Sins of a Solar Empire II

Sins of a Solar Empire II

RammaStardock  [개발자] 2024년 9월 19일 오후 12시 21분
(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.
RammaStardock 님이 마지막으로 수정; 2024년 9월 30일 오전 10시 23분
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전체 댓글 142개 중 61~75개 표시 중
Victin Halcyon 2024년 9월 30일 오후 8시 25분 
I should have saved the replay, but I played this patch while it was on test against unfair AI and I had the most annoying cat n mouse game of an enemy fleet constantly running from my fleet throughout my gravity wells -- took the better part of forty minutes to finally chip away at it as it ran, just kept ping ponging between three different planets in my system. I had assumed the updated AI would've fixed that behaviour -- very annoying!
Era 2024년 9월 30일 오후 9시 19분 
For anyone with something to report in the build, please join the discord and make the report under the sitreps channel in the most recent thread! :steamhappy:
RaozSpaz 2024년 9월 30일 오후 10시 03분 
NekoboyBlue님이 먼저 게시:
Still no fix for misleading/false negative percentile tooltips huh? Damn.
Seeing things like "-100% derelict capture time" and finding out it's actually only half the listed value is really annoying.

There are several games that use this sort of system of percentile. Effectively treat the %s as more of a multiplier. So -100% is double the time. -200% is thrice as fast, etc etc. This isn't new. And clearly they aren't going to let you just auto cap stuff. That would completely imbalance the game.
Terje 2024년 10월 1일 오전 8시 36분 
Wuorg님이 먼저 게시:
Sakhari님이 먼저 게시:
A lot of good stuff in there. Just out of curiosity though, what, specifically, does this one mean?

"Rebalanced structure durability oversight."

Until a dev responds, if I had to guess this is in reference to a small handful of structures having non-standard or even incorrectly listed durability values. There was a post about it somewhere around here a couple weeks ago, but I can't seem to find it.

Structures are paper when these fast flying corvettes comes. I truely hope they fixed durability on structures as intended, since they seem to not have any at all.
Shadow 2024년 10월 1일 오전 10시 21분 
Hello again
This update looks really good and addressed some of the things I sent feedback on (which is always nice to see, so thank you).
Question: I haven't been able to find the "structure auto place" option since the update, but didn't find anything in the change log. Is that something I'm messing up or was that removed on purpose? (I always have it on, since it's doing that automatically in empire view, though it's sometimes easier to make a culture building from the planet, rather than the empire view)
Shadow 님이 마지막으로 수정; 2024년 10월 1일 오전 10시 21분
Grommy 2024년 10월 1일 오후 12시 34분 
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.
[/quote]

Sadly, the French localization is still pretty bad. No consistency even though it's been reported on Discord.
ryantubb1992 2024년 10월 1일 오후 12시 52분 
crashing on new update.
Qubert 2024년 10월 2일 오전 9시 17분 
Lost my saves again, is it really impossible to patch the game without making us start all over again? This is just encouragement to not play for at least a year, or maybe just refund and wait for a huge sale. I have not made it through one play through as patches keep deleting my saves.
The14th 2024년 10월 2일 오전 9시 27분 
Qubert님이 먼저 게시:
Lost my saves again, is it really impossible to patch the game without making us start all over again? This is just encouragement to not play for at least a year, or maybe just refund and wait for a huge sale. I have not made it through one play through as patches keep deleting my saves.

The update post has instructions on how to roll back to the previous version for finishing games or using mods.
Qubert 2024년 10월 2일 오전 9시 48분 
The14th님이 먼저 게시:
Qubert님이 먼저 게시:
Lost my saves again, is it really impossible to patch the game without making us start all over again? This is just encouragement to not play for at least a year, or maybe just refund and wait for a huge sale. I have not made it through one play through as patches keep deleting my saves.

The update post has instructions on how to roll back to the previous version for finishing games or using mods.

I'm aware, that's clearly not the issue I'm having. I of course want to play with the latest updates, I just would like clarification on why the saves have to be deleted after an update, and if this is going to be a constant trend every couple months or so as updates keep getting rolled out.

I have plenty of games in my library that get regular updates yet I suffer no loss in progress. I don't play for hours on end day after day, I play a little here, a little there, and slowly build up. So if I can't reliably come back to those saves regardless of how much time there is between my play time, then what's the point in even playing the game?
The14th 2024년 10월 2일 오전 10시 47분 
I find it pretty common to have to abandon old saves after updates in 4X and Total War games, especially if using mods. It's a no-win scenario, either they force abandoning saves or have people complaining about bugged out saves after the update.
Qubert 2024년 10월 2일 오전 11시 00분 
The14th님이 먼저 게시:
I find it pretty common to have to abandon old saves after updates in 4X and Total War games, especially if using mods. It's a no-win scenario, either they force abandoning saves or have people complaining about bugged out saves after the update.

The mod part I would get, as it's we the gamer that choose to use mods knowing they might not be compatible with future updates. But I don't use mods, so I don't see a reason why my saves would have any ill effects after an update.

I don't care what style of game it is, it's just dumb to have progress lost after an update. Imagine what would happen if a game like Elden Ring did an update and everyone lost all their characters. I look at saves in a strategy game in a similar way, those were my saved characters.
The14th 2024년 10월 2일 오후 12시 08분 
Qubert님이 먼저 게시:
The14th님이 먼저 게시:
I find it pretty common to have to abandon old saves after updates in 4X and Total War games, especially if using mods. It's a no-win scenario, either they force abandoning saves or have people complaining about bugged out saves after the update.

The mod part I would get, as it's we the gamer that choose to use mods knowing they might not be compatible with future updates. But I don't use mods, so I don't see a reason why my saves would have any ill effects after an update.

I don't care what style of game it is, it's just dumb to have progress lost after an update. Imagine what would happen if a game like Elden Ring did an update and everyone lost all their characters. I look at saves in a strategy game in a similar way, those were my saved characters.
It's not the same as Elden Ring though. That is an ongoing persistent character that can restart the game a number of times in NG+. This is a game where individual sessions have no bearing on each other. The next match puts you back at square one. The only persistent things (achievements, highest difficulty vs AI on map icon, leaderboards) don't depend at all on save games.
Qubert 2024년 10월 2일 오후 1시 22분 
The14th님이 먼저 게시:
Qubert님이 먼저 게시:

The mod part I would get, as it's we the gamer that choose to use mods knowing they might not be compatible with future updates. But I don't use mods, so I don't see a reason why my saves would have any ill effects after an update.

I don't care what style of game it is, it's just dumb to have progress lost after an update. Imagine what would happen if a game like Elden Ring did an update and everyone lost all their characters. I look at saves in a strategy game in a similar way, those were my saved characters.
It's not the same as Elden Ring though. That is an ongoing persistent character that can restart the game a number of times in NG+. This is a game where individual sessions have no bearing on each other. The next match puts you back at square one. The only persistent things (achievements, highest difficulty vs AI on map icon, leaderboards) don't depend at all on save games.

I see, so what you're saying is they don't need to care about our saves as they're less important compared to other saved games. So there for why bother trying to make new updates compatible with saves. Got it, I will remember, they don't care, thanks!
RaozSpaz 2024년 10월 2일 오후 1시 57분 
Qubert님이 먼저 게시:
I see, so what you're saying is they don't need to care about our saves as they're less important compared to other saved games. So there for why bother trying to make new updates compatible with saves. Got it, I will remember, they don't care, thanks!

No offense but twisting someone's words into something else entirely [especially something toxic like that] is highly rude. He never said that. He just said that the games aren't reliant on one another for any form of progression. Saves 'breaking' during a patch for RTS games have generally always been a thing. Starcraft got it around it by having their campaign just use its own balance and not change.

Sins doesnt have that. It just has skirmish. So any changes to units is going to break saves as suddenly the statistics for those units are different. It cant load up the old save without things going really REALLY weird.

Use your head and be a little less toxic. Thanks.
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