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Sins of a Solar Empire II News

v1.41 'New Worlds' Update Now Out

April showers bring a new Sins II update! This month we’re adding 3 new planet types that act as high population density worlds for each race. Additional balance changes, bug fixes, and art polish are also part of our April update for all users. For those who’ve purchased the Paths to Power DLC, we’ve added the ‘mad’ Vasari titan to the Seek & Destroy scenarios. If the Vasari manage to summon it, you’ll need to defeat it to win!





v1.41 Changes

[h2]Additions[/h2]
  • Added Vasari Hive asteroid gravity well type.
  • Added TEC City planet gravity well type.
  • Added Advent Geomagnetic planet gravity well type.
    • New research subjects added to support colonization for all races.
    • New planet items added.
  • Paths to Power: The Vasari Mad Titan returns in the Seek & Destroy scenarios!


[h2]Gameplay[/h2]
  • Paths to Power: Updated Seek and Destroy - Exodus scenario so that the Vasari player will summon the Mad Titan unique unit once they control the required Phase Resonators. To achieve final victory, the player must utilize the Mad Titan and their other forces to destroy all the other players.
  • Rebalanced Advent Credit and Resource cost weightings in line with community feedback.
  • Rebalanced Vasari Warden and Oppressor in line with feedback.
  • Rebalance Insurgency based on community feedback.
  • Fixed Silent Monastery being buildable on planets that it has no effect on.
  • Insurgency arrival frequency changed from 120s to 200s.
    • Primacy Insurgency rush strategies force an outsized degree of effort and coordination to counter. Although this tech should have considerable impact as a difficult to set up T5 faction identity tech, reducing the pace at which it snowballs should grant opposing players more time to respond before it reaches an unmanageable level.
  • Vasari Alliance Nanomedicine tech corrected to properly provide its bonus.
  • Vasari Deconstruction Nanites - metal income rate increased from 1.8 to 3.6.
  • Advent Silent Monastery availability adjusted to ensure it cannot be constructed on worlds where it would have no effect.
  • Advent resource costs for most ships and some structures have been adjusted to better reflect the realities of the resources the Advent can produce. This means a reduction in credit costs on all changed units, with the resultant cost transferred to metal in most cases. This should make the Advent economy flow a bit more naturally, with less severe credit deficits and less surplus metal.
  • Updated planet culture stats so that max. allied population, neutral population conversion and enemy population conversion stats are based on the dominant culture player, not the planet’s owner.
  • Increased Advent PD Laser damage from 3 to 5 on all Advent PD Lasers.
  • Exoria Illuminator:
    • Increased Heavy Beam damage from 60 to 90, and reload time from 6s to 9s. Damage per second is retained, but a slower firing cycle will result in less flexibility against numerous small targets.
    • Heavy Beam now has a lock on time of 0.5s.
    • Increased Medium Beam damage from 15 to 30, and reload time from 3s to 6s. Damage per second is retained, but a slower firing cycle will result in less flexibility against numerous small targets.


[h2]Art & VFX[/h2]
  • Fixed ‘floating’ guns on the TEC Marza.
  • Fixed mesh holes on the TEC Akkan.
  • Paths to Power: Added ambient ‘eye’ vfx to ancient starbase.
  • Updated TEC Ragnarov’s Concussion Shot charge vfx.
  • Updated Ship Graveyard vfx.
  • Updated Vasari Regeneration Bay vfx and icon.
  • Updated Advent Deliverance Engine icons and vfx.
  • Paths to Power: Added Vasari ‘mad’ titan.


[h2]Misc. & Bug Fixes[/h2]
  • Updated tooltip display to show “per pop” instead of “/ 100”.
  • Fixed missing Chinese font glyphs.
  • Added ability to add inline icons to most tooltip sections.
  • Fixed various tutorial bugs that blocked progression.
  • Fixed bug where any population not allied to the planet’s owner would cause an allied population penalty. Now cease-fire treaties will cause no penalty and synergy pacts will result in an allied bonus.
  • Fixed Advent Deliverance Engine culture autocast (which now allows the AI to use it).
  • Paths to Power: Fixed scenarios from spamming ‘Defeat' screen.
  • Paths to Power: Disabled Scenarios from triggering certain achievement unlocks immediately.
  • Paths to Power: Updated ancient starbases so that items/upgrades are cleared out when another player captures the base.
  • Added support for tooltips on disabled main menu buttons.
  • Updated planet culture stats so that max. allied population, neutral population conversion and enemy population conversion stats are based on the dominant culture player, not the planet’s owner.

Season 2 Roadmap

We’re thrilled to unveil our latest high-level roadmap for upcoming content in Sins of a Solar Empire II, highlighting both free and paid updates set to roll out through the end of September this year. We’ll update this roadmap regularly as these are released, so stay tuned for more information as we continue to expand the universe of Sins of a Solar Empire II!



Check out what was done in season 1 here.

Dev Journal: Combat Geometry Part One - Turrets

Today we’re going to talk about combat geometry with our resident Sins designer, Conor Harris.

The basic combat model of Sins of a Solar Empire II is held up on two primary pillars: The first is an obvious one - mathematical interactions between weapons and defenses. The second is the physics simulation - a more complex topic we will be discussing in detail today.

The physics side of balance is most relevant to corvettes, strike craft and missiles, although it does extend upwards to bigger ships too. Today we’ll be focusing more on how weapons hit corvettes engaging in their signature orbit-strafe attack pattern.

To begin with, an obvious but important statement:
[h3]In order for a weapon to hit its target, it must first be able to point at its target.[/h3]

Easy to understand, not always easy to do when the target won't sit still. There are two types of direct fire weapons in Sins II:
  • Fixed Weapons: Sometimes also called ‘spinal’ weapons, they are built into the hull of a ship, usually pointing forward. These weapons must be aimed by maneuvering the entire ship to point at the target.
  • Turreted Weapons: Mounted in an independently tracking turret that can bring the weapon to bear on the target independently of the facing of the ship it is attached to.



The Cobalt Light Frigate and Kalev Gauss Frigate are good examples of ships with Fixed weapons. Some of the Marza’s weapons are also fixed.

Turreted weapons do not just snap to their target in Sins II, instead rotating at a speed defined by their Tracking Rate stat. A higher tracking rate means a turret is more likely to be able to keep firing at a single moving target, with lighter weapons having better tracking rates compared to large, heavy turrets.

Fixed weapons, as mentioned earlier, require pointing the entire ship to aim - which means they functionally use the turn rate of the ship they are mounted on as a substitute for tracking rate. Most ships turn far slower than a turret, which means fixed weapons on large ships can be difficult to use against moving targets.


Meanwhile, the Harcka Heavy Cruiser and Kol Battleship are excellent demonstrations of turreted weapons.

Thanks to some complicated math, it’s not just tracking rate that defines whether a turret can point at a moving target - range to target also matters a great deal. The further away a target is, the less it is moving relative to a turret’s frame of reference, while a very close target moving laterally to the turret might be able to outrun even the most extreme of tracking rates simply by its proximity. Think of how you can look at a jetliner far above you in the sky and barely move your head to follow its path across the sky, but a fly buzzing around you can be hard to keep looking at even though it is moving much slower than a speeding aircraft.

This principle is replicated in Sins II, where fast moving units at long range can be easily tracked by even slow turning Gauss Cannon turrets, but a corvette speeding past a ship at point blank range will evade even a high tracking PD Autocannon, at least until it gains some distance again.

In practical terms, this makes a single corvette nearly immune to attack from a slow tracking turret like a Gauss Cannon or a slow maneuvering ship with fixed weapons like a Kalev - as long as it is engaged in its orbital-strafe attack.

However, there are two other factors that complicate Sins II physics-based gameplay as it applies to turrets and corvettes.

First, a weapon only really needs to be pointing at a target in the moment that it reloads. This is because it doesn’t really matter if a weapon currently in a reload cycle is pointing at a target or not - it can’t fire anyway… it’s reloading.

Second, Sins II isn’t a game about honorable one on one ship duels, it's a game about huge fleet battles featuring hundreds or thousands of ships. One corvette orbit-strafing around a ship might be in an excellent position to evade most of its attacks, but one hundred corvettes orbiting the same target form a giant spherical cloud of targets.

The practical result of these two factors is that weapons with slow tracking rates aren’t really prevented from doing nearly full DPS in a large-scale battle, as even if their preferred target isn’t in their sights, something worth firing on will be. Meanwhile slow reload rates can actually be a good thing for such weapons, as even in smaller battles it won’t matter how badly a target is being tracked if the gun is busy reloading; and there is a good chance something will be at least near the direction the gun is pointing by the time it is reloaded.


We can’t possibly miss them!

Of course, while large battles tend to partially negate tracking of targets in terms of achieving full DPS, slow tracking weapons will still struggle to focus their damage output on a single target. This is important for corvettes when fielded in number. A swarm of corvettes may be a target rich environment, but the damage they take will also tend to be distributed between the many ships in the swarm, giving the whole force a degree of longevity beyond what the tiny hit point pools of the individual ships would suggest.

Because of this, repair abilities, especially area of effect repair, go a long way in keeping a corvette swarm operational - even if the repair rate per ship is quite low. Intrinsic regeneration, such as Shield Burst or the in-combat regeneration accessed by the Vasari also has an outsized effect on keeping corvettes alive.

On the other side of things, slowing down a moving target with abilities that impact speed cannot just make it easier for heavier weapons to hit a target, but crucially makes it easier to focus single targets to complete destruction. Equally, increasing turret tracking rate or ship turn rate can similarly enable more focus fire and therefore secure more kills.

For people modding their own factions into Sins II, there are some important takeaways for balance if you want your turrets to have a meaningful impact on gameplay.
  • Tracking rate is not the name of the stat in the .weapon file - “pitch_speed” and “yaw_speed” are the two stats that I have been referring to as tracking rate for purposes of this article.
  • The faster a weapon reloads the more tracking rate matters for sustaining maximum DPS against a moving target.
  • The longer the range, the less tracking rate is needed to keep a weapon pointed at a moving target.
  • Ships using an Orbit attack pattern actually benefit from shorter range, as the closer they are to the target the more tracking / turn rate is needed to keep them targeted.
  • Tracking rate can usually be quite low and still stay on target.
  • Tracking rate buffs are always relevant for bringing a weapon on to a new target faster, thereby wasting less firing time.

In the next Combat Geometry dev diary, we’ll dive into the complexity of Missile and Point Defense balance, building on the principles outlined today to explain why your capital ships always die to Kanrak Assailants (and maybe how to avoid that)!

Video Blog: v1.4 "Total Subjugation" Update

Total Subjugation Update – A New Era of Galactic Warfare


The Sins of a Solar Empire II universe just got a major update with Version 1.4, Total Subjugation. This free update for all players introduces exciting new ships, planets, and a refined combat system that enhances tactical gameplay. Here’s a quick rundown of the key features.

[previewyoutube][/previewyoutube]
[h3]New Ships: Tactical Precision[/h3]
  • Stilat Missile Corvette (TEC): This fast, armor-piercing Corvette excels in quick strikes, ideal for eliminating vulnerable targets like retreating Capital Ships. Its mobility and high damage output make it a deadly addition to any TEC fleet.
  • Vasari Junsurak Warden: A defensive Frigate designed to counter Corvettes, this ship is perfect for protecting your missile-armed vessels and ensuring the survival of your fleet against fast, shielded enemies.
  • Vasari Heavy Fighter: Complementing the Vasari Heavy Bombers, this elite Fighter excels in dogfights and clearing enemy Fighters, making space for Bombers to target larger ships.

[h3]New Planets: Expand Your Empire[/h3]
The update introduces a new Barren Planet for colonisation, and two new moons: the Metal-rich Volcanic Moon and the Ice Moon, each offering valuable resources like metals and crystals. Players can colonize these moons to enhance their empire’s growth.

[h3]Population & Allegiance: A Cultural Revolution[/h3]
The new Population and Allegiance system means planets now have a persistent Population that exists before colonization, and will grow as the Colony is developed by the ruling player, with the number of Population and Culture playing a key role in the Colony’s economic output. Spreading your culture boosts productivity, while forced conquests leave populations less loyal and less efficient. This adds a strategic layer to resource management and empire building.

[h3]Combat Rebalance: More Tactical Depth[/h3]
Battles are now slower, with ships gaining around 45% more health on average, allowing for longer, more strategic engagements. Capital Ships and Titans scale up in power as they level, creating a more balanced experience. Missiles and point-defense have also been adjusted for better readability and tactical counterplay.

[h3]Final Thoughts[/h3]
Total Subjugation significantly enhances Sins of a Solar Empire II, offering new ships, strategic layers, and a deeper combat system. With more room for tactical play and empire-building, the update keeps the game fresh and exciting for both new and veteran players.

NOW OUT: Paths to Power DLC and Major v1.4 Update

Sins of a Solar Empire II - Paths to Power DLC Pack and Major v1.4 Update Now Available
New DLC pack for acclaimed strategy title features 10+ scenario maps with objective-based gameplay and Free v1.4 update introduces Population Mechanic

[previewyoutube][/previewyoutube]

Players will have their strategic knowledge and skill tested like never before as Sins of a Solar Empire II has officially released its first paid DLC, “Paths to Power,” today. This DLC debuts 10 new scenario maps that will test players with unique, objective-based challenge missions each with their own victory conditions. Whether you are defending your home planet from relentless invaders as the Pranast United faction, or assimilating the human population of the galaxy as the Advent; Paths to Power will push even the most seasoned of Sins players.

“With Paths to Power, we set out to create wholly unique gameplay scenarios where players will create strategies they’ve never used before in Sins II,” said Brian Clair, Executive Producer at Stardock. “In addition to this great new DLC pack, we get to bring a free new update to all players with Update v1.4 featuring the return of Population, as well as new units and planet types!”

[h2]Examples of Paths to Power Scenarios:[/h2]
Conversion
The Unity must grow if it’s to continue the wars against the despised TEC and obnoxious Vasari. The Advent have suffered many losses of late and fresh blood is needed. It’s time to assimilate the populations of the galaxy to the Unity’s cause using new culture and population gameplay mechanics.

Seek & Destroy
The Vasari Exodus are attempting to summon the feared ‘mad’ Vorastra titan from deep space as a means to destroy their enemies once and for all. Played from the perspective of either the Vasari Exodus or the TEC, you must capture special Phase Resonators and hold them against your foe. Which side will you fight for?

Clash of the Titans
The Aluxian Resurgence is proving to be a major thorn for the greater powers of the region. You must eliminate their homeworld using only a titan that’s been equipped with the ability to summon reinforcements. Be careful - you don’t have a homeworld to fall back to!

https://store.steampowered.com/app/3195270/Sins_of_a_Solar_Empire_II__Paths_to_Power/













[h2]Massive ‘Total Subjugation’ (v1.4) Update - Free for all Sins 2 players![/h2]
This update re-introduces the Population mechanic from the original Sins of a Solar Empire. This time in Sins II, the culture of your Empire will determine your population’s allegiance; giving players bonus resources or debuffs based on the loyalty of their citizens!

[h3]v1.4 Features[/h3]
View the full changelog here Population Mechanics: Population is a new mechanic for Sins II and is heavily lore-based. Culture now affects the populations of the galaxy, creating diverging allegiances. The player who dominates culture on a planet will gain bonuses to resource and research generation; while other cultures present debuff those bonuses.

New Units: Three new units have been added in the v1.40 update to help fill gaps in battle rosters:
  • TEC Stilat Missile Corvette
  • Vasari Heavy Fighter Strikecraft
  • Vasari Junsurak Warden Frigate
New Planet Types: Three new gravity wells have been added in this update: Ice Moon, Volcanic Moon and Barren Planet.

Huge Rebalance: This update contains a massive rebalance of the game on everything from research costs, to unit durability and more.