StarDrive 2 - Zero
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
StarDrive 2 - Zero
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
Jun 20, 2017
StarDrive 2 - Zero
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
Jun 20, 2017
StarDrive 2 - Zero
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
StarDrive 2 - Zero
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.
StarDrive 2 - Zero
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.
Apr 18, 2016
StarDrive 2 - Zero
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:
<LimitToRaces>
<string>Race_Pollops</string>
<string>Race_Kulrathi</string>
</LimitToRaces>

Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk

6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them.

7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race

8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry

9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes.

10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues

11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip.

12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter.

13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races.
Apr 18, 2016
StarDrive 2 - Zero
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:
<LimitToRaces>
<string>Race_Pollops</string>
<string>Race_Kulrathi</string>
</LimitToRaces>

Valid values are: Race_ + the name of the race, which will be Pollops, Kulrathi, Draylok, Opteris, Cordrazine, Human, Vulfar, Ralyeh, Chukk

6. I tweaked some values so that Aggressive/Evil AIs will be more aggressive if you've got poor relations with them.

7. Fixed an issue with the Mega Fauna event, where you wouldn't get the special project if the Mega Fauna world spawned in a home system of a race

8. Fixed an issue with the constructor CP removal tech that was still lingering; won't be a retroactive fix, sorry

9. Made some adjustments to the AI to ensure that they won't exceed their command point limit following the new changes.

10. Fixed an issue where the various statistics for your empire were not being properly computed at the end of a turn, which could see odd things happening with your CP count, among other issues

11. Added some more feedback in the Command Point UI element so you'd know when you're over your limit with yellow or red warnings. Added the amount spent on fleet maintenance to the tooltip.

12. Fixed an issue where the Ai would think it is at war after aggressively annexing a minor race, which would prevent the Ai from starting new wars thereafter.

13. Beefed up my Interventionist logic. There has always been code for Good races to protect other Good races from the player's aggression. I have changed this to be Non-Evil races protecting other Non-evil races.
Mar 13, 2016
StarDrive 2 - Zero
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
Mar 13, 2016
StarDrive 2 - Zero
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
...

Search news
Archive
2024
Oct   Sep   Aug   Jul   Jun   May  
Apr   Mar   Feb   Jan  
Archives By Year
2024   2023   2022   2021   2020  
2019   2018   2017   2016   2015  
2014   2013   2012   2011   2010  
2009   2008   2007   2006   2005  
2004   2003   2002