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Entrenchment Beta 3 Change Log

Entrenchment Beta 3 Change Log

Get ready for phase 3 of the Sins of a Solar Empire: Entrenchment beta!

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!

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Gameplay / Balance:
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-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).
-Added quick start game option that starts you w/ all resource extractors, a cap factory, 2 scouts and full population upgrades on your home planet in addition the frigate factory you'd normally get.
-Capital planets are now much more valuable and tuned to prevent stalls in the early game.
     -Capital Planet PlanetUpgrade now grants bonus metal and crystal income.
     -Normalized all home planet credit income.
-General AI improvements:
     -Can be in attack state now factors in allies helping.
     -Retreating should be somewhat better (this is part 1 of a whole new revamping of this system).
     -Fix ogrovs not coming into attack against regular structures.
     -Fix AI interpreted threat values of structures and starbases.
     -AI attack assembling pathfinding now checks if their is a path that doesn't have a heavily defended planet (in addition to enemy planets).
     -Fix AI building so many antifighters.
     -AI can now assemble around a starbase instead of just empty space or orbital defense.
     -Fixed AI not lining up properly when assembling.
     -AI will now capture and defend neutral resource nodes.
     -AI now longer counts starbases for countering if the starbase isn't constructed.
     -Improve AI's use of mine clearers.
     -Improve default mine clearing behavior of scouts (most importantly, even if you haven't turned on autoattack, a scout in mine clearing mode will still attack mines). (Still broken in some situations)
     -Colonize, build starbase, and capture resource missions now consider mines when determining if a given planet is too dangerous or not for the AI.
     -Fix AI over-estimation and infocard display of capital ship weapon damage as they level up.
     -Added basic AI building of Vasari and Advent mines. More to come.
     -Improved AI starbase placement.
     -Lots of minor stuff and more to come.
-Carrier cruisers now suffer a strike craft build rate penalty if enemy combat units are in the same gravity well.
     -Exposed the infocard value for build rate penalties to be on the cruiser in addition to the squadron itself.
-All races' anti-strike craft frigate weapon range increased 20%.
-All races' weapon platform structure's attack type changed from ANTIMEDIUM to CAPITALSHIP.
-ANTIVERYLIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTILIGHT attack type's damage modifier vs Module armor type reduced from 50% to 35%.
-ANTIMEDIUM attack type's damage modifier vs Module armor type reduced from 75% to 50%.
-ANTIVERYHEAVY attack type's damage modifier vs Module armor type reduced from 75% to 65%.
-COMPOSITE attack type's damage modifier vs Module armor type reduced from 100% to 75%.
-CAPITALSHIP attack type's damage modifier vs Module armor type reduced from 100% to 75%.

Ogrov Torpedo Cruiser:
-Front bank damage reduced from 1000 to 900.
-Fleet supply cost increased from 8 to 12.
-Resource cost increased from 490/100/70 to 620/130/95 credits/metal/crystal.
-Max hull points increased from 580 to 610.
-Max shield points increased from 275 to 295.

Solanus Adjudicator:
-Front bank damage increased from 50 to 55.
-Resource cost increased from 1100/210/135 to 1210/235/160 credits/metal/crystal.

Orkulus star base
-Stabilize Phase Space duration increased from 75 to 240 secs.
-Stabilize Phase Space cooldown increased from 90 to 320 secs.
-Pulse Gun damage increased from 146 to 186 for all banks.
-Disintegrator weapon damage type changed from AntiHeavy to AntiModule.
-Phase Missile damage increased from 300 to 325 for all banks.
-1st level of Assault Systems upgrade time reduced from 60 to 25 secs.
-new 3rd level of Assault Systems upgrade now grants 30% weapon damage increase to the star base.

Antorak Marauder
-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

TEC Hangar platform
-Flak turret upgrade weapon range increased from 3250 to 4500.

Advent Homing Mines
-No longer decelerate during their approach to target just prior to detonation.
-Now deal 150 of their 850 damage to all enemy targets within a radius of the primary target.
-Deployment radius increased by ~100%
-Target acquisition and loss ranges increased slightly to account for the deployment radius increase potentially placing mines further from the most common vertical movement range of targets.

TEC Proximity Mine
-Damage reduced from 1200 to 1000

Sivuskras Ruiner
-Explosive Mine damage reduced from 1200 to 1000
-Mines deployed per ability use increased from 6 to 10 (cost rebalanced to be roughly the same per mine)
-Mine deployment radius increased by ~100%

-Adjudicator is now able to fire when saved games are loaded.
-Fix starbases attacking before constructed (likewise with a variety of other structures).
-Mine placement changed so that they are more tightly clustered about the area in which ships are most likely to travel.
-Reduced starbase build and upgrade time modifier in hostile gravity wells from 2.5x to 2.25x
-Fixed an exploit with Pervasive economy and refunding.
-Area of effect repair abilities no longer autocast on undamaged, partially built structures.
-Subversion will now end if its planet becomes owned by friendly empires.
-Friendly units destroyed by a friendly Argonev's Last Resort ability no longer grant experience to friendly capital ships.
-Star bases are now affected by orbit body specific effects such as the antimatter charging at stars.
-Fixed bug where research prerequisites that included subjects your race did not have access to were evaluated as being satisfied instead of not. (Mind control bug)
-Removed unintended weapon on Vasari Hangar platforms.
-Dense core and porous core exclusive.
-Mine deployment through abilities now fails out at the appropriate places if the mine limit in the gravity well has been reached.
-Autocast for Vasari and Advent mines added.

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Graphics:
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-Reduced flair points Vasari orbital cannon.
-Fixed angle of approach of Advent meteors.
-Clutter reduction on shield projector effect.

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Sound / Music:
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-Entrenchment vocals pass 1 added.
-New TEC Cobalt vocals.
-Fix for annoying TEC repair cruiser sounds.
-Fixed frequent "structures complete" audio for mines. Now only reports when each batch is complete.
-Ogrovs using correct sounds now.
-TEC starbase constructor has general order response now.
-Better meteor sounds.

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Networking / Multiplayer:
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-Fixed sync bug.

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User Interface / HUD:
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-Other players' silent pings are no longer visible.
-Fix Vasari cannon ability string being too long.
-Crew training research now shows the correct max trainable level.
-Shuffled some research subjects around to hook up more pre-reqs where they are logical and to better fill the space.
-Added Starbase lost event.
-Stats added for mines/starbases/starbase upgrades.
-PlayerRanking now accounts for starbases.
-Fixed tec mine placement radius.
-Single player Game speed buttons added to the HUD.
-Empire search function for starbases added.
-Starbases integrated into planet construction (i.e so you can do things like select a neutral or enemy planet and get access to your starbase's build menu).
-Tooltips for mini pirate window added.
-Strike craft squadrons belonging to star bases now appear in the bottom pip ring of a planet's icon group instead of one of the side ones.
-Fleet supply used by ships queued for construction now displays the correct amount in infocards (was always calculated correctly for simulation).
-Alt now shows you ship icons and all even in cinematic mode.
-Exposed the infocard value for build rate penalties to be on the carrier cruiser in addition to the squadron itself.
-Fixed assorted typoes and grammatical errors (thanks for the emails!)

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Modding:
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-Mine scuttle times are now data driven. (Exposing a lot more items for data driving is in progress).
-New Manifest System allows for stacking of mods. Priority of order is controlled from the mod option screen. Mods closer to the top of the list are higher priority. (Please stress this if possible as it was difficult to predict how you might want to combo mods)

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Misc:
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-Numerous crash fixes.
-More memory savings.

411,772 views 215 replies
Reply #51 Top

Ignoring all the carrier bickering, good lord am I impressed with all the changes!  On top of all these fixes, we get added functionality to modding and something I never dreamed possible with mod stacking.

When Entrenchment is fully out and running mostly correctly and I have Bailknight's graphics mod running on top of it, I am going to be one happy camper.  Until then, I'm still very eager to try out this Beta 3.

Reply #52 Top

Wow, well don guys, thats a hell of a lot of changes! But it shows that you have been listening to the forums, which is what we like to see!

Reply #53 Top

holy grail.

Reply #54 Top

The carrier rebuilding SC changes, along with increased Anti-SC range increase is GREAT!  That should be just the right nudge to make carriers/SC more balance, and, even be more realistic to boot (Attention all mechanics, this is the captian, please draw straws to see who has to repair the strike-craft durring the upcomming battle).

Reply #55 Top

Arguably the best update so far! 

-New Manifest System allows for original Sins and Entrenchment to coexist (see below for great new mod capabilities).

No need to go any further...

Thanks guys :)

 

Reply #56 Top

about the new manifest system:

Does it mean a mod build for entrenchment works automaticly with vanilla sins?

 

Is it still necessary to deliver all gameinfo, particle and window files?

Or only the things that you changed with a mod?

 

 

Reply #57 Top

It seems that this 10 € expansion is getting more work done than some full price games i've bought. Amazing! I especially love those AI improvements!

Reply #58 Top

Quoting TohKlidan, reply 6

Does it mean a mod build for entrenchment works automaticly with vanilla sins?
 
End of TohKlidan's quote

Highly doubtful, as that would make the vanilla sins install and data files identical to entrenchment, completely negating the need to buy the expansion.

Instead, what it may mean is that a mod for vanilla sins can be installed once and be visible/usable in both vanilla and entrenchment.

Reply #59 Top

Ok, first off, great job SD.  Awesome, just awesome.

1 point of contention, I disagree with the build rate penalty for carriers.  Each race has a cap (or 2) with anti-SC abilities.  It's not my fault that 95% of sins players didn't know how to use them, so now the carriers get nerfed beyond belief.  I agree with the flak buff, but with the build rate penalty change, the carriers will be relegated to pre v1.1 use. 

Mark my words, against competent players, carriers aren't OP now, and are certainly going to be worthless in attack fleets now (heck, 1 jump sucks the AM right out of them).  That test agent of karma did was lame, and wouldn't have been what I would have built for an anti-carrier fleet.

Reply #60 Top

What would your test have been then?  And why don't you do it on 2.5 and post the results then?

More to the point why don't you play with Beta 3 some before judging?

Reply #61 Top

1 point of contention, I disagree with the build rate penalty for carriers. Each race has a cap (or 2) with anti-SC abilities. It's not my fault that 95% of sins players didn't know how to use them, so now the carriers get nerfed beyond belief. I agree with the flak buff, but with the build rate penalty change, the carriers will be relegated to pre v1.1 use.

Mark my words, against competent players, carriers aren't OP now, and are certainly going to be worthless in attack fleets now (heck, 1 jump sucks the AM right out of them). That test agent of karma did was lame, and wouldn't have been what I would have built for an anti-carrier fleet.
End of quote

Lol

Reply #62 Top

Antorak Marauder
-Stabilize Phase Space is no longer a channeling ability, but is still interruptable.

End of quote

What does this mean?

My guess: I can still move the Marauder and do other actions but if the Marauder gets disabled it's interrupted?

Reply #63 Top

Being a total noob I may have this entirely backwards, but doesn't the carrier spam rely in a fast and overwhelming sweep, with fighters destroying capitals and structures in seconds? That will still work if the opponent does not have enough flak or fighters prepared. The 'nerf' here, IMO, is an attempt to stop carriers from being a machine of rapidly regenerating devastation, as swarm after swarm gets regenerated faster than the opponent can replenish their losses, even in carrier-killing LFs. But I guess only lots of testing will tell for sure.

Reply #64 Top

Quoting Phalnax811, reply 11

1 point of contention, I disagree with the build rate penalty for carriers. Each race has a cap (or 2) with anti-SC abilities. It's not my fault that 95% of sins players didn't know how to use them, so now the carriers get nerfed beyond belief. I agree with the flak buff, but with the build rate penalty change, the carriers will be relegated to pre v1.1 use.

Mark my words, against competent players, carriers aren't OP now, and are certainly going to be worthless in attack fleets now (heck, 1 jump sucks the AM right out of them). That test agent of karma did was lame, and wouldn't have been what I would have built for an anti-carrier fleet.


Lol
End of Phalnax811's quote

Not to beat a dead horse but, You do know yall are the minority? You are the 5%. Granted you are the top 5%, and you take the time to micro the hell out of a out of support ship. Doesnt make you all right though. Besides, its not gonna kill the carrier.

Reply #65 Top

What does this mean?

My guess: I can still move the Marauder and do other actions but if the Marauder gets disabled it's interrupted?
End of quote

I'm not sure about other actions, but it should be able to move while using the ability. ;)

Reply #66 Top

IMPORTANT: You MUST fully uninstall Sins of a Solar Empire & Entrenchment before updating to Beta 3!
End of quote

 

OK, time out. I must of missed that the first pass reading last night. Ummm...just curious why though?

Reply #67 Top

What would your test have been then? And why don't you do it on 2.5 and post the results then?

More to the point why don't you play with Beta 3 some before judging?
End of quote

Here, I made a post about it.  However, generally speaking, people think carriers are OP because they only build 1 capital ship.  If people knew the proper role of captial ships, they would QUICKLY realize carriers have LITTLE value even in the v1.1 world.

Also, in general, as much as a I like Agent of Karma and like playing with him, his tactical strategies suck.  His test was a waste of time.

https://forums.sinsofasolarempire.com/340339

Reply #68 Top

Not to beat a dead horse but, You do know yall are the minority? You are the 5%. Granted you are the top 5%, and you take the time to micro the hell out of a out of support ship. Doesnt make you all right though. Besides, its not gonna kill the carrier.
End of quote

Dude...who needs to kill the ship?  I mean, you can, and I'm all for that, but letting him rebuild his SC just so you can anhillate his SC again just gives your caps free XP.  Once you kill SC, the ship is just a dead weight to your fleet supply.

Reply #69 Top

Propably because Sins And Entrenchment can be played from the same install after this update. (If i understood the patch notes correctly)

Edit: answering to Carbon

Reply #70 Top

OK, time out. I must of missed that the first pass reading last night. Ummm...just curious why though?
End of quote

Well, right now it's a jumbled mess of an install from the previous betas. And with the new system to let Sins and Entrenchment co-exist, there's probably different install paths, etc.

Reply #71 Top

I am quite sure, that note about the install was not there when it was posted.

I'd still like to play entrenchment though, so any tip as to when I should uninstall it? or more to the point, any idea when we can expect it? I know ... fridays ...

Reply #72 Top

Ah ok, Sweet! I only assumed it was for the greater good. Guess I didnt put 1 and 2 together.;)

Reply #73 Top

Quoting Howdidudothat, reply 17

What would your test have been then? And why don't you do it on 2.5 and post the results then?

More to the point why don't you play with Beta 3 some before judging?
Here, I made a post about it.  However, generally speaking, people think carriers are OP because they only build 1 capital ship.  If people knew the proper role of captial ships, they would QUICKLY realize carriers have LITTLE value even in the v1.1 world.
https://forums.sinsofasolarempire.com/340339
End of Howdidudothat's quote

 

ok, if i take my bombers & fighters and kill your cap ship in 10-15 seconds then what?

you're point is true to a limit of strike-craft, but at a point where every capital ship can be destroyed in 1 or 2 flybys it's ridiculous.

you could have 16 capitals and still lose badly if i just have enough carriers.

 

so you're argument is only valid for early / mid-game

Reply #74 Top

Quoting ToJKa, reply 7
It seems that this 10 € expansion is getting more work done than some full price games i've bought. Amazing! I especially love those AI improvements!
End of ToJKa's quote

isn't this the truth...GREAT JOB IC and GOD do I love me some SINS!!!<3 <3

Reply #75 Top

To kill a cap in one or even 2 runs you have to have a pure buttload of bombers because fighters just aren't gonna do it.  Having that many bombers means that the fighters you field against them are gonna wipe the floor with them and there is a loss of 1 cap against the majority of your strike craft.  Secondly, slowing down the build rate while enemies are in the well will lead to RUSHING to carriers because once air superiority is achieved, you aren't getting it back.  This will lead the person with superiority to build even MORE carriers because carriers are versatile against different units and building more will put the nail further in the coffin with air superiority remaining in the hands of the first to achieve it.    Honestly the carrier change does more to help carrier spammers than hurt them because it will be all about who can get air superiority first.  The flak improvement is good and was needed.  Just my opinion and it may turn out different in the end.

[_]-Greyfox