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Entrenchment Beta 3 Change Log

Entrenchment Beta 3 Change Log

Get ready for phase 3 of the Sins of a Solar Empire: Entrenchment beta!

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!

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Gameplay / Balance:
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-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).
-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.
-Capital planets are now much more valuable and tuned to prevent stalls in the early game.
     -Capital Planet PlanetUpgrade now grants bonus metal and crystal income.
     -Normalized all home planet credit income.
-General AI improvements:
     -Can be in attack state now factors in allies helping.
     -Retreating should be somewhat better (this is part 1 of a whole new revamping of this system).
     -Fix ogrovs not coming into attack against regular structures.
     -Fix AI interpreted threat values of structures and starbases.
     -AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).
     -Fix AI building so many antifighters.
     -AI can now assemble around a starbase instead of just empty space or orbital defense.
     -Fixed AI not lining up properly when assembling.
     -AI will now capture and defend neutral resource nodes.
     -AI now longer counts starbases for countering if the starbase isn't constructed.
     -Improve AI's use of mine clearers.
     -Improve default mine clearing behavior of scouts (most importantly, even if you haven't turned on autoattack, a scout in mine clearing mode will still attack mines). (Still broken in some situations)
     -Colonize, build starbase, and capture resource missions now consider mines when determining if a given planet is too dangerous or not for the AI.
     -Fix AI over-estimation and infocard display of capital ship weapon damage as they level up.
     -Added basic AI building of Vasari and Advent mines. More to come.
     -Improved AI starbase placement.
     -Lots of minor stuff and more to come.
-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.
     -Exposed the infocard value for build rate penalties to be on the cruiser in addition to the squadron itself.
-All races' anti-strike craft frigate weapon range increased 20%.
-All races' weapon platform structure's attack type changed from ANTIMEDIUM to CAPITALSHIP.
-ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%.
-ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%.
-COMPOSITE attack type's damage modifier vs Module armor type reduced from 100% to 75%.
-CAPITALSHIP attack type's damage modifier vs Module armor type reduced from 100% to 75%.

Ogrov Torpedo Cruiser:
-Front bank damage reduced from 1000 to 900.
-Fleet supply cost increased from 8 to 12.
-Resource cost increased from 490/100/70 to 620/130/95 credits/metal/crystal.
-Max hull points increased from 580 to 610.
-Max shield points increased from 275 to 295.

Solanus Adjudicator:
-Front bank damage increased from 50 to 55.
-Resource cost increased from 1100/210/135 to 1210/235/160 credits/metal/crystal.

Orkulus star base
-Stabilize Phase Space duration increased from 75 to 240 secs.
-Stabilize Phase Space cooldown increased from 90 to 320 secs.
-Pulse Gun damage increased from 146 to 186 for all banks.
-Disintegrator weapon damage type changed from AntiHeavy to AntiModule.
-Phase Missile damage increased from 300 to 325 for all banks.
-1st level of Assault Systems upgrade time reduced from 60 to 25 secs.
-new 3rd level of Assault Systems upgrade now grants 30% weapon damage increase to the star base.

Antorak Marauder
-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

TEC Hangar platform
-Flak turret upgrade weapon range increased from 3250 to 4500.

Advent Homing Mines
-No longer decelerate during their approach to target just prior to detonation.
-Now deal 150 of their 850 damage to all enemy targets within a radius of the primary target.
-Deployment radius increased by ~100%
-Target acquisition and loss ranges increased slightly to account for the deployment radius increase potentially placing mines further from the most common vertical movement range of targets.

TEC Proximity Mine
-Damage reduced from 1200 to 1000

Sivuskras Ruiner
-Explosive Mine damage reduced from 1200 to 1000
-Mines deployed per ability use increased from 6 to 10 (cost rebalanced to be roughly the same per mine)
-Mine deployment radius increased by ~100%

-Adjudicator is now able to fire when saved games are loaded.
-Fix starbases attacking before constructed (likewise with a variety of other structures).
-Mine placement changed so that they are more tightly clustered about the area in which ships are most likely to travel.
-Reduced starbase build and upgrade time modifier in hostile gravity wells from 2.5x to 2.25x
-Fixed an exploit with Pervasive economy and refunding.
-Area of effect repair abilities no longer autocast on undamaged, partially built structures.
-Subversion will now end if its planet becomes owned by friendly empires.
-Friendly units destroyed by a friendly Argonev's Last Resort ability no longer grant experience to friendly capital ships.
-Star bases are now affected by orbit body specific effects such as the antimatter charging at stars.
-Fixed bug where research prerequisites that included subjects your race did not have access to were evaluated as being satisfied instead of not. (Mind control bug)
-Removed unintended weapon on Vasari Hangar platforms.
-Dense core and porous core exclusive.
-Mine deployment through abilities now fails out at the appropriate places if the mine limit in the gravity well has been reached.
-Autocast for Vasari and Advent mines added.

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Graphics:
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-Reduced flair points Vasari orbital cannon.
-Fixed angle of approach of Advent meteors.
-Clutter reduction on shield projector effect.

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Sound / Music:
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-Entrenchment vocals pass 1 added.
-New TEC Cobalt vocals.
-Fix for annoying TEC repair cruiser sounds.
-Fixed frequent "structures complete" audio for mines. Now only reports when each batch is complete.
-Ogrovs using correct sounds now.
-TEC starbase constructor has general order response now.
-Better meteor sounds.

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Networking / Multiplayer:
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-Fixed sync bug.

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User Interface / HUD:
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-Other players' silent pings are no longer visible.
-Fix Vasari cannon ability string being too long.
-Crew training research now shows the correct max trainable level.
-Shuffled some research subjects around to hook up more pre-reqs where they are logical and to better fill the space.
-Added Starbase lost event.
-Stats added for mines/starbases/starbase upgrades.
-PlayerRanking now accounts for starbases.
-Fixed tec mine placement radius.
-Single player Game speed buttons added to the HUD.
-Empire search function for starbases added.
-Starbases integrated into planet construction (i.e so you can do things like select a neutral or enemy planet and get access to your starbase's build menu).
-Tooltips for mini pirate window added.
-Strike craft squadrons belonging to star bases now appear in the bottom pip ring of a planet's icon group instead of one of the side ones.
-Fleet supply used by ships queued for construction now displays the correct amount in infocards (was always calculated correctly for simulation).
-Alt now shows you ship icons and all even in cinematic mode.
-Exposed the infocard value for build rate penalties to be on the carrier cruiser in addition to the squadron itself.
-Fixed assorted typoes and grammatical errors (thanks for the emails!)

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Modding:
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-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)

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Misc:
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-Numerous crash fixes.
-More memory savings.

411,837 views 215 replies
Reply #101 Top

Quoting MindsEye, reply 16
When is new beta available?
End of MindsEye's quote

 

I was wondering the same thing myself?

Reply #102 Top

Quoting Attila464, reply 21
I have a question i love the new Entrenchment and love the new concepts of gameplay it adds. But When will we see major graphical improvments to the game? I mean the graphics are still great but id like to start seeing some effort to improve them more. Will we be seeing that in the future some time?
End of Attila464's quote

An easy answer for now...use the Bailknights mod.  You'll be surprised at the graphical tweaks from that mod.

Reply #103 Top

Hey Anny,

It's about time to get those pitchforks out...don't ya think???

Reply #104 Top

update is out.. for vanilla anyway

Reply #105 Top

ok so i might just be retarded...please someone tell me i uninstalled entrenchment from impulse and now i once again have SoaSE vanilla and then entrenchment...with no updates whiskey tango foxtrot over?

Reply #109 Top

I'm not sure how to get the upgrade. I uninstalled, but the new upgrade for entrenchment doesn't seem to be out.

Reply #110 Top

Quoting Howdidudothat, reply 8
I would like to call all of the players for/against the carrier nerf.  Please direct your attention to this thread: https://forums.sinsofasolarempire.com/340366.
End of Howdidudothat's quote
How 'bout we try it out before calling it bad?

 

:fox:

Reply #111 Top

Quoting scoobmx, reply 4
update is out.. for vanilla anyway
End of scoobmx's quote

 

not really, my impulse still shows me 1.13 without any updates.

i'm really really hoping to see beta 3 out today.

yes i know that you guys don't release on fridays - just make an exception already! ;)

Reply #112 Top

Quoting -OW-, reply 6

End of -OW-'s quote

Yay! We got some love!

Reply #114 Top

How 'bout we try it out before calling it bad?
End of quote

Actually, I want to do the test in v1.13.  Just to prove the point even more.

EDIT:  I guess v1.14 will work too.  Whatever happens to be on ICO tonight.

Reply #115 Top

Quoting Blair, reply 12
Quoting -OW- Athena, reply 6


Yay! We got some love!
End of Blair's quote

Blair, you make my day brighter and my night restful. : )

 

Reply #116 Top

Actually you make my night long and violent - which is awesome too.

Reply #117 Top

nm, impulse just glitched that's all.. it was showing updates for vanilla so i jumped the gun

Reply #118 Top

Quoting Blair, reply 12

Yay! We got some love!
End of Blair's quote

Hey Blair, question for you: Are carrier capitals going to have the same build rate pentalty as cruiser carriers?

Reply #119 Top

Quoting Blair, reply 12



Quoting -OW- Athena,
reply 6




Yay! We got some love!
End of Blair's quote

 

Im sure yall could use some :pizza:   and :beer:   too. So..... :pizza: :pizza: :pizza:   :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer:  :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer:

 

That should be enough for the whole crew

Reply #121 Top

Quoting -Ue_Carbon, reply 19



Quoting Blair Fraser,
reply 12



Quoting -OW- Athena,
reply 6




Yay! We got some love!



 

Im sure yall could use some   and   too. So.....    

 

That should be enough for the whole crew
End of -Ue_Carbon's quote

nice.

Reply #122 Top

Quoting Howdidudothat, reply 18

Hey Blair, question for you: Are carrier capitals going to have the same build rate pentalty as cruiser carriers?
End of Howdidudothat's quote

Good question and good point as well.

Reply #123 Top

i think they have the -50% while they are under fire normally right?  anyways i hope this comes out tonight it'd be a pretty cool b-day present *wanders off to play titan quest*

Reply #124 Top

Quoting Blair, reply 12

Quoting -OW- Athena, reply 6

Yay! We got some love!
End of Blair's quote

and you better be some good, nice little devs and give us what we want. love is not always the kind that results in pleasure, you know. :D

Reply #125 Top

why do we have to full uninstall soase?