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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.

 

231,375 views 260 replies
Reply #126 Top
*sigh*
Reply #127 Top
scynix please for my sake be a bit more deft with your sarcasm, its making my job of convincing these guys to wait quite difficult. theres nothing so hard as convincing indignant newcomers that they were not born with innate talent and can afford to wait a few days before they are gratified, insulting them unjustly rarely helps.

@doc: you definately got us on 2, this ceaseless bickering is truly frustrating.
Reply #128 Top

if you guys go balls to the walls everytime someone cries wolf, this game is going to go down the tubes VERY quickly. make this another starcraft, not another supreme commander.
End of quote

I had personally put in the request on both items prior to the game shipping.  Secondly, we have many years of experience in sifting through legitimate and "whining" concerns. 

With regards to seige frigates: As I've said elsewhere, it's not hard to counter them.  However, as a point of principle, seige units shouldn't be very tough.

With regards to pirates, they haven't been nerfed but we felt they were going off too often. 

Reply #129 Top
However, as a point of principle, seige units shouldn't be very tough.
End of quote

I'm fine with points of principle, but dont let it ruin gameplay.

of all the things said on this thread I do agree with this. just I'm concerned that in making them potent enough to handle sneak attacks we may end up with a more severly exacerbated situation.
Reply #130 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."

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.
End of quote


And your only argument is that "it has only been a few days, oh and you don't know how to play strategy games."

Consider this fact for a moment, some of the people arguing (successfully) for this nerf may not only be better than you at Sins, but overall at all strategy games.

It has nothing to do with skill level. A bunch of cheap and easily massable "catapults" (siege frigates) should never be more effective then an equal number of "M1A2 Abrams Main Battletanks" (a balanced battle fleet). Right now, a siege frigate spam will neutralize a planet faster, cheaper, easier, earlier, and better then a well balanced and powerful battle fleet.
Reply #131 Top
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.
End of quote



So having a fully upgraded planet defended by 2 Capitals, 14 frigates, and 6 turrets and 4 hangers isn't adequate enough defense?

Hey, Prof, what was it again?
Reply #132 Top
However, as a point of principle, seige units shouldn't be very tough.
End of quote


Quod erat demonstrandum.
Reply #133 Top
I honestly think that the pirates and Siege vessels should remain the same. I have been playing this beta since August and it is always refreshing to realize that my defense has a flaw when pirates or an enemy come in and wipe out my planet. Yes, 10 siege vessels will do a lot of damage but you have to take the correct precautions before leaving the planet alone to the wolves.

I do agree that maybe have a setting to adjust the pirate frequency but don't just lower it all across the board. Heck, there should be an in game option to pay the pirates directly to cause the attack to occur sooner.
Reply #134 Top
so you're saying we should make changes at the drop of a pin? your expectations for instant gratification are childish, dont let me try and tell you otherwise.

the biggest issue everyone on this forum seems to have is a HUGE need for instantaneous results, this game has not even lost its sheen of "ooho, its new!" and people are already demanding that things are inherently screwed with it.

my argument that we can each handle a week of learning before we rush headlong into foolhardy, blowhard decisions is far more valid than ANY argument that says we need to bow to the immediate wants of every drifting piece of mental ragweed that happens to float past these forums.
Reply #135 Top

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.



So having a fully upgraded planet defended by 2 Capitals, 14 frigates, and 6 turrets and 4 hangers isn't adequate enough defense?

Hey, Prof, what was it again?
End of quote


A dead capital and a lost game.
Reply #136 Top

It has nothing to do with skill level. A bunch of cheap and easily massable "catapults" (siege frigates) should never be more effective then an equal number of "M1A2 Abrams Main Battletanks" (a balanced battle fleet). Right now, a siege frigate spam will neutralize a planet faster, cheaper, easier, earlier, and better then a well balanced and powerful battle fleet.
End of quote

This is correct and I would challenge anyone here to come up with a logical counter argument to that.

NO counter strategy should ever be more challenging than the original strategy. PERIOD.

THAT is why we decreased the hitpoints of the siege frigates. And those of you in the beta should also already know that siege frigates were already toned down considerably from the betas based on our own private testing.

It is not very hard, IMO, to defend against siege frigates in general. But as I said before, that's irrelevant.

 

Reply #137 Top
you're telling me you let 20 ships get by THAT much defense!?!?!

and how the hell do you expect me not to think you need practice?
Reply #138 Top

de·feat /dɪˈfit/ [di-feet] –verb (used with object)
End of quote


Yep, you win the internet arguement. GG. ^_^
Reply #139 Top
Wow, a lot of pissing and moaning over what's probably a really minor change...

At twice or thrice the fleet points for comparable durability to a light frigate, with priority targetting by anything and everything, if you're losing your planets to siege frigate spamming, you deserve to.

On the reverse, a slight survivability nerf wont change that. Hell, knocking them down to 1 hp and 1 shields probably wouldn't change it much either. Who sends them into a firefight? I know you guys aren't losing well defended planets to siege frigate rushes. They're way too expensive and prohibitively large in supply usage to be effective against any kind of defense.

I just finished a nice little 8 hour game against seven hard ai. They sent plenty of siege frigate fleets, and promptly retreated with a beating. The pirates were more effective. Never have been very good at losing to ai in real time strategy games, but it was a cake walk, so I can't grasp how anyone is having trouble with the siege frigates from them. The only thing that bugged me was how fast the cowards would run, most irritating to have to kill sides off before they've run out of ships. The Alamo concept hasn't been learned yet...
Reply #140 Top

so you're saying we should make changes at the drop of a pin? your expectations for instant gratification are childish, dont let me try and tell you otherwise.

the biggest issue everyone on this forum seems to have is a HUGE need for instantaneous results, this game has not even lost its sheen of "ooho, its new!" and people are already demanding that things are inherently screwed with it.

my argument that we can each handle a week of learning before we rush headlong into foolhardy, blowhard decisions is far more valid than ANY argument that says we need to bow to the immediate wants of every drifting piece of mental ragweed that happens to float past these forums.
End of quote


Clearly the developers disagree, since they were planning this nerf for quite a while. No "blowhard" made any decision here. Stardock did (by their own admission) perhaps months ago.

Also, you quickly forget that your beloved StarCraft has literally been nerfed THOUSANDS of times. And yes, it was nerfed HEAVILY in many early patches. Gameplay balance requires changes, sorry that that bothers you. Not my problems. Perhaps you should make your own video game where once you decide it's perfect, you don't have to change it? Perhaps because no one besides you would find it fun?
Reply #141 Top
NO counter strategy should ever be more challenging than the original strategy. PERIOD
End of quote

and there is absolutely NO valid support to say it is!
A dead capital and a lost game.
End of quote

tell me how in the nine hells of sins games you let 20 ships slip through that much defense?
Reply #142 Top

It has nothing to do with skill level. A bunch of cheap and easily massable "catapults" (siege frigates) should never be more effective then an equal number of "M1A2 Abrams Main Battletanks" (a balanced battle fleet). Right now, a siege frigate spam will neutralize a planet faster, cheaper, easier, earlier, and better then a well balanced and powerful battle fleet.


This is correct and I would challenge anyone here to come up with a logical counter argument to that.


NO counter strategy should ever be more challenging than the original strategy. PERIOD.


THAT is why we decreased the hitpoints of the siege frigates.


End of quote


Once again you prove to me why I love Stardock, and why I have purchased every Stardock game and expansion since the original GalCiv. Kudos to you Brad. Keep up the good work.
Reply #143 Top

so you're saying we should make changes at the drop of a pin? your expectations for instant gratification are childish, dont let me try and tell you otherwise.

It's just childish, IMHO, to claim a game is ruined because the developers have made early changes. Or state that they "jumped the gun."


the biggest issue everyone on this forum seems to have is a HUGE need for instantaneous results, this game has not even lost its sheen of "ooho, its new!" and people are already demanding that things are inherently screwed with it
.

How is that different from any other game release?


my argument that we can each handle a week of learning before we rush headlong into foolhardy, blowhard decisions is far more valid than ANY argument that says we need to bow to the immediate wants of every drifting piece of mental ragweed that happens to float past these forums.


And our argument is why are you concerned about such a minor change, it's not like you utilize this strategy, right?

Reply #144 Top
some of you make me laugh so hard my sides hurt.

You act like devs cant test something without your imput or a mass imput over weeks from hardcore players.

Its not hard for the devs to setup a fully upgraded planet, use mass turrets hangers etc.. and then send seiege frigs in and test how quickly they kill the planet, to how many they lose, they can run test like this all day and can easly see whats broken in there game and fix it.

Something like this is not about I can stop it or i cant stop it so its fine or broken.

its about cost how much stuff does it take to stop it is it cost effective to stop it compared to whats lost to the frig AI/player etc..
Reply #145 Top
The anonymity of the internet, everyone has an over-inflated ego.

Let things play out, then discuss.


Less chat, more splat.
Reply #146 Top
Also, you quickly forget that your beloved StarCraft has literally been nerfed THOUSANDS of times. And yes, it was nerfed HEAVILY in many early patches
End of quote

but it was not balanced within minutes of release, as is obviously expected here. they took their time to get a sense of where they wanted to go, none of this apparently haphazard wandermongering.
Clearly the developers disagree
End of quote

hence why I'm arguing with them, comprehende?
Stardock did (by their own admission) perhaps months ago
End of quote

the game wasnt even in gamma "months" ago, this change was at best considered heavily within the last week and a half, for a max of 30 or so people thats an incredibally hasty decision.
Reply #147 Top
I am honoured that Frogboy would make our point like that. And indeed, the person whom he quoted.
That is the point.
Unless someone can successfully counter that point, can we close this now?
Reply #148 Top


tell me how in the nine hells of sins games you let 20 ships slip through that much defense?

End of quote


Simple, they skipped other planets and appeared at the capital.
Reply #149 Top

NO counter strategy should ever be more challenging than the original strategy. PERIOD

and there is absolutely NO valid support to say it is!
A dead capital and a lost game.

tell me how in the nine hells of sins games you let 20 ships slip through that much defense?

End of quote


News flash! Ships move fast and you can't really pin them down! On top of that, it takes quite a while to kill a siege frigate, one shot from every weapon in that arsenal would probably not take one down. Thus, with 20 firing on a planet (which with full upgrades dies in a matter of seconds anyway), you cannot stop them. Try it out right now, see how fast a planet drops with 20 siege frigates.
Reply #150 Top
Hell, knocking them down to 1 hp and 1 shields probably wouldn't change it much either. Who sends them into a firefight?
End of quote


The Easy AI. Quite frequently. And builds very little else but siege frigates.