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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.
73,127 views 143 replies
Reply #76 Top

Gotta disagree with you on the Advent Rebel Titan, it has around the passive DPS of the TEC Loyalist Titan which just feels wrong for a DPS orientated ship supposedly.

 

Boosting Strength of the Fallen's range (if not the entire grav well honestly) to the same as Purification's would be a good start. While it's true Chastic Burst is a decent AOE it doesn't make up for the fact that Unyielding Will needs serious help or other wise is a completely wasted level 6 ability.

 

On the bright side this patch has finally buffed/fixed the Domina Subjugator's healing ability, it now auto casts outside of combat. One good step forward for Advent.

Reply #77 Top

Quoting RiddleKing, reply 73
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. 
I would suggest that the deliverance hit shuts down culture centers on the planet it impacts, maybe even on the next planet in the system. Maybe not starbases, so Advent kinda have a counter to their own weapon like the TEC have. This would also enable the Advent player to creep his own culture to the enemy planets, supporting them whey they are moving forward.

Reply #78 Top

Superweapon Limit:  Limiting game options is just lazy.

I don't care that it can be modded.

Whats the point of forums if everyone is playing a different game?

Reply #79 Top

It's a bit lazy indeed, but I can see the point. Disappointed that the Titans haven't been changed.

Reply #80 Top

Quoting Grubnessul, reply 79
It's a bit lazy indeed, but I can see the point. Disappointed that the Titans haven't been changed.

Apparently you didn't read the entire thread.

Reply #81 Top

@Greg30007

i agree with everything else except this

Quoting Greg30007, reply 75
Rebels have best titan in the game so far IMO.

i think the Ragnarov then the Eradica then Ankylon then Coronata

 

but back to on point limiting super weapons for a few babies is really stupid and it does hurt the tech loyalist game play since they r a mostly defensive faction they still need something to help their offense and that is the nova

Reply #82 Top

In my opinion Titans should not be the 'end-all-be-all' weapons that everyone rushes to get and if you don't have one, you lose the game. They should be considered 'Heavy Capital Ships' and at that, not limited to one in play at a time (at the very least make that value something that is not hard-coded).

They should also stuff the Novalith research back into the missile tech tree. If you do these things chances are many complaints about 'Titan this, titan that, novalith this, novalith that' will go away or decrease significantly. Seriously, it's not that hard to balance it in this regard to get a game that largely everyone won't complain about and would actually be happy with.

 

Reply #83 Top

    We've gone YEARS without the AI building any superweapons, now they have been nerfed to oblivion, cause a few don't want to deal with them.

Reply #84 Top

Quoting mcintire, reply 77

Quoting RiddleKing, reply 73The 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. I would suggest that the deliverance hit shuts down culture centers on the planet it impacts, maybe even on the next planet in the system. Maybe not starbases, so Advent kinda have a counter to their own weapon like the TEC have. This would also enable the Advent player to creep his own culture to the enemy planets, supporting them whey they are moving forward.

Sounds good to me!

Reply #85 Top

Quoting boshimi336, reply 82
In my opinion Titans should not be the 'end-all-be-all' weapons that everyone rushes to get and if you don't have one, you lose the game. They should be considered 'Heavy Capital Ships' and at that, not limited to one in play at a time (at the very least make that value something that is not hard-coded).

dude plz stop with ur spam of making the titan "heavy captial ship" i have not seen anyone agree with u yet

Quoting boshimi336, reply 82
They should also stuff the Novalith research back into the missile tech tree. If you do these things chances are many complaints about 'Titan this, titan that, novalith this, novalith that' will go away or decrease significantly. Seriously, it's not that hard to balance it in this regard to get a game that largely everyone won't complain about and would actually be happy with.

making the tec loyalist titan back into the missile tech line would rly hurt the tec loyalist game play they need early novas to be effective

Reply #86 Top

No counter to the novalith?  I'm fairly certain that there is a tech on the starbases that prevent loss of a planet.  I recall them being different in Trinity but i think they all protect from the same effects now in Rebellion.

Reply #87 Top

Quoting martox1, reply 85
making the tec loyalist titan back into the missile tech line would rly hurt the tec loyalist game play they need early novas to be effective

 

You don't really get it do you? I'm NOT talking about bumping it back to the same vanilla tier. I'm talking about keeping it easy to get to just make it so that you have to do SOME of the missile research to get to it. That way they would get the tec sooner and technically for cheaper too. I don't understand why you don't understand that?

Reply #88 Top

Quoting Tribmos, reply 86
No counter to the novalith?  I'm fairly certain that there is a tech on the starbases that prevent loss of a planet.  I recall them being different in Trinity but i think they all protect from the same effects now in Rebellion.

They mean it cuts your trade port production in half and the population by 40% for 30 minutes. There is no way to counter this affect other than scuttling your world once you have trade ports setup and before Novaliths come online. The planet loss can be countered by the starbase, but who really cares when your trade production just got halved with a single cannon shell for 30 minutes. 

Funny thing is the Kostura was nerfed in 1.21 because it could disable and damage modules and fleets without counter in addition to opening a phase node. Now it only disables and damages modules for 3 minutes in addition to the phase node (90 seconds).

The Love Cannon can be countered by setting up a few culture centers. Plus the culture output only lasts for 5 minutes. It's other secondary affect is to increase your fleets damage by 25% while nifty isn't really a fun game mechanic IMO and isn't used online much due to it's heavy pre-reqs on the civilian side. There's so many other fun game mechanics that could be implemented with this one. Mass AM transfer from enemy fleet to yours, Mass shield restore, etc. At a minimum enemy culture at that planet should be disabled for the duration of the buff.

 

The only real problem I had with the Nova was the 30 minute timeframe meaning you DIDN'T have to spam them to get the real affect.

Reply #89 Top

i know what ur talking about and its still going to hurt them. tec loyalist cant get their twin starbases till tier 8 and after some rly expensive and long research while the other races can get some of their bonus early like the tec tebel with truce among rogue and the advent loyalist global unity and w/e the advent rebels do i havent played as them much and the tec loyalist have their early novas if they r tied back into the missile tech like u want then they lose their advantage

Reply #90 Top

It doesn't cut your trade income in half, it doesn't even shorten your trade route. For the Nova to have any value as eco hamper you have to invest into at least three or four of them, the same money would grant you a large fleet capable of actually taking away planets from the enemy.

Ever since Rebellion beta started people keep getting spasms over "how powerful" titans/superweapons are. They are not. A Titan is taken out by medium to large sized midgame technology fleet. I personally don't understand the "but it feeds titan" whining since your fleet grows over the course of game as well, so unless you are economically broken the issue is not as big as people blow it up to be. Not to mention your own capships and titan level by exploding titans as well, even faster if the destroyed titan is higher level. In a defensive position your losses are bound to be less expensive than the opponents, too, unless you mess up big time.

Novas and other superweapons are unchanged compared to diplomacy, if anything their effect has become weaker compared to then since everything else seems to have been buffed. The main value of supers seems to be the suprise effect, distracting an enemy with fortifying their worlds for a few moments so you can prepare an attack.

People need to overcome that "OMG giant ship/warhead incoming what do I do OMG" fear and actually take a look at the things, maybe they'll start becoming used to devising a strategy against them.

Reply #91 Top

Any news on the AI with frigates or Armistice spam?

 

Also, thanks for the update guys :)

Reply #92 Top

have a minor issue with the patch don't remember it from before the patch.  playing the advent rebels and trying to get military tech achievement on point break map anyhoo.  finished researching all six laser techs  hadn't research any beam or plasma and on the new corvettes the damage output says that both beam and point defense were increased by 1 whereas laser which is in the middle of the list hasn't changed one bit now i know based on tec corvettes upgrading all damage research increases damage of corvettes by 1 and just wondering if there is a mix up where the programming connected beam and point damage with laser tech. :)

Reply #93 Top

follow up: just finished researching superior emission coils and no change so my corvettes read  Beam damage 3 laser damage 2 point defense damage 4  just wondering if this is purposefully done or a bug :)

Reply #94 Top

Quoting mcintire, reply 90
It doesn't cut your trade income in half

You are wrong, yes it does for 30 minutes!

Quoting mcintire, reply 90
it doesn't even shorten your trade route.

No one said this so not sure why you bothered making this statement.

Quoting mcintire, reply 90
Novas and other superweapons are unchanged compared to diplomacy, if anything their effect has become weaker compared to then since everything else seems to have been buffed. The main value of supers seems to be the suprise effect, distracting an enemy with fortifying their worlds for a few moments so you can prepare an attack.

The Novalith and Kostura where changed in Diplomacy 1.21. The Kostura was NERFED, the Novalith was BUFFED. These were not done without some controversy even then. It's just made even more apparent because the Novalith was made even more accessible. I thought it was a bad idea then and still think so. The only superweapon that should have been modified in 1.21 was the Love Cannon IMO. 

 

So ya, I'm curious to see what they do with the superweapons. Limiting the amount of the weapons does open up possibilities to various new buffs and strategies that may result. Or we could just claim FUD and move on... personally I'm for seeing what kind of change this could result in.

 

EDIT - Read this if you want to get a glimmer as to why they might be proposing a limit on superweapons (https://forums.sinsofasolarempire.com/421725)

Reply #95 Top

Quoting High0Druid, reply 93
follow up: just finished researching superior emission coils and no change so my corvettes read  Beam damage 3 laser damage 2 point defense damage 4  just wondering if this is purposefully done or a bug

Sins tends to round up on displays. 30% may still result in the laser damage being less than 3 DPS though technically 30% stronger in real damage it will still show as 3 DPS.

Reply #96 Top

It takes away the trade income of one planet. If you have four planets that is 25% of your (edit: trade) income, given you have the same amount of trade income on every planet. With every planet or neutral well with a tradeport starbase upgrade this effect becomes smaller.

I added the fact that it doesn't shorten your trade route just to make sure noone makes wrong assumptions.

I said that superweapons were not changed since diplomacy I meant they were not changed between diplomacy and rebellion, to my knowledge. I never said anything about diplomacy patches. And by them getting weaker in rebellion I meant that they got weaker indirectly because the factions got overall stronger thanks to new techs. Again, nothing about diplomacy.

Reply #97 Top

that wasn't my initial problem my initial problem was that after researching the first in the laser tech line the dps for beam increased by 1 and point increased by 2 whereas the dps for laser didn't increase.  the point being that if you research laser improvements it should factor in the laser damage not in the beam damage regardless of whether or not you see an actual increase in the dps number in each ship is a totally different subject.

 

its ok if i research laser and laser dps doesn't change i understand it makes sense however my issue doesn't make any sense :)

Reply #98 Top

About my last post: Lol, forgot how sins calculates negative influences. Of course it takes away 12.5% of your trade income in my example. The "100%" debuff on the income means it cuts the trading income in half of course. Doesn't change anything about the point, though.

Reply #99 Top

Quoting mcintire, reply 96
It takes away the trade income of one planet. If you have four planets that is 25% of your (edit: trade) income, given you have the same amount of trade income on every planet. With every planet or neutral well with a tradeport starbase upgrade this effect becomes smaller.

It does not take away trade income from one planet.

It reduces the trade income of all trade ports on that planet by HALF for 30 minutes. If you have four planets with equal trade ports and one planet is hit with a Novalith you would lose effectively 1/8 of your trade income. If two planets were hit you would lose 1/4 of your trade income. If all 4 planets were hit you would then lose 1/2 of your trade income. With a 30 minute finish condition on this buff this is quite possible. Additionally on each of these planets you lost 40% of your total population potential plus any population lost due to bombardment. 

Quoting mcintire, reply 96
I added the fact that it doesn't shorten your trade route just to make sure noone makes wrong assumptions.

The Kostura Cannon can disrupt trade routes.

 

Reply #100 Top

Yes I know, that's why I corrected myself.

In your figure you'd need those four Novas first. Again, with the amount of money spent for this you could have gone conquering enemy planets as well. I know, the Kostura can shorten trade routes in sufficient numbrs by killing the structures on your planet. But again you need at least 3 of them.

TEC Loyalists can get them cheaper. I wouldn't mind adding them into the rocket research chain again (but branch out at tier 6) to amend that a little. I don't see any need for a real limit or a serious nerf of the weapon itself. Adding the choice for players to limit supers when setting up the game I don't mind either. But why forcing people to mod the game if they want to bash each other with supers throughout the universe?

Those two are actually the sore points to me with all that disctussion about them. People trying to make them weaker because of AI spam (which is an AI problem, for the 100th time) and people trying to get a hard-limit on them instead of giving the player the choice.