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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.
73,101 views 143 replies
Reply #51 Top

Nice, can you now please also fix the issue of various graphical effects such as warp tunnels, and weapon effects disappearing later on in long games? This has plagued Sins since it's inception and it's disappointing that it's still not been addressed.

Having half the graphical and particle effects missing really diminishes the game and makes me less likely to come back and finish a save game.

Reply #52 Top

[quote who="Seleuceia" reply="49" id="3130698"]
Quoting JohnJames, reply 46This 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 48I don't know, but thank the [noun] that they did it as constraints...

I concur...[/quote

 

At a limit of 2 or 4 the super weapons are not so super.  They are talking about to just limiting the number without any changes.

 

Remember Dark Armada?  Was nerf to death.  Have not seen anyone use it in years.  With a limit of 2 or 4 the supers weapons wont be that super.  

 

Your suggestions on the super weapons are game breakers. Ability to bypass aux gov with tec loyalist getting noas at level 6 is bad news

Reply #53 Top



In the next update superweapons will be limited to 2 per player.[/quote]   BOOOOO

Reply #54 Top

if the super weapons get a big buff then yeah it would be better but leaving them as is would make them useless minus the vasari super

Reply #55 Top

Regarding superweapons: Hate hard game limits, just adjust the price to make them more scarce, for the wimps. X(

Reply #57 Top

Quoting JohnJames, reply 52
At a limit of 2 or 4 the super weapons are not so super.  They are talking about to just limiting the number without any changes.

I'm not defending SD's implementation of superweapons...I'm stating that I'd rather have a limit (pick a number, I don't care) that allows for more powerful, meaningful weapons instead of the current situation....

Quoting JohnJames, reply 52
Your suggestions on the super weapons are game breakers. Ability to bypass aux gov with tec loyalist getting noas at level 6 is bad news

That is more a problem with one loyalist technology than a problem with the Novalith...additionally, you are completely omitting the possibility of concurrent changes (a limit on superweapons could be coupled with a major buff and a major cost increase)...

In any case, I don't see what the problem is here...they are implementing a moddable limit that you can increase to whatever number you please...you don't want superweapons to be limited?  Then set the number to 9000...SD is adding more options to the game, and the people who don't want to use this option don't have to... 

Quoting wbino, reply 55
Regarding superweapons: Hate hard game limits, just adjust the price to make them more scarce, for the wimps.

The problem with increasing the price is that it won't really affect a cheating AI, and the superweapon spam is most problematic in those SP games....

Reply #58 Top

The problem with Novaliths right now is that for the TEC loyalist they have been lifted out of their former place in the tech tree. They are tech 6 military with no prerequisites so they can rush to them, while the tech rebels need to research 7 things in missile tech before reaching it and the Advent is similar. I say put the loyalists Novalith research back somewhere in missiles so it cant be rushed too like now, then add a superweapons counter to game options 0-2-4-6-unlimited.

Reply #59 Top

Quoting Palp79, reply 58
The problem with Novaliths right now is that for the TEC loyalist they have been lifted out of their former place in the tech tree. They are tech 6 military with no prerequisites so they can rush to them, while the tech rebels need to research 7 things in missile tech before reaching it and the Advent is similar. I say put the loyalists Novalith research back somewhere in missiles so it cant be rushed too like now, then add a superweapons counter to game options 0-2-4-6-unlimited.

 I actually would second that one and agree. It should be back in with the missiles as a tech 7 research or at the least a branch down from the missiles in the 6 category to make it more difficult to acquire.  The limit selection is also a great idea if it were a per star option.

The 1 change I would love to see on the novalith (and all super weapons like it) would be it is limited to a system based weapon; meaning it can't attack anything outside the star system. So no suddenly getting spammed by 24 novaliths from 12 different stars systems!  There is no way to defend from them, even IF you have a fully raised planetary shield, they can't hold out that kind of fire power...  2 or 3 in 1 star system is enough to do heavy damage to a fully raised planetary shield planet.

 

*Gone... What do you mean gone? It's been totally blown away! Destroyed, by the Empire.*

Reply #61 Top

Quoting DavidFalcon, reply 59
would be it is limited to a system based weapon; meaning it can't attack anything outside the star system.

I've always wished for this...at some point, there was this constraint:

WithinSolarSystem

I'm not sure though if it actually works....

Reply #63 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.

 

This is awesome that it has been suggested to not be hard-coded. Where multiple super weapons (above 4) is nice is in very large maps ...

 

As suggested above,

Quoting Palp79, reply 58
The problem with Novaliths right now is that for the TEC loyalist they have been lifted out of their former place in the tech tree. They are tech 6 military with no prerequisites so they can rush to them, while the tech rebels need to research 7 things in missile tech before reaching it and the Advent is similar. I say put the loyalists Novalith research back somewhere in missiles so it cant be rushed too like now, then add a superweapons counter to game options 0-2-4-6-unlimited.

Reply #64 Top

Limiting super weapons to 2 or 4 basically means TEC loyalist gets massive nerf.

Tec loyalist are turtle race with titan that is incapable to do even minor damage to defended position even with support fleet. That means Loyalists have to have something that gives them offensive edge. As far as I see it novaliths are their only attack option.  

With limiting them here they need boost somewhere else.  

As much as I kind of stopped playing against TEC Loyalist Vicious AI just because they build super weapons 10-15 minutes into the game I do not agree they should be limited. There should be sort of time delay before you can start researching super weapons or start building them. 30 minutes in the game is late enough for players to take care of their defences and not to late for TEC loyalists to have impact in the game

Reply #65 Top

Quoting Greg30007, reply 64
Limiting super weapons to 2 or 4 basically means TEC loyalist gets massive nerf.

Tec loyalist are turtle race with titan that is incapable to do even minor damage to defended position even with support fleet. That means Loyalists have to have something that gives them offensive edge. As far as I see it novaliths are their only attack option.  

With limiting them here they need boost somewhere else.  

As much as I kind of stopped playing against TEC Loyalist Vicious AI just because they build super weapons 10-15 minutes into the game I do not agree they should be limited. There should be sort of time delay before you can start researching super weapons or start building them. 30 minutes in the game is late enough for players to take care of their defences and not to late for TEC loyalists to have impact in the game

 

TEC loyalists aren't powerful enough with the best economy in the game, cheap starbases, double starbases and a Titan that is better than either Advent offering? The very last thing TEC needs is a buff. Particularly when Advent have nothing that compares with the Novalith or even a way to mitigate a TEC player being able to easily kill half a dozen of their planets every couple of minutes. How stupid is it that the best Novalith counter is exclusive to the faction WITH the Novalith?

Reply #66 Top

was there another update?

 

Reply #67 Top

I'm new to Steam, and I'm trying to figure out how I get the update. Does Steam handle that automatically?

Reply #68 Top

Given the upcoming novalith constraints, I would request that autocast be turned off by default for its firing ability.  TEC Loyalist players will need to be more strategic about that first shot if they are going to rush them.  

It seems that the new novalith strategy for the loyalists may need be to a) turtle b) get the novalith early , and c) follow up your shots with an invasion fleet.  The shots won't necessarily have to be at border worlds, but they will need to count.

Would it be possible to scale the maximum allowed super-weapons based on map size?  2 (or 4) on a small map is very different from a large.  

As for these Advent and other recent updates, I really like them and look forward to trying them out.  I'm really glad the new Advent techs are being lowered so the 2 factions can be more distinct.  RoF and Reanimation at levels 1 and 2, holy crap.  Protection of the Unity, damn.  I think Advent Rebels will be my favorite faction after all (that loyalist coronata though, hmm).

Reply #69 Top

Quoting Starglide, reply 67
I'm new to Steam, and I'm trying to figure out how I get the update. Does Steam handle that automatically?

Yes, it should.  In your games library, right click Sins, go to properties, and then updates and under Automatic Updates, make sure the drop-down says "Always Keep this game up to date". 

Reply #70 Top

Yeah, I checked it, and it was already on that setting. Guess I'll try rebooting my system and see what happens. Thanks.

 

Reply #71 Top

only 2?? b b but i liked super weapon spam.... ... ...  

Reply #72 Top

How about this,

1 Adjustible limit IE 2,3,5,unlimited (This will be a per system limit)

2 For Tec loyalist put novalith back into the missile tree as a branch just move it up the tree so it is quicker to get to.

3 Limit super weapons to firing in their home system but add a tech to allow them to fire cross system. (This tech should be for late game and in defference to its truly super status it should be at the end of the missile tree since it is a prepulsion technoligy after all and require 9 military labs)

On a side note about the cross system firing nothing pisses me off more in the auto ai than going to the trouble of establising a pressence on a remote system, putting up novaliths and haveing them fire all the way back at my home system or some other system I am not even looking at yet. Not to mention colinizing a recently enemy planet only to have it go up in smoke two or three minutes later due to a shot that was fired when the planet was enemy, I hate micromanaging the things.

Reply #73 Top

The nerf weakens the whole theme of the tec loyalists entrenchment strategy considerably. Will this benefit the single player playing vs the AI? Yes and No. 

 

Will it benefit multiplayer? No difference

 

What i want to know Yarlen is how the delieverence engine is of any use compared to a transcencia starbase with culture modules?

It was never harldly used and has no use in the game as a culture super weapon. Limiting the number to 2 super-weapons further solidifies my statement. Make the negative culture at -7 for each shot then it picks a different target. 

Reply #74 Top

Please fix the fail whit the TEC research Labs the image of the bottom centre are exchanged, if you select the military lab appear the image of the civic lab and if you select the civic one appear the military. This happen in diplomacy 1.34 too.

Reply #75 Top

Quoting NovaStalker, reply 65
TEC loyalists aren't powerful enough with the best economy in the game, cheap starbases, double starbases and a Titan that is better than either Advent offering?

All what Loyalist has is defence orientated. They have no strong attack options. Ogrows are but with most titans having aoe attack they are double edged sword because they hog fleet supply and they die fast. Their titan cannot kill capital ship not even talking about star base.... 

Advent:

  • Rebels have best titan in the game so far IMO. 2 pasive abilities and AOE ability which with lvl 6 titan or even more with lvl 8 can get spammed continuously.
  • Loyalist although didn't play a lot with them but weapon cool down increase and speed decrease do look potent options especially in big fleet clashes

 

Repulse which with a bit of micro can trap high priority enemy ships and split enemy fleets. All the synergies. Mass disorient on sb combined with a bit of repulse and meteor control ..... Insta shield and am regeneration.....  Starfish although not really viable in skilled MP games very good against ai....   

 

I do use advent super weapons but only in single player games though. They are very easy to defend against if you play against human opponent....