v2.1 "Harbinger Reinforcements" Update Now Available
Published on Thursday, October 29, 2026 By wasabi_md In Sins of a Solar Empire News
v2.1 "Harbinger Reinforcements" Update Now Available
ARES AI goes live, allies can trade resources and planets, and Harbinger owners can turn a star dark.
View Changelog Below

ARES AI Is Live
The AI has been rebuilt on the ARES decision model, and it's now on for every AI player by default. ARES opponents expand harder, defend their important worlds, keep research moving, and commit to a war instead of drifting between targets. They hold a besieged home world instead of retreating from it, build combined-arms fleets that counter the ships they've seen, intercept raids, and send relief to allied worlds in team games.
Each ARES seat plays a strategy. The default is Wolfpack: three equal combat fleets in the early game, no static defenses, and after 20 minutes the packs merge into one fleet. On top of that, each AI draws a rush, boom, or turtle style that shifts a handful of its build and research priorities.
ARES also plays by the fog of war. It attacks the enemy home it has actually found, and its decisions don't use information it hasn't seen. Turn off home-planet victory and it stops treating your home world as its first target, going after worlds that cut your territory apart, isolated worlds, and rich economies instead.
Prefer the old opponent? Each AI slot in the lobby has an AI profile button that switches between ARES and the classic AI.
Factional Victory
The Factional Victory option in the lobby now spells out what each faction has to do to win. The first player to complete their faction's objective and hold it through the countdown wins, and in team games the whole team wins with them. Lose the objective and the countdown starts over.
TEC Arm a Novalith Cannon with Planet Cracker Warheads and use it to finish off 5 enemy planets. One set of warheads fired again and again will do it, but if the Novalith is destroyed, its kills go with it.
Advent Fit a Telepathic Amplifier to 3 Dreadnoughts, bring them to a star, and keep all 3 alive there for 15 minutes.
Vasari Load Departure Supplies onto 3 Anarkrul Wanderers or Sularkon Tyrants, bring them to a star, and keep all 3 alive there for 15 minutes.
Eidolon Turn a star into a Dark Star, then survive 5 more minutes. More on that below.
Harbinger: The Dark Star
The Eidolon now have a victory condition of their own, and it ends with a star going dark. The new Stellar Shrouding Beam, fitted to the Anrakhazh Scion, pours the Scion's corruption into the heart of a fully corrupted star. Shrouding takes 15 minutes, and the Scion has to channel the beam the entire time with its weapons offline. It will need an escort.
As the shroud spreads, rifts tear open: one jump out at half progress, two jumps at 80%, and across the whole system once the star goes dark. Each rift sends escalating waves of attackers that cost the Eidolon no Fleet Supply. Every other player is warned the moment shrouding begins, so don't expect to be left alone. If the channel breaks, the shroud holds for 5 minutes before it starts to unravel, and any Eidolon Scion can resume a paused shroud.
To feed it, every star type can now hold planetary corruption, and Propagate Mode reaches stars, so a Shrouded world can pour corruption into the star of its own gravity well.
Anrakhazh Scion Rebuilt
(Requires Reinforcements and Harbinger)
The Eidolon command ship is now a finished warship, rebuilt as a shield platform rather than a hull tank. Shields go from 5850 to 11000 and armor from 3820 to 5000, while hull drops from 8500 to 6000. It now carries antimatter and a hangar of five to ten strikecraft squadrons. It also costs more, takes longer to build, and uses 150 supply instead of 100.
It brings four new abilities:
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Entropic Beam Drains the Scion's corruption while charging to power up a single massive beam.
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Continuity Field Greatly raises the chance that nearby ships return as a Phase Echo when destroyed.
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Mass Summoning Warps your ships within 5000 of a target point in a nearby gravity well to the edge of the Scion's own.
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Phasic Wave Banishes enemy ships in a cone into a deeper layer of phase space, disabling them and loading them with corruption.
There are also eight new items, including the Temporal Echo Device, which makes Continuity Field duplicate a unit whenever it triggers a Phase Echo, plus four new research subjects, new voice lines, and new ability effects.

Advent Unity Reworked Around Range
Unity abilities no longer need dominant culture. Chastise, Resurrection, Sacrifice, and Sanctify drop that requirement, and every Unity ability now works from a Unity range measured in AU. The Focus planet track adds 5 AU per level (up to 25 AU at level 5), Battle Meditation adds 10/15/20 AU, and the Deliverance Engine's culture spread adds 10 AU. Clairvoyance isn't limited by Unity range.
Alliance Transfers
Allies can now trade resources, exotics, planets, items, and influence from the start of a game. Every faction charges a 10% tax on resource transfers. Offers show both gross and net values, and an accepted offer keeps the rate it was agreed at.
Economy and Pirates
Scuttling now gives a full refund while a unit is still under construction and half once it's complete. Exotics follow the same rule. Pirate incursions have been cut in half, with smaller first waves, slower growth, and total raiding supply down from 650 to 325. NPC garrisons at outposts away from home now hold their guard mission, so raids can't pull them off station.
Balance
The Eidolon get more expensive at the top end. All five capital ships take longer to build and cost more, as does the Zhaltharien Anathema. The Thalkerin Revenant's Dark Shell and the Lakhaziel Archon's Neural Overcharge and Vortex Missile Salvo have been toned down.
Elsewhere, Advent Progenitor Mothership Shield Regeneration has been retuned, TEC Sordid Intel and Vasari Shock and Awe both move up a tier and cost more, and the Vasari Pilot Cloning Bay now needs its own blueprint research but grants an extra squadron. For DLC owners, the Takadaran Command Fortress can now build capital ships, except the Marza Dreadnought.
Interface and Quality of Life
Watching a replay now shows a new observer panel: a ranked player list with score, planets, fleet supply, and capital ship counts, team totals, a planets-over-time chart, and a readout of what each AI is currently trying to do.
The lobby remembers your player slot setup per map, including teams and each AI's faction, difficulty, and behavior. Unit descriptions for the TEC, Advent, Vasari, and every Command Ship have been rewritten, and build tooltips now lead with the unit's role. Interceptors are now called Fighters. Turkish can now be selected in the language settings.
Harbinger owners also get three new tutorials covering Planetary Corruption, Ship Corruption, and Cloaking, along with three new Eidolon player portraits.
Performance and Stability
The AI does far less repeated work, working out things like fleet strength, enemy strength, and safe routes once per decision pass instead of once per candidate. Windows on ARM launches again, fixing crashes on Snapdragon X laptops and under Parallels on Apple Silicon. Emoji in save names and mod folder names no longer break the game, and resizing the window during a load no longer crashes or hangs. Corruption propagation is now deterministic across clients.
Modding
The ARES doctrine lives in player_ai.uniforms, with roughly 1,040 lines of authored values. ARES personalities come in two kinds, strategies and styles, and Trident and Dominate ship as additional strategies alongside Wolfpack. Mods can now declare the DLC they need, and the JSON schemas have been regenerated to reject unknown keys, so VS Code flags typos instead of silently accepting them.
Note: the old single refund fields have been replaced by separate under-construction and complete values, so mods that set them will need updating. Full details are in the changelog.
ARES has been a long time coming. Thanks to everyone who played the opt-in builds and sent us feedback along the way.
Release Status: *** Released ***
October brings the Eidolon their own way to win. A fully corrupted star can now be shrouded into a Dark Star, tearing rifts open across the surrounding systems, and the Anrakhazh Scion has gone from a placeholder to a finished command ship built to make that happen (requires the Reinforcements and Harbinger DLCs).
The AI has been rebuilt on the ARES decision model and is now on for every AI player, the Advent Unity abilities have been reworked around range instead of dominant culture, alliance transfers are live with a 10% tax, and every unit description in the game has been rewritten to lead with what the ship actually does.
To Access Older Versions:
On Steam
Select 'Sins of a Solar Empire II' in your Steam Library.
Click the gear icon in the upper right.
Select Properties -> Game Versions & Betas
Select the version you want from the Beta Participation list.
Steam will update you.
NOTE: Be aware that updates will break most mods until the mod author updates them. |
|---|
Version 2.10.8 (October 29, 2026)
Gameplay
Advent Unity Reworked Around Range
Unity abilities no longer require dominant culture. Chastise, Resurrection, Sacrifice and Sanctify have lost that requirement entirely, and every Unity ability now works from a Unity range measured in AU.
The Focus planet development track adds 5 AU per level, up to 25 AU on planets whose Focus track reaches level 5.
Battle Meditation adds 10/15/20 AU by level.
The Deliverance Engine's culture spread adds 10 AU, and its culture spread range rises from 15 to 20 for the Reborn and from 15/20 to 20/30 for the Wrath.
Clairvoyance is not limited by Unity range.
Alliance Transfers
The transfer system is live. Every faction can trade resources, exotics, planets, items and influence with allies from the start of a game, and every faction charges a 10% tax on resource transfers.
Offers show gross and net values, a 0% tax is hidden, and an accepted offer keeps the rate it was agreed at.
Factional Victory
The Factional Victory option in the lobby now explains what each faction has to do to win. Victory goes to the first player to complete their faction's objective and hold it through the countdown, and in team games the whole team wins. If the objective is lost, the countdown starts over.
TEC: build Planet Cracker Warheads on a Novalith Cannon and use it to finish off 5 enemy planets. One set of warheads fired again and again is enough, but if the Novalith is destroyed its kills are lost.
Advent: build a Telepathic Amplifier on each of 3 Dreadnoughts, bring them to a star, then keep all 3 alive at a star for 15 minutes.
Vasari: build Departure Supplies on each of 3 Anarkrul Wanderers or Sularkon Tyrants, bring them to a star, then keep all 3 alive at a star for 15 minutes.
Eidolon: build the Stellar Shrouding Beam on an Anrakhazh Scion and channel it into a star at maximum corruption for 15 minutes. Once the star becomes a Dark Star, you have to survive 5 more minutes.
The Factional Victory notification flashes each time a victory countdown starts.
Economy, Planets and Map
Scuttling now refunds in full while a unit is still under construction, and half once it is complete. Exotics follow the same split.
Pirate incursions have been halved. First wave supply from 50 to 25, per-wave increase from 30 to 15, largest single wave from 200 to 100, and total raiding supply from 650 to 325.
NPC garrisons spawned at outposts away from their home gravity well now hold a guard mission, so raids can no longer pull them away.
The Pirate King's Pillage now recognises Eidolon structures as targets.
AI
The AI has been rebuilt on the ARES decision model, and it is on for every AI player by default. Expect opponents that expand harder, defend their important worlds, keep research moving, and commit to a war instead of drifting between targets.
The new model covers how the AI reads the galaxy, scores targets, decides when to fight, plans research, drives expansion, positions its capital ships and holds territory.
ARES plays a strategy. The default is Wolfpack: in the early game it runs three combat fleets of equal size, skips static defences, and merges the packs into a single fleet after 20 minutes. It keeps no separate home or defence fleets and answers threats to its home with the main fleet.
Rush, boom and turtle are styles layered on top of the strategy, drawn with equal odds for each ARES slot. Each one shifts a handful of build and research priorities rather than replacing the whole plan.
ARES holds a home world under siege instead of retreating from it.
ARES builds combined-arms fleets that counter the enemy ships it has seen, and keeps its fleet composition within per-class limits.
ARES intercepts raids, sends relief to its home garrison, and treats militia and opening colony raids as less urgent than a real attack on its home.
In team games ARES coordinates with its teammates and sends relief to allied worlds.
Crippled ARES ships pull out of fights in every fleet, not just the main one.
ARES buys planet shields and Phase Jump Inhibitors, shrouds its own planets when playing the Eidolon, and gives its planet defences a higher priority.
ARES doesn't build research labs in gravity wells that hold enemy forces.
ARES personality traits feed into its decisions.
Each AI slot in the lobby has an AI profile button that switches between ARES and the classic AI. Classic turns off every ARES feature and clears any personality override. The button shows Custom when a slot has a nonstandard mix of features, and clicking it from there selects ARES.
ARES plays by the fog of war. It attacks the enemy home it has actually observed, and its decisions don't draw on information it hasn't seen.
ARES plays to the victory settings. With home-planet victory off, it stops treating the enemy home as its first target and goes after worlds that sever enemy territory, isolated worlds and rich economies instead.
ARES conquests don't bounce between targets or leave fleets sitting idle. A new target has to be clearly better (1.5 times the score) before an attack switches to it, released fleets wait 120 seconds before rejoining, and an aborted target is left alone for 300 seconds.
Once launched, an ARES conquest keeps going as long as it holds 65% of the strength it needed to start.
ARES puts cloak-capable ships into its regular fleets, including when recovering from a retreat.
ARES budgets influence so it bids in pirate auctions, and budgets for ship items.
ARES has its own odds for sending relief to its home world while it is being bombed.
An AI that sues a human player for protection now only asks for a cease fire or shared vision it doesn't already have, waits 10 minutes between requests, and offers no more than 10% of its resources.
AI alliance offers price and hand over items by their confirmed count rather than the full stack.
Faction Balance
Advent
Progenitor Mothership Shield Regeneration: antimatter cost from 125/100/75 to 125/140/155, shield restore rate from 25/37.5/50 to 20/25/30, and spell power scaling from 0.35/0.4/0.45 to 0.3/0.4/0.5.
TEC
Sordid Intel (Enclave): research time from 120 to 150 seconds, cost from 700/100/125 to 750/125/150, and moved up a tier.
Phase Jump Inhibitor: Phasic Energy Regulation now applies its shroud limit bypass correctly.
Vasari
Shock and Awe: research time from 120 to 150 seconds, metal from 240 to 270, crystal from 210 to 240, and moved up a tier.
Pilot Cloning Bay now requires its own blueprint research and grants one extra squadron.
Phase resonance utility bonuses now come from proper buffs instead of player modifiers.
Minor Factions
Alutar Sect Safeguard Shield: shield burst cooldown reduction and shield burst restore bonus both from 25% to 20%, influence cost from 2 to 3.
Graphics, Audio and Visuals
Shadow cascades now fit inside the shadow fade distance. Cascade splits moved to 1000/2000/3900/7500 units, and shadows fade out between 4000 and 10000 units instead of 3000 and 7500.
The half-resolution particle composite samples depth per pixel, so particle edges against ships and planets no longer step in blocks.
Fixed Vasari phase effects that rendered without their emissive glow, including the Phase Synchronizer rings, the Phase Gate core and the Sularkon Tyrant's Phase Gate Restoration module.
Interface and Quality of Life
Unit descriptions for the TEC, Advent and Vasari, and for every Command Ship, have been rewritten. Build tooltips now lead with the unit's role and a short list of what it does, before the prose.
Interceptors are now called Fighters.
New observer panel (Replays only). Watching a replay now shows a ranked player list with score, planets, fleet supply and capital ship counts, per-team totals, a planets-over-time chart, and a readout of what each AI is currently trying to do. Badges mark the leader, human players and any empire that has stalled.
The lobby remembers your player slot setup per map, including team layout and each AI slot's faction, difficulty, behaviour and visuals. A Reset Defaults button restores the scenario's own layout.
Position-targeted abilities that relocate their caster, such as the Dimensional Shifter, now draw a ghost and footprint circle at the destination. Green means clear, red means blocked.
Fixture names such as Antimatter Fountain now fit and centre in the selection header instead of running under the minimize button.
Structures built on asteroids appear as their own selection icons.
Mod playlist search is no longer case-sensitive, and filtering keeps each playlist intact.
Mods can declare the DLC they need. The mod tooltip lists it, and a dialog warns at load when something is missing.
Fixed several English typos.
Credits updated.
Performance and Stability
The AI does far less repeated work. Defence reserves, fleet strength estimates, enemy strength, safe routes, conquest shortfalls, income and combat assessments are worked out once per decision pass instead of once per candidate, ships in the same fleet share route searches, and AI player updates are spread evenly across frames, away from the ticks the game's periodic systems run on.
Checking research tier prices and prerequisites no longer builds and throws away a purchase query each time.
Weapons only check the target types they can actually hit, instead of testing all 32 types per cell on every scan.
Docked strikecraft skip the gravity well lookup.
Line rendering does less work per point.
ARES path searches share one search graph and reuse routes and filters, instead of rebuilding them for each search.
Corruption propagation refreshes less often and is now deterministic across clients.
Multiplayer and Fixes
Windows on ARM launches again. The memory allocator's system hook crashed every launch on Snapdragon X laptops and under Parallels on Apple Silicon, and also made the Epic overlay crash at exit. It has been removed from the game client.
Non-ASCII names no longer break the game. An emoji in a save name broke the Load Game screen, and an emoji in a mod folder name stopped the game from starting.
Resizing the game window during a load no longer crashes or hangs. This affected startup, the main menu backdrop and the lobby-to-match load.
A first-time player who lingered on the consent prompt could lose the server browser and game codes for the rest of the session. A fresh Steam ticket is now requested when the one in hand is more than five minutes old.
Capturing a ship as a human player no longer absorbs it into one of your fleets or creates a new fleet for it.
Players could end up sharing a colour after loading a save or changing scenario.
Random unit spawns no longer waste supply on ineligible units.
Alliance offer gifts are identified correctly, and giving items can no longer duplicate them.
Fixed the Dimensional Observatory tooltip showing the wrong label.
Scouts on auto-explore (human players and the classic AI) head for never-seen gravity wells first again. In the v2.10.2 to v2.10.4 opt-in builds they circled back to fogged wells near home.
Ability orders aimed at a target in the next gravity well wait until the caster has landed before casting. A large target close to the jump node, such as a star for the Stellar Shrouding Beam, used to come in range mid-jump, so the cast paid its costs on the lane and only took effect on arrival.
Modding
The ARES doctrine lives in
player_ai.uniforms, which gained roughly 1,040 lines of authored values, with ARES personalities inplayer_ai_personalities. The protection offer policy lives inplayer_ai_diplomacy.uniforms. The AI stall thresholds are set inuser_interface.uniforms.Unit factories accept a construction blacklist that excludes specific unit definitions even when their build kind is supported. It applies to factory queues, planet routing, AI selection, trade escorts and garrison spawns. Garrison selection is now one weighted pool across supported build kinds, which changes cross-kind spawn odds.
Stars take a
starblock with corruption capacity, shrouding duration, a Dark Star skin, and rift stages keyed to shroud progress.Stars accept a
shroud_channelblock (sustain_timeout_duration,decay_grace_duration,decay_rate), and planets can take one too. The newsustain_shroudingoperator andis_shroudingconstraint drive the channel.Portal fixtures take a
portal_unit_emitterthat spawns supply-free waves while open, with per-stage supply budgets.New
unity_range_originplanet and unit modifier (the Advent Focus track uses it), anduses_unity_rangeon abilities.Refund settings are split into
refund_percentage_under_constructionandrefund_percentage_complete, with the same pair for exotics. The old single fields are gone.alliance_offer_asset_transfer_tax_rateon players sets the transfer tax. Research can gate transfer categories throughalliance_offer_unlocks, and a category is only gated when some research in the player's tree unlocks it. The trade window names that research when a category is greyed out.New
dark_star_invasionspecial operation unit kind, anddark_starandtemporal_echoes_equippedunit mutations.Tutorials can be gated behind a product through
dlc_tutorialsintutorial.uniforms.Corruption spread buffs accept alliance and race constraints, and links re-evaluate when a planet changes hands.
Text entry boxes support centred text.
Lua event files regenerate safely and report an error instead of truncating.
ARES personalities come in two kinds. A
strategypersonality (kind: "strategy") owns fleet topology and scheduler overrides, and astylepersonality (kind: "style") appliespriority_offsetsto scheduler entries.player_ai.uniformshasstrategy_poolandfallback_strategy, and Trident and Dominate ship as additional strategies alongside Wolfpack.A player slot or auto-start configuration can pin a seat to a specific strategy.
strategy_policy.fleet_topologycontrols how many combat fleets a seat runs and whether it keeps home, defence, capture-holder and relief fleets, with anearly_gameblock for multiple packs that merge later.priority_scheduler_overridesadjusts the authored scheduler per strategy, andearly_game_defenses: falseblocks static defence purchases until the early game ends.Scheduler entries accept
availability(all,early_only,after_early).home_defense_retreat_enemy_ratio: 0means never withdraw from a besieged home.Research priorities can be authored per faction and per personality, and ARES's pirate auction bidding is driven by an authored auction doctrine.
Plain beams honour their end width multipliers, so the Heavy Null Beam tapers as authored.
Per-unit AI fleet composition controls work under ARES.
player_ai.uniformsgainsvictory_doctrines(conquest target order chosen by victory settings), the conquest switching and readmission timers, aninfluence_capacityscheduler entry, and enemy estimate settings.The
has_ship_with_bufftutorial trigger acceptsrequire_all_ships.Notifications accept
should_flash_when_factional_victory_countdown_starts.The JSON schemas have been regenerated to declare every key the game actually reads, and self-contained objects now reject unknown keys, so VS Code flags typos instead of silently accepting them.
Localization
Turkish can now be selected in the language settings.
Translations updated.
Harbinger Expansion (Paid Content)
The Dark Star
The Eidolon now have a victory condition of their own, and it ends with a star going dark.
Stellar Shrouding Beam: fitted to the Anrakhazh Scion and unlocked by its own blueprint, the beam focuses the Scion's corruption into the heart of a fully corrupted star. The Scion has to channel the beam for the whole shroud, with its weapons offline, and the shroud only advances while it channels.
If the channel breaks, shrouding pauses and its rifts close. The shroud holds for 5 minutes, then unravels at 1% of its progress per second until it collapses.
Any Eidolon Scion can resume a paused shroud, and its rifts reopen where they were.
When cast, the Scion charges for 1 second and fires a 4 second beam into the star, then plays a channel beam effect for as long as it channels.
Every star type can now hold planetary corruption up to a cap of 10, and shrouding one takes 900 seconds. The beam can only be used on a star already at maximum corruption.
Propagate Mode now reaches stars, so a Shrouded world can feed corruption into the star of its own gravity well. Corruption strands running into a star are visible to anyone watching the star.
Rifts open as the shroud spreads. At half progress they reach one jump out, at 80% two jumps, and when the shroud completes they open across the whole system. A Dark Star Rift sends a wave every 120 seconds, scaling from 60 supply of attackers up to 420 as the invasion escalates. Each rift sends at most 8 waves. These units cost the Eidolon no Fleet Supply, and the units from all of a player's rifts together are capped at 2.5 times that player's maximum supply.
Once the star goes dark, the Eidolon must survive five minutes to win. Every other player is notified when shrouding begins and again when the star goes dark, with the remaining time on the tooltip.
Every player is notified when shrouding is interrupted, resumes or collapses. The shroud progress ring dims while it is paused, and the star's tooltip shows whether the shroud is holding or unravelling.
Anrakhazh Scion (Requires Reinforcements and Harbinger DLC)
The Eidolon command ship is now a finished warship, rebuilt as a shield platform rather than a hull tank.
Hull from 8500 to 6000, armor from 3820 to 5000, shields from 5850 to 11000. Armor strength now climbs to 165 across its levels.
Radius from 1266 to 853, top speed from 575 to 650.
Now carries antimatter (520 rising to 790) and a strikecraft hangar scaling from five to ten squadrons.
Maximum corruption from 7500 to 10000.
Build time from 200 to 300 seconds, cost from 5000/1750/1250 to 6500/3000/2750, supply from 100 to 150.
Entropic Beam: drains the Scion's corruption while charging to increase the damage of a single massive beam.
Continuity Field: projects the awakened captain's will onto nearby ships, greatly raising the chance they return as a Phase Echo when destroyed.
Mass Summoning: warps your ships within 5000 of a target point in a nearby gravity well to the edge of the Scion's own. Only those ships are disabled while the teleport charges, and every ship caught when you cast comes along even if it is pushed out of the circle. The radius is drawn at the target point while you aim.
Phasic Wave: banishes enemy ships in a cone into a deeper layer of phase space, disabling them and loading them with corruption.
Eight new items: Additional Armor, Enhanced Shield Generator, Additional Engine, Hangar Expansion, Void Missile Silos, Observation Array (detects cloaked ships and watches phase lanes), Scion Cloak Generator, and the Temporal Echo Device, which makes Continuity Field duplicate a unit whenever it triggers a Phase Echo.
Four new research subjects: Hierarchy Stabilization and Entropic Enticement each raise the command ship limit, and Scion Cloak Generator Design and Stellar Shrouding Beam Blueprint unlock their items.
New voice lines, ability effects, main view icon, ability tooltip pictures and a faction picker description.
Eidolon Balance
All five capital ships: build time from 115 to 150 seconds, cost from 3000/1425/1000 to 3450/1800/1500.
Zhaltharien Anathema: build time from 400 to 500 seconds, cost from 10000/3500/4000 to 12500/4500/5000, supply from 200 to 250.
Thalkerin Revenant Dark Shell: damage prevented and the share converted to corruption both from 25/30/35/40/50% to 15/20/25/30/40% across ranks.
Lakhaziel Archon Neural Overcharge: antimatter restore rate from 1.5/2/2.5/3/4 to 1/1.5/2/2.5/3.5, and corruption gained over time from 15/20/25/30/40 to 5/10/15/20/30.
Lakhaziel Archon Vortex Missile Salvo: antimatter cost from 125/130/135/140/150 to 150/175/200/225/275. The vortex left behind now deals 15/25/35/50/70 damage per second instead of 25/35/45/60/80, and slows enemies by 15/25/35/50/70% instead of 25/35/45/60/80%. Missile impact damage (150) and radius (2500) are unchanged.
Israthil Silencer: now keeps at least 10000 units from its target instead of 8500.
Anrakhazh Scion Summoning: research time from 260 to 235 seconds, cost from 1450/650/650 to 1400/600/600.
Lakhaziel Archon Weapon Refit: research time from 175 to 235 seconds, cost from 1050/400/400 to 1400/600/600.
Fixed the Eidolon starbase void missile carrying the wrong weapon tag.
A planet that is still being fed corruption at maximum now stays at maximum. It used to slip just below maximum between feeds, about once a minute, which made the planet's ready-to-shroud notification fire repeatedly.
Interface, Tutorials and Visuals
Three new tutorials for Planetary Corruption, Ship Corruption and Cloaking, shown to owners of the Harbinger expansion.
New main view icons for the Azgerin Suppressor, Azithel Mote, Kaziel Shade, Ithasaz Invader, Nethril Husk, Sythren Onslaught and Ithren Sleeper.
New effects for the cloaking transition.
Three new Eidolon player portraits.
Paths to Power and Reinforcements DLC Changes
Takadaran Command Fortress: can now build capital ships, except the Marza Dreadnought.
Justicia Dreadnought: Harvest damage with a Malefic Locus fitted is no longer lost when many ships die at the same moment, for example from Volatile Nanites.
Multiplayer Match Available