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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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1,721,896 views 574 replies
Reply #476 Top
Please fix in 1.1 patch (not specific to the beta patch):

- When in window mode, and change focus (i.e. goto another window) and then change back to the game, the game starts to scroll and the highlight box appears (it's as if i wanted to select units or something).

here's a pic of what I mean:

Reply #477 Top
And the right arrow key does not scroll when zoomed in too btw.
Reply #478 Top
I always play windowed on both my desktop and laptop and have never had anything like that happen. Are you sure it isn't machine specific? Anyone else have this problem?
Reply #479 Top
This isn't the right place to post issues, guys. Make threads in Beta Feedback.
Reply #480 Top
Just a note....
Enjoy Sins in single player mode.
Having problems installing Beta for Sins as well as GC update(tried numerous times)disabled anti-vir.prog.,checked IE(i normally use FFox)D\L archiving.Loads 100% then says that it has problems installimg same.Using Stardock and Impulse(latest versions)re-installed games,Impulse and Stardock all to no avail.D\L My Colors and it runs with no problem whatsoever.
Aside from that might there be a Gold-Ver.(A.K.A. GC Gold)in the works with perhaps more eye-candy(moving,talking,characters-stories a more active version of the"robot"reporter as in GC1,2)Played a Sci-Fi game years ago with just such a "self aware" bot(frowned and complained if you took a long time making offers,trades..Smiled as you made progress and sternly warned you if you action might have adverse results.)Cpu/Gpu power has increased greatly since the "old days".Enjoyed having just such a "assist-bot".
Any thoughts?
KZ
Reply #481 Top
"To suddenly add new conditions for your customers to receive what we have ALREADY PURCHASED is probably illegal. "

I would love to see you test this theory, if it wouldn't force Stardock/Ironclad to waste time and money defending it. You'd get laughed out of court. You have not purchased patches. You purchased v1.0 and that's what you got.

What makes this whole debate so galling - and I do understand the complaint about "having" to install Impulse, especially for those who can't get it to work - is that they've already patched a perfectly functional (and brilliant) game more and in a more timely fashion than most broken games get patched. And now you're complaining about them doing something that will make it easier for them to patch it in future, at no cost to you. It's even more ridiculous, given that Stardock have told you how to update the game without having to have Impulse installed on your gaming machine. And don't even get me started on people complaining about patch distribution who don't even have an internet connection. Maybe they should courier you a DVD for each patch release.
Reply #482 Top
when you pick a color for the your team it dosent change the color it stays green all the time, but the ship exhaust trails change to the color that you picked the first time... is it just me or does everybody else have that problem?
Reply #483 Top
Uncheck "Use team colors" in the interface options.
Reply #485 Top
Anytime :)
Reply #486 Top
I imagine only a person who is a pirate would have a problem with using Impulse. Stop making waves over nothing.Not true. I have Impulse, and I bought Sins of a Solar Empire: Collector's Edition. And I DO have a problem with using Impulse as the exclusive means to deliver patches. And being a customer, I'd like stand-alone patches as an alternative to Impulse.Don't get me wrong, I think Impulse is a very good idea. However, it could also turn out to be horrific for the gaming community[...]Take a look here. Half-Life and its sequel, as well as a myriad of derivatives on the Source engine (Day of Defeat, Counter-Strike, Team Fortress Classic, Team Fortress 2, etc.) are arguably some of the most successful online games of all time. Note that all of updates for these games are available only through the Steam distribution platform, and none of the doom-and-gloom scenarios you painted have happened. Steam is so successful that many other gaming distributors are choosing it over the stand-alone products.Not only does it eliminate the "version hell", it also allows for quicker turn-around of patch releases. Rather than wait for months while multiple patches are being piled into one gigantic download, the devs are able to release smaller fixes and balance tweaks, even on a daily basis if they chose to.Would you rather download gigabytes worth of a patch (to handle all updates from 1.0), or sift through tons of incremental patches (e.g. 1.0 -> 1.5 -> 1.5.08 -> etc.), or just fire up Impulse and have it auto-update your game to the latest version in a fraction of the time?
End of quote


I really hate to tell you but steam can abuse it's power over steam, such as admins, who can easily abuse their own power, and get away with it. The same case can be added to impulse, but last time I checked, impulse is just starting out, so we shouldn't really argue about this. In case they do follow suit with Steam's admin rights, then impulse will be heading down the wrong road.

There's prime examples, such as today, I was playing office the admin kept slaying the terrorists for camping spawn, which in this case they should of been doing anyways. He kept it up, and when everyone, espcecially some dude, his steam account was deleted, just for *****ing about the admins abusive powers.

Traise
Reply #487 Top
I have no idea what that previous post (#486) actually said...
Reply #488 Top
I have no idea what that previous post (#486) actually said...
End of quote

As far as I can tell, the poster is hoping they don't go on a power trip.
Reply #489 Top
Amazing. What a list of free stuff for loyal customers. Why on earth are some people complaining about the delivery method?

Although saying that, I am stuck at 0.9% download for a while now. Still, cant wait to play Sins again.
Reply #490 Top
Am I being dumb? I can't see (on Impulse) where to opt in for this at all?!?!  :NOTSURE:

EDIT: sorry, my bad for being lazy and not reading back through the previous forum posts. Have now turned on pre-release builds. :)
Reply #492 Top
Click the blue orb in the top left, and check "Show pre release versions"
Reply #493 Top
Impulse sure is great. Building file list.. download.. nothing happens. If you are going to use a digital release platform, please make sure it works.

Guess the servers (1 and 2) are having trouble downloading the update. Meh.. this is why standalone patching is better. We're not all thieves you know. Sigh.
Reply #494 Top
Kharhaz,

Try the 'Use new downloading mechanism' option.
+1 Loading…
Reply #495 Top
Seems to be progressing.. might I suggest next time you have those options come up when there are clear signs of downloading problems.

It has a nice clean layout, just needs some more polish.

I was about to try that, but went to do something else. Thank you for reminding me. Hopefully it completes.

Nevermind, working again.. haha. Nice servers :P
Reply #496 Top
might I suggest next time you have those options come up when there are clear signs of downloading problems.
End of quote


I believe the plan is to make this new download mechanism the default, but it's still being evaluated.
Reply #497 Top
I see, that is good to hear. Overall, it's a nice program. Not at the Steam level yet, but getting there.
Reply #498 Top
I agree with U using impulse to give those who PAID for thie games relief in not have to hear how "little boy hacker hotshot" using torrent got the latest version "free".That bites!
Is Impulse perfect? Nope(i cussed out Stardock with first version)but it improves with time(like some girls i know).And the fact that if I messup or my system crashes i can STILL get my games back in short order.
I like to see Stardock match up with some music sites i know of that might work to the benefit of all.
LTR,
KZ
Reply #499 Top

I have tried to download the soase 1.1 patch now its full release i have the downloading working and everything but each time it downloads it says "file smaller than expected" or something along those lines and i cant install the update.

Yes its great that only those who have bought the game can update it but surely for those of us who cant even download and isntall the patch there should be another option or link for us to download it from.

Its software like impulse which makes me not want to buy any more stardock games i have had nothing but trouble while trying to update.

Reply #500 Top
Can't wait until my 2 week leave after basic and AIT for infantry to try this out... hopefully more gets fixed and upgraded before then...in September