Technical Preview 2 Changelog
Release Status: *** AVAILABLE ***
Just in time for the holidays is our next major update for Sins of a Solar Empire II! This second Technical Preview includes the TEC Rebels, new units, culture, a new research system and much more.
This update is not save game compatible.
New Faction
Added initial content for TEC Rebel faction
New Units
Added TEC Sova capital ship
Added TEC Marza capital ship
Added TEC Dunov capital ship
Added TEC Neruda Envoy
Added TEC Argonev starbase
Added Phase Inhibitor
New Ship Components
Added Exotic Salvage Policy: insures the capital ship so that exotics used in its manufacture are automatically recovered in the event the ship is destroyed
Your initial free capital ship comes with this insurance in its inventory. the goal is to make it much easier to rebuild your capital ship if it was destroyed early in the game
Added Mobile Argonev Starbase: grants capital ships the ability to deploy starbases at remote locations
New Planet Components
Added Munitions Plant: grants bonus dps to allied structures and starbases in orbit
Remade Autonomous Refinery:
improves orbital resource extraction rates
only available on certain planet types (e.g. asteroids)
New Map
Added 5 player random medium map
Renamed the previous map with a "_custom" postfix to indicate it was a custom hand-made design (as opposed to randomly generated)
New Culture
Added initial TEC culture content
New Research System:
Added first pass of new research system and interface. Still incomplete but gives a better idea of the direction we are heading. Focus is on the gameplay of research and the structure of the interface (not the aesthetics).
Gameplay
Orbital resource extractor structures are now dependent on research, not mining track levels
Switched Kol's Finest Hour to deal a percentage of damage dealt as splash damage rather than a fixed amount
Fixed Energized Space planet bonus bad data
Fix derelict loot spawning inside stars
Fixed upgraded Retrofit Bay not repairing corvettes and frigates
Changed item building to allow queuing of items if their prerequisite items are queued, but only build them if those prerequisites are finished
Fixed Media Conglomerate buff not being removed when item is removed
Models
Update TEC Exotic Refinery mesh
Updated TEC Gauss Defense mesh
Updated TEC Retrofit Bay mesh
Updated TEC Heavy Factory mesh
Updated TEC Light Factory mesh
Updated Pirate Pillager mesh
Update experiment with TEC Kol textures (testing new detail and scale cues)
Rendering
FPS optimizations: Some hardware combinations could receive 5x to 50x fps improvement
Fixed dynamic light discontinuities (e.g., when bombing a planet)
Balance
Nothing of consequence unless it was part of a complete system change
Not a priority at this stage
User Interface
Added new bottom bar structure for ships and planets:
Added ship and structure build groups to help with organization
Added planet bonus and artifact buttons
Removed planet asset rates from window (info still available on tooltip)
Removed set rally point button (right click to set rally points or use related ship component)
Added advanced planet window
Moved excavation to be with other track buttons
Adjusted advanced and carrier bottom bars to leave room for build queue
Added new exotic window
Improved fleet supply window
Improved colonized planet window
Escape menu can now be accessed from the root window by pressing the escape key
Added close button to escape menu
Added temporary new scuttle interface:
Select all units to scuttle, press 'delete' key to scuttle en masse
You may need to delete \AppData\Local\sins2_pre_alpha\settings\input_bindings.json
If you made other key binding edits, you can also edit the file manually:
-"toggle_scuttle_units": [
{
"keyboard_key": "del"
}],
Added dpi settings to settings->user interface window
Fixed various dpi issues
Removed extra background from buttons
Added various background windows
Added disabled state to npc reward buttons
Added focused_text_color
Added garrison tooltip icons (main view icons will be coming at a later date)
Added highlighted state to default button
Added item_prerequisites to item_tooltip
Added pirate portraits
Added merchant and miner npc player portraits
Added new exotic pictures
Adjusted the spacing of the top bar on the title screen
Added ability to customize cursors for different npc rewards (e.g., pirate raid vs others)
Attached name and culture indicator properly to picture window
Updated notification icons
Fixed notification spacing
Fixed auction button spacing
Darkened assorted hud frames
Updated structure of some front-end screens
Cleaned up some front-end layout issues
Fixed tooltip flickering when over an extractor AND canceled extractor
Fixed culture indicator tooltip showing up when unit not visible
Suppressed culture rate tooltip value rendering if the rate is zero
Fixed missing nightmare difficulty icon
Fixed npc auction bid button alignment
Fixed Advent and Vasari player icons showing up for TEC
Fixed random hud components never getting focused
Fixed top bar buttons being active when they shouldn't be
Fixed ultimate exotic reward icon binding
Fixed unit bars in ship window not showing shields and antimatter
Fixed units without gui (e.g., debris) getting into bookmark window
Fixed camera panning
Fixed waiting for exotic on tooltip for newly built structures
Hide player icons on meshes when cursor over by default
Improved unit name text entry behavior
Added lock and open icons
Added icons and layout for the discord, forum, and guide
Added new test cursors
Added npc reward targeting UI (can customize cursors for different npc rewards (pirate raid vs others))
Effects
Experiment with TEC Kol exhaust particles (testing new particle behaviors)
Experiment with TEC Kol Heavy Gauss effects (testing new particle behaviors)
Added placeholder muzzle effect for Kol beam
Added particle effects spawned from beam effects
Added beam duration to muzzle effects
Added placeholder effects for Research Station PSIDAR
Added placeholder projectile effect to EMP Droids
Added variation seeding to particle_effects so there is less perfectly synchronized behavior (e.g., dual barrel muzzle flashes)
Fixed acceleration of particles not being cleared
Audio
Added missile impact sfx alternates
Added physical heavy hull impact sfx alternates
Added physical medium hull impact sfx alternates
Added physical light hull impact sfx alternates
Added more music
Updated capitalship death explosion sfx
Updated cruiser death sfx
Updated TEC capital ship exhaust sfx
Updated TEC frigate death sfx
Updated TEC strikecraft death sfx
Updated TEC corvette death sfx
Crashes
Fixed crash in exotic_tooltip
Fixed crash in planet tooltip
Fixed crash when dragging ship items in production window
Fixed common assert(is_unit) (very likely to cause crashes)
Misc
Removed garrison ships from player regular ship unit limit
Added trigger events and action to support modifying pending damage as it is registered
Add text-based rendering_system settings to help track down video card issues
Fixed acquire research tier exotic reservations not being cleaned up
Fixed various misleading strings
Fixed various string misspellings
Fixed militia attacking derelict guardians
Added ignoring of old save games that could cause crashes
Fixed missing "delete" key binding for Scuttle action
Fixed unable to rename ships and planets
Fixed tooltip overlapping bottom bar at lower resolutions
Fix list box inverted scrolling with mouse scroll wheel
Fixed all Point Defense weapons not acquiring best possible target
Fixed Starbase beams and missiles being enabled prematurely
Fixed Dunov only firing 1 missile per volley
Fixed Dunov and Sova attack alignments
Improved Kol, Dunov, and Sova firing arcs
Adjusted research balance slightly
Adjusted economy slightly
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