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Sins of a Solar Empire II News

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!

Video Blog: Ship Classes

Exploring Ship Classes in Sins of a Solar Empire II: A Tactical Overview


In Sins of a Solar Empire II, players are thrust into an epic struggle for dominance, commanding fleets that range from nimble corvettes to colossal titans. This strategic real-time strategy game invites players to explore a variety of ship classes, each with its own unique capabilities and roles in battle. Whether you’re a seasoned commander or a newcomer eager to dive into the fray, understanding these ship classes is essential for achieving victory.

[previewyoutube][/previewyoutube]

[h2]Ship Classes: A Tactical Breakdown[/h2]
Sins of a Solar Empire II organizes its diverse fleet into six distinct classes, each serving as a broad indicator of size, cost, and combat potential. As players progress through the game, they unlock access to larger and more advanced ship classes, which significantly impacts their strategic options.

It’s crucial to note that a ship's class does not strictly define its role in battle. Each of the three playable factions—the TEC, Advent, and Vasari—features unique ships within each class, often tailored for different combat roles. For instance, cruisers are particularly versatile and can fulfill a wide array of functions, while frigates and corvettes tend to have more defined roles in supporting larger ships.

The progression of ship classes also marks the game's strategic landscape. The introduction of cruisers signals a significant increase in a faction's threat level, while the arrival of titans can shift the balance of power dramatically, and the game alerts players to this danger once one is constructed.

[h2]Strikecraft: Swarming the Battlefield[/h2]
The smallest class in the game, strikecraft, includes fighters and bombers operated by a single pilot. Unlike other ships, strikecraft are produced en masse by carriers, allowing players to deploy swarms that can overwhelm enemy defenses.

Fighters excel at targeting other strikecraft and lightly armored ships, while bombers are designed to penetrate the defenses of heavily armored targets. The TEC and Advent factions typically utilize a balanced mix of both, while the Vasari focus solely on bombers, reflecting their strategic priorities.

[h2]Corvettes: Fast and Agile[/h2]
Corvettes represent the smallest non-strikecraft class, known for their speed and agility. These ships can swiftly maneuver around enemy targets, evading most incoming fire. Their primary role is to engage enemy frigates and other lightly armored vessels, making them effective at disrupting enemy formations.

Each faction's corvette lineup includes unique capabilities, such as the Vasari's resource-stealing Tosurak Raider or the Advent's Acolyte Corvette, which generates antimatter during combat. Additionally, every faction starts with a scout corvette, essential for early-game exploration and intelligence gathering.

[h2]Frigates: The Workhorses of the Fleet[/h2]
Light frigates serve as the backbone of early-game fleets, offering a balance of firepower and cost-effectiveness. While they may struggle against agile corvettes, they pack a punch against more durable opponents. Advanced frigates can fulfill various roles, from colonization to long-range bombardment, making them versatile assets throughout the game.

Their affordability and ease of production allow players to field large numbers, creating a formidable presence on the battlefield. Frigates can effectively screen more valuable ships, ensuring that they remain relevant even in the late game.

[h2]Cruisers: Specialized Support Vessels[/h2]
Cruisers are larger support ships that enhance fleet capabilities with their diverse specifications. Each faction boasts a variety of cruisers, including carriers for strikecraft deployment, long-range weapon platforms, and heavy cruisers designed for frontline combat.

Cruisers can also provide critical support functions, such as repairing damaged ships or colonizing planets. Their specialization means that players must carefully select cruisers that complement their overall fleet strategy.

[h2]Capital Ships: The Powerhouses of Your Fleet[/h2]
Capital ships are the centerpiece of any fleet in Sins of a Solar Empire II. These massive vessels are highly customizable and bring significant firepower to the battlefield. As they gain experience, capital ships unlock new abilities, enhancing their effectiveness in combat.

Each faction has five types of capital ships, ranging from colonization specialists to frontline battleships. The ability to upgrade these ships with unique items adds a layer of strategic depth, allowing players to tailor their fleets to their preferred playstyle.

[h2]Titans: The Ultimate Behemoths[/h2]
Titans represent the pinnacle of naval power in the game. These colossal ships are equipped with the most advanced weaponry and defenses, making them formidable opponents on the battlefield. Only one titan can be constructed at a time, requiring careful planning and resource allocation.

Titans can be customized to fulfill various roles, from soaking up damage to dealing devastating blows to enemy fleets. Their unique abilities and extensive customization options make them a game-changer in any conflict.



In Sins of a Solar Empire II, each ship class is designed to fulfill specific combat roles and support the overall strategy of your fleet. Understanding the strengths and weaknesses of each class is crucial for crafting a balanced and effective fleet composition. As you navigate the complexities of interstellar warfare, mastering the art of ship class selection will be key to outmaneuvering and outsmarting your opponents. Prepare for battle, commander—your empire's fate rests in your hands!

Ship Series: The TEC Kol Battleship

Many fans have been asking if I’d go back and update my older dev journals on the main units of Sins of a Solar Empire II. This seemed like a great opportunity to revisit the units I first covered over a year ago with the latest information. However, I wanted to do more than just update stats - I wanted to bring out more of the detail for the units. Let’s take a fresh look at the TEC’s Kol-class battleship.


Above you can see a Port-side view of the Kol, with its major stats and weapons systems called out. The Kol is a tank and can both dish out and take a great deal of punishment. No other vessel in the TEC arsenal (outside of a titan) really compares to its ability to take on enemy forces. While the Kol is able to dish out and take punishment, it’s vulnerable to carrier strike craft and missiles due to its lack of point-defense weaponry.
[h3]Armaments[/h3]
  • 2 x Gauss Cannon Turrets (Top/Bottom)
  • 2 x Medium Autocannon Turrets (Port)
  • 2 x Medium Autocannon Turrets (Starboard)
  • 1 x Light Autocannon Turret (Port)
  • 1 x Light Autocannon Turret (Starboard)
  • 1 x Light Autocannon Turret (Aft)
  • Planetary Bombardment Cannon
  • Experimental Beam Cannon (Fore - Optional)

[h3]Optional Ability Upgrades[/h3]
  • Experimental Beam: Enables the latest beam technology on the Kol. Fires a powerful beam weapon that deals high damage over time.
  • Fusillade: Diverts power to the weapon systems and grants a bonus to attack rates and turret tracking speeds for a short duration.
  • Adaptive Force Field: An experimental force field generator is added to the Kol which greatly reduces the damage taken for a limited time. Also prevents Vasari phase missiles from bypassing the shields.
  • Finest Hour: The entire crew pulls together and pushes themselves and ship to its limits. All weapons gain splash damage, passive repair rates increase, and antimatter regeneration is improved for duration.
As with all capital ships, the Kol can also support up to 4 specialized upgrade items:
[h3]Optional Offensive Upgrades[/h3]
  • Radiation Bomb (2 Uses): Fires a radioactive shell at the targeted enemy ship, causing it and nearby foes to suffer damage over time for a short duration.
  • Rapid Autoloader: Increases the reload rate of Physical weapons.
  • Targeting Array: Adds a specialized targeting system to the ship, greatly increasing weapon range. Also increases the weapon ranges of all nearby friendly ships.
  • Missile Guidance Computer: Designed as a fleet support upgrade, the guidance computer enables missiles to retarget; and grants them bonus damage to friendly units within range.
  • High Yield Warheads: Increases the yield of the nuclear bombs used against planets, greatly increasing their damage. Also affects nearby friendly units within range.
  • Heavy Gauss Slugs: Upgrades the ammunition used in the Gauss Cannons, increasing their damage and Armor penetration.

[h3]Optional Defensive Upgrades[/h3]
  • Armor Patch Kit (3 Uses): A limited use item that repairs Armor damage, even in combat.
  • Flak Burst: Adds Flak launchers to the Kol, which can inflict Physical damage to all strike craft and missiles within a short range.
  • Combat Repair System: Adds a special repair system to the ship, increasing its passive repair rate and allowing it to repair during combat. Also has an active mode to further boost repairs.
  • Reactive Armor: Upgrades the Kol with an extra layer of special armor and greatly reduces incoming missile damage.
  • Backup Shield Generator: Installs a secondary shield generator to the ship which is rigged to rapidly come online whenever the main generator fails. Also enables Shield Burst.

[h3]Optional Utility Upgrades[/h3]
  • War Reporter: A war reporter and their media team are embedded with the crew to capture footage for propaganda films extolling the might of the TEC. Increases maximum Influence.
  • Exotics Salvage Policy: Insures the exotic resources used in the construction of the ship. If destroyed, they are refunded.
  • Volatile Accelerants: Adds potent additives to the ship’s fuel, greatly boosting the speed of the Kol and nearby ships for a duration. However, this fuel damages the Kol during use.
  • Antimatter Engine: A dedicated antimatter engine is added which boosts the passive regeneration of antimatter on the ship; and increases its maximum. Can be activated to provide a fixed amount of antimatter immediately.
  • Deploy Argonev Starbase: Prepares a deployment package for an Argonev starbase. Once ready, the Kol can deploy all the fabrication systems needed to build one of these mighty stations in any gravity well.

Digital Soundtrack and Content Pass Announcement

[h2]Digital Soundtrack and Content Pass Coming in Early October[/h2]

Attention, Sins of a Solar Empire II fans! In early October, the Digital Soundtrack will be available, along with the option to purchase the Content Pass.

Sins of a Solar Empire II owners will be able to purchase the Content Pass, when combined with the base game, will include the upcoming DLCs as they release, equivocating in content to the Premium Edition.

The Content Pass includes:
  • Digital Soundtrack (unlocks in early October for Premium Edition/Content Pass owners!)
  • Paths to Power Scenario Pack (release date unannounced)
  • Reinforcements Ship Pack (release date unannounced)
  • Times of War Campaign Expansion (release date unannounced)
  • Harbinger (4th Faction) Expansion (release date unannounced)


Stay tuned for more updates, and prepare to expand your galactic empire this October!