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Sins of a Solar Empire v1.03 full change log

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 ]
163,105 views 137 replies
Reply #127 Top
Hey,

I encountered this scenario in 2 of my games. I find that the AI suffer or play poorly if I use low fleet size in the game option. This is my observation for my last 2 games with the new version 1.3. :D
Reply #129 Top
Saved Games do not 'save' game settings. I saved a locked teams game and when it reloaded I got spam missions from the AI.
Reply #130 Top
Have been playing 1.03 for a week or 2 now online and here are my suggestions for the current setup. (as an Advent Player)

Team chat needs to be default and a different color for teams. A small button when you chat that says team would be nice, so someone can turn team chat on / off.

Siege frigates cost too much. Everything about them is ok but the cost. I don't recall the exact numbers but it makes little sense to build them.

Carrier Cap ship is not effective for the cost. I think this is an issue with strikecraft in general as I've debated in my post Fighters/Bombers: Balance Discussion. I'd recommend giving the carrier and hangars need 2 more squadrons from the start and cruiser carriers get 2 instead of 1.

Flak is really strong. Flak frigates seem a little too good for their cost. I'd like to see their shields/armor come down a bit, maybe 25%?

Hvy Cruisers are tough against everything. From what I've seen there is no real counter to Heavy cruisers. If your enemy shows up with 40 Hvy Cruisers and you don't have 35-40 your side...you lose. Bombers do kill these guys but not nearly fast enough. The game might need another counter for this unit to be honest because if you bring flak and hvy cruisers there isn't much the enemy can do but match that force and slam them into each other. Hopefully with some defense behind them. An upgrade to the LRM frigates on each side might work well, armor piercing shots or something specifically designed to punch through very heavy armor. Or a new stealth vessel like a submarine that fires torpedoes? Something, these things are tough and they kill everything.
Reply #131 Top
I don't know if I'm missing something but when my fleets jump into a system, they ignore all the structures and just attack the ships and hangar defenses Turrents are left alone as are the other civilian structures. To destroy them I have to manually click on them. Is anyone else getting this problem?
Reply #132 Top
You'd rather your ships prioritised killing buildings over killing stuff that's shooting at you???
Reply #133 Top
Please don't delete this post! Unless you'd like to tell me why you deleted the first one in which case I'd be happy to discuss your concerns.

WHY DOES V1.03 START WINDOWS MEDIA CENTER WHEN YOU QUIT SINS?

I had to go to a lot of trouble to disable this. Thanks a lot. I do NOT appreciate it when programs start up without my requesting them.
Reply #134 Top
Things to check for the next patch:

Minidump bug.
Multiplayer chat.
Vasari tech tree.
Siege frigate costs.
Bomber / fighter damage.
Sova embargo (shouldn't be able to use on home worlds until level 3 upgrade).

Less important, but nice features:

More planet types
More AI difficulty settings
Start location choice in MP
Reply #135 Top
I don't know if I'm missing something but when my fleets jump into a system, they ignore all the structures and just attack the ships and hangar defenses Turrents are left alone as are the other civilian structures. To destroy them I have to manually click on them. Is anyone else getting this problem?
End of quote



I have the same problem with my fleets ignoring buildings, and its not because they're prioritizing ships above structures. Even when said system is empty of enemy ships they'll jump in, bombard the planet, while my bombers ignore gauss cannons, etc.
Reply #136 Top
How do we download patches into different directories??

I have SINS installed on an external HD and every time I try the patch it says "Sins not found". It doesn't even give you and option to choose a directory.

HELP!!