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.

1,625,449 views 716 replies
Reply #26 Top

It's a step at least. I really wish other written-off stuff got to be interesting though. Like magnetic clouds, for one example... or planet exploration... etc.

 

:fox:

Reply #27 Top

Quoting Yarlen, reply 24

ITS OUT



go get it

What he said. Damn you guys are fast!

 

or you are too slow

j/k

Reply #28 Top

Hey, [DT]Star Player in game

 

glad to see something was done about the skintara but a few things i feel you missed/goofed on

Why did you nerf Missle Barrage again? If someone lets another player get a level 6 marza, they deserve to be punished.  The ability is already not as good as it used to be and did not need to be hit with the nerf bat again.

Repulse left untouched?  Hmm i think if any abilities (outside of scramble bombers) needed to be hit with the nerf bat, it was repulse.  Not a huge nerf, but a slight one.

Pacts should have been changed so that if two players with the same race pact together they can double dip on pacts, i.e. if two TEC players, and both make envoys, they should be able to get two trade, metal, missle, armor, siege, supply pacts.

Vasari bombers as a whole should have been slightly nerfed.  I think taking 10 hp (base) would have been a good idea.  Beefy vasari bombers with armor/hp upgrades (god forbid pacts) are just too hard to even kill with fighters.

Please make the subjugator useful, in its current state is a pathetic ship (its heal ability needs to be changed so that it does not need to face the ship it is healing)

The Advent superweapon is as good as an investment as Enron in its current state and not worth the investment.  Please consider adding strength to it or making it cheaper

also, on a side but rather random note culture SBs on the sun do not actually pump out culture.

Reply #29 Top

First game played advent vs Vasari suggest advent will have best carrier in game since skirantra can field 8 bombers from 14 before at level 3

There is a bug or mistake.....

Comunal labour doesn't work it cannot be cast on structure and its range is only 75 ????? because of the range only 1 factory will benefit from it even if they are in clusters.

Reply #30 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.

This sounds great, but is it working for anyone else? I don't see any effect, plus I converted the files to text and don't see any difference with Psi constructor ships or their abilities.

Edit - Thanks greg was checking the source files while I wrote this. Glad to see it's not just me.

Reply #31 Top

Pirate changes and memory fixes sound great.  A few much needed balance changes, a lot of missed changes, and a few WTF changes.  No pact changes?  Only a couple technology changes?  Nothing to encourage Visari fleet diversity?  It's nice the game is finally getting patched but this is a little...underwhelming.  Oh well, hopefully some of the modders will get going again once the final patch is out.

 

@Nightraid3r double pacts would be OP as all hell.  Double supply pact?  Double research pact?  Double phase pact?  Some of those effects are just too strong.  I am disappointed some of the crappier pacts weren't tweaked though, like the beam pact for anyone who isn't Advent and the missile pact for Advent allies.

 

A couple bug related questions to the devs or anyone who's trying the beta:

-Did the bug get fixed where AIs would only put bounty on Human players in FFA games?

-Does Advent AI still bring homing mines into battle instead of fighters or bombers?

-Starbase income at stars fixed?

 

Reply #32 Top

SQUEEEE!!!!! <3 <3

 

 

Absolutely... amazing.

 

Now... to see how things have changed...*_*

 

Reply #33 Top

Squeal like a pig lead head.

Reply #34 Top

Game now minidumps everytime Jarrasul colonise is used.

Reply #35 Top

Pacts with same race get level 2 pacts which about 50% increase only. Beta didnt change this

Reply #36 Top

sweet heavens.  thank the fracking gods- nyou guys rule

Reply #37 Top

I find all the pacts more tedious than fun, especially having to research every little thing separately. It's like diplomacy nanomanagement. It would have been more fun to exchange technology directly, like getting Reintegration for Kodiaks, Repair bots for Guardians or Repulsion for Overseers.

Reply #38 Top

phhhhshed. no one is ever happy.  come on, first patch in almost a year.  Its like chirstmas. just because you didnt get everything you wanted (neither did I) doesnt mean you cant be happy with GIANT 1000+ CREW CAPITAL SHIPS WITH FTL DRIVES and NUKES! RARRRrrrrr!!1

We hav our test party on friday... THEN we complain about the pinpoint bombardment typo, and the superweapon rebalance love cannon love lack.

Besides, who knows, maybe certain changes make other changes unnessasary.

 

 

Reply #39 Top

Sorry gang, the Communal Labor change didn't make it into Beta 1.

Reply #40 Top

Just tried to replicate the vasari colony cap crash... didnt do it for me... only tried once though (the construction frig did seem to spawn in the center of the planet though... i could see that possibly maybe causing issues if all players dont see the con frig jumping outside the planet at the same point) and, well, the communal labor thing... which is now explained.

 in other news: Yarlen needs more <3's.   <3 <3

Reply #41 Top

Playing a game on a Huge Multi-star map with 9 AI (normal) I'm experiencing ZERO slowdown so far, and i'm 90 minutes in. This is EXCELLENT.

 As far as the diplomatic relations go, however, i'm noticing that the AI i'm allied with here (through diplomatic means, teams are unlocked) isn't giving me any bonus for adjacent territory, though we have planets connected. This has been like that for at least an hour now.

Also, up until about 45 minutes in game, this AI seemed to be sort of stunted in it's growth. It had two planets and had successfully cleared out three surrounding planets but sent it's fleet elsewhere (helping me, exploring, etc.) and refused to colonize them.

And he's done absolutely nothing to attempt to raise his own relations with me. I've given him resources, completed missions, sent envoys, etc. so that i could get the pacts with him, but he's done none of the same for me. Another AI has sent envoys, but he hasn't. 

Reply #42 Top

Hey, just played a 3v3v3 on a huge single star random map

Teams: [DT]Star Player, Auqia, Greg30007 vs 3 vicious AI vs 3 vicious AI

we tested out various parts of the patch, played with pirates on, quick start and faster speeds.

we extended our dominance early, played defence while pacts came online then slowly built up and took over the vicious AI.

 

A few concerns:

  • The AI is really pretty idiotic, even on Vicious level.  Example: the AI did not fight for neutrals right next to his homeworld regardless of the fact there were 3 unguarded neutrals there.  an hour in he attempted to take the neutrals.
  • I think there is a memory leak when the supply pact is issued.  I say this because even before i built the ships from the pact we started to experience CPU related slowdowns.
  • Pirates seem a little better, we killed them off about an hour into the game, but they seemed to be better than before.
  • The Advent building destroyer, (Solanus Adjudicator) is absolutely terrible.  Like seriously beyond bad.  The AI sent a massive fleet with 26 of Adjudicators to compliment it and was barely able to dent my starbase.
  • Please restore the marza's dignity and atleast restore its range.

 

In  the end, I didn't notice any massive slowdowns or minidumps, I built all 6 vasari capital ships without a minidump, not sure why someone suggested building a jarrasul crashes the game.  It was a similar sins experience, but i was glad to see the skintara in more of a resigned role.  In conclusion, the game in its beta state is pretty stable and playable even on large maps with all races represented.

Reply #43 Top

Game now minidumps everytime Jarrasul colonise is used.

It wasn't dumping in my game. 

 

Me Auiqua and star just finisher 3(US)v3v3 All vicious AIs 

Must say that AI is still stupid and it attacks fully upg SB with 15 ships (mix fleet). Because of lag and because we (I) forgot we didn't check if kosutras or novas work. There was definitely less mines from AI but they still don't build super weapons  XO . With previous super weapons for vicious who would have them in 20 min into game they were OP but with this nerf of them I would love to see them in game.

Reply #44 Top

Quoting Hound, reply 37
I find all the pacts more tedious than fun, especially having to research every little thing separately. It's like diplomacy nanomanagement. It would have been more fun to exchange technology directly, like getting Reintegration for Kodiaks, Repair bots for Guardians or Repulsion for Overseers.

The pacts were needed simply because Entrenchment pushed teching in favour of military, since the new tech tree used those labs.  Diplomacy tree gives a reason to build more civilian labs than needed to unlock trade ports.

Some of the pact effects would be gamebreakingly strong if they were too easy to get.

 

The AI is really pretty idiotic, even on Vicious level.  Example: the AI did not fight for neutrals right next to his homeworld regardless of the fact there were 3 unguarded neutrals there.  an hour in he attempted to take the neutrals.

 

That's kind of odd, since in the current non-beta version it seems to seriously overvalue neutrals to the point where it will send entire fleets there to take them back.  But yeah, non-TEC AIs have no idea how to attack starbases.  Advent being the worst, since as you say their anti-building ship is garbage.

Reply #45 Top

Quoting Yarlen, reply 39
Sorry gang, the Communal Labor change didn't make it into Beta 1.

 

are there other features/changes that didnt make it or are not listed that will be in the next patch/beta?

 

Reply #46 Top

Vasari anti regeneration upg on turrets - every 2nd hit turns disable regeneration OFF

Reply #47 Top

Subj Domina needs a one word change. Changed needsToFaceTarget TRUE to FALSE for heal

Reply #48 Top

quick question, will this update break diplo mods?

Reply #49 Top

Quoting wbino, reply 48
quick question, will this update break diplo mods?

 

yes it will

Reply #50 Top

Kostura Cannon:

* Will no longer damage and stun enemy ships.

Seriously?  Holy Nerf Batman.