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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.

 

231,133 views 260 replies
Reply #251 Top
I'm suprised to see no fix for the vasari "returning armada" ability(or whatever it's called). While perhaps not incedibly overpowered I really believe it should be toned down because in its current shape, a vasari player can fast-tech to the ability, build phase gates on every planet and enjoy a never-ending supply of free ships :/
(Beyond the initial cost)
Reply #252 Top
i don't see any way to fast tech to that ability...
Reply #253 Top

I see. So not liking Pirates is the equivalent of not liking the economic side of the game, including the gathering of resources and credits.


Yes it is, because it's the only way a economy-focused player can survive without getting slammed a half hour into a game. I use pirates as a buffer to hit/delay other players for a thousand credits or so as I build up my economy and research, otherwise I would get steamrolled by some guy who decides to dump thousands of credits into fleet research and move in with two caps and twelve Cobalts and bomb the living crap out of my home world.
End of quote


This is simply not a true statement. I am an economy-focused player who does not rush my opponents and I have never been destroyed by the normal or hard AI within 30 minutes and I have turned the pirate delays up to 10x their default values (essentially meaning that pirates are not involved in the early game and are only a factor when my fleets can destroy them with ease).

The problem with straw man arguments is that neither side is actually represented by the Straw Man. I don't like the Pirates and I think they have no place in their current form in a space strategy game. That being said, they are in Sins. They aren't going to be removed from Sins. I don't necessarily want them removed from Sins. All people want is the option to not play with Pirates. I want to turn them off on Random Maps. I want the game to function without Pirates. I don't want Long John Silver in my games. Its just too silly for me deal with on a conceptual level and its too annoying for me to deal with on a practical level (12 minutes is not that long in a game like Sins and to have to deal with the Pirates every 12 minutes for 3-5 minutes at a minimum in the form of bidding and then fighting them is excessive).

I can take the Pirates out of my game now in a heavy-handed way. You can increase the delay to make them irrelevant. But what is that doing to the core game? Are pirates absolutely essential to the AI functioning properly (I think not)? Are Pirates absolutely essential to the economy functioning properly (I know not, because in contrast to what some ivory tower betatesters might argue, the Pirates are not the "inflation" protection mechanism in the game at least as far as I can tell). These are questions only the developers can answer and that's why I would hope a future patch would include the option to take the Pirates out of the game and some acknowledgement that not every strategy gamer is going to enjoy this new "innovation."

Reply #254 Top
I wish the bounty system worked different a bit. It shouldn't be who has most bounty, it should be who has most bounty has the highest chance. But if one player has 600 bounty and another 400 it should be 60% for player 1 40% for player 2.
Reply #255 Top
I'm a bit confused, will the Siege SPAM be reduced?

I mean, I find it boring facing mostly the army of buff siege frigates, but it'll be no better if there's an army of weak siege frigates in their place...
Reply #256 Top
hmm shouldn't you get money if there is bounty on your victim and you kill ships or structures? It worked in the last MP game but a few minutes ago I played a singleplayer game and it seems you dont get money for killing the other players with bounty on their head.


btw: no patch today? any ETA? :)

/Edit: Downloaded the patch a few seconds ago! :CONGRAT:
Reply #257 Top
-Siege frigate survivability decreased.
-Pirate raid frequency decreased.

  
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.

this is a bad road to start traveling down, there were at least as many people opposed to the concept as reflexively attatched to it. going with the more vocal group, let alone the unexperienced vocal group, is a bad bad idea.

taking care of the community is different from taking care of the newcomers.
End of quote



You just want to control the entire game dont you? Why dont you start a game company of your own instead of Whine like a baby everytime something changes that you dont personally agree with? Geez.... You sound like a spoiled infant.. Get a grip..
Reply #258 Top

This is simply not a true statement. I am an economy-focused player who does not rush my opponents and I have never been destroyed by the normal or hard AI within 30 minutes and I have turned the pirate delays up to 10x their default values (essentially meaning that pirates are not involved in the early game and are only a factor when my fleets can destroy them with ease).
End of quote



I am an economy-focused player who does not rush my opponents and I have never been destroyed by the normal or hard AI within 30 minutes and I have turned the pirate delays up to 10x their default values (essentially meaning that
End of quote



never been destroyed by the normal or hard AI within 30 minutes and
End of quote



the normal or hard AI
End of quote



Reply #259 Top

hmm shouldn't you get money if there is bounty on your victim and you kill ships or structures? It worked in the last MP game but a few minutes ago I played a singleplayer game and it seems you dont get money for killing the other players with bounty on their head.
End of quote

That should still be working unless the bounty ran out on that faction before you made the kill.

Reply #260 Top
Just played another game with 4 players (2 AIs). Did you change anyhting with 1.02 so you dont get bounty that you put on someone? The AI had 2000 bounty and I got no single credit for wiping out 2 planets, 30 ships and a few civil structures.