Yarlen Yarlen

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

Sins of a Solar Empire - Trinity/Diplomacy - v1.2 BETA Changelog

The v1.2 BETA for Sins of a Solar Empire: Trinity/Diplomacy players is now available!  This update makes some changes to the game's engine and other core systems, so we're opting to release it as a beta before making it final.

IF YOU ARE NOT COMFORTABLE WITH USING UN-FINISHED UPDATES, DO NOT INSTALL THE BETA.

Since this is a beta, it may be buggy and do unforeseen things. If you're not able/willing to help test this out and risk strange things happening, please wait until we release the final version. ;)

WARNING: THE BETA WILL INVALIDATE YOUR EXISTING SAVE GAMES!

 


BETA 4 HOTFIX CHANGE LOG

  • Novalith should no longer cause infinite stacking debuffs on targets.
  • Research screens should now properly show fleet supply numbers based on game options.
  • Fixed a bug where autocast would not work for many abilities.
  • Fixed a data error where the Destra Cruiser had the wrong fleet cost.

 

 


 

BETA 4 CHANGE LOG

[ GAMEPLAY ]

  • Advent
    • Destra Crusader heavy cruiser now costs the correct number of fleet points.
    • Communal Labor will now passively decrease module build time with a buff that stacks on the orbit body with every constructor ship. (Buff will disappear if the constructor ship(s) are destroyed.)
  • Pirates
    • Pirate raid level escalation has been slowed down slightly for better overall progression.
  • Diplomacy
    • AI players will now place bounty on one another based on many factors including diplomatic relationship level, overall threat level and simply avoiding the raid in general (like most human players). This makes Diplomacy much more dynamic in general as you can really play factions off one another.
    • Missions that target or are issued by players who are defeated during the mission timer are now automatically cleared with no penalty for non-completion to the other player.
  • General
    • Detect Mines range for all scouts has been increased to 6,000 from 5,000. This should make it easier to clear out mine fields, assuming your ship doesn't jump in right on top of one.
    • Added a new AIUseTargetCondition for AntimatterExceedsAmount. This is being used on ships that steal antimatter to prevent them from autocasting on targets that are out of antimatter. If there are other abilities that could use better or new AIUseTargetConditions, let us know
    • Some fixes to make AIUseTargetConditions more effective based on feedback.
    • More mesh file fixes based on community feedback (thanks to all). 
    • Various other minor tweaks.

 

We expect this to be the last beta update for v1.2 of Sins of a Solar Empire: Trinity/Diplomacy. Please let us know of any major issues asap. Beta 4 will be released later today (Thursday - 3/10)

 

 


 

BETA 3 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • Strikecraft destroyed by the Dunov's Magnetize ability now give XP as intended.
  • Vasari
    • Jarrasul capital ship's colonize ability adjusted to avoid crash issue. Thanks to ZombieRus5 on this.
    • Disruptor Nanites ability now stacks correctly off missile defense platforms. 
  • Advent
    • Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.
  • Pirates
    • After the fifth pirate raid, pirates will be able to purchase two upgrade levels per raid if they have sufficient credits. (This is a work in progress to adjust scaling of Pirate strength.)
    • Pirate planet's base population has been boosted slightly (for increased income).
    • Fixed a memory access error in the Pirate mission system.
  • General
    • Tips that weren't being properly loaded should now appear.
    • Various fixes for old crash bugs (thanks to the community on these).
    • Various fixes to mesh files (thanks to the community on these).

 

 


 

BETA 2 CHANGE LOG

[ GAMEPLAY ]

  • TEC
    • The Marza's Incendiary Shells ability will now correctly refresh itself with each shot and stack up to 3 times, as intended.
  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
    • The construction boost passive of the Jarrasul colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.
  • General
    • Starbases with trade upgrades will now work properly at stars.
    • Resolved a case where ships set to auto-explore would attempt to travel to other stars without phase jumping. We'll need more info on this one if there are other instances where players see this happen.
  • Pirates
    • Fixed mission timer bug where the timer wasn't properly syncing up to reality (i.e., the timer said a player couldn't place another mission when they could.)
    • Pirates will now notify the player if they successfully complete a mission.
    • Fixed a problem with pirate raid defs that could cause odd behavior for high level raids.
  • Misc
    • Fixed some misspellings in various data files.

BETA 1 CHANGE LOG

[ Engine ]

  • The game engine has been updated in order to free up more texture memory. Players should generally use no more than 1.3 GB of RAM on Huge maps with all races represented now. We're very interested to see what everyone's experiences are with this, so please post back and let us know. You can find the total by alt-tabbing out of the game and hitting Ctrl+Shift+Escape, select the Processes tab and look for Sins of a Solar Empire Diplomacy.exe.

[ Gameplay ]

  • Pirates
    • The Pirates system has been completely overhauled with this update. Rather than relying on random upgrades which could result in a huge power curve, the Pirates will now scale gradually in abilities, fleet size and power as a game progresses.
    • The size of the Pirate fleet is now based off of the current raid level (Low, Guarded, Elevated, High, Highest) and there are now preset fleet compositions for each.
    • Pirates now take into consideration the total amount of bounty on offer before sending out their fleets (at High and Highest raid levels). If there isn't enough booty on the table, the Pirates will send out a smaller fleet. This is to prevent 250 credit cheese scenarios that could spawn a massive Pirate incursion.
    • Pirates have the opportunity to purchase upgrades after every launched raid. There are 20 levels of upgrades available to them which include bonuses to Armor, HP, Weapon Strength, Weapon Range; plus special abilities including Intercept, Quick Jump Calculation, Timed Explosives, Heavy Fallout, Embargo Planet and Sabotage Reactor. Basically if you let the Pirates live in a really long game, they will become very nasty indeed!
    • The Pirate mission system via diplomacy has been updated. Players must now pay a pre-set credit amount to generate a raid (same fleet composition as for bounty-spawned raids). This eliminates the guesswork of paying too much/little and not quite knowing what you'll get (and makes issuing raids generally quicker).
    • The Pirate base's population upgrade will now properly increase population growth rate.
  • TEC Balance
    • Kol:
      • Gauss Blast: Reduced AM cost from 75 to 50/55/60; increased damage from 325/650/975 to 400/725/1050.
      • Flak Burst: Range changed from 2400/3000/3600 to 3000/3300/3600.
      • Finest Hour: AM regen reduced from 5 to 3; HP regen increased from 10 to 15.
    • Dunov:
      • EMP: Range increased from 4500 to 4500/5000/5500; AM cost changed from 100/90/80 to 90/90/90; cooldown reduced from 50/45/40 to 40/35/30.
      • Magnetize: Max affected strikecraft increased from 8/12/16 to 12/20/28.
    • Marza:
      • Incendiary Shells: Stacking limit increased from 1 to 3.
      • Missile Barrage: Range reduced from 10,000 to 8,000.
    • Hoshiko:
      • Demolition Bots: Changed needsToFaceTarget TRUE to FALSE.
    • Novalith Cannon:
      • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack.
  • Advent Balance
    • Radiance:
      • Animosity: Increased max targets from 8/16/32 to 12/24/36; effect now channels every second over 20 seconds instead of being an instant action so new targets entering the AoE are hit; auto-cast will only activate if 3 or more enemy ships are in range.
      • Absorptive Armor: Increased armor bonus from 1/2/3 to 2/4/6.
    • Rapture:
      • Vertigo: Increased range from 4500 to 4500/5000/5500.
    • Revelation:
      • Guidance: Now a triggered, caster-based area of effect that affects friendly capital ships, frigates and structures. AM cost is now 90/100/110; range is 8000/8000/8000, cooldown is 50/50/50; buff applied grants 25%/25%/25% boost to ability cooldown rate, duration 20/30/40.
      • Clairvoyance: Duration increased from 90/120/150 to 90/150/210.
    • Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)
  • Vasari Balance
    • Jarrasul:
      • Colonize: Now grants additional constructor frigates instead of a structure build rate bonus. Gives 1/2/3 constructor frigates for 360/480/600 seconds.
    • Skirantra:
      • Scramble Bombers: Reduced expiry time from 120 to 75; reduced cooldown time from 35 to 30.
    • Antorak:
      • Distort Gravity: Reduced cooldown from 45 to 40.
    • Vulkoras:
      • Phase Missile Swarm: Increased range from 5000 to 6500; increased max targets from 3/5/7 to 4/8/12.
      • Assault Specialization: Increased bonus damage from 60/120/180 to 90/180/270.
    • Stilakus Subverter:
      • Shield Disruption: Reduced Phase Missile Block reduction from 25% to 20%; reduced Shield Mitigation Reduction from 10% to 8%.
      • Distortion Field: Reduced radius from 2000 to 1600.
    • Kostura Cannon:
      • Will no longer damage and stun enemy ships.
    • Orkulus:
      • Debris Vortex will now only activate when debris is in range of the effect.
      • Debris Vortex's second level will now unlock correctly.
    • Raider Xenophobia:  Tech moved to level 5; reduced from 2 upgrade levels to 1; will now reduce the Pirate fleet size sent against the player by 1 level (i.e., an Elevated level fleet size becomes a Guarded level fleet).
    • Pinpoint Bombardment: Increased range bonus from 0.1333 per level to 0.6667 per level.
  • Diplomacy System
    • The Aggressiveness Rating for all players has been changed to be a random value between -1.5 to +2 (from -2 to +2).
    • The calculation for Military Presence has been updated to look at the ratio of the players' used fleet points instead of just overall fleet points. This should make the overall diplomatic rating more balanced overall, especially at higher difficulty levels. We'll be looking for feedback on this.
    • Added a new Trade Bonus modifier for diplomatic relations. Players who have a Trade Alliance will slowly gain a positive diplomatic relations bonus with one another as trade ships reach foreign ports up to a maximum of +2. If the Trade Alliance is ended, this bonus will decrease gradually back to 0.

[ AI ]

  • The AI will no longer max out all of its gravity wells with mines. Mine building is now based on AI type. This should help reduce memory use and improve performance.
  • Fixed bug where the AI would form a Pact, break it, and then immediately reform it if the players' relationship value dropped to a certain level repeatedly.
  • The AI will no longer send Envoys to non-aligned gravity wells where the player controls a resource (i.e., if you controlled a neutral extractor at an asteroid belt).
  • AI players will no longer "spam" the player with mission requests after a mission has been rejected. Each rejection will cause the AI to wait four minutes before offering another mission (culmulative up to 10 times for each consecutive rejection).

[ Interface ]

  • The far planet icons that show up when far stars are visible are now turned off by default. Hovering your mouse over the far star icon will now show the far planet icons (if visible). Alternatively, holding down ALT will now show all visible far planet icons.

[ Misc. ]

  • Fixed a couple errors in the entity files that would cause the game to crash.
  • Ability PhaseOutHull will now play the proper sound effect.
  • Adjusted max dot for graphics to 0.95 from 1. This should largely eliminate the strange white lines that would appear for some players on the edges of ships/structures. Special thanks to Aractain and Kitkun for this info!
  • Missions can now be rejected so long as there's at least half the original mission time remaining.

 


 

To update to the BETA, run the Impulse client and once you're logged in, click the blue button in the upper-left corner.  Check "Show pre-release versions" and that will display the beta update. Update the game via the Update or My Games tab and that's it.

How to provide feedback

For gameplay related feedback, please post it in a new thread on these forums. One issue per thread, please - that'll make it easier to keep track of things.

If you encounter a crash or a multiplayer desync we will need you to send in some information to [email protected].

For crashes: Send us your PC's dxdiag report, the Sins mini-dump file, and your latest save game. Please also provide us with any information or details you can about what was going on before the game crashed and if the issue is reproducible.

For desyncs: We will need the last saves for all the players involved and as detailed a description of what was going on at the time the desync occured. Also, please indicate if the desync is reproducible from your last save point.

1,626,333 views 716 replies
Reply #226 Top

maybe its a disruptive stike/jam weapons kortul?

 

(while am i always starting a new page with a line that makes no sence if you havent read the post before... >_<)

Reply #227 Top

The AI just uses autocast, I can attest that the autocast for power surge isn't shy.

 

while am i always starting a new page with a line that makes no sence if you havent read the post before...

It's a ten-page thread; people know it's going to have a continuity that goes back some ways.

Reply #228 Top

Been a week.  Can we expect a new patch soon?

 

We wanna see what new and intresting things you all have done which will completely throw this week's discussion completly out the window. :thumbsup:

Reply #229 Top

Quoting Pbhead, reply 228
We wanna see what new and intresting things you all have done which will completely throw this week's discussion completly out the window.

Absolutely!

Reply #230 Top

Been testing this out. And damn! My fav race the Vasari just don't cut it anymore.

Game with a mate of mine then on hard (used to be able to handily beat hard so we played difficulty up from that previously) and was soundly trounced. Pirate raids owned. Had time to make a small 12 +cap ship fleet, 5 turrets for defence and it still took my friends fleet assistance. First raid 26ish ships? 7 Kodiaks w/armour 10? My cap ship only has armour 6 ffs!

**Edit: Pirate size might be larger due to the AI putting 2.5K bounty on me right up. wtf is up with that so early??**

Overall, feels like a big nerf.  A change was needed to make it challenging again, but this is just ridiculous.

Reply #231 Top

ok, well, 4 cap ships and 12 small ships and 5 turrets is exactly the WRONG sort of... everything.

NO.  no. nononono. no. bad.

no turrets.  have 3 repair bays overlaping eachother before you plop down a single turret (2 is usually fine, but a third makes a nice backup)

4 cap ships?  NO... not.. that early in the game! highest cap ship level was what, 3?  you need much MUCH more frigs... a good ammount of LRM, some flack, and some repair cruisers...

I would say watch some multiplayer replays, but... they are all invalidated with the patch... so we need some new ones i believe.

 

Unless you were RELYING on skirantra spam.... this nerf NO WAY caused your defeat. 

Reply #232 Top

Before folks read the Beta 2 change log and start posting craziness:

  1. Beta 2 is pretty much reported bug fixes - some of them long-standing.
  2. Beta 3 will have more reported fixes in it.
  3. We're looking into AI updates so that the AI players handle diplomacy actions better. These changes will probably be after v1.2 (since we want to keep 1.2 focused on the engine changes).
  4. We're also looking at a rebalance/enhancement of the Pacts to make them more interesting/fun based on player feedback. This will almost certainly be part of a future update after v1.2.

All that said, thanks to everyone's who's helping test out this new version of the game. :)  Please feel free to refer other forum-goers back to this post if it addresses one of their questions. ;)

Reply #233 Top

  • Vasari
    • Orkulus Phase Gate upgrade will now work at stars.
  • Advent
    • The construction boost passive of the Advent colony capital ship now spawns extra construction ships over time, as opposed to all at once, to try and avoid crashes in the physics system.

I assume this was a mistake it should be vasari Jarasul (Egg) colonizer.

Am I right?

+1 Loading…
Reply #234 Top

ehh? the advent colony cap spawns constructors? dotn you mean the death egg?

Reply #235 Top

Quoting Pbhead, reply 234
ehh? the advent colony cap spawns constructors? dotn you mean the death egg?

Haha, no I want extra constructors too for Advent :rofl: :rofl: :rofl:

Reply #236 Top

I assume this was a mistake it should be vasari Jarasul (Egg) colonizer.

Am I right?

Righto. ;)

Reply #237 Top

(ehh, the pinpoint bombardment tech is still under tec... it should be under vasari as well.)

:S  

+1 Loading…
Reply #238 Top

I had a twice (only) repeating glitch where ship models did not display in Plasma Storms...unless you zoomed in really, really close.  You could drag a box over the system and their health and energy bars showd but the models weere infinitesimal (this was in a 200 radius star system.  I t cleared up after a couple of replays.

On a completely unrelated note...

I would love to see some veterans do a chronological time line presentation...a list of all the Sins ships with columns next to them that give the in-game stats of the ship at a particular time and a summary of veteran player views on what its flaws or strengths and balance were in each version at that time.  Google documents lets you create a shared spreadsheet.

It's hard for us newer players with less time in game and online to accurately evaluate balance changes not knowing how past ones played out.  might also be helpful to devs.

Sooooo...someone with nothing else to do...  O:)

Reply #239 Top

Any chance of tweaking Galaxy Forge so a version of it could be used to edit planets for a mod?  Something to choose the textures and set tactics, logistics slots, artifacts and the like?  Would be great for fast modding...and lazy people who I may or may not know and who I can't say whether or not they might be me

:|

Reply #240 Top

That sounds like a job FOR...!

ehh...

a job for excel and sithlordaj's raw parsing MACRO.

annnd... some person with all the raw files from all the past versions...

Reply #241 Top

Communal Labor: Allows constructor ships to buff the rate of whatever a structure does (i.e., ship building) by flying within range of it. (NOTE: Sorry, this didn't make it into BETA 1.)

Sorry, this didn't make it into BETA 2. >_> XO :'(

Reply #242 Top

I'm just going to rewrite old posts about bugs or suggestions from other 10 pages.

Beta 2 doesn't say anything was done to them so.....

If i missed something. Please forgive me O:) .

ADVENT problems

  • Strike craft killed by magnatize do not give exp.
  • Comunal labour doesn't work it cannot be cast on structure and its range is only 75
  • A lot of people suggest domina subjugator to get needtofacetarget changed to FALSE (recently I changed my mind ant perhaps they will become to strong and effective since they heal 1000hp. Perhaps just targeting priorities need to be shuffled or modified a bit)
  • Advent super weapon isn't on par with other two factions
  • Advent HC fleet supply was raised from 10-12 (Not sure this was intended - editing from 2 posts below)

TEC problems

  • Once supply past is achieved between two players game starts to lag significantly more. Even if ships slots do not fill   
  • Novalith Cannon trade effect stacks

VASARI problems

  • anti regeneration upgrade on turrets (2nd hit tuns it off)
  • the charged missle ability now used the maurader's phase out sound effect.

 

Reply #243 Top

Yes it does sound like a job for a...very special...person.  A future hero of the revolution who would never be fogotten and to whom appeals to vanity will work!

Reply #244 Top

Quoting Greg30007, reply 242
I'm just going to rewrite old posts about bugs or suggestions from other 10 pages.

Beta 2 doesn't say anything was done to them so.....

If i missed something. Please forgive me .
 

To add to this, someone noticed Advent HCs were currently set to 12 cap in beta 1, instead of 10.  I don't think this was an intended change.

Reply #245 Top

Another thing on discusion about super weapons.

ADVENT:

Not much about to say about advent it needs to be buffed in my opinion. Perhaps in addition what it does reduce maximum planet population capacity for certain period.

VASARI:

If advent stays as it is I like the nerf but then at the same time TEC needs to do much less if not 0HP damage to a planet. 

Kosutras were primarly used to kill enemy fleets and there was as some people suggested counter to simply scutle planet (planet is dead for you) use akan armistice or just jump out of gravity well when you see them coming. Now I know sometimes jumping out means giving that gravity well to the enemy. To be really effective you had to build at least 5 of them to kill structures or 6-8 to kill all ships. 

Another option was to send fleet in the heart of another empire but with that risking whole fleet lost in case defenses were in place or enemy is able to respond in right time.

1 kosutra per planet warhead other than opening phase line has no real effect and it's useless. 

TEC;

If there is no other changes to super weapons other than economy stacking fix for novas I think they are OP. Well that depends on how long trade effect lasts. 

To build them you need to research all rocket upgrade tree which benefits LRM, Marza (including missile barrage), and Star Base. To be really effective you need to build 1 or 2. With 2 you can kill any planet and at the same time reduce trade. Counter to loosing planet is loyality upgrade on SB or scutling planet (for TEC with SB upgrade you can still build ships). With 6-8 of them if you know where enemy factories are you can disable entire enemy ship production facility and in case of small empire is completely possible to take that enemy faction out with one nova barrage. In case of SB protection you are able to fire on 6-8 different planets and take out whole economy.

With MP in mind that can mean 100+ cred per second less for eco guy thus no feed for guys who are fighting. There is no counter other than scutling all 8 planets and in case you are not tec thus loosing abilities to build ships.

1 nova per planet if that planet is not upgraded destroys planet and disables trade.

 

My thoughts are somewhat described above.....

I think super weapons are/will be on pretty equal footing if we reduce nova damage to planet to around 1000 per shot and that part would be stackable. That way 2-6 is needed to kill a planet depends on how upgraded it is.

When I write this I don't know how long trade effect lasts but that would have to be balanced I would guess about 25 second or something similar would be ok with 125 second cool down (basically ratio 1-5 or 1-6) would be acceptable to me. So to keep planet trade disabled you would need 5 or 6 novas.

 

Reply #246 Top

Our bad about the heavies, I'll look into that shortly. We'll discuss that lovely summary also. Well formatted summaries will do wonders more than complementing my infinite manliness, so I would suggest more of that.

Reply #247 Top

Don't touch the Advent superweapon. It's by far the better superweapon between the three. People who don't know how to use it can keep complaining, but if it's buffed any more it'll be completely ridiculous.

Reply #248 Top

Quoting Annatar11, reply 247
Don't touch the Advent superweapon. It's by far the better superweapon between the three. People who don't know how to use it can keep complaining, but if it's buffed any more it'll be completely ridiculous.

I dunno if your being sarcastically. But yes indeed. I know how to use that think in a deadly way. And the funny part is that someone mentioned it but he didn't click to it or simply doesn't realize how much of an advantage that actually is.

Reply #249 Top

Quoting Annatar11, reply 247
Don't touch the Advent superweapon. It's by far the better superweapon between the three. People who don't know how to use it can keep complaining, but if it's buffed any more it'll be completely ridiculous.

lol

come try it online...

Reply #250 Top

I've only fired a each of the new racial superweapons once in single shots while I had fleets in the system sieging-- and with the exception of the novalith the effect was essentially worthless. 

With the Advent weapon I had to laugh--it had no impact whatsoever other than looking really dramatic.  The kostura  looked busy but the effects were pretty minimal. At least the novalith made a pretty "whomp!" and I actually saw the planet population drop by thousands.

 

Maybe the advent weapon could act as a ranged armistice and/or cause enemy ships and guns in the system to become friendly.  The kostura is still a question.  Some benefit to it just takes finesse.  IS there any real

use for the deliverance engine that makes it worthwhile at present?