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.
73,123 views 143 replies
Reply #126 Top

Quoting SithLordAJ, reply 125
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.

I agree...however, I'm happy enough to just be able to have any limit as I can mod it later...

1 sounds good, but I feel SD is really going to have to sell that change hard for people to not raise hell about it....

Reply #127 Top

Easy enough.

change log:

removed superweapons

*gasp*

Added superduperweapons, limit of 1 per faction.

*cheers*

Reply #129 Top

I actually wish the limit could be set per star system instead of per player....furthermore, a weapon could only fire within its star system....

Of course, those changes would have to be done concurrently...if there was a limit of just one (or even two), then obviously you can't limit them to targeting only planets within the same star system...

Reply #131 Top

Quoting Caboose6, reply 130
How do i get the beta?

 

preorder on this website if it is still available...

Reply #132 Top

Quoting martox1, reply 128
1 super weapons is not enough to do shit with in a huge multi star map

and why is that? because, individually, the effects are too weak. I was suggesting making the limit 1 so that you could really make them feel like super weapons instead of long range stun guns.

Reply #133 Top

Quoting SithLordAJ, reply 132

Quoting martox1, reply 1281 super weapons is not enough to do shit with in a huge multi star map

and why is that? because, individually, the effects are too weak. I was suggesting making the limit 1 so that you could really make them feel like super weapons instead of long range stun guns.

totally agree limit to 2 but make them feel like superweapons that would send chills down a players spine when they see the notification of an experimental weapon being built...

Reply #134 Top

exactly. you want them attacking out of desperation, not because they're laughing at your stupidity

Reply #135 Top

I really must state that I do not think that is the route the vanilla game should go ... just fix the AI to not spam them, balance a little bit and boost the love cannon and things would be good.

Reply #136 Top

Planet artifacts for TEC rebels whirlwind map aren't working right on this beta, was working before this patch.  Anyone else?

Reply #137 Top

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

fix the pirates...fix the pirates...fix the pirates....fix the pirates....fix the pirates...

there are too many damn pirates in big maps...fix them..do it...do it now...

 

Reply #138 Top

/? pirates?on raids u mean? attack their base! i think that the pirates should have their own "bigger ship" but the devs said no, i dont think there are allot of pirates... where did u see them?

p.s. by putting more bounty u can avoid them... but in the end the more money they get the stronger they are!

Reply #139 Top

1 super per players is complete fuckin bs and takes the fun or of them

2 is still bs but a lil better

4 or more is ok only if they get a huge buff

and any limit on super will fuck up the tec loyalist if the nova doesnt get a buff

Reply #140 Top

Quoting axxo2, reply 138
/? pirates?on raids u mean? attack their base! i think that the pirates should have their own "bigger ship" but the devs said no, i dont think there are allot of pirates... where did u see them?

p.s. by putting more bounty u can avoid them... but in the end the more money they get the stronger they are!

 

The raids I can handle...I expect the raids.  I don't spend money on outbidding a cheating AI with twice the credits I have.

But you can't attack their base when there are THOUSANDS AND THOUSANDS OF THEM that accumulate at a pirate base during a large-scale game.

 

You know, I think i'm the only who complains because I'm like the only one who takes on 9 cruel AI's in a FFA at a time and I can see exactly what happens when the pirate base gets out of control.  I don't know what the pirates are like online with 8 players...but with the AIs...they get to sick proportions.

 

This can be easily fixed while maintaining base defense and attacking. But they won't do it. They want...

 

(tune of  "millions of peaches") millions of pirates, pirates for free....millions of pirates....pirates for me.

 

 

Reply #141 Top

Quoting minidump-hellboy, reply 140
This can be easily fixed while maintaining base defense and attacking. But they won't do it. They want...



(tune of "millions of peaches") millions of pirates, pirates for free....millions of pirates....pirates for me.

 

That's awesome! Just had this image of the pirates singing that song on all of their ships. :grin:

 

That all being said, I do enjoy the pirates to an extent, even on larger maps though they need to be tweaked a bit. They're a choice, either take them out early or let them build late. Eventually one of the AI in my games typically decides to munch on the pirates.

Reply #142 Top

Never have issues with pirates and I play long games. Not with 9 AIs but still long games (I test out research and max cap/titan abilities) none the less and never have issues with pirates. Aside from the AI sending three missions behind lines then jumping me when I have to go handle them.

Reply #143 Top

Quoting AlixX979, reply 5
No changes to corvettes or the titan?  I wonder sometimes if they listen to the community at all...

I guess i have to wait to the next patch.

They do listen.  But as Rovert said...

 

Quoting Rovert10, reply 3
Hmm... still no corvette changes but that seems like something that is gonna take a while to actually figure out.

Also...

Quoting Yarlen, reply 12
This update was mainly to get crash fixes in everyone's hands. Only the "safe" balance changes made it into this update. We've already got another one nearing completion for next week (hopefully) that will contain more changes.