Sins of a Solar Empire II

Sins of a Solar Empire II

RammaStardock  [desenvolvedor(a)] 19/set./2024 às 12:21
(LIVE) v28.16 Quality of Life+ Update Changelog
Hello all,

Our September update features Qualify of Life improvements that players have suggested to us since our major August release. We’ve added a plethora of new game settings so you can fine-tune your Sins II experience with items like max. frame rate, dynamic lighting quality and VO toggles, just to name a few.

You’ll also find better support for key binding options, including on the numpad and for non-English keyboard layouts. Of course, you can also expect a bunch of gameplay/balance improvements, bug fixes and more.

This update won't work with old save games and replays but you can still play them by using the previous version:

Previous Version Instructions
If you wish to finish up your game on the previous version, do the following:
  1. Select ‘Sins of a Solar Empire II’ in your Steam Library.
  2. Click the gear icon in the upper right.
  3. Select Properties → Betas
  4. Select 'previous_edition' from the Beta Participation dropdown.
  5. Steam will update you to the latest files.
  6. To switch to latest repeat step 4 and select ‘None’
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Sept 24th, 2024 Notes
  • fixed attack commands stopping incoming reinforcing units
  • fixed sync error due to dark skybox setting
  • fixed weapons not firing on almost dead units due to incoming damage
  • updated colliding empires scenario image
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Settings
  • Added max frame rate setting.
  • Added dynamic light quality setting.
  • Added wide move scalar, toggle paused VO, right-click move tolerance settings.
  • Added "pause/unpause" game voice-over setting.
  • Added right-click move tolerance settings.
  • Added mute on alt-tab setting.
  • Added reset all settings buttons.
  • Added show intro movie setting.
  • Added snap_to_unit_zoom_target_distance_to_cursor setting. Controls the distance to cursor at which the camera zooms into a nearby unit. Set to 0 to fully disable this feature.
  • Improved settings window drop box style.
  • Renamed resolution setting to display mode.
  • Added language setting.
  • Added dark skybox only setting.
  • Applied setting changes upon closing the settings window. Normally, all text entry changes need to hit enter, but users were confused why settings weren't applied. Now, enter will automatically be sent to all changed text boxes when the window is closed.
  • Fixed settings not notifying UI of changes on load.

Keyboard and Keybindings
  • Added support for numpad key binding.
  • Added support for some missing key bindings (e.g., add, multiply).
  • Added distinction between left and right Shift, CTRL, and ALT modifier keys. Left modifier keys are still not bindable themselves, as they are used as modifiers for other inputs. However, right modifier keys are now separated and explicitly bindable.
  • Added localized keyboard keys for non-English keyboards.
  • Added support for ALT+GR on German keyboards. is_ctrl_down() now returns false if RIGHT-ALT is also down because Windows considers both keys pressed when ALT+GR is pressed.
  • Fixed having to hold down key to create new input mapping bindings.
  • Fixed assigning control group to enemy ships to get vision of them through fog of war.

Gameplay and Balance
  • Fixed some units not correctly holding position.
  • Fixed abilities that spawn units not checking global/gravity well unit limits before use. This prevented loss of Deploy Starbase items if a starbase already existed in the gravity well.
  • Stopped non-attack capable ships from preserving old orders when mixed with attack-capable ships. Previously, they would keep their old order, which felt incorrect when issuing a new command to the entire selection.
  • Fixed phase jump in formation being permanently stalled by negative abilities (e.g., Domina suppression). Debuffed ships will no longer stall large fleets from phase jumping.
  • Fixed only a single artifact being dropped when ships were killed.
  • Fixed units attacking using the wrong engagement range (e.g., Ragnarov, Marza).
  • Fixed wormholes not working consistently.
  • Prevented auto-cast during phase jump charging, which soft-locked Guardians from phase jumping away while healing each other.
  • Improved capital ship capture loot/wreckage vs. attack logic.
  • Changed Unity Ability levels to require enough max Focus to cast the ability at the new level.
  • Changed Unyielding Will to allow weapons to be used while crippled.
  • Changed Unyielding Will to no longer destroy the Titan when invulnerability ends. Instead, passive bonuses and the capability to become invulnerable go offline for a passive cooldown period.
  • Fixed Unyielding Will's Ability Cooldown modifier being calculated incorrectly.
  • Offset ship charge times by formation rank, causing later ranked ships to arrive after smaller (front) ranks.
  • Fixed Radiation Bomb damage stacking and adjusted several buffs' stacking behavior to prevent unnecessary buff restarts.
  • Fixed reductions in max crippled hull points causing incorrect repair of regular hull points.
  • Prevented colonization abilities from targeting planets already being colonized.
  • Changed Recall to exclude your home planet as a valid target, solving the exploit of recalling just for the restorative effects.
  • Added persistent weapon target tracking. Improves weapon tracking performance and solves light frigates winning against corvettes by always having at least one corvette to damage. Now, corvettes will win as intended.
  • Rebalanced point defense corvettes and strike craft:
    • Point defense is now less effective against missiles but more effective against strike craft and corvettes.
    • Corvette HP and strike craft HP reduced; build times increased.
    • Bomber reload times slowed and attack patterns made riskier.
  • Rebalanced structure durability oversight.

AI
  • Numerous AI improvements, including better player AI usage of NPC raids.
  • Fixed AI fleet retreat logic.

User Interface
  • Added Shift modifier for control group creation: Ctrl+1 creates a new control group, Ctrl+Shift+1 appends the selection to an existing control group.
  • Improved wormhole and star selection UI:
    • Render phase lanes when star or wormhole is selected.
    • Render wormhole spatial space when selected or under the cursor.
  • Added starbase build limits as pips on build menu buttons.
  • Fixed Escape key not closing drop boxes in the settings window. Previously, it closed the entire settings window instead.
  • Fixed extra mouse buttons not working when research or other windows are open.
  • Fixed post-game categories not being collapsible.
  • Added new exotic_income rendering type to display exotic production from items.
  • Updated various research and unity icons.
  • Added hide completed research buttons setting.

Multiplayer
  • Added game server filter to show only unstarted games.
  • Added game server list sorting.
  • Fixed lobby team buttons not showing for drop-in scenarios.
  • Blocked surrendering for players who rejoined games in progress to prevent griefing by instantly surrendering.

Art
  • Models
    • Added destroyed asteroid planet.
    • Updated crystal resource asteroid texture.
    • Updated destroyed planet.
    • Updated TEC anti-armor frigate.
    • Updated TEC Cobalt light frigate.
    • Updated Advent constructor ship.
    • Updated Advent Temple of Renewal structure.
  • Visual Effects
    • Updated Novalith orbital cannon charge-up.
    • Updated Novalith orbital cannon muzzle effect.
    • Added Armor Patch Kit effects.
    • Added destroyed planet effect.
    • Added planet explosion effect.
    • Added stripped asteroid effect.
    • Added TEC Sova capital mobile factory effect.
    • Updated destroyed planet effect.
    • Updated nuke effects to fix sizing bug.
    • Removed old destroyed planet particle effect.
    • Fixed destroyed planet particle effect not respawning when zooming in.
    • Added is_visible_constraint to Subspace Rupture for Gravity Warhead modifications.
    • Added child mesh rendering for ships under construction.

Tooltips
  • Improved Unyielding Will's buff tooltips.
  • Changed Gas Crystallizer tooltip to exotic_income.
  • Fixed typo in Gemini map description.
  • Fixed incorrect names of stars and planets in scenario descriptions.
  • Fixed item tooltips showing "waiting for exotics" when only waiting for research. Previously, it was misleading if the player had enough exotics but research wasn't completed.
  • Fixed loot collector tooltip icons, ensuring consistent sizing.
  • Hid dummy weapons from tooltips when building ships (fix for Revelation Battlecruiser).
  • Updated various HUD and tooltip unit icons.
  • Added arbitrary research line to research tooltips for greater clarity.
  • Improved tooltips with arbitrary tooltip line.
  • Added Focus cost changes in upgrade tooltips.
  • Added new strings for Advent Res/Dom Deliverance research tooltips.
  • Added planet types buildable line to unit item section of research tooltips.
  • Added tooltip icons to planet uniforms.
  • Added a section above ability unlocks in research tooltips.
  • Expanded research tooltips for clearer descriptions.
  • Added value constraints to wide_move_spacing_scalar.
  • Fixed missing lobby option tooltips.

Modding
  • Removed deprecated action_group from ability_passive_action_definition (use persistent_buff instead).
  • Fixed peon package mod not forming filenames properly.
  • Fixed Mod.io API being disabled for some users.
  • Fixed Mod.io login failures caused by certain non-ASCII usernames.
  • Added passive cooldown option for abilities.
  • Added are_player_slots_randomized to scenarios, allowing fixed starting positions instead of randomized ones.
  • Added bake button in preview scenario view, along with validation for skybox and extended skybox settings after bake.
  • Added does_not_have_unit_item flair effect constraint.
  • Added validation to map saving, ensuring maps with duplicate save IDs or missing player_home_planet node filling aren't allowed.
  • Fixed generated galaxy charts not supporting solar systems with zero home planets.
  • Fixed music not resetting when mod changes are applied.
  • Removed the hard cap of 7 for unmet_research_prerequisite_vector; now supports infinite research prerequisites (memory permitting).
  • Removed the hard limit of 10 on exotic types.
  • Split subscribed and enabled mods, allowing users to subscribe to mods (download files) and toggle them on and off without redownloading.

Tutorials
  • Updated tutorial_manager with the ability to check for scenarios when a user can drop below and then rise above a condition threshold within a stage.
  • Added separate stage_start_state to keep the current state and stage start state discrete.

Localization
  • Updated all translations - special thanks to the users helping us do these!
  • Updated fonts to include missing glyphs.
  • Localized the "toggle paused" input name.

Crashes, Asserts, and Sync Bugs
  • Fixed camera free rotation occasionally causing float3 normalization crashes.
  • Fixed sync error in recorded games.
  • Fixed duplicate phase lanes assertion.

Misc
  • Fixed unit orders being preserved through player ownership changes.
  • Fixed UI rendering for Ankylon's Disruption Matrix not displaying improved range in friendly gravity wells.
  • Fixed auto cast for caster-based area of effect abilities.
  • Renamed Military Grade Specs to Military Grade Rounds.
Última edição por RammaStardock; 30/set./2024 às 10:23
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Exibindo comentários 3145 de 142
Alberich 22/set./2024 às 8:16 
Escrito originalmente por RichardV:
Fixed AI fleet retreat logic.

Can anyone confirm the AI now fights more battles?

Having played a game with Unfair Difficulty AI, from my observations they'll now fight to the death if they know escaping is pointless (as in, if they try to escape they just won't be able too) but if you catch them off guard and they have an even chance, they'll try and fight you head on until either side decides to run from losses (which is usually them, because of how a human can focus fire specific targets to tilt balance in your favour)

It is less of a ping pong chasing them all over the map because they only want to engage in unfair fights, the AI is more willing to take risks if it knows it can handle them. However they'll still try to escape if you ambush them or they have a significant engagement gap and you completely overpower them.

I've also noticed the AI using abilities it never really used to use, like a Vasari Exodus player stripping planets when I never ever saw it do that previously.

Escrito originalmente por RaozSpaz:
Escrito originalmente por The14th:
This is all killer. Has the PD/strike craft changes done anything for late game Advent?

Have to agree with Vandom. The changes feel really smooth and comfortable. Still havent gotten a good feel for how this affects the missile spam play. Mass Kanraks was always a problem before and im curious if thats only gotten worse with this change.

Mass Kanraks are still going to just outright delete things if focus fired, especially Advent stuff if they don't have enough PD to mitigate
Última edição por Alberich; 22/set./2024 às 8:19
Predatory EULA 22/set./2024 às 9:14 
This is good stuff indeed. Thanks for the update.
Still pressing for a separate engagement range for strike craft independent of the host ship.
And a little help for Akkon Battle cruiser, it still feels slightly too squishy. :spacepony:
Tsunamisan 22/set./2024 às 12:42 
Strike craft steam to fly way to far out Sometimes to the edge of a gravity well and if you have your setting to "engage close" They just get stuck there. Notably with Vasari that do not field fighters only bombers.
martin77 22/set./2024 às 15:59 
german version here.
I cant give several commands or waypoints anymore.
Before this i was able to press strg+ click the targets/waypoints but it dont work anymore.
What is the new button for this and how is it named? i Dont fing it in bindings..
and how can i delete bindings?
Squall811 23/set./2024 às 4:54 
I love the fps limiter, good for late game. But can you let me use it with the in-game vsync on?
Warnstaff 23/set./2024 às 14:59 
Steam Deck as a controller user here (I stream from a much more powerful windows system to my Steam Deck). I had this minor issue before, but now it's much worse. When left-trigger (right-click move) my fleets, I often have to press the trigger anywhere from 3 to a dozen times (no exaggeration) before the move command registers. It doesn't seem to matter what stage of the game I'm in. It's exclusively when I try to move with the right click command. Remember, it's often with this Test Edition where it wasn't before.

I don't expect anyone to come fixing my obviously one person issue, just make a note of it please. Thanks to pause, this is NOT game breaking.
any news on the desync bug ?
ryantubb1992 24/set./2024 às 15:13 
Are the reports we email when the game crashes a few times an hour actually being looked into? I am at the point now where I am considering requesting a refund for a game that is not fit for purpose. I could understand in beta or early access but for a full game it is a joke that I keep losing so much time from the game because it crashes, the auto save goes back x amount of time and I have 0 warning or indication of what will cause the crashes. Can be doing anything and it happens.

Not a hardware issue.
Everything updated and drivers updated.
No overheating or cpu runaway.
RaozSpaz 24/set./2024 às 22:32 
Escrito originalmente por ryantubb1992:
Are the reports we email when the game crashes a few times an hour actually being looked into? I am at the point now where I am considering requesting a refund for a game that is not fit for purpose. I could understand in beta or early access but for a full game it is a joke that I keep losing so much time from the game because it crashes, the auto save goes back x amount of time and I have 0 warning or indication of what will cause the crashes. Can be doing anything and it happens.

Not a hardware issue.
Everything updated and drivers updated.
No overheating or cpu runaway.

Check online in regards to your drivers. For the video card I am currently using I updated to the latest driver and several of my games started crashing. Finally I noticed online people with the same complaints saying to just backpedal a single driver and nothing has happened since.
RaozSpaz 24/set./2024 às 22:34 
Escrito originalmente por Warnstaff:
Steam Deck as a controller user here (I stream from a much more powerful windows system to my Steam Deck). I had this minor issue before, but now it's much worse. When left-trigger (right-click move) my fleets, I often have to press the trigger anywhere from 3 to a dozen times (no exaggeration) before the move command registers. It doesn't seem to matter what stage of the game I'm in. It's exclusively when I try to move with the right click command. Remember, it's often with this Test Edition where it wasn't before.

I don't expect anyone to come fixing my obviously one person issue, just make a note of it please. Thanks to pause, this is NOT game breaking.

There is an option that talks about right click sensitivity. You may want to tinker with that. Its possible that when you are right clicking to give the move order, its being registered as you trying/about to try and make a camera adjustment.

For instance I increased my value and I havent had nearly as many issues [except in late game].
RaozSpaz 24/set./2024 às 22:36 
Escrito originalmente por Alberich:
Mass Kanraks are still going to just outright delete things if focus fired, especially Advent stuff if they don't have enough PD to mitigate

Aye. That it does. If you have a lot of Vasari opponents, putting more focus into Armor [either the +20 for TEC or the PsiKinetic for Advent] helps tremendously for your capital ships. Little things will still get gibbed. But thats their job.
ryantubb1992 25/set./2024 às 0:07 
Escrito originalmente por RaozSpaz:
Escrito originalmente por ryantubb1992:
Are the reports we email when the game crashes a few times an hour actually being looked into? I am at the point now where I am considering requesting a refund for a game that is not fit for purpose. I could understand in beta or early access but for a full game it is a joke that I keep losing so much time from the game because it crashes, the auto save goes back x amount of time and I have 0 warning or indication of what will cause the crashes. Can be doing anything and it happens.

Not a hardware issue.
Everything updated and drivers updated.
No overheating or cpu runaway.

Check online in regards to your drivers. For the video card I am currently using I updated to the latest driver and several of my games started crashing. Finally I noticed online people with the same complaints saying to just backpedal a single driver and nothing has happened since.


Thanks mate, I will give it a go! :)
Warnstaff 25/set./2024 às 6:03 
Escrito originalmente por RaozSpaz:
Escrito originalmente por Warnstaff:
Steam Deck as a controller user here (I stream from a much more powerful windows system to my Steam Deck). I had this minor issue before, but now it's much worse. When left-trigger (right-click move) my fleets, I often have to press the trigger anywhere from 3 to a dozen times (no exaggeration) before the move command registers. It doesn't seem to matter what stage of the game I'm in. It's exclusively when I try to move with the right click command. Remember, it's often with this Test Edition where it wasn't before.

I don't expect anyone to come fixing my obviously one person issue, just make a note of it please. Thanks to pause, this is NOT game breaking.

There is an option that talks about right click sensitivity. You may want to tinker with that. Its possible that when you are right clicking to give the move order, its being registered as you trying/about to try and make a camera adjustment.

For instance I increased my value and I havent had nearly as many issues [except in late game].
I didn't know that was for this! Thank you! I will give it a go right now.
Alex Coldt 26/set./2024 às 23:08 
So, are we doing anything to fix the TEC Rebels' culture bug? They're able to throw 20 culture up on an enemy planet from across a 100 planet map, and combined that with the sporadic revolutions it makes them basically an I WIN button in end game.
RaozSpaz 27/set./2024 às 11:24 
Escrito originalmente por Alex Coldt:
So, are we doing anything to fix the TEC Rebels' culture bug? They're able to throw 20 culture up on an enemy planet from across a 100 planet map, and combined that with the sporadic revolutions it makes them basically an I WIN button in end game.

Wait what O.o How?
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