any new information about 1.03?
its approaching the end of the month could we get any updates on 1.03, like maybe a changelog or some progress updates.
thanks in advance.
I think we're going to continue publishing, but you'll never see us churn out huge numbers of games like the big boys. As we did with Ironclad, for any project that we work on we'll want it to be more of a partnership which means sharing the same overall goals/philosophies. Plus, we couldn't guarantee any sort of quality if we put stuff through the mill. ![]()
1.03 is still on tap for early March. After that we'll be working on a single-player Sins demo, then it'll be on to the v1.04 update (which will be a content patch), etc.
Ironclad is working on the update. There's a lot of new stuff in it.
So that everyone is on the same page:
Ironclad does the actual programming. Stardock is the publisher. Stardock and Ironclad work very closely on the game development process (much more closely than is typical in the game industry). I have sent over code snippets and suggestions on the AI but I am not doing the computer AI in Sins.
Here is a sample of some of the things that we plan on being in 1.03:
-New Game Options Screen:
-Locked/Unlocked Teams
-Fleet Size
-Pirates or No Pirates (arrrr!)
-Income Rate Speed
-Build Speed
-Ship Speed
-Research Speed
-Culture Speed
***REMINDER***
-In singleplayer you can accelerate / deccelerate time by pressing the +/- buttons. I'm mentionning it again because this request is coming up a lot even though it was implemented in the v1.02 patch.
-New Market System:
Highlights:
-Random fluctuations in addition to user influence on price.
-Can cause crash or boom by selling/buying too much.
-known exploits fixed.
-Cn now buy and sell resources on the market in large increments again.
-Improved Group Phase Jumping for large groups of ships. If the number of ships exceeds a threshold, the group will only wait for 90% of the value of the ships to be ready. The stragglers will follow shortly after. Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of problems.
-Overseer's Nanite Reactive Armor ability can now properly stack heals (but not the armor and max HP bonus).
-Kostura Cannon now only disables enemy units and structures at the target planet as originally intended.
-Autocast for many disabling abilities improved.
-Disciple's Transfer Antimatter no longer targets other Disciples when autocasting.
-Transfer Antimatter can no longer target entities with full antimatter.
-Can't attack unbuilt structures anymore.
-You can now change game options when loading save games.
-Defeated players can no longer give or be given resources in unlocked teams games.
-Defeated players can no longer place bounties in unlocked teams games.
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Graphics:
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-Fixed sometimes drastic frame rate drop when chat messages are displayed.
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Sound / Music:
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-Sins handles no soundcard now.
-Added sound option for varying music vol in battle.
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AI:
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-AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength). Also, an AI player will not surrender if he has a human ally.
-AI is now smarter about retreating and is willing to commit local suicide or accept local Phyrric victories if the global gain is higher and will also factor in local allied forces.
-Fixed various AI researching and building stall outs for the various trees (military in particular).
-Rewrote AI siege building and attack logic.
-Improved AI use of Black Market.
-Autocast for many disabling abilities improved.
-Wide variety of AI upgrades.
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Networking / Multiplayer:
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-AI will now take over for dropped players.
-You no longer have to kill all a dropped player's planets to win even when the AI takes over for him.
-Unified the in-game and ico chat system. They now share the same irc/wow like commands. Full autocomplete with tab/shift-tab. Autocomplete will attempt to either complete the name field or cycle through the available names.
Stay tuned
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