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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 #76 Top

Quoting TheSpydyr, reply 24
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.

 

Yea but who wants to wait that long? haha

Reply #77 Top

definitely not me.  Why I already own it.

Reply #78 Top

I noticed now on entrenchment the Kol Battleship doesn't auto aggress you must manuel target each enemy evil if surrounded after it has destroyed the one you targeted it just stops firing now

Reply #79 Top

You've most likely disabled auto-attack then as that's not normal behavior for the Kol.  Right-click on its attack button and make sure the little spinning dot is activated indicating his auto-attack behavior is enabled.

Reply #80 Top

You may want to note that replay's have been fixed in Entrenchment.  I do not know if this fix was carried over to SINS, but had I known replays was fixed in Entrenchment I wouldhave bought it sooner.  That is big deal for me.  It would appear alot of folks have enjoyed Cykur's recent replays on th flak frigate. 

I hope other expereinced players will take the opportunity to post replays aswell. 

Reply #81 Top

As far as I can tell my replays in 1.15 work.