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Patch NotesSins Of A Solar Empire II1.61.4

Sins Of A Solar Empire II Change Notes for (v1.61.4) (10th July 2026)

A focused update lands today with bug fixes for missile retargeting, sharper point-defence mechanics, and substantial buffs to TEC, Advent, and Vasari command ships.

Nathan Lees4 min read
Sins Of A Solar Empire II space battle with frigate and missile fire
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The Tempest frigate has been running circles around point-defence for weeks, and v1.61.4 finally brings the missile-spam problem into focus. Rather than nerf the Tempest into irrelevance, Stardock's opted for surgical strikes: a 10% damage reduction on its missiles, plus sweeping improvements to how defence structures track fast-moving targets.

Every faction's anti-missile platform gets a 150-200% boost to firing tolerance, meaning their turrets can now follow off-axis missiles and close-range threats without losing lock. The Vasari's Junsurak Warden goes further, with faster-firing point-defence guns and extended range that lets it screen fleets from a static position. That's the kind of differentiation that makes late-game composition matter.

Command ships also get real teeth. The Takadaran's Hold the Line ability now doubles its damage reduction across all ranks, and the Coordinate ability's cooldown reductions scale more aggressively per point spent. The Anarkul and Warden receive similar buffs to their support abilities, turning them into genuine force multipliers rather than afterthoughts. The full list, including every turret tolerance adjustment and ability scaling change, is below.

Full Patch Notes

Buff Nerf Fix Tweak

A small update today to add a quality-of-life improvement, balance adjustments for missiles and point-defense and other items.

  • Added visual range circles for defense structures during placement.
  • Fixed bug that prevented missiles from retargeting (still requires requisite tech unlock).
  • TEC
  • Garda Flak Frigate: increased each turret’s pitch/yaw firing tolerance by 150% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Garda.
  • Takadaran Command Ship
  • The Takadaran is intended to act as a force multiplier for the smaller units fielded by the TEC Enclave in the mid and late game. Increasing the magnitude of both its defensive and offensive support abilities should help it, and by extension fleets of frigates, cruisers and corvettes, remain relevant even in high lethality late game battles.
  • Hold the Line ability updated:
  • Ship damage reduction increased from -10%/-15%/-20%/-25%/-35% to -20%/-30%/-40%/-50%/-70%
  • Structure damage reduction increased from -20%/-25%/-30%/-35%/-45% to -40%/-50%/-60%/-70%/-90%
  • Magnetic Overshield damage prevention increased from 40%/50%/60%/70%/90% to 50%/60%/70%/80%/100%
    • This should help the Takadaran’s build variety by providing both greater returns on a single ability point investment in Magnetic Overshield, as well as allowing a full five point investment to completely mitigate incoming damage against the ship’s Shield, Armor or Hull while active.
  • Coordinate ability updated:
    • Corvette cooldown changed from -0.15/-0.2/-0.25/-0.3/-0.4 to -0.1/-0.2/-0.3/-0.4/-0.5
    • Frigate cooldown changed from -0.1/-0.15/-0.2/-0.25/-0.35 to -0.1/-0.2/-0.3/-0.4/-0.5
    • Cruiser cooldown changed from -0.05/-0.1/-0.15/-0.2/-0.3 to -0.1/-0.2/-0.3/-0.4/-0.5
    • Corvette linear speed bonus changed from 0.05/0.1/0.15/0.2/0.3 to 0.1/0.2/0.3/0.4/0.5
    • Frigate angular speed bonus changed from 0.1/0.15/0.2/0.25/0.35 to 0.1/0.2/0.3/0.4/0.5
    • Cruiser ability cost bonus changed from 0.15/0.2/0.25/0.3/0.4 to 0.1/0.2/0.3/0.4/0.5
  • Updated new TEC portrait images (previous were older versions of the hand-painted redos)
  • Advent
    • Added ability for purchased Gauss Defense Platforms to gain shield burst and regen (via Advent synergies).
    • Added ability for Phase Jump Inhibitors to gain shield burst/regen (via Advent synergies).
    • Vigilis Sentinel: increased each turret’s pitch/yaw firing tolerance by 150% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles, such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Vigilis.
    • Tempest Frigate: Missile damage reduced from 20 to 18 (-10%)
    • The Tempest is greatly overperforming - while PD changes will help to prevent it being a dominant pick, a damage reduction is also warranted to reduces its overall lethality when massed.
  • Vasari
    • Anarkul Command Ship
    • Countermeasure Pulse ability: added pierce value of 60 at all levels.
  • Junsurak Warden: increased each turret’s pitch/yaw firing tolerance by 200% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles, such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Warden.
    • Increased range of ultra-light phase missile from 5100 to 7200
    • Point Defense Pulse Guns:
    • Decreased cooldown from 1.5 to 1 second
    • Decreased damage from 6 to 4
    • Increased range from 5100 to 7200
    • The Warden’s point defense guns were underperforming against the Tempest - faster firing PD guns with unchanged final damage per second greatly improves the Warden’s ability to suppress Tempest attacks despite having relatively few guns for a PD unit. In addition, longer range allows the Warden to screen for the Vasari fleet more effectively from a static position - this will further differentiate it from the short range but mobile Sulsurak Defensor.
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    Written by

    Nathan Lees

    Gaming journalist and founder of XP Gained. Covering patch notes, breaking news, and updates across 160+ games.

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