Yarlen Yarlen

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:

---------------------------------------------------------------------------
Sins of a Solar Empire Entrenchment v1.0 Changelist
---------------------------------------------------------------------------

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

---------------------------------------------------------------------------
Gameplay / Balance:
---------------------------------------------------------------------------
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.


---------------------------------------------------------------------------
Graphics:
---------------------------------------------------------------------------
-Adjusted weapons fire visuals for Adjudicator.

---------------------------------------------------------------------------
Sound / Music:
---------------------------------------------------------------------------

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

---------------------------------------------------------------------------
User Interface / HUD:
---------------------------------------------------------------------------
-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.

---------------------------------------------------------------------------
Modding:
---------------------------------------------------------------------------
-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.

---------------------------------------------------------------------------
Misc:
---------------------------------------------------------------------------
-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 #51 Top

No, it's not in stores.

Reply #52 Top

ok,  downloading impulse now.  No choice since I love the game so much.

Reply #53 Top

holy crap love9, you have alot of changes in store for you if you've still been playing on 1.05.

Reply #54 Top

Damn,  I'm really liking the new bases.  With their size though when the enemy first warped in I expected a larger light show (lol) but hey...still cool.I didn't notice the frigates acting like the fighters AI though.  Someone mentioned that they actually use the fighter AI or something like that.  They still just sit there and shoot.

 

The entrenchment game is launched as version 1.1...is this accurate for the current time?

Reply #55 Top

I didn't notice the frigates acting like the fighters AI though. Someone mentioned that they actually use the fighter AI or something like that. They still just sit there and shoot.

That was added as a mod option only. By default they still behave the same way they did. But it was a higly requested feature from mod makers, so IC put it in.

Your version should read 1.01.

+1 Loading…
Reply #56 Top

One question I do have, that I dont think has been answered yet: can I now install entrenchment and switch back to standard sins, without having to have 2 separate installs?

Reply #57 Top

Yes, it now installs everything in one folder and you can run both vanilla and entrenchment side-by-side.

 

Reply #58 Top

Yes, you can play either Entrenchment or vanilla Sins from the same install ;)

Reply #59 Top

HA...I finally beat Anny to an answer!!!  Yes, I feel like I actually accomplished something today now.:thumbsup: \o/

+1 Loading…
Reply #60 Top

-Improved AI surrendering.

Devs, if you get a chance there are some great ideas and thoughts going on in this thread about a possible fix to the AI surrendering.  As it is right now, the AI are surrendering way too early in the game and it is ruining some of the game play...just some thoughts.

https://forums.sinsofasolarempire.com/341350/#2078650

Reply #61 Top

Manual would make it much easier to see what has been added.

Reply #62 Top

Dang. I just got Impulse, and I'm getting the update. I must say that this is a great game. I've played it for most of last week.

Reply #63 Top

Hey, guys. Any way you could add the change logs as a feature to the Impulse screen?

I see I'm running Entrenchment "1.01" right now but there's no clue as to what was changed without coming to the forums, only to find a post named "V1.00 change log".

Putting an option in the Impulse game screen to see the change log, or in the menu of the game itself, would be appreciated.

Reply #64 Top

We are working on something.

Reply #65 Top

Quoting theRetroboy, reply 13
Hey, guys. Any way you could add the change logs as a feature to the Impulse screen?

I see I'm running Entrenchment "1.01" right now but there's no clue as to what was changed without coming to the forums, only to find a post named "V1.00 change log".

Putting an option in the Impulse game screen to see the change log, or in the menu of the game itself, would be appreciated.

You can always right click on the icon in Impulse and select View History.

Reply #66 Top

Quoting love9sick, reply 25
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.

I hate Steam as well.  Loved Half-life way back when, haven't played it since I bought the collection and found out had to use Steam.  Tossed it into the garbage and they lost a fan and customer

I loved Bioware games from the start, even before Baldurs Gate I had Shattered Steel.  I know I would really enjoy Mass Effect but the bullshit they are pulling with Internet connection required to play a smegging single player game means I'll never play it nor will they get any money from a long time fan and customer again.  Same for the premium modules for Neverwinter Nights -  would have paid for them, wanted to play them, don't always have Internet so the stupid policy cost the company money and myself some fun.

I don't mind Impulse though - the feel is different.  It's more a useful tool than annoying control device that assumes you're a dishonest sob - crazy huh?

Reply #67 Top

Quoting TheSpydyr, reply 10

Devs, if you get a chance there are some great ideas and thoughts going on in this thread about a possible fix to the AI surrendering.  As it is right now, the AI are surrendering way too early in the game and it is ruining some of the game play...just some thoughts.

https://forums.sinsofasolarempire.com/341350/#2078650

(my emphasis)

How about adding a game option that the AI doesn't surrender at all? I want to crush them to the bitter end! O:)

Reply #68 Top

I just noticed this!  this is annoying.  I was playing a good game and one  of the AI was keeping the other one busy for me.  Than out of nowwhere even though he owned 7 healthy planets and a good income he surrenders.

Reply #69 Top

If you like the feel of

Quoting LHDAllaxul, reply 16

Quoting love9sick, reply 25can 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.

I hate Steam as well.  Loved Half-life way back when, haven't played it since I bought the collection and found out had to use Steam.  Tossed it into the garbage and they lost a fan and customer

I loved Bioware games from the start, even before Baldurs Gate I had Shattered Steel.  I know I would really enjoy Mass Effect but the bullshit they are pulling with Internet connection required to play a smegging single player game means I'll never play it nor will they get any money from a long time fan and customer again.  Same for the premium modules for Neverwinter Nights -  would have paid for them, wanted to play them, don't always have Internet so the stupid policy cost the company money and myself some fun.

I don't mind Impulse though - the feel is different.  It's more a useful tool than annoying control device that assumes you're a dishonest sob - crazy huh?

 

If you like the feel of Impulse you would have liked Steam.  It is the same and equally as convienent.  I agree but however I wouldn't go to such extremes as miss out on half Life 2.  One of the best games I have ever played.  I hate these things because my brother owns his own PC (in the same house) and there should be no reason why he shouldn't be able to just install the game as well and play it.  He can't though.  He would have to log into my STeam or Impulse ID.  That is annoying.

Reply #70 Top

Oh,  I was meaning to ask.  Does anyone know if there has been any major changes to the Diplomacy features of the game or should I still just continue to play with the teams locked?

Reply #71 Top

Does anyone know if the entrenchment comes to stores also or is only downloadable from the internet?

Reply #72 Top

Entrenchment is currently only available through Impulse.  No plans of retail boxes have been confirmed and are unlikely at this point I'd wager.  The download is really quite reasonable however at only around 100 MB.

Reply #73 Top

Quoting love9sick, reply 20
Oh,  I was meaning to ask.  Does anyone know if there has been any major changes to the Diplomacy features of the game or should I still just continue to play with the teams locked?

No changes to the diplomacy yet, but the next micro-expansion should rework the system.

Quoting ville1, reply 21
Does anyone know if the entrenchment comes to stores also or is only downloadable from the internet?

Only available through Impulse.

Reply #74 Top

There have been talks of releasing a boxed set of all 3 micro-expansions at retail outlets once all 3 have been released through impulse.  This is not confirmed yet, afaik, but has been discussed.

Reply #75 Top

Frogboy shone a little more light on this in his latest dev journal introducing Entrenchment, and did say that they plan on bundling the 3 into one full priced expansion.