Product Update - Valve
Updates to Sword of the Stars II have been released. The updates will be applied automatically when your Steam client is restarted. The major changes include:

Critical Fixes:
+ Fixed AI from taking control of players in slots other than slot 1
+ Fixed upgrade missions from using the wrong system to populate upgrade options
+ Fixed issues with upgrade missions.

Other Fixes:
+ Fixed missing start node lines for Humans
+ Fixed an incorrect calculation for ship construction that caused the player to have less production then they were supposed

to have.
+ Fix missing Battle Cruiser and Battle Ship Categories
+ Fixed module weapons
+ Fixed spectres not being attacked by planetary beams when merged with planets
+ Fixed some animations for Liir battleriders
+ Fixed minor projector bugs
+ Fixed the order of fleets in all mission screens

Other Changes and Additions:
+ Minor tech tree and ship tuning changes

Known issues
+ Launcher not properly reflecting game version number
Product Update - Valve

Critical Fixes:
+ Fixed a ship module sound issue that could potentially cause leaks.
+ Optimized code that was contributing to longer turn times and slower combat.
+ Fixed a bug that was causing combat to be initiated when no ships
were present.
+ Fixed the issue where invisible enemy fleets could still be selected
on the star map.
+ Fixed the bug where additional armor layers were not being carried
over into combat.
+ Fixed the issue where the strategic AI was not researching outside
of initial core technologies.

Other Fixes:
+ Addressed known bad turret arcs on numerous ship sections.
+ Fixed known issues with combat AI assigning objectives to ships.
+ Fixed issues with the design screen weapon panel not closing.
+ Fixed the intermittent bug that would cause icons not to be laid out
correctly when switching ships in the design screen.
+ Added missing combat sensor icons.
+ Fixed the bug where simulated and full combat start positions would differ.
+ Numerous fixes to known issues with Psionics effects in combat.
+ Fixed Neutron Round and Accelerated Amplification effects.
+ Fixed some issues where star system ownership visuals could get out
of sync in the star map.
+ Addressed known issues with disruptors and deflectors.
+ Addressed known issues with minelayers.
+ Rapidly clicking buttons will no longer bypass feasibility studies.
+ Slave discs now attach to ships other than Scavengers.
+ Made some changes to address the strategic AI spending itself to death.
+ Fixed an issue where COL launchers were not orienting to face the target.
+ Addressed known issues with node lines and fleet travel.
+ Fixed some issues with fleets showing up behind routes.
+ Fixed a bug where fleet pathing would sometimes return an incomplete route.
+ Addressed known issues with DLC materials.
+ Fixed a bug related to colonizing systems with more than one colony.
+ Fixed a bug with armor alignment on tooltips.
+ Fixed the bug where research was not being cancelled when going too
far over budget.

Other Changes and Additions:
+ Build screen now sorts available ship classes, and only shows
classes that you have designs for.
+ Implemented Smart Nanite effects.
+ Stealth armor on all sections now correctly reduces sensor signature in strat.
+ Full functionality for Liir battlecruisers and battleships.
+ Full functionality for mines and cracker COLs.
+ Improved grappling hook physics.
+ Effective ranges for ships used in stance positioning no longer
include PD weapons unless requested.
+ Numerous ship section, weapon and module data tweaks.
+ It is now possible to select a direct route for Zuul bore ships to travel.
+ Updated UI for upgrade missions.
+ Updated combat UI introducing new cloaking, stance buttons, facing
buttons and a priority weapon toggle.
+ Fixed some spelling errors in UI.
Product Update - Valve

- Added better battlerider behaviours
- Added drone healing and autolaunching
- Added patrol positions in combat
- Added a fleet widget tooltip to show ship information from any fleet listing.
- Added gravity mines and tar pit functionality

Major Bugs
- Fixed a crash involcing salvage projects that occured after combat with a zuul player
- Fixed a hang with the zuul intercept missions
- Fixed a number of incorrect ship section and module stats
- Added ship options to a number of ships
- Fixed a crash caused by the Von Neumanns in combat
- Fixed a crash caused by critical hit repairs
- Fixed a crash caused by dead AI admirals trying to repurpose fleets.
- Fixed an issue with reserve fleets causing false combat for a turn.

Minor Bugs
- Fixed the critical hit for shield generator to function correctly.
- Changed the default ship construction on planets back to zero
- Fixed a framerate issue with overlapping ships in combat
- Fixed a framerate issue with gate ships in intercept combat
- Fixed the weapon panel to no longer show destroyed weapons
- Added a primary weapon to ships to determine closing distance for pursuit
- Fixed planet missiles from attacking themselves when spectres are attacking the planet
- Fixed the battle rider button to only enable if the carrier is able to launch
- Fixed being able to select things other then the design ship in the design screen
- Moved station spawns closer to planets
- Fixed a bug in the tech tree that allowed the camera to focus on nothing
- Removed unneeded sliders and ship designs related to trade when FTL economics are not researched
- Fixed a bug that caused the incorrect tech state for feasible techs
- Fixed gate ships getting incorrect spawn positions in combat
- Fixed mesh particles from always spawning at their effect position
- Fixed a label in the fleet widget from overlapping it's list
- Fixed the starmap so that it focused on your home system if a certain option was checked
- Fixed disabled states on sliders so that they are more obviously disabled.
- Made the combat preview focus on the system the combat is taking place in
- Added art for admiral promotion events
- Fixed VN disintigrator beam range
- Fixed the defaults shields from not showing up in the design screen
- Fixed mining station costs
- Fixed a missing icon for adaptive buttresses
- Fixed some turret arcs on the torpedo mission sections
- Removed an extra quote from a localized string
- Fixed the cost of human large habitation modules
- Increased supply and track speed of guass PD
- Increased track speed of Phaser PD
- Increased track speed an muzzle speed of laser PD
- Added disabled state to controls of a colony when it is not owned by a player, but still visible to them
- Fixed a number of incorrect turret arcs
Product Update - Valve

Critical Fixes:
+ Fixed the known issues where ships would not respond to controls.
+ Fixed a design screen boarding pod-related crash.
+ Fixed an AI crash that could occur when issuing orders to fleets.
+ Fixed a crash related to Hiver AI trying to set Gate missions.
+ Fixed a crash that could occur when entering combat with police cutters.
+ Fixed the rare crash that could occur when previewing maps when creating a game.
+ Fixed the crash that could occur when combat salvage generated a special project.
+ Fixed a game lockup that could occur when entering combat at a system with no orbiting bodies.

Other Fixes:
+ Fixed known issues where planet missiles and boarding pods were missing certain ship sections.
+ Fixed the issue where only one module of the same type would show up in the design screen.
+ Fixed some known Battleship rider issues with Leviathan class carriers.
+ Fixed Hiver, Human, and Liir boarding pod speeds.
+ Fixed Drone configuration issues with the Horde Drone Satellite.
+ Fixed incorrect display of armor in the design screen.
+ Fixed a couple issues causing different combat results at different time scales.
+ Fixed the launch pattern of planet missiles, which should lead to planet defenses being more effective.
+ Fixed the issue where feasibility could be displayed as 0%.
+ Fixed Meson Beam Length and the issue where its impact effects were not positioned correctly.
+ Fixed some issues where ships could fly over planets in combat.
+ Fixed the missing sound cue for relocate missions.
+ Fixed duplicate speech events for research breakthroughs.
+ Fixed an issue where the empire summary was counting fleets incorrectly.

Other Changes:
+ Various weapon and section tweaks.
+ Sensor information is now shared by players in teams (allied for example) in combat.

Known Issues:
- Overlapping start points can occur at star systems with no orbiting bodies.

Product Update - Valve

Critical Fixes:
+ Fixed the crash that could occur in turn updates during AI fleet management.
+ Station sensor ranges are now enabled again.
+ Provinces are once again only visible once discovered.
+ Fixed known issues regarding rejoining games in the correct player slot.
+ Fixed the crash caused by fleets losing their supporting systems while in transit.
+ Enemy fleets no longer appear in the fleet manager.
+ Fixed an issue where ships could become stuck in a permanently spinning state.
+ Fixed issues relating to excessive force imparted by weapons.
+ Fixed the issue where clicking the menu button in the star map after entering the planet manager would lock out UI control.
+ Fixed the crash that could occur due to combat occurring at a star system with pending station construction.

Other Fixes:
+ Fixed a number of Tarka ship and module art issues.
+ Fixed a neutral combat issue for systems involving more than 2 players and one player is neither at war nor allied with any other.
+ Fixed issues where weapons were not auto-targeting planets.
+ Fixed known issues where combat sensor data was shared incorrectly between players. There were some diplomatic edge cases here.
+ Fixed an issue where too much damage was being applied in simulated combat.

Other Changes:
+ Drones now automatically launch from platforms.
+ Fleets now display sensor range bubbles once again.
+ Level four and five station structure values have been increased.
+ Added default names to AI fleets.
+ Added three new star maps: Duel, The Heavens and The SotsVerse.

Product Update - Valve

Critical Fixes:
+ Fixed issues where stations and special encounter enemies were not being removed from the game when eliminated.
+ Fixed the issue where existing profile names with apostrophes would cause a crash.
+ Fixed a crash that could occur with a neutral engagement.
+ Fixed a crash that could occur when upgrading stations.
+ Fixed known issues where colony information would not disappear for a player, preventing re-colonization and causing a crash in some cases.
+ Fixed the issue where moons were not listed as candidates for viable colonies.
+ Fixed the issue where moon climate hazard was being reported incorrectly in some cases.
+ Fixed excessively large station sensor ranges.
+ Fixed the issue where strike missions would not end automatically.
+ Fixed missing trade info on systems.

Other Fixes:
+ Fixed an issue where weapon forces were not being applied.
+ Fixed a rare issue ship-not-responding navigation issue.
+ Fixed an issue where boarding pods were causing ships to disappear.
+ Fixed known issues where boarding actions were not taking over ships.
+ Fixed some known issues regarding ship starting positions in combat.
+ Fixed an issue where critical hits were being incorrectly applied to drones.

Other Changes:
+ Accelerated combat enemy range distance has been reduced.
+ Reduced combat scale a bit more.
+ Improved station construction mission UI.
+ Survey missions now abort when encountering enemies at a colony.

Product Update - Valve


Critical Fixes:
+ Fixed a crash that could occur within the strategic AI could not determine which ships to construct for a fleet.
+ Fixed another crash related to selecting shield options in the design screen.
+ Mission estimates are back.
+ Fixed a crash related to fleet selection in the Battle Manager.
+ Fixed an issue where the star mapo camera could become locked after selecting a system for a diplomatic event.
+ Fixed a feasibility study crash.
+ Fixed mine frame rate issues.
+ Fixed mine audio issues.
+ Fixed frame rate issues when selecting large numbers of ships in combat.
+ Fixed an issue where fleet entry positions were not taking advantage of closer control zones.
+ Fixed the issue where game setup parameters were being lost when reloading a saved game.
+ Players rejoining hosted saved games will now be moved to their respective slots when possible.

Other Fixes:
+ Strike missions against stations now require the targets to be in sensor range.
+ Added missing Ionic and Shield Breaker weapon attributes.
+ Fixed an issue where Siege Drivers were not causing damage.
+ Added missing psionic abilities to modules.
+ Added missing tactical sensor range to colonies.
+ Fixed an issue that stopped cancelled fleets from being able to be issued new missions right away
+ Fixed an issue that caused the autosave to save the wrong turn number
+ Fixed a trigger constraint with the von neumanns
+ Fixed issues with calculating fleet ranges.
+ Fixed an issue where the endurance rating for fleets was falling below one turn.
+ Boarding pods are no longer factored into fleet endurance calculations.
+ Armor display on the design screen now updates correctly when changing techs.
+ Fixed an issue where colonization missions would not resume after clearing enemies out.
+ Fixed the bug where non Zuul factions where getting node line collapse events.
+ Fixed issues with station module assignment.
+ Fixed a number of small resizing issues in fleet lists.
+ Added missing combat fleet placements for neutral encounters.
+ Fixed an issue where damaged ships entered combat destroyed sections not properly connected.
+ Fixed various boarding pod issues.
+ Fixed issues with weapon target leading.
+ Added missing economic and research efficiency connections.
+ Von Neumann homeworld starts hidden once again.
+ Fixed Fire Control and AI Fire Control section effects.
+ Fixed an issue where all weapons would fire immediately when coming out of overthrust.

Other Changes:
+ Sensor memory and is now working.
+ Improved interfaces for all mission types except Station Construction and Upgrade.
+ Added features to the combat UI.
+ Introduced a Surveyed Systems view mode for the star map.
+ Reduced size of tactical star system.
+ Introduced surrounding behavior to combat AI.
+ Reduced structure of all ship sections.
+ Various weapon tweaks.
+ Made improvements to the research screen interface.
+ Added tooltips to all tech selections on the design screen.

Key Known Issues:
*** This update breaks old save games. ***
- Deployed gates are not showing up in combat.
- Some moon orbits are still incorrect.

Product Update - Valve

Critical Fixes:
+ ** Fixed known empty fleet issues caused by orphaned battle riders not being removed. **
+ Fixed crash due to module instance count not matching actual module count.
+ Fixed the crash caused by selecting fleets while in the province edit mode.
+ Fixed the crash caused by multiple special encounters (for instance System Killer and Asteroid Monitor) at the same system.
+ Fixed the reported colony update crash.
+ Fixed the reported System Killer crash.
+ Fixed a crash caused by bad data in certain turn events.
+ Fixed a crash that could be caused by transferring a battle rider to reserves.
+ Fixed the crash caused by a colonization fleet being destroyed just prior to the appearance of the Colony Self-Sufficient dialog.
+ Fixed a potential crash that could be caused by removal of collision from dying objects.
+ Fixed a crash that could be caused by not having enough admirals for starting fleets.
+ Fixed planetary missiles not firing.
+ Fixed numerous known issues with fleet pathing.
+ Fixed a bug where a different station would be upgraded than the one selected.

Other Fixes:
+ Fixed known issues with Battle Cruisers.
+ Fixed an issue where detonating weapons were not selecting the correct targets.
+ Fixed known issues with lagging PD target tracking and PD target selection.
+ Improved general target leading in combat.
+ Increased turret tracking speeds in general.
+ Fixed an issue where multi-volley weapon firing sequences were being timed incorrectly.
+ Fixed an issue where drones were not firing their targets.
+ Disabling a Command Monitor or its turrets now forces a neutral state to eliminate unwanted combat.
+ Fixed an issue where battle riders were launching in the design screen.
+ Fixed known issues with the Combat HUD showing incorrect information for multiple ship selections.
+ Fixed an issue that was causing jitter from ships in formation flying around planets in overthrust mode.
+ Immigration slider is now hidden until until the correct technology is available.
+ Fixed an issue where disruptors were not disabling turrets.
+ Fixed a few smaller issues with Protean placement.
+ Fixed the issue where battle riders were not being provided with default ships.
+ Fixed the missing Siege Driver impact effect.
+ Fixed many localization typos.
+ Fixed known turret arc issues.
+ Fixed some material issues on various Human faction models.
+ Fixed an issue where stance changes were being erroneously applied to battle riders and stations.
+ Fixed bug where player was being charged for civilian built mining station.
+ Fixed bug where enemy fleets would show up in phantom fleet widget when turn is ended.
+ Rewrote turn transition interface flow to more accurately represent turn processing time.
+ Removed scrim from GUI loading lockout, which may eliminate the rare reports of being stuck on a screen forever.
+ Fixed bug where tooltips would be one line no matter how long they where.
+ Fixed known issues with variable weapons in the weapon test screen.
+ Fixed known issues where Drone carriers were not attaching drones.
+ Fixed known issue where meteors could not be destroyed.
+ Fixed an issue where weapon recharge times were double the intended value.
+ Fixed bug with Zuul where all civilians where being considered as slaves
+ Updated colony UI to properly represent slave vs civilian population.
+ Fixed a bug where a player's own colonies could be misinterpreted as being out of sensor range.

Other Changes:
+ Added new Double Helix star map.
+ Introduced combat AI surround and flank behaviors.
+ Adjusted some tech costs.
+ Made improvements to the research screen.
+ Tutorial pop-ups for Research and Starmap updated to reflect changes.
+ Added border and background to star map fleet and planet lists.
+ Planet orbital position changes have been disabled.
+ Asteroid Monitor special projects have been added.
+ Colonies will now launch heavy missiles if the population is high enough.
+ Introduced corrosive ship damage from weapons.
+ Added a better visual effect for ships being disrupted by EMP.
+ Improved strategic AI capabilities.

Key Known Issues:
- Tempest Array weapons are not firing.
- Some star systems have anomalous moon orbits.
- System Killer auto resolve is not producing results.
- Tarkas and Zuul Dreadnoughts have various turret arc corrections still to be made.

Product Update - Valve

+ Fixed Node Line deteriorating event crash.
+ Fixed colony destroyed crash.
+ Fixed VN target crash.
+ Fixed a von neumann constraint violation that was adding a bogus target.
+ Fixed constraint violation when inserting a weapon bank.
+ Fixed System Killer move order crash.
+ Star map nebula and other features are back.
+ Fixed colony populations not updating.
+ Added colony max repair points calculation to database to fix various bugs with colonies as repair ships.
+ Fixed inconsistency bug where ships requiring repair where not showing up in repair widget.
+ Fixed rounding bug where slightly damaged ships could never be repaired fully.
+ Fixed Liir Flickerwarp availability.
+ Fixed Spinal Mount availability.
+ Fixed numerous module, section and technology descriptions.

Product Update - Valve

- Fixed crash when launching drones in weapon test screen, backing to design screen, and then switching mission sections
- Fixed crash caused by opening battle manager at a system where platforms are available for placement.
- Fixed crash that could occur when destroying weapons in combat.
- Fixed crash at end of turn when offering treaty
- Fixed occasional crash due to Main Menu combat
- Enemy AI will prioritize faction opponents over random encounters when choosing stance
- Strat AI will now prefer to enter conquering stance over expansion when past the war threshold.
- Modified the calculation for AI expansion factor, it will no longer take into account unexplored systems.
- Various adjustments to enemy AI's decision-making process
- Various adjustments to enemy AI to properly utilized specialized weapons
- Added combat UI for clicking on target locations for relevant weapons (Siege Driver, Detonating Torpedoes and COL).

- Fixed bug where platforms weren't showing up in defense manager
- Fixed bug where ships built with new Gate designs would not be available for the Gate mission.
- Fixed a bug where dissolving a fleet would lead to empty fleets.
- Seige Drivers working for all factions
- Fixed known issues with mine laying in combat.
- Fixed missing repair capacity on relevant ship sections.
- Minelayer sections working for all factions
- Fixed mine behaviour (depending on mine - tracking, etc.)
- Fixed various Torpedo sections that weren't firing
- Fixed arc of movement on all Zuul free-beam turrets
- COL weapons added.
- PD weapons now only engage PD targets
- Targets engaged per turret, not per bank (allowing PD, Torps, etc. engage multiple targets)
- Fixes for various weapon icons/names
- Fixed handful of missing tech descriptions
- Salvage missions are now properly being generated
- Fixed prototype modifiers for Human faction
- Fixed salvage profits
- Fixed weapon cost calculation in designs
- Ship option savings cost multipliers are now applied per section instead of per ship.
- Fixed various diplomatic messages that weren't displaying
- Fixed incorrect calculation of turret efficiency based on power and crew.
- Technical knowledge now gathered during combat
- Research progress now displayed in Research screen
- Completed technologies now clearly marked in green
- Fixed bug where players were unable to build habitations for their own race
- Fixed bug where Zuul players could build alien habitations
- Allowable distance between systems in a province has been increased to 8-ly.
- Fixed various turrets with odd parameters and placement
- Fixed various weapons with odd parameters
- Fixed Morrigi BR AM engine label (not a streak engine)
- Added ability to set initial fire mode and target filter when creating a ship design
- Any ships left in a removed fleet are now properly cleared
- Introduced new Scan Satellites and Torpedo Satellites
- Any remaining ships in a removed fleet will now be deleted
- Fix to a constraint violation between diplomacy and turn events
- Combat ready ships will increase the calculate strength of an empire more than utility ships
- Fixed defense platforms not showing up in Combat
- Fixed known issues with tracking speed on turrets
- Introduced initial pass diplomacy requests and demands
- Fixed a sound bug when constructing stations (event played when ordered, not completed)
- Fix potential issue where system/planet killer would not avoid a station in its path
- Added weapon panel configuration to design screen
- Fixed known issues with direct-fire torpedoes behaving incorrectly
- Fixed known issues where boarding pods and assault shuttles were not able to connect to ships
- Fixed rider patrol paths around a star

Known Issues
- Human faction unable to select typo of COL for COL section ships.
- Slaves and system information are not yet hooked up to diplomacy.


Search news
Dec   Nov   Oct   Sep   Aug   Jul  
Jun   May   Apr   Mar   Feb   Jan  
Archives By Year
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002