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.
73,127 views 143 replies
Reply #101 Top

Quoting mcintire, reply 100
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.

You don't need four nova's to reduce trade on four planets, the cooldown time is sufficient to target multiple planets before the 30 minutes expire.

Quoting mcintire, reply 100
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.

It disrupts the trade lane without killing the trade ports. Why? The trade ports and any other modules are disabled for the duration of the effect. This can also impact any research or ships in queue as well as a temporary disable of culture.

Quoting mcintire, reply 100
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.

I didn't read what Yarlen said as weaker. I read limited in numbers but rebalanced to be more effective. 

Either way, I guess we'll see.

Reply #102 Top

Yeah he didn't. The first post of mine about this was probably all those superweapon and titan threads welling up inside of me :p. In the followups I just kept going with that.

I thought the Kostura only disabled tactical buildings, but damaged all of them. Good to know, with my friends being so Vasari centred I mostly play TEC and Advent. Hope with Rebellion I get to play Vasari, too :).

(Also whenever I see your Avatar I gett he feeling I'm being yelled at, that's kinda making me agressive, lol)

Reply #103 Top

i didnt hear anything about buffing superweapons?

Reply #104 Top

Quoting Pbhead, reply 103
i didnt hear anything about buffing superweapons?

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.

Reply #105 Top

Quoting mcintire, reply 102
I thought the Kostura only disabled tactical buildings, but damaged all of them. Good to know, with my friends being so Vasari centred I mostly play TEC and Advent. Hope with Rebellion I get to play Vasari, too .

Crap, I overshot too. I thought it had a buff that affected the trade lane too. Apparently not after looking them over again, but it will disable all modules as previously stated for 180 seconds. Sorry about that.

entityBoolModifier "DisableAbilities"
entityBoolModifier "DisableConstruction"
entityBoolModifier "DisableModuleFunctionality"
entityBoolModifier "DisableRegeneration"
entityBoolModifier "DisableWeapons"

Quoting mcintire, reply 102
(Also whenever I see your Avatar I gett he feeling I'm being yelled at, that's kinda making me agressive, lol)

Lol, I just really like zombies and love that picture. You should pick out an avatar versus the old gray haired dude.

 

Reply #106 Top

Quoting ZombiesRus5, reply 105


Lol, I just really like zombies and love that picture. You should pick out an avatar versus the old gray haired dude.

 
Haha, just tried. I can't. Forums claim my picture is too large. Resized to 99x99, didn't work. Compressed the image with Gimp till it only had a size of 800 bytes (and th 99x99 pixels), didn't work. Tried both .jpg and .png formats, well you now the deal. Guess the forums just don't like me :p.

Reply #107 Top

pirates...pirates...pirates



Reply #108 Top

The player can only build 1 SB per planet...

The player can only build 1 Titan...

The player can have only 16 capital ships (or 14 if they have a titan)...

The player can have only one HW...

The player can have only 150 mines per gravity well...

The player can only offer a pact to one other person...

The player cannot have all capital ship abilities upgraded, all titan abilities upgraded, or all SB upgrades purchased...

Seems like Sins is a game rife with player limitations...funny how many panties have gotten twisted in a knot when superweapons get limited too, just like everything else...

 

Reply #109 Top

I have been getting frequent crashes while playing the gave for about an hour to an hour and a half. has anyone else been having these problems?

Reply #110 Top

Quoting Seleuceia, reply 108
The player can only build 1 SB per planet...

The player can only build 1 Titan...

The player can have only 16 capital ships (or 14 if they have a titan)...

The player can have only one HW...

The player can have only 150 mines per gravity well...

The player can only offer a pact to one other person...

The player cannot have all capital ship abilities upgraded, all titan abilities upgraded, or all SB upgrades purchased...

Seems like Sins is a game rife with player limitations...funny how many panties have gotten twisted in a knot when superweapons get limited too, just like everything else...

 

Yeah, I would much prefer that these limits get changed into settings that we can set ourselves in the ways we want.  Sounds like a good consumers bill of rights item doesn't it?  ;)

Reply #111 Top

Quoting Seleuceia, reply 108
The player can only build 1 SB per planet...

The player can only build 1 Titan...

The player can have only 16 capital ships (or 14 if they have a titan)...

The player can have only one HW...

The player can have only 150 mines per gravity well...

The player can only offer a pact to one other person...

The player cannot have all capital ship abilities upgraded, all titan abilities upgraded, or all SB upgrades purchased...

Seems like Sins is a game rife with player limitations...funny how many panties have gotten twisted in a knot when superweapons get limited too, just like everything else...

 

but those r things that need to be limited supers dont need to be

Reply #112 Top

I think the limitations on super weapons are not needed as it will severely nerf the advantage of TEC Loyalist.

Instead, i think a nerf on the Novalith's damage is needed where it should not destroy an unprotected asteroid in one shot. Or put a hard cap that you cannot destroy a planet's occupation regardless how many Novalith you used on a planet, such as leaving a bombarded planet with 5% of the health remaining to put a penalty on the taxes gained by the owner. Or throw in a slight effect to slow down the growth of the population after bombardment to regain the planetary tax rate to normal. This will not completely decimate the opponent's economy where a late game player should have an extensive trade network to support their economy. In addition, this also serve as a warning to the receiver that they need more Trade Ports to sustain their economy with low planet tax.

In my opinion, this fits the lore of the TEC where they are trying to ruin your economy to destroy you. This is also to encourage the TEC Loyalist to destroy the planet with their own fleet, than sitting in the base and destroy enemies planets with no offensive fleet. It is unfair and not fun to counter as the opponent with Novalith in its current state.

Both Advent and Vasari super weapons are sort of support weapon on the fleet. Why cant Novalith behave the same? It should not be an offensive weapon to begin with, where it can be used as a complement to an offensive force, such as allow a planet to be destroyed faster by removing 95% of it's health almost instantly. On the other hand, serve as a harassment weapon, to deteriorate a Terran planet's population growth.

Hard cap is just a terrible way to solve this problem. A careful redesign of the superweapon will make it more fun for the user and the receiver. There are definitely other ways to redesign Novalith, such as the Supreme Commander method of controlling superweapon by asking the user to pay for each warhead. I do not think that this is a good option for Sins of Solar Empire.


I sincerely hope Iron Clad will retract the idea of putting hard caps on super weapons.

Reply #113 Top

I read this, and I have to say, THANK GOODNESS. Superweapons in single player were getting way out of hand with the computer building one in almost every single gravity well it could get its hands on. Now some may think, why would you let them do that? Playing and testing the game through single player with hard AI's is a bit silly right now. The AI thinks Superweapons are the end game, not capitol fleets and large fleets. So you end up having the AI with 6+ novaliths and him blowing your planets away because you're busy dealing with incoming empires from elsewhere.

Reply #114 Top

Quoting Seleuceia, reply 108
The player can only build 1 SB per planet...

The player can only build 1 Titan...

The player can have only 16 capital ships (or 14 if they have a titan)...

The player can have only one HW...

The player can have only 150 mines per gravity well...

The player can only offer a pact to one other person...

The player cannot have all capital ship abilities upgraded, all titan abilities upgraded, or all SB upgrades purchased...

Seems like Sins is a game rife with player limitations...funny how many panties have gotten twisted in a knot when superweapons get limited too, just like everything else...

 

1 Starbase per planet -modders can up the number

1 Titan -hopefully modders will be able to change it in the player entity

16 caps -modders can get many more

1 homeworld... well, just makes a bit of sense and having more would render allegiance decrease worthless and unbalance economies.

150 mines -moddable to less or more

pacts... pacts, smacts... blow ship up

Capital abilities ??? What ??? -so some have 4 abilities with 3 points each making players have to choose?!!!  Damn that's just harsh.  Good thing 7DS didn't do that with a couple of capitals. 
Titans... wow, same thing... too bad, deal with it.
Starbases -modders can increase number of upgrades

2 Superweapons max -hopefully that can be modded in the player entity file.

 

Reply #115 Top

Quoting SemazRalan, reply 114
2 Superweapons max -hopefully that can be modded in the player entity file.

Well that's my thinking...everything else has moddable limits, why not superweapons...

Reply #117 Top

Superweapons as they are now are pathetic...one superweapon is pretty lame, really, it is...

Novaliths are decent, and one kostura does have a nice tactical advantage...but in general, one superweapon is lame...I'd rather have a lvl 10 Titan with some high level caps than have 5 superweapons...

Better, more powerful and more strategic superweapons would be great...and logically, if such things were much more powerful, they would also need to be limited...

I feel like a broken record...It boggles my mind how difficult the concept of concurrent changes seems to be....

Reply #119 Top

Quoting martox1, reply 118
as long as they get a HUGE buff i guess i might be ok with a limit

Yeah, I'm just taking a wait and see approach on this one. I don't especially like how super weapons are now and rarely use them, and it may make the AI a bit easier and less annoying (neutral change overall), but I dislike unchangeable limits even more. If they actually make super weapons truly super it maybe worth it, and a nice counter to titans, since you get them earlier and are even better at winning the game.

Reply #120 Top

Quoting SemazRalan, reply 114

Capital abilities ??? What ??? -so some have 4 abilities with 3 points each making players have to choose?!!!  Damn that's just harsh.  Good thing 7DS didn't do that with a couple of capitals. 
Titans... wow, same thing... too bad, deal with it.
Starbases -modders can increase number of upgrades
 

I think the point he was making here is that previously you had 3 abilities that went to level 3 and one "ultimate" ability. This allowed you to have everything at level 10.

Now, however, abilities go up to 4 and 2 for the ultimate, allowing you to specialize more.

Reply #121 Top

Just few comment, looking great so far, very playable.

AI needs to use better mix ships be frig, cruisers, cap.

TEC alway gets to Titan 1st. Better income?

Four stages to build a Titan needs work, adds nothing to gameplay.

Death of Titan shb penalized or lvl'ing changed.

Starbase lose purpose in mid & late game due to Titans.

Reply #122 Top

Quoting draknar, reply 121


Starbase lose purpose in mid & late game due to Titans.

 

Actually its not that star bases become outdated its that that dont have a large enough hp/shield pool to be able to survive/kill a titan. To solve that either stick in a research that increases the hp/sp pool dramatically or a research on the starbase that nerfs in system emeny titans weapons to a point where you cant 2 shot a starbase with one :P

 

at least that's my thoughts on it :)

Reply #123 Top

Quoting minidump-hellboy, reply 107
pirates...pirates...pirates

 

Strenghtened or weakened? Personally i loved that mod that gave them capital ships  :O

 

And i would second the request to make the Super Weapon limit configurable, (off, 1, 2, 5 unlimited) for example.

Reply #124 Top

Quoting Seleuceia, reply 117
Superweapons as they are now are pathetic...one superweapon is pretty lame, really, it is...

Novaliths are decent, and one kostura does have a nice tactical advantage...but in general, one superweapon is lame...I'd rather have a lvl 10 Titan with some high level caps than have 5 superweapons...

Better, more powerful and more strategic superweapons would be great...and logically, if such things were much more powerful, they would also need to be limited...

I feel like a broken record...It boggles my mind how difficult the concept of concurrent changes seems to be....

2 is good, if the cannons are good.

I'd rather have StarClad figure out how to get the AI to research not just all the ships and a handful of economic items, but get their weapons upgraded.  Research has priority 0.0 or 1.0, but the AI researches for crap unless it is a researcher and has tons of resources to throw into it.

You're welcome.  Pirates got capitalships, an NPC starbase and module that can capture capitalships.  Rogue are just about as piratey as a player can get. 

 

Reply #125 Top

IMO, superweapons should always have a limit of 1... It's a superweapon. Say you can only have 1 and then balance it around that fact. make them freaking awesome. I feel that limiting the number allowed will remove the chains preventing these weapons from becoming all they could be.