Sins of a Solar Empire v1.03 full change log

Smarter AI, better multiplayer, new game setup options and lots more...

Greetings! Ironclad has been hard at work on an update to Sins based on player feedback. We've got lots of new features in this build that we hope you find compelling.

Version 1.03 will be released later this week. We can assure you that we are intensively play testing this new update over. And over. And over. Because we love you guys, we are going that extra mile in making sure the update is just right by playing it all day and all night sometimes. That's the kind of sacrifice we are willing to make just for you! :)

Here is the full list of changes:

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Sins of a Solar Empire v1.03 Changelist
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Gameplay / Balance:
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-New Game Options Screen:
-Locked/Unlocked Teams
-Fleet Size
-Pirates or No Pirates (arrrr!)
-Income Rate Speed
-Build Speed
-Ship Speed
-Research Speed
-Culture Speed

***REMINDER***
-In singleplayer you can accelerate / deccelerate time by pressing the +/- buttons respectively. I'm mentionning it again because this request is coming up a lot even though it was implemented in the v1.02 patch.

-New Market System:
Highlights:
-Random fluctuations in addition to user influence on price.
-Can cause crash or boom by selling/buying too much.
-Known exploits removed.
-Can now buy and sell resources on the market in large increments again.

-Improved Group Phase Jumping for large groups of ships. The group will only wait for 90% of the value of the ships to be ready. The stragglers will follow shortly after. Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of problems.

-Research subjects queued in different fields can now upgrade in parallel.
-Overseer's Nanite Reactive Armor ability can now properly stack heals (but not the armor and max HP bonus).
-Kostura Cannon now only disables enemy units and structures at the target planet as originally intended.
-Autocast for many disabling abilities improved.
-Disciple's Transfer Antimatter no longer targets other Disciples when autocasting.
-Transfer Antimatter can no longer target entities with full antimatter.
-Can't attack unbuilt structures anymore.
-You can now change game options when loading save games.
-Defeated players can no longer give or be given resources in unlocked teams games.
-Defeated players can no longer place bounties in unlocked teams games.
-Fixed unintended halving of galaxy culture coverage in the game statistics. Pop Idol achievement is now actually achievable.
-No pirate maps removed due to new game option to remove pirates.
-Large and Huge random maps split into single and multi star system variants.

-Mission durations increased by 10 mins.
-Mission failure penalties to happiness reduced.
-Rebalanced happiness losses for killing various items (Killing enemy scouts no longer causes a loss of happiness).
-Phase Jump Inhibitors:
-cost reduced slightly.
-slot cost reduced from 3 to 2.
-jump charge rate penalty increase from -250% to -700%.
-Passive allegiance shift rates increased by 100%.
-Allegiance shift rates from culture increased 25%.
-Illuminator, Javelis, Assailant:
-Increased credit cost by approx 10%.
-Increased resource cost by approx 20%.
-Increased range by approx 30%.
-Illuminator and Assailant survivability tuned to be proportional to Javelis's on a per supply basis.
-Siege Frigates:
-Survivability reduced by ~20%.
-Build cost increased by ~25%.
-Supply cost increased from 12 to 15.
-Development Mandate research subject's max level reduced from 2 to 1.
-Tier 1 research times increased approx 40%
-Tier 2 research times increased approx 20%
-All other tiers research times increased 5%


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Graphics:
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-Fixed sometimes drastic frame rate drop when chat messages are displayed.


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Sound / Music:
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-Sins handles no soundcard now.
-Added sound option for varying music vol in battle.

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AI:
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-AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength). Also, an AI player will not surrender if he has a human ally.
-AI is now smarter about retreating and is willing to commit local suicide or accept local Phyrric victories if the global gain is higher and will also factor in local allied forces.
-Fixed various AI researching and building stall outs for the various trees (military in particular).
-Rewrote AI siege building and attack logic.
-Improved AI use of Black Market.
-Autocast for many disabling abilities improved.
-New AI Difficulty "Unfair" that gives the AI a tax income bonus and resource income bonus from resource asteroids (there is no other AI cheating in the game even at the Unfair difficulty level).
-Wide variety of AI upgrades.
-Improve AI taunting.

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Networking / Multiplayer:
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-AI will now take over for dropped players.
-You no longer have to kill all a dropped player's planets to win even when the AI takes over for him.

-Unified the in-game and ico chat system. They now share the same irc/wow like commands. Full autocomplete with tab/shift-tab. Autocomplete will attempt to either complete the name field or cycle through the available names.

/r - doesn't take in a name for the second parameter, will send automatically to the last player who send a whisper
in-game same as ico

/wr - allows you to autocomplete with

-You can now send whispers to players with spaces in their names by using quotes. Autocomplete properly handles these names.

-Rewrite of ico friend status. all clients are now kept up to date on the current status of every friend at all times. This allows for a more friendly ui, the friend list is colored to show who is logged in/playing games. There are globbal events to notify the user of what friends are doing. This can be disabled like the channel notifications.

-Channel name list now saves the visual and selected state on any change, so it is now possible to select players on busy channels.
-There is now a setting for if the user wants to see "


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UserInterface / HUD:
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-Added culture flipping planet event.
-Made the use of 'strike craft' when refering to both fighters and bombers more consistent (often just fighters before).
-Various text color updates.
-Improved description of Development Mandate research.


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Modding:
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-Can now mod in different textures without copying the entire texture directory.
-Fixed corrupt particle effects when loading mods up in-game.


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Misc:
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-Various crash fixes.
-Game stats infocards now sort by value.
-Game stats now track the number of active units instead of built so that the graphs are more interesting.
-Game stats no longer tracks the number of units lost in combat as this was confusing with number of units killed and the information is now apparent from the number of active units stats.
-Scenario names are now localized, no longer use the filename, but instead use a string inside the file.
-Removed no pirate maps (not needed as its a game option now).
-Other very minor additions and changes.

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End
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The next stop is the demo version and then it's on to v1.04.





[ 1.02 changelog ]
163,114 views 137 replies
Reply #1 Top
interesting, however has the ways to get easy wins on ICO been fixed? or is that for 1.04?
Reply #2 Top
The various exploits reported have been addressed.
Reply #3 Top
Thank you guys for all your hard work.
Reply #4 Top
yes thank you :).

I think one of the main things about LRM's now, is that they might be microed more often (jav and assailant) to stay out of enemies fleet range. However Im not sure how feasible it would be, we have to wait and see.
Reply #5 Top
Terrible. Perhaps you need to see statistics of players who know more about the game than the Joe who just opened the game box. You know how many siege frigates we make this patch? You know how many we will make next patch?

Also Reducing Illuminator survivability is ridiculous! Do you even use illuminators? You realize they are terrible vs LRMs and Assailants! They are slightly better vs Light frigates but not by much! Their main use comes vs Heavy Cruisers and they use malice to cover the 3 firing arcs to focus more damage on their targets. Going illuminator vs Heavy Cruiser is already an adventure in itself, with this change I wouldn't dream of it! This also affects the illusions, which will die much faster. It is a terrible illuminator nerf!
Reply #6 Top
Astax Illums and assailants have possibly had their survivability increased.

LRM has 780 hp+shield for 4 supply = 195 per supply. If they are making the assailants and illumintator have the same survivability for 6 supply. each will have 1170 hp+shield for 6 supply, atm the illum has 1000 hp+shield and assailant has 940 hp+shield, meaning both will get more hull or shield. *these calculations are correct only if the armour across the ships are ignored, I could do further calculations with the 1 armour vs 2 armour, but there will still be a buff for assailants/illums.
Reply #7 Top
Wow, is that Siege Frig change for real? Triple nerf to an already borderline useless unit?
Reply #8 Top
Like what I see for the most part but are siege frigates really 'that' big of a problem in competitive play? That's a fairly substantial blow they're taking with this update.

Reply #9 Top
Awsome! Keep up the good work.

However as Astax said, afraid that nerfing siege frigates even more is a bit much, but we'll see.
Reply #10 Top
THANK YOU THANK YOU THANK YOU!!!

You guyz are great!! don't take the critisizm to heart!! Because we all love you!
Reply #11 Top
The list looks good. There's just two comments I have:

1) I don't see why siege frigates got their price and supply cost increased. I've only ever seen the AI use siege frigates. It looks like the AI recode for using siege frigates should take care of whatever problems there were with siege frigates. Those things were really tough though so I don't see anything wrong with reducing their survivability.

2) I'm still hoping for an alternate mods folder in the install directory. :p I tend to have several gigabytes of mods in other games and if Sins gets there it would be nice to store that in the game's original install directory where there's a ton of extra disk space. I'm not asking for the mods folder to be moved out of local settings, but I would like a second/alternate place to place mods. I don't see why this would be against Games for Windows since it's just a second place to look and adds flexibility.

Other than that, I look forward to this next patch. :) Keep up the good work!
Reply #12 Top
I guess the evacuator will be my sole planet bombing ship from now on... :(
Reply #13 Top
Astax Illums and assailants have possibly had their survivability increased.LRM has 780 hp+shield for 4 supply = 195 per supply. If they are making the assailants and illumintator have the same survivability for 6 supply. each will have 1170 hp+shield for 6 supply, atm the illum has 1000 hp+shield and assailant has 940 hp+shield, meaning both will get more hull or shield. *these calculations are correct only if the armour across the ships are ignored, I could do further calculations with the 1 armour vs 2 armour, but there will still be a buff for assailants/illums.
End of quote


I hope you are right, but because of the armor difference you might not be.

But if they did increase survivability, then that would be a FLAK nerf! And worst probably for Advent defense vessel!

Reply #14 Top
Yeah.. Advent relies on the defense vessal early in the game to stop enemy LRMs, as illums SUCK early game. They suck against light frigs, they suck against lrms, they suck against flak, they suck (early on) against caps. Later on they're good against caps, good against HC's, support cruisers.

It seemed to me the devs were geniuses and intentially gave advent the good flaks for beating back LRM rushes so they could survive late game. I guess it was just coincidense.

GG advent no longer making it past the 15 minute mark from now on.
Reply #15 Top
can we download this yet?
Reply #16 Top
You guys need to remember that a lot of these changes are being done to balance out single-player as well, where they are huge nuisance.

These changes look great, keep up the good work!
Reply #17 Top
Is Returned Armada / Dark Fleet working as intended then? That is not great news.
Reply #18 Top
They need a seperate version for singleplayer and multiplayer then if balancing singleplayer means making advent unplayable in competitive play.

Oh but don't worry, now advent can make improved culture broadcasts while their homeworld is getting destroyed while there is nothing at all they can do about it. Maybe they'll drop a roids allegance by half before they die!
Reply #19 Top
You guys need to remember that a lot of these changes are being done to balance out single-player as well, where they are huge nuisance.These changes look great, keep up the good work!
End of quote


I got news for you, when I'm playing vs 8 people as opposed to 8 AIs, and they decide to gang up on me I die! And they don't need no siege to achieve this.
Reply #20 Top
can we download this yet?
End of quote

The OP says "later this week".
Reply #21 Top
I'm excited by these changes!

However,re: Siege

I don't think Siege needs that much additional nerfing. The reduction in survivability makes sense, they are too hard to kill, but the cap requirements and cost are just silly. Why would anyone make them and not just make another cap ship? They have already been reduced in power once...and since then, I barely use em until I get to the clean up phase of the game, which is kind of how it should be, not the roving gank squad that it was.

Otherwise, looking forward to it!
Reply #22 Top
I tend to agree with innociv. That would be nice, though annoying.

> in single player a few problems are,
> Defenseis pointless, FACE IT unless you fel like building a few dozen hangars, there is no way to stop a fleet of purge vessles from walking by all your ships and defenses and blowing up the planet while being bloown up! The ai needs to send real ships, not a carrier and twenty siege ships, the ai is incapable of doing anything but A) carier spam or B) Siege spam
The defenses especially for TEC are useless even if you spam them!!!
I built a massive military bse defende by over a dozen overllapping guass turrets that covered alll entreances to the grav well. I also had 14 bomber squadrons defending combining fleet and ground based, the enemy, vasari just flew in, ignored the tiny amounts of damage from the turrets, lfew past the fleet and 4 capital ships and blew up the planet and then sat there and blew up from my cruisers and strike craft.
Also one thing, this is more moddy(hehe) every faction should get one additional capital ship that combines all the others, kinda like.... *thinks* well the best i can come up with is a battlestar. Its got bombers and fighters, and weapons and defenses. Also i wanna way to capture planets. Its geting ridiculous just spending a few min bombing blow up and POOF new colony for you. Some how all the damage to ecosystem and planet magically dissapear and its a happy little planet again. Maybe the new cap ship should be a troop and strike craft carrier eh?
Also the base amount of strike craft launched by both the cap carrier and crusier shoul dbe increased by one. Otherwise whats really the point in spending all the money and supply on a cap whne you can have TWO smaller cheaper and faster carriers?
Also speed should make a difference among ships.
one last thing, new defense platform for all races... slow loading or expensive antiship super cannon that can greatly damage an enemy ship in range of the cannon (MAC gun for reference i guess)
So to summarize:
>Weaker or less spamming ai siege ships
>Less carrier spamming
>New troop tranny cap ship
Slower phase jump time
>More difference between ship speeds
>More fighters and bombers per ship
>WAY STRONGER DEFENCES AND NEW PLATFORM TYPE, VERY HEAVY DAMAGE BUT EXPENSIVE.
> More logisitcs and Logisitcs slots for planets and mostly asteroids
More than one research at once
I LOVE this game i just think there are a few ways to improve it, criticize as you will as long as you actually read this otherwise your a friggin politician! XD
-Battlespud
Reply #23 Top
Cost of 4 sieges(estimation based on percent increases):
3000 Credits
400 Metal
300 Crystal
60 supply


Cost of Capitol ship:
3000 credits
400 metal
250 crystal.
50 supply.

ROFLLLLL. Why not just remove them from the game? I don't mind the lower survivability at all, but these cost and supply changes are rediculous. Only noobs that don't know what they're doing will build them now. With caps sure you have to upgrade fleet research which costs a bit. But who is going to argue that 5 siege ships is better than a cap? Make the siege caps, they will burn planets faster.
Reply #24 Top
I'm not saying that the siege balances are necessarily good, just that everyone needs to remember that there are two "different" games going on here, and Ironclad shouldn't just focus on the multiplayer one. They don't seem to be, which is good.
Reply #25 Top
I'm not saying that the siege balances are necessarily good, just that everyone needs to remember that there are two "different" games going on here, and Ironclad shouldn't just focus on the multiplayer one.
End of quote


-
AI:
-Fixed various AI researching and building stall outs for the various trees (military in particular).
-Rewrote AI siege building and attack logic.
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Um, OK. So they needed to do this AND nerf siege frigates to make it work in singleplayer? Ruhroh.