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

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 #26 Top

Quoting EadTaes, reply 22
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.

I agree. a check box would be the best way. I for one prefer the auto pinned, so that would be the only way to make us both happy.

Quoting Steve, reply 25
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.

ah. ok. that makes sense, thx for the info.

+1 Loading…
Reply #27 Top

scuse me  english french germany language version

and italian version?

I/they have been disappointed

I have bought this game thinking pits in Italian

I would want to buy other games among which

calactic civilization

but only if in Italian

Reply #28 Top

Kalypso is responsible for European distribution. I'm not sure if they plan on translating for Italian..

Reply #29 Top

-Improved AI surrendering.

Does this mean that the AI will surrender when all hope is lost, instead of hanging onto those annoying few planets it has left and that it is backed in to?  I remember this feature from a while back but then it vanished....

Thanks!

-Phalnax

Reply #30 Top

-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).

Surprised no one has mentioned this yet.  This is something people have been after Ironclad a long time, nice to see they did it even though it doesn't do anything for the normal game

Reply #31 Top

Well, Blair has posted in a bunch of places since before we got our hands on the beta that they'd look into doing it, so for those of us following it's not actually a surprise in this change log. It's definitely a neat thinger, though!

Reply #32 Top

I think all of the changes are great good job :thumbsup:

BUT.......

after i downloaded the update i now get a minidump message evertime i try to start the game

after about 5 seconds of a black screen.

Reply #33 Top

Mods still not working for the final release of Entrenchment and there is no checksum #! I really would like to get my mods over to Entrenchment soon!!!!!

 

Aaron

Reply #35 Top

Quoting Aaron, reply 8
Mods still not working for the final release of Entrenchment and there is no checksum #! I really would like to get my mods over to Entrenchment soon!!!!!

 

Aaron

I'm not sure what's not working about them. We've made some here and they work fine. What checksum # do you need?

Edit: We reproduced it and fixed it. Hotfix coming soon. Also, the checksum will be zero unless you modded things that are involved in determinism (meshes, gameinfo etc). Strings are not checksummed.

Reply #36 Top

Quoting Maccilia, reply 7
I think all of the changes are great good job

BUT.......

after i downloaded the update i now get a minidump message evertime i try to start the game

after about 5 seconds of a black screen.

Did you have any mods set to load on startup? Uninstalling doesn't remove anything from the user folder.

Reply #37 Top

[quote who="Annatar11" reply="11" id="2075676"

Did you have any mods set to load on startup? Uninstalling doesn't remove anything from the user folder.
[/quote]

Nope i never even downloaded a mod for sins but i was part of the beta

 

@Blair

Will Do thanks

Reply #38 Top

Quoting Blair, reply 10



Quoting Aaron Moore,
reply 8
Mods still not working for the final release of Entrenchment and there is no checksum #! I really would like to get my mods over to Entrenchment soon!!!!!

 

Aaron



I'm not sure what's not working about them. We've made some here and they work fine. What checksum # do you need?

There are many people having this problem within the modding community.  Basically in my situation I have a mod named Mad Scientist that I made compatible with the beta version of entrenchment all the way up to version 0.93.006, which was right before the beta 3 release.  The issue is that upon the Beta 3 release and there after, the game pretty much refuses to read any file within the mods, and I believe it may be due to the multi-mod system that was put in place for the entrenchment.  It is not just with entity files, but I have place a single sound file and loaded it into entrenchment and still nothing.  I have changed preexisting files such as playertech.entity and the game does not reconize any changes.

Take note, I do not even get errors on files I intentally screw up so I could test it further.  The game appears to basically dismiss that there is even a mod and goes back into its default unmodded state.  There are several threads in the modding forum about this very issue.

Ordian

edit: should have reloaded the page before posting this one, as I now see you are on it.  Thanks Blair!

Reply #39 Top

Gotta get it in before Blair:

[17:42] <@Blair> hotfix for french and mod problems in progress

Reply #40 Top

I edited my post above :P

Reply #41 Top

Oh that's so cheating. :P

Reply #42 Top

This is awesome! I have one question, though. Ever since Entrenchment was first available for pre-order, Impulse has said that it would add "sub-space inhibitors" In fact, I just checked again, and it still says under the Features section "Subspace Inhibitor - Slow enemy ships that pass within its range." Was this a feature that was just dropped, and no one remembered to remove it from Impulse? 

Reply #43 Top

Dropped. Wasn't fun in their tests they said.

 

:fox:

Reply #44 Top

Yay!  :rofl: I'm gonna destroy me some TEC and Advent butts!

 

I never thought that with the little time between Beta 3.0 and the final release the change log would be this big...Anyway:

Thanks guys! <3

 

Fujuki :ninja: :moo:

 

Reply #45 Top

I've been waiting for this expansion for quite some time.  Tried out the SOASE long time ago and felt it lacked enough depth, but had alot of potential.  Bought a copy when the new of the expansion hit.  Had to wait quite some time for it since I'm not a fan of purchasing betas.  Looks good though and it's nice to see developers who actually visit the forums to get player feedback on a regular basis.  I'm used to crap service from developers so thumbs up to you guys who actually seem to care about their customers.  Can't wait to dig into the expansion.

Reply #46 Top

Quoting Kitkun, reply 18
Dropped. Wasn't fun in their tests they said.

 


Ah. Thank you. I never heard that. Still, I wonder why it is still on Impulse?

Reply #47 Top

-Meteor Storm damage reduced from 600/900 to 500/750.

Damage is a flat 500 at both levels.  Infocard stays at 500 and I tested on some pirates (the exact same ships both times - just let them heal up) and upgrading meteor storm to second level doesn't increase dmg, only antimatter.

Reply #49 Top

Quoting LHDAllaxul, reply 22
-Meteor Storm damage reduced from 600/900 to 500/750.

Damage is a flat 500 at both levels.  Infocard stays at 500 and I tested on some pirates (the exact same ships both times - just let them heal up) and upgrading meteor storm to second level doesn't increase dmg, only antimatter.

I was wondering about that. It was flat during beta when I played Advent, so I started a new 1.0 game with them as well to see.

Reply #50 Top

can I get this at a store.  I am still running on 1.05.  I hate stupid shit like Impulse.  I already have STEAM running and that pisses me off as it is.