Sins of a Solar Empire v1.17 Change Log

Next week we're planning to release the v1.17 update for Sins of a Solar Empire.  In keeping with all the recent updates, v1.17 will only be available via Impulse (http://www.impulsedriven.com) to registered customers.

WARNING:  THIS UPDATE MAY INVALIDATE EXISTING SAVE GAMES.


  • Gameplay / Balance -
    • All race's carrier cruiser's max speed reduced from 500 to 450.
    • Fixed a bug in the pathfinder that caused it to favor sub-optimal paths for between system travel.
    • Fixed incorrect start conditions on Double Cross map.
    • Tweaked the equation for damage reduction so that it is more stable for large negative armor values.
    • Magnetic Cloud orbit bodies now disable all abilities, not just those requiring antimatter.
    • Marza Dreadnought:
      • Missile Barrage number of waves increased from 20 to 25.
      • Missile Barrage damage per wave reduced from 150 to 120.
      • Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
  • Graphics and Effects -
    • Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
  • Networking / Multiplayer -
    • Fixed the potential for extra gaps in the text of multiplayer chat.
    • Fixed missing multiplayer chat characters with some non-English languages.
    • Fixed not being able to create ICO account and player names with certain non-English characters.
    • Fixed a bug that could cause the ICO lobby to disappear.
  • Interface / HUD -
    • Income summaries no longer overflow in such a way that per planet elements are mis-rendered.
    • Fixed some bad zooming behavior when you try and get too close (especially on small entities like fighters).
    • Fixed a bug where you couldn't zoom in past a certain distance despite changes to the zoom scalar for the given entity. The minimum distance is still restricted to the entity's radius or 20m for objects will spatial extents (e.g. debris).
  • Modding -
    • Fixed zoom scaling bug (see above).
  • Misc. -
    • Fixed a rare crash bug caused by Jump Degradation ability of Overseer cruisers.
    • Fixed a rare sync error caused by loading differences between FAT32 and NTFS file systems.
136,451 views 77 replies
Reply #1 Top

Yes! Finally!

Reply #2 Top

Missile Barrage number of waves increased from 20 to 25.

Missile Barrage damage per wave reduced from 150 to 120.

Im curious. The overall damage seems to have remained the same. Is this for performance? Or just to make it take a little longer to kill everything in that doomsday circle?

Reply #3 Top

Derek the purpose of increasing the waves and decreasing dmg per wave is it allows you to move your ships out of the circle. you can probably save most of your ships now.

Reply #4 Top

We were 95% happy with the balance of the Marza but we pretty much all agreed that players might need a bit more time to react to Missile Barrage (interrupt, move, etc) and it had to be easier to know when it was being used. Thus the damage remains the same but over a slightly longer duration and we changed the appearance of the effect.

Reply #5 Top

wow nerf the carrier and tec more?

Reply #6 Top

Could you tell us the reasoning for the carrier nerf as well, please? Really it just seems to be flogging the dying horse after the build rate nerf, though I suppose it means little since there wasn't a damage increase on the part of light frigates and the likes. It is the slowest ship now too, I think.

Reply #7 Top

Blair!  I am amazed it took you so long to reduce carrier max speed!  I figured you would do it in the next patch after I kited all your assailants to death about 6 months ago!  I tend to agree carriers should be a little slower.  Now if we could just get the carrier build rate penalties cut in half!

 

The Marza nerf is pretty mild.  I think it is a good change, and I use the Marza a lot.

Reply #8 Top

Oh believe me I wanted to slow them down before but we wanted to verify it wouldn't have any other unintended consequences to the balance (and I had to convince everyone else it was a problem :P)

Jack, the reason is that kiting increases the effectiveness of carriers beyond their intended effectiveness and its very annoying.

Reply #9 Top

Will this destroy mods?

I suspect it won't..but just an official answer...so that if it does, I can stop work on mine until I get the update!

Thank you!

Reply #12 Top

OH damn sorry. Wrong post. Ill go read the entrechment. For vanila this is spot on. Never mind my previous posts.

Well I'll transfer my 2 previous post tot he entrenchemnt post.

Reply #13 Top

Quoting Blair, reply 8
Oh believe me I wanted to slow them down before but we wanted to verify it wouldn't have any other unintended consequences to the balance (and I had to convince everyone else it was a problem )

Jack, the reason is that kiting increases the effectiveness of carriers beyond their intended effectiveness and its very annoying.

 

Okay, I see your point on the kiting issue. Thanks for the info! :)

Reply #14 Top

Please decrease build penality by half for carriers

Reply #15 Top

Magnetic clouds now disable all abilites, how are we supposed to control neutrals in magnetic clouds exactly?

Reply #16 Top

They are no neutrals in magnetic clouds ever. You comfusing with plasma storms witch prevent the launch of strike craft.

Reply #17 Top

EadTaes beat me to it in both threads. Yes, Magnetic Clouds never have neutrals :)

Reply #18 Top

But I did post and Idea I got from reading Cykur's post in the other thread.

And yes I'm watching both like a hawk.

Reply #19 Top

finally. nice marza change. have you done anything to make the ai also understand how to deal with it? 'cause they fall a bit easily to it.

does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am.

edit: now, that devs are here and people are all discussing the carrier nerf: is the penalty -75%? it'd be nice to have it officially. if it really is only -25% you might even get rid of it altogether ...

Reply #20 Top

75? 25? As far as I can tell it was only 10% (500 down to 450).

Reply #21 Top

does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am.

Yeah, I would expect you can't build SB since these are abilities of the construction ships (or Vasari Colonizer).  Since mine deployment requires an ability to use, we won't see them in the magnetic clouds either.

Reply #22 Top

The build time penalty of new strike craft while enemy present int he grav well. That is onyl present in the entrenchment version of the game. The vanila sins will be fine since the carriers do not have that build penalty.

Reply #23 Top

Okay i give and the purpose of magnetic clouds isssssssss? Can we like..get planets or roids i nthem or soemthing, seems like a blank spot for a possible fight but i have never seen a cloud in between two oppenents that forced them to go through it.

Reply #24 Top

Ooooh shiney patch notes :)

Reply #25 Top

75? 25? As far as I can tell it was only 10% (500 down to 450).

He wants a definitive answer as to what the exact build penalty is for carriers.  People are more upset about previous patches nerfing carrier build rate in hostile gravwells than they are about the current 10% speed reduction.