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StarDrive 2 News

Sunday Funday Patch

Folks, I am going to patch again on this day of rest.

Current Issues:

1. Fixed an issue where the AI could invade your planet even though they are a few sectors away. This occurs when they are pathing around terrain.
2. Working on lingering issues with the withdraw button
3. Fixed an issue with the Osiran Plate module set having blank text
4. Fixed an issue where friendly beam weapons could harm friendly canopy shields
5. Fixed a hang at the end of the turn that could occur for honestly unknown reasons. All I know is that it's fixed.
6. Fixed an issue where the Star Killer could keep returning to the same system
7. Defeated empires will now have their influence thoroughly nuked from the map in the DLC
8. Defeated empires will have their entries removed from the victory screen
9. Fixed a bug that could occur when loading a saved game
10. Fixed issue where you could build a base station in an unowned star system

Hello & March 12 Patch

Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP.

To that end, I have I uploaded a small patch today with the following changes.

1. Fixed the issue that I introduced yesterday where shields stopped working properly
2. If you have the osiran fusion bonus then that will work now in battle
3. Ships will explode appropriately on the strategy map again
4. Fixed a problem with large spiral galaxy creation
5. Potential fix for issue with multiple intercepts occurring after an auto combat
6. Added options to disable victory conditions when creating a new game
7. Fixed an issue where you could get no buttons on the UI when invading a planet in the vanilla game
8. Fix for being able to build any ship even if you didn't have the tech!
9. Fixed food shortage bug on .5 food worlds
10. Fixed a hang that could occur if you had an event in the queue for a destroyed planet

Hello & March 12 Patch

Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP.

To that end, I have I uploaded a small patch today with the following changes.

1. Fixed the issue that I introduced yesterday where shields stopped working properly
2. If you have the osiran fusion bonus then that will work now in battle
3. Ships will explode appropriately on the strategy map again
4. Fixed a problem with large spiral galaxy creation
5. Potential fix for issue with multiple intercepts occurring after an auto combat
6. Added options to disable victory conditions when creating a new game
7. Fixed an issue where you could get no buttons on the UI when invading a planet in the vanilla game
8. Fix for being able to build any ship even if you didn't have the tech!
9. Fixed food shortage bug on .5 food worlds
10. Fixed a hang that could occur if you had an event in the queue for a destroyed planet

Patch Notes - March 10

Hi Folks.
Today's patch brings a bunch of fixes and tweaks in response to feedback and bug reports! It's going live now across all platforms

1. I fixed an issue with invalid ship designs appearing after you get the tech that doubles your fusion output
2. Fixed several issues related to planetary invasions and the Warhawk Cabal
3. Fixed an issue with the Masters appearing too soon on high difficulties
4. Fixed an issue where ships that are out of fuel who enter an opposing starbase area would hang the game, being unable to withdraw
5. Fixed an issue with the Cantina not applying its bonuses
6. Fixed an issue with the Arena event missing some text and generally not working as intended
7. fixed an issue with the Colony ship event spawning the ship somewhere that you didn't expect
8. Fixed issue with starkiller losing charges between saves;
9. Potential fix for non-functional withdraw buttons appearing
10. Fix for creative races not getting all techs when the tech is completed via an event
11 .Fixed an issue with trilithium bonuses potentially disappearing after researching more advanced warp tech
12. Fixed an issue where enemy Starbases could potentially be invisible
13. Fixed an issue where a special tile that spawns in your borders at game start could have the terrain stay invisible until you visited it
14. Energy Future tech costs are fixed. Was 1000 when it should have been 10k
15. Fixed an issue where Experimental techs could have their costs all screwed up if you started a few games back to back without quitting
16. Fixed an issue where the game could hang at 100% turn on the DLC if there was a ground combat plus a few other potential things going on at the same time
17. Fixed subspace artillery research giving you the grimdark expanse benefits. facepalm


I want you to leave a positive review for the game because you like it. So if you do like it, please go leave me a review. If you're not yet satisfied, then tell me why and I'll do my damndest to earn your thumbs up.

Patch Notes - March 10

Hi Folks.
Today's patch brings a bunch of fixes and tweaks in response to feedback and bug reports! It's going live now across all platforms

1. I fixed an issue with invalid ship designs appearing after you get the tech that doubles your fusion output
2. Fixed several issues related to planetary invasions and the Warhawk Cabal
3. Fixed an issue with the Masters appearing too soon on high difficulties
4. Fixed an issue where ships that are out of fuel who enter an opposing starbase area would hang the game, being unable to withdraw
5. Fixed an issue with the Cantina not applying its bonuses
6. Fixed an issue with the Arena event missing some text and generally not working as intended
7. fixed an issue with the Colony ship event spawning the ship somewhere that you didn't expect
8. Fixed issue with starkiller losing charges between saves;
9. Potential fix for non-functional withdraw buttons appearing
10. Fix for creative races not getting all techs when the tech is completed via an event
11 .Fixed an issue with trilithium bonuses potentially disappearing after researching more advanced warp tech
12. Fixed an issue where enemy Starbases could potentially be invisible
13. Fixed an issue where a special tile that spawns in your borders at game start could have the terrain stay invisible until you visited it
14. Energy Future tech costs are fixed. Was 1000 when it should have been 10k
15. Fixed an issue where Experimental techs could have their costs all screwed up if you started a few games back to back without quitting
16. Fixed an issue where the game could hang at 100% turn on the DLC if there was a ground combat plus a few other potential things going on at the same time
17. Fixed subspace artillery research giving you the grimdark expanse benefits. facepalm


I want you to leave a positive review for the game because you like it. So if you do like it, please go leave me a review. If you're not yet satisfied, then tell me why and I'll do my damndest to earn your thumbs up.