The Fleets of Sol cover
The Fleets of Sol screenshot
Genre: Strategy, Indie

The Fleets of Sol

New Patch!

Hey guys,

I just updated the game that addresses a bunch of issues. See patch notes below:

- Focus camera fix. You can now focus (double-click) on a ship and rotate around it.
- Lighting fixes
- Carrier texture and lighting fixes.

New build...

Hey everyone,

I just pushed a new build that features all new UI!

No more fugly icons!

Also, our current plan is to exit early access within the month. If things change we'll update everyone accordingly.

A big thank you to everyone that has helped us during Early Access!

Chris

2/17/16


  • Fixed a crash in the collision system
  • Reduced the amount of random friendly UCS ships that can spawn.
  • Other small fixes

2/16/16

This update should help the world feel more structured and that there are two large forces engaged in the struggle and the player is involved in this war in a more believable way.


  • UCS Admiral fleets may now spawn in sectors you jump to. These forces do not join your fleet but provide assistance occasionally. Which ships spawn depend on which Admiral the forces belong to.
  • Additional scenarios added where you are called to assist or join an Admiral's forces for a mission
  • Several additional event choices added to the game
  • Greatly reduced how many concurrent projectile fire sound effects can be playing at once
  • Reduced damage taken stress build up by ~50%
  • Increased stress healing by 100% when in green alert
  • Fixed issue with stress calculations when pilots are put on medication or narcotics
  • 2 possible fixes for the random crash. First related to hostile ships spawning outside world bounds, and the second related to the collision system.
  • Several UI fixes/tweaks

2/9/16

Not a big update, but hopefully a helpful one to many of you!


  • Each fighter type now has a "Target" command, above their Launch/Recall button. If used when a hostile ship is selected, they will engage that target only. If a friendly is selected, they will fly formation around that ship until hostiles are in range and attack their defensive target
  • Dark Space will no longer be a destination of "Unknown" when not using a probe while jumping
  • Objectives will now show again on the UI
  • Current ship icon added near the abilities, to eliminate confusion on which Fleet ship you have selected
  • Communication Log button added, shows the last several important messages received in a sector
  • Made some adjustments to ensure ships won't leave world bounds

2/8/16

A nice, healthy update for today!

  • 7 new scenarios, all part of the 'Dark Space' jump set
  • Dark Space is a very challenging set of scenarios with limited options of returning to home base
  • 3 Dark Space related Achievements added
  • Fixed Temple scenario
  • Fixed issue where the wrong scenario and/or map could start if leaving from Home Base without choosing a destination with a probe
  • Each constructable fighter type is now capped at 15 ships each. If currently over the limit, those fighters are will not be automatically discarded.
  • Improved turret tracking when firing at fast moving targets
  • Final Journey now spawns 5 Freighters to carry the population, rather than transports
  • Work started on conveying a sense of a larger world and war going on, which will soon include new scenarios where you team up with other AI commanders for missions or visit other UCS bases
  • In Advanced Mode, Olympus will never leave the fleet for stress reasons anymore
  • In Advanced Mode, Lowered stress effects of standing orders
  • Various other minor fixes and tweaks

Build update 2/4/16

Some great changes/additions for you today!


  • Greatly improved ship selection when using the mouse to select them in the world
  • Greatly improved capital ship pathfinding. Capital ships will now go in reverse when it is more efficient to do so
  • Raid scenario revamped, includes a COD structure now that must be destroyed. High level raids include an COD Interdictor at the back of the base
  • Refinery scenarios updated with new refinery model
  • Reduced the range of most missiles and cannons, for both UCS and COD forces
  • New "Overhead Camera" hotkey, defaulted to "B" on the keyboard. Quickly puts the camera above your fleet and facing downward
  • New "Cockpit Camera" hotkey, defaulted to "C" on the keyboard. This is a purely cinematic camera if your current camera target is any fighter or bomber, allows you to view the battle through that ship's point of view
  • Removed 2 turrets from the top of the normal COD Gunship
  • Removed 2 turrets from the bottom of the cannon version of the COD Gunship
  • Fixed several partially broken scenarios


Also additional notes from smaller patches since the last Announcement on Feb 1st:


  • New tutorial that is accessible when starting a new game
  • Scaled down number of ships that can spawn at a COD Shipyard
  • Fixed issue with not going to Home Base when selecting it when a probe was launched
  • Fixed issue where undocked transports weren't saving their population if hostiles had been destroyed
  • Boosted Hades health by 33%
  • Fixed issue with the turn rates of Nyx, Hades, and Deimos fighters
  • No longer possible to run into one of your Support Fleets right after creating it
  • Additional safeguards to ensure camera cannot leave world bounds
  • Fixed issue with the energy transfer system numbers after jumping
  • Asteroid scenario now scaled based on jump count
  • Fixed issue with not being able to recall Nyx and Deimos fighters
  • Fixed tooltip issues on the Research screen
  • Doubled Corvette turret damage
  • Decreased Orion cooldowns
  • Removed a problematic enemy ship grouping from the spawn rotation
  • Time between enemy waves increased based on difficulty, instead of decreased
  • Decreased ADD damage again by another ~70%

Build update 2/1/16

Hello again! Let's start February off with a great update!


  • NEW Orion class ship available, may have up to 3 in your fleet
  • Orion class ships may not be constructed at home base, only saved when protecting any encountered friendly fleets
  • If in Advanced Mode, one of the Specialists allow you to start with an Orion instead of a Titan
  • Orion Abilities (first always available, other 3 need researched):

    • Disrupt Engines: Fast moving projectile that completely halts an enemy ship for a time
    • Scatter Sensors: Disable all hostile ship's weapons for a time
    • Reflect Damage: Creates a shield around the Orion, deflecting most projectiles that hit it
    • Enhanced Shield: Targeted friendly capital ship gains a shield that absorbs 100% of all damage for a time

  • NEW Titan ability: Pulse Cannon: Fires a cannon shot that pulses with AoE damage while on its way to a target, where it will explode for larger AoE damage
  • NEW Olympus ability: Emergency Jump: Immediately jump the fleet, even if jump timer is not ready. Requires 2x the normal jump fuel, has a chance to damage each ship in the fleet, and any undocked fighters are left behind
  • New Research Tree screen
  • Power level between Weapons and Engines is now saved per ship when jumping
  • In Advanced Mode, new default Standing Order is Yellow Alert when starting a new game
  • Various other fixes and tweaks

Build update 1/28/16

Major update!

Advanced Mode added, can be set when starting a new game:

- More challenging and start with additional ships
- In addition to a Commander, select a Specialist and a Fighter Captain, each providing their own bonuses
- Standing Orders provides passive bonuses and penalties to your fleet
- Manage stress levels of your ships and fighter pilots though various means
- Pilots must be trained, and pilots with too high of a stress level are forced on medical leave or resign
- Capital ships with too high of stress levels may abandon the fleet
- Ships and pilots gain veterancy levels as they survive with the fleet and obtain kills, boosting their combat skills and making them more resistant to stress factors

Everything else:

- 3 new scenarios
- Encounter moral dilemmas, possibly finding benefits for your fleet but at a cost
- 'Call Reinforcements' ability replaced with 'Promote to Admiral', which requires the Titan, 1 Corvette, and 3 Hades and creates a support fleet of your choice that leaves and provides periodic bonuses
- Fighters no longer auto-launch, and now you may launch each fighter type separately
- Hot key options for abilities added, defaulted to 1-6 but can be remapped
- Fixed several issues with enemy capital ship firing habits
- Doubled the cooldown of 'Missile Barrage'
- Increased damage of enemy missiles and cannon fire
- Lots of UI fixes and polish

Build update 1/24/16

- 7 new scenarios!
- Tweaked asteroid scenario. Asteroids are slower now, but there are more of them and the field size is more spread out
- Increased the number of COD ships that can spawn
- Increased Interdictor health by 400%
- Additional feedback when events occur
- Additional tutorial messages for several events
- Lots of little fixes and tweaks