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:
If u forgot to write about buff HC hp lower theit fleet cost or cost or nerf lums, its ok write it now.
I'm so happy
And the fact that one of the things added was my idea makes me even happier!
Now, I'm off to give Deceiver some karma... Never did while the thread was in use, but now that the devs have incorporated a lot of the things in it, I'm off..
Very nice patch Interesting to see how that changes the game.
Ah you're right, I misread my own post about scramble bombers.
These look like good changes.
I would like to thank you especially for the Vulkorus changes. It can finally bombard a planet on the save level as a marza.
I am slightly concerned with the extra squads for cap carriers. I understand why the change was made, but it also makes them stronger as a started cap compared to the other caps.
I think your concerns are well founded, but I believe the extra squad(s)(and the better SC abilities) will make them a more viable choice as a starting Cap as they'll be able to hold their own against the other caps eventhough they have weaker armor and less HP than many of the others. Plus carrier caps are the only caps whos power can be neutralized by an early game type of unit, flak. On the up side they'll be more dangerous (if loaded with bombers) to enemy structures and Cap ships and (if loaded with fighters) enemy LRM spams, forcing more diversification in enemy fleets in the form of Flak and LFs.
interesting that the LF's anti-ability abilities (lulz...had to type it) have got +1000 range
This looks like it's going to be fun to take for a spin - I can't wait!
edit - BTW, what's a "skybox" when it comes to Sins?
stardragon,
the skybox is the background colour and stars behind the gravity wells/ships and they can be turned off in the effects page ie coloured skyboxes and deepspace skybox.
harpo
The cool looking cloud like backgrounds. Comes in a various shades or blue, green, purple, orange, etc etc.
OH HUZZAH FOR PATCH!!!!
That's what I am saying. It actuly will not. Flak wills till kill fighetrs to fast. When I started modding my mod the first thing I did was remover the penalty completely and even then the flak kills the fighters so fast they didn't have much time to do anything. Not to mentiont hat advent flak is much better at killing SC then TEC and Vasari flak.
Interesting changes. I only play MP COOP, but I can't wait to jump in and try them.
Thank you very much for the effort!
Ok here are the missed elements from the changelist. Its constructed from a huge list of change logs in our source control so there is sometimes errors in the "English" version you guys are presented with.
1. -Lasurak Transporter
- Adjusted linear velocity to 450 (this was previously a typo and listed under the Skirantra by mistake)
2. The Guidance change is now split into two parts to describe it properly:
- Guidance can now only be cast on ships with abilities that have cooldowns. (Entrenchment Only)- Guidance autocast now only selects targets with abilities that are presently cooling down. (Entrenchment Only)
3. Javelis LRM -Fixed bug with Cluster Warheads which severely impacted its utility.
4. Kanrak Assailant -Fixed bug with Charged Missiles which severely impacted its utility.
5. Progenitor Mothership - Colonize planet upgrade cost reduction decreased from 20%/40%/60% to 15%/30%/45% - Colonize duration increased from 360/360/600 seconds to 360/480/600
6. AntiVeryLight DamageType's modifier vs VeryLight armor reduced from 150% to 133%
Blair I hope you might be able to address the texture limit for modding from your limits thread, but I bet it is too late for this patch.
Wow... that was much needed, but to be honest I didn't see it coming. That said... no more free artifact hunting?
Again, nice changes. Especially the last one; it should help Fighters survive longer against Flak Frigs. Nicely done!
hehe
or dirt cheap level 3 infrastructure upgrades for that matter.
Oh, sure, talk about the practical applications while I whine about having to shell out pocket change
awww... i was really hoping one of the typoes would be the lack of the turnrate increase for the tec utility cruisers that have non-omni-directional ablities (just like all the other utiltiy cruisers that have non-omni-directional ablities)
(i mean... if your doing it to more than half... why not all...)
Cielo's never had a problem. He's already really unique and powerful as a support cruiser. That said, he's sticking out like a sore thumb with regards to turn rate now.
To every person at ICO and/or Stardock who's reading this: BRAVO!!!!! But, with time to think about the fixes, I'm afraid I have to address these issues that I thought (and I thought the community as well) needed to be addressed but yet haven't been mentioned:
1. Single Phase Lane Starts:
I've already made my case here. I just want to know if this is or isn't being addressed. I know Blair mentioned a while ago that this would be looked at. I would just like to know where this is at.
2. The Illuminator (and to a lesser extent), the LRF class.
I was never quite sure what ICO/Stardock considered to be "the counter" to the long range frigate, and you tell us now that it was indeed the heavy assault cruiser. I'm not sure I'm crazy about that. I always thought it was supposed to be fighters. So you loweered the damage bonus for flak against fighters. Could be enough. We'll see.
I just don't like that can be made as early as tier 1 is meant to be countered by something made at tier 5. I always thought HC's were the blanket good against all killer, so technically the counter to everything. Just a little perplexed on this one is all.
I see so far that lrf's don't completely bludgeon lf's anymore (still counter, but not ridiculously), and fighters now have a better fighting chance to stick around and do their job. I may have missed something, but sounds subtle enough that it may work, but I have to admit I have my doubts on this one
3. Evacuator's Colonize sucks
It still sucks, and is actually now the only cap colonizer ability that sucks. Granted, making colonize more powerful only makes the egg even MORE the first choice for a cap, and we're trying to avoid that, but this doesn't change the fact that TEC and Advent now have kickass colonize bonuses, and the Vasari one might as well not be there.
4. Starbase build rates
My issue here is that early on starbase rushing is extremely difficult to counter. When you're entire fleet is at a planet two jumps from the said starbase, you're not going to get there in time to destroy it, and you're fleet won't do enough dps to stop the contruction once there , HOWEVER, I think this point is moot because of the diplomacy features that are coming with the distribution of resources to allies, so my arguement here is most likely pointless.
5. Odd Resource Distribution's to maps
This one's pretty simple. Lavas and Ices that give only two mines? Seriously? I understand arguing that changing the range to 3-5 would be both wrong and stupid (waaaaaay to influential on rush maps), but 3-4 would be reasonable, and gives incentive to actually tech to coloinze these earlier rather than later.
Also the distribution of random neutral sites is annoying. The maps that stick out to memory (which are only like 1/4 of the games) are either absolutely packed or extremely sparse with neutrals. Would like a little less randomness here, but this actually isn't my issue with the neutrals, my issues is this:
NEUTRAL WELLS WITH NOTHING IN THEM!!! Really? Magnetic clouds and black holes (while frustrating, if I could take magnetic clouds completely out of the game I would, I really don't see the point of these things) I can live with. It's implied that nothing is in the grav well becuase of the state of the grav well, but to have a neutral grav well have NOTHING in it truely plucks my short hairs. Especially when my enemy has 3 in his right next to his homeworld (truely gamechanging and practially handing a game to someone). I really think the range for the number of neutrals needs to be 1-2 per neutral providing well or their impact (cut the amoutn produced in half for instance) in resource production should be reduced. I think switching to 1-2 per well is the better choice.
I'm just a fan with a keyboard. I still see things in the game that I feel were missed and I hope aren't missed in the upcoming patch. Honestly, if none of these points are addressed, I'm still happy. The patch that's coming is flat out game changing, and I applaud everyone involved for improving what's already a solid game.
Bravo ICO. Bravo Stardock. Bravo Blair. Bravo Yarlen. Bravo EVERYONE.
Thumbs up guys!
Keep it going strong
Suggestion: Please add another line and check box under Cinema make the intro movie selectable to always play instead of having to re-click it every time I play so I get to see the cool intro.
Two questions.
1.) Is this available for download now?
- I opened Impluse (which I'm in now) and tried to "verify installation" to get the new update to announce itself but it didn't.
2.) Which leads me to ask if this is for games with Entrenchment installed only.
On a side note I would love for Entrenchment + whatever the next "mini expansion" is called to be released on disk in stores with all updates out by that point. I would have been willing to pay $15 for a hard copy of Entrenchment over the $10 online download. If the next will be $10 also I think a $25 price for both mini expansions would be fair for the cost of a box + instruction manual for both games + disk(s).
I don't have a credit card or anything and not keen on PayPal or yada yada. Too much identity theft these days for my tastes and a game isn't worth the risk. (not even for such a great game)
The download is not yet available, but it's expected to be some time next week (https://forums.sinsofasolarempire.com/364878/get;2383177). Unless labeled Entrenchment only, the changes are for both original and Entrenchment.
About RubicantX's concern: If Stardock doesn't want to defeat their digital support for legitimate license scheme by making Entrenchment and Diplomacy available as hard copies, perhaps selling redemption cards with keys available in stores would be a viable alternative for those who don't want to buy online? (Doesn't do anything for those who can't use digital distribution, but at least it will satisfy a part of the currently left out)
I'm no marketing guru but wouldn't it be a little crazy for IC not to release a "Game of the Year" edition that includes the 2 micro expansions or keys to download them at something like the price of the original game when it came out?
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