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:
what are changes of LRF and FLAK frig balance?
please do someting with MEDIUM vs CAPITAL ARMOR dmg
and something with flak hp....or armor....whatever...
V V V V V V V V V V V V V V V V V V V V V V V
The nerfs to LRF + the buffs to LFs mean flak will be easier to kill.
It is all up there: LRFs will do less damage to LFs, Heavy Frigates are now a better counter to LRF, Flak does less damage to Fighters (but not bombers...I think) so fighters can take out LRFs better, and the Cruiser Carrier's build rate penalty was reduced slightly.
Basically, instead of nerfing LRFs, the counters were buffed.
wont help much with capital ships being fragile....pretty sure illum/flak spam and vasari bomber/flak spam will still pwn 90% of the game
Nice job, IC. I'm glad you guys are still working on things, for a while there I thought that maybe SoaSE was pretty much dead, then bang - Diplomacy announced and a new patch announced for SoaSE/Entrenchment shortly after that! It's a shame that there won't be that third micro expansion with the big suprise though
Keep up the good work!
-Itharus
Virtually everything got buffed. In fact, it's easier to list what didn't get buffed: scouts, flaks, LRF, hoshikos, guardians, cielos, and bombers.
Well, I editied just the damage bonuses in gameplay.contants as per the changelog. With that alone, I like what I'm seeing in-game.
One thing I would like to see fixed/looked at closely is the Vasari's Phase Gates. Phase stabilizer nodes seem rather quirky. Sometimes they work off the bat, other times they take >10 minutes to become useable.
And starbases.
Still, I wonder what this will play like. Give it one month before drawing conclusions.
One thing that I'd like to know if you guys can slip in before the update is released:
A fix for the Dunov's in-game icon. That thing is still reversed.
I won't get my hopes up, though. I know this is pretty close to release, but it just seems like such a simple thing...I mean, Hell, I could photoshop it right now.
Wow steal antimatter range has doubled! I thought steal antimatter made disciples very useful against support ships before this buff.
Thanks for continuing to patch the game, especially while you're busy with the new micro-expansion.
If the solution to the Kodiak problem against Illuminators was this small increase in range, it underlines how deadly the Illuminator/Guardian combination is in 1.17...
since it was also mentioned: yeah, something should be done about the 'jumpy' empire tree. it really annoys me if I want to give orders via it and then click on the wrong thing because the positions of items changed. or sometimes it changes depending on what I select, like when I select enemy ships it changes.
such dynamics (many of which I think result from ships entering phase space which creates an extra entry) should either be at the very bottom of the tree where it cannot affect subsequent items or be under a separate category like you'd have in browsers, where there are different scrolling areas. here, for example, if my post were longer I could scroll it separately from the rest of the page.
Oh now their si a Anti-Very Light dmg reduction. Hmm will help. Don'T think it will be sifficient but we will see.
I agree about a need to fix the jumpy empire tree. I'd also like an option to do things like "only show super weapons on the empire tree" or maybe a customizable button on the screen that could be clicked to turn "only show super weapons on the tree" on and off.
acutally... lrms did get... "buffed"... cluster warheads and charged missles got fixed... (I had on idea it was broken! (then again, i hardly ever use it))
(why did tec's support cruisers with non-omni ablities not get the turn buff that every other frig with a non-omni ablity got )
so ppl can still mass illums ? thats gay. cus thats what everyone does, gets realllllly boring.
Remember this isn't factoring in code changes so it doesn't fully reflect the state of the patch (in particular the targetting changes).
Am I the only one who never has a problem with a jumpy Empire Tree? I just minimize the 'In phase jump' set and it's fine.
Nice work guys! Let the record show that I never lost faith in/complained about Ironclad's handling of the game
Sounds like some fun changes will have to fire up my copy and play a game or two or three or etc etc.
I love i mean really love the ongoing support for the games.
It is a shame so many games are pumped out unfinished and unsupported by other companies. It is to the point i can't even be bothered to track games not on impulse any more.
I am 36 and married plus father of a near 3yr old girl, I drive truck 50-60 hours during the week and maybe the odd weekend run so to say my time is very limited is to put it midly. I want to know the games i spend my money on are not only finished but supported long after they get my $.
Yup I am wondering alot what teh targetign will have for effect. Since I know currently for fighter vs flak I would say teh flak is still to strong. But those targetign changes have me very intigued and I would want to know more.
I haven't had any issues either. And I rarely have to do the minimize phase jump either.
I too rarely have the jumping tree going
I did at one time, until I figured out how to use the settings for it and voila' no more jumping tree
What settings can you change? Mine is always all over the place so I have to minimize everything.
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