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Sins of a Solar Empire: Entrenchment v1.02 Change Log

Sins of a Solar Empire: Entrenchment v1.02 Change Log

Coming soon...

Coming later this week to Impulse is version 1.02 of Sins of a Solar Empire: Entrenchment. Here's the list of changes for the next update:

WARNING: This update may invalidate existing save games!

Gameplay / Balance -

  • Added a new "Entrenchment - ReadMe.txt" to teach the basics of Entrenchment and provide links to more detailed online information.
  • Fixed incorrect level parameters for Meteor Control upgrade for Advent star base.
  • Fleet supply used by ships queued for construction from an Argonev star base in orbit around neutral or enemy planets is now properly accounted for.
  • Mine detection ranges increased from 4000 to 5000 for all race's scout frigates.
  • Weapon ranges of scout frigates increased to match mine detection range.
  • Advent Homing Mines:
    • Target acquisition range reduced from 5500 to 4500.
    • Can no longer acquire structures and starbases as targets (though their area of effect damage will still damage them).
  • Fix for Auxiliary Government upgrade not working as intended.
  • Mass Disorientation max number of levels fixed.
  • Advent structures now have a max shield mitigation of 60% when under the effects of Shield Bestowal.
  • Immobile starbases rotate to face away from planet rather than toward it.
  • More robust fix for AOE shield and hull restore autocast.
  • Fixed starbase jiggles.
  • Fixed neutral siege ships from not bombing planet.
  • Fixed multi targetters from not grabbing new targets once a single target was acquired and new ones were brought in afterwards.
  • Players are now informed when AI players decide to surrender.
  • AI surrendering conditions tweaked.
  • Fixed ships from sometimes being able to fire when they are disabled by various means.
  • Fixed hangar bays from being able to fire at strike craft when not fully constructed.
  • Armistice now affects mines.
  • Fix for improper phase destabilization stacking.

Graphics & Effects -

  • Fix for Marza effects not hitting the right side of planet.
  • Meteors now fall from sky instead of the walls and floor.
  • Reduced debris spawned when mines detonate.

User Interface / HUD -

  • Starbase select hotkey fixed.
  • The 16th capital ship is no longer cut off by '...' in the cap ship crews infocard unless the player has more than 16 caps (through modding, etc.).
  • Built TEC space mines show up in the module counts in the Tactical Structures action grid.
  • Auxiliary Government now always displays text on the infocard of the planet it is affecting.
  • Star base constructors now have bandbox priority over trade and refinery ships.

Modding -

  • GalaxyForge maps now have their own directory and are no longer reliant on the manifest system. Once created, these should be placed in the appropriate directory (e.g on XP C:\Documents and Settings\username\Local Settings\Application Data\Ironclad Games\Sins of a Solar Empire\GalaxyForge).
  • More interface checking to make buffs more robust for modding.

Misc. -

  • Fix potential crash with ability range querying by autocast conditions.
  • Recorded game playback no longer causes auto-saved game files to be generated.
  • Massive memory savings particularly for large games.
131,143 views 78 replies
Reply #26 Top

Quoting Longasc, reply 25
Now I wonder if I should start another game or wait... or wait with upgrading.

What's the issue?

You know you could start a new game and then just update after the game is over...?  This isn't Steam, you aren't forced to update.  Or just play smaller games you can finish quickly.

Reply #27 Top


Massive memory savings particularly for large games.

Every time theres an update, I look for one of these in the patch lists. A couple friends and I love playing gigantic 100+ planet maps together, and usually about 1 hour into the game, it starts stuttering, we keep playing, but its always nice to have a longer period of playtime without it. Heres to hoping it will up the possible play lengths yet again!

Reply #28 Top

Thanks, to the developers!  Looking forward to seeing the how the tweaks on Ai surrendering work out!

Reply #29 Top

Quoting Annatar11, reply 24
This patch changes entities so mods will be affected. I don't know about unplayable, since they look like mostly stat changes they may still work, minus the benefit of the changes of course.

 

wait so youre saying that the uzi sins plus mod entity planet files may still work but the stats will be changed on the additional planets when i load up the mod?

or are you saying that the usual planets, the volcanic, ice, sand, asteroid and terran worlds will act differently according to this update but any other mod planets will be just like the mod intended it?

 

the way the mod is zipped up it has different entity files for the all the additional planets

Reply #30 Top

This will be the first update with the Manifest system in Entrenchment, so I honestly don't know how it would behave. The planet stats aren't changing in the patch, and if the mod doesn't touch scout ships and starbases and is set up so the manifest file only lists the changed planets, there's a good chance it will work properly without needing any updating. But we'd have to wait and see.

Reply #31 Top

Quoting wrath2552, reply 2
awesome! but does it render existing mods obsolete(again)?

Not really... just copy and paste it in

Quoting Haree78, reply 1

Quoting Longasc, reply 25Now I wonder if I should start another game or wait... or wait with upgrading.
What's the issue?

You know you could start a new game and then just update after the game is over...?  This isn't Steam, you aren't forced to update.  Or just play smaller games you can finish quickly.

just use developer and cheat ;)

Reply #32 Top

It's crunch time at work and my brain is fuzzy from lack of sleep.  Can someone please explain what this means?

 

Advent structures now have a max shield mitigation of 60% when under the effects of Shield Bestowal.

 

What was the behavior before?  Couldn't Advent get more shield mitigation than that when within their own culture?

Reply #33 Top

It's specific to structures.  It topped out at some silly number like 75% before, which made the advent turrets stupid powerful.

 

There was a thread about it somewhere.

Reply #34 Top

I don't know what exactly it means. Right now, only the beam turrets get increased mitigation from the shields. Every other building, including the hangar, stay at the base 15% mitigation. It can't go above it.

It sounds like what they did is give all the other buildings the same pre-research mitigation cap as all the other entities with shields.

Reply #35 Top

Quoting Annatar11, reply 5
This will be the first update with the Manifest system in Entrenchment, so I honestly don't know how it would behave. The planet stats aren't changing in the patch, and if the mod doesn't touch scout ships and starbases and is set up so the manifest file only lists the changed planets, there's a good chance it will work properly without needing any updating. But we'd have to wait and see.

ah! excellent! i see why youre referred to as the local gawd body. thanks

Reply #36 Top

I am incredibly glad to see that custom made maps will now work in Entrenchment without having to jump through a bunch of tech hoops.  I, for one, am not tech savy enough to understand these things.  I'v had people try to ehlp me do them, but my un-tech-savyness kept me from being successful.  My thanks to the devs for fixing this.

Reply #37 Top

NOW DOWNLOADING entrenchment 1.02.026

harpo

 

Reply #38 Top

no DL here.. wtf :/

Reply #39 Top

siddy I have downloaded 90mb of 217mb in the sins 1.16 then will download the entrenchment updates

harpo

 

Reply #40 Top

this update killed the distant stars mod (again!!!). I´m getting really tired of this. It would be nice ifa dev could drop by and post me in the directions i have to change in the mod to make it work again.

Reply #41 Top

Quoting ollibert, reply 15
this update killed the distant stars mod (again!!!). I´m getting really tired of this. It would be nice ifa dev could drop by and post me in the directions i have to change in the mod to make it work again.

It is not only DS, MS and the dynamic battle system probably all of the major mods hav failed also

Reply #42 Top

Bailknight's should be fine. :P

Reply #44 Top

Fixed starbase jiggles.

 

w00t no more dancing starbases!

Reply #45 Top

Quoting Mooster, reply 6

just use developer and cheat

 

Can you elaborate on this?

Reply #46 Top

Please tell me this fixed whatever sync issue that is plagueing the game to the point that its unplayable.....

Reply #47 Top

Well this is a real bummer if it is a difficult fix for sure.  Just tried to use SG races mod......me and my brother and both times locked the computer up...had to turn power off and reboot.  Going to try other mods and see if all are screwed, but that brings me  to a question; we logged on to play a game, and could not because a message poped up and said we need to update.  Why?   I do not think it is unreasonable to let people play the version they are playing atm until mods get updated.  Why, I wonder, is that a problem? Is it that difficult to allow people to use a working version until their mods are updated and verified to work again?  OK, just ranting here but for real I jsut downloaded that mod and played it all of 15 minutes today........came home hoping to actually play a gamewith that mod and can not play online unless I update? Then can not play the mod?........ WEAK..... I do not criticise updating the game.  Not at all.  Just the idea of forcing an update when mods are such a big part of the game.

Rant done, choosing another game until I see a mod work....grrrrr.... more work for the modders.   But as I said hopefully I am just ranting unessecarily and the mods can be made to work with little effort.   Well, I hope so anyway, after seeing that mod in action earlier, and now having no way to play it because I have 1.02 and can not get/play 1.01 online....wellllll   frik and grrr LOL.

Valkajin

Reply #48 Top

Quoting Annatar11, reply 17
Bailknight's should be fine.

 

It is. At least on Windows XP 32bit, since I'm running Bailknight's with 1.02 right now.

Reply #49 Top

I posted this elsewhere, but I might mention this here

"Not sure if it has been fixed in this version, but in V1.01 the mine detection ability wouldn't work in a magnetic cloud as all abilities don't work in there. So you cannot uncloak the mines without suicide runs to trigger them...."

Reply #50 Top

When patches are released, I'd consider it a bonus if any mods at all work, honestly. Modding changes the game, and Ironclad has enough work doing all the testing and tweaking to fix things in just the core game alone without worrying about how a bunch of uncontrolled changes to it that have been made by others will influence it. Considering how much IronClad supports the modding community with the number of parameter-based fixes to Entrenchment and the overall Forge structuring, I don't mind cutting them some slack when their patches break mods.

Personally, I'd rather have solidly balanced core gameplay with patches for things like memory utilization and desyncs as soon as possible than wait extra months just to ensure that every single mod would work with them. It's great if mods aren't broken by patches, but I think it's asking too much to expect it.