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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.

 

231,377 views 260 replies
Reply #176 Top
These are the right changes...siege frigates retain their power but hopefully as a much more fragile force it will be considerably more expensive to siege rush without proper support.
End of quote


You can never effectively pull off a seige rush unless both players do NOTHING for the first 5 mins.
Reply #177 Top
You can never effectively pull off a seige rush unless both players do NOTHING for the first 5 mins.
End of quote

There should be no such thing as a siege rush, hence the nerf.
Reply #178 Top
Wow...just wow.

First off, first time playing this game, and I absolutely *loved* the pirate raids and siege runs later in the game made by the AI. For the former, it's basically free XP, as the pirate groups are not very well balances, and a well equipped front line with a decent fleet (depending how far you are ingame of course will determine size of said flee). The latter just makes me laugh at some people, I understand that some are just starting at this...hell, I am, but these siege "rushes" are not hard to beat back at all if you have properly defended your chokepoints; woe to you if you continually expand without fortifying, it's just asking for it (like I learned from my very first game). They in fact were a Godsend to me as it allowed me to achieve space superiority over the opponent AI, which = easy win.

Oh yeah, Schod, I just beat my first 10FFA (mix of medium and easy AI), and I have got to agree with you that the unit cap is an absolute pain to deal with. I won via heavy use of early turtling/use of pirates, then an ally in-system, and then proceeded via expand to the next chokepoint, consolidate, and then move on. Once a system was secure, I just needed a minor defense force at the star/wormholes to run interdiction...Advent carriers are the shiz. However, and the key point is, it takes way too long due to unit limitations to finish off the game because even with an entire solar system at my disposal, I still had the same amount of units as the defending AI, yet with twice as much territory to defend. I'd love to see either an upping of the max, or, more preferably, certain bonuses based on empire holdings (i.e. say a very modest 50 support units on reaching a holding of 5 planets, etc.).
Reply #179 Top
Hey mate, look carefully. The reason the nerf take place wasn't because people couldn't deal with the spam. It was because the spam existed in the first place.
Honestly! How many times does this have to be repeated?
Reply #180 Top
I don't believe this same topic has spilled into preview thread on the upcoming updates. In about a month or so, this game will be reviewed by the professionals such as pc gamer and gamespot, it will be interesting to see what these guys think of the issue about the siege frigates.
Reply #181 Top
We should all want Sins to have at least SOME of the accomplishment Starcraft had. Love it or hate it, its longevity, and investment return for Vivendi/Blizzard was...anyone, anyone? Massive.

I want SD/IC to accomplish that with Sins, so we can see an X-Pack, ship designing, outposts, whatever.

...tonight, before I quit in sheer anger, the AI did what I feared...blitzed my base with a main battle fleet, then sent in their siege units. It saddened me.
Reply #182 Top
1.) The AI I've played against has made use of a mix of strategies. While it has sent siege rushes, even two at once by a single AI at one point in my last game, it has also maintained at least one credible fleet as well. Maintaining a fleet while flanking in siege frigates to backwater, poorly defended planets is not something that should be removed.

2.) I personally don't have any objections to this "nerf", because honestly it's not really a nerf. The whole point of the "seige rush" (which is not a rush, nor really a spam, least not that I've encountered) is to hit lightly defended, vulnerable planets; making the frigates "slightly more vulnerable" won't stop them from doing their job. Well, I would rather see Stardock/IC wait for a little longer to continue monitoring the gameplay,but I'll live.

3.) While I respect your view Sib, you are not the only one complaining about the "Siege Spam", and there have been more than one view as to why siege frigates "need" to be nerfed.
Reply #183 Top
I have no problem with AI spam if that's thier choice, I dont want to have Normal Fleet all the time as same time as spam, I rather to have AI player spam while other AI player do normal banace fleet, I have no problem with pirate, I dont mind.
Reply #184 Top
Man, this thread got crazy. Anyway, I'm just glad to hear Blair promise that people will still be complaining about pirates and siege frigates even after the patch. As far as I'm concerned, that'll be proof that the pirates and siege frigates are still doing their jobs!

-Tom
Reply #185 Top
3.) While I respect your view Sib, you are not the only one complaining about the "Siege Spam", and there have been more than one view as to why siege frigates "need" to be nerfed.
End of quote


You're right, sir. Apologies for my arrogance.
Reply #186 Top

3.) While I respect your view Sib, you are not the only one complaining about the "Siege Spam", and there have been more than one view as to why siege frigates "need" to be nerfed.


You're right, sir. Apologies for my arrogance.
End of quote


Schwaaaa? It's the internet man! Don't apologize! I meant for that comment mainly to show that my first post was not directly in regards to your specific complaint (re: AI overuse of siege strat). I didn't consider your post "arrogant" or whatnot.
Reply #187 Top
Schwaaaa? It's the internet man! Don't apologize! I meant for that comment mainly to show that my first post was not directly in regards to your specific complaint (re: AI overuse of siege strat). I didn't consider your post "arrogant" or whatnot.
End of quote

*nods* ok :) it was my unobservance causing the confusion :P

Nice Schwa, btw :P
Reply #188 Top
I so want to get in on this "debate" but I wont since I dont really have the time and more importantly the game is so mod friendly as it is I simply dont care what the base file setting are truth be told.

Now when we start talking about additional functionality then I'll make the time.
Reply #189 Top
What I find very interesting is that people apparently treat the tweaks on Siege Frigates and Pirates as if the whole game would be converted to something else, Star Wars Galaxies-Style.

People, think again. These are minor balance changes. Is is really worth cracking your heads about?

Seriously, I haven't had the honor of being crushed by pirates yet, but I think extending the counter is a good idea. Also, weakening siege frigates helps my allround fleet. Please, folks, play the patch before complaining.

Now, looking forward to the Patch!
Reply #190 Top

Oh, and lets not forget those "inexperienced", push over developers while we're at it.

you're telling me that all games coming off shelves are pure gold? because if I remember correctly a programming degree means experience in lessee now... programming
End of quote

Erm, I'm not sure, but you seem to be implying here that the devs are 'just' programmers. Sure, programmers know about programming. Guess what game designers know about.

Reply #191 Top
Sure, programmers know about programming. Guess what game designers know about.
End of quote

I'm gonna go out on a limb here and say microbiology. Am I right? Do I get a prize?
Reply #192 Top
Just a quick question. Do maps made through the 'mapmaker' have no pirates by default? Just about 6 hours into a huge one I made and have yet to see a pirate and checking the bounty screen shows everyone at 0.

D
Reply #193 Top
I think it's crazy just how much controversy an apparently minor change is meriting...

Why not, instead of spending time beating our obviously tanned and well-muscled chests in righteous indignation, resort to some old fashioned evidence to back up our various claims? The people who claim there is no problem can post replays of themselves absolutely crushing Siege spam, while those that claim there is a problem can post replays of their own ignominious demise at the hands of the AI. Then we can work out where the fault lies. To me this makes a lot more sense than the generalised pseudo-flaming that the incredibly high stakes in this matter have generated...

Of course, considering the fact the Dev's have been debating this potential problem for months, I would be inclined to believe their evaluation.
Reply #194 Top

Just a quick question. Do maps made through the 'mapmaker' have no pirates by default? Just about 6 hours into a huge one I made and have yet to see a pirate and checking the bounty screen shows everyone at 0.

D
End of quote


The default is "random mix" So there is a chance but not a guarantee. If you want them then change the planet type to "pirates" then add another planet group.
Reply #195 Top
*yawn*

Took me several minutes to read this thread..

Either way, I'm happy at most of these changes. The one to pirates is good, as even though I found unique ways of countering them, it was still annoying to have to go through a bid-fest every twelve minutes.

Though with the siege frigate, I never noticed any problems. Perhaps it's because I'm a defensive player (I rarely go out and openly attack unless I KNOW my planets are well protected) then again, I very rarely USE said frigates either - I always rely on my capital ships for orbital bombardment (or the Novalith Cannon when playint TEC :))

Either way, I've always trusted Ironclad since GalCiv 2, so I have no problems with teh changes. I can always find ways around said changes :)
Reply #196 Top
One of the main and most disturbing fact about this is that the AI uses this tactic all the time, which in effect renders it with not having a tactic. It might as well have been written in the manual that the computer will spam Siege Frigates at you, and how to counter it.

It's variety and adaptability that shows tactic. Good change. See what it does before ripping your hair off.
Reply #197 Top
I think it's a good way to go with the siege frigates. It does seem to be an ai strategy that is overwhelming at the beginning of the game and made me want to pull my hair out. I honestly have no clue how the ai can field so many in such short a time and still have a fleet in defense (12 logistic + ~500 credits +~70 of the other two resources). I don't think the ai can handle the long haul doing that.

If anything, the decrease should give the tactical buildings (hangars and guns) a better chance at getting rid of the sieges, while not being able to handle an all on assault. It's annoying to have to leave extra defenders behind even with filled tactical slots just to handle random unprotected siege fleets.

The good thing is that even if they do knock out a planet, those siege frigates can't do squat against the orbital buildings, and a properly cultured planet can't be taken by enemy colony ships. It really comes down to an annoyance and some loss of revenue until you get your own colony ship out there to fix it up.
Reply #198 Top
I was curious if you guys noticed the Allies command function, where you try to command them or such and they will travel one system from where they were before and no more, then turn back even if they say "Can do, acknowledged" and such, they just completely ignore what you say and its made beating a 2v2 I have right now impossible because he doesn't give me any warning when he is gonna attack, never listens to me in the first place I literally can not beat this match and it will never end because whenever both enemies attack me, they retreat after loosing 2 or 3 capital ships and then amass there again, and just.. Wait lol.
Reply #199 Top
I can see what people are saying about the Pirate raids and such. I for one actually love it, cause then you are not just battling it out with 1 enemy or so on. You are battling with raiders in the galaxy. My 2 hour battle on easy mode was awesome. I never ran into the Easy Computer, I just pissed off the pirates and they destroyed me. I am not going to get upset over the waves of ships they send in, I am just going to improve on how to take them out the next game and prevent them from sending that kind of force. Other than that if your going to nerf them a bit thats fine, but a challenge in a game is always fun... If you dont have a challenge in life then you will never get anywhere.

To Craig or Blair, if there is anyway possible, instead of decreasing the pirates or so on, is there anyway that you can create in the set-up log when you are making a game whether you want pirates to be low amount or high amount, to be aggressive or non-aggressive. Then that would give each player that plays the game a chance to decide if they want to take the pirates out or put them in decrease their aggressiveness or increase the aggressiveness for more of a challenge.

This is a fun game, within the first 30 seconds I was hooked and when that capital ship came out of the factory and started patrolling around my planet I just started thinking of all those space shows. Well done game, keep it coming.

-Dave
Reply #200 Top
Nice, but I liked the pirates... I wanted them made more difficult atleast, even if you do decrease the frequency.