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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.
415,408 views 153 replies
Reply #151 Top

What do you mean, "Carriers can now survive a direct hit."  Direct hit from what?

Reply #152 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?? ).

Answers above post.

Reply #153 Top

Can someone clarify if the following hardcoded limit increases

  • Increased maximum number of meshes allowed (400->800).
  • Increased maximum number of textures allowed (1000->2000)

apply for Sins of a Solar Empire v1.19 ( and 1.91).

From the post it seems to apply to both Sins of a Solar Empire v1.19 and Entrenchment v1.05, but I have had mini-dumps due to the number of meshes/texture for 1.191