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Sins of a Solar Empire II News

October 4, 2024 Hotfix Notes

  • Fixed font that was missing a couple of Cyrillic characters.

Video Blog: Defending Your Worlds

[h2]Defend Your Empire: A Deep Dive into Static Defenses in Sins of a Solar Empire II[/h2]

In the vast expanse of space, empires rise and fall, and in Sins of a Solar Empire II, it’s your strategic prowess that will determine your fate. As players embark on a quest to conquer habitable planets and build formidable fleets, the importance of robust defenses cannot be overstated. In this blog post, we’ll explore the intricacies of static defenses in Sins of a Solar Empire II, examining how they can bolster your empire’s security and provide a tactical edge against rival factions.

[previewyoutube][/previewyoutube]

[h3]The Importance of Static Defenses[/h3]
In Sins of a Solar Empire II, the primary objective is to conquer and maintain control over habitable planets, then defeat your rivals in dramatic space combat. However, expanding your empire is only half the battle; defending your colonies is equally crucial. As your empire grows, the challenge of spreading your limited forces across multiple planets increases, making it essential to establish effective static defenses.

Each colony has access to various static defensive systems designed to deter enemy forces and support your fleets against larger, more advanced invasion fleets. While these defenses can be repositioned using the Rotate Planet Orbital Structures option, doing so comes at a cost—shutting down all functionality as they transit to their new positions. This feature is best used for strategic adjustments rather than in the heat of battle.

[h3]Military Orbital Structures: Your First Line of Defense[/h3]
Military Orbital Structures serve as the backbone of your defensive strategy. These static weapons and support systems are constructed in tactically advantageous positions around a gravity well, providing essential protection for your colonies. Each structure has a Military Structure points cost, and players can only build structures up to the colony’s current total, which can be increased by developing the Defense planetary track.

At the start of the game, the TEC, Vasari, and Advent factions each have access to two types of weapon turrets. The lighter turret boasts a higher damage-per-second rate, making it ideal for targeting smaller ships, while the larger turret, with its higher Pierce value, is designed to challenge better-defended targets like cruisers and capital ships. Proper positioning is critical, as these turrets are stationary and can be easily avoided by enemy fleets if not strategically placed.

Additionally, each faction has unique support structures. The TEC’s Retrofit Bay allows for the rapid construction of Ship Items and can be upgraded to repair nearby ships. The Advent’s Temple of Renewal recharges the antimatter and shields of friendly ships, enhancing their combat capabilities. Meanwhile, the Vasari’s Regeneration Bay replenishes hull points, ensuring that their fleets can endure longer in battle.

[h3]The Role of Starbases[/h3]
As technological advancements progress, so too do the threats your colonies face. Long-range missile launchers and heavy cruisers can quickly dismantle standard defensive structures, necessitating the construction of Starbases—heavily armed, customizable fortifications designed to protect vital chokepoints and well-developed colonies.

Starbases are not only tough but also versatile, with various upgrades available through research, auctions, or trading with Minor Factions. They can house strikecraft hangers, enhance weapon systems, and bolster local fleets, making them formidable adversaries. The TEC Enclave, in particular, can field two Argonev starbases in any gravity well, creating a nearly impenetrable defense.

[h3]Utilizing the Phase Jump Inhibitor[/h3]
One of the most strategic defensive technologies in Sins of a Solar Empire II is the Phase Jump Inhibitor. This structure prevents enemy fleets from escaping the gravity well it occupies, effectively trapping them in hostile territory. When paired with a well-armed starbase and other military structures, the Phase Jump Inhibitor creates a deadly trap for unsuspecting foes.

Players must be cautious when committing forces to enemy gravity wells, as failing to scout adequately can lead to devastating losses. The mere presence of a Phase Jump Inhibitor adds an extra layer of security to your empire, making it a critical component of your defensive strategy.

[h3]Garrison Fleets and Recall[/h3]
The TEC Enclave has access to an additional layer of defense through Garrison Recruitment, which activates idle shipbuilding facilities to create local fleets dedicated to defending colonies. These ships do not count towards your usual fleet supply limit, solidifying the TEC Enclave's reputation as masters of defensive play.

On the other hand, the Advent Unity can utilize the Recall ability to rapidly relocate their forces to defend core worlds. This powerful Psi-Tech ability allows fleets to be teleported to their homeworld, providing near-instantaneous emergency redeployment to counter incoming threats.

[h3]The Vasari’s Phase Gates[/h3]
The Vasari faction takes mobility to the next level with their Phase Gate structures, enabling them to link distant worlds and bypass traditional phase-lane structures. This grants them unparalleled maneuverability, allowing fleets to appear unexpectedly to defend their territory. Establishing a Phase Gate network at critical chokepoints is highly recommended for any Vasari player.

[h3]Planet Items: Fortifying Your Defenses[/h3]
In addition to static defenses, players can enhance their colonies with various Planet Items. For instance, the TEC’s Munitions Plant boosts local fleets' weapons damage, while the Advent’s Temple of Assimilation has a chance to convert enemy ships into allies. The Unassailable Fortress, built by currying favor with Pranest United, dramatically increases a colony’s resilience to invasion while accommodating additional Military Orbital Structures.



While static defenses play a crucial role in your empire's security, they should not replace your fleets entirely. A well-upgraded starbase and a full complement of Military Orbital Structures can create a formidable defense, but a determined invasion fleet led by a skilled admiral can still pose a significant threat.

Ultimately, the key to success in Sins of a Solar Empire II lies in balancing your defensive capabilities with offensive strategies. As you navigate the complexities of empire-building and warfare, remember that how you defend your territory is just as important as how you expand it. Good luck, and may your empire thrive in the cosmos!

v28.16 Update Now Available

September Update Overview

[h3]For a comprehensive look at all the changes, check out the full changelog here.[/h3]

The September update for Sins of a Solar Empire II has landed, packed with player-requested enhancements and a host of gameplay improvements. This update aims to refine the overall experience following the significant changes introduced in August.



[h2]New Customization Options[/h2]
Players can now fine-tune their gameplay with a variety of new settings. Key additions include a maximum frame rate option, dynamic lighting quality adjustments, and voice-over toggles. The settings window has also been improved for easier navigation, and changes will now apply automatically when closing the window.

[h2]Enhanced Key Binding Support[/h2]
The update expands key binding options significantly, now supporting numpad inputs and accommodating non-English keyboard layouts. This enhancement ensures that all players can customize their controls to suit their preferences, including the ability to bind right modifier keys separately.

[h2]Gameplay and Balance Tweaks[/h2]
Numerous gameplay adjustments have been made to improve unit behavior and balance. Issues with units not holding position, phase jumping, and artifact drops have been fixed. Additionally, the update rebalances point defense corvettes and strike craft, making them more effective in their roles.

[h2]AI Improvements[/h2]
The AI has received several upgrades, enhancing its ability to engage in NPC raids and retreat logic, making for a more challenging and engaging experience.

[h2]User Interface and Multiplayer Enhancements[/h2]
The user interface has seen improvements, including better control group management and enhanced visibility for wormholes and stars. Multiplayer features have also been refined, with new server filters and sorting options to streamline the matchmaking process.

[h2]Art and Visual Effects Updates[/h2]
The latest visual enhancements feature optimized models for various ships and planets, along with refined effects for the Novalith orbital cannon and planet destruction.

[h3]Check out the full changelog here.[/h3]

September 2024 Quality of Life Update Notes

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:
  • Select ‘Sins of a Solar Empire II’ in your Steam Library.
  • Click the gear icon in the upper right.
  • Select Properties → Betas.
  • Select 'previous_edition' from the Beta Participation dropdown.
  • Steam will update you to the latest files.
  • To switch to the latest version, repeat step 4 and select None.


Change Log

[h2]Settings[/h2]
  • 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 button.
  • Added show intro movie setting.
  • Added snap_to_unit_zoom_target_distance_to_cursor setting. Controls the distance to the 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.
  • Fixed sync error due to dark skybox setting.


[h3]Keyboard and Keybindings[/h3]
  • 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 the key to create new input mapping bindings.
  • Fixed assigning control group to enemy ships to get vision of them through fog of war.


[h2]Gameplay and Balance[/h2]
  • 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.
  • Capital Ship and Titan damage and rate of fire bonuses gained from leveling have been reduced in magnitude, reducing the degree to which high-level capital blob lethality accumulates.
  • Rebalanced culture spread and resistance.
  • Pirate Mercenary Base changed to more expensive planet item cost bracket. Activation cost increased from 2500 to 3000 Credits.
  • Gang of Freebooters now costs 1 Andvar.
  • Fixed attack commands stopping incoming reinforcing units.
  • Fixed weapons not firing on almost dead units due to incoming damage.


[h2]AI[/h2]
  • Numerous AI improvements, including better player AI usage of NPC raids.
  • Fixed AI fleet retreat logic.


[h2]User Interface[/h2]
  • 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 a 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.
  • Updated Colliding Empires scenario image.


[h2]Multiplayer[/h2]
  • 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.


[h2]Art[/h2]
  • 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.
  • Updated Advent Bomber and Interceptor strikecraft.
  • 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.


[h2]Tooltips[/h2]
  • 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.


[h2]Modding[/h2]
  • 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.


[h2]Tutorials[/h2]
  • 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.


[h2]Localization[/h2]
  • Updated all translations - special thanks to the users helping us do these!
  • Updated fonts to include missing glyphs.
  • Localized the "toggle paused" input name.
  • Fixed some typos.


[h2]Crashes, Asserts, and Sync Bugs[/h2]
  • Fixed camera free rotation occasionally causing float3 normalization crashes.
  • Fixed sync error in recorded games.
  • Fixed duplicate phase lanes assertion.


[h2]Misc[/h2]
  • 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.

Dev Journal - Meet the Modders Behind Sins II

Greetings Sinners!

Unikraken here, the Producer for Sins of a Solar Empire II, and today I’m going to introduce you to the modders that joined the development team to help bring you the game. Sins is known for its vast collection of mods and large community of modders, so it’s no surprise that when it came time to start working on Sins II Stardock and Ironclad leveraged that community for additional support and expertise.

Biased as I am, I do think we have one of the best modding communities around. Sins modders are very collaborative and there is a strong culture of support and sharing of knowledge. If the community hadn’t been as welcoming as it was nearly a decade and a half ago, I wouldn’t have been able to get my start there. Modders are generally very resourceful people who’ve learned to wear many hats and pick up an assortment of skillsets that make them valuable additions to a game development team and my compatriots on the Sins II team are no exception.



[h2]Current team members who are former modders are:[/h2]
  • Sovereign Echo - Balance and Design
    • (Dawn of the Reapers, Sins of the Prophets, Ages of the Federation)
  • Lord_Set - 3D Art
    • (Dawn of the Reapers, Stargate Invasion, Sins of the Prophets)
  • Dolynick - 3D Art
    • (Sins: Remastered, Star Wars: Interregnum, Stargate Races)
  • zabik2 - Community Team and Mapmaking
    • (Ultimate Balance Mod, Ultimate Campaign Mod)
  • Unikraken - Production
    • (Sins of the Prophets, Stargate Invasion)

I also want to send a shoutout to Malcontent1692, who was a modder and 3D artist on the team who has moved on to working on AAA titles now and we wish him the best.

[h2]I’ve asked each team member the same four questions so that you can get a bit of a feel for who they are:[/h2]
[h3]How did you get started modding with Sins?[/h3] Echo:
“I got started modding Sins with the Dawn of the Reapers mod, originally as a String Writer. After DotR went into hibernation for a year I very nearly didn't come back, but Lord_Set convinced me to return, whereupon I took up the role of Gameplay Designer and Scripter. I began making a name for myself from there.”

Set:
“I got started in 2008 helping an old friend (Shout out Epytron Omega) of mine to start and create the Stargate Invasion mod. I eventually branched out to my own project called Dawn of the Reapers. A Mass Effect total conversion mod. Spent roughly ten years on that project off and on.“

Dolynick:
”I started modding Sins of a Solar Empire shortly after its initial release, once the mod tools became available. I’d had some background building and running a Neverwinter Nights persistent world server but this was completely different. For the most part, I just set out to build with the content I wanted, setup to play in a style that I wanted to play the game in - and if others also enjoyed it then great. I still more or less follow that guideline today when making modding decisions. Things were pretty basic back then as it was mainly just “code” work. It wasn’t until many, many years later that I was better able to realize the mod work visually as well.”

zabik2:
”I have created 2 mods for Sins. The first mod would likely not be considered as a "real mod" by most modders, as it was mostly messing with the in-game values, with only minor changes of particle effects, etc. So the first mod was meant to be a fun project for over the weekend, however it turned into a full 6 month project, with multiple team members. Therefore the answer to the question of "how" - it was really thanks to friends I have been working with.”

Unikraken:
”After discovering that Sins had a modding community through Bailknight's Graphic Mod I became involved in making pixel art icons for Stargate Invasion. Eventually finding my way to Sins of the Prophets, as Halo is a huge interest of mine. I climbed the ladder there learning how to lead teams of people and build a cohesive vision for a project and ran it for about a decade before joining the team here at Stardock.”

[h2]Are there any memorable moments from development of the game that you would like to share with the community (or what was your favorite thing to work on for the game)?[/h2]
Echo:
“Memorable Moments? The whole thing? It's been over a year now and I'm still not over the fact that I get to work on the sequel to the game I modded for five plus years.”

Set:
“There are too many to pick. I would say the Coronata or the Vorastra were my favorite. Their unique shapes and curvilinear geometry was something I have wanted to stretch my legs on. They were both the crucible for everything I learned over the last several years. Having a chance to make some of my favorite ships from the first game was surreal.”

Dolynick:
”The derelicts (the first one in particular – the pyramid) were a challenge for a few reasons, but getting those chunk-missing, smashed and/or melted looking damaged areas to look good was a bit of an adventure. I went through several attempts and methods before arriving at what we ended up going with. I was pretty happy with the way the effects turned out in the end though. Getting to see your struggles and tribulations pan out in-game is always rewarding.

Getting the Kortul for the Vasari finished was also a highlight. It was the Vasari capital ship I used to establish their new visual style in the Remastered mod. I developed a new appreciation for its shapes and lines during the process, so it was a treat to get to do the new version for the sequel as well.”

zabik2:
”For my community role, the most memorable moment would be by far the Steam release. The game was very solid, but it's like with an exam - even if you are prepared, there is still this feeling of the unknown. And then, on the hour X the waiting was over. The amount of forum posts per minute was so high that one could be non-stop refreshing the page, and still miss a few.

At the same time, our Discord grew to twice its former size in just a week. So everywhere was some action going, everywhere were people to talk to, and it was really amazing to see how many people actually care about Sins 2 and its future.

For my map creation role, the most memorable moment was getting to know the dev team closer. It's one thing to know people from socializing and playing Dev games, and completely another level to work with them. Participating in this part of the development brought me much joy, as not only was I creating something for the years to come, but I also got to know the team much closer.”

Unikraken:
”The development process for the Vasari was a really rewarding time for me. They’re a very cool faction and their ships are quite unique. The playtests were a blast and I even won a few matches.

More broadly, Sins II represents a lot of carefully orchestrated parts coming together as one, and I am very proud of the effort it takes us to work toward every update of the game. Getting to hand that next build over to the community and seeing their response is something I enjoy deeply.”



[h2]What advice do you have for any modders looking to get into the industry?[/h2]
Echo:
”For modders looking to get into the industry on the gameplay design side of things - you need to get out there and display not only your work, but the thinking behind it. Implement ideas, iterate on them to find the fun, and then write a dev diary about it and post it. It's not enough to let the work speak for itself, that will make you known among the modding community, but may not garner enough attention from decision makers inside the industry. Dev Diaries with demonstrations of working mechanics act as a form of portfolio for a gameplay designer, providing insight to observers that is far more digestible than getting someone to play a mod long enough to discover the design brilliance behind it. Otherwise, be patient, be polite, and be willing to explain mechanics and design theory repeatedly in social circles, especially those frequented by Devs and other decision makers.”

Set:
”Never stop seeking knowledge of your craft, treat game development like an artisan trade of old and understand what you do and don't know. Never take critique personally and understand that to do this in a professional setting you have to let go of your ego. I wouldn't be where I am today without the ability to ask for help or acknowledge my shortcomings.“

Dolynick:
”Do your best to pay attention and absorb the information when someone does try to give you pointers as you’re learning. Being confident in your ability is also good, but it’s important to also bear in mind that you probably will never know “everything” and being able to take direction once you’re in a more professional team setting is important. Being able to accept constructive criticism and change requests is essential when going through an iterative design process.”

zabik2:
”Break the game, as much as you can. That's the fun!”

Unikraken:
”Networking is very important in this industry. Showcasing your talent in appropriate settings is also really critical. Be your biggest advocate. Identify your career goals and work incrementally toward them. Apply for the job you want even if you’re concerned that you’re not ready yet. Don’t let fear prevent you from chasing opportunity.”

[h2]What kind of mod would you like to see come to Sins II?[/h2]
Echo:
“I personally love seeing faction mods with interesting and innovative gameplay. Whether they are compatible with the base game or total conversions - they provide the most space for really interesting expressions of design.”

Set:
”Proper Cloaking. There a lot of ways to utilize a mechanic like that to drastically convert gameplay in Sins. I have ideas...”

Dolynick:
”Beyond what I intend to attempt myself? I think there are a couple of established sci-fi settings where things like Sins II’s physical missiles are part of their flair. So, things like Battlestar Galactica and The Expanse come to mind and would be fun to see done well in a mod.”

zabik2:
”Babylon 5 would be top 1 for me. But I would definitely enjoy playing all the other mods, especially total conversion ones. They always provide with excellent roleplay opportunities!”

Unikraken:
”I’d love to see a proper Halo mod come to Sins II, of course. Aside from that, I’d really like to see more total conversion mods that focus on creating new universes, where modders can really stretch their wings and create really unique content. Sins II is a powerful platform for mods, I believe a lot of great mods are coming.”


It was a dream come true for all of us to get the opportunity to work on the sequel to one of our favorite games. The development team has worked closely with the modding community and Sins II has been developed from its outset with modding in mind. We also want to extend a special thanks to every modder we’ve received feedback from during the development of the game and the preceding years before development started. Sins II was made better because of your involvement in the community and your investment in interacting with us!