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Sins of a Solar Empire II News

Update Notes for April 7, 2026

  • Fixed audio engine crash that could be caused when unloading a mod.
  • Fixed a crash in the GUI system when quitting the game.
  • Fixed mod.io unlisted mod and mod mismatch issues that could occur.
  • Fixed crash when loading old scenario (v1.50) save games.

Video Blog: v1.51 "Hunt fer Booty" Update

[p]Avast yer scurvy scallywags! The "Hunt fer Booty" update dropped at the start of March and it's time to take a look at what Sins of a Solar Empire II looks like with *proper* Pirates in the game.[/p][p]Bounties can now be placed on the heads of your rivals, Pirates have their own brand new Capital Ship, Minor Factions exhibit new Raiding behavior and two new Advent Minor factions enter the game too. We've reworked the Civilian Structure Capture system, and made a significant rebalance to combat to ensure early game Ships properly counter one another.[/p][p][/p][previewyoutube][/previewyoutube]

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Update Note for March 18, 2026

  • Hotfix to fix AI 'hang' caused by Pirate Galleon incursion bug.

March 12, 2025 - v1.51.14 Hotfix

  • [p]Fixed crash caused by using wide characters in modding file path (e.g., Chinese, Korean, Japanese). This was preventing the game from starting up.[/p]
  • [p]Fixed issue where existing mod directory wouldn’t migrate as expected. When you change your Mod.io directory now, the game will bring up a dialog to display progress and ask you to restart the game when finished.[/p]
  • [p]Added ability to unsubscribe/install mods via the Mod.io Manage tab (click the X button on the left side). This now allows you to uninstall ‘dead’ mods that are no longer available on the Mod.io server.[/p]
  • [p]Can no longer unsubscribe from an active mod. Need to deactivate it first.[/p]
  • [p]Added download/install progress bar to the Mod.io Manage tab, so it now shows in both locations.[/p]
  • [p]Fixed cleanup of leftover Mod.io directories after migration.[/p]
  • [p]Fixed path overrun for mod tooltips.[/p]
  • [p]Fixed mod crash caused by improper sound factory reset (happened when deactivating a mod).[/p]
  • [p]Fixed potential null pointer crash on mod activation/deactivation.[/p]