Release Status: *** RELEASED ***
March brings our first major update of the year, and also our first DLC - Paths to Power!
There are many big changes in v1.40: Population returns as a re-imagined game mechanic that integrates with culture, research and resource mechanics. You’ll notice a bunch of new and revised technology and items that support this new gameplay system. On top of that, we’ve added 3 new units to help fill in some sore spots on fleet rosters. The Vasari will no longer be subject to mass missile and corvette abuse thanks to the new Junsurak Warden. Vasari players also gain a new heavy fighter strikecraft for their carrier operations. Lastly, the TEC Stilat corvette returns equipped with some high pierce missiles.
On top of new units, we’ve also added 3 new colonizable planets: barren worlds, volcanic moons and ice moons. A number of units also gained new special abilities in this update. Modders will also have a number of new features to play with which we’ve outlined below. Stay tuned for more information on these. Lastly, we’ve made a major rebalance pass in this version that makes combat feel more satisfying and gives greater survivability to your elite capital ships/titans.
All these new additions mean that we’ve lost save game compatibility in v1.40, but it will resume with future builds. Also, please note that while we’ve tried to include all the details, we did not capture 100% of the balance changes present (a 40 minute read time seemed long enough).
This update won't work with old save games and replays but you can still play them by using the previous version:
If you wish to finish up your game on the previous version, do the following:
Select ‘Sins of a Solar Empire II’ in your Steam Library.
Click the gear icon in the upper right.
Select Properties → Betas
Select 'previous_edition' from the Beta Participation dropdown.
Steam will update you to the latest files.
To switch to latest repeat step 4 and select ‘None’
v1.40 Change Log
Gameplay
Population
Population is a new game mechanic that arrives in this update and is heavily lore-based. All colonizable gravity wells have population (this is Trader space after all) and population cannot normally be entirely removed. Non-homeworld populations start the game neutral, with no underlying affiliation. However, a player’s Cultural dominance over a gravity well will slowly convert that world’s population to their allegiance. The more allegiance a player has on a given world, the higher their income rates for resources generated there (credits, metal and crystal) and for research speed. A planet’s population is not beholden to a single master - other players' Culture will influence them as well, reducing the impact of the primary allegiance holder.
Population income effects have been added to tooltips.
Most surface-level research and planet items have been updated for population.
New planet items and research subjects added to all factions for population.
Population will grow automatically over time but can be affected by various technologies.
Population can be killed via orbital bombardment, but never entirely eradicated from it.
New Units
New Abilities
Kalev Gauss Frigate:
Javelis LRM Cruiser:
Kanrak Assailant:
Vulrak Penetrator:
Destra Crusader:
New Planet Types
Ice Moon
Volcanic Moon
Barren Planet
Rebalanced random maps:
Added uncolonizable gravity wells to all random maps.
Added wormholes to random maps with 4+ players.
Improved layout and randomization for all random maps.
Survivability Rebalance
All units in the game have had significant increases to survivability stats (Hull Points, Armor Points and Shield Points, as well as the associated secondary stats). This increases combat length to allow units more time to receive and execute the players commands during battle, while also increasing scope to adjust the top and bottom ends of damage output without unduly breaking balance - notably with Point Defense, Missiles and Anti Structure type weapons.
All Corvettes, Frigates, Cruisers and Strike Craft have had their Effective Hit Points (EHP) increased by roughly 45%.
All Capital Ship and Titan level 1 EHP increased by roughly 35%.
All Capital Ship EHP scaling per level will now result in the ship having roughly 95% additional EHP by level 10, compared to an increase of only around 30% prior to the update.
All Titan EHP scaling per level will now result in the ship having roughly 75% additional EHP by level 10, compared to an increase of only around 55% prior to the update.
All Structure and Starbase EHP increased by roughly 100%.
Missile and PD Rebalance
Missiles have received a significant adjustment. Medium and Large missiles now have more than one Hull Point, requiring several hits from most Point Defense weapons before they are destroyed. Some missiles also gained Armor Points, further fortifying their resilience. In order to compensate, missiles are now usually fired in smaller but more frequent salvos - for example the Javelis now fires only two missiles per salvo, but with nearly half the reload time. This adds nuance to the PD interaction and makes it much more visually clear when Point Defense is successfully shooting down individual missiles from an incoming salvo.
Balance
Research Balance
All research subject costs have been rebalanced. Lower tier research costs are increased, while higher tier costs are reduced in order to increase the value proposition of high tier research while gating the pace of early research unlocks relative to fleet and economic buildup. Resource weighting is also adjusted to more heavily favor a faction’s preferred resource - Credits for TEC, Metal for Vasari and Crystal for Advent. Time scaling is increased in order to account for the higher potential research rate achievable via population, and to ensure that the Research planet upgrade is valuable and necessary for acquiring high level technologies. (credits/metal/crystal/time):
TEC
Tier 1.0 cost changed from 250/25/50/60 to 400/25/50/60.
Tier 1.5 cost changed from 400/50/75/90 to 450/50/75/90.
Tier 2.0 cost changed from 600/100/150/135 to 700/100/125/120.
Tier 2.5 cost changed from 750/125/175/180 to 750/125/150/180.
Tier 3.0 cost changed from 1150/225/325/240 to 1200/200/300/300.
Tier 3.5 cost changed from 1300/275/375/300 to 1250/225/350/360.
Tier 4.0 cost changed from 1900/425/600/375 to 1700/300/500/540.
Tier 4.5 cost changed from 2050/475/650/450 to 1750/325/550/600.
Tier 5.0 cost changed from 2850/675/950/540 to 2200/400/700/840.
Tier 5.5 cost changed from 3000/750/1050/630 to 2250/425/750/900.
Advent
Tier 1.0 cost changed from 200/25/75/60 to 250/25/75/60.
Tier 1.5 cost changed from 300/50/100/90 to 300/50/100/90.
Tier 2.0 cost changed from 450/100/200/135 to 500/125/300/135.
Tier 2.5 cost changed from 600/125/225/180 to 550/150/350/180.
Tier 3.0 cost changed from 900/225/425/240 to 800/250/600/300.
Tier 3.5 cost changed from 1050/275/475/300 to 850/275/650/360.
Tier 4.0 cost changed from 1500/425/775/375 to 1100/425/900/540.
Tier 4.5 cost changed from 1650/475/825/450 to 1150/450/950/600.
Tier 5.0 cost changed from 2220/675/1225/540 to 1400/600/1200/840.
Tier 5.5 cost changed from 2400/750/1325/630 to 1450/625/1250/900.
Vasari
Tier 1.0 cost changed from 0/60/90/60 to 0/120/60/60.
Tier 1.5 cost changed from 0/90/120/90 to 0/150/90/90.
Tier 2.0 cost changed from 0/180/240/135 to 0/240/210/120.
Tier 2.5 cost changed from 0/210/270/180 to 0/270/240/180.
Tier 3.0 cost changed from 0/345/480/240 to 0/420/420/300.
Tier 3.5 cost changed from 0/390/525/300 to 0/450/480/360.
Tier 4.0 cost changed from 0/570/825/375 to 0/600/660/540.
Tier 4.5 cost changed from 0/615/870/450 to 0/630/720/600.
Tier 5.0 cost changed from 0/840/1260/540 to 0/810/900/840.
Tier 5.5 cost changed from 0/900/1320/630 to 0/840/960/900.
Unit Balance
TEC
Ankylon Titan:
Level 1 Stats -
Hull Points increased from 9520 to 14520.
Hull Crippled Percentage reduced from 100% to 50% (Crippled Percentage now increases with level).
Armor Points increased from 3450 to 5000.
Armor Point Restore Rate increased from 4.8 to 8.0.
Armor Strength reduced from 150 to 130 (Armor Strength now increases with level).
Shield Points increased from 5000 to 6000.
Shield Burst Time increased from 60s to 90s (Shield Burst Time now reduces with level).
Shield Burst Magnitude reduced from 50% to 25% (Shield Burst Magnitude now increases with level).
Medium Autocannon -
Weapon changed to Heavy Autocannon with increased DPS and Pierce.
Heavy Autocannon Reload reduced from 5s to 2.5s.
Heavy Autocannon Damage reduced from 45 to 25.
Heavy Autocannon Pierce increased from 150 to 300.
PD Autocannon
Beam -
Forward Heavy Missile -
Range reduced from 15000 to 12000.
Reload increased from 5s to 15s.
Damage increased from 200 to 400.
Pierce reduced from 600 to 500.
Side Heavy Missile -
Range reduced from 15000 to 12000.
Reload increased from 3s to 15s.
Damage increased from 150 to 500.
Pierce reduced from 600 to 500.
Salvo Size increased from 3 to 5.
Ragnarov Titan:
Level 1 Stats -
Hull Points increased from 8550 to 12800.
Hull Crippled Percentage reduced from 100% to 50% (Crippled Percentage now increases with level).
Armor Points increased from 2240 to 4425.
Armor Point Restore Rate increased from 4.8 to 8.0.
Armor Strength reduced from 120 to 105 (Armor Strength now increases with level).
Shield Points increased from 4275 to 6575.
Shield Burst Time increased from 60s to 90s (Shield Burst Time now reduces with level).
Shield Burst Magnitude reduced from 50% to 25% (Shield Burst Magnitude now increases with level).
Railgun -
Weapon now unlocked by default.
Range increased from 10000 to 12000.
Damage increased from 750 to 800.
Forward Gauss Cannon -
Hardpoint duplication bug fixed, reducing weapon count from 8 to 4.
Range increased from 10000 to 12000.
Reload reduced from 10s to 6.5s.
Damage reduced from1 80 to 100.
Gauss Cannon Turret -
Tracking Rate increased from 12 to 15.
Range increased from 8000 to 12000.
Reload reduced from 12s to 8s.
Damage reduced from 180 to 100.
Medium Autocannon -
Tracking Rate reduced from 25 to 20.
Range increased from 6250 to 8000.
Reload reduced from 5s to 2.5s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
PD Autocannon
Heavy Missile -
Reload increased from 2.5s to 15s.
Damage increased from 200 to 600.
Pierce reduced from 600 to 500.
Salvo Size increased from 4 to 6.
Akkan Battlecruiser:
Level 1 Stats -
Hull Points increased from 3620 to 4940.
Hull Crippled Percentage reduced from 100% to 50% (Crippled Percentage now increases with level).
Armor Points reduced from 1285 to 1245.
Armor Point Restore Rate increased from 2.4 to 4.0.
Armor Strength reduced from 90 to 50 (Armor Strength now increases with level).
Shield Points increased from 1220 to 3125.
Shield Burst Time increased from 45s to 65s (Shield Burst Time now reduces with level).
Shield Burst Magnitude reduced from 50% to 33% (Shield Burst Magnitude now increases with level).
Medium Autocannon -
Tracking Rate reduced from 25 to 20.
Range increased from 6250 to 8000.
Reload reduced from 5s to 2.5s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
PD Autocannon
Dunov Battlecruiser:
Level 1 Stats -
Hull Points increased from 3345 to 3445.
Hull Crippled Percentage reduced from 100% to 50% (Crippled Percentage now increases with level).
Armor Points increased from 1520 to 2075.
Armor Point Restore Rate increased from 2.4 to 4.0.
Armor Strength remains at 90 (Armor Strength now increases with level).
Shield Points increased from 1150 to 2975.
Shield Burst Time increased from 45s to 65s (Shield Burst Time now reduces with level).
Shield Burst Magnitude reduced from 50% to 33% (Shield Burst Magnitude now increases with level).
Heavy Missile -
Tracking Rate reduced from 20 to 15.
Range reduced from 15000 to 12000.
Reload increased from 12 to 15.
Pierce reduced from 600 to 500.
Salvo Size reduced from 8 to 4.
Medium Autocannon -
Tracking Rate reduced from 25 to 20.
Range increased from 6250 to 8000.
Reload reduced from 5s to 2.5s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
PD Autocannon -
EMP Charge -
Kol Battleship:
Level 1 Stats -
Hull Points increased from 3100 to 3750.
Hull Crippled Percentage reduced from 100% to 50% (Crippled Percentage now increases with level).
Armor Points increased from 1710 to 2420.
Armor Point Restore Rate increased from 2.4 to 4.0.
Armor Strength reduced from 120 to 105 (Armor Strength now increases with level).
Shield Points increased from 1550 to 2650.
Shield Burst Time increased from 45s to 65s (Shield Burst Time now reduces with level).
Shield Burst Magnitude reduced from 50% to 33% (Shield Burst Magnitude now increases with level).
Gauss Cannon -
Tracking Rate increased from 12 to 15.
Range increased from 6250 to 8000.
Reload reduced from 12s to 8 s.
Damage reduced from 180 to 100.
Weapon now allowed to target Corvettes.
Medium Autocannon -
Tracking Rate reduced from 25 to 20.
Range increased from 6250 to 8000.
Reload reduced from 5s to 2.5s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
Light Autocannon -
Tracking Rate reduced from 60 to 40.
Reload reduced from 3s to 1.5s.
Damage reduced from 25 to 10.
Pierce increased from 50 to 100.
Experimental Beam -
Marza Dreadnought:
Sova Carrier:
Kalev Gauss Frigate:
Cost changed from 450/60/0/24 to 310/65/75/29.
Supply Cost reduced from 7 to 6.
Durability reduced from 150 to 125.
Hull Points reduced from 715 to 685.
Armor Points reduced from 610 to 575.
Armor Point Restore Rate increased from 1.2 to 2.25.
Armor Strength reduced from 40 to 25.
Shield Points increased from 250 to 600 (TEC Frigate shields are unlocked via tech).
Shield Burst Time increased from 25s to 30s.
Coil Shock ability added.
Gauss Cannon -
Range increased from 7500 to 10000.
Reload reduced from 10s to 6.5s.
Damage reduced from 75 to 50.
Garda Flak Frigate:
Cost changed from 275/40/35/18 to 375/30/20/24.
Durability increased from 100 to 200.
Hull Points reduced from 475 to 325.
Armor Points reduced from 480 to 410.
Armor Point Restore Rate increased from 1.2 to 2.25.
Armor Strength increased from 40 to 75.
Shield Points increased from 250 to 400 (TEC Frigate shields are unlocked via tech).
Shield Burst Time increased from 25s to 30s.
Light Autocannon -
Tracking Rate reduced from 60 to 40.
Reload reduced from 3s to 1.5s.
Damage reduced from 10 to 8.
Pierce increased from 50 to 100.
PD Autocannon -
Percheron Carrier Cruiser
Cost changed from 785/125/180/50 to 715/210/115/55.
Durability changed from 150 to 200.
Hull Points reduced from 1680 to 1450.
Hull Crippled Percentage added at 100%.
Armor Points increased from 550 to 800.
Armor Point Restore Rate increased from 1.6 to 3.0.
Armor Strength increased from 20 to 25.
Shield Points increased from 400 to 750 (TEC Cruiser shields are unlocked via tech).
Shield Burst Time increased from 35s to 45s.
Protev Colony Frigate
Cost decreased from 500/150/150/40 to 450/100/50/30.
Durability reduced from 150 to 50.
Hull Points reduced from 1120 to 750.
Armor Points increased from 400 to 460.
Armor Point Restore Rate increased from 1.2 to 2.25.
Armor Strength increased from 20 to 25.
Shield Points increased from 250 to 600 (TEC Frigate shields are unlocked via tech).
Shield Burst Time increased from 25s to 30s.
Harcka Heavy Cruiser
Cost changed from 550/165/55/36 to 550/250/25/42.
Supply Cost reduced from 14 to 15.
Max Speed reduced from 800 to 725.
Hull Points increased from 950 to 1050.
Armor Points increased from 900 to 1150.
Armor Point Restore Rate increased from 1.6 to 3.0.
Armor Strength reduced from 85 to 75.
Shield Points increased from 400 to 750 (TEC Cruiser shields are unlocked via tech).
Shield Burst Time increased from 35s to 45s.
Heavy Autocannon -
Tracking Rate increased from 20 to 25.
Range increased from 3600 to 5000.
Reload reduced from 8s to 5s.
Damage reduced from 32 to 25.
Pierce increased from 200 to 300.
Cobalt Light Frigate:
Cost changed from 225/45/0/15 to 300/55/0/20.
Durability increased from 50 to 100.
Hull Points remain at 610.
Armor Points increased from 560 to 635.
Armor Point Restore Rate increased from 1.2 to 2.25.
Armor Strength increased from 25 to 40.
Shield Points increased from 250 to 400 (TEC Frigate shields are unlocked via tech).
Shield Burst Time increased from 25s to 30s.
Medium Autocannon -
Weapon behavior changed to allow targeting of any eligible enemy within the firing arc even when the ship has no explicit attack order.
Range reduced from 4800 to 4000.
Reload reduced from 5s to 2.1s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
Javelis LRM Cruiser:
Cost changed from 425/95/60/25 to 425/70/100/35.
Durability increased from 200 to 325.
Hull Points increased from 800 to 950.
Armor Points increased from 775 to 975.
Armor Point Restore Rate increased from 1.6 to 3.0.
Armor Strength reduced from 60 to 40.
Shield Points increased from 400 to 1000 (TEC Cruiser shields are unlocked via tech).
Shield Burst Time increased from 35s to 45s.
Breaker Missile ability added.
Medium Missile -
Range reduced from 15000 to 12000.
Reload reduced from 12s to 7.5s.
Damage reduced from 160 to 150.
Pierce reduced from 450 to 400.
Salvo Size reduced from 4 to 2.
Hoshiko Robotics Cruiser:
Cost changed from 375/85/110/22 to 500/95/45/25.
Hull Points reduced from 1525 to 1235.
Armor Points increased from 675 to 920.
Armor Point Restore Rate increased from 1.6 to 3.0.
Armor Strength increased from 20 to 25.
Shield Points increased from 400 to 750 (TEC Cruiser shields are unlocked via tech).
Shield Burst Time increased from 35s to 45s.
Prova Scout Corvette:
Build time increased from 10 to 12 seconds.
Hull Points reduced from 375 to 275.
Armor Points remain at 350.
Armor Point Restore Rate increased from 0.8 to 1.5.
Armor Strength increased from 20 to 25.
Shield Points increased from 150 to 300 (TEC Corvette shields are unlocked via tech).
Krosov Siege Frigate:
Cost changed from 450/60/75/30 to 500/60/100/40.
Durability increased from 150 to 200.
Hull Points reduced from 775 to 610.
Armor Points increased from 550 to 725.
Armor Point Restore Rate increased from 1.2 to 2.25.
Armor Strength reduced from 60 to 25.
Shield Points increased from 250 to 600 (TEC Frigate shields are unlocked via tech).
Shield Burst Time increased from 25s to 30s.
Planet Bomb -
Shriken Gunship Corvette:
Cost changed from 195/35/25/15 to 200/20/15/15.
Max Speed increased from 900 to 1000.
Hull Points reduced from 235 to 215.
Armor Points reduced from 250 to 200.
Armor Point Restore Rate increased from 0.8 to 1.5.
Armor Strength increased from 5 to 25.
Shield Points increased from 150 to 250 (TEC Corvette shields are unlocked via tech).
Attack Pattern adjusted to allow all weapons to fire on the order target.
Forward Light Autocannon -
Range reduced from 3000 to 2500.
Reload reduced from 4s to 3s.
Damage reduced from 16 to 10.
Pierce increased from 50 to 100.
Light Autocannon Turret -
Tracking Rate increased from 75 to 100.
Range reduced from 3000 to 2500.
Damage reduced from 6 to 5.
Pierce increased from 50 to 100.
Ogrov Torpedo Cruiser:
Cost changed from 625/180/200/32 to 850/120/225/80.
Exotic Cost increased to 1 Tauranite.
Supply Cost increased from 12 to 15.
Durability increased from 200 to 300.
Hull Points increased from 1460 to 1875.
Armor Points increased from 800 to 1200.
Armor Point Restore Rate increased from 1.6 to 3.0.
Armor Strength reduced from 60 to 40.
Shield Points increased from 400 to 1000 (TEC Cruiser shields are unlocked via tech).
Shield Burst Time increased from 35s to 45s.
Standard Weapon removed.
Super Heavy Torpedo ability added
Autocannon Defense Structure:
Cost changed from 500/125/25/60 to 500/150/50/50.
Hull points increased from 1000 to 1800.
Armor points increased from 750 to 1500; restore rate increased from 2.4 to 4 per sec.
Armor strength decreased from 100 to 75.
Heavy Autocannon -
Range increased from 8000 to 10000.
Reload decreased from 5 to 3.75.
Damage decreased from 160 to 120.
Pierce increased from 200 to 300.
Gauss Defense Structure:
Cost changed from 650/150/75/60 to 750/150/125/75
Hull points increased from 1200 to 2000.
Armor points increased from 800 to 1750; restore rate increased from 2.4 to 4 per sec.
Armor strength decreased from 100 to 75.
Gauss Cannon -
Reload decreased from 10 to 6.5 sec.
Damage decreased from 270 to 150.
Weapon no longer allowed to target corvettes.
Hangar Defense Structure:
Cost changed from 500/150/125/60 to 500/200/75/50
Durability decreased from 600 to 400.
Hull points increased from 1750 to 4000; restore rate decreased from 4 to 3 per sec.
Armor points increased from 1000 to 1500; restore rate increased from 3.2 to 4 per sec.
Armor strength decreased from 100 to 40.
Point Defense Autocannon -
Novalith Cannon:
Durability decreased from 1000 to 750.
Hull points increased from 5000 to 10000.
Armor points increased from 1500 to 3000; restore rate increased from 4.8 to 8 per sec.
Armor strength decreased from 100 to 75.
Retrofit Bay:
Defense slot cost increased from 2 to 4.
Durability decreased from 600 to 400.
Hull points increased from 2000 to 4750; restore rate decreased from 4 to 3 per sec.
Armor points increased from 500 to 2000; restore rate increased from 3.2 to 4 per sec.
Armor strength decreased from 100 to 25.
Argonev Starbase:
Hull Points increased from 6000 to 7500.
Hull Point Restore Rate increased from 8 to 9.
Armor Points increased from 1500 to 4000.
Armor Point Restore Rate increased from 5.6 to 12.0.
Armor Strength increased from 120 to 130.
Shield Points increased from 2500 to 4000.
Shield Point Restore Rate increased from 10 to 15.
Shield Burst Time increased from 60s to 120s.
Safety Override Protocol (aka Red Button) damage increased from 3000 to 10,000.
Medium Autocannon -
Tracking Rate reduced from 25 to 20.
Range increased from 8000 to 10000.
Reload reduced from 5s to 2.5s.
Damage reduced from 45 to 20.
Pierce increased from 150 to 200.
Light Autocannon -
Tracking Rate reduced from 60 to 40.
Reload reduced from 3s to 1.5s.
Damage reduced from 25 to 10.
Pierce increased from 50 to 100.
PD Autocannon -
Beam -
Tracking Rate reduced from 25 to 15.
Range increased from 8000 to 10000
Weapon no longer allowed to target Corvettes.
Weapon now benefits from Advanced Tracking upgrade.
Heavy Missile -
Range reduced from 15000 to 12500.
Reload reduced from 12s to 7.5s.
Damage reduced from 850 to 700.
Pierce reduced from 600 to 500.
Salvo Size reduced from 17 to 7.
Weapon now benefits from Advanced Tracking upgrade.
Advent
Vasari
Pirates
Pirate Rogue:
Durability increased from 75 to 150.
Hull Points increased from 480 to 585.
Armor Points increased from 615 to 730; restore rate increased from 1.2 to 2.25 per sec.
Autocannons
Range decreased from 6000 to 5000.
Cooldown decreased from 5 to 2 seconds.
Damage decreased from 15 to 8.
Pierce increased from 50 to 100.
Pirate Pillager:
Durability increased from 150 to 200.
Hull points decreased from 630 to 610.
Armor points increased from 645 to 800; restore rate increased from 1.2 to 2.25 per sec.
Armor strength decreased from 60 to 50.
Autocannons
Range increased from 4500 to 5000.
Cooldown decreased from 5 to 2 seconds.
Damage decreased from 15 to 6.
Pierce increased from 50 to 100.
PBC
General
Phase Jump Inhibitor:
Hull points increased from 2000 to 3000; restore rate decreased from 4 to 3 per sec.
Armor points increased from 250 to 1000; restore rate increased from 3.2 to 4 per sec.
Armor strength decreased from 200 to 150.
Fixed TEC Ankylon beam weapon firing arcs - they can now fire directly forward or aft.
Fixed TEC Ankylon Disruption Matrix ability to correctly apply additional damage when used in friendly gravity wells.
Fixed TEC and Advent interceptor pursuit behavior, especially against corvettes moving in a straight line.
Fixed Minor Faction market spawning behavior to ensure the Exotic market will always be present, even when the Virturak Cabal is not.
Reduced Pirate Looting Crew credits from damage dealt from 10% to 2.5%.
Reduced Pranast United Emergency Gauss Platform limit per gravity well from 5 to 3; added an Empire limit of 15 platforms.
Added Consumable category for items.
Added Kalev to TEC Enclave garrison composition; adjusted weighting to reduce the number of Shrikens and Cobalts.
Capital ability ranges updated to account for new weapon ranges.
AI
Optimized tracking math code - helps reduce physics data accessing.
Improved Repair Cloud autocast logic - added an override filter for has_valid_targets_in_radius constraint that ignores target_count_value if it passes.
Improved autocast logic on the Advent Progenitor Mothership’s Shield Regeneration ability inline with new AoE autocast override.
Audio
New on-selection sound effects added:
TEC Military Research structure
Advent Beam Defense structure
Advent Construction frigate
Advent Hangar Defense structure
Adent Temple of Communion
Advent Temple of Harmony
Advent Temple of Hostility
Advent Temple of Renewal
Advent Temple of Unity
Added new Vertigo ability sfx to Advent Rapture battlecruiser.
Added new Vengeance sfx to Advent Rapture battlecruiser.
Added new Advent Deliverance Engine ambient and on-click sfx.
Added new Derelict capture ambient and on-click sfx.
Graphics
Fixed planet surface transparency and atmosphere render error bug.
Added Vasari space elevators.
Added Advent space elevators.
Updated Crystalline planet materials.
Updated Ship Graveyard fx.
Fixed sizing on TEC Dunov missiles.
DLC: Added Ancient Starbase structure.
Updated Chastic Burst vfx.
Updated shield effect rendering to use max alpha. Fixes a bug where shield effect were not properly rendering when overlapped.
Removed Advent missile muzzle point light - was graphically intense for minimal visual impact.
Updated shader normal wrap to fix issues with cloud layers banding.
UI
Added Population to tooltips.
Changed Culture information to always be displayed.
Updated loading screens.
Moved LAN under Multiplayer in main menu.
DLC: Added Objectives UI for Scenarios.
Fixed Metal Market Monopolization icon/picture.
Fixed TEC light escort HUD icon.
Fixed Build rate scaler button being hidden.
Modding
DLC: Scenarios are special maps that support a number of new features that are outlined below:
Added ability to lock player order.
Added ability to prevent players from changing lobby options and victory conditions.
Added support for required players and minimum difficulty levels.
Added support for initial Scenario description pop-up.
Added support Objectives UI.
Added support for restricting or granting specific research.
Added/enabled support for lua scripting.
Added ability for player uniforms to have new dlc_only_pickable_players array.
DLC: Added ability to enable victory conditions per player index/faction. This allows a single player in an SP game and not have the game be over (used in Clash of the Titans scenario).
Added new modifiers to unit levels. These allow for fine tuning how units respond to taking damage in combat and when they start to passively regenerate their respective health pools:
hull_point_restore_scalar_after_damage_taken
armor_point_restore_scalar_after_damage_taken
shield_point_restore_scalar_after_damage_taken
Added stub sound effect fields for custom exotics. Add insufficient_custom_exotics_a (b or c) to player_user_interface_sound_id.
Can now remove the stock exotics.
Exotics UI will now handle up to 8 custom exotic types and scale dynamically.
Updated Advent Unity window to dynamically scale for 1-8 abilities.
Updated player_home_planet settings: Moved starting_track_levels and starting_is_colonized into player_home_planet so that it can be customized per faction.
Added Consumable category for items.
Added new unit operators for population:
Misc.
Added new stat types:
Starbase Kills
Pirate Kills
Total NPCs Killed
Fixed units occasionally spawning at the wrong factory.
Halcyon Telekinetic Push adjusted to improve consistency of effect.
Fixed assert for deliverable.is_waiting_for_exotics.
Fixed bug where ship factories would reset progress on updating the build queue. Now this only happens if a factory is destroyed.
Fixed assert for try_get_previous_factory_to_deliverable.