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Sins of a Solar Empire v1.04 Final Change Log

Sins of a Solar Empire v1.04 Final Change Log

As we get ready to release version 1.04, we figured it was time to post an updated change log. :)

Please note that save games and replays from v1.03 and earlier will not work with v1.04!

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Gameplay / Balance:
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-Market value changes:
 -Ratio of buy/sell is now 2:1 instead of 3:1.
 -Min price now 200 instead of 80.
 -Boom/crashes now last ~twice as long.

-Multiple instances of the Embargo planet debuff from the same player no longer stack.

-Capital ships
 -All non-Colony capital ship top speeds increased from 500 to 525.
 -All Colony capital ship top speeds increased from 400 to 475.

-Siege Frigates:
 -Build costs decreased by ~15%.

-Javelis, Illuminator, Assailant:
 -Linear acceleration decreased from 200 to 150.
 -Top speed decreased from 800 to 500.
 -Range decreased from 130% to 115% of 1.02 ranges.

-Illuminator:
 -Hull points increased from 520 to 620.
 -Shield points increased from 450 to 550.
 -Attack type changed from CAPITALSHIP to ANTIMEDIUM.
 -Front bank damage increased from 33.8 to 58.5.
 -Side banks damage decreased from 33.8 to 30.3.

-Defense Vessel:
 -Reduced cooldown by 45%, damage reduced proportionally to maintain DPS.
 -Fleet supply increased from 3 to 4.
 -Now properly benefits from Advent laser research topics.

-Attack types
 -AntiVeryLight chance to hit bombers decreased from 85% to 75%.
 -AntiVeryLight damage vs Light armor decreased from 100% to 75%.

-Carriers
 -Slight cost reductions for all carrier cruisers

-Returning Armada and General Fleet Spawning
 -No longer possible to spawn ships past fleet point limit.
 -Ship slot count updated after each spawn to prevent RA exploit (clicking multiple abilities at same time).
 -Increased level 1 RA cooldown by 120 secs and level 2 RA cooldown by 60 secs

-Map Balance of Power fixed to have less Heavies and populated desert worlds.

-Stilakus Subverter's Distortion Field ability will no longer cause it to micro phase jump towards targets travelling to other planets.
-Fix for problem where after playing Sins for 100000 seconds (27.7 hours) damage and various other systems wouldn't update correctly.
-Fix for strike craft squads being able to launch when they should be grounded.
-Phasic Barrier now toggles off more consistently when it's 'autocast off' conditions are satisfied.

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AI:
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-Fixed minor bug in Unfair AI not behaving quite correctly.
-Fix bug where AI would retreat from his homeworld or last planet.
-AI is less likely to gang up on the leading player in Easy or Normal.
-Autocast logic for hull point restoring abilities no longer consider structures under construction as damaged.
-Fix for ships not auto-attacking after breaking alliances.
-Fix for AI difficulty settings not behaving correctly.
-Misc tweaks.


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Networking / Multiplayer:
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-Fixed minor bug in ico-join game screen where fleet size display was incorrect.
-Improved in-game chat text entry:
 -Escape no longer clears the chat buffer when closing the window.
 -Sending whispers is remembered (don't have to retype the whisper when sending again).
 -Sending to allies is remembered (don't have to retype /a when sending again).
-Chat string and colors changed.
-Fixed bug where joining a multiplayer game in a slot that was previously held by an AI player would have the AI still be enabled when you started the game.
-When a human player drops and an AI replaces him, the AI now has his happiness set to the required amount for existing alliances so he doesn't drop them all instantly.


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UserInterface / HUD:
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-Fix map names for Backstab and Balance of power.
-Fixed bug where fleet pip clouds would not show up when loading a saved game.
-Fixed string label for IDS_COHESIONRANGE_FAR_NAME and IDS_COHESIONRANGE_FAR_DESCRIPTION.
-Changed artifacts researched stat to be "artifact discoveries"
-Tweaked some ability descriptions to improve their clarity.
-'Unit under attack' events are now suppressed for trade and refinery ships.


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Modding:
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-Entity name lookup is now case insensitve.
-New options to enable error messages. This can be turned on by modders in the user.setting file to simplify tracking down errors instead of mysteriously crashing.
-Fix num particles in the user.setting file not actually increasing and added user control over the number of particle simulations since this is another main limiter for those with uber computers who want to push things.


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Misc:
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-Fix for saved games not respecting custom game options.

162,226 views 119 replies
Reply #51 Top
So fixed asteroids is here to stay? C'mon this change wasn't even mentioned in the 1.03 notes and still no official mention about it. Was it a mistake? Intentional? Any plan to change it? Provide a toggle?
Reply #52 Top
If the patch is really coming out today I would love it!
Reply #53 Top
[quote]
And btw, I won a lot of games with advent too, dont understand some say its an underpowered race. With a setup like Progenitor (Malice = 16% damage distribution), 5 Guardians (33% Shared damage) and 10 Illums you may easily defeat a much greater fleet of 20+ other LRMs. Its the damage distribution with malice and the 3-way Illums that make it possible to win even unimpossible fights. You just need to micro your battles closely.No one is denying that advent is ok mid/end game. Obviously you were "allowed" to expand and build up. If you were to had gotten rushed right at the beginning of the match by cobalts and lrms then there wouldn't be much you could do. And don't say to tech up to tier 3 and get illums and guardians. Because you need resources to do that. When you are being rushed and you don't have any unit to counter the ones assaulting you, then you are going to be put on the defensive and quickly drain your resources towards trying to reassemble a fleet and repairing any structures that might had been destroyed. In short, what you are saying has nothing to do with early game. So yes there is a problem with advent. Its not to hard to see.


Dude stop bitching. I currently play Illum vs Javalis for victory, and this is without the illum buffs. you act like 1 more temple of hostility makes much of a difference, but i feel that if you couple illums, especially the new ones, with a progenitor, javalis will have a realllyyy hard time winning.

Practice more, bitch less. Flaks were never meant to counter lrms, and i always thought that was stupid. I'm glad they are getting rid of that.
Reply #54 Top
Dude stop bitching. I currently play Illum vs Javalis for victory, and this is without the illum buffs. you act like 1 more temple of hostility makes much of a difference, but i feel that if you couple illums, especially the new ones, with a progenitor, javalis will have a realllyyy hard time winning. Practice more, bitch less. Flaks were never meant to counter lrms, and i always thought that was stupid. I'm glad they are getting rid of that.


Anything becomes bitching when one mentions up negative aspects. The problem I'm trying to convey has nothing to do with practice or not, it has something to do with early game which you seemed to have negated in your reply to me. Once again I state the problem is not mid or end game its early game. Do you comprehend now?

If you could stop thinking in a linear fashion,then it might be easier for you to see the issue. If you are getting rushed by cobalts & lrms (note I'm saying both units just not lrms) early game then you are going to be put on the defensive since you have nothing to counter their units. Think within the situation I'm expressing and not the situation where the enemy allows you to get to tier 3 and build a reasonable fleet. And if you so happened to get to tier 3 while the rush is taking place or about to take place, then more than likely you don't even have the resources to make Illums to counter the fleet. Perhaps the black market change will change that, I don't know. But as of now its near impossible to maintain resources while being pressured. Basically you are rushing to tier 3, putting all your resources into doing that just to try to stop a cobalt and lrm fleet.

Before you even try to make a reply dismissing me. Then why don't you write down in a detail fashion what you consider viable to keep alive with advent in the first 20mins of the game, without turtling. Because right now all you are doing is the typical vague response of "All you need is illums or all you need to do is reach tier 3". Which lacks the many different realities and circumstances that one would have to go through to reach tier 3. What about resources? What if the TEC already pulled a cobalt and lrm rush and is destroying your structures and fleet? You see what I'm getting at?
Reply #55 Top
How about "auto-break" when Dip/ffa game has a dead player. So, you can make teams, but whenever someone dies, the teams break up. That way, you can choose to rejoin same alliances, or, you can keep fighting. Also, make it impossible for everyone to join same team.
Reply #56 Top
Dude stop bitching. I currently play Illum vs Javalis for victory, and this is without the illum buffs. you act like 1 more temple of hostility makes much of a difference, but i feel that if you couple illums, especially the new ones, with a progenitor, javalis will have a realllyyy hard time winning. Practice more, bitch less. Flaks were never meant to counter lrms, and i always thought that was stupid. I'm glad they are getting rid of that.Anything becomes bitching when one mentions up negative aspects. The problem I'm trying to convey has nothing to do with practice or not, it has something to do with early game which you seemed to have negated in your reply to me. Once again I state the problem is not mid or end game its early game. Do you comprehend now? If you could stop thinking in a linear fashion,then it might be easier for you to see the issue. If you are getting rushed by cobalts & lrms (note I'm saying both units just not lrms) early game then you are going to be put on the defensive since you have nothing to counter their units. Think within the situation I'm expressing and not the situation where the enemy allows you to get to tier 3 and build a reasonable fleet. And if you so happened to get to tier 3 while the rush is taking place or about to take place, then more than likely you don't even have the resources to make Illums to counter the fleet. Perhaps the black market change will change that, I don't know. But as of now its near impossible to maintain resources while being pressured. Basically you are rushing to tier 3, putting all your resources into doing that just to try to stop a cobalt and lrm fleet. Before you even try to make a reply dismissing me. Then why don't you write down in a detail fashion what you consider viable to keep alive with advent in the first 20mins of the game, without turtling. Because right now all you are doing is the typical vague response of "All you need is illums or all you need to do is reach tier 3". Which lacks the many different realities and circumstances that one would have to go through to reach tier 3. What about resources? What if the TEC already pulled a cobalt and lrm rush and is destroying your structures and fleet? You see what I'm getting at?


Good Reply mystic, but i think ur original response to this thread was very disrespectful to the developers.
Actually end game is a problem for everyone except vasari. Of course advents are the most powerful race per capita.
Early game, i can meet a javalis lrm rush. seriously. It's not about practice, it's about malice + illum.
I understand what you are saying about a cobalt rush, and that is the one thing that really really hurts advent. How to beat it? Well, since anyone can get spun around by a cobalt rush without doing the exact mirror of it, I would say that there is a definite advantage there. The thing about games though is you usually have a team, and if a person cobalt rushes they are at a disadvantage.

But, if we're talking about 1v1, nothing can counter a cobalt rush. That's what tec is good at. I suppose i could probably get enough lrms out to slow them, but I have been successfully destroyed by a cobalt rush. Maybe 1.04 will give illums the extra punch they need to defeat cobalts as they are coming out of the frig factory.

As a fellow advent player, i think it would be interesting to play against you in a 3v3 or somesuch nonesense as soon as 1.04 comes out. Rush cobalts on me, and see if I can react fast enough.
Reply #57 Top
I have one request for the 1.05 change.

Make the AI hate credits. No, really. Make the AI absolutely hate the idea of accumulating more credits then necessary for the next upgrade. If it has more credits, it needs to spend them on *something*. Economy-focused AIs and to a lesser extent Defensive-focused AIs may wish a pirate-bribe slush fund based on the size of their economy, but other than that, credits are a bad, bad thing and must be used.

Call it Meanie or Ridiculous or Insane or whatever difficulty level. The AI on Unfair has potential, but it's still far outclassed by any decent player after the first ten minutes. Unfair+1 difficulty level could be the credit-hating AI, Unfair+2 could be a credit-hating AI plus Unfair economy bonuses.

The AI frequently manages to take its first couple of planets just as fast as I do, if not a little faster. It's after those first few minutes that it can't seem to actually spend the money it's accumulating. In the end, the AI surrenders with a huge wad of credits still sitting there and a hundred frigates from my completely broke empire above its home planet.
Reply #58 Top
@ therlum. you sure about the times?If the recharge rate is slow than the cooldown then this nerf only has effect if you research enhanced antimatter regen. enough. It's there first user request balance attempt. Give em some slack


Yes I'm pretty sure about those numbers.
With no antimatter research it takes 8.5 (8.333 actually ;) ) minutes to regenerate the 250 antimatter for a cast.

Antimatter research does reduce the time somewhat (to 6.5 minutes at max), which is STILL longer than the level 2 cooldown, and only half a minute faster than the level 1 cooldown.
I would also assume the chance to go the military tree to max antimatter (7 labs I think) before researching RA lv 2 (when you have lv 1 already) is basically zero in most cases.
Reply #59 Top
I laughed so hard when I read this, diet coke came out my nose (and I found out that hurts):

-Fix for problem where after playing Sins for 100000 seconds (27.7 hours) damage and various other systems wouldn't update correctly.

I hope to god that that includes saved games and people didn't find out there was a bug by playing 27.7 hours straight on a regular basis. I can see it happening and I just have to say, if you play that long in one sitting, the crash is doing you a favor lol.
Reply #60 Top
You're not the only one, towarf.

I still wonder how they managed to discover *that* bug :P
Reply #61 Top
I cannnnnnnnnotttttttttttt bearrrrr it anymore!!!

I NEED 1.04! I promised myself yesterday night that i wouldn't play sins anymore until 1.04!!! I can't handle this non-sinsness much longer...

I'm an addict Oo
Reply #62 Top
Good Reply mystic, but i think ur original response to this thread was very disrespectful to the developers.Actually end game is a problem for everyone except vasari. Of course advents are the most powerful race per capita.Early game, i can meet a javalis lrm rush. seriously. It's not about practice, it's about malice + illum. I understand what you are saying about a cobalt rush, and that is the one thing that really really hurts advent. How to beat it? Well, since anyone can get spun around by a cobalt rush without doing the exact mirror of it, I would say that there is a definite advantage there. The thing about games though is you usually have a team, and if a person cobalt rushes they are at a disadvantage.But, if we're talking about 1v1, nothing can counter a cobalt rush. That's what tec is good at. I suppose i could probably get enough lrms out to slow them, but I have been successfully destroyed by a cobalt rush. Maybe 1.04 will give illums the extra punch they need to defeat cobalts as they are coming out of the frig factory.As a fellow advent player, i think it would be interesting to play against you in a 3v3 or somesuch nonesense as soon as 1.04 comes out. Rush cobalts on me, and see if I can react fast enough.


Perhaps my initial reply in this thread could of seemed disrespectful, depending how its read. But that wasn't my intention. Its just after reading the notes, I wondered were the developers actually playing the same game or seen Advent has a problem early game? Its hard to say. Do I think the Illuminator change is good? Certainly. But I think the Illums come to late in the game to make the change effective. Even with the anti medium change, there is only one unit that is medium armor and thats basic assault units. I know that by illums now being anti-medium that they will do better against light and v.light units. And thats cool. But like I said since they come so late in the game that it seems advent should be focusing on something else in the mean time. Just like how TEC and Vasari don't focus on culture initially since its so far down the tree.

I agree with the flak change, if its not suppose to be anti light then its not suppose to do that. The problem I have with it is that it really effects advent, probably more than any other faction. Sure drones are suppose to counter lrms, but cobalts will destroy drones which again puts you in a bad position because advent has nothing to counter cobalts until tier 3. Defense vessels at least could tank cobalt attacks while taking out a good portion of lrms. Drones won't be able to do that since they are more feeble.

Perhaps to put it simply is that the main problem revolves around cobalts having no counter until later on. Which wouldn't be a problem if advent didn't have trouble reaching "later on". But they do, paired with early economy troubles and a semi lackluster military it makes the early game a lot tougher than it should be. The only method that works as a counter is becoming defensive. Which isn't good earlier on because you need to expand. So basically defending only delays the inevitable because eventually the TEC player will return with more units than before since they had the time to expand and have a steady resource income.

Also, I want to comment about the mothership. I think its a ok ship, but I'm starting to feel that its not the best starting cap ship. I like it because you can expand rather fast and it tends to level quickly too. However its survivability is simple too lowto withstand a cobalt+lrm rush. I personally am starting to think that Rapture is the better starting ship. Vertigo is awesome and the air strike buffs help as well(if you can maintain drones early on). The -10-30% chance to hit and weapon reuse rate seems to be better than the shield regen and malice. Because they don't seem to help during a cobalt/lrm rush. Especially with the mothership dead.


Reply #63 Top
ive never really experimented with the Rapture's vengence. now that u mentioned it i'll check it out.
Reply #64 Top
But not until 1.04 comes out riiiight CommanderAdama? lol

I'm an addict too
Reply #65 Top
ive never really experimented with the Rapture's vengence. now that u mentioned it i'll check it out.


I have no idea how Vengeance works. Since there is no damage log, its hard how it exactly works. I'm not certain if works like during a a duration any damage done to your ship, a portion is reflect back. Or if it works like the next attack that hits you, a portion is reflect back. The first one would make more sense since there are tons of units attacking you at once, plus the hefty reuse time and anti-matter cost.

If its only one attack that gets reflect then its a waste, it would mean you
reflect one attack every 30 secs which would be just useless. I think its my first thought of how it works, but if you find out the details please let me know. Because I'm interested.
Reply #66 Top
Thank you StarDock & Ironclad for the patches.

-Illuminator:
-Side banks damage decreased from 33.8 to 30.3.


I'm glad to see the side banks were not reduced as much as originally stated.
Reply #67 Top
But not until 1.04 comes out riiiight CommanderAdama? lolI'm an addict too


Dude servers just reset@!!!!

eeeeeeeeeeeeeeee!!!
Reply #69 Top
I thought carrier crusiers cost less in 1.04? The only thing that went down is the metal cost. For advent drones the old price was 450$ 100m 50c now its 485$ 90m 85c. How is that a cost reduction? LOL Its a increase, a big one at that.

Drone Hosts 1.03 cost: 450$ 100m 50c
1.04 cost: 485$ 90m 85c

Percheron Light Carrier 1.03 cost: 475$ 100m 90c
1.04 cost: 470$ 85m 75c

Lasurak Transporter 1.03 cost: 490$ 110m 95c
1.04 cost: 480$ 85m 80c

So you see folks, what ironclad really meant was that TEC and Vasari cruisers costs have been slightly reduced while advent has been slightly increased for some odd reason. Whats wrong with you guys? First the defense vessel nerf because drones are suppose to do the job. Now the drone cost increase. I guess advent is suppose to lose the first 20mins of the game. This is just frustrating.
Reply #70 Top
-Siege Frigates:
-Build costs decreased by ~15%.


As I was updating my ship chart, I noticed this was not applied to Advent.
Reply #71 Top
Astax, Bombers aren't going to counter Flaks now.. they'll be more resistant to them as they shoudl be though.
Before a few flaks would kill bomber squadrans before they even got to fire a second shot!
If someone had 10 flaks you needed to have like 70 or 80 bombers! That's ridiculously hard of a counter compared to all other counters in the game being relatively medium.(usually beating things at 2:1 to 4:1 ratios)
In comparison to beat 10 flaks with lrms you needed about 40 or 45 jav LRMS, nearly half as much a counter.

innociv, piece of advice, for free even. Stop acting like you are the God of Sins. Stop coming down from your Ivory Tower on the High Mountain and proclaiming Your Word As Law. It's seriously annoying.



I don't. I tell people to do the math themselves, and look up the correct information, not listen to what other people say and think because it's written on a forum it's fact.
Read my posts, I say that in there.

Thanks.
Reply #72 Top
I thought carrier crusiers cost less in 1.04? The only thing that went down is the metal cost. For advent drones the old price was 450$ 100m 50c now its 485$ 90m 85c. How is that a cost reduction? LOL Its a increase, a big one at that.


Perhaps they did it to balance things out since the illuminator is much more powerful now.
Reply #73 Top
-Siege Frigates:-Build costs decreased by ~15%.As I was updating my ship chart, I noticed this was not applied to Advent.


Go figure!

Reply #74 Top
Would anyone agree that 1.03 was better?

at least it didnt take down ico completely but did cause game to crash
Reply #75 Top
Perhaps they did it to balance things out since the illuminator is much more powerful now.


Its more like since they made Illums not suck. Sarcasm aside, if that was the case then TEC carriers should be the most expensive since their LRMs cost the least.