Sins of a Solar Empire: Trinity/Diplomacy v1.32 Change Log

Stardock Entertainment and Ironclad Games are pleased to announce the release of Sins of a Solar Empire: Trinity/Diplomacy v1.32. The update is now available for all registered customers via the Impulse client (http://www.impulsedriven.com). Special thanks to all the gamers who provided feedback for this patch!

NOTE:  THIS UPDATE WILL BREAK OLD SAVE GAMES AND REPLAYS.


 

[ Gameplay ]

TEC:

  • Fixed autocasting on Worthy Cause envoy ability. It will no longer target the player’s own planets (as intended).
  • Fixed the Trade Pact so that cargo ships get their HP bonus as intended
  • Corrected TEC Siege Frigate research time to match its tier
  • Corrected TEC Wormhole Travel research time to match its tier
  • Corrected the Catastrophe Recovery research time to match its tier
  • Corrected the Advanced Arctic Colonies research time to match its tier
  • Corrected the Nuclear Smelting research time to match its tier
  • Switched the TEC planetary shield buff priority to keep it from creating non-stop entity counts


Advent:

  • Illusionary squadrons will no longer give bounty or XP
  • Updated the Shield Pact to grant +15% to max shield points and +15% phase missile block (from 10%)
  • Corrected the modifier on Cultural Assistance to correctly increase the planet upgrade build rate
  • Corrected the Advent Wormhole Travel research time to match its tier


Vasari:

  • Fixed the Pricing Pact to correctly make purchasing resources cheaper
  • Updated the Phase Jump Pact so that two Vasari players can now share one another’s phase node networks


General:

  • Reduced the AI Relationship bonus growth rate for Unfair, Cruel and Vicious AI types
  • Reduced overall AI Relationship growth rate from 0.0003 to 0.0002 per second
  • Fixed a crash related to bombing planets
  • Increased Deconstruction rate from 30 hp/sec to 50 hp/sec
  • Updated Deconstruction autocasting to only target structures that have no weapons
  • Military Actions are now counted regardless of location as intended. Previously they would only count in neutral gravity wells, which made the stat not update as designed. 
  • Military Actions formula corrected to now be based off fleet supply/100 for ships
  • Military Actions is now capped at +3.0 from +5.0
  • The game will now cache rolls for player missions so that the AI no longer randomly decides to reject missions part way in
  • Players will now be able to offer the AI resource missions as soon as they've researched the required tech
  • Fixed lag issue that some players would see when a mission was completed by any player
  • Players will now automatically break Pacts when they die


[ Sound ]

  • Mission completion/failure for player missions will no longer trigger completion/failure sound effects


[ Modding ]

  • Added a new AIAutocastUseTargetCondition – HasNoWeapons
  • Hooked up the min/max pirate supply numbers in gameplay.constants


[ Misc. ]

  • Removed an old assert for envoys (only noticeable with the dev .exe)
  • Removed a dead entity in the entity manifest

 

263,276 views 76 replies +1 Loading…
Reply #1 Top

Awesome!

I REALLY NEED A COMPUTER!!!

MOAR MONEY!

Reply #3 Top

Nice update.

 

Can yall add one more thing for me please.

I want to trade worlds... Or make my enemies surrender worlds or something like that. Because at a certain point in the game I get too powerful. Or I have alot of worlds.

Same goes for ships. Somthing like this.

TEC: Can trade their siege and resource technology

Advent: Trade their Culture spreading and Mass Technology.

Vasari: Their phase travel technology, and their regeneration (the skirmishers have that ability) technology.

 

:digichet:

Reply #4 Top

Quoting Arthmyx, reply 3
Can yall add one more thing for me please.

I want to trade worlds... Or make my enemies surrender worlds or something like that. Because at a certain point in the game I get too powerful. Or I have alot of worlds.
End of Arthmyx's quote

This can already be done easily by abandoning your world (or having the other player abandon his world).

An enemy intentionally abandoning a world to you (or the other way around) is very rarely a good idea, anyway.

Quoting Arthmyx, reply 3
TEC: Can trade their siege and resource technology

Advent: Trade their Culture spreading and Mass Technology.

Vasari: Their phase travel technology, and their regeneration (the skirmishers have that ability) technology.

End of Arthmyx's quote

That's what Pacts are for. And I think we already have enough Pacts.

Reply #6 Top

I can't find the update on Impulse yet.

Reply #7 Top

I have updated without a problem approximately one hour ago...

Reply #8 Top

I can't update either.

Reply #9 Top

What version do you have ? Trinity or separate diplomacy expansion ?

I have Trinity, live in Europe and update went fine. Maybe it's not available everywhere yet. Or maybe there's a problem...

Reply #10 Top

Trinity and I live in Canada.

 

Reply #11 Top

Wow I live in NA and I can't even find the update

 

Nvm, finally found it

Reply #12 Top

Lol. I'm sure they're aware by now that there's a problem, let's just give them some time to fix it, guys.

Reply #13 Top

I can't either but -Ue_Carbon can. And we are both in NA and have it by packs.

Reply #14 Top

Quoting Wrath89, reply 12
Lol. I'm sure they're aware by now that there's a problem, let's just give them some time to fix it, guys.
End of Wrath89's quote

Sure :)

Reply #15 Top

Sorry gang, hit F5 and try again now.

Reply #16 Top

Did you forget to feed some hamsters?

Good to know the SouthEast Region has a hidden stash of food! :rofl:

Reply #17 Top

Hooked up the min/max pirate supply numbers in gameplay.constants
End of quote

Is there more to this other then increase in pirate supply to 10,000?

Reply #18 Top

Quoting Ryat, reply 17
Is there more to this other then increase in pirate supply to 10,000?
End of Ryat's quote
What?

 

:fox:

Reply #19 Top

Changes to the pirates. Was wondering if there was more then what I was seeing in the gameplay.constants file.

Reply #21 Top

Quoting Ryat, reply 19
Changes to the pirates. Was wondering if there was more then what I was seeing in the gameplay.constants file.
End of Ryat's quote
As far as I can tell, means the non-random pirate system should work again. (Computer blew up so I can't check.)

 

:fox:

Reply #22 Top

From the release notes:

Updated the Phase Jump Pact so that two Vasari players can now share one another’s phase node networks

So can a Vasari have a phase pact with a non-Vasari and the non-Vasari be able to use the Vasari player's phase network?

If so, is the AI smart enough to realize this?

Reply #23 Top

Quoting SPMaverick, reply 22
So can a Vasari have a phase pact with a non-Vasari and the non-Vasari be able to use the Vasari player's phase network?
End of SPMaverick's quote

Yes

Reply #24 Top

Quoting SPMaverick, reply 22
If so, is the AI smart enough to realize this?
End of SPMaverick's quote

While they probably won't base their tactics on it, the AI gives a move order from planet A to planet B and a phase gate route provides the shortest path, they should automatically use it.

Reply #25 Top

Anyone notice how the text for the reject mission button is misaligned? Bugs me a lot.