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.

1,626,092 views 716 replies
Reply #501 Top

Just randomly popping in about the turning thing.  If I am understanding the sentiment correctly, people want to see fleets turn on a dime instead of propelling themselves in wide arc?  But if I understand the developer's sentiment, they want the ships to maneuver for combat purposes.  So would a happy medium be to use a trigger similar to the one for the strikecrift build rate on carrier cruisers to determine whether ships use 'normal maneuvering' or 'combat maneuvering'?  I.e. if no enemy ships are in a gravity well the ships simply turn and go to the intended target, otherwise they behave as they do currently?  It is probably a minor issue though. Heck, toggling between types with the sudden appearance of enemies might lag the game a bit.  Perhaps a job for a modder rather than the developers?

 

Personally I'd like to see further tweaks on pirates.  It seems like Diplomacy basically killed the pirates due to them being far to OP and determining the course of a game.  Somewhere, lost on these boards was old suggestions of mine about refocusing them on econ disruption rather than military conquest that could destroy starbases better than pre-late game fleets.  Basically, their advancement needs to be slowed significantly so that players can keep pace while dealing with empire and fleet expansion.  250 credits shouldn't be able to purchase a crack fleet able to bust up a planet.  That said, the idea of dumping thousands of credits into a big raid in the later game is just fine.  At least if each pirate ship isn't stronger than a level 10 capital ship. 

 

And just because it hasn't been mentioned in a while, some love for the Antorak Marauder's Subversion ability to make it worthwhile would be nice.  Maybe with a longer duration and the ability to steal some income(or negate the target's trade income!) it would become quite useful.  That or forget the stolen income and give it range equal to a TEC's Sensor Probe (at least at level 3).  Obviously stacking and other fixes for other capital ships would have to come first though.

 

Overall the changes look good, and I am glad to see continued support for Sins.  ^_^

Reply #502 Top

Been playing the 1.19a version (that's the latest one, right?  I have Impulse set to try beta/alpha versions) and the Pirates are still a problem.  Not so much the fleet size, though it still is rather big, but the bidding is just out of whack.  I am the only one bid against.  None of the AIs offer bounty on any other faction except mine, so every cycle it comes down to me and one AI trying to out-bid each other.

The AIs need to figure out how to bid on other AIs.  I can understand one of my neighbors bidding on me, but why aren't the factions across the system trying to get the Pirates to attack their neighbors?

I don't like turning the Pirates off because I think they're an important aspect of the game, but as it stands they still dictate how I play this game, and they shouldn't.

Reply #503 Top
I had noticed the same thing in the two multiple ai games I played. How many ai's were you up against?
Reply #504 Top

Being the target of almost all of the pirate bidding has been a problem since Diplomacy launched, really. With the announcement of "Rebellion" I have the feeling this patch is going to be the last gasp for Diplomacy... don't expect a miracle.

I wonder if they will bother carrying over the Diplomacy/Entrenchment changes into Rebellion? If so, maybe they will just tweak things then.

Reply #505 Top

If I play AI i usaualy play against 9 cruel or vicious. 

And 1 st raid very rarely goes to me because I dont build fleet from start. I usually grab as many planets as I can and SB border planets. When I build 2 nd and 3 rd cap then they start bidding on me. After that I build trade necesary labs and then start building fleet.

In my experience pirates are a joke at the moment since sb without any support can easily kill them and even if you don't have SB just sell all structures on planet they are attacking and they will leave very quickly and 80%-90% you will still own planet since I rarely see pilagers in pirate fleet since beta a 

Reply #506 Top

I don't know if this is addressed in the beta patch, but the description for Random - Large (Single) has a mistake, it says nine empires exist when it should say seven or it should be similar to Random - Large (Multi).

Reply #507 Top

I usually play Medium-Large (50ish planets) and with 6 Hard AIs.

Does fleet size affect the bidding?  I usually play Advent, and start 3 explorers and then 5 frigates and finally build a Mothership.  After that I go planet hunting.

Reply #508 Top

Its BETAday!

change log will be posted annny second...

Reply #509 Top

NM

Reply #510 Top

Quoting Pbhead, reply 508
Its BETAday!

change log will be posted annny second...

How many seconds? :S

Reply #511 Top

I expect no more than 12000 seconds away.

+1 Loading…
Reply #512 Top

Quoting Pbhead, reply 511
I expect no more than 12000 seconds away.

You sir where correct! It was definately no more than 12000 seconds away. k1

Reply #513 Top

Advent

Defense Vessel fleet cost reduced back to 4 points from 5, as intended. Thanks to in-the-sun on this.

Hmm, no mention of the outrageous 12 fleet supply on the Crusader. Will have to check the build when it's available.

Reply #514 Top

ya, the lack of destra thing is intresting...

Will also need to recheck to see if charged missle's sound effect is fixed.

No autocast AI change. :-/

donov magnatize now gives exp! wow! happy happy happy.

 

Reply #515 Top

What about the wormhole pathfinding bug?

It has NOT been fixed.

Reply #516 Top

No metion of comunal labour and novalith trade efect stack as well

We'll need to wait and see.

 

And they fixed vasari turrets  :thumbsup:

Reply #517 Top

Crusader fleet supply fix didn't make it in, but will be in the final release.

There won't be any major additional AI/autocast changes for this update.

Wormhole pathfinding isn't really on our radar.

Communal Labor is still being worked on.

Novalith balance will remain unchanged for now. Ironclad is looking at the various feedback, however. ;)

Reply #518 Top

Quoting Yarlen, reply 517
Crusader fleet supply fix didn't make it in, but will be in the final release.

There won't be any major additional AI/autocast changes for this update.

Wormhole pathfinding isn't really on our radar.

Communal Labor is still being worked on.

Novalith balance will remain unchanged for now. Ironclad is looking at the various feedback, however.

 

So Novalith are suppose to stack like they do now? Isnt a bug if they dont do what the devs design it to do?

 

Novalith Cannon:

  • Cannon shots now cause a planet to suffer 100% reduced trade income. This effect will no longer stack

 

Reply #519 Top

Crusader fleet supply fix didn't make it in, but will be in the final release.

It's supposed to be 8 supply right? O:)

Reply #520 Top

will there be a beta 4 then?

Reply #521 Top

Glad to see a new expansson and waiting for the beta today ! :D

I report another little issue concerning targetting of fighters and phasic trap.

I know you just said you weren't planning to work on AI and targetting, but it is possible that this particular one is easily fixable, so might be worth looking at it...

Also, do you plan on fixing the (apparently) specific Domina's Suppression bug ?

Reply #522 Top

Quoting Yarlen, reply 517
Crusader fleet supply fix didn't make it in, but will be in the final release.

There won't be any major additional AI/autocast changes for this update.

Wormhole pathfinding isn't really on our radar.

Communal Labor is still being worked on.

Novalith balance will remain unchanged for now. Ironclad is looking at the various feedback, however.

The problem is with telling a fleet to travel between systems through wormholes, and the fleet will move in odd patterns and take 10-30 minutes to go through a gravity well. No mods were enabled, this was with diplomacy, and I do have screenshots somewhere.

Reply #523 Top

Quoting Zeta1127, reply 506
I don't know if this is addressed in the beta patch, but the description for Random - Large (Single) has a mistake, it says nine empires exist when it should say seven or it should be similar to Random - Large (Multi).

No one acknowledged this.

Reply #524 Top

BETA C Update is on go get it and see you on MP server.

Guess they missed BETA B O:)  

Reply #525 Top

Yarlen,

 

Do you like, need extra minions to change things for you?

I mean, like the destra fix, any nubcake modder can fix that in seconds.

If you need like, busywork help, i am sure many many modders (hell, even me), would be more than willing to help you all get things done faster. 

 

Then again... the time it would take to open a file, ctrl+f for '12' hit backspace twice, and type '10'  and hit save is prolly less than the time it would take to email that file to someone else to have them fix it for you.  :S

 

but we are willing to help if you want it!