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.

 

753,555 views 376 replies
Reply #101 Top

That would be fine too, I've bought two of the Fallout3 DLC which you can buy point cards in stores then redeem them from the people who handle the distribution. (I'm being vague so as not to promote them)

However... I really like to have hard copies so I only have to spend 5-10 minutes re-installing if I have to rather than spend 5 minutes re-installing then another few hours to few days re-downlaoding. I usually burn to DVD patches too for that reason, for games that have manual patches.

 

So while I'd very much prefer a hard copy and that would be a 100% sure buy (nothing like a paper manual you don't have to quit a game to look at), I'd also likely divert my take-out food budget to buying the card as well. Thanks for the alternate suggestion, and answering my questions.

Reply #102 Top

Quoting Raging, reply 20


On a side note, if you're still making changes I have to chime in with this. Has anything been done for random maps? Specifically, the two big issues of:

1. Single Phase Lane starts

2. Maps that are completely stocked with neutrals on one side of the map but have none on the other side.

The second issue may not be an issue to you at all, but I do remember hearing somewhere way back when that single phase lane starts would be addressed. Comments?


 

 

What Rager said.

But further to that; Has the most annoying flaw in the user interface been ignored yet again?  I'm refering of course to the tactical panel on the left that jumps like a meth head on a pogo stick during heavy phase lane activity.  It's bad enough when trying to form groups on the fly and the panel is doing a Yo Yo number, but even after you do manage to select your fleet composition, good luck trying to target the intended enemy units.  Many times, you end up sending your ships off to the edge of the left gravity well because some other fleet is jumping in somewhere, and you get the Whack-A-Mole effect trying to retarget them because suddenly your target just leaped away from your cursor.  But during mid-to-late games it makes reliable selection of fleet/units all but impossible.  You can "Pin", and you can minimize ally phase lane activity, but these are ineffective at stopping the ticker tape parade of ships. Really.

Micro tasking, and multi conflict management is a very consuming process in their own right.  But to have to contend with such an obvious detraction to an otherwise beautiful set of game mechanics dilutes your focus on the game at hand, and adds another layer of effort, essentially contributing to 'battle fatigue" after an hour long (or more) game of intense effort.  I can't help but ask myself everytime "...Why would anyone responsible allow this oversight to go unaddressed for so long?"  Pardon me for saying so, but it's really a pain in the ass. 

If I'm the only one who has an issue with this, or if I am missing some obvious user selectable setting, please provide me with that infromation and a hari-kari instrument, and I will recede into non existence. 

But, if this in fact is an oversight, is there any way to "stabilize" the panel in a fixed but scrollable configuation?

Reply #103 Top

I'm refering of course to the tactical panel on the left that jumps like a meth head on a pogo stick during heavy phase lane activity.

Yep, it annoys everyone. I've started pausing the game when I want to select caps for upgrading abilities etc. Otherwise using the mouse to click on a unit is pot luck which one you select.

Reply #104 Top

Wow... it's Christmas already?

 

Everyone please, now is the time to thoroughly check the new patch and then will come the time to decide what still needs to be tweaked.

Reply #105 Top

It's nice to see Ironclad still revamping this great game. I did notice, however, one caveat, and I don't know if this was addressed or talked about. Whenever I select all military units in a planet/star/asteroid/etc., the scouts are selected with them. I'm used to seeing scout and colony ships grouped differently. Did anyone else notice this? And if this is a problem that was introduced, will it be fixed? Or is there a game setting for it that I might have overlooked?

Reply #106 Top

AAAAAAND I'm returning to what I said in a previous thread:

'People will never be pleased. Once they'll change these requested stats, others will complain, and so on, and so forth. It just never ends.

Eventually you come to the inevitable conclusion that you can never please everyone and be done with it.'

 

The thing is not out yet and people are already asking for more. You can never really satisfy people when it comes to balance. Oh, well, the nature of the beast, I guess.

 

Way to go, Ironclad! :thumbsup:  

Reply #107 Top

Quoting Haree78, reply 100
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?

It's very simple and easy to sell a disk in a box in on a shelf in a store that only gives you a key and you still have to get onto Impulse and verify the key and then download that game digitally through Impulse.

I have done this with a couple of games in the last several months through Steam.

Reply #108 Top

I would like to see them make mins invisable to enemies unless you have scouts.  Right now those mines and scout ships are still under used IMOX|

Reply #109 Top

WOOOOO!!!! HOOOOOO!!!! This is great news! Thank you Deceiver for hanging in there with your excellent  change survey thread! Thank you Ironclad for looking at the balance and giving the game a good work over. WOW!!

:beer:  k6 :thumbsup: :thumbsup: \o/ \o/

Reply #110 Top

Any chance of updated Forge Tools for this version?

Reply #111 Top

OMG OMG I MISSED THIS. Will this change maps?

Also HC range increase is a great idea. Their short range made em pathetic melee rocks. With this change HC might even kill acapship! :O

final edit I hope: I found nothing I didn't really like in the patchnotes, even the colonize nerf of Advent, seems waranted. But I agree with Amish's point, Egg colonize needs a BOOST. I posted a year ago and it was picked up many times, this abiltiy should spawn temporary constructors. This would really be a cool ability, and in Lore when it comes to Vasari.

Reply #112 Top


Quoting Fuzzy, reply 103


I'm referring of course to the tactical panel on the left that jumps like a meth head on a pogo stick during heavy phase lane activity.


Yep, it annoys everyone. I've started pausing the game when I want to select caps for upgrading abilities etc. Otherwise using the mouse to click on a unit is pot luck which one you select.



Thanks Fuzzy for acknowledging this.  Anyone else care to comment, or *Has* this been addressed previously? If not, WHY?


Quoting saracen16, reply 105
It's nice to see Ironclad still revamping this great game. I did notice, however, one caveat, and I don't know if this was addressed or talked about. Whenever I select all military units in a planet/star/asteroid/etc., the scouts are selected with them. I'm used to seeing scout and colony ships grouped differently. Did anyone else notice this? And if this is a problem that was introduced, will it be fixed? Or is there a game setting for it that I might have overlooked?



Saracen16, this is a more tolerable nuisance, since unless you are scout rushing, you don't have as many instances, but a nuisance nonetheless.  The tactical panel "Bounce" is a constant "game-wide' irritation on a much higher magnitude.


Quoting Gormoth1, reply 106
AAAAAAND I'm returning to what I said in a previous thread:

'People will never be pleased. Once they'll change these requested stats, others will complain, and so on, and so forth. It just never ends.

Eventually you come to the inevitable conclusion that you can never please everyone and be done with it.'

The thing is not out yet and people are already asking for more. You can never really satisfy people when it comes to balance. Oh, well, the nature of the beast, I guess.

Way to go, Ironclad! 



No conclusions are inevitable Gormoth.  The very fact that we comment or otherwise criticize is evidence of our respect and admiration for the game itself.  To strive to improve is the very nature of Deceivers thread.  And posts like Raging Amish, Saracen16, and myself are valuable insights into an otherwise muted feedback resonse loop.  Raging's post about single phase lane starts, and more evenly distributed resources, Saracen16's comment about scouts being selected along with offensive units, and mine about the tactical panel interface anomaly refer to game mechanics and not game "Balance".  If it weren't for threads like Decievers, and insights like those mentioned above, Dev's would not be able to take such a proactive posture.

If it were about complaining, I'm sure everyone has their opinions.

But seriously, please fix the lurching tactical panel, it's an anomoly to a great game that can't be overlooked any longer.

Reply #113 Top

  • 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.

 

IMO this ability will be still underpowered. It is extremely situational and specialized skill, and not very strong in it's job. At lower levels of this skill antimatter negation and cooldown rate penalty are still to low to make it good alternative to Power Surge/Jam weapons. DS acting as interrupt is of course good addon, buit it is still not enough. Combination of reduced activation chance and pulse beam triggering will give plus-minus same chance of activating ablity. Antimatter negation/cooldown penalty buffs are good option, but their values are IMO still too low. IMHO it should be something like 15/30/45 mana negation (instead of 12/24/36) and 20%/40%/60% cooldown rate penaly (istead of 16%/33%/50%). It will finally give decent anti-spellcaster potential to Devastator even at lowers level of Distruptive Strikes skill, making this ability good alternative to PS/JW at least in some combat situations.

Reply #114 Top

IMO this ability will be still underpowered. It is extremely situational and specialized skill, and not very strong in it's job. At lower levels of this skill antimatter negation and cooldown rate penalty are still to low to make it good alternative to Power Surge/Jam weapons. DS acting as interrupt is of course good addon, buit it is still not enough. Combination of reduced activation chance and pulse beam triggering will give plus-minus same chance of activating ablity. Antimatter negation/cooldown penalty buffs are good option, but their values are IMO still too low. IMHO it should be something like 15/30/45 mana negation (instead of 12/24/36) and 20%/40%/60% cooldawn rate penaly (istead of 16%/33%/50%). It will finally give decent anti-spellcaster potential to Devastator even at lowers level of Distruptive Strikes skill, making this ability good alternative to PS/JW at least in some combat situations.

naa it will be good. basically now if you had a kortul even with the bugs you could keep an egg from using nanoes. Now you can use it to cripple multiple cap abilities. And it is a passive ability there are no other passive interrupts which makes this ability awsome against the advent progen because you can use your abilities but they cant. It is sort of like detonate AM but it is passive and doesnt do extra dmg.

Reply #115 Top

naa it will be good. basically now if you had a kortul even with the bugs you could keep an egg from using nanoes. Now you can use it to cripple multiple cap abilities. And it is a passive ability there are no other passive interrupts which makes this ability awsome against the advent progen because you can use your abilities but they cant. It is sort of like detonate AM but it is passive and doesnt do extra dmg.

 

1. As far as I know interrupt work only on "interuptable" skills with "channeling" adnotation - so it will be extremely situational. Maybe I am wrong.

2. Even if interrupting will be good reason of choosing DS over PS/JW, there is still no good reason of increasing it's level past level one (before kortul level nine of course)- mana negation and cooldown increase values are too low to be worth choosing them over other Kortul abilities.

3. DS is extremely specialized skill - it is not dealing damage/improving ship cost effectiveness/improving combat poential diectly, it is only affecting enemy spell casting potential on one ship attacked by Kortul- so is far more specialized then other passive skills in game. And has only 25% chance (1.18) of triggering. Thats why mana negation and abilities cooldown rate penalty values should be slightly higher. It is completely justified, this skill is extremely specialized.

 

Suggestion:

Mana negation increased to 15/30/45

Abilities cooldown rate penalty increased to 20%/40%/60%

Reply #116 Top

60% seems awfully steep...

Reply #117 Top

I agree with Uber here. Those changes make Disuptive strikes quite powerful, especially now that it can apply its effects to 3 different targets (ideally). This ability can now wreak havoc on any channeled ability, and now I'm sure you'll start seeing Kortuls charging headlong into missile barrages rather than running away, giving the Vasari a second interrupt option, which will be a lot better than having to rely solely on the Marauder.

Also, we all have to remember that the first 3/4 levels of every cap ship are purchasable, and while you dont often see those levels purchased for the first cap ship, subsequent Caps quite often are purchased to their highest level to be able to survive the large fleet battles (and get them to level faster in multi-cap battles), which means beyond the first Cap, its likely that subsequent ships will see their first battle with at least 1 ability to level 2. I think the Devs have been keeping this in mind while adjusting all the Cap ship abilities. Were I to build a Kortul as a second cap ship, I would most certainly purchase its first levels and dump points in to jam weapons and disruptive strikes, using at both an anti SC ship and as a powerful foe against enemy Cap abilities. If I were having a problem with cap ship abilities I would definitely level up disruptive strikes to lvl2 before engaging the enemy. And could get it to level 3 with relative ease (granted I had unlocked the fourth purchasable level)

Plus DS and PS synergize, 25% is one out of every 4 shots. But Im curious if its 25% per weapon or 25% of every weapon.

Here, again, is a debate about something that no one is quite sure how it will affect the game because it hasnt been released yet.

Surely when we SEE what happens we'll be able to KNOW whether or not the boost to this ability was enough.

Reply #118 Top

" 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) "

:)  Yes!!!

-Teal

 

Reply #119 Top

Exarian you are forgetting that DS also drains AM! Such that it prevents nonchanneling abilities from being used.

Reply #120 Top

Quoting Blair, reply 9
I don't expect the modding changes to be that bad. Not many file structures changed. The biggest structure change was with naming things like capitalship and that is fairly straightforward. I'm also willing to bet most modders will want to incorporate this as quickly as possible so each faction they've created can have accurate names instead of just pulling from three sets.

In fact, in mod like 7DS, name of faction ship was already existing but in a "sleeping" stage... now, you give us the chance to use them...

 

But something worry me with each update... is there a developer.exe planned to be released in the same time that the upgrade ? This tools is the more important debug tool for the modders... And in the past, we have sometime wait a long time for have it or in a few case, it was never made for some sins version !!! So, please, make me happy and include a upgradedversion of the developer.exe with the upgrade...

Reply #121 Top

Quoting Blair, reply 9
I don't expect the modding changes to be that bad. Not many file structures changed. The biggest structure change was with naming things like capitalship and that is fairly straightforward. I'm also willing to bet most modders will want to incorporate this as quickly as possible so each faction they've created can have accurate names instead of just pulling from three sets.

 

:)   Super AWESOME!!!   :) 

THank YOu IC !!!  Beautiful!!! 

:)

i'm happy

-Teal

 

 

Reply #122 Top

ya... that draining antimater will prolly be the best (or worst? depending on your view) part of all.

Vasari players are going to have to think quite a bit harder on what they want their first capital ship to be. (I expect it to be very situational... instead hitting the egg button, and sending out the scouts... i expect players to send out the scouts ZOOM OUT see where they are on the map, and then pick... egg prolly still for econ spot... but if your on the front like... the other 4 look very tempting... if your in the "oh, i am so screwed" spot... the maurader just might make "RUN AWAY" rather easy.

 

And for advent... the progen might not be the first capital out any more (of course, since the second advent capital ship was allways halycon... i expect that to now be the first capital ship pick... but it might be slightly closer now compared to all progen all the time)

 

For tec... every single capital ship looks beautiful...i REALLY hope i dont panic durring multiplayer and just lock up thinking about which capital ship i want.

 

 I started typing something rather profound... but it was too long... so... ima just going to say:

I LOVE this game!!!!!

Reply #123 Top

Ill tell you one thing, U guys are like sex, when you thinks its over BAM!, Its just keeps on going. lol

^^^^(I am pissed)

 

Well Done lads, I thought u had finally given up on us after all the moaning and groaning we do, but you do listen to us, and you have made some wonderful chanages to units which NEEDED to be changed and editted to increase the balances of each race.

 

Thanks for listening, and buy yourself a round on us :)

Reply #124 Top

Quoting SunnyHawk, reply 123
Ill tell you one thing, U guys are like sex, when you thinks its over BAM!, Its just keeps on going. lol
:yes:

 

:fox:

Reply #125 Top

W00T!! Custom Cap Ship Names!

Awesome new buffInstantActionType!!!

BATTLE WILL BE JOINED!!!!