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Sins of a Solar Empire II News

v1.45 Eivonn's Fine Update Now Available

[p]Welcome to Eivonn’s Fine Update, which re-introduces our favorite used ship dealer as a new minor faction to the Sins II galaxy. Eivonn is all too happy to wheel and deal with those who want to purchase the finest ships of yesteryear. (All transactions final. No refunds.)[/p][p]In addition to Eivonn, we’ve made a number of quality-of-life UI/UX improvements this month, added two additional maps, updated gameplay balance, and some AI updates. One of the first visual changes you’ll notice are all new map images on the lobby windows for non-scenarios. These now show the positions of the stars and planets on the map as a mini-preview.[/p][p]Lastly, we want to call out what we hope will be a significant performance improvement for users in the late game. While Sins II was already far beyond the original overall, we’ve made new optimizations that should pretty dramatic (depending on your hardware) when massive fleets collide.[/p][p][/p]
Changelog
[p][/p][h2]Gameplay[/h2]
  • [p]Added Eivonn’s Fine Frigates minor faction which sells 3 older-class ships:[/p]
    • [p]Remastered Cielo command cruiser.[/p]
    • [p]Remastered Kodiak medium cruiser.[/p]
    • [p]Remastered Arcova scout frigate.[/p]
  • [p]Added 2 converted maps from Sins: Rebellion - The Front and High Stakes.[/p]
  • [p]Significant late game performance and ‘hitching’ improvements were made in this update. This can result in up to double the performance depending on your hardware and game conditions (number of units, vfx, etc.). Special thanks to Kent R. for sending us his 18-hour save game![/p]
  • [p]Updated ship loot spawns for capital ships and titans to more accurately reflect ship cost in both regular and Exotic resources. Ship loot will now always contain 10-30% of the regular resource build cost of a ship and has a chance to contain any of the Exotics used in construction of the unit.[/p]
  • [p]Rebalanced Aluxian Resurgence starting forces.[/p]
    • [p]Added Kodiak, Cielo and Arcova to the Aluxian Resurgence fleet composition.[/p]
    • [p]Removed Harcka and Prova from the Aluxian Resurgence fleet composition.[/p]
  • [p]TEC:[/p]
    • [p]Added Novalith to TEC Enclave faction to facilitate the new factional victory condition (Reinforcements DLC).[/p]
    • [p]Added max target cap to Marza Dreadnought Missile Barrage.[/p]
    • [p]Krosov Siege Frigate:[/p]
      • [p]Changed supply cost from 6 to 8.[/p]
      • [p]Changed bombardment from 20s to 15s, damage changed from 40 to 25, population damage changed from 1.0 to 0.2.[/p]
    • [p]Pirate Pillager:[/p]
      • [p]Changed supply cost from 6 to 8.[/p]
      • [p]Changed bombardment from 20s to 15s, damage changed from 50 to 20, population damage changed from 1.5 to 0.75.[/p]
    • [p]Kalev Gauss Frigate[/p]
      • [p]Changed Turn Rate from 10 degrees/s to 20 degrees/s. Increased Pursuit trigger range from 5000 to 8500.[/p]
      • [p]Changed reload from 6.5 to 12.5, damage from 50 to 75, target lock on time from 0.5s to 1.0s.[/p]
    • [p]Changed Harcka Heavy Cruiser Heavy Autocannon damage from 20 to 25, Pierce from 300 to 250.[/p]
    • [p]Javelis LRM Cruiser:[/p]
      • [p]Changed Breaker Missile pierce from 500 to 450, damage from 75 to 200, hull from 15 to 5.[/p]
      • [p]Changed Medium Missile pierce from 400 to 450.[/p]
    • [p]Ogrov Torpedo Cruiser:[/p]
      • [p]Reworked the Ogrov Torpedo Cruiser. This unit has proved too difficult to use in practice since its rework to a charge-based ability attack. Therefore, we are restoring its standard weapon and further emphasizing the very high alpha strike damage, slow firing nature of the unit. Its missile ability has been reworked to behave like a traditional antimatter ability - it was important to retain an ability in order to ensure more player control over this unit's otherwise awkward attack profile. It has increased in supply cost and retained its Exotic cost in order to limit the pace at which Ogrovs can be massed, and to keep capital ship annihilating single salvos an extreme late game occurrence.[/p]
        • [p]Re-added the Heavy Torpedo weapon as a 750 damage, 30-second reload attack.[/p]
        • [p]Increased supply cost from 15 to 20.[/p]
        • [p]Changed hull from 1875 to 2275, armor from 1200 to 1000, shield from 1000 to 1500.[/p]
        • [p]Added 150 antimatter with a regeneration rate of 0.5.[/p]
        • [p]Reworked the Super Heavy Torpedo ability into the ability Torpedo Targeting Override, which fires a longer range, but lower damage Heavy Torpedo.[/p]
    • [p]Changed Missile Battery Medium Missile pierce from 400 to 450.[/p]
    • [p]Changed Argonev Starbase Heavy Missile to Super Heavy Missile, damage from 700 to 1050, pierce from 500 to 750.[/p]
    • [p]Changed TEC Bomber Light Missile pierce from 300 to 400.[/p]
    • [p]Changed TEC Fighter Light Autocannon from 12 to 15.[/p]
    • [p]Changed Autocannon Defense Platform from 300 to 250.[/p]
    • [p]Changed Gauss Defense Platform from 150 to 300, pierce from 6.5 to 10.0.[/p]
    • [p]Adjusted TEC Ablative Armor and Reactive Plating items to only apply to armor damage.[/p]
    • [p]Reduced Trade income values from 2/1/1 to 1.5/0.75/0.75 to account for new untaxed income effect. This will cause Trade to be less valuable in the early game, while retaining significant actual value increases in the later game, especially when specializing into a single resource.[/p]
    • [p]Reduced Huge Cargo Holds research Trade Value modifiers from 25% to 10%, Immense Cargo Holds research Trade Value modifiers from 25% to 15%. Trade no longer suffers infrastructure tax, meaning that even small increases in value are significant in the late game.[/p]
    • [p]Javelis LRM Cruiser missile reload changed from 7.5s to 8s.[/p]
    • [p]TEC Heavy Missile Hitpoints changed to 10 Hull, 40 Armor.[/p]
    • [p]TEC Medium Missile Hitpoints changed to 5 Hull, 15 Armor. Acceleration changed from 156.25 to 250. Max Speed changed from 1250 to 1750.[/p]
    • [p]TEC Stilat Light Missile Hitpoints changed to 1 Hull, 5 Armor.[/p]
  • [p]Advent:[/p]
    • [p]Increased Rapture Battlecruiser Malice max target count from 15 to 25.[/p]
    • [p]Increased Advent Medium Beam Pierce from 400 to 450.[/p]
    • [p]Increased Destra Crusader Superheavy Plasma damage per hit from 175 to 200.[/p]
    • [p]Changed Exoria Illuminator Heavy Beam to Medium Beam (Pierce changed from 500 to 450), reload changed from 9s to 10s, damage per hit changed from 80 to 90.[/p]
    • [p]Changed Exoria Illuminator Medium Beam to Light Beam (Pierce remains at 450 to 400).[/p]
    • [p]Purge Vessel:[/p]
      • [p]Changed supply cost from 5 to 7.[/p]
      • [p]Changed bombardment plasma from 20s to 15s, damage changed from 40 to 25, population damage changed from 1.0 to 0.2.[/p]
    • [p]Changed Advent Bomber Light Beam range from 3000 to 4000, Pierce from 300 to 400.[/p]
    • [p]Changed Advent Interceptor Light Laser range from 2750 to 3000, damage from 8 to 10.[/p]
    • [p]Soul Reclamation:[/p]
      • [p]Fixed to trigger consistently.[/p]
      • [p]Rebalanced - now has 4 tiers instead of 3: corvettes / frigates now provide 3 Focus on death, cruisers and structures provide 5, capitals and starbases provide 50, titans and command ships provide 300.[/p]
    • [p]Advent Wrath Fury Unity damage effect will now appear in the tooltip of affected units to increase visibility.[/p]
  • [p]Vasari:[/p]
    • [p]Karrastra Destructor:[/p]
      • [p]Changed supply cost from 9 to 12.[/p]
      • [p]Changed bombardment beam from 15s to 12s, damage changed from 45 to 30, population damage changed from 1.15 to 0.24.[/p]
    • [p]Kanrak Assailant:[/p]
      • [p]The Kanrak has lost considerable DPS in this update, gaining significant Pierce in exchange. This ensures that it fits the niche of capital ship hunting without having the raw DPS to dominate matchups with smaller targets.[/p]
      • [p]Phase missile reload speed changed from 6s to 7.2s.[/p]
      • [p]Changed Charged Phase Missile pierce from 500 to 510, damage changed from 80 to 90.[/p]
      • [p]Changed Medium Phase Missile pierce from 400 to 510, damage changed from 80 to 60.[/p]
    • [p]Kultorask Titan:[/p]
      • [p]Rebalanced Kultorask - the Kultorask has been capable of dealing considerable DPS, absorbing significant incoming fire and also disabling entire enemy fleets all at the same time; single handedly reducing a battle to a stat check that it will typically win. In order to focus its identity and create design space for other units in the Vasari roster, it is being rebalanced to focus more on scaling survivability and movement control. We will be carefully monitoring the impact of these changes on the usage and power level of the Kultorask.[/p]
        • [p]Nano Leech:[/p]
          • [p]Antimatter Drain changed from 3/6/9 per second to 1.2/2.4/3.6 per second.[/p]
          • [p]Antimatter Restore changed from 1/2/3/ to 0.3/0.6/0.9.[/p]
          • [p]Damage Rate changed from 6/12/18 to 12/24/36.[/p]
          • [p]Hull/Armor Restoration Rate changed from 1/2/3 to 3/6/9.[/p]
          • [p]Antimatter Cost changed from 180/150/120 to 120/144/168.[/p]
        • [p]Gravity Pulse:[/p]
          • [p]No longer slows enemy weapon reload. Instead, it slows enemy phase jump charge-up time in addition to its normal linear speed penalty. When striking a target that has Nano Leech applied, it will now only disable movement and phase jumping, leaving weapons, abilities, regeneration, strikecraft handling and factory function untouched.[/p]
    • [p]Changed Tosurak Raider Light Phase Missile from 300 to 420.[/p]
    • [p]Changed Vasari Bomber Light Phase Missile from 300 to 420.[/p]
    • [p]Changed Vasari Heavy Fighter Light Beam from 36 to 30.[/p]
    • [p]Vasari Exodus Mobile Research Complex research speed reduced from 120% to 60%.[/p]
    • [p]Increased Vasari Exodus Labor Camp scaling from 12/30/48 to 18/42/72.[/p]
    • [p]Vasari Medium Phase Missile acceleration changed from 180 to 240.[/p]
[h2]AI[/h2]
  • [p]Diplomatic AI[/p]
    • [p]Reduced AI-to-AI alliance chance rate by 50% in the early game.[/p]
    • [p]Improved odds of the human player being able to ally with an AI.[/p]
    • [p]Increased effective value of bonus assets by the human player when making deals with AI players.[/p]
    • [p]Note: These are all short-term improvements until we overhaul the diplomacy system in the next major update. They’re meant to help prevent the AI players from instantly ganging up on the human(s) to the exclusion of all else.[/p]
  • [p]Fixed bug that was keeping AI players from expanding.[/p]
  • [p]Fixed bug that caused turrets to not take shots of opportunity.[/p]
[h2]UI / UX[/h2]
  • [p]Added a slow glow effect to all research subjects that are unlocked.[/p]
  • [p]Added text to the Fleet Command window tabs when they’re empty to guide the player on what they’re for.[/p]
  • [p]Added Tooltip Delay settings to User Interface options. Tooltips can now be totally disabled, or their appearance can be customized with a delay (in milliseconds) \[User Requested].[/p]
  • [p]Added Quick Save / Quick Load buttons to single-player Escape menu.[/p]
  • [p]Added new loading screens.[/p]
  • [p]Added AI type to Diplomacy player tooltips (i.e., defensive/aggressive). This lets you know which was picked if you selected Random during setup.[/p]
  • [p]Added a dynamic second row for structures in the Colonized Planets window if the structure count exceeds the first row.[/p]
  • [p]Added brown dwarf main view icon.[/p]
  • [p]Updated single-player and multiplayer front end UI to better utilize space. Also replaced map images with preview layouts for the map.[/p]
  • [p]Updated unit camera distance and icon transition values.[/p]
  • [p]Updated Welcome dialog so that it only displays when there’s new information, instead of every time you start the game.[/p]
  • [p]Updated Research windows to darken locked research tiers columns.[/p]
  • [p]Updated a number of icons throughout the game to better represent their related tech/ability/use.[/p]
  • [p]Hooked up new research subject frame for ones you’ve completed.[/p]
[h2]Misc. / Bug Fixes[/h2]
  • [p]Fixed reputation_ability_cooldown_duration modifier not working.[/p]
  • [p]Fixed augment_damage action_type not functioning as expected. This affected abilities like Animosity (Radiance Battleship), Precision Targeting (Marza Dreadnought), Assault Specialization (Vulkoras Desolator) not adding bonus damage as intended.[/p]
  • [p]Deployable units will now use planet slots when they’re not special operation units by default. For example, if you use a “Deploy Phase Gate“ item, the deployed phase gate will consume as many planet slots on the planet as if you were to build one. This change sets us up to do more cool things in future updates.[/p]
  • [p]Fixed bug that was keeping AI players from expanding.[/p]
  • [p]Fixed crash caused by Stripped to the Core when stripping your capital planet.[/p]
  • [p]Updated English strings for spelling/grammar/readability.[/p]
  • [p]Updated to latest Epic SDK for that version of the game.[/p]
  • [p]Updated localizations.[/p]
[h2]Modding[/h2]
  • [p]Added new enum for abilities ability_action_will_ignore_gravity_well_unit_limits which allows for deployable unit items to use a flag to ignore gravity well tag limits.[/p]
    • [p]When not set, non-special operation units will use slots.[/p]
  • [p]Added ability to use is_phase_lane_stabilizer in buffs through unit mutation.[/p]
  • [p](Reinforcements DLC) Added enums for Factional Victory Conditions:[/p]
    • [p]add_factional_objective[/p]
    • [p]remove_factional_objective[/p]
  • [p]Added Hangar hardpoints to unit_items. Hangar points now function similarly to weapons and are only active if the required item is installed. Mods must update their data files for this change.[/p]
  • [p]Added new unit_constraint type: gravity_well_contains_unit_type. This allows abilities to only be activated in specific gravity well types (like stars).[/p]
  • [p]Added new unit_constraint type: is_in_gravity_well_or_adjacent_phase_lane. This allows abilities to target ships in adjacent phase lanes.[/p]
  • [p]Added a dynamic second row for structures in the Colonized Planets window if the structure count exceeds the first row.[/p]
  • [p]Fixed bug that allowed AI players to try and build capital ships it didn’t yet research. This effectively locked the AI player from doing anything.[/p]
[p][/p]

Dev Journal: Command Class Ships Pt. 2

[p]This week we’re continuing our reveal of the new command class warships that can be found in the upcoming Reinforcements DLC. As we mentioned last time, these units are designed to expand the background lore of each faction and bring new dynamics to the gameplay - but they are not required to enjoy Sins II.[/p][p][/p]
War Year 36
[p]As the long conflict between the TEC, Vasari and Advent factions enters its 36th year, tensions have been rising even higher. Diplomacy has broken down utterly, with only minor fringe groups willing to parlay for any sort of compromise to profit. However, no stalemate lasts for long and to break it, each faction has decided to bring new units onto the field to help their cause.[/p][p][/p][h2]TEC Primacy[/h2][p]The Primacy’s mission to eradicate all ‘non-pure’ humans from the galaxy has reached a new crescendo in the 36th year of the great war. While the faction’s Ragnarov titan packs great firepower, its sheer size and focus on long-range combat makes it vulnerable to flanking maneuvers. Realizing the need for a more versatile fleet anchor, the Primacy’s engineers developed the new Khevarkov class.[/p][p]The Khevarkov contains an impressive base armament of medium and point-defense autocannons, but it’s true power is its modular weapon architecture. With two hardpoints on either side of the ship, the Khevarkov can be adapted with new light railgun outriggers, vertical launch missile batties, or large hangar bays. Commanders can therefore tailor the Khevarkov to their specific strategic needs for any combat theatre.[/p][p][/p][p]TEC Khevarkov, Vasari Sularkon Tyrant, Advent Justicia[/p][p][/p][h2]Vasari Alliance[/h2][p]As the Vasari Alliance solidifies their plans to escape the region with whoever will go with them, they’ve realized the need to better hold onto the territory they have. With the Vasari Exodus fleet now destroying planets for their resources, this has proven to be a major threat to the Alliance. To remedy this need, the Alliance has called in the venerable Sularkon Tyrant class warship.[/p][p]Originally designed as a sector capital during the ancient empire’s golden age, the Sularkon is a monumental, city-ship that acts as a support-focused command vessel. The Sularkon is capable of holding down a system with its deadly armament of heavy beam turrets, heavy wave cannons, and point defense pulse guns. Despite its slow movement speed, the Sularkon can feature an integrated Phase Gate node which gives it superior mobility across vast distances.[/p][p][/p][h2]Advent Reborn[/h2][p]The Advent Reborn continue their cycle of death and rebirth with their introduction of the Justicia-class command ship. With the region becoming more hostile and corrupt, the Reborn see the need for more firepower in their fight against the Unity’s enemies. The Justicia fulfills this role with reinforced psionic shielding, four vertical launch missile banks, heavy beam cannons, 11 plasma turrets and a number of point-defense lasers.[/p][p]Firepower isn’t the only function the Justicia serves, as the ship also houses elite Psintegrat to power its unique abilities. The Justicia is able to call down the Unity’s judgement on enemy units to deal direct damage and hinder their antimatter systems. Equip special Loci focuses to enhance its damage, survivability or psionics; and consume its antimatter for a single damage wave in a cataclysmic blast.[/p]

Launch Livestream: "Reinforcements" DLC

[p]Join us as we dig deep into the new ships and victory conditions included in the Reinforcements DLC![/p][p][/p][p]📅 Thursday, September 25th at 1:00 PM EST[/p][p]📍Location: Sins of a Solar Empire II Steam Page[/p][p][/p][h2]What to Expect [/h2][h3]"Reinforcements" DLC [/h3][p]The battle for galactic control has evolved as all sides introduce deadly new ships and cunning methods of victory. Stardock has announced the Reinforcements DLC for Sins of a Solar Empire II, will launch on  September 25, 2025. This content expansion introduces a brand-new command ship class—one unique vessel for each faction—and all-new Factional Victory Conditions that let players win in ways that match their empire’s lore and playstyle.[/p][p]Don't miss out on exclusive gameplay, commentary, and insights into the new Reinforcements DLC and free update. Set your reminders and join us for an exciting afternoon![/p]

Dev Journal: Command Class Ships Pt. 1

[p]In late September, a new class of warships will be deployed into the Sins of a Solar Empire II universe with the release of the Reinforcements DLC. While not required for play, these new units are designed to expand the background lore of each faction and bring new dynamics to the gameplay.[/p][p][/p][h2]War Year 36[/h2][p]As the long conflict between the TEC, Vasari and Advent factions enters its 36th year, tensions have been rising even higher. Diplomacy has broken down utterly, with only minor fringe groups willing to parlay for any sort of compromise to profit. However, no stalemate lasts for long and to break it, each faction has decided to bring new units onto the field to help their cause.[/p][p][/p][h3]TEC Enclave[/h3][p]From behind their fortifications, the TEC Enclave has managed to safeguard their territories but haven’t been able to expand from them. Initially this was not seen as a problem, but as resources dwindle and constant warfare batters against their defenses, expansion has become necessary.[/p][p]To achieve this feat, the Enclave has developed their newest warship - the Takadaran Command Fortress. The Takadaran has been designed as both a battlefield command node and a mobile cruiser-scale shipyard. This versatile warship allows the Enclave to constantly reinforce their fleets in the field with everything short of capital- and titan-class warships. Additionally, the Takadaran can provide substantial buffs to nearby friendly units; and packs serious firepower with its state-of-the-art rapid fire beam cannons.[/p][p][/p][p]TEC Takadaran, Vasari Anarkrul Wanderer and Advent Oblivia[/p][p][/p][h3]Vasari Exodus[/h3][p]With their ancient nemesis thought to be just months away, the Vasari Exodus has called forth their ancient Ark ships to Trader space. The Anarkrul Wanderer houses more than 10,000 Vasari citizens and is one of their most important ship classes. Heavily armed and armored, the Anarkrul is able to deal with massed missile and strikecraft threats with relative ease. In addition, the Anarkrul hosts a large number of strikecraft which it’s able to buff with bonus damage and the ability to steal antimatter.[/p][p]For when combat goes against it, this mighty vessel can manipulate phase space into a small pocket to protect itself while it maneuvers away. Perhaps most frightening is the Anarkrul’s ultimate ability - the Nano Devourer Plague - which deploys a swarm of self-replicating nanites that consume everything in their path for resources.[/p][p][/p][h3]Advent Wrath[/h3][p]The Advent Wrath has only become more bloodthirsty as the long war as dragged on. Recognizing their difficulty in dealing with hardened Trader threats, like starbases, the Wrath have developed the Oblivia Dreadnought. This new warship is bristling with plasma weaponry capable of shredding through the thickest armor like it were paper.[/p][p]If that weren’t enough, some of the deadliest Psintegrat are stationed onboard the Oblivia-class. This gives the ship the ability to fire long-range PsiKinetic Lances, steal enemy antimatter by mentally ‘willing’ it across space and to create unique telekinetic holding fields around a target to disable it.[/p]

Date Announcement: Reinforcements DLC

[h2]New command ship class units and lore-driven factional victory conditions [/h2][h3]Players will experience fresh strategies on the battlefield September 25, 2025[/h3][h3]Wishlist Now[/h3][p][/p][p]The battle for galactic control has evolved as all sides introduce deadly new ships and cunning methods of victory. Stardock has announced the Reinforcements DLC for Sins of a Solar Empire II, will launch on  September 25, 2025. This content expansion introduces a brand-new command ship class—one unique vessel for each faction—and all-new Factional Victory Conditions that let players win in ways that match their empire’s lore and playstyle.[/p][p][/p][h3]New Command Ships[/h3][p]Bridging the gap between capital ships and titans, command ships redefine late-game fleet compositions with devastating firepower, unique abilities, and strategic utility:[/p]
[p][/p]
[p][/p]
[p]TEC Enclave – Takadaran Command Fortress: A massive support platform doubling as a mobile cruiser-scale shipyard, capable of producing TEC cruisers in the field.[/p]
[p]TEC Primacy – Khevarkov Modular Battleship: A high-speed strike vessel with customizable hardpoints for railguns, missiles, or hangar bays.[/p]
[p][/p]
[p][/p]
[p][/p]
[p]Vasari Alliance – Sularkon Tyrant: A city-ship fortress with integrated Phase Gate, designed to lock down entire sectors.[/p]
[p]Vasari Exodus – Anarkrul Wanderer: A colossal refugee-carrier turned warship, bristling with defenses and heavy strikecraft support.[/p]
[p][/p]
[p][/p]
[p][/p]
[p]Advent Wrath – Oblivia Dreadnought: A heavily armored frontline warship wielding a devastating Super Heavy PsiKinetic Lance.[/p]
[p]Advent Reborn – Justicia Dreadnought: A vertical dreadnought that grows deadlier as allies fall, culminating in catastrophic retaliation.[/p]
[p][/p][h3]Factional Victory Conditions[/h3][p]The Reinforcements DLC also introduces faction-specific win conditions, adding new strategic layers and dramatic endgame scenarios:[/p]
  • [p]Vasari – The Departure: Build massive Arkships and escape the sector through a star.[/p]
  • [p]Advent – Mass Conversion: Deploy planetary conversion structures to transform entire star systems into loyal territory in sweeping waves.[/p]
  • [p]Trader Emergency Coalition – Super Novalith Offensive: Construct an ultimate Novalith cannon capable of obliterating planets to force peace through sheer destructive power.[/p]
[p]“The Reinforcements DLC isn’t just about adding bigger ships—it’s about giving players entirely new ways to think about victory,” said Brian Clair, Executive Producer at Stardock. “From unleashing faction-defining command ships to achieving lore-driven win conditions, every match can now end in a way that feels true to your chosen empire.”[/p][p][/p][h3]The Reinforcements DLC will be available standalone for $14.99; and is included as part of the Premium Edition, or as part of the Sins of a Solar Empire II Content Pass.[/h3][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p][p][/p]