Yarlen Yarlen

Rebellion Beta 2a (0.79) Change Log

Rebellion Beta 2a (0.79) Change Log

Now Available via Steam

Today Stardock Entertainment and Ironclad Games are pleased to release the first update for Beta 2 of Sins of a Solar Empire: Rebellion to testers via the Steam client. 

NOTE: THIS UPDATE IS NOT SAVE GAME OR REPLAY COMPATIBLE WITH PRIOR VERSIONS.

Here's the list of the latest changes:

 

[Graphics]

  • Added full quality intro video.
  • Fixed bug with Fracture ability particle effects so they will now display on all affected ships.
  • Fixed null pointer crash with the shadow system.
  • Fixed bug that caused ships to disappear.
 
[ Gameplay ]
  • TEC Loyalists
    • Fixed bug that allowed TEC Loyalists to use Pirate Mercenaries on their Broadcast Center.
  • Advent Loyalists
    • Increased Acclimation of Will to two research levels; per level increase changed from 0.10 to 0.25.
    • Assimilated Populace moved to Diplomacy tree; reduced from Tier 5 to 3; requires sufficient labs to function.
    • Confluence of the Unity per level value increased from 0.10 to 0.25.
    • Coward's Submission moved to Defense tree; reduced from Tier 6 to 4; pre-requisite tech removed.
    • Global Unity reduced from Tier 5 to 4; added additional research level; pre-requisite tech removed; and now requites sufficient labs to function.
    • Planet for a Planet Tier increased from 2 to 3.
    • Fixed bug with Suppression Aura that would let it persist on ships captured with Subjugation.
    • Global Unity should now affect newly colonized worlds. Culture caches are updated again upon colonization.
    • Updated Coronata Titan's ultimate ability, Repossession, to not work against Capital Planets or the Artifact planet (i.e., Occupation Victory).
  • Advent Rebels
    • Cleanse and Renew moved to Military tree; Tier increased from 4 to 5.
    • Expulsion moved to Defense Tree; Tier reduced from 5 to 4.
    • Mass Communion per level increased changed from 25% to 40%.
    • Protection of the Unity moved to Defense tree; Tier changed from 7 to 1; updated to 3 levels at 33% each; now requires sufficient labs to function.
    • Reanimation Tier reduced from 4 to 2; now requires sufficient labs to function.
    • Return of the Fallen Tier reduced from 4 to 1; now requires sufficient labs to function.
    • Fixed bug with Reanimation that prevented it from cloning destroyed enemy ships.
    • Fixed bug with Return of the Fallen that prevented it from resurrecting destroyed ships.
    • Updated Chastic Burst to affect Starbases.
    • Updated Wail of the Sacrificed to affect Starbases.
  • General
    • Multiplayer
      • Added method to add/remove Friends by SteamID and sync to ICO.
      • Fixed double friend message bug on ICO.
      • Fixed crash in Steam game invites.
      • Passwords will now work for joining password protected games on ICO via Steam.
    • Added missing game win strings.
    • Updated save system to save out fleet cohesion settings.
    • Updated Titan weapon damage type vs armor values. Should prevent Titans from prioritizing strikecraft.
    • Fixed incorrect Advent tech tree names.
    • Fixed null pointer crash with the shadow system.
    • Updated Starbase Destabilization InfoCard to more accurately display its effects.
    • Flagships should now correctly bomb enemy planets when there are no other threats present.
    • Fixed crash bug related to missions for the Pirate player.
    • Updated other instances of Antimatter Recharger to Temple of Renewal in strings file.
    • Increased warning threshold on when a planet will flip from culture.
    • Fixed crash related to space mines - this was a big cause of random mid-game crashes.
    • Added several constraints to corvette passives so they won't affect non-viable targets.
    • Fixed bug that caused ships to spin in place.
    • Fixed bug that would prevent ships from Phase Jumping.
    • Iconus Guardian shield projection autocast aiUseTime changed to OnlyWhenManyTargetsDoNotHaveBuff.


[ Interface ]

  • Tweaked some positions in the race select dialog.
  • Moved tutorial text and OK button up slightly so they don't overlap notification messages.
 
[ AI ]
  • AI players should be a bit better about when/who they offer missions to.
  • Updated aiUseTime on Perseverance to Anytime.

[ Sound & Music ]

  • Normalized all new sound effects.
  • Fixed bug that caused the GameWin event to play continuously if you pressed Keep Playing after a win.
  • Fixed incorrect allied game win voiceover.
  • Added new sound effect for Wail of the Sacrificed.

[ Modding ]

  • Added new aiUseTime - OnlyWhenManyTargetsDoNotHaveBuff.
73,185 views 143 replies
Reply #26 Top

Uhhm, about the Advent Loyalist Titans ultimate, now that it doesn't affect capital planets, does this only count for capital victory or does it prvent capital planet captures in normal games, too? And does it affect capital planets of player slots that were not filled to begin with (playing a 1on1 on a 4 player map i.e.)?

Otherwise it sounds really good, will have to postpone testing till tomorrow, though.

Reply #27 Top

Quoting Yarlen, reply 24
In the next update superweapons will be limited to 2 per player.

That seems really low.  At the very least it should be 4 per player.  I suspect that the real problem is that the TEC Loyalists can get the Novalith too easily.

Reply #28 Top

seems a bit low, but I will have to reserve judgement for now.  2 novalith hits will wipe out most planets anyway, plus it will reduce the spamming the AI was doing.

Reply #29 Top

Quoting Yarlen, reply 24



Quoting OMEGAlomania,
reply 22
Still no abilty to limit/turn off superweapons I realy hope this gets added, personally I'm not finding singleplayer that fun because of them.


In the next update superweapons will be limited to 2 per player.

Oh HELL YEAH!

Reply #30 Top

2 super weapons per person is really gay

instead of just limiting them over all add the option to have 2 4 or unlimited

Reply #31 Top

Quoting mcintire, reply 26
Uhhm, about the Advent Loyalist Titans ultimate, now that it doesn't affect capital planets, does this only count for capital victory or does it prvent capital planet captures in normal games, too? And does it affect capital planets of player slots that were not filled to begin with (playing a 1on1 on a 4 player map i.e.)?

Otherwise it sounds really good, will have to postpone testing till tomorrow, though.

Prevents capture of Capital planets in any game mode. If a player slot was left open, then there's no capital where they would have been (just a Terran planet). ;)

Reply #32 Top

2 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck.

Reply #34 Top

Quoting Yarlen, reply 24

Quoting OMEGAlomania, reply 22Still no abilty to limit/turn off superweapons I realy hope this gets added, personally I'm not finding singleplayer that fun because of them.

In the next update superweapons will be limited to 2 per player.

 

Ohhhh thank you thank you thankyouthankyouthankyou!!

Reply #35 Top

Quoting NovaStalker, reply 32
2 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck.

I've asked to bump it to 4 total per player and to make it moddable.  Will look at buffing them once we tie it down more.

Reply #36 Top

Wow, lots of updates here and more on the way?

 

Yarlen could I ask you to pass a message to the dev team?

 

Message is as follows:

"YAY."

 

Thanks! XD

Reply #37 Top

4 super weapon i can live with maybe lol but im still going to mess the mass spam of them

Reply #38 Top

Quoting Yarlen, reply 35

Quoting NovaStalker, reply 322 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck.

I've asked to bump it to 4 total per player and to make it moddable.  Will look at buffing them once we tie it down more.

 

I'd suggest 3 as a happy alternative. That way a Tec player can only nuke one planet and hurt another within a given CD period. It would also give the Vasari a decent amount of time if they stagger their shots. And it doesn't matter at all how many Deliverance Engines an Advent player has currently so that remains to be seen.

Reply #39 Top

Quoting Yarlen, reply 35

Quoting NovaStalker, reply 322 super weapons per is fantastic so long as they do something to make culture work or the Deliverance Engine not suck.
I've asked to bump it to 4 total per player and to make it moddable.  Will look at buffing them once we tie it down more.

 

Nice to know. I'm guessing moddable lets us reduce the 4 limit or disable them? If so this is most excellent news Yarlen :D

 

Edit/ The Smilies on this forum are hilarious.

Reply #40 Top

i love alot of super weapons and hate to c them limited though im probably the only one

Reply #41 Top

I like that one of the things it lists are crash fixes, but my game still crashes like every 10 minutes.

 

Yes, my drivers are up to date. Yes, my hardware is modern. Still crashes all the time. 

Reply #42 Top

Space Mines have been fixed!!! Nice one, that bug was such a pain the other night and just when I was three planets away from an Advent victory and achievement.

Thanks guys.

:-)

 

Super weapons limited to 2 player games, thats just not right. 

Reply #43 Top

Quoting SgtHop, reply 41
but my game still crashes like every 10 minutes.

Yes, my drivers are up to date. Yes, my hardware is modern. Still crashes all the time.

Sgt, try putting all the video effects at low (down from highest), under options, effects.  Maybe even turnoff some special effects.  Your computer might not be able to handle all of highest graphic effects.

 

Quoting Yarlen, reply 35

I've asked to bump it to 4 total per player and to make it moddable. Will look at buffing them once we tie it down more.

 

Yeah, we need more than 2 Superweapons.   Vasari Kostura's take 3 shots in rapid succession to destroy extractors. It takes at least 5 shots to destroy frigate factories and turrets. About 6 shots to kill labs, trade ports and cap ship factories.  Unless you plan on buffing the Kostura.

 

Reply #44 Top

Quoting Yarlen, reply 35
I've asked to bump it to 4 total per player and to make it moddable.  Will look at buffing them once we tie it down more.

Excellent...

Also Yarlen, for the purposes of Possession's targetting, what flags a planet as capital?  Is it the capital planet upgrade or the fact that it is a terran HW planet entity?

Reply #45 Top

Awesome job guys, really enjoying the beta.

I'd love for the option to turn off superweapons in the game if possible as well, it's slightly annoying. Still having fun but not as much as I could have :)

Anyway, thanks again, keep up the good work!

Reply #46 Top

After years of trying to get the AI to use superweapons we now are limiting them to 2 and maybe 4?

 

This is a time when Devs need to ignore the suggestion made by others to limit superweapons.  

Are we going to start limiting LRMS to only 30 or 20, and carriers to 10 per player? 

 

Superweapons was a good way to end a game when a dead player would not leave a game and bombing every planet was the only choice to win.  Now with 2 that option is gone. 

 

Do you not want us to use superweapons anymore?  Just remove them if so. 

Reply #47 Top

Awesome I am very happy about this and the super weapon limit is great I think it forces you to use more strategy and not just spam super weapons I like that idea will be testing the advent tonight they are my favs and the updated sound awesome and for the people complaining about the corvettes they will be balanced probably once the Vasari corvettes are released and we can balance them all together 

Reply #48 Top

Quoting Seleuceia, reply 44
Also Yarlen, for the purposes of Possession's targetting, what flags a planet as capital? Is it the capital planet upgrade or the fact that it is a terran HW planet entity?

I don't know, but thank the [noun] that they did it as constraints... :thumbsup:

    constraint "NotIsHomeworld"
    constraint "NotIsOccupationPlanet"

Reply #49 Top

Quoting JohnJames, reply 46
This is a time when Devs need to ignore the suggestion made by others to limit superweapons.  

Superweapons are individually weak...other than kosturas, the tactical significance of one superweapon isn't very high, and late game basically becomes a superweapon spamfest...

I'd rather see superweapons that truly were super where one weapon had a huge tactical significance, and buffing superweapons to that degree would need to be coupled with some sort of limit...

Imagine a novalith that instantly destroys a planet (bypassing auxilary gov.), or a deliverance engine effect that lasts for 30 minutes, or a kostura shot that destroys structures (save superweapons) instantly...you couldn't make superweapons that powerful unless there was a limit...

Anyway, I'm really glad that the limit is likely to be moddable...

Quoting GoaFan77, reply 48
I don't know, but thank the [noun] that they did it as constraints...

I concur...

Reply #50 Top

As someone said before: NOO, my save =( I have an freeforall 10 player battle with 9 AIs going on and conquered one third, my first really nice round since i started playing SINS some years ago... Maybe you should add an 'compatibility option' that autodetects savegames's version and kinda disables the new features for that session. Or just make steamupdates optionally or stuff =( Yeah, i know, its beta.

So... great work so far, but im seeing an development like in many games, lets take Mass Effect as example: Its going kinda Mainstream. The real Freaks get left behind to make the game more... "friendly" (or, in MEs case, more mainstream to get a higher marketshare.) I as casual SINS player kinda like the easyness, but as freak i would disagree with it (like i do with the new ME design, why the Hell did they have to get Ashley a new outfit, reduce the RPG options and, most dramatically, give EDI an body???) Just saying, cause i think you as kinda... small, not that dependent gamestudio may listen to that and keep an eye open for the freaky players. Its worse to lose real Fans than dont gain more casual players. 

I know, kinda OT, just saying.

Regards, Schiff