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 2)
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on Jun 03, 2009

They are no neutrals in magnetic clouds ever. You comfusing with plasma storms witch prevent the launch of strike craft.

on Jun 03, 2009

EadTaes beat me to it in both threads. Yes, Magnetic Clouds never have neutrals

on Jun 03, 2009

But I did post and Idea I got from reading Cykur's post in the other thread.

And yes I'm watching both like a hawk.

on Jun 03, 2009

finally. nice marza change. have you done anything to make the ai also understand how to deal with it? 'cause they fall a bit easily to it.

does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am.

edit: now, that devs are here and people are all discussing the carrier nerf: is the penalty -75%? it'd be nice to have it officially. if it really is only -25% you might even get rid of it altogether ...

on Jun 03, 2009

75? 25? As far as I can tell it was only 10% (500 down to 450).

on Jun 03, 2009

does the magnetic cloud change mean we also cannot build starbases anymore? I mean I'm pretty sure mines were the main target here, since these do not require am.

Yeah, I would expect you can't build SB since these are abilities of the construction ships (or Vasari Colonizer).  Since mine deployment requires an ability to use, we won't see them in the magnetic clouds either.

on Jun 03, 2009

The build time penalty of new strike craft while enemy present int he grav well. That is onyl present in the entrenchment version of the game. The vanila sins will be fine since the carriers do not have that build penalty.

on Jun 03, 2009

Okay i give and the purpose of magnetic clouds isssssssss? Can we like..get planets or roids i nthem or soemthing, seems like a blank spot for a possible fight but i have never seen a cloud in between two oppenents that forced them to go through it.

on Jun 03, 2009

Ooooh shiney patch notes

on Jun 03, 2009

75? 25? As far as I can tell it was only 10% (500 down to 450).

He wants a definitive answer as to what the exact build penalty is for carriers.  People are more upset about previous patches nerfing carrier build rate in hostile gravwells than they are about the current 10% speed reduction.

on Jun 03, 2009
was kindof hoping to see some ai improvements in this patch
on Jun 03, 2009


75? 25? As far as I can tell it was only 10% (500 down to 450).


He wants a definitive answer as to what the exact build penalty is for carriers.  People are more upset about previous patches nerfing carrier build rate in hostile gravwells than they are about the current 10% speed reduction.

Ok that makes more sense The flak/carrier/lrm relationship debate is still raging here at Ironclad central too (and to a smaller extent the long term usefulness of lights). The kiting fix was happening regardless.

on Jun 03, 2009

If it helps any... Flak are roughly where they should be, now. Carriers could do with fewer penalties - the fragility of the strike craft swarms are fine; what'd be nice is if their build rate in hostile territory actually depended on antimatter more than build rate (like support craft - many of them can spam their abilities rapidly, but once dry, their effectiveness plummets).

But you've probably already heard that a dozen times by now. 

Are we getting the Developer.exe for 1.17?

on Jun 03, 2009

Yes, Dev.exe 1.17 and 1.03 are going to be going up on the website on the same day.

on Jun 03, 2009

Blair: Is there any chance of having the build penalties effect only carriers that have enemies within a certain radius of them rather than just if there are enemies in any part of the grav well. So if you had a carrier in grav well that has enemy units but those enemy units are far away from it then it gets no penalty but as soon as the enemy units get within a certain range of the carrier then it gets build penalties?

Thankyou for any response. And thankyou for your response to my question about the Marza changes.

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