Yarlen Yarlen

Sins of a Solar Empire: Entrenchment v1.03 Change Log

Sins of a Solar Empire: Entrenchment v1.03 Change Log

Next week we're planning to release the v1.03 update for Sins of a Solar Empire: Entrenchment.  In keeping with all the Entrenchment goodness, v1.03 will only be available via Impulse (http://www.impulsedriven.com) to registered customers.

WARNING:  THIS UPDATE MAY INVALIDATE EXISTING SAVE GAMES.


  • Gameplay / Balance -
    • All race's carrier cruiser's max speed reduced from 500 to 450.
    • Carrier's squadron buildrate penalty with enemy units in the gravity well reduced from 25% to 15%.
    • Fixed a bug in the pathfinder that caused it to favor sub-optimal paths for between system travel.
    • Fixed incorrect start conditions on Double Cross map.
    • Tweaked the equation for damage reduction so that it is more stable for large negative armor values.
    • Magnetic Cloud orbit bodies now disable all abilities, not just those requiring antimatter.
    • Marza Dreadnought:
      • Missile Barrage number of waves increased from 20 to 25.
      • Missile Barrage damage per wave reduced from 150 to 120.
      • Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
    • Transcencia Starbase:
      • Final Judgement rebalanced so that it applies its damage more evenly between activations so that planets have less opportunity to rebuild infrastructure while this ability is cooling down.
      • Final Judgement antimatter cost reduced from 200 to 150
      • Final Judgement cooldown reduced from 120 to 60
      • Final Judgement meteor strikes increased from 3/6 to 4/8
      • Final Judgement meteor strikes frequency reduced from every 3 secs to every 5 secs
      • Final Judgement bombing damage reduced from 300 to 120
      • Final Judgement population killed reduced from 40 to 15
      • Fixed incorrect range values for Final Judgement level 2.
      • Meteor Storm target area of effect reduced from 4000/6000 to 4000/5000
    • Fixed a bug in the AI that caused too few anti-structure ships to be built when preparing to attack enemy starbases.
  • Graphics and Effects -
    • Marza Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
  • Networking / Multiplayer -
    • Fixed a bug where extra gaps could be added between lines of text in multiplayer chat.
    • Fixed missing multiplayer chat characters with some non-English languages.
    • Fixed not being able to create ICO account and player names with certain non-English characters.
    • Fixed a bug that could cause the ICO lobby to disappear.
  • User Interface / HUD -
    • Income summaries no longer overflow in such a way that per planet elements are mis-rendered.
    • Fixed some bad zooming behavior when you try and get too close (especially on small entities like fighters).
    • Fixed a bug where you couldn't zoom in past a certain distance despite changes to the zoom scalar for the given entity. The minimum distance is still restricted to the entity's radius or 20m for objects will spatial extents (e.g. debris).
    • Starbase upgrades can now be queued from starbases that are under construction.
  • Modding -
    • Fixed zoom scaling bug (see above).
    • Option to disable shield rendering per entity.
  • Misc. -
    • Fixed a rare crash bug caused by Jump Degradation ability of Overseer cruisers.
    • Fixed a rare sync error caused by loading differences between FAT32 and NTFS file systems.
394,914 views 128 replies
Reply #101 Top

Quoting EadTaes, reply 20

Quoting top vasari, reply 19great picture Ead. that basically sums up the new nerf for carriers.
Cool! Now give me Karma

 

:P Haha whatever works to get Karma.

It looks like a good update, I can't wait to check it out. Thanks Yarlen buddy!! B) (Desert Fox here) I play Sins only a few times a week, busy beta testing another game that people made Mods for, beta testing Mods on daily basis lately at my website. :D We are working on our website software for our new file service, driving me crazy but we will finish it soon.

Dargoon999, sounds like you need to create a Mod if they don't include the things you like? ;)

 

Reply #102 Top

What surprises me the most is the sync error caused by loading from different filesystems. That must have been a real pain to find in the first place, too.

 

I don't know what the bug was or how it was fixed, but have you checked the fix against the new exFAT as well?

Reply #103 Top

Quoting JSW_Ballz, reply 20



Quoting GrimFear,
reply 19
is the AI vs attacking starbases getting a tweek?

Especially when u have 2 or more in a sun I have seen the AI throw lv 7 cap ships in small numbers agaist the starbases. - they die


Looking to the OP:


Fixed a bug in the AI that caused too few anti-structure ships to be built when preparing to attack enemy starbases.


I'm guessing that'll help.  Maybe not enough, but it's a start.

 

I would have thought using lots of bombers was the way to go - thats what I do anyway

Reply #104 Top

Quoting jjandrah, reply 2
What surprises me the most is the sync error caused by loading from different filesystems. That must have been a real pain to find in the first place, too.

 

I don't know what the bug was or how it was fixed, but have you checked the fix against the new exFAT as well?

Yeah, it took us over a year to find! No joking! It won't happen on any new filesystems because we refactored the code completely to make it filesystem independent.

Reply #105 Top

Blair, could you bonk Yarlen with a stick so the patch goes out today? Appreciate it! ;)

Reply #107 Top

Fixed a bug in the AI that caused too few anti-structure ships to be built when preparing to attack enemy starbases.

 

 

oh that's just evil :'( i was so happy in that 2 vs 4 unfair AI game that the ai only brought 20 anti-structure cruiser sX(

 

THEY FIXED MARZA  this is exactly what we need :D  more time  counter it :P + different graphics (yet 2 see it though.. me's curious)

 

thanks again for a great patch,  all game-related issues that were bothering me have been changed

 

 

S_o_L

Reply #108 Top

Me the graphic didnt look any different or whats till barely visable. How ever I had a graphic mod that wasn't working witch could still have interfeared with it. If someone see the new marza graphic can you post a picture?

 

Edit: Actuly no since new oatches create new mod folder my game was comepletly unmodded. And if what I saw last night is suposed to be the new graphic I didn't notice any difference from before. But I was playing with a graphic mod so I might be forgeting.

Reply #109 Top

Okay here is what the new graphic looks like.

I'll start by giving credit by saying it'S a damn improvment from before. It is indeed quite clearer. However it fell short of my expectations. Seeing this today I understand why in my game last night I couldn'T see the difference. It simple the skybox. This one is blue my skybox last night was red. So the effect was almost invisable. So it's a good start but more work needs to be done. Adding a sound liek was proposed that sounds like a weapon of doom would be a nice adition to this. I was watchign a guy use histeria on planets last night and one could tell just fromt he sound of it. Doing something like this would help greatly if this is all the graphics improvement thata e going to be done.

I for one will continue using Bailknight's graphic mod moddified by Annatar. Yes it works in 1.03.

Reply #110 Top

Great now none of my mods work again, now I have to wait for new ones to come out. Unless anyone here knows how to get the starwars mod to work with this new version. I kind of like not having the carriers be so powerful and all I mean I'm gettin tired of people just rushin with a hundred carriers and thats all they know how to do.

Reply #111 Top

Lol better then a dude building tons of LRFs. Becasue for the carriers atleast you can stop em by countering them. I laught at people that build nothing but carriers.

Reply #112 Top

 

EadTeas, would you recommend a voice soundbite like:  "A Missile Barrage has rippled phase space!"

Reply #113 Top

No I would recomend somehtign like what this dude thought up.

Quoting Snowraven, reply 6
So did you change Missile Barrage graphics AND sound as well? Might as well make it sound like Stalin's organ i.e. like a Katyusha rocket launcher?

Of course I don't think that exact particuler sound would fit into Sins. How ever somehting along that line would.

Reply #114 Top

I agree about carriers, but look at how bad defenses have ALWAYS been in the game.  Entrenchement came out and it was a marginal improvement, but defenses still were pitifully weak.  It makes NO sense that you can go in and wipe out the enemy homeworld and not lose a single cap when that enemy has built all defenses possible.  What the devs have done is a certain kind of play balancing, but one that makes little sense when you can't adequately defend your homeworld no matter how hard you try.


I would have liked to have seen something where your it became harder to setup defenses (more expensive perhaps?) the farther you got from your homeworld but you could setup a ton at your homeworld if you chose to spend resources to do it.

This game has and always will be a fleet game and things like defensive structures are speed bumps at best sadly...

Reply #115 Top

Quoting sbradfor, reply 14
I agree about carriers, but look at how bad defenses have ALWAYS been in the game.  Entrenchement came out and it was a marginal improvement, but defenses still were pitifully weak.  It makes NO sense that you can go in and wipe out the enemy homeworld and not lose a single cap when that enemy has built all defenses possible.  What the devs have done is a certain kind of play balancing, but one that makes little sense when you can't adequately defend your homeworld no matter how hard you try.


I would have liked to have seen something where your it became harder to setup defenses (more expensive perhaps?) the farther you got from your homeworld but you could setup a ton at your homeworld if you chose to spend resources to do it.

This game has and always will be a fleet game and things like defensive structures are speed bumps at best sadly...

I wholeheartedly agree with you. Defensive structures (gauss platforms/beam platforms/missile platforms) are basically worthless. It would be good if the attack range could be doubled or even tripled. BTW, whats up with the TEC Guass upgrade, its like 1500 credits + 150 crystals for a mere 15% increase in fire rate!?!, ridiculus!!!

Reply #116 Top

I would have liked to have seen something where your it became harder to setup defenses (more expensive perhaps?) the farther you got from your homeworld but you could setup a ton at your homeworld if you chose to spend resources to do it.

This game has and always will be a fleet game and things like defensive structures are speed bumps at best sadly...

Defences in entrenchment are far more powerful than before. Have you tried taking down a fully upgraded SB? They are very powerful and early game can easily take down an entire fleet.

Defencive structures are far from speed bumps if you are trapped between enemies they can keep you alive because they can take out entire fleets with help from other static defences.

Reply #117 Top

Yeah ask the Vasari dude who was tring to find a week point in my defences last night. He got treated quite badly by my defences.

Reply #118 Top

How about a new ship design anti missle frigate or give the flak ships an ablity to chose anti fighter or anti missle focus{ie they can only defend

against 1 type of hostile and while anti missle they cannot shoot other ships}

Anti missle effect could target any kind of missles they larger missles would take a few hits to knock out

Some upgrades to these ships could include damage/faster rate of fire and range

you could have missle upgrades too phased missles {harder to hit } harded missles {take more hits to knock out} faster missles etc

There isnt enough ECM in the game something like this would make alot of interesting changes and could represent that somewhat.

 

ECM = electronic counter measures

Reply #120 Top

install impulse.

Reply #121 Top

it would seem that the map converter is not compatible with this update.

Any recommended changes needed to the program to make it work?  Or just wait for a newer release for older galaxy files?

Reply #123 Top

look two posts above

Reply #124 Top

I've been playing sins for over a year now. (strictly non-online... no internet connection in my room wth?!?)

I've mostly played as the TEC, but I'm starting to warm up to the Vasari.

Mostly because of these reasons:

The Skirantra Carriers Repair Cloud ability (fully upgraded) constantly made it very hard for me to defeat their fleets, that and their over-all stronger armor, hp, sheilds, etc.

The Subverter's...uh... whatever ability it is that seems to shut down entire sections of my fleet. I fought a HUGE battle against a Vasari fleet (I was TEC) and got the shit-ake-mushrooms kicked out of me, 'cuz I literally couldn't do anything.

Their SC (has anyone noticed that ONE Vasari bomber has MORE HP, Armor, DMG, Sheilds than an ENTIRE advent squadron!?)

The Carriers getting nerfed again, I think, is the wrong way to go. Spamming anything is just stupid. If the spamming actually WORKS... that's even worse...

I've kinda taken advantage of how the AI don't use crew extractor... It serves me as an early-game warning system against incoming fleets... But if they use it now... that's Kewl to.

The people that think the MB should be nerfed more can... -Profanity- ...The afore-mentioned Vasari abilities MORE than keep your fleet alive during an MB... Adding Kewl special FX to it is pretty kewl tho...

:cylon:  

Reply #125 Top

Just play those awesome Vasari and see how crappy all that stuff is.