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StarDrive 2 News

1.5h Patch Notes

Hi folks -- here is a small update with some fun changes. My day job has been pretty busy these past few weeks but I should have some time to bring more updates online in the coming weeks.

1.5h Patch Notes
  • Fixed a tricky bug that would sometimes cause the gross miscalculation of command points for a single turn following combat, plunging empires into immediate bankruptcy.
  • Fixed an issue for existing ship mods that would import the modded ships as “pink” (i.e. the shader was messed up).
  • Fixed an issue with modded ships that could cause game slowdowns if the mesh collider had too many surfaces
  • Fixed an error where point defense weapons would sometimes do no damage to interceptable guided weapons
  • Updated the graphics and characteristics of Anti-Matter torpedoes. They are supposed to be conventional torpedoes with AM warheads and instead they look like quantum torpedoes and move super fast, so I’ve fixed all that. Reduced the HP of the AM torpedoes so they have a shot of being intercepted by flak
  • All torpedo weapons, even energy torpedos are jammable and interceptable. But the energy torpedoes have a lot of hit points and are unlikely to be disrupted with point defense fire.

1.5g Patch Notes

Hello Space Friends,

This is a small bug fixing update to get back into the swing of things after a few days off. Please keep your bug reports coming.

1.5g
  1. Fixed an issue where the “criminal rendezvous” event would attempt to spawn and cause the game to hang
  2. Fixed issue where pops would transport instantly
  3. Fixed a bug where pop transports could get stuck in space near their destination
  4. Fixed issue where starting a new game after having a game loaded would cause the game to hang
  5. Fixed bug where Micro-Singularity Cannons were not ignoring shields
  6. Fixed issue with Canopy Shields that would sometimes send ships flying off into space. This may have fixed other wonky observed behaviors with Canopy shields. Everything appears to be working as intended but please let me know if you see any oddness.
  7. Fixed a bug that could cause the game to hang upon completely eliminating an enemy race
  8. Minor optimizations to strategy map

Patch Notes release 1.5f

This patch contains some nice optimizations and under-the-hood work, plus some good bug fixes. As always, let me know if you run into any troubles.

1.5f Patch Notes
  • Changed the audio for event popups to remove the drum sound effect
  • Changed diplomacy so that expansionism does not make the AI nearly as angry, except for Expansionist AIs who remain very angry
  • Fiddled with the Events system to have some more flexibility and reliability. There were times where certain events would trigger unexpectedly or at the wrong time, and I want to iron all of that out
  • The unique bonus buildings will now only spawn once per empire (hellforge, private shipyard, wormhole institute, Solar array, etc). This was causing a ton of late game spam.
  • Updated the fleet icon / associated text to have a little animation
  • Updated the default deployment breadth to support more ships in a line (and to prevent ships from spilling out across the whole battlefield during deployment)
  • Made rendering optimizations to the strategy map to help it run faster in the late game
  • Removed the AU distance readout from fleet icons. It’s basically useless. All that matters is ETA and fuel.
  • Removed the “you unlocked a technology” song because it gets old after a few time
  • Fixed a bug in the shipyard with the Upgrade Armor button. Should work as intended now.
  • Fixed a bug where the AI would sometimes launch troops from a planet that the player was invading (and would steal the player’s troops in the process!)
  • Fixed an issue with the time controls changing the speed of the entire game if used in the battle arena
  • Fixed issue with firing leaders Vos and Wyatt making the game hang
  • Removed final references to the old ground combat system...I think!

1.5e AI Update / Hotfix

Hi folks -- I caught a few AI bugs that will make the AI a whole lot meaner. I think that this mod will now successfully bring the AI Community ship pack into full action.

I snuck a few other bug fixes in there. Not implementing the version number, just slipping it on top of 1.5e.

1.5e AI Hotfix / Update
  • Updated the AI to always build the best frigates and corvettes available to it. It was randomly choosing from the available roster earlier
  • Fixed an issue where the AI was not accessing its full ship roster. This was a big problem--they will build very dangerous ships now. Watch out!
  • Fixed an issue where ships might not be rendering on the strategy map
  • Toned down a few visual hotspots in the nebula background on the strategy map
  • Upgraded the AI to be smarter about resource allocation on core worlds when there is nothing important to build. They will now reallocate to research or money depending on their needs.
  • Fixed an issue where the AI could end up building way too many spies. Hopefully this chills them out a bit in the late game

1.5e patch notes

Hi folks. This is a small update that fixes some nasty bugs and rebalances the tech tree. It also has some critical optimizations. No promises that I didn't break anything. Please let me know if I did!

  • Updated the AI so that it will not attempt to build any ship designs that the player will made. It is drawing all of its designs from the big community made pack from years back
  • Updated the tech tree with overall higher technology costs. I really want to stretch out the early-mid game instead of just rushing through things. It makes the early techs feel a bit more meaningful when you get to actually use them in combat
  • Changed UI behavior so that clicking the X button in the notification panel will now clear all active notifications
  • Disabled old ground combat missions while it gets reworked
  • Implemented object pooling for spaceship explosions in the battle map and made other optimizations related to exploding ships. TONS FASTER IN BIG BATTLES
  • Fixed issue where subspace projectors were amplifying the slowing effect of nearby terrain
  • Fixed an issue where ships would open fire at extreme long range, and the projectile falls short by a meter. Ships will get just a little bit closer now.
  • Fixed an issue where fleets on the strategy map would sometimes be too large or display more than one “hero” vessel as a representative
  • Fixed a bug where the Osiran event would cause the game to hang
  • Fixed a bug with saving and load that would sometimes cause game objects like troops and fleets to forget their home planet, which had odd lingering effects
  • Fixed an issue where weapons would not reload fast enough when doing battle at 2x/4x speed