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 #251 Top

DE needs a duration and culture output buff. :X

 

:fox:

Reply #252 Top

Yes advent super weapon boosts damage for 25% i think and you receive all culture bonuses you researched. 

Could be powerful but I admit perhaps I build only 1 in my whole sins carer and I haven't seen it build on mp in 2 years I'm on ICO and sometimes Hamachi. I have about 2000 MP games under my belt that includes games with MDs and desync when they were major problem.  

So neither am I expert on it and neither have I seen it used effectively but consensus about ICO skilled players is that it's weakest of three. At least in pre-beta version

Reply #253 Top

Yeah in beta 1 destras use 12 slots. Probably a typo somewhere...

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

Talking about the Domina, I've found problems with the suppression ability, which stacks (or does not stack) very weirdly and randomly... (@Yarlen I mailed you about this issue). If you use suppression on a ship, it's disabled for 90s. Having a 30s cooldown, I suppose you can cast it again and so have 3 ships nearly continually disabled given you have enough antimatter. However, casting it again often cancels the previous effects, sometimes not (approximately one third of the time it does not). When it does not cancel them, the second ship gets disabled for 90s, but the first one also stays disabled until they both stop at exactly the same time (so the first in fact is disabled 120s total)...

I have seen it stack to three ships sometimes and the first one is disabled 150s... But most often it's just canceled.

Also, this was present before the beta, so it's not a beta bug.

Concerning needToFaceTarget, I personally favor trying to change it to false only for perseverance. Or just fixing this suppression stacking problem would be great, since even with autocast off (don't even talk of autocast on :) lol), using suppression on a second ship is kind of a lottery, sometimes you extend the first ship disablement by 30 seconds, and generally you just cancel it when normally it would still have stayed 60 seconds disabled...

+1 Loading…
Reply #254 Top

Diplomacy 1.19A beta  is ready for DL

Reply #255 Top

Quoting in-the-sun, reply 253
-snip-
It's supposed to cancel. It's a channeling ability, so it can't do anything else while it's using it. Perhaps another Domina was casting on the target though?

 

:fox:

Reply #256 Top

Quoting Kitkun, reply 255

It's supposed to cancel. It's a channeling ability, so it can't do anything else while it's using it. Perhaps another Domina was casting on the target though?

I agree it could be supposed not to be able to use it without cancelling any previous effect. However I have run tests with 2 computers with only one domina trying to disable multiple ships and there really are problems.

What troubles me really is that it is unclear how it is supposed to behave : sometimes it stacks, sometimes it cancels. Really. I can share the replay of my test if anyone wants, however it's for beta 1. I can redo it for current version also if you ask, won't take me long. :)

I read somewhere it's supposed to be "stacking channeled", but I don't really know...

Reply #257 Top

I agree it could be supposed not to be able to use it without cancelling any previous effect. However I have run tests with 2 computers with only one domina trying to disable multiple ships and there really are problems.

[Hint] You only need one compute running two instances of the Dev.exe and not two different computers.

Reply #258 Top

Didn't noticed before but i like that pirate ship exp was turned way down and in A BETA they actually destroyed repair platforms before they attacked anything else. Now just make them attack civilian structures before they attack sb.

Reply #259 Top

It's supposed to cancel. It's a channeling ability, so it can't do anything else while it's using it. Perhaps another Domina was casting on the target though?

No, he's right. I verified it too, but it's iffy. Actually removing the needs to face target requirement would make this ship AWESOME with this little tidbit.

Reply #260 Top

Ok, here is one Domina disabling two ships.

I went to disable a third that looked like it was in line... but it was actually higher in the gravity wel and caused the Domina to tilt up canceling the disable on the previous two.

 

Reply #261 Top

seriously

new beta

EGG STILL CRASHES

:P

sent the crash file

Reply #262 Top

I tried it on asteroids and it worked for me

Didn't try to colonize other planets

 

Edit: I guess its now it works now it doesn't thing because i managed to colonize 1st roid but on 2nd it crashed 

Reply #263 Top

it crashed on an asteroid

tried it 2 more times

same

so 3 out of 3 times = crash

the first beta only crashed 2 of 3 times

this is worse lol

Reply #264 Top

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.

Wow, overtime action seems ODD!!!

I think the delayTime of 3 seconds with a finish condition of all delay instant actions completed was much better! I'll email my fix to you.

Reply #266 Top

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

Not true, using a Kostura before you attack a gravwell is huge since it shuts down all the orbital structures. (excluding starbases) You can also use it to disable factories & cannons in other gravwells.  Very useful.

 

Reply #267 Top

seriously

new beta

EGG STILL CRASHES



sent the crash file

Doesn't look like we've gotten it.  Where did you send it to?  Did you zip it first?

Reply #268 Top

I still don't see a huge difference in the pirates.

 

It was a 1v1 comp stomp.  The first pirate attack sent about 20-25 ships.  The bounty was only 283 credits.  By the time I got them all killed, there was about a minute until the next pirate attack.

 

I noticed that the Pirates started at Guarded from early in the game (not sure when I first looked, but it was before the first attack).

 

-Phal

Reply #269 Top

Quoting Qu4r, reply 265
Stant123

post too long, too much senceless ** read what Cykur sad.

I am sure you have just invalidated your opinion in the dev's eyes.

 

Thanks.

Reply #270 Top

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

Not true, using a Kostura before you attack a gravwell is huge since it shuts down all the orbital structures. (excluding starbases) You can also use it to disable factories & cannons in other gravwells.  Very useful.

 

True you can disable but that effect wears down very quick and if you have proper defenses it doesn't really make a difference.

Reply #271 Top

Quoting Stant123, reply 269

Quoting Qu4r, reply 265Stant123

post too long, too much senceless ** read what Cykur sad.


I am sure you have just invalidated your opinion in the dev's eyes.

 

Thanks.

 

Haw exactly? that i told u to read what Cykur wrote about kosturas mechaniks and haw the counter works?

 looking at numbers, i have minimal  chance to change anything, and im tired of answering you and other forum warriors , so  ill give up trying. Have fun in your tec spamming era

 

Quar out

Reply #272 Top

True you can disable but that effect wears down very quick and if you have proper defenses it doesn't really make a difference.

 

It wears off very quickly on ships and starbases, but it disables structures for a while, something like 3 minutes I think.  I will take 1 Kostura any day.   When you coincide a Kostura strike with a fleet attack, you disable all of the enemy turrets, repair bays, and hangars, not to mention local factories.  Having just 1 Kostura backing your fleet is a huge advantage when you have to assault an enemy gravwell.

Reply #273 Top

Im not sure how subjugator would be op if its face target was false.If you think about it.It heals 25 hp/sec.That is 5 more than a hosho at an extrme tec level.Its very expensive to research the ability.25 a sec is how many lrf worth of dps?I fail to see how it would be op.Really with advent having weak hulls, labs/resources, and the time to get this ability it could just be subpar at best.Anything being healed by the time it comes out will die to ff much faster than it can heal 1000 hp except maybe cap ships and sb.Where this ability could shine is with repair bays and a progen plus guards.

Reply #274 Top

I agree with Cykur about kostura.I think it is still very strategic weapon and can have dramatic results on a battle.Knowing where an enemy fleet is and being able to jump in 10 seige frigs 3-4 jumps away to snipe planets is a pretty nice ability.Completely bypassing the defensive front.Disabling repair and factories for 3 minutes is huge as well.Having only one race with the ability to completely nuke others entire fleets is a bit op in this game imo.On top of that vas had 2 ways to do it with subs and mines.Hopefully now that combo wont be so op as kostura was.

Reply #275 Top

I wish the Vasari Siege capital ship could move faster. In online its not even worth building it; because of their slow speed and lack of effective weapons in the late game. I think their super weapon should be lowered in cost since it doesn't disable enemy units and cant be used of friendly planets to get around.