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Diplomacy/Trinity Update 1.32
Geschrieben von Crebiz   
Dienstag, 16. August 2011
Seit kurzem ist nun das nächste Update für Diplomacy/Trinity über Impulse erhältlich.
Die Version 1.32 beinhaltet nur einige Bugfixes. Was geändert wurde, könnt ihr dort, oder weiter unten nachlesen.





Sins of a Solar Empire: Trinity/Diplomacy v1.32 Change Log

By on August 16, 2011 9:48:14 AM 

Stardock Entertainment and Ironclad Games are pleased to announce the release of Sins of a Solar Empire: Trinity/Diplomacy v1.32. The update is now available for all registered customers via the Impulse client (http://www.impulsedriven.com). Special thanks to all the gamers who provided feedback for this patch!

NOTE:  THIS UPDATE WILL BREAK OLD SAVE GAMES AND REPLAYS.


 

[ Gameplay ]

TEC:

  • Fixed autocasting on Worthy Cause envoy ability. It will no longer target the player’s own planets (as intended).
  • Fixed the Trade Pact so that cargo ships get their HP bonus as intended
  • Corrected TEC Siege Frigate research time to match its tier
  • Corrected TEC Wormhole Travel research time to match its tier
  • Corrected the Catastrophe Recovery research time to match its tier
  • Corrected the Advanced Arctic Colonies research time to match its tier
  • Corrected the Nuclear Smelting research time to match its tier
  • Switched the TEC planetary shield buff priority to keep it from creating non-stop entity counts


Advent:

  • Illusionary squadrons will no longer give bounty or XP
  • Updated the Shield Pact to grant +15% to max shield points and +15% phase missile block (from 10%)
  • Corrected the modifier on Cultural Assistance to correctly increase the planet upgrade build rate
  • Corrected the Advent Wormhole Travel research time to match its tier


Vasari:

  • Fixed the Pricing Pact to correctly make purchasing resources cheaper
  • Updated the Phase Jump Pact so that two Vasari players can now share one another’s phase node networks


General:

  • Reduced the AI Relationship bonus growth rate for Unfair, Cruel and Vicious AI types
  • Reduced overall AI Relationship growth rate from 0.0003 to 0.0002 per second
  • Fixed a crash related to bombing planets
  • Increased Deconstruction rate from 30 hp/sec to 50 hp/sec
  • Updated Deconstruction autocasting to only target structures that have no weapons
  • Military Actions are now counted regardless of location as intended. Previously they would only count in neutral gravity wells, which made the stat not update as designed. 
  • Military Actions formula corrected to now be based off fleet supply/100 for ships
  • Military Actions is now capped at +3.0 from +5.0
  • The game will now cache rolls for player missions so that the AI no longer randomly decides to reject missions part way in
  • Players will now be able to offer the AI resource missions as soon as they've researched the required tech
  • Fixed lag issue that some players would see when a mission was completed by any player
  • Players will now automatically break Pacts when they die


[ Sound ]

  • Mission completion/failure for player missions will no longer trigger completion/failure sound effects


[ Modding ]

  • Added a new AIAutocastUseTargetCondition – HasNoWeapons
  • Hooked up the min/max pirate supply numbers in gameplay.constants


[ Misc. ]

  • Removed an old assert for envoys (only noticeable with the dev .exe)
  • Removed a dead entity in the entity manifest
 
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