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.
NOTE: This update is currently available on Sins of a Solar Empire II from the Epic store. This update is not save game compatible.
Added initial content for TEC Rebel faction
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
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
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)
Added Civic University:
Establishes ground-based Civilian research facilities.
Added Hidden Military Lab:
Establishes ground-based Military research facilities.
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)
Added initial TEC culture content
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).
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
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)
FPS optimizations: Some hardware combinations could receive 5x to 50x fps improvement
Fixed dynamic light discontinuities (e.g., when bombing a planet)
Nothing of consequence unless it was part of a complete system change
Not a priority at this stage
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 and restart the game to force the new default key bindings.
If you made custom key binding edits and don't want to lose them you can also edit the file manually: -"toggle_scuttle_units": [ { "keyboard_key": "del" }],
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 dpi settings to settings->user interface window
Fixed various dpi issues
Removed extra background from buttons
Update various unit main view icons
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))
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
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
Fixed crash in exotic_tooltip
Fixed crash in planet tooltip
Fixed crash when dragging ship items in production window
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
No Corsev capital ship? Is that being removed from Sins II?
In the user guide that Yarlen made, the Corsev was replaced by another name...
I'm guessing that it could be replaced with another one similar to it or Corsev is having a major upgrade..
In my opinion, Corsev Battlecruiser in SINS Rebellion seems quite useless in direct combat and ability-type vs fights although its not totally useless...
FYI... i was hoping to see Corsev gets redesigned to perform mobile platform while specialized in guerilla combat against non Dreadnought-class level fleets, much like Marza's Missile Barrage ultimate ability BUT instead it launches hordes of Boarding Party-type ability that can sabotage the enemy fleet and/or assist owned & allied fleet in hull restoration point, weapon cooldown time, max speed, turn rate & acceleration increase.. much like combination of Boarding Party, Demolition Team and Elite Crew ability in a massive numbers within ability's radius..
I think that this ability deserve to be placed as its ultimate ability that launches massive boarding party from at least targeted 20 ship/structure up to 40 total, allies, owned and enemy
IF possible, as mobile platform i mentioned earlier, IF Akkan Battlecruiser was redesigned for Mobile Trade Port and hopefully it would work on refinery cargo ship as well...
I was hoping to see mobile repair facility which gives hull repair, shield restore and antimatter restore albeit much smaller scale ++ Also hoping IRONCLAD managed to add at least some turreted powerful weapon like Gauss Cannon as this ship has undergoes major redesign from large cargo ship into decent support capital ship IN SINS 2
Just honest opinion here... no offense guys
Next question for us player would be what's the major upgrade for Sova, Dunov & Corsev capital ship... Here's my opinion so no offense okay..
1st of all, I'm hoping to see Sova Carrier got upgraded into Sova Battlecarrier which basically not only a mobile aircraft carrier but also an support-type assault ship that can deploy corvette and gunships at least while mounting a decently powerful weaponry compared to SINS Rebellion version LIKE almost twice its original design via deployable turret and so on...
Basically its a Combat-type Carrier with mobile weapons platform capability that could act the role of either offensive-type support or defensive-type support.. unlike original one that have minimal firepower equal to medium-sized fleets of frigates at best
BUT MOST IMPORTANT of all for a Battlecarrier is it MUST have quite number of anti-craft turret firepower that specialized on fighting off small battalions of strike craft mixed corvette single-handedly as its weaponry also help countered anti-structure, anti-large ship and anti-titan missile or torpedo or maybe even mini-superweapon launched from newly experimental capital ship and/or Dreadnought-class warship that have such abilities..
Next one would be about Dunov as i mentioned Corsev already earlier
Release Status: *** AVAILABLE ON TEST EDITION ***
I found it ok
re: Corsev - It has been deprecated (all of the new Sins: Rebellion capital ships have been).
Any comments on why this change was made? I have no opinion either way, but I'm wondering whether you guys didn't end up liking them, or whether a lot of the design choices will be carried over to ships that will be different, but still similar. And in extension, I'm hoping to infer something about Titans
FYI... i don't hate the corsev ship but it doesn't have much use as it would be a waste to use it recklessly.. i prefer using it for small colonization team away from hardcore battle path... HENCE why i was expecting to see some major improvement over SINS 1 version
By the way.. do they only add the SINS 1 model and ability into the TEST EDITION?? OR there are differences for SOVA, DUNOV & CORSEV as well which is not mentioned into the Journals.
We just weren't real happy with their overall use.
Yeah understandable. Thanks
Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion.
I would also state that some of the icons are extremely similar looking. For example here is the light factory compared to some autocannons. they are very hard to discern apart. https://i.imgur.com/KyWk8ON.png
The need for construction frigates and the value of destroying them when attacking was an important part of the game play in Sins-1.
Where can I download the patch? My Epic-Version is not updating itself.
Check Library, and uncheck Installed or everything else, and there will be the test version, currently 1.0.20 compared to the official current install which was 1.0.16.
A separate installation.
The issue is not construction ships themselves, that took forever to be replaced, currently, all planned buildings are visible to everybody and are physical, destructible but seem to be starting with full HPs with no penalty. So, if you have the resources you can stall the other side by popping buildings near them to eat up dps away from other units and buildings. I think that this mechanic will be replaced with buildings growing HPs as they get built.
If build ships are an absolute must, well, then they should be able to travel too. And mine the minerals from asteroids. Are they built planet-side ?
Another thing, low gravity systems could have asteroid - surface - side ship factories too.
Well, Corsev and Rankulas were bit meh, aesthetics-wise, so i wont miss those, but Discord was really cool looking model, i would argue that better looking that most of the vanilla Advent capship line-up. And this is coming from someone prefering playing as Vasari, so caring mostly about their stuff.
Anyway, please do consider this one to return back. I would suggest having different capship models between loyalist and rebel factions, even if the functionality is the same - so that could be one way, as a Loyalist/Rebel visual replacement for say Rapture or one of the other caps.
Those will be coming back in a future update.
Will they be buildable, or will there at least be some sort of cooldown somewhere showing, how long until another one is sent from the planet surface ? Possibly visibly shooting a rocket or something from it ?
We haven't decided yet.
I am happy to hear that construction ships are in the roadmap; they were a great part of SINS 1 and I loved targeting them.
Oh yeah, I agree!
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