Hawawaa -> Update on Sword of the Stars 2 (11/17/2012 1:20:54 AM)
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I'm sure we have a sizeable group here that likes 4x's and maybe Sots. Sots 2 had a very rough start. I just wanted to update folks on the current state of the game. The good news- Sci-Fi Strategy Game from Paradox Improved and Updated NEW YORK – November 16, 2012 – A year ago, Sword of the Stars II: Lords of Winter was released and while full of potential, didn’t quite meet expectations, including those set by the developer and publisher. Since its release, the main focus from publisher and developer has been to serve all of those that purchased and believed in Sword of the Stars II. Paradox Interactive has financed and distributed updates, giving Kerberos Studios the opportunity to continue patching the game to get it into a state where everyone can be proud of the product. Now, a year later, Paradox Interactive and Kerberos Studios are finally happy to declare the game in good condition and are celebrating by revealing a brand new expansion “End of Flesh”, alongside new content and improvements in Sword of the Stars II: Enhanced Edition. As a token of appreciation and “thank you” for their patience, Paradox Interactive will arrange for existing Sword of the Stars II owners to receive “End of Flesh” for free on release. Sword of the Stars II: Enhanced Edition is scheduled to release on November 30th. The “End of Flesh” expansion to “Sword of the Stars II” introduces players to the Loa, a shape shifting artificial intelligence that can settle some of the most foreboding of landscapes. A former slave race, they now have freedom and an incentive to use their powerful and unique vessels to teach their old masters a lesson. http://www.youtube.com/watch?v=UIxeT7SBu4A Features of the Sword of the Stars II Enhanced Edition include: The new Loa race with a new drive for their ships – the Neutrino Pulse Gate Over 25 new technologies including a new tech tree for cybernetics 10 new weapons and attack systems Expanded ship building options for all six original factions, including new Leviathan class ships 2 new independent races to seduce or bludgeon into your imperial orbit New random encounters and mission types All previously released faction based DLC – the voices, the badges, the avatars, the skins...all of it. This site is russian but you get to see early screenshots. God the new race is sexy. http://www.ag.ru/games/sword-of-the-stars-2-end-of-flesh/screenshots/458597 Currently in beta and coming soon Other changes and additions: - started the transition to Steam multiplayer - Implemented pending/resolving combat screens (thank god) - Implemented free-fly and tracking camera modes that can be toggled in combat - Implemented a random ship name feature (continued tweaking this week) - Implemented tech boosting - Implemented special failure events for some tech - Implemented right-click weapon fire mode / target filter control - Implemented auto-fire for AOE weapons (need to field more aoe weapons but theres so many weapons) - Implemented Zuul minimum 5 overharvest rate - Revised empire manager screen - 2 new maps and new Hiver & Liir Badges. - Race balancing and ai tweaks - lots of fixes Want videos to learn how to play- Resoks multiplayer videos- http://www.twitch.tv/terrakus Zuul LP videos- http://www.youtube.com/watch?v=VXgqQe_aDw4&list=PLi2UWP6-TgR81h5AYNKFuiSdXm0ljz0Qr&index=1&feature=plpp_video Random sots 2 video channel- http://www.youtube.com/user/theHaloEnforcer/videos?flow=grid&view=0 Awesome screenshots- Steam sots 2 community- http://steamcommunity.com/app/42990/...ilter=toprated Also Kerb forums sots 2 ships pics- http://www.kerberos-productions.com/...2050&start=405 Sots 2 rereviews that have popped up- If you got a translator Eurogamer rereviewed sots 2 from 5/10 launch to 9/10 today (2 reviews) http://www.eurogamer.dk/articles/2011-11-11-sword-of-the-stars-2-anmeldelse-review http://www.eurogamer.dk/articles/2012-10-19-sword-of-the-stars-2-faerdigt More reviews http://www.dadsgamingaddiction.com/sword-of-the-stars-ii/ Community F.A.Q. for Beginners- http://www.kerberos-productions.com/...p?f=37&t=35957 Small questions and answers thread- http://www.kerberos-productions.com/...p?f=37&t=31083 I think this will help you for missions- http://sots2.rorschach.net/Missions you right click system and pick a mission Admiral perks help out with certain mission types- http://sots2.rorschach.net/Admiral Now to clear a few things up... I remember people saying that about Sots1, hell i couldn't play sots 1 at all at launch. I was not a happy camper. Came back a year or so later and it still had its rough edges ie ui and managing big empire is still a pain. With every update, every expansion the game slowly was made into a gem. Perfect nope, better yes. For some it may take longer than others. If your not looking for multiplayer and only good ai then yes more time is required. Patches are still coming out. Multiplayer is fun, been getting games going every other weekend. I have about 9+ games I am currently in. Though doing a few games against the ai to warm yourself up isn't a bad idea. Also thank god after this beta update everyone will have steam multiplayer. Gamespy is old. For single player I put the ai on hard and giving it a head start is required still. For my single player games I experiment with my strategies. Randoms and grand menaces are working and every other month new randoms and grand menaces are added. Empire management and fleet management- sots 2 is better. With exception to large games when you have lots of stations. We just got a new Empire management screen and its beautiful. Its only a matter of time for the ai. They are still working on kicking out stuff and expansions are already being worked on. Kerb is a small team. Things take time. It will be ok... http://youtu.be/iWuibmO4NFw?t=5m Ok this next part is extra and Kerb's little Kickstarter to help support them and their future endeavors. Here is Kerb's little kickstarter game The Pit http://sots-thepit.com/ Mecron- Hey folks! Sorry for the long wait but I am extremely happy and proud to give the all clear signal and invite you all back to a bright and shiny SotS2. While “all clear” in no way means support for the game has ended or that we have no plans for additions, it does mean that the game is in the shape we would have wished it to be upon release. From here we will be going on to a regularly scheduled set of updates that continue to fill out and flesh out the SotS2 universe as well as adding new maps, scenarios and plenty of quality of life suggestions. We would like to thank Paradox for continuing to distribute Sword of the Stars/ Sword of the stars 2 and look forward to working with them on any future expansions. We also want to issue a heartfelt thanks to the players who stood by us in those dark early months and who believed us when we said this game would be fixed. We owe a great deal to the players who stuck it out through all the dozens of updates and fixes and kept reporting the bugs and posting their saves. Their input has made for a bigger and better SotS2 than could have been achieved at release even under the best of conditions. Everyone who enjoys playing this game from this date on, owes those impromptu testers a great deal of thanks. And finally for those of you who are reading this now and booting up the game, we would like to thank you for your patience and welcome you back. There is a great game waiting for you now and a big universe waiting to be explored. The Future: As said, this announcement does not mean the end of SotS2 support. In fact, should any of you be curious, feel free to come by our boards and see our plans to support SotS2 indefinitely. For now, you can look forward to your next SotS2 update in approximately 3 weeks and it should include such tasty treats as: --Selectable Teams at startup --Revised Empire economics screen --Even more AI tuning --SotSpedia tuning and more entries --And a pack of new maps. While too far down the line for particulars, I can tell you that the following update after that should see the return of scenarios and a treat or two for the holidays! So once again, I would like to thank you all for your patience and understanding during the road back and hope you all enjoy this game as it was meant to be! Martin E. Cirulis CEO/Creative Director Kerberos Productions Oh ya sale on Sots 2- http://www.gamersgate.com/DD-SOTS2LW/sword-of-the-stars-ii-lords-of-winter Oh patch day! 1.1.23976.3 by castewarkp » Fri Nov 16, 2012 9:55 pm Critical fixes: - Converted MP from GameSpy network to Steam network - Fixed end turn CTD - Fixed post-combat CTD - Fixed combat CTD - Fixed multiplayer CTDs, including due to updating colony history - Fixed CTD on Station Built dialog if station was destroyed during combat phase - Fixed being able use hot-keys between turns in MP - Fixed allowing hot-keys to change state in build screen when confirming invoice name - Fixed being able to enter comparative analysis screen without having seen any enemy ships - Fixed Suul'ka leaving when tribute station is destroyed - Fixed bug allowing Hivers to build gate stations without the required tech - Fixed issues with assimilation plague - Fixed client being sent home after 1 invasion mission - Fixed not being able to do a strike mission on any system - Fixed CTD with getting Suul'ka info - Fixed system killer being stuck at a system with a mining station - Fixed dev-mode being activated in the design screen Other fixes: - Improved screen transitions between mission overlays and starmap - Tweaked VN planet killer - Prevented neutral indy planets from disabling slew mode if a station is next to it - Enabled suicide drones to upgrade with warhead tech - Disabled operations slider - Fixed sound channel issues - Fixed Suul'ka voices not being available - Fixed auto goop module - Fixed 0 level station remaining at a system after the construction mission is cancelled - Fixed bug when transferring some assets via relocate - Fixed bug that moved police cutters into the defense fleet when a relocation was canceled - Fixed bug allowing design attributes from being visible in the ship tool tip before they have been discovered - Fixed not being able to relocate to systems when exact number of required CE - Fixed display of civilian population in empire manager screen - Fixed display issue with rider manager screen - Fixed mission turns remaining display issue - Fixed scrolling hot keys with mouse wheel - Fixed bio war modules not saving bio missile data - Fixed bio missiles not getting replenished when the ship is repaired - Fixed boarding pods getting stuck when docking with their carrier - Fixed slave disks from auto launching when they are full of slaves - Fixed weapons ricocheting off of dead sections - Fixed missiles from blowing up before hitting their target after researching microfusion tech - Fixed bolt weapons from blowing up before hitting planets - Fixed "shot gun" style weapon fire so that it fires with a better spread. - Fixed chance of fading from sensors when ship is outside of sensor range - Fixed interceptor missiles from hitting own ship's shield - Fixed formations not updating in auto-resolve - Fixed morale high/lows when colonizing a planet after killing off the original inhabitants - Fixed bug where fleets could get stuck arriving at a system, but not set to being at the system - Fixed not being able to auto target VN collector pods - Fixed display issue with rider manager - Fixed scrolling hotkey manager with mouse wheel - Fixed admiral traits not correctly displaying on admiral info cards - Fixed defence assets being stuck in a system after the owning player has been evicted - Fixed issue where Zuul AI would create "super" fleets - Fixed bug allowing players to access dev design screen - Fixed priority issues with Planetary Salvage, should now be more common - Fixed being able to enter rider manager with hotkeys when you normally would not be allowed - Fixed Zuul node lines disappearing when out of range - Fixed issues with special / salvage projects not using up all allocated research credits Other changes and additions: - Teams - Revised empire manager screen - Implemented pending/resolving combat screens - Implemented free-fly and tracking camera modes that can be toggled in combat - Implemented a random ship name feature - Implemented tech boosting - Implemented special failure events for some tech - Implemented right-click weapon fire mode / target filter control - Implemented auto-fire for AOE weapons - Implemented Zuul minimum 5 overharvest rate - Removed 64 bit option - Allow time acceleration in MP when only 1 player in battle - News events for that turn are now displayed when loading a game - Movement psionic now shows range (note I'm not a robot) I just want to keep people updated and there is lots of 4x lovers here.
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