Technical Preview 2 Change Log

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.


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)

  • Added Civic University:

    • Establishes ground-based Civilian research facilities.

  • Added Hidden Military Lab:

    • Establishes ground-based Military research facilities.

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 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))

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 crash when dragging research items
  • 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
51,394 views 22 replies
Reply #2 Top

Quoting WHIPperSNAPerNotUsing, reply 1

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... :D

Reply #3 Top

Quoting WHIPperSNAPerNotUsing, reply 1

No Corsev capital ship?  Is that being removed from Sins II?

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

Reply #4 Top

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

Reply #5 Top

Release Status: *** AVAILABLE ON TEST EDITION ***

I found it ok :P

Reply #6 Top

re: Corsev - It has been deprecated (all of the new Sins: Rebellion capital ships have been). 

Reply #7 Top

Quoting Yarlen, reply 6

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 :D

Reply #8 Top

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.

Reply #9 Top

Quoting Smarti12, reply 7


Quoting Yarlen,

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 :D

We just weren't real happy with their overall use.

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Reply #10 Top

Quoting Yarlen, reply 9


Quoting Smarti12,






Quoting Yarlen,



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 :D



We just weren't real happy with their overall use.

Yeah understandable. Thanks :)

Reply #11 Top

Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. 

Reply #12 Top

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

Reply #13 Top

Quoting mouritsen94, reply 11
Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion.

The need for construction frigates and the value of destroying them when attacking was an important part of the game play in Sins-1.

Reply #15 Top

Quoting ProctorDerVerdichter, reply 14

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.

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Reply #16 Top

Quoting WHIPperSNAPerNotUsing, reply 13


Quoting mouritsen94,
Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion.



The need for construction frigates and the value of destroying them when attacking was an important part of the game play in Sins-1.

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.

Reply #17 Top

Quoting Yarlen, reply 9


Quoting Smarti12,






Quoting Yarlen,



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 :D



We just weren't real happy with their overall use.

 

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.

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Reply #18 Top

Quoting mouritsen94, reply 11

Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. 

Those will be coming back in a future update. :)

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Reply #19 Top

Quoting Yarlen, reply 18


Quoting mouritsen94,

Are you guys planning on removing construction ships altogether? I liked them being destructable in Rebellion. 



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 ? 

Reply #20 Top

We haven't decided yet.

Reply #21 Top

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.

Reply #22 Top

Oh yeah, I agree!

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