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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
Mar 12, 2016
StarDrive 2 - Zero
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
Mar 12, 2016
StarDrive 2 - Zero
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
Mar 10, 2016
StarDrive 2 - Zero
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.
Mar 10, 2016
StarDrive 2 - Zero
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.
...

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