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
Play Sins II Now
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. |
Highlights
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.
New Bounty System
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.
Minor Faction Raid System
Hostile Minor Factions will now conduct raids across the map, each with different objectives and trigger conditions.
Pirates
Aluxian Resurgence
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 Faction Roaming Disabled
Minor Factions will no longer roam near their territory, they will only leave their homeworld within the context of specific raids.
Pirate Incursion Event
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.
Core Counter Triangle Rebalance
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.
Capture System
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.
Minor Factions
Added New Minor Factions:
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. |
Changelog v1.51.9 → v1.51.12
Gameplay
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:
TEC Cielo Command Cruiser:
TEC Hoshiko Robotics Cruiser:
Advent
Metal/Crystal Extractors:
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:
Advent Bomber Strikecraft:
Vasari
Changelog v1.51.8 → v1.51.9
Gameplay
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
TEC
Metal/Crystal Extractors:
Orbital Transit Hub:
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:
Fighter:
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:
Interplanetary Transit Research:
Cruiser Shield Refit Research:
Superior Shield Emitters Research:
Advent
Vasari
UI / UX
Misc / Bug Fixes
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.
Audio
Modding
Changelog v1.51.7 → v1.51.8
Gameplay
UI / UX
Misc / Bug Fixes
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
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.
Modding
Changelog v1.51
Gameplay
TEC
Advent
Vasari
Pirates
Capture Weight: The new capture system requires capture capable units to have a capture weight defined. High capture weight allows units to capture faster.
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:
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.
UI
Added additional detail to modifier tooltips
Unit tooltips now display Psi Power
Trade tooltips enhanced with additional information
Empire tooltips expanded with more detail
AI
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
Misc.
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.
Fixed bug that would cause incoming diplomacy offers to be blocked with patience at 1, after patience hit 0.
Modding
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
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 information