4 (no Final Reward)
                    • Implemented the Lumeris Chapter 3 and 4 (no Final Reward)
                    • Implemented the Vodyani Chapter 3 and 4 (no Final Reward)
                    • Implemented the United Empire Chapter 3 and 4 (no Final Reward)
                    • Achieving Minor Faction Quests with the Vodyani now doesn’t raze the Minor System but Brainwashes its population
                    • Implemented 8 Deeds
                    • Implemented 4 Wonders



                  [BATTLE]
                  • Deck building
                    • Added 16 battle play cards in the game
                      • 5 cards by default for a deck of 3
                      • Added technologies to increase deck size and unlock cards
                      • Cards have more complex effects, useful or not depending on the situation
                    • Added deck panel in the military screen sidebar
                      • Free deck changes every ten turns, otherwise it will cost influence
                  • Before battle
                    • Added automated defensive fleet merging before battle
                    • Added window to select which Empire to attack on a system
                  • Advanced battle screen
                    • Changed the layout to highlight the play card choice
                    • It is no longer possible to simulate your opponent’s plays
                      • Added the 3 last plays used against you by the opponent
                    • Added drag and drop to move the ships between your flotillas
                      • Reduced minimum CP to unlock more flotillas
                      • Added 3 sorting presets to sort the ships
                      • Added locking state on ships to force them in a flotilla
                      • Saved the fleet configurations from battle to battle
                      • Added new Ship icons to show the roles
                    • Added 3 stats buttons to compare the 2 fleets:
                      • Military power (as currently)
                      • Energy / Projectile power (takes into account the weapon and defence)
                      • Range compatibility
                  • During battle
                    • Firing ranges are now fixed by phase
                      • There are 3 phases with the same duration
                      • Ranges between peered flotillas are set based on the intentions (e.g. Short vs Long => Long, Medium, Short ; Short vs Short => Short, Short, Short)
                      • Peered flotilla is the priority target, other flotillas can be targeted based on distance
                    • Improved Scan view
                      • Improved ship labels: the left-side gauge shows damage taken (with misses, shield damage reduction and hull plating), the right-side gauge shows damage inflicted (same details), shield gage is now around the HP gage
                      • Added flotilla label when the camera is far away
                      • Added trajectories and targeting on the galaxy floor (thickness of the line shows the DPS)
                      • Added damage taken numbers above the ships
                    • Added Flotillas HUD:
                      • Shows a list of ships per flotilla (with HP state and destruction feedback)
                      • Shows the morale feedback (fleet gains bonus if there are more alive flotillas compared to the opponent)
                    • Improved free cam:
                      • Use shift to accelerate the camera move
                      • Left click to lock the camera on a ship then use arrows or left click to rotate and mouse wheel to zoom
                  • Data
                    • Reduced range penalties (especially lasers and slugs)
                    • Reduced the energy / projectile “hard counter” effect (e.g. shields also slightly stop projectile weapons and never completely stop energy weapons)
                    • Increased defence module efficiency
                    • Temporary removed critical hit stats (waiting for an implementation fix and a better effect)
                    • Added damage bonus for strategic weapons (waiting for exotic effects)
                    • Multiplied costs and damage of the missile and beam weapons by 1.5
                    • Global weapon damage balancing



                  [DIPLOMACY]
                  • Cravers can now close borders when the Militarists have a majority.
                  • The following terms are no longer blocked by the "Eternal War" trait: open/close borders, vision sharing, map sharing, trade agreement, science agreement. Note that most of these are already gated by the peace relation state, so it is redundant to block them directly.
                  • Eternal War no longer prevents empires from sending Dust to reduce pressure (the description of the trait only talks about peace).
                  • Map sharing is no longer possible in Cold War.



                  [UI]
                  • You can now rename planets that you colonise, except unique ones
                  • Changed enemy plays display on Advanced battle setup screen
                  • Improved diplomacy screen and truce notifications
                  • Added a notification for rebellion
                  • Added a modal panel for the system political event (accessible with a button in the system management)
                  • Scan view economy has been modified (last stage added (system rank))
                  • Changed position of the open political overview system button in the colony side panels
                  • Changed how enemy plays are displayed



                  [VFX]
                  • Added new skyboxes: Red Dwarf and Binary Solar System,
                  • Shield FX has been improved
                  • Added transition between ground battle notification and ground battle visual
                  • Added special nodes
                    • BlackHole
                    • SolarNebular
                    • SpaceCloud



                  [AI]
                  • Fleet behaviour tweaks:
                    • More reactive fleet missions
                    • Motherships can now detach to attack
                    • Invader ships wait to have full manpower to leave to attack
                  • Added buyout of system by influence
                  • First Spaceport use (only when system is over populated and unhappy)
                  • Now able to send civilian ships from systems to outposts
                  • A lot of improvements for the general stability of the IA
                  • AI's desire for more systems increases as its planets are depleted (whether they are Cravers or not). AI will raze its worst depleted planets when over its over-colonization threshold
                  • Added ability to propose Open Borders in specific cases
                  • AI now evaluates map exchange in diplomacy
                  • Reinforced buying luxury on the market when a rebellion is under way
                  • Forced root priority of Buying resource on the market to 1 instead of 0.2
                  • AI now declares war before moving (instead of after) if the player closes its borders to the AI



                  [FIX]
                  • Improved the overall stability and performance
                  • Fixed several serious errors
                  • Prevent the Garrisons button from being displayed uninitialized in some situations.
                  • Fixed Lumeris being able to colonize planets they haven't discovered yet
                  • Fixed game speed multiplier being applied to Emperor's Will state
                  • Fixed Benthys not using second assimilation trait. Improved tooltip for the trait
                  • Image and description of unique planet are now related to the unique planet instead of its type
                  • Fixed Outpost buyout button appearing on colonized systems
                  • Updated Planet tooltip to display origin of effects, instead of grouping everything.
                  • Fixed camera not zooming on fleets when the player does not own a system
                  • Numerous minor fixes!



                  KNOW ISSUE
                  • When playing as a Vodyani, the Supervisor will generate a crash

                  Dernière modification par Spectator_Errans, 22-03-2017, 13h41.

                  Commentaire


                  • #40

                    Le carnet sur le mode multijoueur de la mise à jour 3, prévue pour cette semaine, est disponible en traduction.
                    Le carnet sur l'immersion et la refonte des interactions avec les factions mineures est là aussi.
                    Je me rends compte que j'ai oublié de publier le carnet sur le système de combat dans la précédente mise à jour... Je retrouve ça et je m'en occupe.


                    L'intro de la nouvelle faction :


                    Comme d'habitude, ça dépote.
                    Dernière modification par Spectator_Errans, 22-03-2017, 14h50.

                    Commentaire


                    • #41
                      Et voici le troisième carnet sur le système de combat. Il est assez consistant.
                      La mise à jour 3 sera disponible à 18h.

                      Commentaire


                      • #42


                        Ma première victoire "leggit", avec les Lumeris(les extraterrestres batraciens maffieux). La mise à jour 3 a rendu le jeu plus agréable, même si j'ai plusieurs fois eu l'impression que l'IA était passive voire carrément à la ramasse. Je ne saurais dire si c'est parce que je l'ai doublé tôt dans la partie (les Lumeris ont la possibilité de spammer les colonies s'ils ont suffisamment de Brume, et je ne m'en suis pas privé) ou bien si c'était dû à un bug.
                        • On comprend enfin ce qu'il se passe lors des batailles. L'arbre technologique a été clarifié par rapport à la mise à jour 2. Et comme le jeu est vraiment beau, ça donne envie de continuer.
                        • Je n'ai pas encore réussi à aller jusqu'au bout d'une quête principale de faction - soit j'ai eu des bugs, soit j'ai gagné la partie avant, et je ne me vois pas trop poursuivre une partie remportée juste pour ça.
                        • Le système politique a vraiment été poussé, il est amusant de suivre les changements d'opinion dans votre empire pendant la partie. Au début de la partie, les décisions du joueur (technologies recherchées, événements, attitude face aux factions mineures, bâtiments construits, etc) jouent un rôle crucial. Dans cette partie, il y a longtemps eu une opposition entre Pacifistes (majoritaires à environ 40%) et Militaristes -souvent entre 20 et 30%). Vers la fin, à cause d'une guerre contre l'Empire Uni (les humains), j'ai eu droit à 3 révolutions, la première mettant en place une fédération pacifiste, la seconde une dictature militariste, et la troisième faisant un retour vers la démocratie pacifiste, grâce au soutien des industriels.
                        • Un peu déçu par les compagnies commerciales. Je n'avais jamais pu les tester en profondeur auparavant. Cette fois-ci j'ai été en mesure de les soutenir financièrement, mais leurs mécanismes manquent d'incidence. Il y a des routes commerciales, qui peuvent notamment être rompues par des blocus, mais en définitive ça reste une question de bâtiments à construire, avec des boutons pour investir dans chaque compagnie.

                        Commentaire


                        • #43
                          Les quêtes des factions ne sont pas terminé.

                          Commentaire


                          • #44
                            Pour ceux que ça intéresse, Endless Space premier du nom + Disharmony est à 1€ sur Steam ce week-end (mais j'ai pas vu d'offre sur ES2). Ça va me permettre de découvrir la série, le 2 a l'air bien tentant également

                            Commentaire


                            • #45
                              Comme d'habitude j'attends qu'il sorte en Français

                              Commentaire

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