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.

1,625,500 views 716 replies
Reply #76 Top

i get the jarrasul colonize crash too...does not happen EVERYTIME but seems to happen more often than not

Reply #77 Top

Quoting Derek06, reply 75
kol GRG reduces target ship speed to -100%

factor this in pbhead

Kol is a cap killer now.

with egg u have to use 2 abilities to damage and slow down target

with kol however 1 ability does both...and better.


Well, Ima going to have to disagree.

the GRG ship slow down is exactly 1/2 as effective as hoho's demobots (when it needed to face the target)

Egg can stop a phase jump... GRG cant... and egg can stack with phase inhibitors to create death on a MASSIVE scale.

The EGG can spend 75 antimatter and do 625/875/1125 damage (thats 8.33/11.67/15 TRUE DPA (the others were raw DPA...)  And increase damage done to that ship (by an amount dependant on the armor of the vessel... a lv3 nano increases damage to a ship with 5 armor by 16.3%)  from all other ships that are focus firing.

So its a less effective damage dealer, and a less effective slow.

So... ima going to say that the kol has 1 ability does both... but worse.

Also: Dont think that the GRG can 'first strike' and deal significant damage before shield mitigation is raised... err... well... huh, nvm.   I was going to say "have you ever seen a max upgraded kodiak survive a starbase big boom? they survive with like 20 hp left... but my numbers are not working out to something along the lines of 20 hp left... a kodiak as the equivilant of 2835.75 HP... (thats hull+shields+armor)... it should not survive a 4000 raw damage blast if the shield mitigation is 15%... but would easily survive the same blast at 60% shield mitigation...apperently I need to do some tests to complete this line of thought... *skitters off*

Reply #78 Top

Pirates still level up too fast. The threat level should not rise so quickly especially after launching raids for cheap rewards of 250 to 1000. Realistically I cant even do much with the amount of money pirates get. Also the fact that I cant take them out early game with a fleet of five cap ships needs to be addressed...

We didn't change the threat level system. That's entirely based on how much is going on across all players in the game and factors in the number of structures built, the amount of fleet points used, level of research, trade, etc.

Reply #79 Top

Varrasul crash issue - Thanks for the info gang. We're looking into it. :)

Reply #80 Top

Vasari bombers as a whole should have been slightly nerfed.

I think this is more an issue of bombers being a little on the strong side and phase missiles being a little on the strong side. The two in conjunction are what make the Vasari bomber more than a little on the strong side. I personally favour a nerf to bombers (probably indirectly, in the form of a buff to fighters) across the board.

I agree with this^^They really need to make fighters a viable unit.You cannot use them and win in most situations.They are like the subjugator in their value.Please fix fighters survivabilty and subjugators turning problems.Still would like to see dunov cast shield restore on itself.Did not see a reason for marza nerf it was just fine now.I cant remeber the last time I was successfully mb from a marza it is really difficult to pull off.

The kols grg is a tricky ability I think.Main problem I see is damage to structures.Sniping frig factories on a player hw can be crippling and lose you the game.The ability bypasses all repair bays for instant damage.What they need to do is make it so grg bypasses mitigation for ships as well and it would be fixed.The egg doesnt use mitigation so why grg.The egg would still deal more damage than the kol if this was changed.Also if it scales to well buff 1st and 2nd levels and leave 3rd alone.

Seems like guidance could be a useful change for things like repair bays.However 20-30 sec duration means that they will recieve a 25% boost for approximately for 1-2 cast for 90-110 am?Seems kinda steep.

Still need a deliverance engine buff even if it in the form of halving its price.It really is worth about half as much as other sw imo.Also the solaris needs massive help.

Wish I could see a fix for empire tree:D but I like most of the changes and the fact that for caps they are smaller changes and not radical ones.

 

Reply #81 Top

The Kol's problem isn't so much GRG, even though it's always been an UP ability.  The problem is it can't benefit from it's shield ability and GRG without running out of AM in a few seconds.  Rebalancing the shield ability as a passive would do wonders for Kol viability, as would allowing the Dunov to heal itself.

Anorak seriously needs some help too.

Reply #82 Top

Quoting Yarlen, reply 79
Varrasul crash issue - Thanks for the info gang. We're looking into it.

Cool, I can't even use the Jarrasul without the game crashing immediately on colonize. Interesting some don't seem to have the issue.

Reply #83 Top

The Kol's problem isn't so much GRG, even though it's always been an UP ability. The problem is it can't benefit from it's shield ability and GRG without running out of AM in a few seconds. Rebalancing the shield ability as a passive would do wonders for Kol viability, as would allowing the Dunov to heal itself.

Survivability is great but if a cap ship has no damage dealing presence then why even try to kill it?Right now the only reason you would want to focus a kol is for flak burst and for this to be really affective you almost need 2 kols.

Just got a chance to test out the game.Lag seems much improved which is great.Animosity seems to be working however I was playing ai so a real test would be in mp.If they can just click their units and cancel ability then it still would suck.Just dont see how guidance will be a good ability.Its duration is to short.If it could be used to reduce ultimates and sb abilities by a full 25% then I could see it being a good ability.

Reply #84 Top

Quoting JohnJames, reply 6
Any map issue fixes?

 

Skirantra got nerf.  How about the other two carrier caps?

Carrier caps as a whole needed to be nerf

 

 

No Phase trap nerf?

 

No Repulse nerf?

 

 

 

Theres the good old John James crying in the forums again! lol the so called skilled are a bunch of whiny brats who never could play on Sires level!

 

Anyway developers I thank you for the final fixes on the game but I was half joking in my last post so many months ago. While I admonish you for giving the TEC well needed corrections to give our troops the suppor they need, I fear that if none have a chance to kill the King then none will play. Just my 2 cents.

 

til then Kol Sova on you bitches and die slow!

Reply #85 Top

mk, i was incorrect... the kol GRG does have a first strike capability to do damage before shield mitigation is raised...

 

I just did some tests with some starbases, kodiaks, and carriers... and without pacts, but maxed armor and hp carriers survive with ~250 HP.   Which is exactly what it should be using a 15% shield mitigation. even at maxxed everything -pacts all kodiaks died.  WITH a tec/vasari alliance, however, THAT is when kodiaks just ever so barely survive with 27.5 HP w/o shield upgrades and 96 with shield upgrades. 

 

In other words... A KOL with lv 3 GRG can now OHKO all 3 scouts, javelis, and all 3 seige frigs.

It would NOT kill a LRM, nor a seeker vessel with tier 1 upgrades, however. (and slightly upgraded siege frigs would also prolly be un-one-shot-able)

So... if you have a lv5 kol clearing millitia... and you are reaaally good at sniping ships without your other weapons firing first raising the shield mitigation... it might be quite worth while... but in an actual battle... you might be able to first strike an enemy capitalship for 892.5 damage.  *shrug*

Oh, and if your using GRG to first strike... the -100 speed reduction is really useless, cause the enemy capital ship aint running.

Reply #86 Top

hey sire, good to see you on the forums : > )   Can you give me some karma for welcoming you on forum? :grin:

Reply #87 Top

I finished all my class work, freed up my time, Gf is sleeping for work, and I thought"OH! I'll test too" ....2 minute dl 30minute (so far) verifying process in impulse >.> to say the least, this dog wants his steak, throw it over the fence already *sigh*

Reply #88 Top

Ok Egg crash happened to me too. Was colonizing asteroid

EDIT; I send u guys MD and after I say old ones (all beta) I send those 2.

Reply #89 Top

Like someone said above I had issues with the Jarrusul colonizing a planet causing the game to crash, except it won't work at all and bringing me to some exception called "Mini saved game dump" or something like that. I also got the same error by just pressing on one of the research options. I really hope they fix it. I've never had my game crash before.

Reply #90 Top

HA! finally it finished installing!... I think I'll avoid the egg's crash and so a Adv vs Adv/Tec match since Vasari is obviously covered. Ah! By the way!  It's nice to back for a while in the forums!! even if it's just for the weekend.

Reply #91 Top

ive sent 4 crash files to stardock with jarasul crash bug

hopefully this can be hotfixed

Reply #92 Top

Quoting Derek06, reply 91
ive sent 4 crash files to stardock with jarasul crash bug

hopefully this can be hotfixed

It crashes all the time on my PC. It appears to be a timing issue. If I mod the BuffPlanetConstructionBoost to have a delayTime of 3 seconds and a finish condition of AllOnDelayInstantActionsDone then it works fine.

Reply #93 Top

Lol, it's out a Day and Rus is modding it. Well, dedication is never a bad thing, especially to something you're good at ^^

Reply #94 Top

I think this patch is a major step in the right direction, cheers to Ironclad!

Maybe not all the changes I hoped for, but certainly a good deal of them...I may even consider coming back to ICO...

Keep up the good work, Ironclad!

As for the Jarrasul bug....the changes proposed by Zombie are what was used in Equilibrium...IIRC he came up with them then as we had a similar issue...

Reply #95 Top

You know it's funny, I had the sudden irresistable urge on wednesday to play Sins and fired it up for a round after not having played for months. The next day I find out about the beta patch. Well, now I had to play again!

Advent (me)vs TEC (AI)matchup, it seemed to go alot smoother than the other day. Some of what I read about the AI not going after neutrals seemed to affect me. Basically, the AI didnt expand more than 3 planets for the majority of the game, when it added another 2 (even though it might have wiped out the militia there). It might have been due to a post I saw suggesting TEC colonizers dont work correctly.

btw, my plan for the cummunal labor would involve casting it on research labs. Would that work (if it were in the patch)? Obviously, this could be huge. AM and repair bays for enhanced regen, hangers for enhanced SC building rate and shield bestowl, Starbases !, culture centers for better generation (great for systems far from the front line to contribute), Deliverence engine.... maybe worth it, trade centers for enhanced income, phase inhibitors, turrets with synergy?  How far does this go? How much of a buff? I'll test the heck out of that!

Reply #96 Top

Yay I can finally run another game while playing a large map

Reply #97 Top

TEC hoshikas does seem to be very strong if not OP now. Especially with AM upgrades and culture AM regen bonus

Reply #98 Top

greg...you seem friendly..how about you give me some karma :grin:

Reply #99 Top

Quoting Greg30007, reply 97
TEC hoshikas does seem to be very strong if not OP now. Especially with AM upgrades and culture AM regen bonus

 

care to elaborate? 

Reply #100 Top

care to elaborate?

Well one game i fully upgraded AM regen and Culture AM bonus. Build 30 hoshis 30 lrms akan and 2 carriers. Had demolition boots researched as well. While attacking advent sb 35 ilums and carrier cap. Killed SB and 95% of fleet while I lost only 1 carrier cap i would say 5 lrms and hoshikas still had 50% am if looked on average. I was disabling all his Ilums and repairing at the same time.