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Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Sins of a Solar Empire v1.18 | Entrenchment v1.04 Change Log

Major Balance Update!

 

Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates). 

It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.

Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster. 

But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.

Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online. 

Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause :)

In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.

In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes. 

While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.   

Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!

Enjoy!

-Ironclad

 

 


 

WARNING: This update will invalidate existing save games.

Gameplay / Balance: 

  • All Factions -
    • Fixed bug where purchasing capital ship levels would give you a refund.
    • AntiMedium damage type's modifier vs. Medium armor reduced from 150% to 133%.
    • AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
    • Cruiser carrier strikecraft build rate penalty when enemies are in the gravity well reduced from 15% to 10% (Entrenchment Only).
    • Reworked the tactical targeting AI to make smarter range targeting decisions (this is particularly prominent when putting short-range ships against long-range ships, such as Heavies vs. LRMs). (Entrenchment Only)
    • Starbases now account for their deployment cost when determining their refund value. (Entrenchment Only)
  • TEC Faction -
    • Kol Battleship:
      • Gauss Railgun range increased from 5,000 to 6,500. (Entrenchment Only)
      • Gauss Railgun damage increased from 300/550/800 to 325/650/975. (Entrenchment Only)
      • Gauss Railgun now also debuffs the target, reducing its max movement speed by 50% for 10 seconds. (Entrenchment Only)
    • Akkan Battlecruiser:
      • Colonize is now guaranteed to spawn its listed number of resource extractors, subject to that many unoccupied resource asteroids being available.
      • Colonize now grants 1/2/3 free resource extractors instead of 0/1/2.
      • Colonize now also increases resource extraction rate of that player's extractors at that planet by 33%/66%/100% for 360 seconds. (Entrenchment Only)
    • Sova Carrier:
      • Fixed bug with Embargo that caused it to not block cargo ship jumps at levels 2 and 3.
      • Rapid Manufacturing duration increased from 45 to 90 seconds.
      • Rapid Manufacturing cooldown increased from 120 to 180 seconds.
      • Rapid Manufacturing orbit body's ship and structure build rate bonus increased from 30% to 300%.
      • Now starts with three squadrons and tops out at eight at max level.
      • Heavy Strike Craft armor bonus increased from 1/2/3 to 2/3.5/5.
      • Heavy Strike Craft damage bonus increased from 10/20/30 to 12/24/36.
      • Missile Batteries antimatter cost reduced from 125 to 70.
      • Missile Batteries cooldown reduced from 50 to 35.
    • Dunov Battlecruiser:
      • Magnetize now interrupts abilities that are being channeled.
      • Shield Restore description amended to remove implied secondary effect.
      • EMP Charge now no longer requires the ship to be facing its target before it can be fired.
    • Cobalt Light Frigate:
      • Max hull points increased from 600 to 635.
      • Max shield points increased from 350 to 370.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Sabotage Reactor range increased from 5,000 to 6,000.
    • Krosov Siege Frigate:
      • Fleet supply cost reduced from 14 to 12.
      • Hit points increased from 450 to 510.
      • Shield points increased from 225 to 255.
      • Planet bombing damage increased from 21 to 25. (Original Sins Only)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
      • Heavy Fallout is now an activatable ability with autocast that can now be toggled on or off, and has a cooldown of 15 seconds. (Entrenchment Only)
      • Heavy Fallout population growth reduced from -30% to -8%. (Entrenchment Only)
      • Heavy Fallout now stacks up to 10 times. (Entrenchment Only)
    • Kodiak Heavy Cruiser:
      • Weapon range increased from 2,750 to 3,150.
    • Proximity Mines (Entrenchment Only):
      • Build cost reduced from 640/160/65 to 510/130/55.
      • Fixed bug that caused Proximity Mines to erroneously affect the end of game stats.
    • Javelis LRM
      • Fixed bug with Cluster Warheads which severely impacted its utility.
  • Advent Faction -
    • Halcyon Carrier:
      • Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.
      • Now starts with three squadrons and tops out at eight max level.
      • Anima Tempest reworked - now spawns 60 strikecraft (increased from 30) and all its strikecraft gain a 25% increased chance to dodge for 75 seconds. (Entrenchment Only)
    • Rapture Battlecruiser:
      • Fixed Domination so that ship counts in stats are properly changed when this ability is used.
    • Revelation Battlecruiser:
      • It is now possible to attack targets affected by Reverie.
      • Clairvoyance cooldown changed from 20/15/10 to 15/15/15.
      • Clairvoyance duration increased from 50/100/150 to 90/120/150.
      • Clairvoyance antimatter cost reduced from 80/70/60 to 70/60/50.
      • Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)
      • Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
    • Disciple Vessel:
      • Max hull points increased from 400 to 425.
      • Max shield points increaesd from 425 to 450.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Steal Antimatter range increased from 3,000 to 6,000.
    • Purge Vessel:
      • Build cost reduced from 730/100/80 to 630/90/75.
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 385 to 435.
      • Max shield points increased from 300 to 340.
      • Planet bombing damage increased from 21 to 25. (Original Sins)
      • Planet bombing damage increased from 21 to 31. (Entrenchment Only)
    • Iconus Guardian:
      • Repulsion cooldown increased from 8 to 20 seconds.
      • Repulsion activation cost increased from 20 to 90 antimatter.
      • Repulsion antimatter usage rate reduced from 6 to 4 per second.
    • Domina Subjugator:
      • Turn rate increased from 1.65 to 2.25.
    • Destra Crusader:
      • Weapon range increased from 2,750 to 3,150.
    • Solanus Adjudicator (Entrenchment Only):
      • Damage increased from 55 to 60.
      • Hull points increased from 860 to 980.
      • Shield points increased from 490 to 560.
      • Build cost reduced from 1,210/235/160 to 1,050/175/140.
    • Homing Mines (Entrenchment Only):
      • Deployment cost reduced from 660/150/80 to 530/120/65.
    • Advent Deliverance Engine:
      • Reworked buff to avoid very bad slowdowns when multiple shots were fired at one planet.
  • Vasari Faction -
    • Kortul Devastator:
      • Power Surge reworked - now restores 25/35/45 shield points per second instead of boosting shield regeneration rates 75%/150%/225%. Attack rate bonus is unchanged.
      • Disruptive Strikes may now be triggered by its pulse beam weapons.
      • Disruptive Strikes chance to be applied per attack reduced from 35% to 25%.
      • Disruptive Strikes antimatter removed increased from 10/20/30 to 12/24/36.
      • Disruptive Strikes ability cooldown rate penalty increased from 15%/30%/45% to 16.7%/33.3%/50%.
      • Disruptive Strikes now acts as an interrupt.
      • Jam Weapons reworked - enemy fighters that move within range of the Devastator while Jam Weapons is active will have their weapons disabled. Previously only those fighters that were within range at the moment Jam Weapons was triggered would have their weapons disabled for 30 seconds. (Entrenchment Only)
      • Jam Weapons range changed from 3,500/5,000/7,000 to 4,500/5,500/6,500. (Entrenchment Only)
      • Jam Weapons cooldown changed from 15/15/15 to 40/35/30 seconds. (Entrenchment Only)
      • Jam Weapons duration reduced from 30 seconds to 20 seconds. (Entrenchment Only)
    • Skirantra Carrier:
      • Now starts with three squadrons and tops out at eight at max level.
      • Scramble Bombers antimatter cost reduced from 80/65/50 to 50/40/30.
      • Scramble Bombers cooldown reduced from 60/50/40 to 40/30/20.
    • Jarrasul Transport:
      • Nano-Disassembler armor modifier reduced from -2/-4/-6 to -1.5/-3/-4.5.
      • Nano-Disassembler damage rate reduced from 30 to 25 hull points per second.
      • Nano-Disassembler duration increased from 20/30/40 to 25/35/45.
    • Antorak Marauder:
      • Distort Gravity now grants an increase to turn rate of 25%/50%/75% in addition to its other effects.
      • Phase Out Hull reworked - in addition to its existing effect, it now deals 200 shield damage to enemy targets or restore 200 shield points to friendly targets upon their return from phase space. (Entrenchment Only)
    • Vulkoras Desolator:
      • Deploy Siege Platform cooldown reduced from 55 to 20.
      • Deploy Siege Platform antimatter cost reduced from 100 to 35.
      • Deploy Siege Platform spawned platform duration reduced from 180 to 65.
      • Disintegration reworked to harm the hull, shields and antimatter of the target while restoring the Desolator - (Entrenchment Only)
        • Deals 150 damage per second to hull only. (Entrenchment Only)
        • Deals 150 damage per second to shields only. (Entrenchment Only)
        • Depletes 20 antimatter per second on the target. (Entrenchment Only)
        • Restores 120 hull points per second. (Entrenchment Only)
        • Restores 120 shield points per second. (Entrenchment Only)
        • Restores 15 antimatter per second. (Entrenchment Only)
    • Ravastra Skirmisher:
      • Max hull points increased from 700 to 740.
      • Max shield points increaesd from 440 to 465.
      • Max speed increased from 800 to 825.
      • Turn rate increased from 3.3 to 3.7.
      • Interference range increased from 5,000 to 6,000.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 8/12 to 16/24 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Karrastras Destructor:
      • Fleet supply cost reduced from 14 to 12.
      • Max hull points increased from 420 to 475.
      • Max shield points increased from 255 to 285.
      • Planet bombing damage increased from 23 to 27. (Original Sins)
      • Planet bombing damage increased from 23 to 33. (Entrenchment Only)
    • Serevun Overseer:
      • Turn rate increased from 1.65 to 2.25.
    • Stilakus Subverter:
      • Distortion Field range increased from 6,000 to 8,000.
      • Distortion Field antimatter cost reduced from 150 to 130.
      • Turn rate increased from 1.65 to 2.25.
      • Disrupt Shields can now target structures and starbases. (Entrenchment Only)
    • Skarovas Enforcer:
      • Weapon range increased from 2,750 to 3,150.
      • Reintegration duration reduced from 40 to 20 seconds.
      • Reintegration repair rate increased from 12/18 to 24/36 hull points per second.
      • Reintegration cooldown reduced from 75 to 60 seconds.
    • Vasari Hangar Platform:
      • Phasic Trap now works and has increased range and duration after further research upgrades. (Entrenchment Only)
    • Sivuskras Ruiner (Entrenchment Only):
      • Mine deployment costs reduced from 710/170/85 to 570/135/70.
    • Lasurak Transporter
      • Adjusted linear velocity to 450 (mistake from previous patch).
    • Kanrak Assailant
       -Fixed bug with Charged Missiles which severely impacted its utility.

 Graphics and Effects:

  •  New skybox! Blair's favorite!!! (Actually, it isn't new, but up until this point it was only used in screenshots. There was a bug in the data referencing that kept it from being selected in-game until now.)
Sound / Music:
  • Sound Fixes -
    • AnimaTempest
    • EMPBlast
    • ReactiveNaniteArmor
    • NanoHullRepair
User Interface / HUD:
  • Amended descriptions for research labs.
Modding:
  • Now shows error message with info when textures don't match up to make it easier for modders to track down the offending textures and what is wrong with them.
  • New BonusMaxSquads buff modifier type.
  • Revised random name generation of capital ships and starbases to use string prefixes defined in player entities directly rather than a prefix type. (This allows modders to have custom names per faction) (Entrenchment Only)
  • Fixed bug where spawning too many pirates would cause a crash. Spawn ship info with count instead of just raw entitydefnames. (Entrenchment Only)
  • New BuffInstantActionType::ApplyBuffToSelfWithFilter. (Entrenchment Only)
  • Fixed bug with renderShield option not working. (Entrenchment Only)
Misc:
  • Optimized various situations that could occur late game and slow the game down unnecessarily.
  • Fixed crash if autorecord.cache is somehow set to read-only.
  • Fixed corrupt save game bug.
  • Fixed potential graphics crash. Updated shaders so they're not broken by the March 2009 DirectX.
  • Fixed various rare crash bugs.

 

754,045 views 376 replies
Reply #26 Top

Sweet!!! Totally unexpected! Thanks Ironclad/everyone else involved!

-Phal

Reply #27 Top

Wahoo!!

Reply #28 Top

Cool.

The Kortul especially got some major buffs there.

 

:fox:

Reply #29 Top

1. akkan - nicely and uniquly done

2. halycon - HELL mutha******* YEA!!!!!!!!!

3. kortul - cinderella story, form next to nothing to becoming the frontman of a vasari fleet

4. vulkoras - mazra now has competion....and will get screwed when facing theses beasts now

5, not to be pessimistic but scramble bombers....stayed the same

all in all, its great but now ppl will complain abt the halcyon and vulki.....also, the egg got screwed

btw, to the devs, did u consider ever changing the vasari fighter's main eapon to pulse guns by any chance??

Reply #30 Top

Damn no AI changes apart from tactical targeting AI.  So I suppose the AI will still handle starbases badly, not build them outside of planets etc. At least the Advent starfish got a bit of a buff and in any sort of numbers should be a threat to SB's.  I really really really hope the poor Vasari AI has learnt not to suicide en masse on the nearest SB  :(

Reply #31 Top

Yup, between the AI's suicides on starbases and the AI' pathetic usage of siege frigates, as well as the AI's completely random choices of cap ships, the AI still needs some fixing.

Reply #32 Top

If you really want the AI to fall on its sword, build some repair platforms next to the starbase. The AI will relentlessly attack the repair platform completely ignoring the starbase.

Reply #33 Top

Love the AI abuse tips ;P

I'm by no means a hardcore player of Sins, but its one of my favorite casual day-off entertainments and I love the fact that Stardocks continued support and patching 1.5 years after the games release, results in a game that is remaining continually interesting and whose gameplay experience is still evolving. (<< sorry, that was a big sentence.)

here's my 3 cheers for the coming update and looking forward to Diplomacy (very soon please!) 

Reply #34 Top

Sweet!

No fix for the looping kostura cannon though? (if you watch it fire and zoom all the way out, you can still hear the kostura)

Reply #35 Top

wow, what a big patch. and so many very good changes. for example, I like how they gave carrier caps more squads in general and boosted a lot of rather bad abilities. one thing to note though: adept drone animae and scramble bombers do roughly the same thing now, but 1) with the advent it just says extra strikecraft squads, so it seems you can pick which and 2) they are permanent and so they are always better. unless I have something messed up in my head and scramble bombers gives more than just 1/2/3 squads temporarily.

otherwise, I also like the siege frigs changes. not sure if its enough, but they could be at least somewhat usable. their problem is that once they are a good option, the game becomes a horrible pain if your planets are under attack everywhere.

Reply #36 Top

I love the fact that Stardocks continued support and patching 1.5 years after the games release

Technically, Ironclad is creating the updates but Stardock handles the distribution of them enthusiastically (which is also rare). Sometimes developers create updates and their publishers won't even let them out.

+1 Loading…
Reply #37 Top

Did you guys ever look at an assilant vs lum on a 1v1 match.  Assailant with full weapons upgrade (6 phase and 2 damage) lost to a non upgraded lum?  You mentioned you would look into it. What were your findings?

Reply #38 Top

I didn't even know that, they are usually too busy trying to kill my bases on stars and in neutral grav wells. I'll have to stop building repair platforms.

 

EDIT I was refering to the repair platform + star base comment

Reply #39 Top

Quoting Beric01, reply 7

And Distant Stars will have to be updated.

dont worry beric01, we are on the case already

had to wake up Nacey at 2:30 am his time

Reply #40 Top

Quoting Blair, reply 36
Technically, Ironclad is creating the updates but Stardock handles the distribution of them enthusiastically (which is also rare). Sometimes developers create updates and their publishers won't even let them out.
You should see if you can outlast them. :thumbsup:

 

:fox:

Reply #41 Top

You should see if you can outlast them.

Reverse physchology kinda :D

Reply #42 Top

Quoting Blair, reply 15

Consider this example. Heavies were originally intended to be prototypical counter to LRM's. However, test after test said otherwise, despite our math. In one test sample that we ran over and over again, 102 Kodiaks vs 170 Illums (equal food comparison) the Illums actually beat the Kodiaks. When we updated the targetting and Kodiak ranges the Kodiaks defeated them handidly and were consistantly within error of the value we expected in our master balance spreadsheet. Obviously this isn't the only change as this is just one relationship but you get the idea - we dealt with them indirectly because we don't believe the fundamental problems are with LRMs (or Illums) themselves.

 

Ah, that makes sense now. I was wondering why HCs got extended range, but it makes good sense. Thanks. :)

Reply #43 Top
Id almost lost hope....very interesting...and can't wait. :)
Reply #44 Top

Well I will say it looks very good. My only worry about it is that it might not fully resolve the LRF spams because the 5% reduction In penalty I knwo form my testign will do nothing to help much. It would take 7 flak firgs 1 or 2 minutes to completely decimate 20 sqaudrons of fighters. So LRFs still won't have their counter back it seems.

Reply #45 Top

I completely agree with RA and Ovi.  Pretty much everything I wanted to say.  Oh wait, three points:

 

* I'm amazed LRM experience has remained the same.  These guys are 4 command units, they should kick out a suitable amount of experience to accommodate the fact that they are such small spammable units.

* Kinda disappointed with the siege frigate change.  Was hoping their damage would stay the same and we'd get some tough armour on these guys.  Yeah, they got a health buff, but it's only about 15%.  They used to be killed when sneezed at, so now we just gotta sneeze 15% harder.  Regardless, I've raised my advisory; keep THREE scouts on standby for every one siege frigate.

* Kinda disappointed that the Enforcer and Skirmisher didn't get damage buffs.  Personally I thought reintigration was fine, the problem was these guys had pathetic damage for their high command cost.

Reply #46 Top

Excellent work! Can't wait to get back to it now... ocne things calm down over here.

 

Looks like the vasari mid-end game is well and truely reenergised with the cap ship buff.

 

Love the new Akkan.

 

Probably the only thing i'm not convinced about is enforcers - but this may be balanced out by the other buffs to the vasari.

 

Hopefully the problem of advent supremity is now mitigated. Their lack of a lvl 6 fleet owning abiliy may just cancel out their superior LRF and hopefully repulsion too which still seems like the most powerful non-capital ability in the game.

Reply #47 Top

Quoting Blair, reply 36

Sometimes developers create updates and their publishers won't even let them out.

What sort of backwards thinking leads to that situation?

"We have a patch that our community wants. It will revitalize the game and cure cancer."

"They can't have it. We'd look like heroes and we don't hold with that sort of thing."

"Ok then...   Wait... what?"

Reply #48 Top

Quoting RaveBomb, reply 47
What sort of backwards thinking leads to that situation?

"We have a patch that our community wants. It will revitalize the game and cure cancer."

"They can't have it. We'd look like heroes and we don't hold with that sort of thing."

"Ok then...   Wait... what?"
Money for Quality Assurance. Most games die out after a while, and a new patch wouldn't bring money in.

 

:fox:

Reply #49 Top

Nice Sova love, though it's kind of dissapointing the other caps get more squads and the Sova doesn't even get the 7 it was "promised" in the manual. ;P   The buffs make up for it though.  So many other great changes were made, too!

 

Edit: @kitkun: My cold medicine must be stronger than I  thought...  :omg:   Hurray either way.

Reply #50 Top

Quoting Psychoseraph, reply 49
Nice Sova love, though it's kind of dissapointing the other caps get more squads and the Sova doesn't even get the 7 it was "promised" in the manual.
Check the fifth line for the Sova again.

 

:fox: