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Hi folks -- here is a small update with some fun changes. My day job has been pretty busy these past few weeks but I should have some time to bring more updates online in the coming weeks. 1.5h Patch Notes
Hello Space Friends, This is a small bug fixing update to get back into the swing of things after a few days off. Please keep your bug reports coming. 1.5g [olist]
This patch contains some nice optimizations and under-the-hood work, plus some good bug fixes. As always, let me know if you run into any troubles. 1.5f Patch Notes
Hi folks -- I caught a few AI bugs that will make the AI a whole lot meaner. I think that this mod will now successfully bring the AI Community ship pack into full action. I snuck a few other bug fixes in there. Not implementing the version number, just slipping it on top of 1.5e. 1.5e AI Hotfix / Update
Hi folks. This is a small update that fixes some nasty bugs and rebalances the tech tree. It also has some critical optimizations. No promises that I didn't break anything. Please let me know if I did!
There has been a hotfix to 1.5d to address major issue where fresh installs were blocking on load. This also contains a fix that was causing the Osiran event to make your game hang.
I put a lot of effort into this one. I really like the new look of the battle screen, and along with the new time time controls it should really enhance your experience. Let me know what you think! I will continue to upgrade and refine the battle screen so that every battle is beautiful and unique, and I will continue to focus on QoL upgrades and bug fixes. As always, if you see a gamestopping bug, please try to get me a saved game for diagnosis. Thanks, and have fun. 1.5c change log:
It is my goal in 2021 to release a total remaster of StarDrive 2, and this is a juicy update on the Road to Remaster (tm). If you find that I broke something in your saved games, please upload it somewhere so I can grab it and see what went wrong. I've got a long way to go yet before this game is in a remastered state, but I think this gives you a great taste of what's to come.
Hi Guys-- I fixed a major bug that affected fleet intercepts, and I fixed an issue screwing up Russian localization. Let me know if you see any more show-stoppers. Thanks!
This was a fun update. I really fiddled in the guts on this one and things should be running a lot faster in a number of different areas. Plus, I fixed some things that I think have been broken for a long while. For example, check out how ships fire their cannons now. They come out of the wings and such now--much more visually pleasing.
Well, well, well. You thought I had forgotten this game, didn't you? You thought I had left it to wither on the vine and die a shriveled and ignominious death! And you were right. I left it behind to go do some other things, like Longsword, and raising my kids, and not getting threatened and yelled at all the times for making a shitty game. But I was taken recently with a fancy to go back and play StarDrive 2 again, and I found and fixed a large number of bugs, and I added a few new features and some optimizations, and I thought I would pack them together and ship them out. I honestly don't know what's in here exactly. I know there is a new notifications center. Some new options. Some new optimizations. And probably some new bugs. If you find a game breaker, the thing to do is to load up a saved game where I can reproduce it quickly, and push that to a file share somewhere. @me in a thread and I will fix your bug. God speed.
Hi folks. Tomorrow at 10 AM PST I will host a stream on my Twitch channel wherein I will be playing StarDrive 2 and taking notes for future enhancements. Please come on by and say hello. www.twitch.tv/zer0sumgames
Hi folks. Tomorrow at 10 AM PST I will host a stream on my Twitch channel wherein I will be playing StarDrive 2 and taking notes for future enhancements. Please come on by and say hello. www.twitch.tv/zer0sumgames
Hi folks. Today we've launched some crowd-funding for our newest game, Longsword: Tabletop Tactics. Check it out and let me know what you think! https://www.kickstarter.com/projects/1319847883/longsword-tabletop-tactics?ref=6qzvjb
Hi folks. Today we've launched some crowd-funding for our newest game, Longsword: Tabletop Tactics. Check it out and let me know what you think! https://www.kickstarter.com/projects/1319847883/longsword-tabletop-tactics?ref=6qzvjb
Today's update, which will soon go live, marks the launch of a huge array of changes for StarDrive 2, including a massive community patch, a new content pack, and the release of a Gold Pack for first-time players who want to get all of the StarDrive 2 content at a discounted bundle rate. First up, the version 1.4 “Community” Patch provides a massively rebalanced StarDrive 2 experience that provides upgraded AI behaviors, rebalanced weapon statistics, new weapons and ship modules, and an upgraded tech tree. This sweeping set of changes began its life as a Mod created by the following community members, to whom we are grateful for their passion and dedication: - Icemania - Mezmorki - Crunchy Gremlin - Marcos - CblHoK - Gut But be warned! This patch makes the AI far more deadly than they once were, and I guarantee that you will be facing never-before-seen challenges after this patch. The full set of changes that are integrated from this modification can be found on the forum thread here: http://steamcommunity.com/app/252450/discussions/0/385428458177062745/?ctp=71 Second, this patch introduces a number of new features and bug fixes. The coolest new feature is that you now have the ability to Recolor your ships in the shipyard. When you visit the shipyard you will now see a new UI element that you can use to change the various colorings and glows of your ships. I hope you will enjoy customizing your ships with this new feature. I have also tracked down some more persistent bugs and fixed them, including: -Fixed Ordnance transporters not working correctly -Fixed Retreat behavior. If you retreat a fleet from a combat, then it will retreat to the nearest friendly planet that is at least 15 AU away - this will prevent fleets from having nowhere to run following a retreat -Increased the turn rate for all ships by 25% -Fixed issue with paradise lost event not cleaning up properly -Fixed issue where Drop Pods technology was not unlocking -Fixed issue where trade treaties weren’t being cleaned up properly after expiration -Fixed issue where GNN could report on defeated races more than once -Fixed an issue where the timer for producing new infantry and mechs would be reset each time you entered a tactical battle or loaded a saved game Third, we are soon launching the Shipyards Content Pack, which will add 13 new customizable ship hulls to the game plus a new fighter and heavy fighter model. These hulls are bristling with weapon turrets that correspond to the design of the ship; designs with a few huge cannons or a multitude of small ones will have different turret layouts as a result. Furthermore, each of these ship hulls now has a new special passive ability to solidify its role on the battlefield. This content pack is offered at $4.99 and I hope that you will enjoy it and support ongoing development with a purchase. I hope you enjoy the patch. If you run into any problems, come to the Steam forums and we’ll sort you out.
Today's update, which will soon go live, marks the launch of a huge array of changes for StarDrive 2, including a massive community patch, a new content pack, and the release of a Gold Pack for first-time players who want to get all of the StarDrive 2 content at a discounted bundle rate. First up, the version 1.4 Community Patch provides a massively rebalanced StarDrive 2 experience that provides upgraded AI behaviors, rebalanced weapon statistics, new weapons and ship modules, and an upgraded tech tree. This sweeping set of changes began its life as a Mod created by the following community members, to whom we are grateful for their passion and dedication: - Icemania - Mezmorki - Crunchy Gremlin - Marcos - CblHoK - Gut But be warned! This patch makes the AI far more deadly than they once were, and I guarantee that you will be facing never-before-seen challenges after this patch. The full set of changes that are integrated from this modification can be found on the forum thread here: http://steamcommunity.com/app/252450/discussions/0/385428458177062745/?ctp=71 Second, this patch introduces a number of new features and bug fixes. The coolest new feature is that you now have the ability to Recolor your ships in the shipyard. When you visit the shipyard you will now see a new UI element that you can use to change the various colorings and glows of your ships. I hope you will enjoy customizing your ships with this new feature. I have also tracked down some more persistent bugs and fixed them, including: -Fixed Ordnance transporters not working correctly -Fixed Retreat behavior. If you retreat a fleet from a combat, then it will retreat to the nearest friendly planet that is at least 15 AU away - this will prevent fleets from having nowhere to run following a retreat -Increased the turn rate for all ships by 25% -Fixed issue with paradise lost event not cleaning up properly -Fixed issue where Drop Pods technology was not unlocking -Fixed issue where trade treaties werent being cleaned up properly after expiration -Fixed issue where GNN could report on defeated races more than once -Fixed an issue where the timer for producing new infantry and mechs would be reset each time you entered a tactical battle or loaded a saved game Third, we are soon launching the Shipyards Content Pack, which will add 13 new customizable ship hulls to the game plus a new fighter and heavy fighter model. These hulls are bristling with weapon turrets that correspond to the design of the ship; designs with a few huge cannons or a multitude of small ones will have different turret layouts as a result. Furthermore, each of these ship hulls now has a new special passive ability to solidify its role on the battlefield. This content pack is offered at $4.99 and I hope that you will enjoy it and support ongoing development with a purchase. I hope you enjoy the patch. If you run into any problems, come to the Steam forums and well sort you out.
Hi guys, patching today. Still working at it. There's a big change in here so look out...
1. Fixed issue with the space station cantina upgrade causing incorrect income calculations
2. Changed the way fleet maintenance is calculated when over your CP cap. It is now a non-linear curve as you exceed your cap, which should help keep AI and player fleet sizes much closer to the proper size, rather than having these monstrous fleets supported by a big economic base. There's more to running a fleet than just having money, and I want this change to underscore that fact.
3. AI Corvettes wil now refit
4. Starbases will now become much tougher as you unlock better armor. Every module will be equipped with what amounts to one 3x3 plate of your best armor.
5. For modders: Added a list of string values to the AI strategy files that will allow you to limit which races can use an AI. You would add lines like so:
[quote]
Hi guys, patching today. Still working at it. There's a big change in here so look out...
1. Fixed issue with the space station cantina upgrade causing incorrect income calculations
2. Changed the way fleet maintenance is calculated when over your CP cap. It is now a non-linear curve as you exceed your cap, which should help keep AI and player fleet sizes much closer to the proper size, rather than having these monstrous fleets supported by a big economic base. There's more to running a fleet than just having money, and I want this change to underscore that fact.
3. AI Corvettes wil now refit
4. Starbases will now become much tougher as you unlock better armor. Every module will be equipped with what amounts to one 3x3 plate of your best armor.
5. For modders: Added a list of string values to the AI strategy files that will allow you to limit which races can use an AI. You would add lines like so:
[quote]
Folks, I am going to patch again on this day of rest. Current Issues: 1. Fixed an issue where the AI could invade your planet even though they are a few sectors away. This occurs when they are pathing around terrain. 2. Working on lingering issues with the withdraw button 3. Fixed an issue with the Osiran Plate module set having blank text 4. Fixed an issue where friendly beam weapons could harm friendly canopy shields 5. Fixed a hang at the end of the turn that could occur for honestly unknown reasons. All I know is that it's fixed. 6. Fixed an issue where the Star Killer could keep returning to the same system 7. Defeated empires will now have their influence thoroughly nuked from the map in the DLC 8. Defeated empires will have their entries removed from the victory screen 9. Fixed a bug that could occur when loading a saved game 10. Fixed issue where you could build a base station in an unowned star system
Folks, I am going to patch again on this day of rest. Current Issues: 1. Fixed an issue where the AI could invade your planet even though they are a few sectors away. This occurs when they are pathing around terrain. 2. Working on lingering issues with the withdraw button 3. Fixed an issue with the Osiran Plate module set having blank text 4. Fixed an issue where friendly beam weapons could harm friendly canopy shields 5. Fixed a hang at the end of the turn that could occur for honestly unknown reasons. All I know is that it's fixed. 6. Fixed an issue where the Star Killer could keep returning to the same system 7. Defeated empires will now have their influence thoroughly nuked from the map in the DLC 8. Defeated empires will have their entries removed from the victory screen 9. Fixed a bug that could occur when loading a saved game 10. Fixed issue where you could build a base station in an unowned star system
Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP. To that end, I have I uploaded a small patch today with the following changes. 1. Fixed the issue that I introduced yesterday where shields stopped working properly 2. If you have the osiran fusion bonus then that will work now in battle 3. Ships will explode appropriately on the strategy map again 4. Fixed a problem with large spiral galaxy creation 5. Potential fix for issue with multiple intercepts occurring after an auto combat 6. Added options to disable victory conditions when creating a new game 7. Fixed an issue where you could get no buttons on the UI when invading a planet in the vanilla game 8. Fix for being able to build any ship even if you didn't have the tech! 9. Fixed food shortage bug on .5 food worlds 10. Fixed a hang that could occur if you had an event in the queue for a destroyed planet
Hi folks - it's been a hectic week here at Zero Sum Games. We're thrilled with the reception of the DLC, and I'm pleased to keep on getting your feedback. We have a great community and I'm listening for any bug reports and feature requests and working hard to get them to you ASAP. To that end, I have I uploaded a small patch today with the following changes. 1. Fixed the issue that I introduced yesterday where shields stopped working properly 2. If you have the osiran fusion bonus then that will work now in battle 3. Ships will explode appropriately on the strategy map again 4. Fixed a problem with large spiral galaxy creation 5. Potential fix for issue with multiple intercepts occurring after an auto combat 6. Added options to disable victory conditions when creating a new game 7. Fixed an issue where you could get no buttons on the UI when invading a planet in the vanilla game 8. Fix for being able to build any ship even if you didn't have the tech! 9. Fixed food shortage bug on .5 food worlds 10. Fixed a hang that could occur if you had an event in the queue for a destroyed planet
Hi Folks. Today's patch brings a bunch of fixes and tweaks in response to feedback and bug reports! It's going live now across all platforms 1. I fixed an issue with invalid ship designs appearing after you get the tech that doubles your fusion output 2. Fixed several issues related to planetary invasions and the Warhawk Cabal 3. Fixed an issue with the Masters appearing too soon on high difficulties 4. Fixed an issue where ships that are out of fuel who enter an opposing starbase area would hang the game, being unable to withdraw 5. Fixed an issue with the Cantina not applying its bonuses 6. Fixed an issue with the Arena event missing some text and generally not working as intended 7. fixed an issue with the Colony ship event spawning the ship somewhere that you didn't expect 8. Fixed issue with starkiller losing charges between saves; 9. Potential fix for non-functional withdraw buttons appearing 10. Fix for creative races not getting all techs when the tech is completed via an event 11 .Fixed an issue with trilithium bonuses potentially disappearing after researching more advanced warp tech 12. Fixed an issue where enemy Starbases could potentially be invisible 13. Fixed an issue where a special tile that spawns in your borders at game start could have the terrain stay invisible until you visited it 14. Energy Future tech costs are fixed. Was 1000 when it should have been 10k 15. Fixed an issue where Experimental techs could have their costs all screwed up if you started a few games back to back without quitting 16. Fixed an issue where the game could hang at 100% turn on the DLC if there was a ground combat plus a few other potential things going on at the same time 17. Fixed subspace artillery research giving you the grimdark expanse benefits. facepalm I want you to leave a positive review for the game because you like it. So if you do like it, please go leave me a review. If you're not yet satisfied, then tell me why and I'll do my damndest to earn your thumbs up.
Hi Folks. Today's patch brings a bunch of fixes and tweaks in response to feedback and bug reports! It's going live now across all platforms 1. I fixed an issue with invalid ship designs appearing after you get the tech that doubles your fusion output 2. Fixed several issues related to planetary invasions and the Warhawk Cabal 3. Fixed an issue with the Masters appearing too soon on high difficulties 4. Fixed an issue where ships that are out of fuel who enter an opposing starbase area would hang the game, being unable to withdraw 5. Fixed an issue with the Cantina not applying its bonuses 6. Fixed an issue with the Arena event missing some text and generally not working as intended 7. fixed an issue with the Colony ship event spawning the ship somewhere that you didn't expect 8. Fixed issue with starkiller losing charges between saves; 9. Potential fix for non-functional withdraw buttons appearing 10. Fix for creative races not getting all techs when the tech is completed via an event 11 .Fixed an issue with trilithium bonuses potentially disappearing after researching more advanced warp tech 12. Fixed an issue where enemy Starbases could potentially be invisible 13. Fixed an issue where a special tile that spawns in your borders at game start could have the terrain stay invisible until you visited it 14. Energy Future tech costs are fixed. Was 1000 when it should have been 10k 15. Fixed an issue where Experimental techs could have their costs all screwed up if you started a few games back to back without quitting 16. Fixed an issue where the game could hang at 100% turn on the DLC if there was a ground combat plus a few other potential things going on at the same time 17. Fixed subspace artillery research giving you the grimdark expanse benefits. facepalm I want you to leave a positive review for the game because you like it. So if you do like it, please go leave me a review. If you're not yet satisfied, then tell me why and I'll do my damndest to earn your thumbs up.
Hi folks. I'm patching a few issues that cropped up today. Some things got twisted up with the Vanilla version today and this patch will set you straight there, if you were seeing some funky stuff. We've also got fixes for the foreign language versions of the Expac coming online now. Sorry for any troubles!
Hi folks. I'm patching a few issues that cropped up today. Some things got twisted up with the Vanilla version today and this patch will set you straight there, if you were seeing some funky stuff. We've also got fixes for the foreign language versions of the Expac coming online now. Sorry for any troubles!
Today's Deal: Save 75% on StarDrive 2!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Thursday at 10AM Pacific Time
Check it out here! http://store.steampowered.com/app/445690/ Contents of this post: 1. DLC Description! 2. Patch Notes! 3. Your discussion of the DLC! For those of you who choose to support our ongoing development today, thank you! I've worked very hard to provide what I hope will be many more hours of unique gameplay for you. What you're about to play will be StarDrive 2 at its core, but I think these changes and additions will really make your games feel like totally new experiences. Now, we have tested this puppy from top to bottom and I think it's solid as a rock from a QA perspective. That said, happens! I could have broken the entire thing yesterday with a single key-stroke. If you encounter a bug, please don't yell at me. Just tell me what you're seeing and I'll nuke these bugs from orbit. It's the only way to be sure. This DLC is not the end for StarDrive 2. It's just the start of a new era. Hopefully this will prove to be a successful venture - i.e. a good investment of my time and resources. One way or another, you can expect ongoing support for SD2 and the expac, plus I've been getting a lot of requests for a Ship Pack DLC in the future, and that sounds kind of nice to me too. I'll be putting my head together with you guys and with Iceberg to figure out where to go after this. ------------------------------------------ Alright first, off, here's the DLC description: You're interested in buying this DLC? Well, hold on there bucko - I'm not sure if you're rated on DLC that's this hot. If you think you can handle this kind of horsepower, then what you're looking at here is an incredible new set of features and content for the award-winning* galaxy-spanning PC entertainment experience that is StarDrive 2. This baby takes the base game of StarDrive 2 and overhauls it with massive changes to the structure of the galaxy. First and foremost, the galaxy is now divided into Hexagonal Sectors, providing new resources, terrain features, chokepoints, and reasons for you to commit genocide on the friendly plant people. New deep space construction mechanics allow you to fortify sectors with battlestations, mining outposts, science stations, and more. Sectors are jam-packed with new anomalies to explore, quests to unlock, and dangers to bravely run away from. Sector Zero now features several new ways to win the game, including a technology victory, a story-based victory, and a score victory. You can view your progress towards your victory goal on the brand new victory screen. Dozens of new technologies have been added to support these new mechanics and the AI has been given some serious upgrades to help them win the game too! Planetary Invasion mechanics have received a serious overhaul in this expansion pack as well. While the legacy 3d battle system will remain in place for story-based battles, planetary ground combats will now take place over several turns, allowing you - and the AI - an opportunity to gain space superiority and to reinforce a besieged planet. But do you think we'd stop there? Because we didn't! We also increased the maximum amount of Star Systems from 100 to 200, while providing you tinkerers with the option to crank that maximum up as high as your PC will allow! All of this and more can be yours for a mere ten Earth dollars, rounded down to the appropriately psychologically enticing amount. *PENDING! FEATURES
Check it out here! http://store.steampowered.com/app/445690/ Contents of this post: 1. DLC Description! 2. Patch Notes! 3. Your discussion of the DLC! For those of you who choose to support our ongoing development today, thank you! I've worked very hard to provide what I hope will be many more hours of unique gameplay for you. What you're about to play will be StarDrive 2 at its core, but I think these changes and additions will really make your games feel like totally new experiences. Now, we have tested this puppy from top to bottom and I think it's solid as a rock from a QA perspective. That said, ♥♥♥♥ happens! I could have broken the entire thing yesterday with a single key-stroke. If you encounter a bug, please don't yell at me. Just tell me what you're seeing and I'll nuke these bugs from orbit. It's the only way to be sure. This DLC is not the end for StarDrive 2. It's just the start of a new era. Hopefully this will prove to be a successful venture - i.e. a good investment of my time and resources. One way or another, you can expect ongoing support for SD2 and the expac, plus I've been getting a lot of requests for a Ship Pack DLC in the future, and that sounds kind of nice to me too. I'll be putting my head together with you guys and with Iceberg to figure out where to go after this. ------------------------------------------ Alright first, off, here's the DLC description: You're interested in buying this DLC? Well, hold on there bucko - I'm not sure if you're rated on DLC that's this hot. If you think you can handle this kind of horsepower, then what you're looking at here is an incredible new set of features and content for the award-winning* galaxy-spanning PC entertainment experience that is StarDrive 2. This baby takes the base game of StarDrive 2 and overhauls it with massive changes to the structure of the galaxy. First and foremost, the galaxy is now divided into Hexagonal Sectors, providing new resources, terrain features, chokepoints, and reasons for you to commit genocide on the friendly plant people. New deep space construction mechanics allow you to fortify sectors with battlestations, mining outposts, science stations, and more. Sectors are jam-packed with new anomalies to explore, quests to unlock, and dangers to bravely run away from. Sector Zero now features several new ways to win the game, including a technology victory, a story-based victory, and a score victory. You can view your progress towards your victory goal on the brand new victory screen. Dozens of new technologies have been added to support these new mechanics and the AI has been given some serious upgrades to help them win the game too! Planetary Invasion mechanics have received a serious overhaul in this expansion pack as well. While the legacy 3d battle system will remain in place for story-based battles, planetary ground combats will now take place over several turns, allowing you - and the AI - an opportunity to gain space superiority and to reinforce a besieged planet. But do you think we'd stop there? Because we didn't! We also increased the maximum amount of Star Systems from 100 to 200, while providing you tinkerers with the option to crank that maximum up as high as your PC will allow! All of this and more can be yours for a mere ten Earth dollars, rounded down to the appropriately psychologically enticing amount. *PENDING! FEATURES
Hi folks, I've updated the game with a small patch today. First, I tracked down a bug that could still cause escort ships to drift away after losing their capital ship. Second, I balanced out Corvettes and Frigates to have a minimum possible turning speed - Corvettes a bit faster than Frigates. This is a bonus to help them play the roles that I envisioned for them to be screening ships. I noticed that a lot of times these escort vessels could have a really hard time making the turns they needed to make to keep in escort range. So the end result is that you'll see the ships moving at the same speed they normally would, but regardless of how slow or fast they are, they'll have a minimum turning speed to keep them behaving properly. This will patch into 1.2 on your end. I don't update the version number for small fixes like this anymore because updating the version number causes your AppData folder to be rebuilt, and that can cause headaches for some users who have restricted permissions on their systems. I'll only be updating the version number on your end when I need to add new content.
Hi Folks, I wanted to thank you for bearing with me as I track down lingering issues in the 1.2 Patch. It's been a big process upgrading to Unity 5 because not everything works the same in Unity 5 as it does in Unity 4, and StarDrive 2 is a huge game with a lot of places for things to go off the rails. So I am sincerely grateful for your patience and your feedback, and I'm working hard to knock out any issues as you report them. I'm patching these fixes right into 1.2 today - the version number won't update on your end, but when you see SD2 download a little something something today, it's just patching these fixes in: [list=1]
Hello Commanders. I am releasing a hotfix to address a couple of critical issues that popped up in version 1.2. Specifically, there were situations where you could encounter a blank invasion screen when trying to invade an enemy planet. Also there were still some lingering issues where AI escort vessels could become confused about their purpose in life after the capital ship they were guarding blew up. These issues are now resolved and a hotfix is up. If you are experiencing these issues then just verify your steam files or restart steam to grab the patch. I have also fixed an issue where the game could hang after defeating the final planet of an enemy. If you have a hang then this will fix that.
Today's Deal: Save 66% on StarDrive 2!*
Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are!
*Offer ends Sunday at 10AM Pacific Time
Hi folks. We're getting ready to launch our DLC out here soon, so in anticipation of that I've got a big patch here to bring things into line. Hopefully the upgrade from Unity 4 to Unity 5 won't cause any headaches - I've tested the hell out of it and things look solid, but there could be some unknown thing lurking out there. Please report in if you have any problems with this new build. Have fun! a. Changes [list=1]
Hi everyone, today we’re announcing StarDrive 2’s first DLC, named “Sector Zero”, which will be launching later this year. The DLC will bolster the epic turn-based 4x space strategy title with the following additional content and features: · Sectors mechanic. An entirely new way to visualize and conquer the galaxy. The concept of sectors reinvigorates the 4x’s of StarDrive 2. In the early-game exploration phase, Sectors provide short-term goals as the targets of your exploration. As you enter a sector for the first time, its secrets are revealed. You might find one of Sector Zero's new quest lines or events. You may find subspace anomalies, the wreckage from ancient battles, and many more new and exciting terrain features. · Deep Space Construction mechanics. These allow you to claim sectors for your empire and to exploit the resources found there. Build a Star Fortress at the edge of a wormhole to control the passage, or a mining base in a deep space field of precious metals. Every space station can be upgraded with multiple improvements to secure your territory. · Expanded Galaxy size, allowing galaxies up to 4 times larger than those available in the base StarDrive 2 game. · Dozens of new quests and events to continue to bring the lore of the StarDrive universe to life. · New technologies to research. · New Racial traits to further customize your experience. · Two new Victory Conditions: the scientific victory, and a story-based victory. Also to coincide with the half year anniversary of the launch of StarDrive 2 (which was on April 9th 2015), publisher Iceberg Interactive will be offering a 50% discount on the title for 7 days from today October 9th, with the original StarDrive game also discounted to 75% off. Zero is travelling at the mo, but we will be supplying some more graphic info on the upcoming DLC next week.
Patch is up. Let me know if you have any troubles with it! [List=1]
Hello everyone. This new patch improves battle performance and also rebalances fleets and fleet caps. Some of these changes are a bit dramatic, so play a round or two and let me know what you think! This patch is now live with the following patch notes:
Hi Folks. This patch fixes a couple of issues that had me scratching my head for a while. Most important - the AI will be building better fleets now. The patch is live - take it for a spin!
I've got a big old whopper of a patch for you guys today to coincide with our Iceberg Publisher Weekend! Notes below. Enjoy! New Content:
This patch introduces some new Diplomacy mechanics in response to player feedback about the AI and how it should respect your borders. I've added a new Treaty Type - the Open Borders Treaty - and I've added a new rule that prevents players from colonizing in Core AI space and vice-versa unless you either have an open borders treaty or are at war. (Core Space is the more heavily shaded area of imperial borders). I've also made the "tolerance" mechanic a Soft-Cap for the player. As space emperor, you may indeed make any deal you want with other races, even if it exceeds your peoples' tolerance for such a deal. They may not be very happy about it though... This is the first in a series of patches that will continue to respond to the feedback that players want more diplomatic options in the game. I have more plans to add new treaties such as alliances and shared victory conditions. But first, let's make sure that these changes we've made here are going to work out as intended. Please stop by the forums to offer your feedback! There are additional balance tweaks and bug fixes as well. Full notes below.
This patch will provide a fix for people who have had problems loading the game after uninstalling a mod. I'm also continuing my efforts to bring long-range cannon weapons into line. I'm getting consistent reports that Mass Drivers continue to dominate the battlefield, and they are only a tier 2 tech. I want them to have the potential to be incredible with an experienced crew and good targeting computers, but otherwise I want you to have to get into a closer range to shine. To that end, the biggest change here is a targeting penalty that is introduced at long ranges. The penalty can be negated with an experienced crew + targeting computers. I am assuming that players will be doing this, so the second change is some added functionality to the ECM and advanced ECM jammers. These jammers will now provide a "Targeting Defense" which will reduce the accuracy of incoming fire directed against the ship. For now the effect will stack, but this will be subject to change depending on how wild this gets. Notes:
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