Bugs and QoL suggestions

Published on Thursday, February 26, 2026 By madadd33 In Sins II Bug Reports

Decided to keep track of some issues I've run into during my latest playthrough. Only mod I used was a custom map, but I've noticed most of these before.

Bugs

  • Unable to scroll in Logistics tab of the Colonized planets screen. I have to close out the planets screen and reopen it to get a scroll bar and for it to work

    • Part of this is maybe because with all the build options, each planet line get expanded to accommodate a 2nd line (ex right now the titan foundry doesn't fit at the end so it's under the metal extractor as a new return line). Would be great if we had the ability to resize the window to make it wider if our display/resolution allows. I thought maybe the issue was due to UI scaling as I play on 125%, but no. I was going to share my resolution (3440x1440 in desktop), but I'm just now noticing the game doesn't have a resolution option. 

  • Not all strike craft are present. Noticed this first in early game where I had a Progenitor with supposedly 16 fighters, all built, but only one was flying around fighting and confirmed there was only one in the top right planet summary screen. Had to decommission/recommission strike craft to get it working again. I think this happened after loading into a saved game, but it's a frequent one throughout the entire game.

  • Strike craft seem to freeze in a hold position even if they are/their parent ship is set to engage close and there are enemies within range

  • The desire for capital ships to bomb a planet when there are no enemy ships is stronger than the command to hold position. I'll send a ship to sit and collect wreckage, setting them to hold position and they want to move and bomb the planet instead. Even after commanding them to stop multiple times. Seems to only happen when the gravity well is clear of hostile ships.

  • Sometime the list of pinned planets/fleets on the left gets shifted down. I assume to account for the first couple of lines potentially clipping into the top UI bar when there are large fleets. However when fleet size of the current planet/fleet shrinks/is gone and it's small again, the planet list stays shifted down (and then annoyingly some planets/fleets get hidden behind the Mission box when you have several planets/fleets pinned which can't be moved or hidden). Save/Loading fixes the persistent gap issue

  • Weapon Symbiote Ship Artifact is confusing as written and the assumed passive isn't working. It states:

  • On Weapons:
  • Weapon Reload -50%;
  • Cooldown Remaining: XX seconds;
  • Cooldown: XX seconds;
  • Weapon Reload -200%;
  • Duration: 30 seconds.
  • So there're are two statements about weapon reload but it doesn't say anything about what differentiates these two numbers. Assuming the -50% is supposed to be passive, when I look at the ships positive buffs, no -50% weapon reload appears, only the -200% when it activates
  • The coronata titans ability Subjugation has a purple +% chance implying psi power can increase the chance. I have not seen that number be anything but +0%. If it truly doesn't affect the chance, it should be removed to prevent confusion.

Suggestions/QoL

  • Please give more options for formation control. Particularly forcing formations to stick together beyond just choosing engagement distance. The one of the biggest reason for losing ships is because they're off on their own. This is particularly prevalent in star wells where ships easily get separated all over. I don't think the intention is to micromanage movements, but maybe that's part of the game design.