Its been over 1.5 years since Sins was first released and this is Ironclad's 22nd update to Sins/Entrenchment (ignoring all the beta updates).
It really hit us how the gameplay and strategies have evolved since then when we started tracking the source control changes for the siege frigate data which, as many of you may remember, went through a drastic nerfing early in 2008.
Well, now the situation is quite different due to a number of factors, not the least of which is player capability and the defensive measures added in Entrenchment. It was therefore neccessary to bring them back into the roster.
But we didn't stop at siege frigates. One of our primary objectives in this update is to make sure every unit is brought back into the pool of viable tools. In some cases this was as simple as modifying some data but in some cases we completely redesigned elements of them.
Naturally, trying to figure exactly what those changes needed to be was not an easy problem but one of the best ways was to play the game against as many players as possible so we once again took to playing regularly on Ironclad Online.
Unfortunately, we couldn't use our real names because when we did in the past we were the targets of unreasonable unholy alliances. Such circumstances aren't great for collecting data and analyzing strategies. Sorry for the smurfing but it was for a good cause
In addition to playing online we've spent a lot of time analyzing feedback on the forums, in particular the great thread by Deceiver_0.
In this thread he collected votes from everyone on a wide variety of issues and presented a consolidated place for ideas and potential fixes.
While we didn't agree with all the suggestions, we did attempt to address what we determined to be the underlying problems but in some cases we implemented the suggestions nearly verbatim.
Special thanks to everyone who contributed to that thread! Also, special thanks to everyone who wrote constructive posts or emails, we couldn't do this without you!
Enjoy!
-Ironclad
WARNING: This update will invalidate existing save games.
Gameplay / Balance:
Graphics and Effects:
As a side note - these updates are currently in final testing and if all goes well, will be released sometime next week!
any updates on when it'll be released?
WOW, very nice! I can't wait to see how it all plays out. But everything sounds nice. BTW, good to know you finally did something about the Siege Frigates, Light Frigates and the Egg.
I'd also like to give a special thanx to Deceiver for his amazing thread.
sound great. may the final testing go very well and quickly.
harpo
Nice to see a buff for the Akkan and Sova. Though the Sova still looks weak compared to its rivals.
Thank you!!!!!!! These balances look great I cant wait to try them out!
Raging amsih will be happy
_|~Uber
Whoa! Major and much-needed changes! The Devs exist!
Only sad thing is it means all mods will have to be updated yet again. 7DS still isn't compatible with 1.03, and not we have 1.04. And Distant Stars will have to be updated.
Copy 1.17/1.03 to another location before updating, you can then use 1.17/1.03 with Distant Stars, and 1.18/1.04 on its own
I don't expect the modding changes to be that bad. Not many file structures changed. The biggest structure change was with naming things like capitalship and that is fairly straightforward. I'm also willing to bet most modders will want to incorporate this as quickly as possible so each faction they've created can have accurate names instead of just pulling from three sets.
Looks pretty good, the planet bombing ship buff was long overdue and cap ship tweaking is welcome. I don't think the basic frigate buff was sufficient to discourage LRM spam as the dominant strategy but I guess we'll see. If not, there's always Diplomacy for major overhauls I guess.
also I will be updating my MOD UPDATER (which can update a mod within an expansion between older versions and the latest version)when I have downloaded the new patch and found all the differences
Wowee, that's a lot of changes...
(looks at Akkan's stats)
(glee)
You can't say Ironclad doesn't pay attention - a fair number of those suggestions I agreed with.
(checks Vulkoras)
Damn...just...DAMN...
Whatever you do, do NOT get on the receiving end of Disintegration, now - can we say "Cap-Killer?"
...I like it.
Nicely done, IC! I await the new stuff with great anticipation!
I am incredibly happy that the Sova Carrier and Akkan are getting buffed. Really, this just made my day. Once this update comes, I'm going to resume building my beloved Sova, Titania. Also, the Gauss Rail Gun and EMP Charge buff will make a high level KolxDunov even deadlier than a Missile Barrage!
...Though this is a bit odd, but no changes to the Illuminator? I'm certain that the Guardian's overall weakening will in turn damage Illums, but still...
Regardless, I'm extremely happy about this update, and will go recommend this fantastic games at work tonight!
This is amazing...thanks a ton, Dev team!
Quick question, for you guys...
From internal testing of the patch, what is the biggest change in gameplay you have noticed?
There are too many changes in it for me to imagine how the dynamics might change!
While we didn't touch LRM's directly, there is tons in there that changes relationships with them. We've tested the crap out of them and the status quo has changed.
Consider this example. Heavies were originally intended to be prototypical counter to LRM's. However, test after test said otherwise, despite our math. In one test sample that we ran over and over again, 102 Kodiaks vs 170 Illums (equal food comparison) the Illums actually beat the Kodiaks. When we updated the targetting and Kodiak ranges the Kodiaks defeated them handidly and were consistantly within error of the value we expected in our master balance spreadsheet. Obviously this isn't the only change as this is just one relationship but you get the idea - we dealt with them indirectly because we don't believe the fundamental problems are with LRMs (or Illums) themselves.
Looks pretty good! Can't wait to test it out.
By the way, thumbs up for beasting the kol. With finest hour on....the autofire gauss cannon will be pure sex. I might have to play TEC again...
Let's see here...
Finest Hour + New Gauss + Flux Field = Ass-kicking time, indeed.
Cant wait to get my hands on those vasari ships hope this fixes the balance problem when people use advent fighters as turrets
WOOOOOO!!!!!! Start watching the skies people, because you're going to see the inferno of my ignited buggy racing across the cosmos. The days of me being a one man wrecking crew are coming back. THE GAME TOOK A HUGE STEP TOWARDS BEING BALANCED. I take back every mean thing I have ever said about you Ironclad. This update is huge! I'm a little concerned about some of the fixes, but you've changed enough about the game that I'm happy.
I do get the idea. I'm still a little concerned about some issues (I don't think you're stopping Illum spamming/starbase rushing), but I'm going to stay mum until I see it in practice, and I can trust that you guys made some pretty significant changes here. Overall two thumbs waaaaay up in the air.
I don't think you'll ever get this game completely balanced. I say that not to talk down to anyone at Ironclad, but the fact is enough of us have shown that we'll crunch the numbers and find the ship to exploit (that's why I'm still a little worried about the Illum, you didn't adjust the stats on the Illum and its affect on other ships outside of the lf)
Now I just have to find time to come back and play online again!
On a side note, if you're still making changes I have to chime in with this. Has anything been done for random maps? Specifically, the two big issues of:
1. Single Phase Lane starts
2. Maps that are completely stocked with neutrals on one side of the map but have none on the other side.
The second issue may not be an issue to you at all, but I do remember hearing somewhere way back when that single phase lane starts would be addressed. Comments?
I'm looking forward to using Gauss + Flux Field + lvl3 Ion Bolt = no escape except a fast exit into oblivion.
You're damn right I'm happy! WOOOO!!!!
NICE!
we can make cool names for capships now!!
Pirate Capships here I come!!
That, too.
Does this include the "text lowering FPS signifigantly " issue....I don't know if anyone else has this but I know it's not just me ( *looks at Thrawn2787)
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