We’re giving away 5 copies of StarDrive 2: Sector Zero this Sunday. Want to enter to win? All you have to do is:
- Be a member of our Steam group: eXplorminate
- Comment below with your Steam handle and let us know you want a copy
It’s that simple.
Did you like StarDrive 2? Maybe you mostly did, but thought it could use more hexes, deep-space construction, UI refinement, a ground-combat overhaul and many, many more improvements? Well, you’re in luck! Sector Zero releases today and with it comes all of the aforementioned upgrades and many more bug fixes and more content. Hell, here’s a quick list:
- New Hex-tile Strategy Map, with deep space terrain features like nebulae, wreckage fields, and more
- New Deep Space Construction mechanics that will allow you to fortify sectors with battle stations and economic buildings
- Three new ways to win the game
- Dozens of new quests, anomalies, technologies, and events
- Overhauled ground combat
- Improved UI and AI
- Increased Galaxy Size options
Here are the other patch notes. I was pretty bad about keeping patch notes so some stuff that’s been fixed is not listed here. Lots of small fixes in addition to these bigger things:
- Added a new Victory Conditions screen which will show your progress towards beating the game
- Added a new scoring system and a new Score victory, which will grant victory to the player with the highest score total at the end of 1000 turns. This game length value is configurable in the config file if you want a longer or shorter game.
- Fallout Radiation now dissipates more slowly
- The AI will trade for more techs among themselves, with an emphasis on getting shields if they didn’t already have them
- The AI will not research future techs while there are still regular techs left to research. previously they could, at times, head too deep into the future tech while ignoring potentially more helpful regular tech
- Increased the frequency that the AI will refit its ships
- Placed the “Max Systems” count number in the game config file, allowing you to crank up the number of star systems to whatever you want. Note that this may choke your computer to death with space tentacles if you go too high. Default is 100 for vanilla and 200 for the expansion.
- Limited the number of carriers an AI empire will build, to assist in them getting a more diverse fleet that is less system-crushing in huge battles
- Changed the particle FX on heavy rockets because large numbers of rockets could stress graphics cards
- Refactored all projectile code for increased performance and a lesser strain on the physics engine
- Increased the penalties to production and research for having an unhappy populace, and slightly increased the penalty to happiness imposed by overcrowding. The goal of this change is to encourage pursuit of a wider empire, as I think Tall empires currently have an edge
- The AI will now potentially make peace with one another after a prolonged war
- The Znodforce One now has power!
- Experimental technologies now have a cost multiplier the further down the tree they are
- The MegaHospital building will now rapidly heal troops when out of combat. Otherwise, troops stationed at a planet will heal 5 hp per turn.
- AI players will contact the player with offers and demands less frequently now, as it could get a bit annoying
- Nuclear Bombs have had their effectiveness versus troops reduced
- Fixed an issue where ships capable of exterminating your populace were not using their bio-terminators
fixed issue with leaders killed in manual combat remaining in the leader screen
- (Expac Only) Many tweaks and changes have been made to the auto-combat calculator after manually playing battles and consistently winning, and then consistently seeing losses in the auto-calculator. The following changes have helped normalize those results:
- Fixed an issue with the auto-combat calculator that set the cutoff for long range weapons at 600m. I lowered this to 500m, so weapons such as heavy rockets will be considered long-range weapons for auto combats.
- Reduced the effectiveness of fighters at the long-range and mid-range phases of the auto-combat calculator.
- Increased the odds of killing a fighter in the close range combat phase of the calculation
- Point Defense weapons will mitigate damage received, with reduced effectiveness at closer ranges
- Reduced the variance in damage that could be taken from ship to ship; ships will now be guaranteed to take a relatively equal portion of damage relative to the number of ships in fleet, with a +/- 30% variation possible
- Corvettes and Frigates each receive a sizeable damage mitigation bonus during long and medium range combat phases