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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.

 

753,782 views 376 replies
Reply #226 Top

Only the Argonev can destroy an indefinitely large frigate force that does not include anti-structure ships and carriers.

While safety override is far more destructive, the Advent starbase can use its area of effect ability and remain standing, so they're two very different abilities that both fall under the broad category of "uncapped area of effect damage".

It is quite possible to overwhelm a Transcencia before the second wave of meteors arrive and suffer little to no casualties if the attack force is large enough.

First of all, it's unlikely you'd spend large sums of money on an offensive ugprade without spending a similar amount on defensive ugprades.  You'd need a significant fleet to be able to "bowl over" such an Advent starbase.  In most cases it's simply not worth doing so (too much area of effect ability going off) and you're better off just using bombers.  The end effect is the same as safety override.  Moreover, if it has mass disorientation you're in BIG trouble since that does act as an area of effect debuff.

It's also the most vulnerable to AM burn and can be crippled by LFs.

I thought it was immune to these abilities like capital ships are. 

I've always thought a fog of war feature would be great.  Seeing the last scouted state of the planet would help a bunch.

Agreed

Reply #227 Top

The Vasari are best suited to counter their own starbase.  The reason is nanos: WAY more effective than any artillery cruiser if the starbase isn't heavily upgraded yet.
Vasari are good at countering any starbase all they need enough cap ships especially desolators with this new patch and they can counter as well as the TEC although taking aditional time to gather the necessary resources the ships do have purpose outside of killing starbases and structures which is a definate bonus

Reply #228 Top

Starbases are invulnerable to LF abilaties. And their AM recharge rate is sufficiently high enought that a dunov will not be able to put a dent in it's AM reserves.

Safety overide protocole is much mroe balanced then the Advent Metor + dissorientation.

For overide will kill your SB = big money going boomb. IF you leave you fleet aroudn youa re goignt o kill your fleet off to.

While Metor + mass disorientation will fuckup and kill your fleet, not as rapidly but it will, your SB remains standing, and your fleet can participate in combate with no adverse effects. Basicly if their is and advetn SB + fleet forget about it it's not going to happen. NO WAY IN HELL.

Reply #229 Top

Other than special abilities vasari starbase is far ahead of TEC one in every way (TEC one being key for ship support or a costly but effective 1 shot weapon) after a test with all armor and weapons upgrades applied and all research done TEC starbase hull 20250 shield 8337 Armor 26, Vasari starbase hull 23100 shield 10500 Armor 30 AND vasari base can move has faster shield regen hull regen and more weapons damage per second and u dont lose the starbase to its abilities so no the vasari base is much better at frig and even cruiser forces (further note the vasari starbase also aquires these upgrades faster so its not just a late game thing) the TEC base is a much better support base and does rely on ships as much as the Vasari one would as for the advent starbase its nearly impossible to compare since usefulness changes depending on the situation

Reply #230 Top

Thats what he meant hydra...  he said its capable of destroying an infenite frigate force not that it actuall will. And the capability is hugely important: you will never see a fleet taking an argonev head on whereas this is entirely possible for an orky. A starbase if far more useful as a stalling mechanism than as a fleet counter, and the fear of red button will keep every fleet back untill bombers can chew through it.

Reply #231 Top

Yeah thats true still in regard to some earlier comments it is worth putting up some statistical data which ill leave up to show that the Vasari starbase is not worthless once u acctually upgrade your tech besides hopefully noone would leave a fully upgraded orkulkos in a contested system undefended since all starbases become much more deadly once they are acctually with ships

A starbase if far more useful as a stalling mechanism than as a fleet counter, and the fear of red button will keep every fleet back untill bombers can chew through it.

that or your cap ships chew through it esspecially if its not well upgraded or you have suffiently strong desolators

Reply #232 Top

I dont think i have ever seen a lv 6 desolator in multiplayer (although, that may change...)

Reply #233 Top

Unless specifically stated otherwise, this post assumes that frigates excludes anti-structure frigates and carriers.

Quoting Darvin3, reply 226
While safety override is far more destructive, the Advent starbase can use its area of effect ability and remain standing, so they're two very different abilities that both fall under the broad category of "uncapped area of effect damage".

The category is only useful for noting how an ability scales with increasing numbers of valid targets.  It includes nearly instant fleet destroying abilities such as Safety Protocol Override to a minor DoT like L1 Radiation Bomb.  Simply placing Meteor Control

First of all, it's unlikely you'd spend large sums of money on an offensive ugprade without spending a similar amount on defensive ugprades.  You'd need a significant fleet to be able to "bowl over" such an Advent starbase.  In most cases it's simply not worth doing so (too much area of effect ability going off) and you're better off just using bombers.  The end effect is the same as safety override.  Moreover, if it has mass disorientation you're in BIG trouble since that does act as an area of effect debuff.

In orderly to safely directly assault an Argonev with frigates, the fleet must be large enough to destroy it in approximately 1 second (define this threshold as T), and that is assuming the TEC player cannot time the activation of Safety Override against the movement of the frigates and must wait until they are all in range.  This is true regardless of what upgrades the Argonev has besides Safety Override.  By contrast, a Transcencia can be safely directly assaulted by a frigate fleet that is large enough to destroy it in a much longer interval of time, as the first Meteor Control only does damage without providing any other methods of ensuring safety.  The threshold for assaulting a Transcencia without losing a great number of ships (define as A) is much lower than against an Argonev.  The gap between A and T is far larger than the gap between A and V, where V is the threshold needed to safely directly assault a Vasari starbase, whether you calculate the gap as a difference or a ratio.  The end effect of Meteor Control is far more similar to the effect of the Orkulus' superior firepower and higher health than the effect of Safety Override, despite both abilities having "uncapped area of effect damage."  The bolded sentence, in particular, shows a perfect awareness that difference between the Orkulus and the Transcencia is a matter of degree, while the difference between the Transcencia and the Argonev is a matter of nature.

I thought it was immune to these abilities like capital ships are.

How about Disruptive Strikes and Detonate Antimatter, then?  Note that these are both the most durable ships for their respective races and can be sent to drain the Transcencia's AM alone--or with a Progen just outside the firing range of the Transcencia if necessary.  The Radiance in particular can keep DAM active on the Transcencia indefinitely if supported by a Revelation.

Reply #234 Top

Quoting Blair, reply 75
We missed some changes in the patch notes. I'll be posting them shortly. Some typos were also fixed and already edited.
Are these already in? I haven't seen anything change and I'm curious what else you guys messed up (joke) ;)

Reply #235 Top

Quoting N3rull, reply 234



Quoting Blair Fraser,
reply 75
We missed some changes in the patch notes. I'll be posting them shortly. Some typos were also fixed and already edited.
Are these already in? I haven't seen anything change and I'm curious what else you guys messed up (joke)

Yes, they are already in. See reply number 88.

Reply #236 Top

Ah ok, sorry. There's so much spam going on here that I didn't notice.

By the way:

4. Kanrak Assailant

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

What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk ;p.

Reply #237 Top

Quoting N3rull, reply 236
Ah ok, sorry. There's so much spam going on here that I didn't notice.

By the way:

4. Kanrak Assailant

-Fixed bug with Charged Missiles which severely impacted its utility.
What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk .

 

Maybe you thought it was junk because of some kind of bug? ;)

Reply #238 Top

Yay it is out!!!

Reply #239 Top

What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk

It was junk because it wasn't behaving correctly (i.e quite different than the spreadsheet predicted it should behave). It is now within a reasonable error of the intended design.

Reply #240 Top

Quoting Blair, reply 239

What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk
It was junk because it wasn't behaving correctly (i.e quite different than the spreadsheet predicted it should behave). It is now within a reasonable error of the intended design.

Did you address the issue of the Sentinels becoming completely frozen with the charged missiles?  I used it with Sentinels the other day and the ability never ended--a bunch of ships ust became completely frozen in place--permanently--and I had to scuttle them.  I don't know if it's also a problem with Assailants.

Reply #241 Top

See I would say 99% of balance issues arise from stuff not behaving as it was intended by devs. It is always a challenge with any game to try to understand what the Devs intended, then go and figure out what behaves not as inteded, and EXPLOIT EXPLOIT EXPLOIT :O

Reply #242 Top

 

COME ON! 2 mintues into the patch and I foudn a horrible bug! My Akkans colonzied an Asteroid and it spawned a GREY as in belogning to no player EXTRACTOR! I verified the same happened at lvl 2 of colonzie, spawns 2 grey extractors. This makes Akkans useless.

Further details: I am unable to scuttle or attack these extractors. They persist if planet is abandoned. They do not generate any income, at least none that I can verify. I put cursor over my crystal/metal productions and it showed no income.

Reply #243 Top

I'm theorizing it's a random chance based on whether the planet is colonized first or the buff activates first. We've never actually seen this behavior (and I can't reproduce it as we speak) but an examination of the code shows the potential for the colonize to occur after the extractor buff. We are implementing a hypothetical fix now. Can anyone else reproduce his results?

Reply #244 Top

That does suck, Astax.

Silly TEC... all of their component sovereignties arguing over who gets the rights to what resource extractor in the face of alien aggression... that's why the TEC is doomed... no true central authority. Kinda like the American south back in the day. Confederations are hard to run!

Reply #245 Top

Quoting Whippersnapper-DirtySanchez, reply 240

Quoting Blair Fraser, reply 239
What bug was that, actually? Other than the frigate shaking effect, I can't recall any bugs. I just thought the ability was junk
It was junk because it wasn't behaving correctly (i.e quite different than the spreadsheet predicted it should behave). It is now within a reasonable error of the intended design.
Did you address the issue of the Sentinels becoming completely frozen with the charged missiles?  I used it with Sentinels the other day and the ability never ended--a bunch of ships ust became completely frozen in place--permanently--and I had to scuttle them.  I don't know if it's also a problem with Assailants.

 

It happens with assailants as well.  Blair said he addressed this problem from a previous patch, but the problem still persist

Reply #246 Top

I'm theorizing it's a random chance based on whether the planet is colonized first or the buff activates first. We've never actually seen this behavior (and I can't reproduce it as we speak) but an examination of the code shows the potential for the colonize to occur after the extractor buff. We are implementing a hypothetical fix now. Can anyone else reproduce his results?

 

I have the same problem..  Using TEC when I take a plant with the capitol ship at the begining of the game I lose the ability to build mines for crystal or metal.

Reply #247 Top

Astax i tested it as well and the extractors dont work for asteroids,terrens or desserts but mine worked for ice planets, so i dont know what that means...

Reply #248 Top

Quoting Blair, reply 243
I'm theorizing it's a random chance based on whether the planet is colonized first or the buff activates first. We've never actually seen this behavior (and I can't reproduce it as we speak) but an examination of the code shows the potential for the colonize to occur after the extractor buff. We are implementing a hypothetical fix now. Can anyone else reproduce his results?

It's been fixed. Hotfix tomorrow along with any other minor issues that come up today.

Reply #249 Top

Wierd it not worked for me on either Ice Volcanic or Asteroids. Not tested on Terran or Desert.

Reply #250 Top

i was hoping that the rapture's lvl6 ability would get some kind of buff, given that vulkoras and mazra is now very powerful......also was hoping for a rework for progen's resssurection, given the rarity it is used