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StarDrive 2 News

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

1.5d Hotfix--Fresh Installs were hanging on load

There has been a hotfix to 1.5d to address major issue where fresh installs were blocking on load.

This also contains a fix that was causing the Osiran event to make your game hang.

1/29 Update - Upgrades and Fixes!

I put a lot of effort into this one. I really like the new look of the battle screen, and along with the new time time controls it should really enhance your experience. Let me know what you think! I will continue to upgrade and refine the battle screen so that every battle is beautiful and unique, and I will continue to focus on QoL upgrades and bug fixes.

As always, if you see a gamestopping bug, please try to get me a saved game for diagnosis. Thanks, and have fun.

1.5c change log:
  • Added the ability to click the “Empty Slot” button in the Colony Management interface to open the shipyard and assign a ship design
  • Added a Load All / Land All buttons to the troop land/load interface
  • Overhauled the basic combat screen background to be more readable
  • Added some new assets and configurations to the space battle screen
  • Added new engine thruster fx to all ships
  • Added more time controls to the battle screen (2x / 4x speed), updated user interface for same
  • Changed AI behavior so that they will declare war when they enter your territory for a sneak attack. Earlier there were edge cases where they would only declare after the attack, but now you will typically get a warning unless they are very fast
  • Fixed an issue where existing game installs weren’t necessarily getting the updated weapon characteristics
  • Fixed a number of issues that had shield hit effects not working as I would prefer them to work
  • Changed shield fx to adjust size depending on shot damage
  • Fixed an issue with ships rolling incorrectly during turns in combat
  • Fixed a bug that would sometimes have fleet icons rendering out of place
  • Fixed issue where random space sounds in the background not respect the volume slider
  • Fixed issue where the volume of weapons fire was not being affected by the volume slider
  • Fixed issue where explosions on the strategy map would not respect volume slider
  • Fixed issue where the subspace rifts would make noise and not respect the volume slider
  • Fixed music volume on diplomacy screen
  • Fixed issue where the Unlock Technology jingle was not respecting audio sliders
  • Fixed BrainPal tech not working
  • Fixed an issue where sectors graphics would not immediately update after coming under your control
  • Fixed a bug where you couldn’t launch a leader from a planet if you didn’t have available freighter capacity
  • Fixed an issue where controls would some times lock up upon starting a new game

Patch Release Notes - 1.5b

It is my goal in 2021 to release a total remaster of StarDrive 2, and this is a juicy update on the Road to Remaster (tm).

If you find that I broke something in your saved games, please upload it somewhere so I can grab it and see what went wrong. I've got a long way to go yet before this game is in a remastered state, but I think this gives you a great taste of what's to come.

  • Added an Auto Combat toggle to the battle screen to let the AI handle combat for you
  • Continued optimizations of strategy map performance
  • Swapped out a few building graphics courtesy of wolfy301
  • Asteroid fields on the battlemap are now more asteroidy
  • Enhanced weapon sound fx system to allow for more variation.
  • Upgraded and rebalanced weapon sound fx for:
  • PD lasers
  • Medium lasers
  • Vulcan Cannons
  • Disruptor Cannons
  • Anti Matter Cannon
  • Artillery
  • Mass Driver
  • General improvements to Muzzle Flash FX across the board
  • Modified weapons:
  • Disruptor max cannon range reduction
  • Anti Matter Cannon increased projectile speed
  • Cluster cannon range decreased
  • Removed the old ground combat system entirely, and all associated quests. An upgraded quest system will bring these back in a new form soon.
  • Solar Systems that are out of sensor range will now have the display of their names dulled slightly as an indicator
  • Hex tiles that are not in sensor range now have a slightly faded coloring as an indicator
  • Hex tiles that are unexplored have an even further reduced coloring
  • Softened the color of the huge empire name plates on the strategy map to increase map readability
  • Fixed an issue where antimatter cannon fx trails would disappear immediately upon impacting with a ship
  • Updated Microsingularity FX to be cooler
  • Fixed inoperable cluster cannon weapon

Jan 24 hotfix

Hi Guys--

I fixed a major bug that affected fleet intercepts, and I fixed an issue screwing up Russian localization. Let me know if you see any more show-stoppers. Thanks!