Yarlen Yarlen

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,625,177 views 716 replies
Reply #476 Top

I hear an Advent prior has them locked in their office and a team of Advent talents are torturing them psychically until the full Sins upgrade is complete.

Reply #477 Top

Any chance something will ever get done about siege frigates?  There's basically no reason to use them over simply getting another cap ship right now.  I guess the trick is how to buff them without making them OP?

Reply #478 Top

Quoting SIN-Imperium, reply 476
I hear an Advent prior has them locked in their office and a team of Advent talents are torturing them psychically until the full Sins upgrade is complete.

The brain damage is the clue. :-"

 

:fox:

Reply #479 Top

I guess the trick is how to buff them without making them OP?

I'd like to see some more durability on these things.  For their cost, they just vapourize if there's any enemy firepower at all.  Perhaps at one time their harass capabilities made this nerf justified, but with scouts more than capable of running them down for a fraction of their cost, that really doesn't hold anymore.  Especially when you look at what the Vulkoras rush can do, you'd have to buff these guys big time to make the more powerful than that.

Reply #480 Top
It would be intriguing to provide an automatic ability to siege frigates that buffs the attack and defense of all other siege frigates near them and to make the buff stackable for each of them. That would nicely simulate the effect of a dedicated artillery battalion and make siege frigates worth building.
Reply #481 Top

I have not been able to read up on most the posts about the beta suggestions, sorry if this has come up before hand.

 

In regards to mines

The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.

Can we make it an option to turn mines off out right from game start. I know this will likely be the last major update of SINs, but realy when it comes to MP they are useless & single player they just a drain on memory/performance of the machine.

 

Either case, SINs is one of the best games around & i thank the staff & community that has made it what it is today  :blush:

Reply #482 Top

Quoting lbgsloan, reply 477
Any chance something will ever get done about siege frigates?  There's basically no reason to use them over simply getting another cap ship right now.  I guess the trick is how to buff them without making them OP?

IMO they should never have made Orgrovs and the... "starfish" (forgot what they were called), instead they should have just pumped those abilities into the existing Siege Frigates. It would have saved a lot of trouble.

Reply #483 Top

Quoting Itharus, reply 482

IMO they should never have made Orgrovs and the... "starfish" (forgot what they were called), instead they should have just pumped those abilities into the existing Siege Frigates. It would have saved a lot of trouble.

I agree. When I got entrenchment for the first time, I thought the anti-structure ships were simply cruiser versions of siege frigates. I was like, "what the hell? why arent they bombing?"

Reply #484 Top

new standalone expansion pack!  now we know why this is diplo only.

 

Reply #486 Top

I wannt it nowwwwwwwwwwwwwwwwwww!!!!

X(  

</dignity>

Reply #487 Top

Okay, so time to go to work:

What's left as far as this patch? let's drop the big new things, we're getting a big expansion.

  • Fix colonize crash-bug
  • Fix fleet supply for destra crusader and defense vessel
  • Implement the communal labor change
  • Theres been some talk of studder on very large maps after a very long time. I'm not sure if the optimizations were meant to go this far, but if so, it might be something to look at. There's also other recommended optimizations
  • Pirates: the early jump to a higher level might be out of place. even on low level, seems a tad much. What's the consensus?
  • Domina Subjugator- best ideas I've heard are: remove the need to face the target, remove the channel, improve turn rate and increase the targeting arc, and/or below
  • Autocast AI- might be out of the scope of the patch, but better autocast would improve alot of things. The issue people are now having with auto-colonize tells me that this maybe is in the works.
  • Bombers- in the interests of strategy diversity, a toning down of bombers has been suggested. Also along these lines, flak and fighters have been brought up as needing a nerf and a buff, respectively. What's everyone's thoughts?
  • possible minor tweaks: illuminator(small dmg buff)/all long range (small nerf), adjudicator (survivability buff), subverter(maybe a target cap?), seeker(suvivability nerf), novalith(nerf from beta, buff overall), deliverence engine (buff), mines (buff)

That's all I can think of. If I missed something, go ahead and say something. If you have better links, those could be helpful too. Also, I'm sure many people have strong opinions on these matters. I tried to list everything as objectively as possible. I do not support every buff and/or nerf I listed, I am simply trying to bring the topics back up for discussion.

Things I personally view should not be looked at this patch (at least now that there will be Rebellion):

  • Diplomatic stuff- other than a few basic balance changes, I think it's too much work for this patch. Let it be fixed in Rebellion and maybe back-ported as a patch (minus a few things exclusive to Rebellion)
  • Better AI- Again, I think it's too much work this patch. And again, if they make better AI for Rebellion, maybe they can back-port it in a patch
  • Fleet Turning- It's been said that by Yarlen this is working as intended. I'm not personally sure how that is, but it also seems like it might be too much to do even if we made the ultimate appeal right here and now (I have cookies...)
  • Phase missiles- There are so many ramifications to messing with this. If there is a patch, it should be the sole point of the patch so that all consequences can be accounted for.
  • TEC early game/late game rebalanace- Unless theres a simple fix (long range nerf has been suggested to fix early game) for both sides of the TEC game, this should probably wait.
  • Fleets- I, for one, would like to use formations and such without the auto-join ruining my life.
  • Empire tree stacks-some want a way to manually tell a group of ships to use their ability at the same time. ie drain AM. might have balance issues, but autocast randomly will do it anyhow.
  • A way to attack a target ship type. IE, order my long range ships to focus fire on any and all light frigates, instead of queing 50 million targets. I recommend Alt-Right-Click. That's how most RTS games do it in my experience.
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Reply #488 Top

^ Very objective and concise. I agree with the above fully. The Devs have asked for feedback and so I will second some of the above things here.

  • Pirates much better than before but threat level seems to jump up to early. This is the only other thing I would like to see fixed with them in this patch.
  • Yea I saw the Destra and Defence vessel typo as well. makes for expensive Advent fleets.
  • Would be great to see Cummunial Labour change and Egg colonise official fix (I know Zombie has one).
  • Domina could really use some coding help. No buffs or any balance changes... just an autotargeting fix.
  • And yes I agree with your last point about some minor balance changes. I think I would be in favor of all of them.

And that would wrap up 1.2 for me nicely.

Reply #489 Top

I really hope to see that communal labor change as I'm worried about it being too good. We have to check it out before the patch goes live.

Reply #490 Top

Good summation up there--don't forget the fixes of errors and repairing of textures and models in TSOP as well.

Reply #491 Top

its there, even though i dont agree with a full implementation. its the 'other optimizations' link

Reply #492 Top

Quoting SithLordAJ, reply 491
its there, even though i dont agree with a full implementation. its the 'other optimizations' link

They have a thread (somewhere) listing the actual BUGS that TSOP found and fixed and in that thread encourage IC to please include those fixes.

Reply #493 Top

Quoting SithLordAJ, reply 487
A way to attack a target ship type. IE, order my long range ships to focus fire on any and all light frigates, instead of queing 50 million targets. I recommend Alt-Right-Click. That's how most RTS games do it in my experience.

Right-clicking on the icon of a stack of enemy ships in the Empire Tree doesn't do that already?

Reply #494 Top

Today is the day we get beta 3  B)  

oh no its Wednesday  <X3

Reply #495 Top

Queue up the Tom Petty...

The waiting is the hardest part.

Reply #496 Top

Quoting ThreeLeafIvy, reply 493

Right-clicking on the icon of a stack of enemy ships in the Empire Tree doesn't do that already?

no, it queues a focus fire for the ship on the top of the stack, then it reverts to auto-attack.

Now that I think about it, the jiggling empire tree might be something that could be looked at in Rebellion as well. You know? when your losing ships and recieving reinforcements and so is the enemy and you're in a huge battle and you cant use the empire tree because its all over the place?

Reply #497 Top

Thanks, SithLordAJ. :)

Several of the items from the top list will be addressed in the next beta release. I'm going to try some minor tweaks to the Pirate raid levels to get a better feel for the progression, but that won't be in this next update.

Reply #498 Top

Quoting Yarlen, reply 497
Thanks, SithLordAJ.

Several of the items from the top list will be addressed in the next beta release. I'm going to try some minor tweaks to the Pirate raid levels to get a better feel for the progression, but that won't be in this next update.

Next update tomorrow? :P

Reply #499 Top

Thursday's beta day. ;)

Reply #500 Top

cant wait for the change log!