Full notes
Full StarDrive 2 update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Maps
- UI and audio
- Fixes
It is my goal in 2021 to release a total remaster of StarDrive 2, and this is a juicy update on the Road to Remaster (tm).
If you find that I broke something in your saved games, please upload it somewhere so I can grab it and see what went wrong. I've got a long way to go yet before this game is in a remastered state, but I think this gives you a great taste of what's to come.
Added an Auto Combat toggle to the battle screen to let the AI handle combat for you
Continued optimizations of strategy map performance
Swapped out a few building graphics courtesy of wolfy301
Asteroid fields on the battlemap are now more asteroidy
Enhanced weapon sound fx system to allow for more variation.
Upgraded and rebalanced weapon sound fx for:
PD lasers
Medium lasers
Vulcan Cannons
Disruptor Cannons
Anti Matter Cannon
Artillery
Mass Driver
General improvements to Muzzle Flash FX across the board
Modified weapons:
Disruptor max cannon range reduction
Anti Matter Cannon increased projectile speed
Cluster cannon range decreased
Removed the old ground combat system entirely, and all associated quests. An upgraded quest system will bring these back in a new form soon.
Solar Systems that are out of sensor range will now have the display of their names dulled slightly as an indicator
Hex tiles that are not in sensor range now have a slightly faded coloring as an indicator
Hex tiles that are unexplored have an even further reduced coloring
Softened the color of the huge empire name plates on the strategy map to increase map readability
Fixed an issue where antimatter cannon fx trails would disappear immediately upon impacting with a ship
Updated Microsingularity FX to be cooler
Fixed inoperable cluster cannon weapon
Source
Changelog.gg summarizes and formats this update. How we read updates.
