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Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log

By on January 26, 2010 11:16:20 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+191

Coming soon in preparation for the upcoming release of Sins of a Solar Empire - Diplomacy is v1.19 of the original game and v1.05 of Entrenchment.

WARNING: These updates will invalidate existing save games!


Gameplay / Balance:

  • All Factions -
    • Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)
    • Fixed AI not autocasting ultimates.
    • Fixed where the AI wouldn't start building anything until awhile after the game started.
    • Improved the AI's building in general.
    • Fixed bug where AI would incorrectly send an incomplete attack force.
    • Improved the AI's ship building selections.
    • Reduced the AI's building of siege frigates.
    • *Entrenchment Only* Improved the AI's building of minelayers.
  • TEC -
    • Arcova scout frigate DPS reduced by 15%.
    • Sova's Rapid Manufacturing ship and structure build rate bonus reduced from 300% to 250%.
    • Embargo can no longer cause a player to lose less money if their planet being affected by Embargo has negative income.
    • Fixed bad triangle on TEC Kol Battleship mesh.
  • Advent -
    • Seeker Vessel DPS reduced by 20%.
    • Improved autocast condition for Antimatter Rechargers.
    • Fixed Illuminator damage bug (see above).
  • Vasari -
    • Jikara Navigator DPS reduced by 15%.
    • Ravastra Skirmisher DPS increased from 10.5 to 12.
    • Skirantra Carrier's Scramble Bomber ability revised -
      • Now spawns 1/2/3 squads per use instead of just one.
      • Antimatter cost changed from 50/40/30 to 50/50/50.
      • Cooldown changed from 40/30/20 to 35/35/35.
    • Fixed Phase Gates from not always behaving correctly.
    • Fixed Siege Turrets sometimes not firing at the planet.
    • *Entrenchment Only* Phasic Trap level 2 properly fixed.
    • *Entrenchment Only* Improved auto-cast condition for Nano Weapon Jammer.
    • *Entrenchment Only* Fixed erroneous effect for Jam Weapons.
    • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Graphics and Effects:

  • Fixed disappearing particle effects / particle effects not appearing at all.
  • Infinite lifetime particle effects now die off if you aren't looking at them and resurrect when you are.
  • Lots of finite time effects have had their lifetimes decreased to something reasonable.
  • All travel particle effects are now infinite as intended.
  • All muzzle and hit effects are now finite and have reasonable lifetimes as intended.
  • Various particle effects that were incorrectly infinite are now finite and vice versa.
  • Deleted some obsolete particle effects.
  • Fixed bad triangle on TEC Kol Battleship mesh.
  • Fixed bad phase cannon shell textures.
  • Fixed flickering phase cannon shell.
  • Fixed erroneous effect for Jam Weapons.
  • Fixed slowdown caused by text rendering bug.
  • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Modding:

  • Additional reference sanity checking for abilities and buffs to make it easier to debug new abilities at run-time. Abilities and buffs used by entities will output an error message if they specify a non-existant buff for creation.
  • Increased maximum number of meshes allowed (400->800).
  • Increased maximum number of textures allowed (1000->2000).
  • Warning - Just because the engine can now reference 800 meshes and 2000 textures doesn't mean there is more memory available. The overall limit is still 2 GB of RAM. Use at your own risk.
  • ConvertData is now statically linked to its dll's so there is no more conflict or erroneous conversions on some machines.
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January 26, 2010 12:00:48 PM from Stardock Forums Stardock Forums

Quoting ,
Fixed disappearing particle effects / particle effects not appearing at all.

YES!!!!

 

At last!  I'm not a mentalist!

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January 26, 2010 12:28:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
  • Increased maximum number of meshes allowed (400->800).
  • Increased maximum number of textures allowed (1000->2000).
  • I rejoice in this knowledge. May the Devs continue their hardcode limit expansion.

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    January 26, 2010 12:33:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Well... it is less then I thought.

    - No improvement to battleships

    - No buff to Kol Railguns

    - LRFs still too game dominating

    - LRF-HC balance still crappy

    - Most of Caps still too situational...

    - Many, many, many UP abilities are still up (Evacuator colonize, EMP charge, Jam weapons, Subversion and many many more)

    etc. etc...

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    January 26, 2010 12:52:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Fixed bad triangle on TEC Kol Battleship mesh.

    Hmmm.. Is there a picture of this? I never noticed it.

    The Illum and scout changes look mighty tasty!!!!

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    January 26, 2010 1:10:41 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Quoting ,
    Increased maximum number of meshes allowed (400->800).
    ...
    Warning - Just because the engine can now reference 800 meshes and 2000 textures doesn't mean there is more memory available. The overall limit is still 2 GB of RAM. Use at your own risk.

    Boys, you are the best... you know how to make the mod devs happy...

    By the way, more mesh don't always mean more memory... i have make model with rotating part for the Tobi B5 mod and the Scratch empire mod... model with one rotating part ask 2 mesh, one for the fixed part and one or the rotating one... same model non rotating ask a single mesh who is in fact the fixed and mobile part combined... so, a fixed or rotating model take the same memory...

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    January 26, 2010 2:44:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    When is the expected update release?

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    January 26, 2010 2:48:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    OMG, i can  already hear a crying of 200 lums spammers

     

    Unfortunately i dont hink 20% will  kill advent lf/scout spamm.

     

    Anywhay, this patch is sweet.

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    January 26, 2010 3:08:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Thanks ,  and thanks to all the modders and modding community for helping to make this day happen,

    Viva La Up the hardcode limits

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    January 26, 2010 3:14:47 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Illum bug fixed, seekers nerfed and skirms buffed, Im happy.

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    January 26, 2010 3:25:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Quoting ,
    Increased maximum number of meshes allowed (400->800).
    Increased maximum number of textures allowed (1000->2000).

    Thanks so much for this, we really appreciate it.

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    January 26, 2010 3:26:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Pure.... ownage...

    Quoting Arthanis,
    Well... it is less then I thought.
    Calm down. IC is doing more than most devs around the industry. The balance was much more skewed a year back. They are listening and they are on their way. Slowly, yeah, but faster than you perceive around other games.

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    January 26, 2010 3:30:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Well, I'm happy about the illum bug fix, the skirmisher buff, and a few of the other miscellanious changes.  I am not happy with the universal scout nerf.  TEC and Vasari scouts did not need a nerf, and the Advent scouts were in-line for their damage, it was their durability that was too high. 

     

    Unfortunately i dont hink 20% will  kill advent lf/scout spamm.

    Nah, seekers are still tough as hell.  I'm more worried about TEC and Vasari, whose scouts aren't nearly as tough as the seeker to begin with...

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    January 26, 2010 3:34:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Personally I am happy with scout nerfing.  However I am in the belief that they should have only limited combat usefulness outside of scouting anyways.  The rest is fine and dandy but I had hoped for more.  Maybe with diplomacy there will be more.

     

    [_]-Greyfox

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    January 26, 2010 3:39:31 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    sounds good. esspecially the convertdata and mesh/texture limits fixes.

    harpo

     

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    January 26, 2010 3:41:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Good patch!  Scouts will still be usable to fight LRM in an emergency, but are not quite as attractive as they were before.  The Luminator fix was long due, and Skirmishers almost look like they are worth building.

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    January 26, 2010 4:24:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    But LRF will be still too game dominating...

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    January 26, 2010 4:45:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Thanks for the bug fixes, thats most of the ones I was aware of, apart from the semi-legendary Dunov icon bug of course!  How about the normal start bug where extractors produce once queued, rather than only when built?  Or the Advent Drone host bug where it carries homing mines constantly wuithout deploying them?

    The AI upgrades might help considerably in multiplayer as well.

    The balance changes are fewer than I was expecting, from what was said.  But then this isn't really a balance patch.  I like the Skirmisher fix. 

     

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    January 26, 2010 4:59:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    I hope 1.20 Patch will finally fix most of balance issues...

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    January 26, 2010 5:42:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    1.20 = ico fix maybe?

     

    was there any desync fixes? More of those lately

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    January 26, 2010 5:54:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Why the heck did the Arcova ad Jikara ge a nerf? Honestly, the Arcova was completely fine and usable, and the Jikara was underpowered. So why make them both weaker? The Seeker nerf is completely fine, but this will really just make LRF swarms even more common. Buffing Skirms and Scramble Bombers is very nice, though.

    Also, no changes to the Kol is extremely strange.

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    January 26, 2010 6:26:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    LRF should do less damage to caps and should get more damage from both caps and HCs...

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    January 26, 2010 6:54:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Yay a major update finally!!! Darn it finaly version of DS not going to be release till the update!!!

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    January 26, 2010 7:24:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Woo! The AI is going to use ultimates! Does that include super weapons, or is it just level 6 abilities?

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    January 26, 2010 7:36:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    Hello ,  The Soa2 team would like to thank IC for increasing the limits and listening to the community that makes all this possible. 

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    January 26, 2010 8:28:09 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

    yes!!! Just as i was hoping for!! yes yes scouts shouldn't be the main military force!!!

    And I'm pretty happy that capital ships didn't get boosted. cause..... Capital ships aren't there to take all the damage, or do anything of the Pure ownage kinda thing. In my opinion that is.

    Besides I don't want to see fleets of capital ships.

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