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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.

1,626,034 views 716 replies
Reply #176 Top

I could, but there is no point really except seeing shizztons of novaliths firing.

 

(and my initial game was absolutely embarrassing.... :blush: )

Reply #177 Top

As far as domina autocasting... ya, the autocasting needs fixing... then lets see if they are worthwhile.

supression should certainly target things like heavies and carrier cruisers, not flack frigs first. 

oh, on that note... supression outranges subverter's distortion field... soez.  you should be able to use dominas to knock out the subverters before they knock you out. Uses less fleet supply too. (EXACT same cost)

Reply #178 Top

Awesome! Any chance of getting any new pictures or themes for player set up? Some new icons would be neat, just something small like that would/could be sweeeeeet!

 

Keep up the good work!

Reply #179 Top

me and pbhead also did some kol/skirantra testing

kol still gets raped by bombers from skirantra at low levels

:P

main problem is all the kols abilities are am hogs and the kol has little am do work with

its shield thingy shuold be a passive ablity to compensate

Reply #180 Top

A marginal request for the final patch. Could we get some (4-5) new colored sky boxes just for variety?

Reply #181 Top

OK I just got back into sins, red patch notes, had few games and... I'm puzzled. What's the logic behind this patch? Does 1 race just have to be overbuffed all the time? Advent->Vasa-> and now perhaps TEC?

 

*Scramble bombers... yeah that needed adjustment.

*Kostura nerf... you needed several cannons for them to be effective, huge strain even on dedicated eco guy. Moreover, using them required some skill AND team cooperation. It took risk and effort to use them. But I suppose devs would rather listen to SPAM crowd. If you really wanted to nerf them you could try some gradual dmg reduction, or projectile speed reduction.. but this is ridiculous.

*Subs nerf- a bit similar to Kostura nerf. They took skill to use and 6 labs to research. In what % of games do you even see these? In % were they used properly and in % did they made difference? Pretty niche stuff, high risk-high reward. Like Kostura. 

Remember Vasari ships are most inefficient /supply point, they rely on abilities like that.

*Hoshikos were best repair cruisers, indespensible for any TEC fleet. They're getting buffed... what for? Is TEC lacking in any way? Are devs trying to create some freakish Hoshiko/Subverter Frankenstein? Like TEC repair clouds weren't annoying enough.

*Novalith buff. This one got me. After removing Kostura from game;P, Novalith would be last usable superweapon, but it's getting BUFF anyway. W-H-Y? Does new no. 1 weapon really needs buff?

 

Vasari were popular only because scramble bombers, TEC wasn't far behind even then (it's just for some reason EVERY TEC player JUST HAD TO BUILD 2 SOVAS AND LRM SPAM... and die horribly to bombers). Advent on the other hand was pretty weak and boring to play. Why not fix dominas then? Why not boost that love machine thingy a bit? And leave Vasa alone, because aside from broken scramble bombers they were fine... just as TEC was.

 

Don't boost TEC, they don't need it. Don't nerf Vasa, they don't need it. Adjust Advent instead.

 

OP flak frigates raping SC and LRM is another, general issue.(OP flak->useless fighters->bomber spam->useless HC).

 

 

Reply #182 Top

I think i know why everyone thinks hohos were buffed...

Its the autotageting thing.

hoho demobots has the exact same targeting parameters as supression.

That means that before the change. the hohos were acting just like domina's currenly do... they all target a single ship... and all try to disable it, wasting massive quantities of antimatter...

Now... since demobots are instantly cast, (due to lack of turning), if one hoho fires, it forces all the other hohos to pick a new target, hence the demobots get spread out, as intended, and as domina's supression should be.

Basicly... All that was changed was the serious lack of reducion of micro on the tec player's part.  (If you tried demobotting an enemy fleet before, with hotkeys and unit groups, you know its totally possible, and very effective just micro intensive.)

Basicly, any good player will have a zero change in his fleets effectiveness, but now he suddenly has a few extra seconds to take away from the battle, and check up on his empire.... but now the nubcake spammers will be quite effective in thier spaming.

But its something you only really have to worry about if they have 5 military labs, and something you only really really have to worry about if they also have 4+ civic labs. by the time they have 9 labs, and quite substantial research, you will have no doupt crushed them with your tier 1 assailants.

or, for significantly less research and effort, you can get guardians with repulse, and keep the hohos from ever reaching your fleet.

or, also for significantly less research and effort, you can get subverters and do some real damage.

 

 

I am quite happy that everyone thinks that hohos are now god... I have noooo problem fighting hoho spammers... much easier to take care of than illum spammers of old, or skirantra spammers of recent.  Course, it wont last... there is no way everyone is going to keep pressing what they think is a 'win button' when it doesnt do anything.

Reply #183 Top

Any change that increases overall efficiency is a buff, direct or indirect.  And it's a  bit more than few seconds:). It's significant decrease in micro. I haven't played much beta yet so can't really tell how much of an impact it has, probably not that much,  but it wasn't the point of my post. Point was TEC has plenty perfectly viable, highly efficient strats and boosting middle chain of most of them is bad for balance.

Reply #184 Top

Quoting Pbhead, reply 182

I am quite happy that everyone thinks that hohos are now god... I have noooo problem fighting hoho spammers... much easier to take care of than illum spammers of old, or skirantra spammers of recent.  Course, it wont last... there is no way everyone is going to keep pressing what they think is a 'win button' when it doesnt do anything.

Well, thats when we'll know the game is balanced: when a fad strat comes around that is counterable and the counter becomes the new fad wiping out the old one.

Reply #185 Top

Thanks dev's!

A question, were the entity structures modified? Do we need to update our mods?

 

 

Reply #186 Top

The DS people said that it seems that the mods dont need updating.... or very little updating.... so far....

Reply #187 Top

I updated my game and its v1.19 beta on Impulse and I have Sins of a Sloar Empire Trinity which has all 3 gamess DVD.

Any reason I have v1,19 beta instead of v1.2 beta?

Reply #188 Top

i believe 1.19 is the beta and 1.2 will be the actual update when finalized and released

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Reply #189 Top

because you didnt read this thread... or the 2 other threads that ask the same question.

 

...

 

 

1.2 is what the final version will be after all this fun stuff is over.

1.19 is what the beta is.

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Reply #190 Top

I read the first page but I didn't notice the other 7 pages until after I posted.

Thank you Sith and Pbhead

Edit: I found it on page 6. :-"

Reply #191 Top

Ahh enjoying the Advent changes... loving the new Radiance and having fun combining it with the Rapture.

Gotta love putting Vengeance on a structure that all the Ogrovs are hitting :D

Pop goes the Ogrovs! haha 

Reply #194 Top

It seems that Incendary shells is still broken.

It still resets itself  (just like phase missle platforms still do)... and hence, it is not stacking.

Sagewon can confirm.

Reply #195 Top

Did anyone tried RA. And if so does it fork for them.

My game crashed 2 times both times i think i just researched RA. Not sure if its set to autocast by default so if it actually was used.

 

EDIT; And both time it wasn't classical MD but runtime error

Reply #196 Top

Incendiary shells is an easy fix...there's no excuse for that, even mod projects have found work arounds for that problem...

My main question is how much the Beta reflects the actual patch...if there is the possibility of many new changes with the official release, then that changes things...otherwise, many of these suggestions are going to go to waste :-(

Reply #197 Top

otherwise, many of these suggestions are going to go to waste

XO  

Reply #198 Top

Incendiary shells is an easy fix...there's no excuse for that, even mod projects have found work arounds for that problem...

The mod solution is imperfect at best; prioritizing the old buff is better than what we have now, but it still creates essentially a variable duration.  The real solution is to remove the delay between the removal of the old buff and the addition of the new buff. 

Beyond that, incendiary shells is just a weak ability in general.  It's only useful very early in the game, and in most cases is totally eclipsed by the non-passive radiation bomb.  Antimatter is not a serious issue on the Marza, which is a relatively fragile capital ship given its "front-line" role and usually needs to retreat due to focus fire long before its antimatter is depleted.

if there is the possibility of many new changes with the official release, then that changes things...otherwise, many of these suggestions are going to go to waste

I hope we can get more changes.  On the economic front, I'd like to see some changes to resource focus, ice/volcanic population upgrades, and colony pods.  Maybe throw in refineries and induced reverence to the list, as well.  These wouldn't be too hard to fix, either, just give them a cost decrease or effect increase and call it a day.

I've already done breakdowns of these guys in the past.  They're so weak currently as to be meaningless.  Trade port spam is always a better option, and their effect so marginal as to be a waste of your time once you do have a mature empire filled to the brim with trade ports.  Refineries are the sole exception, being comparable to trade ports, but their stacking limits greatly limit their applicability and good refinery locations are relatively rare.

Reply #199 Top

Quoting Mecha-Lenin, reply 181

*Kostura nerf... you needed several cannons for them to be effective, huge strain even on dedicated eco guy. Moreover, using them required some skill AND team cooperation. It took risk and effort to use them. But I suppose devs would rather listen to SPAM crowd. If you really wanted to nerf them you could try some gradual dmg reduction, or projectile speed reduction.. but this is ridiculous.
 

All of those cons apply to all super weapons (while the others are harder to research as well), and the Kostura were far and away the best one. Novalith could be mostly negated by Starbases and Deliverance engine was only good for an expensive and unreliable damage buff. So either they should have been nerfed or the rest buffed to its level. Unless the new Novalith trade debuff lasts an substantial amount of time, its still the best super weapon.

Reply #200 Top

Anyone noticed an odd situation where the TEC AI has all lvl 6 Caps late game?

Been playing a LONG game was started as TEC>Advent>Vas Free-For-All that has now gone on for over 8 hours. Vas are now dead and its just me (Advent) against Cruel TEC. The odd thing is... every Cap he owns is lvl 6. I have killed over 40 now since the game began and he always comes back with more lvl 6 Caps o.O

This isn't Distant Stars so its not the AI training up his caps... and he certainly isn't Advent to make use of Mass Transcendence (or god forbid Resurrection). So I have no idea whats going on. The pirates are always fighting me (got SBs on every lane they can attack me on) so the TEC isn't leveling them up on those and I rarely if ever send a pirate mission (certainly not enough to explain the caps).

I haven't seen this before... but it is a pain to keep killing those lvl 6 Marzas over and over and over and over and over...

Oh and one battle he had 4 lvl 6 Akkan's O.O thats a frack load of ion bolts/Armistice lmao