Sins of a Solar Empire is the highest rated new PC game of 2008 as well as the best selling new PC game of 2008 but we're not resting on our laurels.
Even now, version 1.03 of Sins of a Solar Empire is in internal beta. Stardock and Ironclad are working through the features and testing the new updates based on player feedback. Once that's done we'll get a demo version out and then move on to 1.04.
1) Significantly updated computer AI. The AI is substantially better than in the current game. We're also evaluating whether to put in a difficulty level that gives the AI added bonuses since, in any RTS, a top human player will always be able to out think a computer AI.
2) LOTS of new game setup options including:
+ Pirates or no pirates in a given game
+ Fleet size
+ Income rate speed
+ Build Speed
+ Ship speed
+ Research Speed
+ Culture Speed
3) The open market for buying and selling of resources has been altered so that there are random fluctuations in pricing and can crash or boom based on player behavior.
4) Imrpoved group phase jumping for large fleets of ships.
5) AI will surrender if situation is hopeless rather than drag the game out.
6) AI players will replace humans in multiplayer if a player drops.
7) Defeated players who are observing can no longer give resources or place bounties (bit of an exploit there).
8) Lots of tweaks to Ironclad Online for messaging users.
9) Improvements to network coding for multiplayer play.
Our ETA for this release is late next week or the week after depending on testing. We want to make sure the AI updates work pretty well (and that means, ahem, lots of play testing!) and lots of network testing.
We also have a pretty large list of things to do for a future 1.04 so if your own personal wishlist isn't fulfilled here, there's always 1.04 to look forward to.
Info from other threads
-Improved Group Phase Jumping for large groups of ships. If the number of ships exceeds a threshold, the group will only wait for 90% of the value of the ships to be ready. The stragglers will follow shortly after. Typically, its only a couple ships that cause the whole operation to stall so this should eliminate the majority of problems.
-AI will now take over for dropped players.
-You no longer have to kill all a dropped player's planets to win even when the AI takes over for him.
-Overseer's Nanite Reactive Armor ability can now properly stack heals (but not the armor and max HP bonus).
-Kostura Cannon now only disables enemy units and structures at the target planet as originally intended.
-Autocast for many disabling abilities improved.
-Disciple's Transfer Antimatter no longer targets other Disciples when autocasting.
-Transfer Antimatter can no longer target entities with full antimatter.
-Can't attack unbuilt structures anymore.
-You can now change game options when loading save games.
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AI:
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-AI now knows how to surrender (based on time elapsed, relative economy, relative fleet value, resource reserves, and allied strength). Also, an AI player will not surrender if he has a human ally.
-AI is now smarter about retreating and is willing to commit local suicide or accept local Phyrric victories if the global gain is higher and will also factor in local allied forces.
-Fixed various AI researching and building stall outs for the various trees (military in particular).
-Rewrote AI siege building and attack logic.
-Improved AI use of Black Market.
-Autocast for many disabling abilities improved.
-Wide variety of AI upgrades.
http://forums.sinsofasolarempire.com/?forumid=403&aid=302815