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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.
415,472 views 153 replies
Reply #126 Top

darvroth, I assume that it is a reward for beta testing, and yes I did download it

harpo

Reply #127 Top

yes, harpo is right

the devs gave it to those who particapated in the beta

Reply #128 Top

Seriously, that's odd because I purchased version 1.00 of Diplomacy over Impulse and I didn't participate in the beta.

Reply #129 Top

At first I made the mistake of not paying attention to the pirates. When I started losing upgraded stations and then planets I had to reevaluate and take a closer look. Mid to late game the pirate ships are each equal to a capital ship in endurance and offensive punch. The late game pirate swarms were so tough it was easier to just let them have the object of their desire, as slugging it out with them would have 1) inflicted significant casualties to the fleet, 2) tied up the bulk of my fleet at least as long as that pirate cycle. Once I figured this out I was never again the vicitim of a pirate attack AND the pirates were able to reduce my opponents more effectively than I could!

As long as there is no coalition directing the pirates all should be well, however I would suggest that no single empire be a victim of the pirates more than two consecutive times. Once there is a second victim game on, the counter is reset.

Has anyone else observed just how effective an offensive weapon the pirates are?

Darvroth

Reply #130 Top

Looking through the game files, I noticed there was an undocumented buff to the Vasari heavy frigate's DPS.  Not commenting on it's viability, just thought it odd that it wasn't mentioned in the changelog!

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Reply #131 Top

It is mentioned.

Ravastra Skirmisher DPS increased from 10.5 to 12.

Reply #132 Top

That's the light frigate.  I think he was referring to the Enforcer.

Reply #133 Top

Looking through the game files, I noticed there was an undocumented buff to the Vasari heavy frigate's DPS. Not commenting on it's viability, just thought it odd that it wasn't mentioned in the changelog!

So is there or isn't there?

Reply #134 Top

Looking through the game files, I noticed there was an undocumented buff to the Vasari heavy frigate's DPS

AWESOME!  That's great news, the Enforcer was in desperate need of this!

Reply #136 Top

Here is the change.

From: DamagePerBank:FRONT 90.000000

To: DamagePerBank:FRONT 103.500000

Average DPS from 20 to 23 (4.5 second cool down)

 

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Reply #137 Top

Quoting ZombiesRus5, reply 136
Here is the change.

From: DamagePerBank:FRONT 90.000000

To: DamagePerBank:FRONT 103.500000

Average DPS from 20 to 23 (4.5 second cool down)

 

 

So, a 15% buff? Not too bad, again considering it get reintegration too.

Reply #138 Top

I don't have my notes in front of me but I thought the Enforcer change was on the previous update.

Reply #139 Top

I converted the 1.041 file I had on backup and the new 1.05 file to generate the lines in this post. It was not in the 1.041 update.

I also started my 1.041 backup and verified the info card says 20 dps for the Enforcer.

Reply #140 Top

No, I very specifically remember complaining last patch that the Enforcer was ignored and didn't receive a damage buff.

 

https://forums.sinsofasolarempire.com/364878

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.

Nothing about damage here.

 

Reply #141 Top

Quoting Blair, reply 138
I don't have my notes in front of me but I thought the Enforcer change was on the previous update.

 

It's also not in any of the change logs dating back to Entrenchment 1.02. But regardless of when it was implemented it was a much needed change anyways.

Reply #142 Top

I don't have my notes in front of me but I thought the Enforcer change was on the previous update.

 

Time to start beating employees!  I hear it works for EA.

Seriously though, the Enforcer needed it.

Reply #143 Top

I must have missed adding it to the changelog then. I do know that we had changed the Enforcer, just can't remember when. I'll have to check the logs when I return to the office.

Reply #144 Top

Quoting Blair, reply 143
I must have missed adding it to the changelog then. I do know that we had changed the Enforcer, just can't remember when. I'll have to check the logs when I return to the office.

Excellent!

Reply #145 Top

it seems that this update cleaned up the game quite a bit now when i load my game on full settings on my computer with a 1.7 GHz cpu and 2 GB or ram on my laptop with windows vista home premium the fan doesnt  run nostop now and it seems to load up faster and i havent had any mini dumps yet with pirates.

:grin:

Reply #146 Top


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.

Reply #147 Top

Really? Nerf to the SCOUT weapons? That's um... to put it lightly... "a bad idea".

It took like 3 or 4 scouts to kill one of the initial starting combat light ships as far as I have noticed. I have never built more than 6 in existence at one time anyway to explore the universe but they should be effective still in groups vs lone ships.

I have no idea about online game balance since I don't really play online games much but I can't imagine anyone using a fleet of scouts to win a match...

There isn't anything in this patch (balance wise) I like except the graphics fixes which I never noticed the bugs i the first place. I guess I'll download it anyway since AFAIK the SD/IC patches have not yet caused a new bug to pop up.

My one and only gripe about SoaSE has still not been fixed: Please add an option to have the opening movie ALWAYS play! This is probably as easy to do as just removing whatever coding turns off the "Play opening cinematic" every time we start the game. This is one of the top 20 coolest opening movies in a game I've played. It's super annoying to have to check the box every time I play it and even more annoying to have to check it then restart the the game if I want to see it but forgot to recheck the box last time I started the game.
Reply #149 Top

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.

Reply #150 Top

The Radiance class battleship's "Cleansing Brilliance" ability seems to have been toned down a bit. I was unaware of this until I saw a serious lacking of the desired results during gameplay. Turns out that medium carriers can now survive a direct hit (lolwut?? O_o). Thanks, Stardock, for crapping all over my strategies and nearly costing me my battleships in three separate engagements.

I noticed that several of the strike craft seem to have been updated. Some of it's ok, but some fighters no longer look as cool. All in all though, it's not terrible.

I do like the new particle effects. Explosions do the combat justice now and it's a beauty to behold. It's nice to sit back and watch a battle you've got in the bag in all it's explosive glory.