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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.

 

753,727 views 376 replies
Reply #126 Top

what are changes of LRF and FLAK frig balance?

Reply #127 Top

please do someting with MEDIUM vs CAPITAL ARMOR dmg

and something with flak hp....or armor....whatever...

Reply #128 Top

what are changes of LRF and FLAK frig balance?

V V V V V V V V V V V V V V V V V V V V V V V

# AntiMedium (LRF) damage type's modifier vs. Medium armor reduced from 150% to 133%.
# AntiVeryLight (FLAK) 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)

The nerfs to LRF + the buffs to LFs mean flak will be easier to kill.

Reply #129 Top

Quoting Proletari, reply 126
what are changes of LRF and FLAK frig balance?

It is all up there: LRFs will do less damage to LFs, Heavy Frigates are now a better counter to LRF, Flak does less damage to Fighters (but not bombers...I think) so fighters can take out LRFs better, and the Cruiser Carrier's build rate penalty was reduced slightly.

 

Basically, instead of nerfing LRFs, the counters were buffed.

Reply #130 Top

wont help much with capital ships being fragile....pretty sure illum/flak spam and vasari bomber/flak spam will still pwn 90% of the game

Reply #131 Top

Nice job, IC. I'm glad you guys are still working on things, for a while there I thought that maybe SoaSE was pretty much dead, then bang - Diplomacy announced and a new patch announced for SoaSE/Entrenchment shortly after that! It's a shame that there won't be that third micro expansion with the big suprise though :(

Keep up the good work!

-Itharus

Reply #132 Top

Basically, instead of nerfing LRFs, the counters were buffed.

Virtually everything got buffed.  In fact, it's easier to list what didn't get buffed:  scouts, flaks, LRF, hoshikos, guardians, cielos, and bombers.

Reply #133 Top

Well, I editied just the damage bonuses in gameplay.contants as per the changelog.  With that alone, I like what I'm seeing in-game.

One thing I would like to see fixed/looked at closely is the Vasari's Phase Gates.  Phase stabilizer nodes seem rather quirky.  Sometimes they work off the bat, other times they take >10 minutes to become useable.

Reply #134 Top

Quoting Darvin3, reply 132

Basically, instead of nerfing LRFs, the counters were buffed.
Virtually everything got buffed.  In fact, it's easier to list what didn't get buffed:  scouts, flaks, LRF, hoshikos, guardians, cielos, and bombers.

 

And starbases.

 

Still, I wonder what this will play like. Give it one month before drawing conclusions.

Reply #135 Top

One thing that I'd like to know if you guys can slip in before the update is released:

A fix for the Dunov's in-game icon. That thing is still reversed.

I won't get my hopes up, though. I know this is pretty close to release, but it just seems like such a simple thing...I mean, Hell, I could photoshop it right now.

Reply #136 Top

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.

Wow steal antimatter range has doubled! I thought steal antimatter made disciples very useful against support ships before this buff.

Reply #137 Top

Thanks for continuing to patch the game, especially while you're busy with the new micro-expansion.

If the solution to the Kodiak problem against Illuminators was this small increase in range, it underlines how deadly the Illuminator/Guardian combination is in 1.17...

Reply #138 Top

since it was also mentioned: yeah, something should be done about the 'jumpy' empire tree. it really annoys me if I want to give orders via it and then click on the wrong thing because the positions of items changed. or sometimes it changes depending on what I select, like when I select enemy ships it changes.

such dynamics (many of which I think result from ships entering phase space which creates an extra entry) should either be at the very bottom of the tree where it cannot affect subsequent items or be under a separate category like you'd have in browsers, where there are different scrolling areas. here, for example, if my post were longer I could scroll it separately from the rest of the page.

Reply #139 Top

Oh now their si a Anti-Very Light dmg reduction. Hmm will help. Don'T think it will be sifficient but we will see.

Reply #140 Top

 

I agree about a need to fix the jumpy empire tree.  I'd also like an option to do things like "only show super weapons on the empire tree" or maybe a customizable button on the screen that could be clicked to turn "only show super weapons on the tree" on and off.

 

 

Reply #141 Top

acutally... lrms did get... "buffed"... cluster warheads and charged missles got fixed... (I had on idea it was broken! (then again, i hardly ever use it))

 

(why did tec's support cruisers with non-omni ablities not get the turn buff that every other frig with a non-omni ablity got :-()

Reply #142 Top

so ppl can still mass illums ? thats gay. cus thats what everyone does, gets realllllly boring.

Reply #143 Top

Quoting VarekRaith, reply 133
Well, I editied just the damage bonuses in gameplay.contants as per the changelog.  With that alone, I like what I'm seeing in-game.

Remember this isn't factoring in code changes so it doesn't fully reflect the state of the patch (in particular the targetting changes).

Reply #144 Top

Am I the only one who never has a problem with a jumpy Empire Tree? I just minimize the 'In phase jump' set and it's fine.

 

:fox:

Reply #145 Top

Nice work guys!  Let the record show that I never lost faith in/complained about Ironclad's handling of the game :P

Reply #146 Top

Sounds like some fun changes will have to fire up my copy and play a game or two or three or etc etc.

I love i mean really love the ongoing support for the games.

 It is a shame so many games are pumped out unfinished and unsupported by other companies. It is to the point i can't even be bothered to track games not on impulse any more.

I am 36 and married plus father of a near 3yr old girl, I drive truck 50-60 hours during the week and maybe the odd weekend run so to say my time is very limited is to put it midly. I want to know the games i spend my money on are not only finished but supported long after they get my $.

Reply #147 Top

Quoting Blair, reply 143

Quoting VarekRaith, reply 133Well, I editied just the damage bonuses in gameplay.contants as per the changelog.  With that alone, I like what I'm seeing in-game.

Remember this isn't factoring in code changes so it doesn't fully reflect the state of the patch (in particular the targetting changes).

Yup I am wondering alot what teh targetign will have for effect. Since I know currently for fighter vs flak I would say teh flak is still to strong. But those targetign changes have me very intigued and I would want to know more.

Reply #148 Top

Quoting Kitkun, reply 144
Am I the only one who never has a problem with a jumpy Empire Tree? I just minimize the 'In phase jump' set and it's fine.

 

 

I haven't had any issues either. And I rarely have to do the minimize phase jump either.

Reply #149 Top

I too rarely have the jumping tree going

I did at one time, until I figured out how to use the settings for it and voila' no more jumping tree

Reply #150 Top

What settings can you change? Mine is always all over the place so I have to minimize everything.