Yarlen Yarlen

Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log

Sins of a Solar Empire v1.19 and Entrenchment v1.05 Change Log

Coming soon in preparation for the upcoming release of Sins of a Solar Empire - Diplomacy is v1.19 of the original game and v1.05 of Entrenchment.

WARNING: These updates will invalidate existing save games!


Gameplay / Balance:

  • All Factions -
    • Beam weapon damage is no longer over-applied in cases when the damage duration is equal to or greater than the update period of the damage system. (aka - fix for the Illuminator mystery damage bug)
    • Fixed AI not autocasting ultimates.
    • Fixed where the AI wouldn't start building anything until awhile after the game started.
    • Improved the AI's building in general.
    • Fixed bug where AI would incorrectly send an incomplete attack force.
    • Improved the AI's ship building selections.
    • Reduced the AI's building of siege frigates.
    • *Entrenchment Only* Improved the AI's building of minelayers.
  • TEC -
    • Arcova scout frigate DPS reduced by 15%.
    • Sova's Rapid Manufacturing ship and structure build rate bonus reduced from 300% to 250%.
    • Embargo can no longer cause a player to lose less money if their planet being affected by Embargo has negative income.
    • Fixed bad triangle on TEC Kol Battleship mesh.
  • Advent -
    • Seeker Vessel DPS reduced by 20%.
    • Improved autocast condition for Antimatter Rechargers.
    • Fixed Illuminator damage bug (see above).
  • Vasari -
    • Jikara Navigator DPS reduced by 15%.
    • Ravastra Skirmisher DPS increased from 10.5 to 12.
    • Skirantra Carrier's Scramble Bomber ability revised -
      • Now spawns 1/2/3 squads per use instead of just one.
      • Antimatter cost changed from 50/40/30 to 50/50/50.
      • Cooldown changed from 40/30/20 to 35/35/35.
    • Fixed Phase Gates from not always behaving correctly.
    • Fixed Siege Turrets sometimes not firing at the planet.
    • *Entrenchment Only* Phasic Trap level 2 properly fixed.
    • *Entrenchment Only* Improved auto-cast condition for Nano Weapon Jammer.
    • *Entrenchment Only* Fixed erroneous effect for Jam Weapons.
    • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Graphics and Effects:

  • Fixed disappearing particle effects / particle effects not appearing at all.
  • Infinite lifetime particle effects now die off if you aren't looking at them and resurrect when you are.
  • Lots of finite time effects have had their lifetimes decreased to something reasonable.
  • All travel particle effects are now infinite as intended.
  • All muzzle and hit effects are now finite and have reasonable lifetimes as intended.
  • Various particle effects that were incorrectly infinite are now finite and vice versa.
  • Deleted some obsolete particle effects.
  • Fixed bad triangle on TEC Kol Battleship mesh.
  • Fixed bad phase cannon shell textures.
  • Fixed flickering phase cannon shell.
  • Fixed erroneous effect for Jam Weapons.
  • Fixed slowdown caused by text rendering bug.
  • *Entrenchment Only* Vasari mines reference their proper explosion effects.

Modding:

  • Additional reference sanity checking for abilities and buffs to make it easier to debug new abilities at run-time. Abilities and buffs used by entities will output an error message if they specify a non-existant buff for creation.
  • Increased maximum number of meshes allowed (400->800).
  • Increased maximum number of textures allowed (1000->2000).
  • Warning - Just because the engine can now reference 800 meshes and 2000 textures doesn't mean there is more memory available. The overall limit is still 2 GB of RAM. Use at your own risk.
  • ConvertData is now statically linked to its dll's so there is no more conflict or erroneous conversions on some machines.
415,408 views 153 replies
Reply #51 Top
Okay WTF?  90% of that stuff I agree with, even the Sova RM buff, but reducing the DPS of the Jikara Navigator?  This thing needs a DPS buff, not a nerf!  Might as well start fighting LRM spam with colony frigates now, for all the good it will do.  As for the Arcova, it was just about perfect as far as scouts go, and don't get me started on the Seeker; it's still a meatshield that outclasses every other scout.  While you have hopefully killed the lum-spam (good as a wet-rag-on-a-busfire scouts pending), I fear we shall just see even more seeker/disciple spam in it's place, as the main reason for spamming seekers was not their damage, but their durability. :(

And sorry for the italics, but I've hit some weird keyboard shortcut that the "I" button in the post box refuses to undo.  Any ideas?
Reply #52 Top

@ Yarlen and the other developers: 

Thanks a lot! Keep up the good work on the RTS of the century! I hope you don't take all the negative reactions too seriously. While balancing the game is important, most players play it only single player. Therefore fixing this is not as important as improving the AI in my opinion.

Reply #53 Top

Can i ask 1 question:

 

WHATS TAKING U SO LONG!!??

 

Is it some kind of lum nostalgia?:P

Reply #54 Top

While balancing the game is important, most players play it only single player. Therefore fixing this is not as important as improving the AI in my opinion.

Reply #55 Top

so is it 4 scouts per an irm now? lol

Reply #56 Top

This looks like LRF love to me. Reducing a counter to LRFs. They are already to powerfull. They will be mroe powerfull now since one fo the counter sis gettign nerfed. And diplomacy is gonan give them 20% damage increase. OUCH LRF SPAM WARS ARE ABOUT TO STAR AGAIN.

Blair you need to concider this is about to turn into a spam game again with LRFs.

Reply #57 Top

LRF FTW

 

LOVE MY LRF'S

Reply #58 Top

CARRIERS - COUNTER WITH ILLUMINTORS

LRF - COUNTER WITH ILLUMINTORS

HC'S - COUNTER WITH ILLUMINTORS

TERRORISTS - COUNTER WITH ILLUMINTORS

F22 RAPTOR - COUNTER WITH ILLUMINTOR

ROCK - PAPER -SCISSORS -ILLUMINTOR

ILLUMANTOR BEATS ALL

Sadly, no more :(

Reply #59 Top

Quoting CrazyElectron, reply 51
Okay WTF?  90% of that stuff I agree with, even the Sova RM buff, but reducing the DPS of the Jikara Navigator?  This thing needs a DPS buff, not a nerf!  Might as well start fighting LRM spam with colony frigates now, for all the good it will do.  As for the Arcova, it was just about perfect as far as scouts go, and don't get me started on the Seeker; it's still a meatshield that outclasses every other scout.  While you have hopefully killed the lum-spam (good as a wet-rag-on-a-busfire scouts pending), I fear we shall just see even more seeker/disciple spam in it's place, as the main reason for spamming seekers was not their damage, but their durability.


And sorry for the italics, but I've hit some weird keyboard shortcut that the "I" button in the post box refuses to undo.  Any ideas?

 

I have to agree on this.

 

The Arcova is just about right.

The Jikara DPS should be BUFF by 15%, not nerfed.

The Seeker DPS should stay as it is and its hull AND shields should be NERFED by 20%.

 

I am begging you to reconcider the changes to the scout ships.

Reply #60 Top

Scouts are scouts.Not mid level countership.Fix lrf by buffing its counter the fighter.Why no reintegration fix?Thought that one be easy??

Reply #61 Top

guys i know there are alot of things that are not on the patch that people wanted, but you have to remember IC is working full time on Diplomacy right now, its amazing taht they even care enough about us to make a patch period.The illum bug sounds like was a huge thing to track down and fix because they probably had to fiddle with the game engine. Just be thankfull that they are fixing the most pressing balance issue, in the future im sure they will look deeper into other concerns.

[_]-Uber

Reply #62 Top

@Blackhawk141- perhaps you should try playing "Cockroach, Nuke, Food", where "Food>Cockroach>Nuke>Food", or perhaps something equally silly/nonsensical/inventive.

Alternately, you can simply say "CHUCK NORRIS!" since Chuck Norris pwns everything.

PS- I bet Akhmed beats the Illum. :dur:

Reply #63 Top

Quoting EadTaes, reply 56
This looks like LRF love to me. Reducing a counter to LRFs. They are already to powerfull. They will be mroe powerfull now since one fo the counter sis gettign nerfed. And diplomacy is gonan give them 20% damage increase. OUCH LRF SPAM WARS ARE ABOUT TO STAR AGAIN.

Blair you need to concider this is about to turn into a spam game again with LRFs.

The main problem is that now Vasari has just about no real viable options to countering LRFs. TEC can at least use flak to kill off LRF, and Advent has flak/scout/Illums. And Vasari... well, Sentinels are very damage-inefficient until Phase Missile research is done. The Navigator nerf also makes them even more worthless in combat.

Even with the Illum fix, I doubt it will really change much. HCs and possibly massed Garda/Defense may have a good chance, but I just think very little will change Advent strategy.

EDIT: And Arcovas were just about perfectly balanced. Why they were nerfed is beyond me.

Reply #64 Top

AI siege frigates fixed! Wahoo! I can't wait! And thanks a lot for all the AI fixes! I love you Ironclad. <3  

 

 

Disappointed about no cap ship balance changes though. They're too weak in general, and some caps more so than others.

The Seeker is still gonna be the best scout though, and the Jikara still too weak.

Agree with others above that LRM's will be even better than before.

 

Question: Will this be coming with another Diplomacy update as well?

Reply #65 Top

Illums are indeed broken and are indeed gettign fixed now. So this should balance out LRFs in amount them selves mroe or less.

The other main problem is that LRFs in general are just to powerfull and to OMNIPOTENT already as they are. The scouts nerf only makes LRFs even more OVEROMNIPOTENT and diplomacyw itha 20% dmg increase will amke them SUPEROMNIPOTENT.

So far from what I can read the 10 year forcast calls for HOARS OF LRFS DARKENNG THE SKY TILL THE SUN DON'T SHONE NO MORE.

Reply #66 Top

and diplomacyw itha 20% dmg increase will amke them SUPEROMNIPOTENT.
Wat?

 

:fox:

Reply #67 Top

Beam pact?

Reply #68 Top

EDIT:  I would say he means the beam pact.

 

@ Top Vasari:  I think the main problem is not what they didn't do, but what they did, which actually seems rather insensible.  I mean, where did the idea to nerf ALL the scouts' damage come from?  The consensus in the patch changes thread seems to be for no nerf at all, and just a seeker specific HP/Shields/Armour nerf, so where they got the crazy idea to nerf the Jikara/Arcova damage from I shall never know.

 

To those saying buff fighters, that creates brand new problems because those improved fighters need to be balanced against everything else that's not lrms.

Reply #69 Top

It came from the people complaining about scouts having a combat role in general. Seems some want scouts to do just that scout. Nothing more...nothing less. I bet this why they got the axe.

Reply #70 Top

Indeed I don't like scouts as combat ships. However I belive they should not be nerfed without nerfing the LRFs first.

ANd yeah I am talking about the missile and beam pacts. When you have 2 pacts your gain 20% damage increase to your LRFs.

Reply #71 Top

@ Top Vasari: I think the main problem is not what they didn't do, but what they did, which actually seems rather insensible. I mean, where did the idea to nerf ALL the scouts' damage come from? The consensus in the patch changes thread seems to be for no nerf at all, and just a seeker specific HP/Shields/Armour nerf, so where they got the crazy idea to nerf the Jikara/Arcova damage from I shall never know.

 

Maybe from my posted replays of killing Unfair AI's with nothing but scouts.  From my perspective LRF balancing is a different issue than scout balancing and I think scouts did in fact need some kind of nerf.  The problem with nerfing their health is that they become too weak to traverse gravwells and do their job of scouting, so apparently the devs went the route of nerfing their firepower.

Reply #72 Top

LRF problems - imo it has potential of fixing them:

 



- Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%)
- Damage taken by LIGHT ARMOR (LRF) from COMPOSITE (HC) increased to 200% (from 150%)
- Damage taken by LIGHT ARMOR (LRF) from CAPITAL (Caps) increased to 100% (from 75%)

 

Then both Caps and HCs are much better option vs LRFs.

Reply #73 Top

Quoting EadTaes, reply 70
Indeed I don't like scouts as combat ships. However I belive they should not be nerfed without nerfing the LRFs first.

ANd yeah I am talking about the missile and beam pacts. When you have 2 pacts your gain 20% damage increase to your LRFs.

 

O rly?

Last time i checked, if you tried to form a second pact of the same type, it said "not happening"

Reply #74 Top

To those saying buff fighters, that creates brand new problems because those improved fighters need to be balanced against everything else that's not lrms.

Not really.Fighters are good counters and so are flaks and always will be.Its the ratio thats screwed up.Flak supress fighters to well.It would for lrf spammers to make more flak to keep their lrf safe.Right now they need few compared to many fighters so ratio remains lrf heavy.

Reply #75 Top
Fixed bad triangle on TEC Kol Battleship mesh.

mbaron888: Hmmm.. Is there a picture of this? I never noticed it.

 

Here is a picture of this mesh bug: