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Sins of a Solar Empire v1.1 BETA Change Log

Sins of a Solar Empire v1.1 BETA Change Log

Now Available

The next major update for Sins of a Solar Empire is now available!  Since this update is so huge and contains several brand new technologies, we are going to be offering it as an optional beta before its final release. If you are not comfortable with running potentially very buggy software (though we've tried to minimize it), do not install this beta - wait for the final release.

This beta update is available only through Stardock's new Impulse platform. We will no longer be providing standalone patches for future versions of the game. For more information on obtaining the beta and taking part in the testing, please visit: https://forums.sinsofasolarempire.com/319061


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Sins of a Solar Empire v1.09 (aka 1.1 beta) Changelist
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Gameplay / Balance:
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-Kol Battleship:
     -Fix for Finest Hour not applying all of its splash damage correctly.

-Marza Dreadnaught:
     -Fix for Missile Barrage not applying all of its damage correctly. (thx bailknight)
 
-Sova Carrier:
     -Embargo duration reduced from 120 secs at all levels to 60/90/120 secs.
 
-Dunov Battlecruiser:
     -Shield Restore shield points replenished reduced from 350/700/1050 to 250/500/750
     -Shield Restore AM cost reduced from 90 to 65 for all levels
     -Shield Restore cooldown reduced from 16 secs to 11 secs for all levels

-Cielo Command Cruiser:
     -Designate Target damage bonus increased from 25% to 40%.

-Radiance Battleship:
     -Cleansing Brilliance cooldown increased from 75 secs to 120 secs.

-Rapture Battlecruiser:
     -Vengeance antimatter cost decreased from 75 to 70.
     -Vengeance damage retaliated increased from 40%/80%/120% to 65%/130%/200%.
     -Units acquired with Domination will now have their orders reset.

-Domina Subjugator:
     -Suppression antimatter cost decreased from 100 to 75.
     -Suppression cooldown decreased from 40 secs to 30 secs.
     -Suppression duration increased from 40 secs to 90 secs.

-Kortul Devastator:
     -Jam Weapons antimatter cost decreased from 75 to 70.
     -Jam Weapons duration changed from 15/25/35 secs to 30/30/30 secs.
     -Jam Weapons range increased from 3500/4500/5500 to 3500/5000/7000.
     -Disruptive Strikes antimatter depletion increased from 8/10/12 to 10/20/30.
     -Disruptive Strikes ability cooldown rate penalty increased from 10%/20%/30% to 15%/30%/45%.
     -Disruptive Strikes duration increased from 10 secs to 15 secs.
     -Now costs 250 crystal as originally intended. (thx bailknight)

-Skirantra Carrier:
     -Scramble Bombers antimatter cost decreased from 100/75/50 to 80/65/50.
     -Scramble Bombers cooldown decreased from 60/60/60 secs to 60/50/40 secs.

-Antorak Marauder:
     -Subversion antimatter cost increased from 100/90/80 to 100/100/100.
     -Subversion cooldown increased from 50/45/40 secs to 75/75/75 secs.
     -Subversion ship and structure build time penalties increased from 15%/30%/45% to 50%/100%/150%.

-Vulkoras Desolator:
     -Disintegration cooldown decreased from 120 secs to 90 secs.

-Stilakus Subverter:
     -Distortion Field antimatter cost increased from 100 to 200.
     -Distortion Field duration decreased from 30 secs to 20 secs.
 
-Iconus Guardian:
     -Repulsion is now a channeling and interruptable ability.
 
-Serevun Overseer:
     -Reactive Nanite Armor cooldown increased from 2 secs to 4 secs.
 
-Illuminator Vessel
     -Frontal bank damage reduced from 58.5 to 53.5.
     -Side bank damage reduced from 30.3 to 27.25.

-Returning Armada:
     -Now costs 2500 credits, 200 Metal, 500 Crystal to activate.
     -Fleet sizes summoned increased from 25-45 to 45-90 supply.
     -Cooldown increased to 10 minutes at all levels.
     -Phase Stabilizers now have 0 max antimatter.
  
-Scenario and Galaxy Generation:
     -Fixed problem with calculating star extents on smaller maps (because of min size, stars were getting vertically offset by too much). 
     -Fixed bug in galaxy generator so that inter-star connections could end up connected to one star.
     -Fix for some wonkiness with placing artifacts.  They would not show up in your artifact list because the control of the artifact had not been given to you because of ordering of planet acquisition and artifact placement.
     -Added missing starting artifacts for 2 start positions in Ancient Gifts map.
     -Spread out the stars in Ancient Gifts so more of them are in 'distant view' form when looking at a given one (for purely aesthetic reasons).
     -Fix for Implosion having wonky spawn probabilities.
     -Removed non-plural browse picture for Hyperion's Gates.
 
-TEC Research:
     -Maneuvering Thrusters max number of levels reduced from 2 to 1.
     -Rapid Development now additionally reduces costs of Logistics Capacity upgrades by 7.5% per level.
 
-Advent Research:
     -Augmented Defense Grid tactical slot bonus increased from 2 to 5 per level.
 
-Vasari Research:
     -Extreme Heat Metabolism and Sulfurous Respiration population bonuses increased from 7.5% to 15% per level.
     -Trauma Nanomedicine population loss prevented due to planet bombing increased from 10% to 20% per level.
     -Molecular Assembly structure build rate bonus increased from 5% to 40% per level.
     -Wreckage Auto-Salvage salvage percentage reduced from 8.33% to 5% per level.
 
-All frigates and cruisers now spawn with full antimatter.
-AntiLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron.
-All anti-strike craft frigates' base DPS reduced by 43%.
-AntiVeryLight attack type's damage modifier vs CapitalShip, Medium, Heavy and VeryHeavy armor increased from 25% to 50%.
-Composite attack type's damage modifier vs Medium armor increased from 100% to 125%.
-Composite attack type's damage modifier vs Heavy armor decreased from 125% to 100%.
-AntiHeavy attack type's damage modifier vs Heavy armor increased from 125% to 150%.
-Abilities can now require resources to be used instead of antimatter.
-Fix for capital ships not being able to build squads.
-Squad owners now attempt to build strike craft in all non-full squads, rather than just one squad per type it supports. This addresses the situation where squad owners w/ having all squads of the same type were losing 'production efficiency' vs those having both fighter and bomber squads. This should also improve construction for squad owners w/ 2+ squads (ie most high level capital ships).
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Duplicate buffs that get replaced by new instances of the same buff now do their OnBuffFinish actions when this happens. This should significantly improve Malice's damage output when multiple Progenitors are chain casting it on the same targets.
-Fixed bug with being to see weapon ranges of non-detected ships.
-Buffs are now removed from targets, where appropriate, if their player ownership changes.
-Fix GetExtractionIncomeBonus mistake with bonus amt.
-Better blocking of defeated players being able to use the market and bounty.
-Player resource buckets now start at 50% market price instead of 100% so there isn't so much red at the start of the game.
-Jump Field Generator artifact now also allows travel through wormholes.

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Graphics:
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-Major upgrade to the rendering and texture systems that allows the game to look even better on less powerful machines.
-18 completely redone and touched up meshes.
-Dozens completely redone and touched up mesh textures.
-Lots of new explosion effects and textures.
-A variety of minor 2d texture upgrades and/or replacements.
-New ship shader with colorsample.a swapped with datasample.r (Team and specular have reversed position).
-Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Damage system changed so that dead entities update as fast as possible so the explosion effects occur at the correct time.
-New explosion system.
-The game doesn't crash if the number of persistent damage effects is close to the max.
-Upped the max number of persistent damage effects.

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Sound / Music:
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-Fix for rotation sounds disappearing when loading save games.
-Fix for losing sounds after migrating hosts.

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AI:
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-Improved AI ability choice and usage.
-Fix capturable resource mines from being considered damageable and causing all sorts of badness in the AI (and elsewhere).
-Fix for ships not attacking modules all the time.
-Set the correct difficulty of dropped players converted to AI.
-Improved when AI decides to build capitalships.
-AI can now build frigates in priority list if the supply usage is too low (ala patterns noticed in human build strategies).
-Fix support ship ratio to not be affected by non-combat ships (was building way too many if there were things like trade ships)
-AI now consider a repairbay more of a threat so it gets taken out at a higher priority.
-Improved AI building of tradeports and refineries.
-Further improved AI bounty logic so human players can't cheese the AI so easily.
-Auto join fleet members now inherit auto attack range.
-Autojoining a fleet now also inherits the fleet leaders settings (ex. group hyperspace state).
-Fixed bug where ships that autojoined formations would have their preorder move point overwritten by the rally point code. This meant that the last ship joined would always try to go back to factory, instead of in-formation with their fleet.
-Fix path-finding crash.

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Networking / Multiplayer:
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-Introducing the beta of Ironclad's new game networking technology "Alloy":
     -Peer-to-peer technology (very common with real-time strategy games) has been having a rough time lately due to the increasing use of Internet security software and routers.
     -Sins was no exception, with the most visible problem being the amount of technical knowledge many users needed to learn in order host multiplayer games over Ironclad Online.
     -This latest version of Sins introduces a cutting edge network technology called "Alloy" that bypasses all these problems, performs faster, more reliably, and with more stability.
     -Players should never have to worry about being able to host, configuring routers, changing port numbers, or games ending due to failed host migrations. It’s 100% hands-off.
     -Technically proficient users can always choose to disable Alloy and handle the details manually.

-Synchronization:
     -Fixed loading mods potentially causing a sync problem.
     -Robustness added to various network commands so they don't crash when out of sync.
     -Scenario files are now checked to make sure they don't differ in multiplayer games.
     -Meshes are now checksummed in order to detect sync errors faster.
     -FileArchives now keep track of their contents checksum so the game can do more accurate checks on client data to detect if the game might go out of sync while playing multiplayer.

-Ignore system added so specific players can be ignored in ICO and in-game.
-Fixed assert in GalaxyGenerator causing socket error.
-No longer attempt to whisper "in-game" to disconnected players. This way you can talk to friends over ICO who have left the game.
-Fix for losing sounds after migrating hosts.
-Players can now attach their email to their ICO account to improve future support.
-Players can now join ICO chat lobbies that have the maximum number of characters as their name.
-Previewing galaxies in ICO will no longer kick you back to the single player screen.
-No more spamming of "host has changed game settings" in the game lobby.
-Fixed false negatives being reported for ICO-game hosting.
-All clients are notified if the host changes the game settings while in the game lobby screen.
-New ICO screen for managing game hosting.
-Added a no-duplicate name algorithm to player setup due to the new chat system. There would be no way to send whispers to duplicate name players.
-ICO accounts will now be forced to logout if you attempt to login with the same account. This was supposed to be fixed in 1.05 but should now actually work.

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User Interface / HUD:
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-New Mini Underground Window
     -This new window gives you immediate access to common Underground actions without having to leave the main view. Actions include:
           -Buying and selling resources.
           -Viewing the current bounty target and the raid time remaining.
           -The ability to increment the bounty on the player with current highest bounty.
     -All these actions are now hooked up to hotkeys.
     -Opening and closing the Mini Underground Window can be done via Ctrl-Shift-X or using the User Interface options screen.

-Hotkeys:
      -New default hot key for Select Colony Ships to not conflict with Toggle Main View Icons. (Alt-G)
      -Hotkey to toggle expand/shrink the best selected Empire Tree node. (L)
      -Hotkeys added for opening up specific tabs in the global windows:
           Examples:  
                 - Research Window: Combat, Non-combat, Artifact, Fleet
                 - NPC Window: Market, Pirates
       -Escape menu screen now more accurately reports when the player is entering text so that you can switch from the network status screen to other screens with hotkeys.
       -Entities autojoining fleets (see AI changes) will now search for and join the hot key group that contains the entire fleet. This way you don't have to rebuild hot key groups as more ships get added to the fleet automatically.
       -Can now toggle between the pirate and market screens without having to close them first with hotkeys.
 
-Empire Tree:
       -Hotkey to toggle expand/shrink the best selected Empire Tree node.
       -Using hotkeys to toggle the expansion of an Empire Tree node now also makes it visible. Note that this isn't done when clicking the arrow to the left to prevent shifting of the Empire Tree while your cursor is interacting with it. 
       -Empire Tree now updates if paused.
       -Fix Empire Tree crash.
       -Fixed a bug in the "show selected node" algorithm.
       -Tolerance for readjusting the Empire Tree changed so that it happens when any of the entire node is outside of the window instead of only the entity selected. This is so that selecting an entity will bring the planet in view even if the planet is outside the window.
        -Changed the behavior when making an entity visible so the entire node shows up on the top of the Empire Tree instead of the bottom.
        -New algorithm for making the selected entity displayed. Now takes into account the context of the entity, for example if a ship is selected the entire planet and all of its contents are attempted to be made visible, instead of just the ship.

-Fix missing planet type descriptions from scenariodef file.
-Fix for crash when selecting player portraits.
-Pasting text into text boxes no longer only cuts of the front if the text won't fit (cuts off the end).
-Both combat and non-combat lab counts are displayed in the open research button infocard.
-Abilities that spawn units now show the duration of their spawned units in the ability infocard.
-Changed button text to show credit cost on press instead of /unit of resource.
-Added colors to text that the big market screen uses.
-Added left handed mouse support. Swapped mouse buttons will be auto-detected from the win32 api and saved as a personal setting.

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Modding:
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-Maximum number of buildable capital ship types per race increased from 5 to 9.
-Abilities can now require resources to be used instead of antimatter.
-Fixed loading mods potentially causing a sync problem.
-Caught more edge cases where buffs should perform their OnBuffFinish actions. (Fixes weirdness with various abilities).
-Fixed game from crashing when a mesh type that the engine expects to have shields is modded to not have shields.
-New convertdata can convert binary to text as well.
-As mentionned in graphics: New ship shader with colorsample.a swapped with datasample.r (Team and spec have reversed position).
-As mentionned in graphics: Non-planetary asteroids now have their own shader. (Note: this shader no longer uses the same texture channel format as the ship shader).
-Various improvements to GalaxyForge.

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Misc:
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-Fix crash bug with array out of bound values with Resource Focus.
-Fixed a crash in rendering certain string types.
-Screenshot Changes
       -Changed code for taking autoscreenshots to get rid of any render time interpolation.
       -Take screenshot on singlestep
       -Screenshot mode is disabled on shutdown so all relating settings aren't saved as off.
-Fixed bug where temp ships where messing up statistics (causing them to go negative).
-Fixed a null pointer crash.

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End
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1,720,989 views 574 replies
Reply #376 Top
NOOOOOOO dont change Returning Armada jesus it is expensive as it is and your raising the price in order to get it bs man. Now Vasari will be crap with this much much higher cost to get RA !!!!  X-( 
Reply #377 Top
Win2K rocked as a gaming platform!!!
I used it for ages instead of 98SE until I got XP
Reply #378 Top
You know, I was just noticing the other day, the Vulkoras Desolator still has a nasty habit of dropping its siege platforms outside of firing range when sieging a planet. This has been something I have been mentioning since 1.02. Since we are spot fixing the various caps, can someone take a look at this problem?

It should be really easy to test, just leave everything on auto and move a Desolator into a gravwell with an enemy planet. You should see that when it sieges the planet, it starts dropping the siege platforms out of range. I've gotten used to microing the ability and only turning on auto-cast when I have moved the ship a little closer to the planet, but it should be a really easy fix -- just add a little range to the siege platform.

Thanks!
Reply #379 Top
@generalkyle
You way out there dude the vasari are the toughest bastards in game. Eco is not bad, great resource collection. I never even think of RA unless things just drag out. By that point money isn't really an issue. So wha wha some more.
Reply #380 Top
I think most importantly, multiplayer needs to be done differently......It's absolutely ridiculous for this type of game that killing the host ends the game.

I am hoping alloy allowing everyone to host will lead to successful migration but as its never worked that might be a tall order........for instance I host all the time but it never migrates to me if someone else is hosting and they quit.

This should be #1 priority!
Reply #381 Top
I think most importantly, multiplayer needs to be done differently......It's absolutely ridiculous for this type of game that killing the host ends the game.

I am hoping alloy allowing everyone to host will lead to successful migration but as its never worked that might be a tall order........for instance I host all the time but it never migrates to me if someone else is hosting and they quit.

This should be #1 priority!


This should be resolved in 1.1 if people have turned on Alloy or have the 6112 port open. The problem is that it tries to migrate to the next person in line and they can't host.

I have the same problem when I am too far down the list of people, the game can't migrate to me either even though I'm ok to host. It is a real bummer when I find myself next to the game host and he is an enemy.
Reply #382 Top
Whew, from the looks of things strikecraft (particularly fighters) are getting majorly buffed. Fighters will have their non-Light damage doubled, carriers will sport multiple squads, and anti-strikecraft will have their strikecraft damage ratcheted down a lot (although their non-strikecraft damage will actually go up slightly). Looks like no one will have any worse than a 50% penalty on their base damage against any type of ship anymore.
Reply #383 Top
I'll be around for 1.1, very excited.
Reply #384 Top
Ummm, did I miss something or am I missreading the announcement? They were going to release 1.1 in mid July (which is about now?), but going to relase the beta before. Did they release the beta, and I did not see the link?

Reply #385 Top
Ummm, did I miss something or am I missreading the announcement? They were going to release 1.1 in mid July (which is about now?), but going to relase the beta before. Did they release the beta, and I did not see the link?

This beta update will be available only through Stardock's new Impulse platform sometime in mid-July.


Reply #386 Top
Don't know if someone asked this but is there a way to fix the random mini-dump crashes? That happened yesterday to me when i was playing online and it was really annoying. Other people on ICO were also complaining that mini-dump crashes were affecting them too.
Reply #387 Top
I'm pretty sure minidump is a sync error and will be fixed through the use of ALLOY in sins 1.1
Speaking of 1.1 is the beta out yet I can't wait anymore the suspense is killing me.
Reply #388 Top
I'm pretty sure minidump is a sync error and will be fixed through the use of ALLOY in sins 1.1Speaking of 1.1 is the beta out yet I can't wait anymore the suspense is killing me.

Not on my Impulse.
Reply #389 Top
I'm pretty sure minidump is a sync error and will be fixed through the use of ALLOY in sins 1.1Speaking of 1.1 is the beta out yet I can't wait anymore the suspense is killing me.


This update will probally fix a ton of thing and make the game a bit more epic! Stardock and Ironclad should release what they have RIGHT NOW!!  :) and keep working on it, then release the official beta later on, then launch it!
Reply #391 Top
Carrier frigates rebalanced to have 2-3 squadrons and be relatively less expensive per squadron


This will make the Kol Battleship's flak burst oh so much fun  :D 
Reply #392 Top
Hey Ironclad, Beta released today?! :) Can't wait!
Reply #393 Top
Well, I'm not really stoked about the "Impulse" thing, seems every year, programs need more and more "info" from my "personal" computer. But it does make me snicker in glee, thinking about people who might have pirated this game, seeing the great 1.1 update, and not being able to get it.  :LOL: 

I have 3 computers here; 2 pc, 1 laptop. 2 email addresses (1 for me and personal stuff, and 1 for my roommate to use and friends who come over or stay here). Then there is my computer at work; different email of course. Use to be, most any game I got, I'd play here; install on the other computers and play via Lan with friends, and take it to work so I could play at lunch-hour and during breaks (even before or after work sometimes with those "just one more turn" type games).

But now, with most games the last year or two, what, I'm just sol? I figured, I have the box, cd, and receit, so no problems. Wrong. First "registering"; then needing to "register" every so often; then needed to "register" every time I start the game; then companies "knowing" that my email is different, or even that my computer is different when it scanned it last (cause I updated windows or something) and now, I can only instal 3 times ever??? I'm getting to feel like I'm being frisked and body-cavity searched every time I start a game lately (NOT you guys Ironclad). I think I'd rather (and I'm totally serious about this) show myself on a webcam, holding the box, CD, and receit each time I start the game than having "companies" rumaging around my computer all the time.

At least Sins just needs impulse for the updates; very good to know, but, I'm guessing the days of playing at work, or with friends via the lan here are pretty much over in most cases/games cause I "might" be a pirate . . .  (:( 
Reply #394 Top
At least Sins just needs impulse for the updates; very good to know, but, I'm guessing the days of playing at work, or with friends via the lan here are pretty much over in most cases/games cause I "might" be a pirate . . .


You're still free to install and update the game on any of your own machines, or play simultaneously on two machines via LAN with one copy. Impulse doesn't change that.
Reply #395 Top
FROM EULA

YOU MAY:
1. Install and use one copy of the SOFTWARE on a single computer.
2. Install a second copy of the SOFTWARE on a second computer only if you are the main user of this computer (home computer or laptop for example).
3. Install the SOFTWARE on another computer only if you change your main workstation. In such a case you must uninstall the software from the old computer.
4. Use the SOFTWARE via a network, only if you have purchased an adequate number of licenses. The number of users must not exceed the number of licenses you have purchased.
5. Make a copy of the SOFTWARE for archival purposes only.
6. Create "mods" based on the documented functions of the SOFTWARE to customize it and upload those "mods" to sinsofasolarempire.com.


My interpretation of this

Its fine to use on 2 computers as long as you use them.
Reply #396 Top
My money is on a Thursday. Beta-ers should know why :P
Reply #397 Top
My money is on a Thursday. Beta-ers should know why

You are talking about when the end of the world will happen, right?
Reply #399 Top
It's mid July, where is the release?
Reply #400 Top
sometime in mid-July.


True but is it sometime yet?