Hunt fer Booty Update Now Available for Sins of a Solar Empire II
Published on Thursday, March 5, 2026 By
The 'Hunt fer Booty' v1.51 update is now available
New pirate capital ship, bounty system, minor faction raids,
and more arrive in the v1.51 update
New Unit: Pirate Galleon Capital Ship
The Pirates have a new flagship. The Galleon is a playable capital ship with four unique abilities, bringing some new tactical options to the table.
Bounty System
A new Bounty Office in the Markets window lets players spend resources and exotics to put a price on enemy planets. Place a bounty, and the Pirates will come knocking. Any player can collect bounty by dealing damage in that gravity well, adding a new economic layer to conflict.
Minor Faction Raids
Hostile Minor Factions now conduct raids across the map instead of passively roaming near their territory. Pirates and the Aluxian Resurgence each have their own raid types with different objectives and triggers. Expect bombardments, annexation attempts, and bounty-driven attacks depending on the faction.
(Note for modders: roaming functionality is still in the game and usable for modded Minor Factions.)
Pirate Incursion Event
A new event that can trigger on any map with a Pirate Base. In the early-to-mid game, players may find themselves up against a Pirate King, his Galleon, and a growing armada.
Two New Advent Minor Factions
The Alutar Sect and Nilari Cult join the roster, one peaceful, one hostile, each with their own themed abilities.
Core Counter Triangle Rebalance
The core counter triangle has been rebalanced to ensure consistent outcomes across all matchups. Light Frigates, PD units, and Gunship Corvettes now perform their intended roles more reliably, which should make early game fleet composition decisions more interesting.
Capture System Rework
Capturing now uses a points system instead of a timer. New capturable civilian structures, extractors and research labs, have also been added to uncolonizable gravity wells, giving players more reasons to contest those spaces.






Full changelog
Release Status: *** RELEASED *** Welcome to our first update of 2026. True to the update's name, v1.51 is all about bounty, pirates and loot! We've added a new bounty system to the game, which will let players place financial targets on opponents. You won't know who did it, but you'll know how much they're offering! Of course, pirates want a piece of the action too, and they will now conduct regular raids on planets. To facilitate this, the crafty scoundrels have modified an Akkan battlecruiser to act as their first capital ship - the Pirate Galleon. Look for the the bounty system in the Markets menu. Two new Advent Minor Factions have also been added in this update: The Alutar Sect and the Nilari Cult. Next, we've added a new capture system in v1.51. You can now capture neutral extractors and other structures located on the map - including the new Pirate Galleon. Last but not least, the core counter balance has been updated in all match-ups. For example, light frigates will now reliably counter PD frigates and cruisers, etc. Note: Some translations may have issues. We will hotfix these as they’re resolved. Our apologies for the delay. Pirate Galleon Capital Ship - New playable unit with four unique abilities: Pillage, Twin Ion Bolt, Redline Navigation and Mag Blast Torpedo Salvo. Pirate Incursion Event System - Survive the onslaught of the Pirate Kings in the early game. Two New Advent Minor Factions - The Alutar Sect and Nilari Cult. Minor Faction Raids - Dynamic raid events with multiple NPC factions conducting targeted raids on player planets. Capturable Infrastructure - New capturable civilian structures including Research Labs, Crystal Extractors, and Metal Extractors. Bounty System Expansion - Players and AI can place bounties on enemy assets, triggering NPC raids with rewards for collection. The Markets window now includes new tabs for the Bounty Office and Raids. Players can spend resources and exotics to add bounty to a discovered planet, with the Pirates launching raids against those targets (all bounty is converted into an overall credit value that is displayed above a planet in the strategic view). Any player can collect bounty by attacking a planet with bounty (structures in the gravity well, ships and planet damage). The Raid window display active raids against your empire. Hostile Minor Factions will now conduct raids across the map, each with different objectives and trigger conditions. Added Bounty Raid - Will target the planet with the highest bounty anywhere on the map. Added Bombardment Raid - Will target planets adjacent to the Pirate Base and attempt to bombard them. Added Annexation Raid - Will target adjacent planets and attempt to colonize them, by force if necessary. Added Bombardment Raid - Will target planets adjacent to the Aluxian Homeworld and attempt to bombard them. Minor Factions will no longer roam near their territory, they will only leave their homeworld within the context of specific raids. Note to modders - the roaming functionality is not removed from the game, it can still be used in modded Minor Factions. The base game Minor Factions simply have the relevant values set to 0. A new complex event that can occur on any map with a Pirate Base present, the Pirate Incursion will see an early-mid game battle for survival against a Pirate King, his Galleon, and his ever-growing armada of pirates. The core counter triangle has been rebalanced and re-armed as necessary to ensure consistency of outcomes in all matchups, even at a 3:4 ratio of supply. Light Frigates will now reliably defeat PD Frigates and Cruisers - even when those PD units are issued manual evasion orders. PD units will now reliably defeat Corvettes, with the most notable change here being that the Junsurak Warden can now rapidly and thoroughly shut down the Sulsurak Defensor in a Vasari mirror match. Gunship Corvettes (Shriken Gunship, Sulsurak Defensor, Acolyte Corvette), will now easily evade most Light Frigate attacks and rapidly dispatch their clumsier opponents. In combination, this rebalance should greatly increase the dynamism of early game fleet composition decision making. Capturable objects now function on a points system instead of a time system. In addition, new capturable structures have been added to uncolonizeable gravity wells - Metal and Crystal Extractors, as well as Military and Civilian Research Labs. Derelict Loot Level 1 - Capture Point Requirement set to 300. Derelict Loot Level 2 - Capture Point Requirement set to 600. Derelict Loot Level 3 - Capture Point Requirement set to 900. Wreckage - Capture Point Requirement set to 750. Ancient Starbase - Capture type changed to Surrender. Capture Point Requirement set to 2000. Capturable Extractor - Capture type set to Always. Capture Point Requirement set to 225. Capturable Research Station - Capture type set to Always. Capture Point Requirement set to 450. Added New Minor Factions: Alutar Sect - A peaceful Advent Minor Faction with shield and antimatter focused abilities. Nilari Cult - A hostile Advent Minor Faction with population and combat focused abilities. All Minor Factions are now prevented from Surveying. This will ensure they do not discover Artifacts they cannot use - especially the Aluxians with their expansionist tendencies. NOTE: Be aware that updates will break most mods until the mod author updates them. Standardized heavy (250 → 300), medium (200 → 250) and light autocannon (100 → 50) Pierce values. Standardized heavy (250 → 300) and medium pulse gun (200 → 270) Pierce values. Standardized medium (200 → 250) and light laser (100 → 50) Pierce values. Influence costs on Alutar Sect and Nilari Cult minor faction abilities updated. TEC Metal/Crystal Extractors: Cost changed from 400/50/0 to 400/0/0 TEC Cielo Command Cruiser: Durability increased from 200 to 250 TEC Hoshiko Robotics Cruiser: Durability increased from 200 to 250 Advent Metal/Crystal Extractors: Cost changed from 250/0/90 to 150/0/75 Advent Tempest Frigate: Durability increased from 200 to 300 Max Hull decreased from 900 to 800 Max Armor decreased from 410 to 285 Max Shields decreased from 925 to 825 Missile Pierce increased from 0 to 150 Advent Subjugator Cruiser: Durability increased from 200 to 250 Advent Bomber Strikecraft: Max Armor decreased from 75 to 50 Vasari Vasari Overseer Cruiser: Durability increased from 210 to 270 Vasari Bomber Strikecraft: Max Hull decreased from 90 to 60 Medium Phase Missiles: Max Angular Speed decreased Max HP decreased from 9 to 6 Max Armor decreased from 12 to 9 Added new bounty and raid statistics to end-game screen. Added ability for pirate incursion units to join fleets. [Paths to Power] Disabled pirate incursions from unique scenarios by default. Roaming fleets can now defend nearby planets if they’re under attack and they don’t have another mission. Updated raid balance and composition for Pirates, Nilari Cult and Aluxian Resurgence. Pirate Pirate Galleon: Redline Navigation ability autocast default set to off. This should reduce cases of hull damage being incurred needlessly if a player chooses to destroy a Phase Jump Inhibitor instead of using Redline Navigation to bypass it. TEC Metal/Crystal Extractors: Cost increased from 250/20/0 (credits/metal/crystal) to 400/50/0. Orbital Transit Hub: Cost decreased from 750/125/100 to 500/125/75. Kalev Gauss Frigate: Durability changed from 125 to 50 HP increased from 685 to 845 Armor increased from 575 to 800 Gauss Cannon cooldown decreased from 12.5 to 10 seconds Harcka Heavy Cruiser: Cost increased from 550/200/25 to 650/250/25 Fighter: Armor Points increased from 30 to 50 Build time reduced from 40 to 30 Light Autocannon: Cooldown reduced from 3s to 2.5s Pierce reduced from 100 to 50 Bomber: Durability increased from 0 to 50 - This will make bombers more susceptible to fighter attack specifically, while allowing them to be resilient to PD weaponry. Armor Points increased from 50 to 75 Light Missile: Range increased from 5500 to 6000 Now fires 4 missiles instead of 6 - damage output is unchanged, but this will make it easier to stop a TEC bomber strike with PD Akkan - Mobile Trade Port Ability: Changed Import Points from 1/3/5 to 1/2/4 Changed Credit Export Points from 1/1/1 to 1/2/4 Added 1/1/1 metal/crystal export points. Ankylon Titan: Heavy Autocannon changed to match the Heavy Autocannon used by the Harcka, but with faster rate of fire. Tracking changed from 25 to 35 Damage changed from 25 to 20 Cooldown changed from 2.5 to 1.5 seconds Pierce changed from 250 to 300 Interplanetary Transit Research: The TEC population structure has been moved earlier to ensure it can be accessed in a timely manner and avoid being out competed by Trade and Extractor unlocks. Moved from Tier 2 to Tier 1 Cruiser Shield Refit Research: Moved from Tier 3.5 to Tier 4 Superior Shield Emitters Research: Prerequisite added: Cruiser Shield Refit Advent Progenitor Mothership: Strike Craft capacity from levels changed from 1/1/1/2/2/2/2/3/3/3 to 1/1/2/2/2/3/3/3/4/4 Vigilis Sentinel: The Vigilis has the least DPS density of the PD units, and is the easiest to focus fire without wasted damage. This change means Light Frigates will only counter it at a 1:1 ratio, but keeps it safer from focus fire and ensure the Advent have a higher Durability unit available before Tier 4. Durability restored 250 to 300. Exoria Illuminator: Durability reduced from 300 to 250 Armor Points reduced from 410 to 350 Medium Beam: Damage increased from 90 to 150 Beam Turret: Cooldown increased from 6s to 8s Damage increased from 25 to 40 Fighter Hull Points increased from 45 to 75 Build time reduced from 30 to 25 Shield Burst is now enabled when the fighter gains shields from outside sources, such as the Shield Blessing ability. Light Laser: Damage increased from 10 to 14 Cooldown increased from 2.5s to 3s Pierce reduced from 100 to 50 Bomber Durability increased from 0 to 50 - This will make bombers more susceptible to fighter attack specifically, while allowing them to be resilient to PD weaponry. Hull Points increased from 80 to 100 Shield Burst is now enabled when the fighter gains shields from outside sources, such as the Shield Blessing ability. Light Beam: Range increased from 4000 to 5000 Cooldown reduced from 15 to 12 Metal/Crystal Extractors: Cost increased from 200/0/25 to 250/0/90 Temple of Congregation: Cost decreased from 600/125/120 to 300/125/120 Orbital Habitation Blueprint Moved from Tier 2.5 to Tier 2 Vasari Metal/Crystal Extractors: Cost increased from 0/120/30 to 0/120/60 Jarrasul Evacuator: Strike Craft capacity from levels changed from 1/2/2/3/3/3/4/4/4/5 to 1/1/1/2/2/2/2/3/3/3 Weapon damage and rate of fire from levels reduced to account for additional weaponry Kanrak Assailant: The Kanrak needs to reliably defeat Heavy Cruisers, these changes allow it to do that while having no impact on its anti-capital ship effectiveness. Shields increased from 820 to 940 Armor increased from 410 to 455 Medium Phase Missile Damage changed from 60 to 72 Cooldown changed from 7.2 to 4.8 seconds Pierce changed from 510 to 420 Armor reduced from 15 to 12 - the Kanrak’s faster rate of fire requires its missile to be more easily intercepted to prevent PD from becoming overwhelmed. Kortovas Oppressor: The Kortovas required an increase to DPS density now that it has lost its Point Defense Pulse. It now defeats most lower tier units, but correctly loses to most missile units. Supply cost increased from 16 to 18 Heavy Wave Cannon: Damage changed from 48 to 36 Cooldown changed from 6 to 4 seconds Heavy Fighter: Build Time increased from 90s to 120s - unlike the other faction Fighters, the Heavy Fighter has considerable resilience, further augmented by multiple modes of regenerating HP. Together with very small squadron size, this makes it remarkably easy to maintain at full strength in combat, necessitating an even further increased build time. Light Beam: Pierce reduced from 120 to 60 Bomber: Durability increased from 0 to 60 - This will make bombers more susceptible to fighter attack specifically, while allowing them to be resilient to PD weaponry. Light Phase Missile: Range increased from 5100 to 6000 Cooldown reduced from 18s to 12s Pierce reduced from 420 to 360 Labor Distribution Center: Cost decreased from 0/240/120 to 0/240/90 Heavy Phase Missile: Armor reduced from 30 to 24 Added final new minor faction portrait art Fixed Replays not working; should work properly from this version onward. Performance Improvements: Reworked raid cooldown-to-spawning transition to re-pick targets fresh instead of validating stale cached targets. Added BFS-based reachable gravity well precomputation, replacing per-target jump distance checks. Added bounty market mutation versioning to skip redundant UI rebuilds, cap snapshot history via uniform and build exotic credit lookup table at bind time. Fixed bounty chart stale data on window re-open and fade-out rendering artifacts. Show cooldown raids in raid list, removed cooldown progress bar and used hash map-based raid consolidation in the window. Switched AI controllers from optional-copy to pointer-based bounty state access. Removed all raid TRACE logging. Removed lockup on obtaining capturable units that persisted after capture. Cleaned-up handling of mods that are removed from Mod.io. Should prevent invalid data and mods becoming ‘stuck’ in a subscribed state. Fixed crash in the debug window system on game exit. Added Pirate Galleon VO. Added new debug commands to trigger raids Added new debug command to force trigger event scripts New Game Setup Options Raid Strength Scalar Raid Frequency Scalar Time to First Raid Scalar Pirate Galleon: Spawned incursion fleets will now try to defend the Galleon when it comes under attack. When the gravity well is cleared of enemies, the incursion force will resume looting. TEC Harcka Heavy Cruiser HP increased from 1100 to 1250 Armor increased from 1250 to 1400 Armor Strength increased from 75 to 90 Supply cost increased from 14 to 15 Autocannon cooldown decreased from 5 to 3 sec Autocannon damage decreased from 25 to 20 Autocannon pierce increased from 250 to 300 Autocannon range decreased from 5000 to 4000 Stilat Missile Corvette HP increased from 300 to 325 Armor increased from 325 to 400 Missile damage increased from 40 to 50 Missile armor decreased from 5 to 1 Vasari Kortovas Oppressor HP increased from 1335 to 1545 Shields increased from 1260 to 1410 Armor changed from 925 to 1120 Wave cannon range decreased from 5100 to 4200 Removed point-defense turret Pirate Incursions Added unique art and descriptions to Pirate Incursion notifications Initial Pirate raid spawn increased from 15 to 20 minutes. Increased time between waves from 2 to 4 minutes Decreased supply increase per wave from 50 to 30 Decreased max supply per wave from 500 to 200 Reduced max total supply from 1000 to 650 Made Pirates less chatting with the taunts Added raids for Aluxian Resurgence and Nilari Cult. Updated notification system tooltips to display additional raid information on mouseover Will now display a progress bar on countdown Raid launches will now go to all players; along with the target. Player whose planet is being raided will now be notified when the raid arrives. Bounty UI Updated display logic for raid strength tracking Overhauled raid list display and filtering Crosshair will now appear in strategic view for planets targeted for a raid Added unique art and descriptions to Pirate Incursion notifications Fixed bug that could have caused multiples of the same NPC faction to spawn (pirates excluded) Improved Raid system to better track instancing and reward calculations Fixed raid missions possibly blocking behavior Updated capture system to better handle decapping of enemy-owned units Fixed issue that caused UI updates to lag on tooltips Optimized unit movement code to improve pathfinding/performance. Fixed minor faction spawning on random maps to allow the Nilari Cult to spawn. Updated random 10-player multi-star map to not spawn multiple Pirates [Paths to Power] Fixed bug in the Seek & Destroy scenarios caused by the new Lua changes. Added new unit operator actions: Added more Lua scripting API functions For details, visit: https://wiki.sinsofasolarempire2.com/space/SSEFW/3170238513/Lua+Event+Tutorial Re-armed Units: Akkan Battlecruiser: The Akkan has long been considered extremely under-armed for a capital ship. In order to rectify this, additional light weapons were added. This should greatly increase its militia clearing and anti-corvette capabilities while keeping it appropriately limited in a Capital vs. Capital fight. To further increase flexibility, it has also received Hangar Hardpoints (including the ability to equip the Reserve Squadron Hangar item). Added 6 new Light Autocannon Turrets - 6.7 DPS, Pierce 150, Range 8000. Added Hangar Capacity of 1/1/1/2/2/2/2/3/3/3. Ankylon Titan: The Ankylon has had a few extra PD turrets added to its side batteries to give it more consistent coverage. Added 4 additional PD Autocannon Turrets. Garda Flak Frigate: The Garda has long suffered from a complete lack of ventral weapons, leaving a blind-spot where Corvettes are safe from retaliation and missiles may slip beneath a tall enough formation. This has been rectified with the addition of two ventral turrets with 180 degree firing arcs. Added 2 additional PD Autocannon Turrets. Capture Weight: The new capture system requires capture capable units to have a capture weight defined. High capture weight allows units to capture faster. Kol Battleship: Capture Weight 5 Akkan Battlecruiser: Capture Weight 5 Dunov Battlecruiser: Capture Weight 5 Sova Carrier: Capture Weight 5 Marza Dreadnought: Capture Weight 5 Takadaran Command Fortress: Capture Weight 10 Khevarkov Modular Battlecruiser: Capture Weight 10 Ankylon Titan: Capture Weight 15 Ragnarov Titan: Capture Weight 15 TEC Enclave Garrison: Percheron Light Carrier removed from possible garrison unit pool. Research: Added the Privateer Persuasion research to the TEC Primacy faction at Tier 4.0, allowing them to gain a windfall of a single Pirate Galleon. TEC Shield Tech Tree ratio rework: TEC ships previously started the game with lower effective hit points (EHP) per supply, placing them behind the other factions in survivability until they unlocked their shield points from the tech tree. In order to provide better late game viability to TEC Corvettes and Frigates, these units now begin the game matching the EHP per Supply of the other factions with only Hull, Armor and Armor Strength. Unlocking Shield Points will now place these units ahead of the standard EHP per Supply values for their archetype, matching the impact on survivability that Vasari Self Repair and Advent Shield Burst upgrades provide. Units: Cobalt Light Frigate HP changed from 610 to 750 Armor changed from 635 to 825 Armor Strength changed from 40 to 50 Garda Flak Frigate HP changed from 325 to 400 Armor changed from 410 to 450 Shriken Gunship Corvette HP changed from 215 to 275 Armor changed from 200 to 300 Build Cost: Credits changed from 200 to 185 Crystal changed from 15 to 10 Stilat Missile Corvette Build Cost: Credits changed from 245 to 215 Crystal changed from 55 to 40 Akkan Colony Capital Mobile Trade Port now also adds an additive Export Credits Point Modifier of 1/1/1. Research: Backup Shield Generator Blueprint Tier changed from Tier 2 to Tier 3 Research Time changed from 225 seconds to 360 seconds Price: Credits changed from 1200 to 1700 Metal changed from 200 to 300 Crystal changed from 300 to 500 Prerequisites: Improved Shield Arrays Corvette Shield Refit Tier changed from Tier 1 to Tier 2 Research Time changed from 120 seconds to 225 seconds Price: Credits changed from 700 to 1200 Metal changed from 100 to 200 Crystal changed from 125 to 300 Cruiser Shield Refit Research Time changed from 225 seconds to 270 seconds Price: Credits changed from 1200 to 1250 Metal changed from 200 to 225 Crystal changed from 300 to 350 Derelict Specialists Adds +1 to capture weight; removes previous time scalar Enhanced Shield Cohesion Tier changed from Tier 3 to Tier 4 Research Time changed from 420 seconds to 525 seconds Price: Credits changed from 1750 to 2200 Metal changed from 325 to 400 Crystal changed from 550 to 700 Prerequisites: Removed Improved Shield Arrays Frigate Shield Refit Tier changed from Tier 1 to Tier 2 Research Time changed from 150 seconds to 225 seconds Price: Credits changed from 750 to 1200 Metal changed from 125 to 200 Crystal changed from 150 to 300 Improved Shield Arrays Tier changed from Tier 3 to Tier 2 Research Time changed from 360 seconds to 270 seconds Price: Credits changed from 1700 to 1250 Metal changed from 300 to 225 Crystal changed from 500 to 350 Prerequisites: Removed Cruiser Shield Refit Re-armed Units: Transcencia Starbase: The Transcencia has had its Heavy Plasma Turrets greatly increased in scale to ensure they are visible from afar, along with an increase in damage to match their new stature. In addition, both its Heavy Plasma and PD Laser turrets have had their arcs tweaked for consistency. Increased the size of the Starbase Heavy Plasma Turret by 500%. Re-aligned Heavy Plasma Turrets for consistency. Re-aligned PD Pulse Turrets for consistency. Acolyte Corvette: In service of the core counter triangle rebalance, the Acolyte has been granted three new Light Laser Turrets to ensure it can properly engage other Corvettes. With two dorsal weapons and one ventral weapon, all with excellent clearance, the Acolyte will never be out-maneuvered again. Added 3 new Light Laser Turrets - 2.0 DPS, Pierce 50, Range 3000. Capture Weight: The new capture system requires capture capable units to have a capture weight defined. High capture weight allows units to capture faster. Radiance Battleship: Capture Weight 5 Rapture Battlecruiser: Capture Weight 5 Revelation Battlecruiser: Capture Weight 5 Halcyon Carrier: Capture Weight 5 Progenitor Mothership: Capture Weight 5 Oblivia Dreadnought: Capture Weight 10 Justicia Dreadnought: Capture Weight 10 Coronata Titan: Capture Weight 15 Eradica Titan: Capture Weight 15 Units: Acolyte Corvette HP changed from 450 to 325 Shields changed from 425 to 300 Build Cost: Credits changed from 90 to 75 Metal changed from 40 to 30 Disciple HP changed from 625 to 650 Shields changed from 650 to 700 Armor changed from 215 to 245 Research: Rite of Reclamation Increases capture weight by +2; removes previous time bonus. Vigilis Blueprint Tier changed from Tier 2 to Tier 1 Research Time changed from 270 seconds to 150 seconds Price: Credits changed from 850 to 550 Metal changed from 275 to 150 Crystal changed from 650 to 350 Re-armed Units: Jarrasul Evacuator: Although always a capable capital ship, the Jarrasul has had a relatively boring and visually plain weapon layout. In order to increase the unit's flexibility and interest level, especially in early game engagements against highly agile targets, 5 additional Light Wave Cannons have been added, with one near the existing Light Wave mount, and the other four in broadside only mounts - two left, two right. Junsurak Warden: The Junsurak Warden has had its PD Pulse weapons re-aligned, with its dorsal gun now facing forward by default. This will greatly increase its ability to act as a close escort missile screening ship for the Vasari fleet. Re-Aligned all three PD Pulse turrets. Capture Weight: The new capture system requires capture capable units to have a capture weight defined. High capture weight allows units to capture faster. Kortul Devastator: Capture Weight 5 Antorak Marauder: Capture Weight 5 Jarrasul Evacuator: Capture Weight 5 Skirantra Carrier: Capture Weight 5 Vulkoras Desolator: Capture Weight 5 Anarkrul Wanderer: Capture Weight 10 Sularkon Tyrant: Capture Weight 10 Vorastra Titan: Capture Weight 15 Kultorask Titan: Capture Weight 15 Units: Junsurak Warden Shields changed from 535 to 635 Ravastra Skirmisher HP changed from 910 to 940 Shields changed from 660 to 720 Sulsurak Defensor HP changed from 460 to 420 Armor changed from 180 to 120 Build Cost: Metal changed from 60 to 80 Crystal changed from 35 to 45 Tosurak Raider Build Cost: Metal changed from 75 to 95 Crystal changed from 45 to 60 Research: Heavy Turret Servos Removed range bonus; decreased tracking speed bonus from 2 to 0.48. Improved Orbital Extraction Research Time changed from 60 seconds to 75 seconds Price: Metal changed from 120 to 150 Crystal changed from 60 to 90 Prerequisites: Added: Orbital Extraction Precise Turret Servos Tracking speed: scalar changed from 0.2 to 0.24 Range: scalar changed from 0.15 to 0.12 Capture Weight: The new capture system requires capture capable units to have a capture weight defined. High capture weight allows units to capture faster. Pirate Galleon: Capture Weight 10 Units: Pirate Galleon: The new Pirate Galleon capital ship has arrived. Abilities: Pillage: Acquire a unique buff for the Galleon by targeting different structures, from research, to economic, to combat buffs. Twin Ion Bolt: Fully disable the target enemy unit, capable of targeting even Titans. Redline Navigation: Allow the Galleon and nearby units to temporarily ignore Phase Jump Inhibition at the cost of hull damage. Mag Blast Torpedo Salvo: Fire a salvo of heavy torpedoes to deal shield damage in an area. Armament: 1x Heavy Missile - DPS: 40, Pierce: 1000, Range: 12000. 1x Gauss Cannon - DPS: 25, Pierce: 600, Range: 12000. 6x Medium Autocannon - DPS: 7.5, Pierce: 200, Range: 8000. 4x PD Autocannon - DPS: 4, Pierce: 0, Range: 5000. Planet Bomb - DPS: 5, Pop Kill DPS: 0.2. Defenses: Hull: 5170 Armor: 2165 (Armor Strength: 100) Shields: 0 Pirate Rogue: The Pirate Rogue has been rebalanced to be more flexible, though remaining most aligned with the Light Frigate unit archetype. Hull: 585 → 685 Armor: 730 → 810 Light Autocannons changed to Medium Autocannons. Primary Medium Autocannon changed from 6 DPS, 100 Pierce → 7.5 DPS, 150 Pierce Medium Autocannon Turret changed from 4 DPS, 100 Pierce → 3.3 DPS, 150 Pierce. Medium Autocannon Turret Tracking Rate reduced from 40 degrees/s → 30 degrees/s. Pirate Minor Faction Starting Fleet: To make the Pirate Base more of a challenge to attack, Pirate Galleons have been added to the Garrison. These capital ships start at level 6, and will always have Twin Ion Bolt, as well as a selection items to further augment their stats. Like other Pirate Galleons, they can be captured if forced to Surrender. They will not be used in any roaming fleet, acting purely as defenders. Added 3 Pirate Galleon Capital Ships. Added additional detail to modifier tooltips Unit tooltips now display Psi Power Trade tooltips enhanced with additional information Empire tooltips expanded with more detail Fleet behavior improvements for captured units Unit AI behavior expanded with capturable state handling Attack controller improvements for raid scenarios Defense controller improved raid response mechanics Fleet controller enhancements for captured unit integration Fleet data improvements for behavior tracking AI can respond to scripted events with appropriate threat assessment AI difficulty uniforms expanded with raid parameters AI diplomacy uniforms include raid considerations AI attack score improvements for bounty planet targeting AI includes event system integration for dynamic responses Defense controller tracks raid threats separately Optimized ‘god rays’ to improve performance Optimized render meshes for performance improvements. Optimized particle effect renderer. Optimized skybox renderer. Updated unit selection system to improve performance. Optimized late game code to improve performance. Overall, the above improvements may increase performance by as much as 50% on some systems Fixed bug that would cause incoming diplomacy offers to be blocked with patience at 1, after patience hit 0. Added repeatable research feature allowing players to repeatedly research certain technologies Added mod dependency resolver with automatic load order management Added mod folder location customization in settings Added mod unsubscribe warning dialogs to prevent accidental removal Added orphaned mod cleanup system Added mod migration system for handling deprecated mods Modding tooltip now displays mod dependencies and conflicts Mods that have dependencies on other mods can now be set on Mod.io for authors. The game will automatically download dependencies when needed during mod install/update. Updated diplomacy window to allow exotics to scroll if modders add more than 5 Added mesh animation support for modding. Lua Scripting System: Complete Lua event system infrastructure added. Custom, completely scripted, ingame events are now allowed. They do not have to be tied to a specific map. Event system supports multi-instancing for simultaneous events Event metadata generator for script documentation Lua event bindings added for unit, player, gravity well, and simulation state Event system integrates with AI threat detection Countdown timer system for simulation events For more information on using Lua, please see: https://wiki.sinsofasolarempire2.com/space/SSEFW/3170238513/Lua+Event+Tutorial Capturable Units System: Complete rewrite of capturable unit mechanics replacing objective-based structures Capturable units now support surrender state instead of just destruction Capture point system implemented for gradual unit capture Capturable unit data includes surrender tracking and capture progress Rotating child mesh animations for visual feedback during capture Unit capture weight attribute for tactical depth Cannot scuttle unit mutation prevents player destruction Galaxy generator now spawns capturables and asteroids in uncolonizable systems Capturable units uniforms patch system for modding support Strikecraft System Added strikecraft kind expansion system Strikecraft capacity limits system implemented Added strikecraft kind capacity data tracking Strikecraft uniforms enhanced with kind-specific capacity informationHighlights
New Bounty System
Minor Faction Raid System
Pirates
Aluxian Resurgence
Minor Faction Roaming Disabled
Pirate Incursion Event
Core Counter Triangle Rebalance
Capture System
Minor Factions
Changelog v1.51.9 → v1.51.12
Gameplay
Changelog v1.51.8 → v1.51.9
Gameplay
UI / UX
Misc / Bug Fixes
Audio
Modding
Changelog v1.51.7 → v1.51.8
Gameplay
UI / UX
Misc / Bug Fixes
Modding
population_add_valuepopulation_add_modifier_typecap_at_max_populationflee_to_hyperspaceChangelog v1.51
Gameplay
TEC
Advent
Vasari
Pirates
UI
AI
Misc.
Modding