- Update v1.43.10:
- Gameplay
- Factional Mission System
- Added Factional Mission system for new players. Can be toggled in match setup options; and also works in multiplayer. When enabled, your faction’s high command will issue you specific orders based on your current game progress. Completing missions will earn resource/exotic rewards as an incentive.
- New Maps
- Added new map: Neutron Tempest. A two-star map where neutron stars are locked together and contain numerous magnetic planets and secret treasures.
- Added new map: Face Off. An adaptation of the original Sins of a Solar Empire map which pits two players in close proximity. Shout out to Nongenti for this!
- New Planet Types
- Added new Irradiated planet type. This is a low-mid value rare colonizable planet. It has 5 unique items, 2 TEC, 2 Advent and 1 Vasari.
- Added new Shattered planet type. This is a new uncolonizable gravity well.
- Added new Neutron star type.
- Added new Brown Dwarf planet type. This is a new uncolonizable gravity well.
- Paths to Power Updates
- Added new game lobby option to enable capturable units. When enabled, some map derelicts may be replaced with Ancient Starbases instead.
- Added new items to AI capital ship builds as appropriate.
- Fixed AI issue that would cause it to stop upgrading its planets on Hard and above difficulty. AI players will now invest in their planets as needed to improve resource income, etc.
- Updated the ‘hard megarandom’ wave to occur at wave 20+, instead of wave 5-15 in Defend the Homeworld/Last Stand.
- (Paths to Power) Turned off missions in unique scenarios.
- Advent
- Progenitor Mothership Shield Regeneration ability is no longer a channeled ability, allowing the ship to move and otherwise act while it is active.
- Malice now properly spreads to new targets when multiple instances of the ability are used simultaneously.
- Iconus Guardian Shield Projection will no longer attempt to autocast when the ship's shield is nearly or fully depleted. This should eliminate wasted casts and deconflict groups of Guardians attempting to apply the Shield Projection Buff to large fleets.
- Seeker Vessel Unstoppable Phase Jump buff now appears in the buff indicator and on the Unity tooltip.
- Seeker Vessel Lingering Presence can now be used by multiple players on the same planet simultaneously.
- Moved all Advent missile technologies down a tier and adjusted costs respectively.
- Advent Missile Speed increased from 1200 to 1500. This will ensure that they can catch Corvettes, even when those Corvettes have some degree of speed increase, such as TEC Enhanced Light Thrusters.
- Advent Light Missile Hull Points reduced from 5 to 3. Additional speed would allow these missiles to pass through PD grids too effectively - especially TEC PD grids. This change will maintain parity with the previous build in terms of Advent Light Missiles vs. PD.
- Advent Tempest Vessel Light Missile damage per hit increased from 15 to 20. (DPS from 6.8 to 9.1 per weapon). Even with increased missile speed the Tempest underperformed against Corvettes. This change will help the Tempest definitively reclaim its anti-corvette role and generally be more relevant against the low durability targets it is designed to fight.
- Advent Tithe Sanctum reworked:
- Now provides +5/10/20% Bonus Commerce Per Population and an additional +3/4/5% Bonus Commerce Per Population for every Temple of Congregation at the planet.
- No longer provides any bonus Base Credit income.
- Research moved from Tiers 1.5/2.5/3.5 up to 2.5/3.5/4.5.
- The Tithe Sanctum was originally intended to help the Advent overcome their early Credit bottleneck by being an accessible, affordable item that would retain value by slowly upgrading over the course of the match. It far exceeded this role, becoming the centerpiece of Advent Credit economy. Therefore, it has been changed to require more investment to both unlock and maximize, with a particular focus on synergistic builds on high population planets.
- Advent Planetary Development Credit Cost scale reworked. It will now cost less Credits to upgrade a planet below planet level 13, but considerably more above this level. This should help alleviate the early Credit bottleneck now that the Tithe Sanctum is no longer a Tier 1 Item, while also giving a much larger Credit Sink to the Advent later in the game when their income spikes.
- Advent Irradiated Development research now correctly increases Irradiated planet item slots instead of Geomagnetic planet item slots.
- TEC
- Akkan Battlecruiser Armistice Ability now disables cooldowns while active to prevent trivial Armistice chaining. Antimatter cost increased from 150 to 250.
- Stilat Missile Corvette missile speed increased from 850 to 1500. This will allow it to hit targets that it is pursuing. Soft stats adjusted to maintain parity with current performance in point defense interactions and corvette targeting.
- Added Repurposed Cargo Hold and Modular Equipment Bay technologies to TEC. Replaces the Improved Radiation Bomb tech, they now allow all TEC consumables to gain additional stacks as the game progresses.
- Akkan Battlecruiser Armistice Ability now disables cooldowns while active to prevent trivial Armistice chaining. Antimatter cost increased from 150 to 250.
- Increased Flak Burst range from 1850 to 2000.
- Added a new Autocast only range to Flak Burst so that it can detect incoming missiles and activate slightly in advance of their arrival (2250 range).
- Removed Improved Radiation Bomb tech, as it no longer does anything.
- Increased Radiation Bomb duration from 45s to 75s. Increased Radiation Bomb casting range from 7500 to 10000. Radiation Bomb is intended to allow the TEC to shape the battlefield by being a persistent hazard. Moving out of it quickly should allow you to escape with minimal damage sustained, but sitting in it for its full duration should be dangerous, thus forcing movement.
- Kol Battleship Experimental Beam range increased from 8000 to 10000. This will allow the Kol to consistently autocast the ability even after researching Advanced Gauss Coils and improving the Kols standard engagement range.
- Kol Battleship Experimental Beam Pierce now scales with level: 500/600/750. This will allow high level Kols to meaningfully threaten Titans with this ability, allowing the Kol to fulfil the tertiary Anti-Titan role held by Battleship Capitals.
- AI
- Fixed how the AI assesses the Vasari Pulse Gun platform. This should make the AI more appropriately assess its power and attack it.
- Fixed how the AI assesses the Ancient Starbase (Paths to Power). This should ensure the AI doesn’t underestimate it when attempting to attack a planet with one present.
- Refined pursuit mode triggers for armed mobile units. Armed units will now consistently enter pursuit mode when given an attack order against a moving enemy target. Faster ships benefit from this more as they are able to close the distance with fleeing enemies before automatically taking up a firing position behind them.
- Graphics
- Visual Enhancements
- Added 3 optional ‘Experimental’ shaders you can try out in the Graphics Options:
- Cel Shading (for that anime look)
- Retro Shading (for that old school 16-bit color vibe)
- Liquid Crystal Shading (if you prefer to play all-green).
- Added new PCF based shadows. This new shadow system is much more visually refined than the previous and eliminates ‘stair-stepping’ effects on shadow textures.
- Added Vasari floating bodies to destroyed unit debris.
- Added new parallax shading effect to gas giants (provides cloud depth).
- Added volume scattering shader effect to planet atmospheres.
- Fixed Advent Destra Crusader engine hardpoints pointing in the wrong direction.
- Removed planet elevators from City planet type.
- Fixed Vasari Orculus starbase missile alignments in pods.
- Fixed TEC Hangar Defense point-defense turret size.
- Cleaned up Vasari Orculus starbase textures.
- Bug Fixes / Misc.
- Fixed bug where Advent Resurrection supply check wasn’t taking into account queued supply.
- Fixed bug that caused channeling units given a move order to break channeling. Units will now queue the move order until the channel is complete (clearing other orders).
- Fixed bug that caused units casting an ability to not clear commands, which caused unit ‘stutter’. Units that are moving will continue to move when using an ability (unless it’s a channel ability).
- Fixed various typos in the game credits.
- Made various tooltip UI improvements.
- Fixed bug that would cause planet ownership to loop in Conversion scenario.
- Updated Discord Social SDK to v1.3 (fixes a crash bug).
- Mods which are in-use will now display in the lobby map info.
- Fixed bug with unit items not updating correctly, or passthrough not working in missions.
- Fixed bug where the HUD would display numbers higher than the trigger goal.
- Fixed lobby option caching bug.
- Updated mission trigger tooltips to allow for icons.
- Fixed bug where special units would count towards mission completion triggers (i.e., garrisons counting toward a build goal).
- Fixed missing Thai language character glyphs in font files.
- Modding
- Added local mod file hotloading to the sins2_dev.exe. Enabled by default, this can be disabled by changing file_watching.local_mod_files to ‘false’ in settings.json.
- Local mod files are stored in: ..\AppData\Local\sins2\mods.
- Mods directly downloaded from Mod.io are not hotloadable.
- Increased total race count from 10 to a higher number. Be aware that this will impact game performance!
- Mods which are in-use will now display in the lobby map info.
- Added target_game_version to mod metadata. This will allow us to better indicate when mods become outdated or incompatible with new game builds.
- Added new target filter unit type for uncolonizable planets: uncolonizable.
- Increased max unit_tags from 20 to 30.
- Added entry in Solar Forge for max_effect_radius_scalar for particle effects. Default is max float; values less than 1 are set to 1 (since less than that isn’t invalid).
- Update v1.42.7:
- Gameplay
- Superweapon Gravity Well Limit added. A planet can now only support one Novalith or Deliverance Engine at a time.
- Novalith base range reduced from 25 to 15.
- Novalith cost increased from 5000/1000/1500 to 5000/1500/2000.
- Novalith Exotic Cost increased from 3 Tauranite / 1 Quarnium to 3 Tauranite / 2 Quarnium.
- Novalith Unlock tech cost changed from 1 Tauranite to 1 Quarnium.
- Novalith Range tech cost increased from 2 Tauranite to 2 Tauranite and 1 Quarnium.
- Misc.
- Fixed TEC Marza missile launchers from firing everything out of the one muzzle.
- Fixed missing Chinese characters in font files.