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Entrenchment Beta 2.5 Change Log

Entrenchment Beta 2.5 Change Log

Coming later this week, unless we find something terrible, is Beta 2.5 for Sins: Entrenchment! I've listed the changes below.

IMPORTANT: The primary function of this beta update is to test the new memory optimizations and to eliminate the crashes caused by running out of memory. 99% of the crashes that have been reported since Beta 2 are related to this.

Gameplay / Balance:

  • Ogrov Torpedo Cruiser -
    • Cost changed from 450/100/75 to 490/100/70 (credits/metal/crystal).
    • Front bank damage reduced 20%.
    • Max hull points reduced from 680 to 580.
    • Max shield points reduced from 375 to 275.
    • Armor reuced from 3 to 1.
  • Proximity Minefield -
    • Cost reduced from 1000/250/125 to 850/215/85.
  • Solanus Adjudicator -
    • Cost changed from 1000/250/125 to 1100/210/135.
    • Front bank damage reduced 50%.
    • Max number of targets in front bank reduced from 6 to 5.
    • Max hull points increased from 680 to 860.
    • Max shield points increased from 375 to 490.
    • Armor reduced from 3 to 1.
  • Advent Hangar Defense -
    • Homing mine squadron antimatter cost reduced from 100 to 50.
  • Mines -
    • Tweaked mine detection conditions to remove case where scouts get stuck in range trying to reveal the same mine.
    • Improved mine clearing by scouts (attacks the closest mine).
  • Homing Mine Squadron -
    • Deployment cost reduced from 850/200/100 to 725/170/85.
    • Fixed Homing Mines that wouldn't move to deploy.
  • Aeria Drone Host -
    • Homing mine squadron antimatter cost reduced from 125 to 60.
  • Sivuskras Ruiner -
    • Mine deployment cost reduced from 700/175/75 to 600/150/65.
    • Ruiner does not have weapons anymore.
  • All scout frigate attack ranges increased from 2000 to 2500.
  • Misc. Gameplay -
    • Ships joining fleets when they enter gravity wells are now properly added to their fleet's pip group.
    • Starbase constructors no longer auto-join fleets.
    • Meteor Storm (Advent) now correctly damages both hull and shields instead of just shields.
    • Starbase phase gate ability (Vasari) uses antimatter to activate as originally intended.
    • Fixed bug where anti-structure ships weren't using data to determine whether they focus fire or not.

User Interface / HUD:

  • Starbases are now only auto-pinned if they belong to your empire.
  • BuffInfoCard Improvement: Instant action query types selectively rendered based on type and context.
  • BuffInfoCard Improvement: Frontal damage reduction now rendered.
  • Fixed conditions for 'Not enough room to spawn star base' error message.
  • Fixed bad error message when trying to deploy mines when another entity is under cursor.

Misc.:

  • Tons of memory optimizations (still more to go!).
  • Fix for buff system crash on exit that occurs when culture rate modifying buffs are on orbit bodies when the game is exited.
256,815 views 96 replies
Reply #76 Top

It's on a random-large, 5 players total.. I knocked out one AI completely (before any Marza hit level 6) and had some great battles. I took his homeworld with 13 capitals ranging from 3 to 5, lost 3. Plowing through minefields with no scouts is fun, too. Just set Dunovs on auto-cast and chaaaaarge!

Now I've got 5 of each Marza/Dunov/Kol, 1 Akkan (I was trying to go for the no strike craft achievement too, but I forgot and built some hangars because pirates jumped in from a weird angle once.. but that's why no Sovas), 3 of the Marzas are past 6, so killing enemy fleets isn't much of a problem. Mopping up a second TEC (got his homeworld already), then got 2 Vasari left - dice rolls didn't give me any Advent.

Can't build starbases either since building the cruiser would screw with the all-capitals achievement :P

All thanks to that bug in the 1.1 beta that erased the achievements file. ;)

Reply #77 Top

Quoting Annatar11, reply 1
It's on a random-large, 5 players total.. I knocked out one AI completely (before any Marza hit level 6) and had some great battles. I took his homeworld with 13 capitals ranging from 3 to 5, lost 3. Plowing through minefields with no scouts is fun, too. Just set Dunovs on auto-cast and chaaaaarge!

Now I've got 5 of each Marza/Dunov/Kol, 1 Akkan (I was trying to go for the no strike craft achievement too, but I forgot and built some hangars because pirates jumped in from a weird angle once.. but that's why no Sovas), 3 of the Marzas are past 6, so killing enemy fleets isn't much of a problem. Mopping up a second TEC (got his homeworld already), then got 2 Vasari left - dice rolls didn't give me any Advent.

Can't build starbases either since building the cruiser would screw with the all-capitals achievement

End of Annatar11's quote
sounds like a good game.

All thanks to that bug in the 1.1 beta that erased the achievements file.

End of quote

vanity, thy name is Annatar11

edit: actually, that would be a pretty fun spook of advent: 'vanity, be my guide.' 'vanity has fallen silent on one of our planets' :D

Reply #78 Top

Still won't beat "The enema is restless!", though.

Reply #79 Top

XD  :rofl: \o/ :rofl:

Reply #80 Top

almost time for a sins jokes thread. or at least a gamer jokes thread. (I'd even have one, but I don't want to digress even further)-

so, back on topic: any patch news? :pout:

Reply #82 Top

Quoting garster1, reply 6
i don't see beta 2.5 on impluse
End of garster1's quote

get the 'show pre-release version' box ticked?

actually pre-ordered entrenchment?

otherwise, it should show up in the games tab.

Reply #83 Top

The Impulse version number for beta 2.5 is 0.93.xxx.

Reply #84 Top

Devs sure have been silent as of late regarding latest patch...

I wonder if it will be out before I get onto a twenty-three hour train ride tomorrow? (obviously I could use it!)

Reply #85 Top

Yeah, really hoping that it will be out sometime today...and they have definitely been very quiet.

Reply #86 Top

I am going to take their silence as a sign that they have all been kidnapped by Blizzard in retribution for totally shaming their product.

3 more days of silence and I am calling the cops to allert them of the hostage-taking: "we demand that they either stop making such great games or HELP US get this god damn SCII game finally out!"

Reply #87 Top

Quoting TheSpydyr, reply 10
Yeah, really hoping that it will be out sometime today...and they have definitely been very quiet.
End of TheSpydyr's quote

They took a bweak to hunt wabbith.

Reply #88 Top

eeeahhhhhhh...wat's up doc?

Reply #89 Top

It's pretty much ready to roll. Just some ICO issues to sort out (compatability between original Sins and Entrenchment).

Reply #90 Top

musta made a wrong turn back at Albaqwerky.

Reply #91 Top

Quoting Blair, reply 14
It's pretty much ready to roll. Just some ICO issues to sort out (compatability between original Sins and Entrenchment).
End of Blair's quote

YEAH!!!!!!!!:thumbsup:

Reply #92 Top

Woo-hoo!!!  Something to play after work!

edit - Well, I hope it will be done by then <crosses fingers>

Reply #93 Top

yes! i knew it!

and horray if it works with both sins and entrenchment installed at the same time ;)

Reply #94 Top

Quoting Blair, reply 14
It's pretty much ready to roll. Just some ICO issues to sort out (compatability between original Sins and Entrenchment).
End of Blair's quote

Is that good or bad for today? :maybe:

Reply #95 Top

Sweet! Any chance for a changelist? :pout:

Reply #96 Top

Quoting Blair, reply 14
It's pretty much ready to roll. Just some ICO issues to sort out (compatability between original Sins and Entrenchment).
End of Blair's quote

so, I can assume that this version has the auto differentiation between entrenchment and vanilla that you guys planned originally? that would be sweet, bc I' so longing to play with my friend again who doesn't have the beta. ( and yeah, I was too lazy to copy paste to have both versions).