Next week we're planning to release the v1.17 update for Sins of a Solar Empire.  In keeping with all the recent updates, v1.17 will only be available via Impulse (http://www.impulsedriven.com) to registered customers.

WARNING:  THIS UPDATE MAY INVALIDATE EXISTING SAVE GAMES.


  • Gameplay / Balance -
    • All race's carrier cruiser's max speed reduced from 500 to 450.
    • Fixed a bug in the pathfinder that caused it to favor sub-optimal paths for between system travel.
    • Fixed incorrect start conditions on Double Cross map.
    • Tweaked the equation for damage reduction so that it is more stable for large negative armor values.
    • Magnetic Cloud orbit bodies now disable all abilities, not just those requiring antimatter.
    • Marza Dreadnought:
      • Missile Barrage number of waves increased from 20 to 25.
      • Missile Barrage damage per wave reduced from 150 to 120.
      • Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
  • Graphics and Effects -
    • Missile Barrage missile travel effect made unique from its normal missile weapon's effect.
  • Networking / Multiplayer -
    • Fixed the potential for extra gaps in the text of multiplayer chat.
    • Fixed missing multiplayer chat characters with some non-English languages.
    • Fixed not being able to create ICO account and player names with certain non-English characters.
    • Fixed a bug that could cause the ICO lobby to disappear.
  • Interface / HUD -
    • Income summaries no longer overflow in such a way that per planet elements are mis-rendered.
    • Fixed some bad zooming behavior when you try and get too close (especially on small entities like fighters).
    • Fixed a bug where you couldn't zoom in past a certain distance despite changes to the zoom scalar for the given entity. The minimum distance is still restricted to the entity's radius or 20m for objects will spatial extents (e.g. debris).
  • Modding -
    • Fixed zoom scaling bug (see above).
  • Misc. -
    • Fixed a rare crash bug caused by Jump Degradation ability of Overseer cruisers.
    • Fixed a rare sync error caused by loading differences between FAT32 and NTFS file systems.

Comments (Page 1)
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on Jun 03, 2009

Yes! Finally!

on Jun 03, 2009

Missile Barrage number of waves increased from 20 to 25.

Missile Barrage damage per wave reduced from 150 to 120.

Im curious. The overall damage seems to have remained the same. Is this for performance? Or just to make it take a little longer to kill everything in that doomsday circle?

on Jun 03, 2009

Derek the purpose of increasing the waves and decreasing dmg per wave is it allows you to move your ships out of the circle. you can probably save most of your ships now.

on Jun 03, 2009

We were 95% happy with the balance of the Marza but we pretty much all agreed that players might need a bit more time to react to Missile Barrage (interrupt, move, etc) and it had to be easier to know when it was being used. Thus the damage remains the same but over a slightly longer duration and we changed the appearance of the effect.

on Jun 03, 2009

wow nerf the carrier and tec more?

on Jun 03, 2009

Could you tell us the reasoning for the carrier nerf as well, please? Really it just seems to be flogging the dying horse after the build rate nerf, though I suppose it means little since there wasn't a damage increase on the part of light frigates and the likes. It is the slowest ship now too, I think.

on Jun 03, 2009

Blair!  I am amazed it took you so long to reduce carrier max speed!  I figured you would do it in the next patch after I kited all your assailants to death about 6 months ago!  I tend to agree carriers should be a little slower.  Now if we could just get the carrier build rate penalties cut in half!

 

The Marza nerf is pretty mild.  I think it is a good change, and I use the Marza a lot.

on Jun 03, 2009

Oh believe me I wanted to slow them down before but we wanted to verify it wouldn't have any other unintended consequences to the balance (and I had to convince everyone else it was a problem )

Jack, the reason is that kiting increases the effectiveness of carriers beyond their intended effectiveness and its very annoying.

on Jun 03, 2009

Will this destroy mods?

I suspect it won't..but just an official answer...so that if it does, I can stop work on mine until I get the update!

Thank you!

on Jun 03, 2009

Transfer my post to https://forums.sinsofasolarempire.com/354827/#2241023

This post is for vanila sins and I was commenting for Entrenchment.

on Jun 03, 2009

Transfer my post to https://forums.sinsofasolarempire.com/354827/#2241023

This post is for vanila sins and I was commenting for Entrenchment.

on Jun 03, 2009

OH damn sorry. Wrong post. Ill go read the entrechment. For vanila this is spot on. Never mind my previous posts.

Well I'll transfer my 2 previous post tot he entrenchemnt post.

on Jun 03, 2009

Blair Fraser
Oh believe me I wanted to slow them down before but we wanted to verify it wouldn't have any other unintended consequences to the balance (and I had to convince everyone else it was a problem )

Jack, the reason is that kiting increases the effectiveness of carriers beyond their intended effectiveness and its very annoying.

 

Okay, I see your point on the kiting issue. Thanks for the info!

on Jun 03, 2009

Please decrease build penality by half for carriers

on Jun 03, 2009

Magnetic clouds now disable all abilites, how are we supposed to control neutrals in magnetic clouds exactly?

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