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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 #101 Top

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.

 

This is not new to this patch. Im not sure why you think its an issue now?  So your suggesting that Hoshi have been OP since....forever? And yall MP crew are just now complaining about it...hmmmm....

Reply #102 Top

No before u had to face target to disable now you don't need to. So before u couldn't disable as effectively as you can do now.....

Reply #103 Top

And I'm not complaining

I'm just saying that they are very strong. The fact some will abuse and some will say they are OP.

Reply #104 Top

Quoting Greg30007, reply 100

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. 

 

was this against ai?

Reply #105 Top

It's loads so much faster, and runs so much smoother I wanna cry, seriously Ironclad, best patch ever, even if it's only half way there! It's like rediscovering the game again 5* k6 \o/ :star: :) :thumbsup:

 

PS. Ah Rus, could you pm me the text from that file, or tell me which files exactly need changed for the timing ability? I'd like to test out the Vasari a bit and that egg looks tempting

Reply #106 Top

[double post removed]

Reply #107 Top

Quoting Greg30007, reply 103
And I'm not complaining

I'm just saying that they are very strong. The fact some will abuse and some will say they are OP.

I thought everyone agreed the TEC could use some more OP techs. Unless its as bad as scramble bombers I think its a good change.

Reply #108 Top

Would have preferred buff to celio over hoshi.Something like a 7.5-10 shield restore.

Reply #109 Top

was this against ai?

No it wasnt against AI.

Although guy I was playing against is medicore player......

 

Reply #110 Top

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.

Tech-wise, Hoshikos with demo-bots are the equivalent of Guardians with repulsion.  I see no issue with you using a substantially larger and more advanced force to defeat an enemy with zero support capabilities.  Particularly if you had maxed out uplink or the starbase had a low upgrade level, that fleet just didn't have the means to seriously challenge you.

Reply #111 Top
I have a simple UI suggestion to help with diplomacy: make it so that clicking the portraits in the relationship window links to the appropriate page on the diplomacy window and vice versa.
Reply #112 Top

Things I noticed:

1)  Loads and runs fast and smooth.

2) No "ship lag" noticable at all.

3) I have seen fighters and bombers occasionally "jump" to a new position after attacking but its a minimal effect.

4) I have not had the Varsul problem at all and have played Vasari and against Vasari--albeit in SP mode vs one AI.

 

Anecedotally, had a great first game with a 1v1 against AI on a small map.  I ran and grabbed a couple of choke point systems and was going to concentrate on initial fortifications there and fill in logistics on the rear area systems afterwards--holy cow!  Pirates went for both point systems immediately.  I noticed they "stack" better than I recall and the stand off pirate units have ranged ships now that really make them a threat if you don't have some mobile units to get them with.

 

I hadn't expected such wave after wave assaults and they burned my resources like cordwood just holding the systems--which gave the AI opponent time to build a small cap fleet.  For two hours it was barely hold.

The pace slowed later and it was too easy to defend.  I had a two systems serving as a bottleneck but the pirates never bothered one at all as it was an asteroid.  I thinks some random factor should apply there.  Knowing with absolutre certainty I didn't have to worry about defending against them there is a bit unbalanced.

No complaints.  I found the Advent tougher in some ways to defend against but also found it harder to play myself than before.

Good work--love the pirates force mix now--much more believable.  I would suggest each pirate base have a dedicated hangar in the system until their asteroid is taken. A little more believable I think and makes it a little challenging.  Pirate bases now go down like a drunk Taliban on a U.S. Marine shooting range when hit with massed cap fleets.

P.S. Also noticed some of the planet textures seem much better seemed with clearer textures.  Nice look and work there.

Reply #113 Top

Quoting MindsEye, reply 108
Would have preferred buff to celio over hoshi.Something like a 7.5-10 shield restore.

Fair enough, but I think the Domina and Celio both need some radical surgery before there is any reason to build more than a few, if that, compared to their lower tech counterparts. Though I think 5 shields and a 15-20% damage boost would be more fair, its not a dedicated repair ability, just a general efficiency boost.

Reply #114 Top

I noticed something I never noticed before, darvin assures me its been like this but.... I thought id mention it anyway:

 

Strike craft killed by magnatize do not give exp.

I do think the new donovs have a purpose now...

A guy comes at me with ~30 vasari bomber squads and a death egg... and 2 lv 4 donovs and 3 repair bays hold him off for a niiice long while.... untill he switches to fighters, and brings in some assailents... then things went downhill, and had to run...   but those donovs should have been lv 5 or 6 from the bombers they killed.  :-(

 

Reply #115 Top

PS. Ah Rus, could you pm me the text from that file, or tell me which files exactly need changed for the timing ability? I'd like to test out the Vasari a bit and that egg looks tempting

http://dl.dropbox.com/u/5790092/Temp/beta.7z

The devs may come up with an engine fix as spawning extractors doesn't require such a delay, but as it is I can't use the vas egg without this tweak.

Reply #116 Top

Thanks Devs :)  Now I will be able to play and conquer different galaxies.  WITH NO LAG!!!!

Reply #117 Top

I have noticed when u use scintra now all u do is micro new bombers.

Compared to non-micro  advent its another downgrade.

U could have same affect reducing bomber duration to 90 and keep old  35s  cooldown (still 2,5 bomber) but they last 15s longer.

Also hosikos r now very very oped. They r like subs+overseers now  with lower quality  but with their price numbers will make for it.

Reply #118 Top

Oh yea, I just played a game where ALL MY HOSHIS WERE ABLE TO DISABLE AN ENTIRE FLEET ALMOST INDEFINITELY.

</sarcasm> 

But yea despite the above sentence they do have the best repair and certainly qualify as the best "repair" support cruiser. Have nothing on subs when it comes to disable but as a package they are one of the best ships around.

The loading times are wonderful, really enjoying that. And also I see now almost all TEC caps are pretty useful so that is a really great step forward. So far, big thumbs up to the devs! 

:thumbsup:  

Reply #119 Top

One thing should have been done ages ago is helping players micromanage, the auto targetting of sins sucks!!! ships just go for their pre defined target, you need to make it so the players can either choose witch target is priority for ships, like lf, lrf, caps, hc, or make it so when the player asks one type of ship to shoot an other ship that the ships asked to do that go on with the mission and keep attacking the same type of ship over and over as priority

 

that would make up for the scoot spam suported with lrf, the counter to scoots is lf but those lf do not prioritise scoots as those are not considered as dangerous, but honestly, having to micro the lf to shoot the scoots makes it pretty tough, as you have to split all your ships into small groups to shoot down several ships at a time

 

 

i'm probably not explaining this good enough, so someone who got it explain it better ^^ anyway the point is, ships evolved but targetting priority didn't, witch makes the burden on the player bigger as they have to constantly micro ships for targetting priority

Reply #120 Top

Also hosikos r now very very oped. They r like subs+overseers now with lower quality but with their price numbers will make for it.

 

cereal? they are no where near OP'ed.

Reply #121 Top

In order to get hoshikos to the "op" levels your refering to, one needs to research a tier 5 military tech... and a tier 6 civic tech... both which have considerable prereqes... and you must be within your own territory (aka, on the defence, unless your opponent is a nubcake) That is a LOT of conditions... a lot of research, and planet slots, and planet slot upgrades which are now not trade ports.  aka alot of money... much more than it takes to get subverters.

You cant win any games playing only defencively.

its the exact same "op" levels as tec carriers with unlimited antimatter, repair bays with unlimited antimatter, Capital ships with ~double antimatter regen... its tec's culture boost... thats all it is.

Subverters will shut down a hoshiko group.

Guardians can keep them out of range.  (someone wanna double check that?)

carriers dont have weapons to be disabled.

or, heaven forbid, you build light cruisers with anti-ability abilities.

 

If you let your hohos go all willy nilly with their demobots outside your culture, you will find you dont have antimatter for repairing. oops. 

Reply #122 Top

I have noticed when u use scintra now all u do is micro new bombers.

Try something different?

Fair enough, but I think the Domina and Celio both need some radical surgery before there is any reason to build more than a few, if that, compared to their lower tech counterparts. Though I think 5 shields and a 15-20% damage boost would be more fair, its not a dedicated repair ability, just a general efficiency boost.

Celio 2nd ability grants a 40% damage buff so I was thinking just buff the shield part to make this ship useful.Already does a great damage modifier.

Reply #123 Top

Celio's 2nd ability is awesome. Try it with Orgovs against any starbase. Its epic.

Reply #124 Top

Quoting ZombiesRus5, reply 115

http://dl.dropbox.com/u/5790092/Temp/beta.7z

The devs may come up with an engine fix as spawning extractors doesn't require such a delay, but as it is I can't use the vas egg without this tweak.

Thanks Rus! Even if the Devs fix it by the full patch release, you make the then possible now ;p

Reply #125 Top

Where can I download the beta... I checked Impulse and it's not showing any update available for Diplomacy, thanks.