Technical Preview 5 Features Major AI and UI Improvements, Audio Balancing, Quality-of-Life Updates, and MoreRead the full changelog
Greetings, Sins II players! Thanks to everyone who played during our opt-in period and sent us any bug reports or weird issues that you came across. Your diligence helps us deliver the best game possible, and we're happy to let you know that Technical Preview 5 is now officially released.
Before we talk about what's in the new update, here's an important note: this update is NOT save game compatible with prior versions! This means you'll need to start fresh games to play with the features in Tech Preview 4. For the highlights in this update, read on - if you'd like more nitty-gritty details, be sure to check out the changelog at the bottom of the post.
Research
Research has been split into two separate queues - civilian and military. This means that you can focus on developing your economy or military units separately, allowing for more efficient progress in both areas.
AI Improvements
We've done some work on the AI and improved it in some of the following areas:
Unit AI collision avoidance, pathfinding, and combat movement have also been improved, leading to increased unit survivability.
Gameplay
We've taken some of the player feedback we've received regarding the early game economy and improved how trade works, which increases your income and allows for smoother gameplay.
Improved early game economy, increased trade income, adjusted lobby game speed options, and rebalanced pirate ratios have also been updated and improved.
Additionally, galaxy generation has been fixed to prevent resource asteroids from intersecting structures, spawning of structures in structures or asteroids, and units spawning inside a star or planet.
Visuals, Audio, and UI
We've got some shiny new visual effects! The Dunov energy transfer beam got a facelift, and we fixed popping particles and created cleaner and more interesting death sequences.
We also did a ton of work on the User Interface. Auto overlap detection, renamed units, and disabling culture takeover blinks around planet icons are among just a few.
There are now improved tooltips for the colonized planets summary, Human Doctrine buff values, and much more.
Lastly, audio has been rebalanced with normalized loudness across sound assets and adjusted attenuations. There is now updated sound FX for Magnetic Singularity, the TEC autocannon, and the gauss defense structure. We also adjusted the volume for explosions.
Haven't pre-ordered Sins of a Solar Empire II yet? No problem! There's still time to join early so that you can experience the game as it develops while sharing your feedback directly with the team behind it. Head over to www.sinsofasolarempire2.com to add the game to your wishlist, follow updates, and learn more about features as they are revealed.
To read about everything included in this update, please see the changelog listed below. Thanks for playing!
Sins of a Solar Empire II Technical Preview 5 Changelog
Visual Effects
Galaxy Generation
User Interface
Tooltips
Audio
Notifications
Event Dialog
Bug Fixes
when will vasari be added?)
If I had to guess, probably this month. It is listed as 'spring 2023', which could also mean June depending on your definition of spring of course. The last update however was a lot of 'polishing' compared to some previous ones, so I think the time is ripe for the Vasari (only loyalists though).
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