
AI behavior has been improved, notably with regards to its aggressiveness.Mezari or Sheredyn populations are now effective at the end of the United Empire Chapter 3.Added module computation formulas in the ship design stat tooltips.Ship modules category icons are now colored based on their strategic resource in the tech tree.Improved module icons: larger on the ships, improved progression details, redone support module, removed kinetic trail, changed category module orientation.Added localized subtitles for all the introductions.Key binding has been improved (detect if the key is used, …).The game should automatically choose the compatibility mode.Fleets that cannot fight cannot be used as reinforcements in space battle.Motherships now start the game with 1 action point.Neutral propaganda is no longer queued when colonizing a system.Refund value is now displayed in 'Deed failed' notification when relevant.
Automated ships are no longer sent to besieged outposts.Screen/button tooltips display information about their keyboard shortcuts.
Added a timer for the auto battle start. Stat buttons on the Advanced Battle Setup Screen are 'togglable'. Put back the Surveyed support at the end of the Election process. Fixed: AI now researches new military modules. Fixed: Ark generation and leecher use are now working correctly. Fixed: AI now doesn't cancel missions without any reasons. Fixed: Issue where AI fleets were staying in hangar forever in some specific cases. Improved node strategic score heuristic. Improved behaviour and technology choice for colonization. Changed: Improved map and vision sharing evaluation and open borders. Changed: Increased AI desire for trade (in particularly for mercantile AIs). Changed: Improved the way AI uses support modules. Changed: Globally improved the military attack, defense and invasion. Added: AI now feedbacks more game events and takes into account more player actions (leeching, time bubbles, blockades, attacking civilians, Unfallen actions etc.). Added: AI is now able to propose alliances, map and vision sharing (if it has the tech). Added: AI is now able to attack enemies it finds on its mission path. Added: AI now research military modules technologies. Added: AI is now able to trade technologies by diplomacy.
Added: AI is now able to cancel laws to retrieve the empire points. Added: AI is now able to activate laws (knowing that it costs Influence points). Pirates now wait fleets that are coming to their systems before moving to another system (depending on their mission). Added population swap in United Empire Main Quest. Added final rewards of all Main Quests (Chapter 4). Added new content to curiosities (Modules / Space battle tactics / Star system improvements.). Added founder heroes and the 5th Sophon hero. Added a specific star type for the academy. Added “exotic” effects on strategic weapons and defenses. Added 2 new minor factions, Remnant and Pulsos. Legendary weapons come with random bonuses applied to them, and are only dropped by legendary enemies. Internal numbers can only be gathered through game editor or console use.Accuracy ( ): This is the Accuracy stat displayed in-game, which is derived from the internal game numbers for projectile deflection angles in an unknown way. Are weapons that are already named and will always retain the same special bonus. ENDLESS SPACE 2 WIKI CRAVERS SPECIFIC TECH MODS
Normal and legendary weapons will change their name when mods are applied, unique weapons will not.All stats are given with standard weapon modifications.Weapon statistics General note: In the following descriptions, the statistics that are shown while playing the game will be referred to as in-game numbers, while the numbers used by the game's code will be referenced as internal numbers. Uniques are typically either bought from merchants or are quest rewards.