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Sins v1.02 Changelog

Sins v1.02 Changelog

Coming soon...

Sins of a Solar Empire v1.02 is coming...

We hope to get this out this week. Ironclad has been working hard to make v1.02 available as soon as possible but we also have to finish testing.

Updated info at bottom:

Here is what will be new:

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Gameplay / Balance:
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-Tutorials moving into bad states at random fixed.
-Siege frigate survivability decreased.
-Pirate raid frequency decreased.
-Later stage missions to destroy ships and structures have had their expiry times increased.
-Clairvoyance: duration increased from 30, 45 60 seconds per level to 50, 100, 150 seconds.
-Guidance: cooldown changed from 20, 15, 10 seconds per level to 20 seconds at all levels.
-Guidance: ability cooldown rate changed from +20%, +35%, +50% per level to +40% at all levels.
-Guidance: duration changed 20 seconds at all levels to 15, 30, 45 seconds per level.
-Reverie: friendly units will no longer auto-acquire enemies under the effects of reverie as attack targets.
-Reverie: duration increased from 15, 20, 25 seconds per level to 20, 30, 40 seconds.
-Gravity Warhead: range decreased from 7000 to 6000 at all levels.
-Gravity Warhead: cooldown increased from 18, 16, 14 seconds per level to 25 seconds at all levels .
-Gravity Warhead: antimatter cost raised from 80 to 100 at all levels.
-Gravity Warhead: duration changed from 12 seconds at all levels to 12, 15, 18 seconds per level.
-Gravity Warhead: Speed reduction changed from 15%, 30%, 45% per level to 30%, 45%, 60% .
-Gravity Warhead: Acceleration reduction changed from 20%, 40%, 60% per level to 60%, 80%, 120%.
-Nano-Disassember: range increased from 4500 to 6000 at all levels.
-Nano-Disassember: antimatter cost decreased from 85 to 75 at all levels.
-Ion Bolt: antimatter cost increased from 65 to 85 at all levels.
-Ion Bolt: cooldown from 9, 11, 13 seconds per level to 10, 12, 14 seconds.
-Shield Projection: radius of effect increased from 2500 to 5000.
-Game update rate change hooked to - and = buttons (singleplayer only).
-Two new pirate-less maps.
-First tutorial now handles players spending their ability point before they were intended to and thus not being able to spend it when instructed.
-Phasic Transmissions research is now effective even at max fleet supply research.
-Reduced Phasic Transmissions supply bonus from 20% down to 15%.


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Graphics:
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-Shield projection's bubble less opaque.
-Various new ICO art.


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Networking / Multiplayer:
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-Games in progress causing "Rejected by Host" error fixed.
-Multiplayer lobby screens now have Map Designer tab.
-Whisper functionality for ICO
-Refactored join game screen.
-Fix for not seeing friend's games.
-New chat friendly ICO font.
-ICO user names are now sorted.
-Self and friends are colored in ICO channel player list.
-Events for players entering and leaving channels.
-ICO nows preserves history when changing channels.
-ICO logged in user count now displayed. This number will only update when you change channels or login.
-Added some default lobby names.
-Reorganized numbered lobbies to increment sequentially as they fill.
-Added notification of what channel you are in.
-Fix for rare multiplayer lobby crash when host leaves a game in ICO.
-Various new ICO message strings.


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UserInterface / HUD:
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-Added counter descriptions for all frigates and fighters.
-Game menu now mapped to F10 by default instead of Esc so people can repeatly press Esc to close any submenu they may-Fix rare bug in group selection.
 be in w/o going all the way to the escape menu.
-Various strings cleaned up.


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Modding:
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-Loading mods supported

Might be ready by Friday. Maybe.

Update:

Some people are complaining that we're simply catering to "whiners".  I would remind those people that Stardock has many many years of experience in putting together lists based on user feedback and making its own judgments on the matter.  The GalCiv series, for instance, has evolved plenty over the years and it's unlikely you're going to find any reasonable person who would say that we simply make changes based on who is loudest.

Prior to release, our internal testing of the game has produced a lengthy list of suggestions for future updates (1.01, 1.02, 1.03, and so on). Stardock and Ironclad get together, discuss what things we would like to change, and then prioritize it. The only thing that was "rushed out" for this release was some additional maps that don't have pirates so users have a choice.

It is not hard to defend against siege units.  But that is irrelevant. No counter to a given strategy should require more effort than the initial strategy. Throwing a swarm of siege units, takes virtually no effort. Defending against it requires considerably more. Similarly, the strength of the pirates is fine.  It's how OFTEN they strike.  The changes are not drastic, however.

For those of you who aren't familiar with Stardock, we can understand your concerns.  For those of you who have GalCiv II,  I would hope you all know better than to think that we make changes on a whim based on who posts loudest on a forum by now.  Ironclad shares the same views as we do on this matter. It's their game and we get together and discuss these things at length.

 

231,144 views 260 replies
Reply #101 Top


I'm sorry, have you ever heard of that little war known as WWI? how about WWII and germany with its lovely artillery? how about that giant-I-cant-remember-its-name-gun that shelled Paris from forests some 144 miles away? how about all of those medieval bickering-wars? how about the multiple sieges of Jerusalem? how about that little old nobody-knows-it battle of Gettysburg?

End of quote


So those siege weapons went out to the front line, alone, without any infantry, anti-tank, anti-air, or tank defenses? All the while fending off attacking units focused on them, like Siege Frigates do in Sins?
Reply #102 Top

=
Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.



End of quote


Funny, I thought you all agreed that Siege Frig spams didn't exist?

Reply #103 Top
Germany with its lovely arty had support in other units, no?
The giant-I-cant-remember-its-name-gun had anti-air, or it would've been bombed, no?
Mediaeval bickering-wars; trebuchets had support, no?
Multiple sieges of Jerusalem, had siege units with support, no?
Battle of Gettysburg had siege units with support, no?
End of quote

no, no no no and no

they were placed on fronts that were not engaged at, for instance the bigass gun I was talking about, the one that sieged paris? (I think its like something-betty, or w/e) it was placed so that the opposing forces could not easily get through the territory AND the air bases were placed far away, well outside the range of propellor planes (WWI)

so effectively yeah it was a siege only rush, amongst my other examples. one exception being gettysburg.

the point is that siege units are NEVER placed where battling is going on, they attack from behind. much like the ai does now.
Reply #104 Top
A third of the people hate it because the AI constantly uses it- I AGREE WITH THIS.
End of quote

I would call myself part of that third. My argument is that the AI shouldn't use it, and that the nerf will stop it from using it. If we agree on this, then we don't need to argue.

But could I just clarify; the bombers used on Tokyo - they were successful in reaching their objective? That is, bombing Tokyo? Or were they shot down before they got there?
Reply #105 Top



Could the bomber siege have been easily stopped by fighters though, or was Tokyo caught totally off guard? That is, would a commander with fighters under his command have been easily able to stop the raid?


Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.

My biggest problem with this entire argument is that it changes constantly.

A third of the people hate it because the AI constantly uses it- I AGREE WITH THIS.
A third hate it because they can't beat it- I love you guys, but L2P or ask for help.
And the final third are jumping on the band wagon of the second third because, as always in EVERY rts release, newbie voice majority is a compelling (yet completely uninformed) arguement.

End of quote


A certainly quality post. Not only did we get the typical meaningless "LOL SCOUT MORE" refrain (as if the mere act of scouting causes all siege frigates on the map to scuttle themselves), but we also got a classic internet elitist's "L2P."

Scynix, you continue to impress. With your talents you will shortly be the self appointed Lord Master of the Internet (if you aren't already).

Congratulations on dominating those "newbies" though. I am sure your mother is really impressed.
Reply #106 Top

I've played exactly 3 games in SINS so far! (hosted a few more....but due to time-constraints couldn't actually play in those games)

Here's my noobie-take.

1. Siege Spam:

I've encountered it once from the AI. An up-graded planet, two gun-platforms and one hangar defence was all it took to defeat quite a sizable siege-frigate spam. Did give me a much-needed wake-up call though!  :D 


2. Pirates:

I love them. I think they're exactly what a game such as this needs in order to remain "challenging". One CAP-ship (a carrier), two gun-platforms, 1 figher-squad (carrier), 1 bomber-squad (also from the carrier) and the carrier's missle-platform ability was all it took to defend against the constant pirate raids. Nerf them any more and I won't have to leave any ships behind to defend.


We all need to keep in mind that the things which "seem" so hard to deal with/overcome while we're learning the game will be the only things contributing to "challenge" us once we're no longer nubs!

...my 2 cents!  :CONGRAT: 

the Monk
Reply #107 Top
the issue with the AI should be rooted out --WITH THE AI-- not through goof-fixes that ruin the game for flesh and blood players.
Reply #108 Top


=
Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.





Funny, I thought you all agreed that Siege Frig spams didn't exist?


End of quote

^ What he said.
Reply #109 Top
no, no no no and no
they were placed on fronts that were not engaged at, for instance the bigass gun I was talking about, the one that sieged paris? (I think its like something-betty, or w/e) it was placed so that the opposing forces could not easily get through the territory AND the air bases were placed far away, well outside the range of propellor planes (WWI)
End of quote


Hmm... really? *hesistant*
*beginning to panic where argument is in huge danger of falling flat*

But! *sees hope*
Does the AI always do this? Does the AI attack on fronts that aren't engaged, or does it simply push through them, not caring what happens to it? Because it seems to me that the latter is what the AI have done. I admit my "history of warfare" argument wasn't all that solid, but I stand with the idea that the AI can't just move in a siege frig spam straight through your lines and not be defeated by reasonable defences.
Reply #110 Top


=
Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.



Funny, I thought you all agreed that Siege Frig spams didn't exist?


^ What he said.
End of quote


^ What he said.
Reply #111 Top
And, I need to improve my quoting ability.
Reply #112 Top

the issue with the AI should be rooted out --WITH THE AI-- not through goof-fixes that ruin the game for flesh and blood players.
End of quote


A.k.a. the overlords of the "ignorant newbie."
Reply #113 Top


Looks like I'll be modding the patch though.... returning pirates and siege frigates back to normal. Like the other changes though.
End of quote


If you're the Warnstaff that I think you are...GET BACK TO CoH!! :-)

Reply #114 Top
A.k.a. the overlords of the "ignorant newbie."
End of quote

No, wait, Prof - understandable indignation :P but he might have a point there. It's the AI that's doing this, right? Would a human player do it?
Reply #115 Top
no, the AI mostly avoids planets it knows it cant take. on the occasions that it has entered a planet it probably cannot take it usually does a u-turn and runs with its tail between its legs.

this is why I say its a matter of experience and AI issues: as of current a few medium ais are a huge difficulty for many people, I have issues keeping an empire stable when I'm playing 10 way FFA! (god that was a humiliating experience :P) but that doesnt mean that the core game mechanic is broken, merely that the AI is too good even when on easy.

I'm just saying that we need to keep the complaining to a dull roar until we are SOLIDLY CERTAIN that its got more to do with the game than the skill of the player who has only had it for a few days.
Reply #116 Top

A.k.a. the overlords of the "ignorant newbie."

No, wait, Prof - understandable indignation but he might have a point there. It's the AI that's doing this, right? Would a human player do it?
End of quote


Oh, you just know it'll become a strategy in multi player once it's established.

Reply #117 Top



Looks like I'll be modding the patch though.... returning pirates and siege frigates back to normal. Like the other changes though.


If you're the Warnstaff that I think you are...GET BACK TO CoH!!


End of quote



I am, and I do play other games as well. I think I'll release the mini-mod (ok, it's just 1.01 files) now.
Reply #118 Top

A.k.a. the overlords of the "ignorant newbie."

No, wait, Prof - understandable indignation but he might have a point there. It's the AI that's doing this, right? Would a human player do it?
End of quote


I don't see why not, and the fact that it is doable in the first place means that it can, and WILL be exploited by our internet masters to weed out the "newbies."
Reply #119 Top
Oh, you just know it'll become a strategy in multi player once it's established.
End of quote

Ok then... in that case, I once again disagree with Schod :P
Reply #120 Top
-Siege frigate survivability decreased.
-Pirate raid frequency decreased.
-Later stage missions to destroy ships and structures have had their expiry times increased.


THANK YOU THANK YOU THANK YOU!! :D :D :D
But Stardock, Ironclad? There is one thing i desperatly want..
For you to bring back the old control group display, like with the fleets.
I rarely want to form fleets because then some ships are stupid enough to jump BACK to a planet because another ship didnt phase jump fast enough, also its much more easy to just press ctrl+1.
But i really really want the control groups back in the empire view, REALLY! :)

Also, a simple copy of the "Medium Random Map" etc, but with no pirates? So the map is still random and exactly the same way the random templates are, but - the pirates?

Thanks for a GREAT game :D
Reply #121 Top



=
Siege frigate rushes are NO DIFFERENT. It's a cheesy tactic that has no real functionality against ANYONE who sees it coming. It's ONLY good at killing newbies. Like flash tank rushing in TA, or zerg rushing in SC. This game is FAR more tactical, and even an HOUR of commitment to learning can teach you how to counter this "killer strategy" that ProfC absolutely refuses to accept.



Funny, I thought you all agreed that Siege Frig spams didn't exist?


^ What he said.


^ What he said.
End of quote


You know.

I'm just gonna go with that.

EVERYTHING I've said has culminated in, "it doesn't exist".
Like the holocaust, and the iraq war.

Go with that. I'm fine with that. Neither Schod nor I ever said "massing x unit to kill y player" doesn't exist, but I'm fine with that.

Also, I said killing children is fun.

Now that I'm off work, I'm going back to eating Pirates for lunch and siege frigates for dinner.
Reply #122 Top
I don't see why not, and the fact that it is doable in the first place means that it can, and WILL be exploited by our internet masters to weed out the "newbies."
End of quote

Prof if your only argument for a nerf is that it doesnt cater to those who are completely devoid of skill with the game (aka they bought it a few days ago and are understandably not idiot savants) then you really need to put a little more time into mastering your games instead of complaining to have them reduced down to the level of baby einstein puzzles.

if the strategy remains uncounterable for people with moderate levels of skill (NONE of you yet) then its time to consider a nerf, but to jump onto the "NERF IT" bandwagon 3 days after release, when EVERYONE is still on training wheels is just plain stupid.
Reply #123 Top
Prof if your only argument for a nerf is that it doesnt cater to those who are completely devoid of skill with the game (aka they bought it a few days ago and are understandably not idiot savants) then you really need to put a little more time into mastering your games instead of complaining to have them reduced down to the level of baby einstein puzzles.
End of quote


QFT.
Reply #124 Top

Oh, you just know it'll become a strategy in multi player once it's established.

Ok then... in that case, I once again disagree with Schod
End of quote


Damn, now I remember what this reminds me of!! Originally, people used to whine about the Jeeps/Humvee' (whatever!!) in C&C Generals. People used to rush/spam Humvee's at the beginning to overwhelm slower players, and people defended that too. It took like several patches to tone it down.
Reply #125 Top


You know.

I'm just gonna go with that.

EVERYTHING I've said has culminated in, "it doesn't exist".
Like the holocaust, and the iraq war.

Go with that. I'm fine with that. Neither Schod nor I ever said "massing x unit to kill y player" doesn't exist, but I'm fine with that.

Also, I said killing children is fun.

Now that I'm off work, I'm going back to eating Pirates for lunch and siege frigates for dinner.
End of quote


de·feat /dɪˈfit/ [di-feet] –verb (used with object)
1. to vanquish.
2. to frustrate; thwart.
3. a bringing to naught; frustration: the defeat of all his hopes and dreams.
4. the act or event of being bested; losing: Defeat is not something she abides easily.
5. to win victory over; beat.