Moderators: Arcanis, LawBeefaroni
I’ve been pretty hard on this game, and the score’s going to reflect that. But I’ll also stress that I write all this from the perspective of a gamer who needs his 4x delivered to him on a silver platter held by a devoted butler who can answer every question I have about the game while playing it. Diehard Sword of the Stars fans, or diehard 4x fans who crave a new 4x game may be made of sturdier stuff, and may even heed Paradox’s track record of continuing to work on their games until they’re what they were meant to be. If you fall into those categories, give this game a closer look. But if you’re a person who doesn’t want to wait around for patches and who likes a gaming experience you can glide into rather than struggle through, I sadly suggest either giving this one a pass or at least giving it time to get patched up in time for a steep Steam sale.
even the most casual overlook of a current ai position reveals an excess of fleet creation which leads to an excess of overhead which leads to a decrease in research which leads to a decrease in weapons available for new ships. Its a PITA to track down but its hardly beyond the pale of human knowledge...and as I said, there are a handful of similar small pitas that are crippling parts of the AI. The REALLY hard parts, like adaptive research/building, expansion, and tactical reactions are already there and people see them...just a matter of unfettering it all.
Bakhtosh wrote:Has there been an announcement for an expansion?
An expansion was, I've long thought, one of the reasons, maybe even the principal one after salvaging their honor and belief in the game's potential, Mecron kept working.Sepiche wrote:Bakhtosh wrote:Has there been an announcement for an expansion?
Nothing official and no details, but I believe Mecron confirmed they were still planning on working on one after they get the base game finished.
Steam Product Update wrote:r21736b
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Critical fixes:
+ Fixed a crash that could occur if no enemy was present in combat.
+ Fixed a crash that could occur if a colony support mission was cancelled.
+ Fixed known crashes related to recent news events.
+ Fixed a crash related to invalid station modules.
+ Fixed a crash that could occur by entering certain characters into
the encyclopedia search box.
+ Fixed a treaty generation related crash.
Other fixes:
+ Fixed some known issues with System Killer news event handling.
+ Tomb rewards work again.
+ Retrofitted defenses are now returned to defense fleets.
+ Platform retrofitting is no longer linked to the station retrofit dialog.
+ Fixed black color for non-player empires.
+ Defense and reserve fleets are no longer disbanded when the last
ship is scrapped.
+ Addressed the issue of locusts not attacking planets and stations in combat.
+ Mining stimulus is now disabled until mega-strip mining is acquired.
+ Fixed the white cubes in the research screen.
+ Fixed the intermittently missing Political Science family button at
the bottom of the research screen.
+ Morrigi Crow firing now works again.
+ Planet sensor volumes are now affected by jammers.
+ Fixed design screen right-click retrofit loophole.
+ New admirals now display correct empire color.
+ Zuul fleets lacking bore ships no longer cause a request to bore
node lines when issuing missions.
+ Stations are now removed appropriately if their attached colonies
are destroyed.
+ Boarded ships no longer fire at unusually high rates.
+ Fixed Gardener suitability calculations.
+ Fixed an issue that could cause planets to share the same orbit.
+ The open/close star system button is now correctly synchronized in
both star map and star system screens.
Other changes and additions:
+ Engrams fully functional.
+ Improved combat sensor graphics
Steam Product Update wrote:r21933b
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Critical fixes:
+ Fixed a crash that could occur when building both a Naval and
Science station in the same system.
+ Fixed a Suul'ka Horde crash that resulted from relocating assets.
Other fixes:
+ Fixed phantom mouse-over effects in combat.
+ Fixed a case where asteroid monitors were not being removed.
+ Fixed a case where selected ship changes were not being reflected in
the combat UI.
+ Slaves are delivered to colonies on ship arrival.
+ Made some improvements to star map UI stalls.
+ Network packets are now more respectful of less common MTU limitations.
+ Shield graphics are now disabled when associated ship sections are destroyed.
+ Fixed grappling hook lag.
+ Fixed assault shuttle behavior after the target colony is defeated.
+ Pirates will now prefer to attack nearby freighters.
+ Life- and psi-drain now works on enemy planets.
+ Fixed reaction opportunity spam.
+ Can no longer retrofit ships in a system without a colony.
+ Fixed an issue that would cause automatic station placement not to
consider planets orbiting other planets, or independent system limitations.
+ Added missing weapon icons.
+ Fixed cases where station placement was not possible in independent systems.
+ Fixed the bug that prevented retrofitting in networked games.
+ Fixed a bug that was delimiting relocation range.
+ Fixed various missing text strings.
+ Fixed a bug that was causing relocating fleets not to show up in the star map.
Other changes and additions:
+ Combat double-left-click now makes ships move to their destination
without holding formation.
+ Added War Mind effects.
+ Improved free turret and spinal mounted weapon accuracy.
+ Combat AI now makes use of Psionic powers.
+ Defenses and Reserves can now be relocated.
+ Introduced advanced network configuration options, which can be
accessed from the game launcher.
+ Introduced new strategic AI research and colonization algorithms.
+ Reaction dialog is now an overlay.
+ Default initial savings is now 500,000.
+ Police cutters now default to the reserves fleet and must be placed
as defensive assets, but are now capable of traveling with fleets and/or be relocated.
Steam Product Update wrote:r21933c
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Critical fixes:
+ Fixed a weapon firing race condition that could lead to crashes in
networked combat.
+ Fixed the excessive strategic AI tax rate leading to economic
suicide at the start of a game.
Other fixes:
+ It is no longer possible to modify caravan fleets in transition.
+ Fixed an issue that could cause the strategic AI to redesign
constructors and freighters each turn.
+ AI ship designs now consider armor and other available options.
+ Fixed sporadically missing Zuul battle music.
Steam Product Update wrote:r22027
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Critical fixes:
- Fix retreat crash
- Fix combat freeze
- Fix crash for null AI designs
- Fix move order crash
Other fixes:
- Fixed AI equipping the wrong modules on the wrong sections
- Fixed AI building stations in un-owned worlds
- Fixed using psionics on menaces (eg: fear on swarm queen)
- Fixed Suul’ka fleets not storing their Suul’ka as an admiral
- Fixed display issues with relocating reserve assets
- Fixed diplomacy UI buttons
- Fixed being able to build stations in indy systems unless system was selected
- Fixed getting a combat if both players ONLY have a colony in a system (colony vs colony and no fleets)
- Fixed auto firing not always finding a target
- Fixed Morrigi LV not assigning all riders proper indexes, which leads to riders entering combat "launched"
- Fixed Hivers using node races pathing in some cases
- Fixed fleets in fleet widget properly displaying their base system instead of current location
Other changes and additions:
- Implement new player list UI in combat
- Implement ionic thruster tech
- Implement display for colony pop/infra info
- Implemented internal kinetic dampening tech
- Implement Morrigi traps
- Gave Morrigi abilities to instantly defeat Morrigi relics and traps
- Added notches to sliders in Empire Manager and for trade/construction sliders
- Starmap now properly shows Zuul slave and civilian count
KNOWN ISSUES:
- Morrigi trap combat does not carry over into combat (will be Fixed in next patch)
Steam Product Update wrote:r22112b
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Critical fixes:
+ Fixed a multiplayer combat crash related to weapon damage.
+ Fixed multiplayer crashes related to news events.
+ Fixed a news event crash related to resuming older games.
+ Fixed a scout rider crash.
+ Fixed a crash related to the colony information display in combat.
Other fixes:
+ Fixed an issue that caused civilian population to drop after new
factions were introduced.
+ Improved trade slider notch accuracy.
+ Planet missiles now target battle ships and battle cruisers.
+ Fixed an issue where battle riders were not launching in multiplayer combat.
+ Fixed the issue where minelayer were not working in multiplayer combat.
+ Fixed overharvesting beyond available resources.
+ The grovernment graph marker no longer moves beyond the graph bounds.
+ Fixed grav boat behavior.
Other changes and additions:
+ Gate ships now deploy after the combat phase.
+ Colony stimulus now considers star systems each player already has
colonies in.
+ Fleet support range now takes all support points into consideration,
which should extend range in friendly space.
+ Eliminated players are now reflected in the diplomacy manager.
Steam Product Update wrote:r22173c
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Critical fixes:
+ Fixed new population growth issues.
+ Fixed a crash related to dragging fleets in the relocate mission screen.
Other fixes:
+ Favourite invoices no longer revert to Cruisers after submitting an order.
+ Spectre attacks now have a range limit in combat.
+ Trade sliders no longer override settings for other colonies.
+ Trade sliders no longer get stuck on last notch.
+ C3 and Psi research bonuses now displayed.
+ AI now includes psionic abilities in ship designs.
+ Fixed a case where drones belonging to NPC factions would not fire weapons.
+ Adjusted implosion mine health.
Other changes and additions:
+ Queued station modules are now highlighted in orange.
+ Added auto-upgrade button to the station manager. This automatically
queues a minimal number of modules to enable upgrading.
+ Station level is now displayed on the icon in lists.
+ Systems in lists now display station icons where applicable.
+ Planet manager items are now alphabetized.
+ Various racial attributes tuned.
Steam Product Update wrote:r22437b
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Critical fixes:
+ Fixed a battle manager crash.
+ Fixed a combat crash.
+ Fixed a Zuul slave station upgrade crash.
Other fixes:
+ Fixed Suulka beam not reaching planet.
+ Fixed launching bug with Wraith Abductors.
+ Stations no longer become constructed when construction fleets are absent.
+ Station slots are no longer shown for unsurveyed systems.
+ Fixed Reflector psi power after-image.
+ Fixed re-base loophole that was causing fleet support limits to be bypassed.
+ Node tracking techs no longer display innapropriate node line types.
+ Fixed an issue with incorrect assignment of empire colors to star systems.
+ Fixed sticky province effects.
+ Fixed an issue with certain drone types getting stuck when their targets were destroyed.
+ Fixed a rare instance that was still allowing freighters to be built in closed systems.
+ Fixed an issue that was causing the Hiver AI to stop sending gate missions.
+ Improved reflective coating ricochets now work as designed.
+ Planet lists are now refreshed when multiple colonization missions are committed in sequence.
+ Fixed the missing Fusion Enveloping Torpedo icon.
+ Destroyed ship sections in combat no longer spam turret destroyed messages.
+ Fixed audio cue spam caused by adding a favorite invoice.
+ Asteroid monitors no longer disappear from systems when research is complete.
+ Plasma Focusing now updates correctly.
+ Liir battleriders no longer cause their fleet to be affected by gravity wells.
+ Ship groups in fleet lists now display the correct icons.
+ Asteroid monitors can now be repaired.
+ Fixed an issue that was causing multiple swarm queens to focus on one star system.
+ Fixed many varied art issues fixed.
Other changes and additions:
+ Polaris missiles now retarget.
+ Defeating the VN Homeworld now causes all related encounters to be removed and awards all players in combat with a 5% increase in research.
+ Added a popup dialog when the VN Homeworld is defeated.
+ Optimization of AI adjustments to empire and colony economic sliders.
+ Stimulus-generated colonies no longer claim combat zones when added.
+ Added a fleet creation button to most fleet lists.
+ Improved AI weapon selection to address issues that were causing it to avoid beam weapons.
+ AI now makes use of more ship section types.
+ AI now builds and places some defensive assets.
+ Targeting controls in combat have changed; A single click now isolates the hull or object on a ship, and a double-click targets a specific position on the surface.
+ The fleet manager has been updated.
+ Generated fleet names are now unique.
+ Shield Breaker ballistic weapon added.
silvaril wrote:Heya
Apparently, 22437c is also out now, which is a hotfix for some crashes introduced in the Update.
Kerberos Forums wrote:Other fixes:
+ Corrected some VN-related news events.
+ Initial designs are now consistent again.
+ Fixed some news event speech cue timings.
+ Fixed Morrigi PD weapon art issues.
Other changes and additions:
+ Design prototyping is now free on the first turn.
+ Freighters can now be moved between star systems.
+ Player-built freighters now display in empire color in the trade view.
Daehawk wrote:So this is on sale on Steam now . Is it worth buying?
Daehawk wrote:So this is on sale on Steam now . Is it worth buying?
Steam Product Update wrote:r22508c
------
Critical fixes:
+ Fixed a Comparative Analysis UI crash.
+ Addressed a weapon bank related crash.
Other fixes:
+ Fixed recent mission screen UI issues.
+ Fixed loophole that was allowing station construction to exceeed the
number of each type of station allowed.
+ Engrammed admirals with the Inquisitor trait no longer gain extra traits.
r22508b
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Critical fixes:
+ Fixed reported crash bugs in combat.
+ Abandoning a colony in the Colony Established dialog no longer causes a crash.
Other fixes:
+ AI no longer executes diplomatic actions without sufficient diplomatic points.
+ AI now builds various station types again.
+ AI no longer redesigns platforms continually.
+ Battle riders can now be targeted specifically.
+ Security slider no longer jumps to a notched position when the
research slider is moved in the star map.
+ It is no longer possible to retrofit stations with pending modules.
+ Mining stations can now be built on asteroids.
+ Fixed absorber ship section effect.
+ Asteroid monitors now have Polaris missiles.
+ Ship targets in combat are no longer lost when turrets are lost or a
section is destroyed.
+ Fixed a corner case that could result in ships rolling continually in combat.
+ Meson projector now aims at the intended target and applies damage correctly.
+ Ships turned over to a different player in combat now are now
correctly removed from hotkey groups.
+ Fixed torpedo retargeting.
Other changes and additions:
+ Added Leech Driver.
+ Added population manager.
+ Added comparative analysis screen.
+ Changes to the All Stop command mean that a ship issued All Stop
will return to Normal Stance. If a ship is answering All Stop and
another stance is selected, it will start moving again.
Known issues:
- Existing sync errors in multiplayer turn updates are still being addressed.
Product Update wrote:r22600b
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Critical fixes:
+ Fixed a post-combat crash related to node cannon effects.
Other fixes:
+ Made general optimization passes to speed up turn times, AI processing and star system selection responsiveness.
+ Zuul no longer immigrate to other factions.
+ Population Manager and Comparative Analysis buttons are now disabled between turns.
+ Corrected 'pirate encounter freighters destroyed' news event messages.
+ Fixed graphical glitch caused by moving defense assets.
+ Battle riders destroyed by node cannons no longer continue to tie up carrier space.
+ Fixed ownership display of systems in sensor range.
+ Corrected intel result rolls.
+ The intel success rate is now correctly reflected in the UI.
+ Fixed some cases where fleets were spawning at the wrong locations in combat.
+ Diplomacy panels are now disabled for defeated empires.
+ Fixed some odd behavior with ship rolling in combat.
Other changes and additions:
+ Factions now get population bonuses when immigrating.
+ The F key now functions as an alternative button for focusing on the object under the mouse pointer in combat.
Hey everyone,
Just wanted to let you know that tonight's update is the pre-all clear update. This does NOT mean support for sots2 is ending in any way, or that there are not a couple things like scenarios still outstanding. It simply means that the game is robust and playable and ready to be enjoyed if you should see fit to do so. Truth be told is it has been for sometime but we were not comfy waving folks in when it still needed updating a couple times a week. Now things are at the point where we have a nice optional beta update testing system in place and the vast majority of crashes and MP malfunctions are solved. And for the sneaky ones that are still lurking in this huge game, we will stomp them as soon as they are reported.
So for everyone who has kept the faith we thank you, enjoy the game this weekend. Please report anything crashy or super weird so we can tidy it up monday and send out the word. And then it will be off to a brave new world of quality of life issues, constant AI tweaking and lots of backed up user suggestions
And once again, please do not feel as if in any way this is about ending or even diminishing support for the game. In fact, come Monday, we will also be announcing other plans that hopefully will allow us to maintain and evolve our games indefinetly in the manner we have become known for.
tgb wrote:That ship has sailed, afaic. I may go back to it some day if I'm bored and have nothing else taking my gaming time. But take time away from XCOM for this? No way.
Grifman wrote:tgb wrote:That ship has sailed, afaic. I may go back to it some day if I'm bored and have nothing else taking my gaming time. But take time away from XCOM for this? No way.
Oh, I agree. But saying "the ship has sailed", I don't understand. If the game now works, and if you have some free gaming time at some point in the future, and you have that 4x itch, I see no reason not to give the game a try.
Obtaining the latest beta
1) Open up Steam and then navigate to your games library.
2) Once there right-click on Sword of the Stars II and then select properties.
3) Go into the beta tab, then drop down the box there and then select "Beta"
4) Steam will then ask for a password to begin the upgrade to the beta version. The beta password is: T3sterz
Hey folks!
Sorry for the long wait but I am extremely happy and proud to give the all clear signal and invite you all back to a bright and shiny SotS2. While “all clear” in no way means support for the game has ended or that we have no plans for additions, it does mean that the game is in the shape we would have wished it to be upon release. From here we will be going on to a regularly scheduled set of updates that continue to fill out and flesh out the SotS2 universe as well as adding new maps, scenarios and plenty of quality of life suggestions.
...
The Future:
As said, this announcement does not mean the end of SotS2 support. In fact, should any of you be curious, feel free to come by our boards and see our plans to support SotS2 indefinitely. For now, you can look forward to your next SotS2 update in approximately 3 weeks and it should include such tasty treats as:
--Selectable Teams at startup
--Revised Empire economics screen
--Even more AI tuning
--SotSpedia tuning and more entries
--And a pack of new maps.
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