Endless Space : Der Patch 1.0.60 für Endless Space ist da. Der Patch 1.0.60 für Endless Space ist da. Das Team von Amplitude Studios hat jetzt den Patch 1.0.60 für das Weltraum-Strategiespiel Endless Space veröffentlicht. Das Update steht ab sofort via Steam zum Download bereit und nimmt unter anderem einige Verbesserungen an der KI vor. Des Weiteren haben die Entwickler zahlreiche Bugs beseitigt und neue Benachrichtigungen hinzugefügt. Auch am Multiplayer-Part des Spiels haben sie nochmals Hand angelegt. Die vollständigen Patch-Notes finden Sie wie gewohnt unterhalb dieser Meldung.

Patch-Notes für Endless Space v1.0.60


- The tooltip of factions traits that unlock technologies now display the corresponding technology's tooltip rather than a specific one
- Add notifications when:
+ A cease fire has been finished
+ A contract has been canceled because of a lack of resource or dust
- Boost the weight on Gravitation Manipulation because the AI never researched it, or too late
- Changed how AI chose battle cards
- Changed title in battle report to lower misunderstanding on damage calculation
- Modified the priority on all the other descriptors related to the defense in order to only affect the initial value with the game speed factor
- Added a speed factor for the hero arrival (25, 50, 75) and the colony conversion (15, 30, 45)
- Changed defense depending on influence zone:
+ neutral: 30 per population -> 10 per population
+ under enemy: 24 per population -> 5 per population
- Locust point are now progressing depending on the game speed:
+ Slow: x0.5
+ Normal: x1
+ Fast: x2


- Fixed a bug when joining on the fly was able to cause a desync when an empire had a cloned hero
- Fixed a bug when the parameters used to compute the population growth weren't properly initialized by remote players that joined on the fly (when playing in fast or slow)
- Fixed a bug when sometimes, by joining on the fly, the star system influence was a source of desync
- Fixed a bug in the construction queue (multiple unique planetary improvements of the same category)
- Fixed a bug where the battle card retreat (when played by an AI) caused an assert and a desync
- Updated the way fleets and ships are identified to guarantee each fleet has a unique identifier
- Revamped game states to improve the synchronization between players
- Improve simulation calculations sorting to avoid desync when joining on the fly
- Fixed a game state sync condition that caused the game to freeze under certain circumstances
- Fixed a copy/paste mistake in fleet merging
- Added a Hero ID sort in case of Hero Level equality in fleet merging
- Fixed conversion issues
- Fixed updating data simulation
- Fixed initialization of influence zones of home systems
- Fixed latency issues
- Fixed GUI that temporary duplicates/instantiates objects
- Fixed game speed management with game events
- Fixed an issue where the pool of heroes was deleted on the host side when a player joined on the fly
- Fixed a desync which occurred when leaving the session after hiring all available academy heroes
- Fixed an issue where battle cards consuming dust caused an assert (and infinite turn ending) when they were played by the defender


- Resource exchanges weren't canceled even if the instigator didn't produce the required resources (after a system loss for example)
- Contracts with a cease fire weren't destroyed after the cease fire end
- Some overlapping and debug texts have been corrected
- Updated description of Legendary Heroes/Micromanagers faction traits according to effect
- Corrected a Path bug on Unique Sower Improvement
- Update battle cards: Nano-repair/adaptive strategy/short circuit/EMP to match descriptions
- Fixed an issue where interactive events effects could be applied twice when loading the auto save generated just after the appearance of this kind of event
- Systems with an AI attributed to them will have an empty queue
- Fixed an issue where the event that adds an anomaly on planets could add many different anomalies on the same planet
- Fixed an issue where the random values that allow the pirate fleets to spawn were the same each turn

Endless Space
Raketen bilden in der Fernkampfphase die effektivste Angriffswaffe. Während kinetische Waffen und Strahlenkanonen auf die Distanz zu weit streuen, finden die Raketen eher ihr Ziel.