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Sins Beta 3 Change Log

Sins Beta 3 Change Log

Even more of everything you'd otherwise ignore!

For Beta 1 and 2 we started this thread off with a very long list of changes between the two. For Beta 3 we're going to forego the crazy long list since there are far too many to list. Instead what follows is a list of major features that you'll find in the initial release of Beta 3. You may notice some overlap from some items that made it into the last Beta 2 update, but it's all been tweaked regardless. The vast number of unlisted changes are things everyone can discover when Beta 3 launches in a few days.

Please check back here for future changes to Beta 3 as we make updates after release.


Version 0.83.30 (October 9, 2007 - Hotfix)

  • Fixed issue in the first Tutorial that could prevent players from progressing if they jumped to the asteroid before being instructed to.
  • Updated english.str file to improve text for the first tutorial (related to above).
  • Fixed several crash bugs that have been reported by testers.

Version 0.83.29 (October 2, 2007)

  • *IMPORTANT* - The following files need to be deleted to avoid sync problems (SDC should do this by default):
    1. {sins directory}\Galaxy\Random-Tiny.galaxy
    2. {sins directory}\Textures\ScenarioPicture-RandomTiny.tga
  • Networking/Multiplayer:
    • IMPORTANT* - Sins will now attempt to utilize any UPnP functionality of your router for autoconfiguration. If it is successful, you will be able to host games without having to mess around with Port Forwarding. Please ensure UPnP is enabled on your router.
    • IMPORTANT* - The default hosting port has been changed to 6112 in order to increase the chances of the port being open through firewalls and routers. This is a very common port for games.
    • IMPORTANT* - ICO now attempts to detect if you can host or not, and will warn you when attempting to create a game if you can't.
    • IMPORTANT* - There is a new Network Status screen showing CPU and Ping ratings and player load status. Appears when waiting to start a multiplayer game or by pressing F3.
    • IMPORTANT* - Lag should be dramatically reduced in most cases. Also, use the new Network Status screen to help track down problems.
    • IMPORTANT* - Hosting should no longer be blocked by having more than one network card active (thx Therax).
    • IMPORTANT* - ICO now collects many more game statistics for balance and gameplay analysis. Unfortunately, this means we have to wipe the existing database. All accounts will have to be recreated.
    • New "Friends Only" option when toggling player slot status in ICO multiplayer games.
    • You can no longer start an ICO game with only one player.
    • Players in an ICO game prior to the game starting chat in the 'default' channel by default (temporary fix to improve recruitment).
    • Game startup screens now show more information to all players and have increased real-estate.
    • ICO lobby real-estate expanded (more redesign to come).
    • Multiplayer game setup flow streamlined (more streamlining to come).
    • Maps are now sorted by number of players > number of planets > alphabetic order.
    • Drop lagging player button no longer shows up for disconnected players.
    • Fixed sync bug caused by changing any of the skybox settings.
    • Fixed bug that created lag with in-game chat and interface responses.
  • Gameplay:
    • Game speed system now included (options of slow, normal and fast). Only partially implemented and needs lots of balancing, but should result in faster multiplayer sessions.
    • Pirate warnings are no longer sent if the pirates no longer have any bases.
    • All Random-XXX maps renamed and shuffled down. (e.g., Random-Tiny is now Random-Small)
    • Capital ships now gain levels when their experience reaches the next level threshold, not threshhold +1 experience.
    • Kol weapon timing updates. (Beam strength increased, but less frequent.)
    • Fixed bug causing home planets pop and health to not start at the max for their current upgrade level in randomly generated galaxies.
    • Home planets now start with 1 level of population upgrades instead of 0.
    • Antimatter regen from stars reduced from 5/sec. down to 2.5/sec.
    • Damage over time from incendiary shells now damages shields in addition to hulls.
    • EMPBlast area of effect reduced, amount of shields removed reduced.
    • Range of many abilities increased from 4000 to 4500.
    • Greatly reduced experience awarded for killing trade and refinery ships.
    • Greatly reduced experience awarded for killing Pirates (remember the Pirate faction is not the same as the Local Militia faction).
    • You can no longer see abilities on action grid for planets you haven't explored.
    • Armistice now applies to fighters and fighters no longer show buff effects.
    • Fix for scouts travelling in sub-space between planets.
  • AI:
    • IMPORTANT* - Abilities now take into account user defined attack ranges. This may change the ship behaviors you've come to expect a lot (mostly for the better).
    • Colony ships now start with a default of "Gravity Well" for their auto-attack range now that ability usage is overridden by range settings (otherwise they would never auto-colonize).
    • Ships on Follow or Guard will now know to use their abilities as they follow/guard their target.
    • Fixed AI not doing any combat research.
    • Fixed AI not expanding on certain maps.
    • CapitalShips now retreat earlier.
    • Fixed tradeships not avoiding enemy planets if a safer route is available (we swear we got it this time!).
    • Improved fighter, bomber and flak frigate targetting (if fighters don't take out bombers now Blair's a monkey's uncle!).
    • Fixed target re-evaluation timers (they were updating too frequently and slowing the game down).
    • Various adjustments to research priorities.
    • Various adjustments to building priorities.
    • Lots of incremental improvement to ability usage scripts (Adaptive Shield, Embolden, Flak Burst, Probe, Raze Planet, Sabotage Antimatter).
    • Improved Capitalships auto-bombing logic.
    • Fixed autoplanetdefense scripts from not taking into account attack ranges.
    • Fixed special condition where user couldn't stop an action the ship was performing.
    • Fixed bug in Pirate's "Steal Resources" ability.
    • Fixed bug where ships would wait to jump as a unit for an infinite period of time.
    • AI no longer wastes money on bounty if the Pirates no longer have any bases.
    • Improved AI scouting (was really bad on certain maps).
    • Fixed AI from trying to explore with ships that can't move.
    • Ships no longer come to a full stop at each waypoint.
    • Ships are now smart about how much DPS they apply to a given target in order to minimize on overkill.
  • User Interface / HUD:
    • New theme picker window allows you to choose your logo and color.
    • Fix for mouse problems that were caused by various software/hardware combinations that don't give the expected scroll wheel deltas (thx RemielX).
    • New zoom sensitivity option in User Interface options.
    • Depleted asteroids now have associated icons.
    • Various minor improvements to Zoom-to-Cursor.
    • Camera snaps to entities again.
    • Camera now handles galaxy edges better.
    • Camera now trails fighters better. If you focus on a squad it focuses on a fighter in the squad so you don't get wierdness where you are focused in the general vicinity of the fighters.
    • Using keys to zoom is now at the same speed as zooming with the scroll wheel.
    • Holding ctrl now temporarily toggles the camera mode.
    • Fixed negative bounty reports.
    • Fixed players being able to have the same color (dark green).
    • Events now only report one pirate raid at a time.
    • Fixed Phase Lanes from showing up before the game has started.
    • Improved event culling.
    • Changed "Bounty increased by X" strings to say "changed by".
    • Added game messages for when allies send you credits/resources.
    • Fixed up stats for players trading resources and credits.
  • Graphics:
    • Fixed engine colors not showing the player's color.
    • Misc. new 2D art for new icons and screens.
    • Upgraded Shield Restore effect.
    • Fixed meshes disappearing too early when a unit dies.
  • Sound:
    • Fixed sound fx not playing in multiplayer games.
    • Lots of new music and releveling.
    • Fixed pirate warning vocals being played with incorrect events.
    • Fixed bug where front-end music volume jumped.
  • Modding:
    • Fix for crash when modding galaxies to have more than 200 planets (should now only be limited by the memory of your system).
    • Fixed up scenarios to use data driven value for whether or not the first capital ship a player builds should be the free, high-level flagship or not.
  • Misc.:
    • Fixed small memory leak.
    • Fixed common crash where carrier dies as fighters are launching.

Version 0.80.xx (Beta 3 - Multiplayer Technical Test)

  • Multiplayer: Support for up to 10 players over LAN or Ironclad Online (ICO). Many gameplay features won't be available during Beta 3 as we are testing technical issues, but it'll still be very cool.
  • Custom Scenarios: 14 custom maps designed for various single-player and multiplayer play styles. Play special maps designe for quick skirmish games, 1 vs. 1, 2 vs 2, Free-For-All and more! Each custom map will require its own unique strategies. A couple of examples:
    • System of War: Each faction is backed into a corner and must decide whether to fortify their homeworld, launch a quick assault upon a neighbor, or race to establish a foothold in a large nearby solar system. The wrong move could spell disaster!
    • Gateway: In the Telos system, a Terran planet known as Gateway controls the only jump lane to the star and its resource-laden neighboring system, Xi. The faction that holds Gateway controls the future!
  • New Artifact / Planet Exploration System: Players can spend resources to have planetary scientists survey a world's geography, indigenous wildlife and core industries to determine how best to exploit its natural wealth. Doing so many yield planetary benefits or powerful artifacts which give your empire global bonuses.
  • New Environments: Space anomalies, gas giants, minor planetoids and more will factor heavily into your tactical decisions and your overall strategy.
  • Pirate Base: Featuring all new pirate ships and new behavior, the ominous Pirate Base is a force to be reckoned with! Pirate targets can now be strongly influenced by the economic savvy player through new additions to the Bounty system.
  • Plus lots of minor improvements: Lots of new upgrades to the Culture system, including intimidation effects by powerful capital ships; improved research mechanics; new music tracks and music selection system; tons of new art; lots of new UI improvements including the new Smart Zoom-to-Cursor Camera; incremental AI improvements; tons of rebalancing; lots of optimization (should perform better than ever - even on low-end machines); lots of new minor gameplay elements; plus a huge number of fan requests.
129,162 views 139 replies
Reply #26 Top
My Emperor, my services and my fleet are at your command. The vile Schem will be destroyed...unless he changes his name for the multiplayer.

Well, I use the Imperial symbol so I guess you might as well be the Emperor.
Reply #27 Top
nice. I'll get some training rounds with the ai and then lets see who's in for a game. nice to see that even more community ideas have been implemented.
Reply #28 Top
My Emperor, my services and my fleet are at your command. The vile Schem will be destroyed...unless he changes his name for the multiplayer.

Well, I use the Imperial symbol so I guess you might as well be the Emperor.


Good, more join my army. Schem will fail
Reply #29 Top
Sorry, no.  It would be a lot of work to compile that and the team's been working like madmen already.

hm, me figures it would have been some pre-assembled thing.


nevermind, I wouldnt ask you to do some unescessary dribble.
Good, more join my army. Schem will fail

I am schod, your numbers matter not.
Reply #30 Top
Crysis Beta, World In Conflict, and now a fantastic sounding beta 3 of Sins; 'tis a good week to be a gamer.
Reply #31 Top
hmmm the enemy of my enemy is my friend....

multi is my enemy, but he is also the enemy of schem ( via loyalty to the emperor ) so should I ally with Schem ?
Reply #32 Top
I am schod, your numbers matter not.


So will the almighty Schod face us in open battle?

so should I ally with Schem


We are bound by our Clan Kosc, you swore your pirates to my Imperial Army!!
Reply #33 Top
Pirates Lie Cheat and Steal

Hmmm give me a 2nd ISD and we'll call it an alliance
Reply #34 Top
I am schod


ur shoddy?


who do i want to fight...?
Reply #35 Top
New faction? Please? Pretty please? The guys at ign and gamespy got to play with other factions...new faction? please?!
Reply #36 Top
Would've been here earlier but I had a gay ass parade.
Reply #37 Top
Sexy. Yum.
Reply #38 Top
gay ass parade.


as kosc would say,
Reply #39 Top
errr, beta 3, not thrawn :x
Reply #40 Top
Hmmm give me a 2nd ISD and we'll call it an alliance


Ill give you a new Prototype one which is double the size of its pedecessors   
Reply #41 Top
Whos with me?

*kneels*
Im always with you my master


Father... I didn't realize you had aligned with the dark side...

Very unsettling indeed...
Reply #43 Top
Very unsettling indeed...


Its not as bad as it seems, signing you're soul for an eternity of service isnt as painful as it used to be. Plus now you can build up Evil points, I traded mine in for a cool voice and lightning powers.

Sign up now!!!   
Reply #44 Top
, signing you're soul for an eternity of service isnt as painful as it used to be.


yah, nothing like Pirates
Reply #45 Top
Very unsettling indeed...


Its not as bad as it seems, signing you're soul for an eternity of service isnt as painful as it used to be. Plus now you can build up Evil points, I traded mine in for a cool voice and lightning powers.

Sign up now!!!   


Well that’s all well and good, but at my level I don’t have enough secret sauce to power those high level evil effects… I might get by with a lighter and my rear exhaust… but that’s an area effect that hits too close to home…

No, I’ll stick with the light and hope some other sugar daddy (or better yet sugar momma) can show me the way to salvation from my Daddy’s evil ways…

Multianna, your videos were just candy held out to pull us innocents into the fold of evil… I just hope it’s not too late to change my ways…
Reply #46 Top
hmm

my name is evil tesla

the evil part makes me... well.....inherently evil.


the Tesla part makes me like lightning.

I wonder who I should join,

pirates, or evil sith


I'll take best offer.
Reply #47 Top
i like pie
Reply #49 Top
Multianna, your videos were just candy held out to pull us innocents into the fold of evil… I just hope it’s not too late to change my ways…


Damn it Multi, he saw through our clever propoganda ruse!! We need all new videos now, with improved subliminal messaging!!!

I'll take best offer.


POWER, UNLIMITED POWER!!!
Reply #50 Top
hmm, unlimited power.... very intriging




do the pirates have anything better to counter that?