Sins of a Solar Empire II

Sins of a Solar Empire II

RammaStardock  [developer] Jan 27 @ 11:06am
2
(LIVE) v1.32 Picturesque Planets Update Changelog
Welcome to our first update of 2025! This is a fairly small update as we focus our attention on the major changes coming with our first DLC in a couple months. For January, we’ve added new gravity wells, more planet textures, a rebalance of Exotics and Surveying, AI improvements and a bit more.

VERSION REVERSION STEPS FOR OLD SAVES:
This update won't work with old save games and replays but you can still play them by using the previous version. 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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January 30th, 2025 Changelog
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New Features
New Planet Type
  • Ice Asteroid: This is a variant of the regular Asteroid that supports an additional Commerce level, additional Crystal Extractors, and a higher Crystal Mining rate. However, it has no Metal Mining (on the planet - it can spawn with Metal asteroids).

New Uncolonizable Gravity Well
  • Ice Field: This is a dangerous, open gravity well which causes partial damage reflection to any unit firing its weapons inside it.

New Ship Artifacts
  • Mass Negation Core: This powerful movement artifact allows the ship it is installed on and all other owned ships in the gravity well to accelerate nearly instantly, turn rapidly, and move at a higher speed.
  • Weapon Symbiote: A combat artifact that boosts weapon rate of fire considerably, but only for the ship it’s installed on.

New Planet Artifact
  • Tachyon Comms Relay: This logistical artifact provides increased maximum supply to whichever empire controls it.

Art
  • Added additional planet textures for asteroids, crystalline, desert, ferrous, moon, oceanic, and terran planets.
  • Updated clouds on oceanic, primordial, volcanic and other planets.
  • Updated gas giant ring particles.

AI
  • Added Chaos Factor - This value will cause the AI to use more varied fleet sizes when attacking a player; sometimes choosing to overmatch the player, while other times underestimating the player. Higher difficulties are more likely to overmatch the player, while lower difficulties will be more likely to under-estimate the player’s fleet.
  • Added Capital Ship and Titan Item Build Loadouts. This allows the AI to follow preset item loadouts for its capital ships and titans, tailored specifically to that class of ship. Expect to see a lot more TEC AI capital ships make use of Flak Burst!
    • Note to Modder’s:
      This system is defined in the ship’s .unit file and fully supports modded items, so you can teach the AI what a good loadout looks like for your modded capital ships (or any other ship that uses items).
  • Updated strikecraft pursuit behavior to pursue based on the enemy’s velocity, instead of behind the actual enemy unit, to account for circle strafing.
  • Fixed strikecraft tendency to drift upward and outward in dogfights.

Gameplay
Rebalanced Exotic Refinery Unlocks:
  • TEC Exotic Refinery Unlock tech moved from Tier 2.5 to Tier 3.
  • TEC Quarnium Forging tech moved from Tier 3.5 to Tier 4.
  • Vasari Orbital Exotic Refinement tech moved from Tier 1.5 to Tier 2.
  • Vasari Quarnium Forging tech moved from Tier 3 to Tier 4.
  • Advent Exotic Refinery Unlock tech moved from Tier 2.5 to Tier 3.
  • Advent Plasma Furnace Unlock tech moved from Tier 3 to Tier 3.5.
  • Advent Quarnium Forging Tech moved from Tier 3.5 to Tier 4.
    • Where 0.5 Tiers indicates cost (by position).

Survey Rebalance:
  • Massive and excessive over-extraction across the galaxy has invoked a new shortage of planetary Exotics! We are greatly reducing sources of Guaranteed Exotics from Survey, while increasing the chance to acquire a Bonus Exotic when surveying. Several planets are also being adjusted in the type of Exotics they give. This should slow down the onset of capital ship spam and titan rushing somewhat; and give more early game space for smaller ships to operate. High value planets now give more Exotics overall compared to common planets, ensuring they are appropriately valued territory.

    If only one number is listed, it is either unchanged or a new value.
  • Asteroid Survey Level 1
    • Bonus Exotics: Tauranite changed from 15% to 10%, Indurium from 20% to 30%, Kalanide from 15% to 10%.

    • Ice Asteroid Survey Level 1
      • Bonus Exotics set to: Indurium 10%, Kalanide 30%, Andvar 10%.

    • Ship Graveyard Survey Level 1
      • Bonus Exotics set to: Tauranite 30%, Indurium 10%, Kalanide 10%.
    • Moon Survey Level 1
      • Bonus Exotics changed from Indurium 20% to 10%, Kalanide 15% to 10%, Andvar 15% to 30%.
    • Moon Survey Level 2 removed.
    • Ice Survey Level 1
      • Changed: Guaranteed Exotics Kalanide 1 to 0.
      • Bonus Exotics changed from Indurium 5% to 10%, Kalanide 10% to 30%, Andvar 0% to 10%.
    • Ice Survey Level 2
      • Changed: Guaranteed Exotics Kalanide 1 to 0.
      • Bonus Exotics changed from Indurium 10% to 20%, Kalanide 15% to 10%, Andvar 0% to 20%.
    • Ice Survey Level 3 removed.
    • Primordial Survey Level 1
      • Changed: Guaranteed Exotics Andvar 1 to 0.
      • Bonus Exotics changed to Tauranite 10%, Indurium 10%, Andvar 5% to 30%.
    • Primordial Survey Level 2
      • Changed: Guaranteed Exotics Andvar 1 to 0.
      • Bonus Exotics changed to Tauranite 15%, Indurium 15%, Andvar 5% to 45%.
    • Primordial Survey Level 3
      • Changed: Guaranteed Exotics Andvar 1.
      • Bonus Exotics changed from Tauranite 20% to 35%, Indurium 20% to 35%, Andvar 5%.
    • Volcanic Survey Level 1
      • Changed: Guaranteed Exotics Tauranite 1 to 0.
      • Bonus Exotics changed from Tauranite 10% to 30%, Indurium 5% to 20%.
    • Volcanic Survey Level 2
      • Changed: Guaranteed Exotics Tauranite 1.
      • Bonus Exotics changed from Tauranite 15% to 10%, Indurium 10% to 40%.
    • Volcanic Survey Level 3 removed.
    • Crystalline Survey Level 1
      • Changed: Guaranteed Exotics Kalanide 1 to 0.
      • Bonus Exotics changed from Kalanide 25% to 30%, Andvar 5% to 15%, Quarnium 0% to 5%.
    • Crystalline Survey Level 2
      • Changed: Guaranteed Exotics Kalanide 1 to 0.
      • Bonus Exotics changed from Kalanide 25% to 45%, Andvar 20% to 25%, Quarnium 0% to 5%.
    • Crystalline Survey Level 3
      • Changed: Guaranteed Exotics Kalanide 1, Andvar 1 to 0.
      • Bonus Exotics changed from Kalanide 25% to 5%, Andvar 35% to 65%, Quarnium 0% to 5%.
    • Crystalline Survey Level 4
      • Changed: Guaranteed exotics Kalanide 2, Andvar 1 to 0.
      • Bonus Exotics changed from Kalanide 25% to 5%, Andvar 50% to 35%, Quarnium 0% to 35%.
      • Ferrous Survey Level 1
        • Changed: Guaranteed Exotics Indurium 1 to 0.
        • Bonus Exotics changed from Tauranite 5% to 10%, Indurium 25% to 30%, Kalanide 0% to 10%.
      • Ferrous Survey Level 2
        • Changed: Guaranteed Exotics Indurium 1 to 0.
        • Bonus Exotics changed from Tauranite 20% to 15%, Indurium 25% to 45%, Kalanide 0% to 15%.
      • Ferrous Survey Level 3
        • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1.
        • Bonus Exotics changed from Tauranite 35%, Indurium 25% to 5%, Kalanide 0% to 35%.
      • Ferrous Survey Level 4 removed.
      • Desert Survey Level 1
        • Changed: Guaranteed Exotics Andvar 1 to 0.
        • Bonus Exotics changed from Indurium 25% to 15%, Kalanide 20% to 15%, Andvar 5% to 45%.
      • Desert Survey Level 2
        • Changed: Guaranteed Exotics Kalanide 1 to 0, Andvar 1.
        • Bonus Exotics changed from Indurium 30% to 35%, Kalanide 20% to 35%, Andvar 5%.
      • Desert Survey Level 3
        • Changed: Guaranteed Exotics Kalanide 1 to 0, Andvar 1.
        • Bonus Exotics changed from Tauranite 0% to 20%, Indurium 35% to 25%, Kalanide 20% to 25%, Andvar 5%.
      • Desert Survey Level 4
        • Changed: Guaranteed Exotics Indurium 1 to 0, Kalanide 1 to 0, Andvar 2.
        • Bonus Exotics changed from Tauranite 0% to 40%, Indurium 40% to 15%, Kalanide 20% to 15%, Andvar 5%, Quarnium 5% to 0%.
      • Desert Survey Level 5
        • Changed: Guaranteed Exotics Indurium 1 to 0, Kalanide 2 to 0, Andvar 2.
        • Bonus Exotics changed from Tauranite 0% to 55%, Indurium 45% to 5%, Kalanide 20% to 5%, Andvar 5%, Quarnium 5%.
      • Oceanic Survey Level 1
        • Changed: Guaranteed Exotics Indurium 1 to 0.
        • Bonus Exotics changed from Tauranite 25% to 0%, Indurium 5% to 30%, Kalanide 0% to 10%, Andvar 20% to 10%.
      • Oceanic Survey Level 2
        • Changed: Guaranteed exotics Indurium 1 to 0, Andvar 1 to 0.
        • Bonus Exotics changed from Tauranite 30% to 0%, Indurium 5% to 45%, Kalanide 0% to 15%, Andvar 20% to 15%.
      • Oceanic Survey Level 3
        • Changed: Guaranteed exotics Tauranite 1 to 0, Indurium 1, Andvar 1 to 0.
        • Bonus Exotics changed from Tauranite 35% to 0%, Indurium 5%, Kalanide 0% to 35%, Andvar 20% to 35%.
      • Oceanic Survey Level 4
        • Added: Guaranteed Exotics Indurium 2.
        • Added: Bonus Exotics Indurium 5%, Kalanide 35%, Andvar 35%.
      • Terran Survey Level 1
        • Changed: Guaranteed Exotics Indurium 1 to 0.
        • Bonus Exotics changed from Tauranite 20% to 10%, Indurium 5% to 20%, Kalanide 0% to 10%, Andvar 25% to 10%.
      • Terran Survey Level 2
        • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1 to 0.
        • Bonus Exotics changed from Tauranite 20% to 15%, Indurium 5% to 30%, Kalanide 0% to 15%, Andvar 30% to 15%.
      • Terran Survey Level 3
        • Changed: Guaranteed Exotics Tauranite 1 to 0, Indurium 1, Andvar 1 to 0.
        • Bonus Exotics changed to Tauranite 20%, Indurium 5% to 15%, Kalanide 0% to 20%, Andvar 35% to 20%.
      • Terran Survey Level 4
        • Added: Guaranteed Exotics Indurium 2.
        • Bonus Exotics changed to Tauranite 20%, Indurium 15%, Kalanide 20%, Andvar 20%.
      • Gas Giant Survey Level 1
        • Bonus Exotics changed from Quarnium 5% to 10%.
      • Gas Giant Survey Level 2
        • Bonus Exotics changed from Quarnium 10% to 20%.
      • Gas Giant Survey Level 3
        • Bonus Exotics changed from Quarnium 15% to 30%.
      • Gas Giant Survey Level 4
        • Bonus Exotics changed from Quarnium 20% to 40%.
      • Gas Giant Survey Level 5
        • Changed: Guaranteed Exotics Quarnium 0 to 1.
        • Bonus Exotics changed from Quarnium 25% to 50%.
      • Pirate Base Survey Level 1
        • Changed: Guaranteed exotics Andvar 5.
        • Bonus Exotics changed from Tauranite 15% to 10%, Indurium 20% to 30%, Kalanide 15% to 10%.
    Planet Item Rebalance:
    • With Exotics now rarer, a number of overpriced planet items have had their Exotic cost removed or reduced to make them more accessible.
      • TEC Alloy Foundry:
        • Cost changed from 1250 Credits, 200 Metal 100 Crystal to 900 Credits, 75 Metal and 150 Crystal.
        • Build time changed from 90s to 120s.
        • Exotic Cost removed.
      • TEC Synthetic Crystal Farm:
        • Cost changed from 1250 Credits, 200 Metal 100 Crystal to 1250 Credits, 225 Metal and 50 Crystal.
        • Build time changed from 90s to 120s.
        • Exotic Cost removed.
      • TEC Orbital Mining Control: Exotic Cost removed.
      • TEC Media Conglomerate: Exotic Cost removed.
      • TEC Garrison Recruitment Center: Exotic Cost reduced from 2 Indurium to 1 Indurium.
      • TEC Pirate Mercenary Base: Ability Cost increased from 3000 Credits to 5000 Credits.
      • Vasari Intercultural Exchange: Exotic Cost removed.
      • Vasari Organic Reclamation Nanites: Exotic Cost removed.
      • Vasari Dark Fleet Tower: Exotic Cost reduced from 2 Tauranite to 1 Tauranite.
      • Advent Telepathic Relay: Exotic Cost removed.
      • Advent Unity Protectorate: Exotic Cost removed.
      • Advent Temple of Resurrection: Exotic Cost reduced from 2 Andvar to 1 Andvar.
      • Advent Temple of Assimilation: Exotic Cost reduced from 2 Andvar to 1 Andvar.
      • TEC Fulfillment Warehouse: Exotic Cost Removed.
      • TEC Garrison Recruitment Center: Exotic Cost Removed.

      Titan Cost Rebalance
      • All titans Quarnium build costs increased from 1 to 3.

    Advent Unity Rebalance
    • Wrath faction Chastise ability changes:
      • Focus cost increased from 150 to 200.
      • Can now only be cast on gravity wells with Dominant Friendly Culture.
    Reborn faction Sanctify ability changes:
    • Focus cost increased from 300 to 500.
    • Can now only be cast on gravity wells with Dominant Friendly Culture.

    Reborn faction Cleanse ability changes:
    • Hull, Armor and Shield Transfer scaling lowered from 30%/60%/90% to 30%/45%/60%.

    Research Cost Rebalance

    • TEC Garrison Recruitment: Exotic cost increased from 0 to 1 Indurium.
    • TEC Garrison Expansion: Exotic cost increased from 0 to 1 Indurium.
    • TEC Fulfillment Warehouse Unlock: Exotic cost increased from 0 to 1 Andvar.

    Capital Ship Exotic Rebalance
    Faction capital ship costs are now slightly more biased towards using the kinds of Exotics that can be acquired by Surveying that faction's Homeworld. This should reduce the pain of the current more RNG Survey Exotic income for the first few capital ships built.

    • TEC Sova Carrier: Exotic cost changed from 1 Tauranite/2 Andvar to 1 Indurium/2 Andvar.
    • Advent Halcyon Carrier: Exotic cost changed from 2 Tauranite/1 Kalanide to 2 Tauranite/1 Andvar.
    • Advent Progenitor Mothership: Exotic cost changed from 1 Kalanide/2 Andvar to 1 Indurium/2 Andvar.
    • Advent Rapture Battlecruiser: Exotic cost changed from 2 Kalanide/1 Andvar to 1 Tauranite/2 Andvar.
    • Advent Revelation Battlecruiser: Exotic cost changed from 1 Tauranite/2 Kalanide to 2 Kalanide/1 Andvar.

    Audio
    These value tweaks should see ships remain in Neutral emotion state more often, only becoming scared when significantly outnumbered. However, they will also require less of a degree of outnumbering the enemy before becoming Smug.

    • Crippled enemy Supply threshold for Scared state changed from 50 to 1000.
    • Scared Supply ratio changed from 0.66 to 0.5.
    • Smug Supply ratio change from 1.5 to 1.33.

    Misc.
    • Lowered requirement to unlock ‘Strength of Our Predecessors’ achievement from 4 artifacts to 3.
    • Lowered requirement to unlock ‘Don’t Fix What Never Broke’ achievement from 4 artifacts to 3.
    • Disabled achievements when a human takes over for an AI player in a multiplayer game.
    • Updated Scenarios list - will now point new players to easier maps to get started with.
    • Fixed assert in achievement manager.
    • Added game analytics to help us tell what works and what doesn’t to improve gameplay.
    • Fixed bug where TEC Enclave Garrison Recruitment Centers couldn’t produce units if any factory was creating units. Unused factories should now properly build garrison ships if nothing is queued to them.
    Last edited by RammaStardock; Jan 31 @ 6:48am
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    Showing 1-15 of 59 comments
    Bomjus Jan 27 @ 12:44pm 
    hell yes. glad enclave can build their garrisons sooner so they can actually come online in time to DEFEND vs someth--- what's that? you moved exotic refineries to T3? oh.... nevermind then. guess it's business as usual
    ...Interesting changes. I don't play that much multiplayer so I wasn't aware cap and titan spam were such a problem that refineries needed to be pushed back to an entire tier, unless Vasari were involved.

    At least the AI will equip their ships properly now.
    Like a fine wine, this game just improves. I still think back at around 2008 when I did my first multiplayer battle with a friend. Two enemy players, kept messaging and taunting us.. we all agreed to meet at a star to end our 2 hour buildup... So, my friend and I warp to location expecting to get crushed.... Queue their mixed fleet of like 300 ships while we spam them with 1000's of low tier ships forcing 1 of them to disconnect immediately from anger/embarrassment! This was a few days after building my first gaming PC too. Good times.
    Last edited by PotatoTech; Jan 27 @ 5:49pm
    Awesome!
    I hope the Ice Asteroids will help early game Advent crystal economy, especially when the randomly generated Maps do not spawn any realistically accessible Ice/Crystalline Planets.
    Thanks for the patch. I think a little nerf of the exotics may be a good idea, but remove garanteed exotics is a bad idea. It adds more random to the game that doesn't need it, because bonus exotics are already random, so it add again an other layer of random.
    With this patch two players who invests the same amount of ressources can have a big difference of exotics because of random, so it can have a significant negative impact on multiplayer games and create imbalances. The gaming community is small, so please keep it.
    Instead of removing garanteed exotics you could just increase the costs of exotics to nerf them.
    Thank you.
    Last edited by Captafrak; Jan 28 @ 1:59am
    Hey love your game thanks for all the hard work.

    So, I'm getting really really close for the equipping 3 artifact achievement for the ship. Does it have to be capital ship, because I just put 3 ship artifact into my titan and it doesnt unlock

    Lowered requirement to unlock ‘Strength of Our Predecessors’ achievement from 4 artifacts to 3.

    The description didnt specify what kind of ship needs to be equipped

    Any clarification would be helpful, thanks
    Sorry never mind, I didnt read it through, its for the test build, my bad.

    Other than that, when the build is live is it possible to use my current save game for unlocking this achievement? Thanks again
    RammaStardock  [developer] Jan 28 @ 7:53am 
    Additional changes are now added and marked as [1.32.1] in the changelog notes
    RammaStardock  [developer] Jan 28 @ 7:58am 
    Originally posted by TEKPRIEST7:
    Sorry never mind, I didnt read it through, its for the test build, my bad.

    Other than that, when the build is live is it possible to use my current save game for unlocking this achievement? Thanks again
    Hello! Once pushed to live you will likely have to start a new game for this update
    Originally posted by RammaStardock:
    Additional changes are now added and marked as [1.32.1] in the changelog notes
    So TEC garrisons cost no exotics to build anymore, but the researches require still 1. This should improve TEC:E's early game considerably.
    Originally posted by Brave Sir Robin:
    Originally posted by RammaStardock:
    Additional changes are now added and marked as [1.32.1] in the changelog notes
    So TEC garrisons cost no exotics to build anymore, but the researches require still 1. This should improve TEC:E's early game considerably.

    Except exotic refineries have now been moved to tier 3...
    Originally posted by CptnCankles:
    Originally posted by Brave Sir Robin:
    So TEC garrisons cost no exotics to build anymore, but the researches require still 1. This should improve TEC:E's early game considerably.

    Except exotic refineries have now been moved to tier 3...
    You should be able to survey one single Indurium. Before even if you rushed refineries you had to go to tier 2 civ to research refineries, build a refinery, wait to create the Indurium, and then put down one single garrison. They also fixed the bug where building a single ship would halt all factories from making more garrison ships.
    Last edited by Brave Sir Robin; Jan 28 @ 1:23pm
    I have been continuously beaten by the A clan for almost a month now. Apart from some greedy A battles, I have never won. The problem lies with Qiming. T cannot resist Qiming's existence, and Qiming's divine power cannot be defeated. Master A is invincible
    comp9 Jan 30 @ 7:04am 
    Thank you for this! Will updates later this year, or perhaps the DLCs, swap out some of the AI art in the interface for hand drawn art by chance?

    I miss the interface being all drawn by your team like in the previous titles. I know the interface is based on team drawings and it still has several funky interpretations that only AI would think up.
    Il be honest, 99% of the icon art in Sins 2 is miles better than the basic art in Sins 1.

    The one suggestion i would make for Sins 2 art is to make sure you are not using the same identical art for two different things, like the Tec Enclave Guard planet item research and some other research, since they are unrelated but use the same identical art.

    Unfortunately the Sins 2 voice lines for ships & starbases seem to be either lacking the intense emotions that the ones in Sins 1 had, or are just severely lacking in variety (repeating the same voice line.

    Some like the Tec starbase are very difficult to understand what are they even saying in some of their voice lines ("can i go out?"??).
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    Date Posted: Jan 27 @ 11:06am
    Posts: 59