Sins of a Solar Empire: Entrenchment v1.0 Change Log

Ironclad Games and Stardock Entertainment are pleased to announce the v1.0 release of Sins of a Solar Empire: Entrenchment!  Sins of a Solar Empire v1.15 is required for Entrenchment.  Registered customers may update their copies of the game via Impulse (http://www.impulsedriven.com).  For those who were taking part in the beta, here is the final change log:

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Sins of a Solar Empire Entrenchment v1.0 Changelist
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Note that this changelist represents the incremental change from Beta 3.0 to Final 1.0.
For a complete list of changes in Entrenchment also view the following changelists:

Beta 1 Hotfix Changelog : https://forums.sinsofasolarempire.com/333299
Beta 2 Changelog: https://forums.sinsofasolarempire.com/?aid=337896
Beta 2.5 Changelog: https://forums.sinsofasolarempire.com/338638
Beta 3 Changelog: https://forums.sinsofasolarempire.com/340287

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Gameplay / Balance:
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General
-Powerful new research subjects to improve starbase scaling late game.
-Ships taken over with the Rapture's Domination ability now properly leave fleets they are in and join the Rapture's fleet if it is in one.
-Reduced all factions' mines' max hull from 40 to 30 to offset attack type changes.
-Fixed descriptions for tech tree related achievements so it's clearer what you need to do to get them.
-Advent Hangar Defenses' Shield Bestowal now affects star bases.
-Anti-Structure frigates can no longer attack anything but structures, mines and starbases.
-Renormalized ANTIMODULE attack type to deal 200% damage vs structures, and renormalized its effectiveness vs. other armor types to be within the range 25% - 100%.
-Adjusted nominal damage of Vasari star base, Ogrov and Adjudicator to maintain DPS vs structures to account for ANTIMODULE damage bonus change.
-3rd level of Assault Systems upgrade weapon damage bonus reduced from 30% to 20%.
-Fixed errors in Grindstone templates.
-Face off and Implosion don't spawn stuff twice anymore.
-Tutorials fixed.
-Under construction starbases now have their max shield points properly computed for the purposes of ability use constraints.
-Starbase experience scaled by their build percentage.
-Abilities that repair damage and/or restore shields within a radius now only consider targets within range.
-Debris Vortex: hull repaired per piece of debris reduced approximately 33%.

AI
-AI siege ships now try to avoid turrets and mines when attempting to bomb an enemy planet.
-Improved AI surrendering.
-More improvement to AI retreat logic particularly w/r to considering enemy star bases and jump inhibiters.
-Improved AI mine laying logic.
-Improved AI factory building logic.
-Fix AI building defenses at obviously bad locations.
-Fix autocast AI for mine laying from overriding user commands.

TEC Proximity mines
-Cost reduced from 850/215/85 to 640/160/65 credits/metal/crystal.
-Damage reduced from 1000 to 700.

Vasari Mines
-Cost reduced from 950/225/110 to 710/170/85 credits/metal/crystal.
-Explosive mine damage reduced from 1000 to 700.

Advent Homing mines
-Cost reduced from 725/170/85 to 660/150/80 credits/metal/crystal.
-Single target damage increased from 700 to 1050.
-'start following target' range reduced from 6000 to 5500.
-'stop following target' range reduced from 7000 to 6500.
-Maneuverability increased approx 35%.

Advent Transcencia star base:
-Meteor Storm antimatter cost increased from 100 to 125.
-Meteor Storm damage reduced from 600/900 to 500/750.
-Mass Disorientation area of effect increased from 7000/10000 to 8500/12000.
-Increased culture spread rate of each level of Evangelization Nodes from 1.0 to 1.75.


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Graphics:
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-Adjusted weapons fire visuals for Adjudicator.

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Sound / Music:
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Networking / Multiplayer:
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-Reactivate stats tracking.

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User Interface / HUD:
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-Final research pre-req arrows added.
-Pirate miniwindow tooltips properly suppressed when pirates are no longer active.
-Fix being able to press buy/sell at same time  in quick market screen.
-Pip clouds now include mines.
-Planet bonuses now render percentages in correct color.
-Fixed bug in the way planets are counted for random galaxies in the front end descriptors.
-Star base attack ranges are now rendered during the placement process.

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Modding:
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-Mod directory now defaults to a directory based on the current version of the game (to prevent obsolete mods from preventing the game from loading). 
-Fighter attack routines can now be used by other ship types (i.e with the right physics tweaks you can get non-static combat movement).
-Mod checksums only consider GameInfo and Mesh directories. This way purely visual mods won't cause different checksums and prevent players from playing with one another.
-AI retreat threshold is now datadriven.
-Whether attackers can only target structures or not is now datadriven.

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Misc:
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-All maps updated to version 3.
-Fixed crash when downloaded or custom maps are in the default Galaxy directory.
-Fixed crash when trying to select custom maps.
-Fixed in-game Map Designer from crashing.
-Fixed crash caused by new Subversion behavior.
-Fixed crash caused by AI use of Advent Homing Mines under certain conditions.
-Fixed crash caused by docked fighters trying to update their AI when the carrier ship dies.
-Fixed crash caused by attempting to render the rally point line from a source you no longer own (e.g dead starbase, conquered planet).

299,193 views 81 replies
Reply #1 Top

You did fix crashes that were caused by bombing planets? (Or did they turn out to be something else?) Otherwise, again an impressive list.

Reply #2 Top

-AI retreat threshold is now datadriven.

-Whether attackers can only target structures or not is now datadriven.

Nice! :)

Look like good changes, and a bunch of them in a short time. You guys need to take a weekend off :P

Reply #3 Top

please thank all involved especially for the map version number change

harpo

 

Reply #4 Top

so much for my evening ;)  cant wait to get home.

Reply #5 Top



-Anti-Structure frigates can no longer attack anything but structures, mines and starbases.
-Renormalized ANTIMODULE attack type to deal 200% damage vs structures, and renormalized its effectiveness vs. other armor types to be within the range 25% - 100%.
-Adjusted nominal damage of Vasari star base, Ogrov and Adjudicator to maintain DPS vs structures to account for ANTIMODULE damage bonus change.

I'm not 100% clear on this. the attack vs other armour types would only concern the vasari starbase, more specifically its second weapon. because if ogrovs and adjudicator cannot attack anything else, it doesn't matter. their formal dmg is probably lowered because they were doing 75% vs modules before and do 200% now, but other than that it does not matter. only for the starbase does it mean that the 2nd weapons slot is not completely useless against anything but defenses. did I get this right?

else, another awesome change log. I am very curious about those new research subjects. and I am quite glad about the mines cost/ dmg change, because now it's much easier to set up a little mine field at an area, but the mine field would be less efficient than a similar number of betas. but then you can make it a little more dense to counter it.

:congrat:

Reply #6 Top

cant wait to get home.

You and me both. 3 more hours :(

Reply #7 Top

I'm not 100% clear on this. the attack vs other armour types would only concern the vasari starbase, more specifically its second weapon. because if ogrovs and adjudicator cannot attack anything else, it doesn't matter. their formal dmg is probably lowered because they were doing 75% vs modules before and do 200% now, but other than that it does not matter. only for the starbase does it mean that the 2nd weapons slot is not completely useless against anything but defenses. did I get this right?

Well, they did this because whether or not the ANTIMODULE ships can attack other ships is not hardcoded anymore. You can just change a line and the Ogrov could throw its torpedoes at ships, which is why they needed to re-do the numbers on the armor types ;)

In essence, what they did is re-adjust the damage bonus and the damage output of the anti-structure units to keep the same relative power, but also ensure that if someone wants to change (or make new ships with ANTIMODULE damage type) their targeting restrictions they wouldn't do 1% damage to ships :P 

Reply #9 Top

is it just me or is the final version of entrenchment distinctly smaller than the beta? the betas ranged well of 200 mb whereas this final is listed as just over 100 mb. not that it matters, it's positive, but I'm just wondering. optimisation I guess.

Reply #10 Top

What happened to that post we had back in December about how when Entrenchment launched we might be seeing a new faster game speed mode?

 

I quote from the December SINS Developer Journals:

 

We are still working on costs and pacing for BETA 1.  A lot of the costs for star bases and other things are largely placeholders to get feedback on.

One big suggestion we have is to set the rates to Fast otherwise the game pacing is very slow.

In the final version, we'll probably make Normal speed what is currently Fast and Fast will be made even faster.

source:

http://frogboy.joeuser.com/article/333021/Sins_of_a_Solar_Empire_Entrenchment_Tips_Tricks

 

 

//edit

PS I know the post doesnt GUARENTEE we will get a new game speed rate, but I would like to see some sort of response, whether a yes or no. Starbases I believe now make games last 4 times as long as they used to, and going through a 20 hour game is a bit extreme.

 

Reply #11 Top

Obviously, they decided against it? :P

Reply #12 Top

We opted for other methods to speed the game up. Quick start and juicing home planets (in particular to avoid early resource stalls) and faster ability to clear gravity wells (which in our testing is one of the slowest parts of the game with very little to show for it). Starbases or not, our experiene and ICO logs show us that the average game time is down quite a bit (obviously discouting super huge maps and special situations).

Reply #13 Top

Under the TEC defensive tech tree, the Improved Destabilization research refers to the Orkulus starbase rather than the Argonev.

Also, the Icon for Auxiliary government looks a little out of place for TEC,  it looks like the Vasari colony pods research, or at least the style is very Vasari like and and doesn't fit TEC.

 

Other than that awesome its released!

Reply #14 Top

Quoting Annatar11, reply 6

cant wait to get home.

You and me both. 3 more hours

Make me 3...:'(

Reply #15 Top

Quoting Alluceanot, reply 13
Under the TEC defensive tech tree, the Improved Destabilization research refers to the Orkulus starbase rather than the Argonev.

Also, the Icon for Auxiliary government looks a little out of place for TEC,  it looks like the Vasari colony pods research, or at least the style is very Vasari like and and doesn't fit TEC.

 

Other than that awesome its released!

Thanks, we'll change that now.

Reply #16 Top

Can someone please give me a hint as to what the "-Powerful new research subjects to improve starbase scaling late game" are so I can drool while waiting for the workday to end? :)

Reply #17 Top

Did we ever fix the problem with Auxiliary Government not working properly? Or is it only supposed to prevent colonization of planet by enemy?

Reply #18 Top

Why not just drool over the whole thing...that's what I am doing!!!

:drool:  

Reply #19 Top

Quoting Shadowhal, reply 9
is it just me or is the final version of entrenchment distinctly smaller than the beta? the betas ranged well of 200 mb whereas this final is listed as just over 100 mb. not that it matters, it's positive, but I'm just wondering. optimisation I guess.

 

If you're updating, Impulse only grabs the updated files.

 

But it could also be smaller. The betas could have been compiled with debugging enabled, which results in bigger (and slower) files then ones compiled without debugging enabled.

Reply #20 Top

Quoting Star, reply 16
Can someone please give me a hint as to what the "-Powerful new research subjects to improve starbase scaling late game" are so I can drool while waiting for the workday to end?

damn, someone preempted me with the okulus referrence.

ok. here is the rundown:

all starbases get a weapons upgrade of 10% and one extra target per bank. only research layer/ level.

tec gets 2 levels of extra armour, 10% I think. TEC also gets a better phase destabelisation.

vasari get assault deployment (at lvl 4 no less) that has two levels with 25% faster construction and upgrade. vasari also get armour improvement. 5% per level and 3 extra armour.

advent get two levels of 8% max shield increase and shield regeneration each.

most upgrades are at lvls 6 - 7, except for the vasari assault specialisation. that's I posted those things are brilliant. expensive certainly, but with the cost of individual upgrades, I'd say the already pay if have a few starbases scattered around. and a 50% construction/ upgrade increase should go a long way for the vasari anti-starbase starbase.

Reply #21 Top

Those sound purdy good. :P

Reply #22 Top

Their is one thing still missing. In user interface you still need a check box for : Auto-pin Starbases to the Empire Tree

I personaly hate having my empire tree get starbase pinned on it.

Reply #23 Top

In most cases blair clearing grav wells faster does not give u any benefits as you will have to spend nearly all your income upgradign those planets, so you forgo any frigates. 

If anythign change Militia numbers to be a bit mroe cosntant.  As is you can get a terran with 5 ships or one with 17.

Reply #24 Top

well there goes my day

Reply #25 Top

The change to ANTIMODULE damage modifiers vs. other armor types was primarily made to make the first level of weapons upgrades for the Orkulus more than 1% effective against enemy ships.