Tweaks, fixes and maps!
Published on May 15, 2008 By Yarlen In Sins News

Soon we'll be releasing the v1.05 update for Sins of a Solar Empire that should address many of the multiplayer issues some players have reported. This is a minor patch, however; more substantial updates will arrive with version 1.1.

v1.05 Changes:

  • Fixed bug deallocating particle pool memory.
  • Fixed cargo ship related crash caused when loading a saved game.
  • Increased the maximum length of map description text. If the text is too long, it will no longer crash the game.
  • AI missions no longer continue if a human player has taken over for them.
  • AI controlled units will no longer still have AI-control if a human player has taken over for them.
  • Fixed crash when attempting to toggle the autocast state for an uncontrollable ship/planet module.
  • Fixed capturable resource mines from being considered damageable.
  • Fixed sync error in multiplayer games caused by cannon autocast targetting.
  • Fixed squad owner infocards to gracefully handle large numbers of squads (100+).
  • Fixed crash if you run out of video memory when loading textures.
  • Planet asteroid setup now uses TotalMaxResourcesAsteroids parameter again.
  • Added two new maps: Melting Point and Ancient Gifts.
  • ICO accounts will now be forced to logout if you attempt to login with the same account.
  • Malice changed to fix CPU issues in the late game due to previous implementation of the ability. Malice now accumulates damage on affected targets and then spreads that damage when the buff expires, rather than spreading damage as soon as damage is applied. Its duration, cooldown and AM cost have all been reduced to reflect this. Malice is now target capped as well at 8/16/24 targets.
  • Fixed bug in galaxy generator related to vertical planet offsets when planets are too close together.
  • New default texture quality settings set.

Comments (Page 1)
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on May 15, 2008
So what's gonna be in 1.1?
on May 15, 2008
Awesome, about time the Malice issues were fixed. Thanks guys.
on May 15, 2008
Wow, so many crash been fixed, expecting this patch.
Thanks.
on May 15, 2008

So what's gonna be in 1.1?

We'll be posting info on v1.1 probably sometime in early June. It's going to be available as an optional beta for awhile since it includes new multiplayer code.

on May 15, 2008
Malice nerfed? Noooooooo...
on May 15, 2008
Fixed sync error in multiplayer games caused by cannon autocast targetting.


I assume this is the dreaded sync error that was running rampent. The curious developer in me asks if we get a rundown on what exactly this means? What exactly was happening and why did that break multiplayer games?

Malice nerfed? Noooooooo...

It's not nerfed, it's been right sized.
on May 15, 2008
Malice changed to fix CPU issues in the late game due to previous implementation of the ability. Malice now accumulates damage on affected targets and then spreads that damage when the buff expires, rather than spreading damage as soon as damage is applied. Its duration, cooldown and AM cost have all been reduced to reflect this. Malice is now target capped as well at 8/16/24 targets.


bout time

Thanks for the fixes, can't wait til tuesday

KP


on May 15, 2008
nice!   

spacemuppet
on May 15, 2008
yeah finally!

the malice issue made me stop playing for a while ...
so now I'm going to reserve some large-map-sins-time for next weekend yay!
on May 15, 2008
hope you are going to tame down the ai some, its out to lunch since you "fixed them with 1.04" Get 30 plus AI attck here, send my fleet, then pow here comes another 30-40 ship attack fom diff race. I usually play with no pirates and 3 other ai, huge sp map. Am talking early over agression.....by early mean within 20 or so mins, they'll have like 10 +planets colonized in just cple mins....and huge fleets.

awolf
on May 15, 2008
Awesome! Thanks a lot!

A quick question though, when the planets are too close, what do they do instead of vertically offset? Will they still offset in the Galaxy Forge?
on May 15, 2008
So what's gonna be in 1.1?
We'll be posting info on v1.1 probably sometime in early June. It's going to be available as an optional beta for awhile since it includes new multiplayer code.


Keep at it! Steady as You go!
on May 15, 2008
hope you are going to tame down the ai some, its out to lunch since you "fixed them with 1.04" Get 30 plus AI attck here, send my fleet, then pow here comes another 30-40 ship attack fom diff race. I usually play with no pirates and 3 other ai, huge sp map. Am talking early over agression.....by early mean within 20 or so mins, they'll have like 10 +planets colonized in just cple mins....and huge fleets.awolf



Please don't tame the AI. Make them even smarter!
on May 15, 2008
hope you are going to tame down the ai some, its out to lunch since you "fixed them with 1.04" Get 30 plus AI attck here, send my fleet, then pow here comes another 30-40 ship attack fom diff race. I usually play with no pirates and 3 other ai, huge sp map. Am talking early over agression.....by early mean within 20 or so mins, they'll have like 10 +planets colonized in just cple mins....and huge fleets.
awolf

Please don't tame the AI. Make them even smarter!


Agreed. They need to gamble on risks more. I find them retreating a bit too early if your fleet is just a little bit more powerful then their own.
on May 15, 2008
RIP Malice, we barely knew thee
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