Yarlen Yarlen

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.

 

754,173 views 376 replies
Reply #76 Top

If u forgot to write about buff HC hp lower theit fleet cost or cost  or nerf lums, its ok write it now.

Reply #77 Top

I'm so happy :')  

And the fact that one of the things added was my idea makes me even happier!

Now, I'm off to give Deceiver some karma...  Never did while the thread was in use, but now that the devs have incorporated a lot of the things in it, I'm off..

Reply #78 Top

Very nice patch :thumbsup:   Interesting to see how that changes the game.

Reply #79 Top

15 extra squads? Where are you getting that from. Their lifespan is still 120 seconds, and the cooldown (at level 3) is 20 seconds. That's six extra squads, not fifteen. That's kinda pathetic, seeing as the new Halcyon ability gives you three extra squads for free.

Ah you're right, I misread my own post about scramble bombers.

Reply #80 Top

These look like good changes.


I would like to thank you especially for the Vulkorus changes.  It can finally bombard a planet on the save level as a marza.

I am slightly concerned with the extra squads for cap carriers.  I understand why the change was made, but it also makes them stronger as a started cap compared to the other caps.

Reply #81 Top

I am slightly concerned with the extra squads for cap carriers. I understand why the change was made, but it also makes them stronger as a started cap compared to the other caps.

I think your concerns are well founded, but I believe the extra squad(s)(and the better SC abilities) will make them a more viable choice as a starting Cap as they'll be able to hold their own against the other caps eventhough they have weaker armor and less HP than many of the others. Plus carrier caps are the only caps whos power can be neutralized by an early game type of unit, flak. On the up side they'll be more dangerous (if loaded with bombers) to enemy structures and Cap ships and (if loaded with fighters) enemy LRM spams, forcing more diversification in enemy fleets in the form of Flak and LFs.

Reply #82 Top

interesting that the LF's anti-ability abilities (lulz...had to type it) have got +1000 range

Reply #83 Top

This looks like it's going to be fun to take for a spin - I can't wait!

edit - BTW, what's a "skybox" when it comes to Sins?

Reply #84 Top

stardragon,

the skybox is the background colour and stars behind the gravity wells/ships and they can be turned off in the effects page ie coloured skyboxes and deepspace skybox.

harpo

 

Reply #85 Top

The cool looking cloud like backgrounds. Comes in a various shades or blue, green, purple, orange, etc etc.

 

 

OH HUZZAH FOR PATCH!!!!

Reply #86 Top

Quoting Deceiver_0, reply 81

I am slightly concerned with the extra squads for cap carriers. I understand why the change was made, but it also makes them stronger as a started cap compared to the other caps.
I think your concerns are well founded, but I believe the extra squad(s)(and the better SC abilities) will make them a more viable choice as a starting Cap as they'll be able to hold their own against the other caps eventhough they have weaker armor and less HP than many of the others. Plus carrier caps are the only caps whos power can be neutralized by an early game type of unit, flak. On the up side they'll be more dangerous (if loaded with bombers) to enemy structures and Cap ships and (if loaded with fighters) enemy LRM spams, forcing more diversification in enemy fleets in the form of Flak and LFs.

That's what I am saying. It actuly will not. Flak wills till kill fighetrs to fast. When I started modding my mod the first thing I did was remover the penalty completely and even then the flak kills the fighters so fast they didn't have much time to do anything. Not to mentiont hat advent flak is much better at killing SC then TEC and Vasari flak.

Reply #87 Top

Interesting changes.  I only play MP COOP, but I can't wait to jump in and try them. 

Thank you very much for the effort!

Reply #88 Top

Ok here are the missed elements from the changelist. Its constructed from a huge list of change logs in our source control so there is sometimes errors in the "English" version you guys are presented with.

1. -Lasurak Transporter

- Adjusted linear velocity to 450 (this was previously a typo and listed under the Skirantra by mistake)

2. The Guidance change is now split into two parts to describe it properly:

- 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)

3. Javelis LRM
 -Fixed bug with Cluster Warheads which severely impacted its utility.

4. Kanrak Assailant
 -Fixed bug with Charged Missiles which severely impacted its utility.

5. Progenitor Mothership
 - Colonize planet upgrade cost reduction decreased from 20%/40%/60% to 15%/30%/45%
 - Colonize duration increased from 360/360/600 seconds to 360/480/600

6. AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%

Reply #89 Top

Blair I hope you might be able to address the texture limit for modding from your limits thread, but I bet it is too late for this patch.

Reply #90 Top

Colonize planet upgrade cost reduction decreased from 20%/40%/60% to 15%/30%/45%

Wow... that was much needed, but to be honest I didn't see it coming.  That said... no more free artifact hunting?

Reply #91 Top

Quoting Blair, reply 88
Ok here are the missed elements from the changelist. Its constructed from a huge list of change logs in our source control so there is sometimes errors in the "English" version you guys are presented with.

1. -Lasurak Transporter

- Adjusted linear velocity to 450 (this was previously a typo and listed under the Skirantra by mistake)

2. The Guidance change is now split into two parts to describe it properly:

- 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)

3. Javelis LRM
 -Fixed bug with Cluster Warheads which severely impacted its utility.

4. Kanrak Assailant
 -Fixed bug with Charged Missiles which severely impacted its utility.

5. Progenitor Mothership
 - Colonize planet upgrade cost reduction decreased from 20%/40%/60% to 15%/30%/45%
 - Colonize duration increased from 360/360/600 seconds to 360/480/600

6. AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%

Again, nice changes. Especially the last one; it should help Fighters survive longer against Flak Frigs. Nicely done!

Reply #92 Top

Wow... that was much needed, but to be honest I didn't see it coming. That said... no more free artifact hunting?

hehe :):waaaa:

or dirt cheap level 3 infrastructure upgrades for that matter.

Reply #93 Top

Oh, sure, talk about the practical applications while I whine about having to shell out pocket change :-P

Reply #94 Top

awww... i was really hoping one of the typoes would be the lack of the turnrate increase for the tec utility cruisers that have non-omni-directional ablities (just like all the other utiltiy cruisers that have non-omni-directional ablities)

(i mean... if your doing it to more than half... why not all...)

Reply #95 Top

Cielo's never had a problem.  He's already really unique and powerful as a support cruiser.  That said, he's sticking out like a sore thumb with regards to turn rate now.

Reply #96 Top

To every person at ICO and/or Stardock who's reading this: BRAVO!!!!! But, with time to think about the fixes, I'm afraid I have to address these issues that I thought (and I thought the community as well) needed to be addressed but yet haven't been mentioned:


1. Single Phase Lane Starts:

I've already made my case here. I just want to know if this is or isn't being addressed. I know Blair mentioned a while ago that this would be looked at. I would just like to know where this is at.

2. The Illuminator (and to a lesser extent), the LRF class.

I was never quite sure what ICO/Stardock considered to be "the counter" to the long range frigate, and you tell us now that it was indeed the heavy assault cruiser. I'm not sure I'm crazy about that. I always thought it was supposed to be fighters. So you loweered the damage bonus for flak against fighters. Could be enough. We'll see.

I just don't like that can be made as early as tier 1 is meant to be countered by something made at tier 5. I always thought HC's were the blanket good against all killer, so technically the counter to everything. Just a little perplexed on this one is all.

I see so far that lrf's don't completely bludgeon lf's anymore (still counter, but not ridiculously), and fighters now have a better fighting chance to stick around and do their job. I may have missed something, but sounds subtle enough that it may work, but I have to admit I have my doubts on this one

3. Evacuator's Colonize sucks

It still sucks, and is actually now the only cap colonizer ability that sucks. Granted, making colonize more powerful only makes the egg even MORE the first choice for a cap, and we're trying to avoid that, but this doesn't change the fact that TEC and Advent now have kickass colonize bonuses, and the Vasari one might as well not be there.

4. Starbase build rates

My issue here is that early on starbase rushing is extremely difficult to counter. When you're entire fleet is at a planet two jumps from the said starbase, you're not going to get there in time to destroy it, and you're fleet won't do enough dps to stop the contruction once there , HOWEVER, I think this point is moot because of the diplomacy features that are coming with the distribution of resources to allies, so my arguement here is most likely pointless.

5. Odd Resource Distribution's to maps

This one's pretty simple. Lavas and Ices that give only two mines? Seriously? I understand arguing that changing the range to 3-5 would be both wrong and stupid (waaaaaay to influential on rush maps), but 3-4 would be reasonable, and gives incentive to actually tech to coloinze these earlier rather than later.

Also the distribution of random neutral sites is annoying. The maps that stick out to memory (which are only like 1/4 of the games) are either absolutely packed or extremely sparse with neutrals. Would like a little less randomness here, but this actually isn't my issue with the neutrals, my issues is this:

NEUTRAL WELLS WITH NOTHING IN THEM!!! Really? Magnetic clouds and black holes (while frustrating, if I could take magnetic clouds completely out of the game I would, I really don't see the point of these things) I can live with. It's implied that nothing is in the grav well becuase of the state of the grav well, but to have a neutral grav well have NOTHING in it truely plucks my short hairs. Especially when my enemy has 3 in his right next to his homeworld (truely gamechanging and practially handing a game to someone). I really think the range for the number of neutrals needs to be 1-2 per neutral providing well or their impact (cut the amoutn produced in half for instance) in resource production should be reduced. I think switching to 1-2 per well is the better choice.

I'm just a fan with a keyboard. I still see things in the game that I feel were missed and I hope aren't missed in the upcoming patch. Honestly, if none of these points are addressed, I'm still happy. The patch that's coming is flat out game changing, and I applaud everyone involved for improving what's already a solid game.

Bravo ICO. Bravo Stardock.  Bravo Blair. Bravo Yarlen. Bravo EVERYONE.

Reply #97 Top

Thumbs up guys!

Keep it going strong

 

:)

Reply #98 Top

Suggestion: Please add another line and check box under Cinema make the intro movie selectable to always play instead of having to re-click it every time I play so I get to see the cool intro.

 

Two questions.

1.) Is this available for download now?

- I opened Impluse (which I'm in now) and tried to "verify installation" to get the new update to announce itself but it didn't.

2.) Which leads me to ask if this is for games with Entrenchment installed only.

 

On a side note I would love for Entrenchment + whatever the next "mini expansion" is called to be released on disk in stores with all updates out by that point. I would have been willing to pay $15 for a hard copy of Entrenchment over the $10 online download. If the next will be $10 also I think a $25 price for both mini expansions would be fair for the cost of a box + instruction manual for both games + disk(s).

I don't have a credit card or anything and not keen on PayPal or yada yada. Too much identity theft these days for my tastes and a game isn't worth the risk. (not even for such a great game)

Reply #99 Top

The download is not yet available, but it's expected to be some time next week (https://forums.sinsofasolarempire.com/364878/get;2383177).  Unless labeled Entrenchment only, the changes are for both original and Entrenchment.

About RubicantX's concern:  If Stardock doesn't want to defeat their digital support for legitimate license scheme by making Entrenchment and Diplomacy available as hard copies, perhaps selling redemption cards with keys available in stores would be a viable alternative for those who don't want to buy online?  (Doesn't do anything for those who can't use digital distribution, but at least it will satisfy a part of the currently left out)

Reply #100 Top

I'm no marketing guru but wouldn't it be a little crazy for IC not to release a "Game of the Year" edition that includes the 2 micro expansions or keys to download them at something like the price of the original game when it came out?