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.

1,625,648 views 716 replies
Reply #601 Top

OMG STOP

I feel bored if pirates are atacking me they are so weak now and tyhere is no use of them anymore as well since they dont bring high experience points anymore....

What do you guys want. Pirrates to attack with one ship. As it is just sell structures and they will leave if you cannot get 2 caps ad 5 lrms to clean them off.

Reply #602 Top

I currently like the pirate strength. The first raid is weaker than before and I have been forced to leave a fleet parked where they strike or even scuttle the grav well in the mid stages of the game. And I like that larger bounty sends a larger fleet. If the bounty is 250 creds they a small raid is sent.

Seems like its working well to me. 

Reply #603 Top

AAAAGH I hate waking up on a Thursday morning all excited for the patch and have to wait til Friday... don't get me wrong, I love Australia... but I want patch now!  XO

Reply #604 Top

Quoting Greg30007, reply 601
What do you guys want. Pirrates to attack with one ship. As it is just sell structures and they will leave if you cannot get 2 caps ad 5 lrms to clean them off.

This kind of exaggeration is not helping anyone. First off, playing normal speed, it's no easy task to have 2 cap ships and 5 LRMs by the time the first pirate raid shows up, especially for Advent. Second, there's no guarantee that 2 cap ships (carrier/battleship, say) and 5 lrms vs. 10 cutthroats, 11 rogues and 6 corsairs will be a win. Especially if they all arrive at the same time, and there is more than one path from the pirate base to your planets.

The first raid is still a bit strong, because it means that only a quick military buildup is an appropriate early strategy against the AI. Expanding or teching are too risky with a first pirate raid that big.

Reply #605 Top

I just think that first raid is too much. I still dont think it's intended to be that strong either as every single game I've played the first raid was on the guarded level. I believe the first raid, unless a huge load of cash is dumped into bounty, should be on the low level. I'm not sure what is in the low level raids, but I'd like to find out rather than always get the higher raid and wiping my fleet on them.

Now, I could see how you might make the case for later levels being made stronger.... but I'll defer on that.

Okay, so I loaded up my save game where I was getting some studdering. It was still studdering and wasn't using more than 1.3gb. I'm not sure what the deal is, but I'll investigate more tonight.

And I appologize to the devs that I haven't brought this up until this late in the week. I was looking through the thread and hadn't seen much actual feedback, then realized I hadn't given any feedback either.

Reply #606 Top

Beta Day!?! :pout: With some awesome surpises?!

Reply #607 Top

Okay, so I loaded up my save game where I was getting some studdering. It was still studdering and wasn't using more than 1.3gb. I'm not sure what the deal is, but I'll investigate more tonight.

 

Sorry to double post, Should of commented on it beforehand.

 

How far along in the game are you? A few things studdering wise I noticed is pirates when they go back home build up and build up. Thus increasing CPU/Memory usage. Yall might wanna give them a timer so they self pop after completeting a mission and returned to base after so long. We did that in DS to help curve studdering and late game lag.

Another huge issue some have is the Empire tree kills your FPS/CPU. Alot of people let the game auto pin everything. This in my non professional opinion cause the game to have to keep track of everything twice. So, I laymans terms its like running 2 games at once.

Though the Empire Tree issue maybe a graphical one instead of pure CPU, it does cause what everyone expereneces at a certaint point slideshow FPS. Simply unpinning everything little thing and pinning the bare min. required for the player him or herself to use increases FPS and reduces late game lag.

 

I know it late for this weeks beta, sorry for not mention this before. Id show you pictures with FRAPS running but I dont have my HD with all that stuff on it. Computer is a Repair Bay after a brutal Advent bombing run.

Reply #608 Top

Quoting -Ue_Carbon, reply 607

How far along in the game are you? A few things studdering wise I noticed is pirates when they go back home build up and build up. Thus increasing CPU/Memory usage. Yall might wanna give them a timer so they self pop after completeting a mission and returned to base after so long. We did that in DS to help curve studdering and late game lag.

Far enough that fleets and cash are pretty big, but I myself am at the 4th fleet upgrade. I'm probably a bit behind the AIs. Also, since you mentioned the empire tree; I only have about 10 planets pinned. I dont usually have it set to auto pin my planets, but this time its on. Ill try unpinning some and see what happens.

btw, my cpu wasnt running at 100%. I've seen some posts saying that multi-core cpus will be 100% taxed on 1 core. I saw a mostly even balance on both cores and running at about 75%.

Reply #609 Top

Quoting -Ue_Carbon, reply 606
Beta Day!?! With some awesome surpises?!

*Points to the Beta 4 Change Log info in the OP*

:D

Reply #610 Top

how about fixing the novalith ?
it currently stacks its trade reductions even thought the OP suggests it should not

this is horribly OP

have gotten it to -1200 % trade reductions 

Reply #611 Top

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.)

Sounds less fun... :(

 

# 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 folks find other cases/conditions where this should be used, please let us know.
# Some fixes to make AIUseTargetConditions more effective based on feedback.

Will be checking these out :P

Reply #612 Top

thanks for the update. i cant wait to test out communal labor and see how the targetting changes work out

Reply #613 Top



# 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 folks find other cases/conditions where this should be used, please let us know.
# Some fixes to make AIUseTargetConditions more effective based on feedback.

So many possibilities!

I can see its direct use on, say donov's emp, and radiance's detonate AM...

but also the potential to have your own ships keep a "reserve" of antimatter, so... like... you could mod hoho's to only cast demobots when they have more than 150 AM, so that they will always have 50 for repair bots.

Maybe. I am not a modder, so I dont know exactly how these things work.

Reply #614 Top

Quoting Derek06, reply 610
how about fixing the novalith ?
it currently stacks its trade reductions even thought the OP suggests it should not

this is horribly OP

have gotten it to -1200 % trade reductions 

This isn't in Beta 4, but will be in the final v1.2 update.

Reply #615 Top

Beta 4 is available.  ;]  Time to update.

Reply #616 Top

For the final update look at TSOP's list of errors that we discovered, and see if you can (if you have not already done so) incorporate the mesh, and particle error fix's (mis-spells, mis-labels, missing mesh nulls, missing textures, etc.).

So far as of beta 3 my diplomacy games hold at about 1.3 gigs, and runs smoothly untill late game on my crappy laptop. I dont know what you guys did, but it is indeed working. Time to try beta 4

Reply #617 Top

Wow. Just read the change log and wanted to say how awesome it is for you guys to add some of the community stuff in the offical version. Thanks for keeping a great game alive. 

Reply #618 Top

# Destra Crusader heavy cruiser now costs the correct number of fleet points.

So is the Destra now supposed to cost 12 fleet supply? I'm confused!

Reply #619 Top

It should be using the same amount as it did before we started the beta.

Reply #620 Top

Quoting Yarlen, reply 619
It should be using the same amount as it did before we started the beta.
AKA Yarlen doesn't recall but knows it wasn't supposed to change. :-"

 

:fox:

Reply #621 Top

Quoting Yarlen, reply 619
It should be using the same amount as it did before we started the beta.

Ok, I'm showing it is back to 12 which is not what it was pre-beta. It seems to flip each beta release.

Reply #622 Top

Right, should be 10 supply.

Reply #623 Top

Yes that's weird, it came back to 12 (which is not right) in beta 4 while in beta 3 it had been brought back to 10 (which is normal) and the text didn't mention it... It really is supposed to be 10.

Reply #624 Top

QA guy  should be fired!!!

Reply #625 Top

Dang ,no fixes for fighters :(