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Genre: Strategy, Turn-based strategy (TBS), Indie

StarDrive 2

Patch Notes 1.0g

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:

  • Fixed an issue where ship designs from an uninstalled Mod would cause your game to hang on load
  • Added a targeting penalty for long-range shooting ( >300). The longer the range, the greater the penalty. This penalty can be alleviated with experience
  • The ECM Jammer and Advanced ECM jammer will now provide what I'm calling "Targeting Defense". Ships shooting ballistic weapons at ships with these Jammers will now receive a stackable penalty to their accuracy
  • After running the numbers on a bunch of energy cannon weapons, I have determined that basic lasers are still, relative to other energy cannon weapons, overpowered. So I have the option of either buffing the other cannon weapons, or reducing the effectiveness of lasers. I'm doing a little bit of both. So lasers are again being reduced in damage, but disruptors and other energy cannon weapons are gaining bonuses. Just FYI I'm balancing these cannon weapons by their DPS per slot footprint at point blank range. We'll see much smoother and noticable arc of improvement as you obtain better cannon weaponry
  • Anti-Matter Cannon gets a graphical improvement with its rework. Added a 2x3 spinal anti-matter cannon. The AM cannon is brought more in line with the Plasma Cannon - it's got really high point blank damage but a quicker fall-off, but no dissipation vs. shields. Increased Ordnance costs for the weapon. It's meant to be a point blank dominator
  • Eliminated a bug where, if your fleet was blockading a planet, and the planet finished construction of a space station, then you would switch roles and end up having to fight your own fleet!
  • The AI will now attempt to rally its war fleets in safer places. Previously they would choose a system that was free of enemy threats, but they wouldn't think too hard about what was in between the rallying fleet and the rally position, which could lead to some poor strategic deployments
  • The Ai will be a bit more patient when regrouping its forces now before going on offense. They had some behaviors where they would send an offensive fleet out while several other task forces were trying to rendezvous, leading to a potential conga line of ships
  • On Easy, Normal, and Hard, the AI is going to be less Homicidal over small grievances like refusing to pay tribute. They will need to be madder at you to declare a war, with different thresholds depending on the difficulty and their needs


We've got one or two more balance patches coming this week. Late game weapons need a final pass following the changes we've made. I think we're getting to a point where players are feeling like the combat is more balanced throughout the tech progression. After this we'll turn our attention to diplomacy, and the aforementioned reinforcement system.

1.0f Patch Notes

This patch focuses on bug fixes and continues to follow through on balance changes in response to player feedback. In the coming days we're going to be taking a look at what happens when players and the AI amass a fleet that is too large for the game to handle - players are hitting scenarios with ship counts that we didn't really think were possible. As a result, you can end up with a massive battle but it doesn't really work too well due to performance issues.

So we'll be exploring a way to bring reinforcements into the battle - this change may take a while to work up. We'll have an update on these changes next week some time. Until then, enjoy these patch notes!



  • Eliminated a bug that could cause your game to hang at 100% turn
  • The AI will now refit larger portions of its fleet at a time to make sure that its ships have the best available technology
  • The AI will now potentially use ships designed by the player when buildings its fleet. Approximately 25% of the time, it will choose from among the best and largest designs that it is capable of building even if these designs are not necessarily in its game plan. So if you designed a badass Titan and the AI has the tech, it's going to try to build some of them. The other side of this is that if you designed a few clunkers then the AI is going to be using some of those!
  • Added a new AI strategy that will focus on getting early Mass Driver cruisers deployed, with a continued focus on using long-range kinetics as it techs up
  • The Plasma Cannon is now more bad-♥♥♥ and useful. Very high point blank damage with a rapid fall-off, plus damage over time. The weapon takes a large penalty vs shields but is very efficient otherwise
  • I have increased the strength of Plasteel relative to steel by 50%. This provides a clear intermediate step between steel and more advanced armors. The AIs that choose to go for an armored route over Class I shields will see a nice benefit here.
  • Fixed a bug where trading for or assimilating all techs in a branch would not advance you to the next branch in the research tree
  • Plasma torpedo has been adjusted to accomodate changes to plasma cannon
  • Potential fix in place for bug where you are sometimes intercepted by a mirror copy of your fleet. Ironically I think this was caused by an earlier attempt to eliminate the issue. Please let me know if the issue persists after downloading this patch
  • Wall Street is nerfed and will cap out at 50 BC per turn. Sorry fellas. Liberal government is in charge
  • Fixed a bug where the improper damage amount was being displayed in the floating text popups for weapons that do more or less damage vs. shields (i.e. mass drivers)

Balance Patch Notes - 1.0e

This patch focuses on improving game balance, AI behaviors, and more. It is now live on PC / Mac / Linux

Notes:
  • Performance optimization of approximately 50% for space battles. I did a serious nitty-gritty pass on the physics calculations and was able to really improve things. Smaller battles that were already running at 60fps, you won't notice a change. But In situations of 20+ cruisers on a side with hundreds of laser bolts flying around, I was able to improve FPS by 50% on average.
  • Fixed issue with Defensive Battery not gaining AP. Changed it to have a greater range but fewer hit points
  • Hard and Brutal mode AIs will now cheat a bit to provide some more challenge for players who are upset about some of the scalebacks to difficulty. I'm giving the AI a 15% and 30% bonus to production and research, respectively, on those diffuclty levels. Please let me know if this increases your challenge satisfactorily
  • Starbases will receive a maximum of 1 Gauss Cannon mount; Battle Stations 2, Star Fortresses 3. The weapon is simply too powerful. Starbases will now upgrade to Mass Drivers for their cannon weaponry if it is available
  • Mass Driver Rate of Fire is halved but damage is doubled. This will make each shot count more without reducing effectiveness overall, but accuracy counts more. See shield change re: mass drivers below
  • Starbase long range kinetic weaponry is now far less accurate. Battle stations and Star Fortresses have better accuracy.
  • Starbases will now use shields
  • You can now click on a planet's name to zoom in on it. Should help when there are big ships in the way
  • All Battleships and Titans have had their sizes on the strategy map adjusted (if necessary) to avoid blotting out planets. This and the fact that you can click a planet's name should now be helpful in eliminating the issue where you are having a hard time accessing a planet
  • Hard and Brutal will have more frequent random attacks- Brutal moreso than hard
  • Phasors have had their damage and range buffed relative to Fusion and Ion Beams. Fusion and Ion Beams have received smaller buffs
  • Canopy Shields receive a massive HP boost to compensate for the fact they they are impossible to miss
  • The 1x3 and 2x2 laser cannon mounts have had their damage reduced by approximately 25%. This will make the 3x3 a clear winner in terms of DPS per slot, and should encourage upgrading to better weapons as they become available
  • Weapons that fall into the "Kinetic Cannon" category are now slapped with a 50% penalty to damage versus shields - except the gauss cannon. This include Mass Drivers, Artillery, Flak, and Cluster Cannons. There are currently no real counters to these weapons; this change will make shields more effective against fleets focusing on Kinetic Weapons
  • Mines now work appropriately
  • Space Stations all receive a very nice hitpoint buff
  • The AI will now attempt to limit the size of a sneak attack based on the difficulty settings. On Easy it will not bring a fleet that is bigger than the 75% of player's entire fleet. On Normal it will try to bring an equivalent-sized fleet, keeping the rest in reserve. On Hard, it is allowed to exceed the size of the player's fleet but will leave reserves. On Brutal it will not limit itself at all.
  • Ships that are refit will now take the name of the new ship class unless they already had a customized name
  • Every few turns, the AI will look to see if it can refit any ships to have upgraded technology, and pick a ship to refit if it can. Previously it was looking only to replace losses with upgraded ships

Patch Notes 1.0d

This patch adds a few galaxy setup options to help you create a more relaxed atmosphere! You can completely disable the "guardian" spawns - i.e. Crystals, Pirates. Just use the Hostile Threats slider in Galaxy generation.

You can also disable the random attacks entirely. If you check this checkbox, then you won't see some of the more aggressive storylines at all, and you can focus instead on just defeating your opponents without getting overwhelmed by pirates, crystals, and extra-galactic threats!

Finally, if you're interested in reading about the "State of the Union", come say hi in this thread here!
http://steamcommunity.com/app/252450/discussions/0/611702631248702289/

  • The "Hostile Threats" slider will now remove all neutral threats (crystals etc) from the galaxy when set on the Lowest setting.
  • A new "Disable Attacks" option is now added to the galaxy creation menu. This will disable all attacks by neutral factions - pirates, monsters, remnant, etc. Any event which spawns a fleet as a dynamic threat is switched off with this option
  • Fixed fighters spinning off if the game was paused and unpaused as they took a shot that didn't kill them
  • The random bleepy bloops, GNN, and Diplomacy screens are now properly tied to the volume sliders in the options menu
  • The AI will now limit its use of moles to a more manageable amount
  • It is now far easier to kill both moles and spies on defense; this is a two way street, as the AI has the same benefits
  • If a ship has its engines knocked out or is otherwise disabled, then it will come to a halt. This should fix any errors seen with ships flinging off into space
  • Fixed draylok titan shield not working
  • Fixed a couple more ship designs that were wonky

Patch Notes - Easy Mode Easier!

We've put together a patch here to address a few of the issues that players have raised. The biggest issue is that players feel the game is too difficult even when set on the Easy difficulty. This is now rectified. I won't promise you that you can just breeze on through it, but you will face less external pressures on the easy difficulty and the AI will not be quite so aggressive.

Normal+ difficulties will not see major changes. I did, however, change the mininum number of turns that can elapse before an AI contacts you to make a diplomacy deal. They could be a bit spammy before, so now they'll give you a bit more room to breathe.

Please let me know what you think of the patch on the forums!

  • Added some optimizations to battles that have tons of fighters (200+). The optimizations will apply to all battles of course, but I'm really aiming at getting the FPS up for those crazy huge battles
  • Researching Phasors will now upgrade your fighter weapons appropriately
  • Mac / Linux fix for hanging at 100% on a turn
  • Fixed malfillion's ship
  • Easy mode is now easier. You will see fewer Portal Spawns, and the AI is penalized in its production and research capacity. The AI will still be aggressive but they will simply be slower about its economy, which will hopefully help out new players. There are no changes to Normal difficulty and above
  • Fixed a scenario where the AI could sneak attack you even though you had a peace treaty
  • Buffed Fighters across the board to have more hitpoints. I think they are too flimsy right now. They get a very solid buff. Also, I noticed that the AI was not properly using upgraded fighter weaponry. Expect fighter swarms to be much more deadly
  • You'll see slightly reduced portal spawns across all difficulties now. The initial spawn will happen when you're a bit further along in your development now. And even longer out for easy mode.
  • fixed a bug that could prevent successful completion of a battle arena mission
  • The Ai will not pester you as often with various demands and requests to trade
  • A Non-Aggression Pact will be far more effective at preventing an empire from attacking you if they detect weakness

StarDrive 2 Released!

Greetings space fans! StarDrive 2 is now released! I know you'll be digging in to building your first space empire today, and it can be hard to step away when you've got the option for just, one, more, turn. But when you take a break, come say hi to us on the forums!

If you have some questions about how to play or you want to discuss strategy and tactics, then our experts will be on hand to help out. Also if you experience any technical issues, please come by the forums and we'll do what we can to resolve your issue.

Also don't forget to check out the Workshop! We've already got some modders adding ships and more to the game, so give that a gander to see if there's something for you there.

Alright! Enjoy!

Coming Soon! SD1 Owner Discount and More!

Hello everyone. Our Store Page is now live, and we have T-Minus one week until launch. I want to address a few anticipated questions here.

33% Discount for StarDrive 1 Owners


Everyone who owns a copy of StarDrive 1 on launch day will be eligible for a 33% Discount on StarDrive 2 - both the regular version and the digital deluxe version. This should appear automatically on the StarDrive 2 store page for you. I belive that Valve will also be sending a direct message to owners of StarDrive 1 informing you of the discount.

Digital Deluxe Version


The digital deluxe version is a lot of fun, and I hope you'll consider spending a few extra bucks to get some of the great extras I've put together for you. I think the real gem of the pack is the Paint Job pack, which allows you to change the skins on your ships in-game. It's purely cosmetic but I think it adds a lot of fun to be able to get a few really unique looks.

Also included is a Design Journal. When I made StarDrive 1 & 2, I used a big Portrait Sketchbook that I bought at an art store to hold all my design notes. For the deluxe version, I went through and photograpphed every page and made a nice digital version for you to check out. It's an interesting artifact of development.

We've also included an artbook that showcases the art design of StarDrive 2, with my own commentary added on how and why we made various art decisions.

Finally, we've got a great selection of musical tracks from both StarDrive 1 and StarDrive 2 that I think you'll enjoy both in and out of the game!

Allrighty then. One week!