Rebellion Beta 2b (0.80) Change Log

Stardock Entertainment and Ironclad Games are happy to announce the availability of Beta 2b (0.80) for Sins of a Solar Empire: Rebellion today.  Now available via the Steam client for all pre-order customers, this update contains a number of bug fixes, performance optimizations and balance adjustments.

 

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

Change Log:

[ Graphics ]

  • Added correct icon for Mine Control ability.
  • Updated some UI textures.
  • Removed name from texture on TEC Corsev battlecruiser.
  • Increased zoom-in distances for all ships/structures.
  • Moved out build emitter point on Advent Titan Factory to prevent mesh clipping.
  • Fixed various mesh point errors on Advent Discord battleship.

[ Gameplay ]

  • Players are now limited to a total of four simultaneous superweapon structures. Based on feedback this amount may be increased, decreased or the weapon effects buffed, etc.
  • Adjusted AI to allow AI players to make better use of their available Fleet Supply. This is one step in a multi-step process that will be continued in the next update.
  • Autocast conditions added to most ultimate abilities; allowing the AI to use them.
  • Replaced Advent refinery drone mesh/texture with trade drone mesh/texture.
  • Updated game Victory/Loss strings.
  • Fixed typo in Advent racial description.
  • Reduced shield regeneration rate on all Envoy cruisers from 2.0 to 1.0.
  • Artifact Planet players (Occupation Victory) will no longer be placed as random militia on maps.
  • Replaced TEC Rebel corvettes at Pirate planet with Pirate Rogues.
  • Fixed bug that allowed temporary or illusion ships to be cloned by abilities or research subjects.
  • Updated Pirate Raid fleet compositions per level. Raids will now have a broader range of ship types and numbers. The max level raid is now particularly brutal, so you won't want to be the target of that!
  • Pirate Mission costs adjusted for new raid levels (based on average summoned fleet supply). Pirate Missions are now substantially more expensive to account for the greater difficulty.
  • Reduced Pirate research upgrade costs for all subjects.
  • Reduced number of research upgrades per raid from 2 to 1.
  • Increased rate of points gain for Diplomatic Victory and decreased the number of points required to win. This should greatly speed up Diplomatic victories and make them a more viable option.
  • Increased roll rate of all Titans from 0.65 to 1.65. 
  • TEC Loyalists:
    • Inspire and Impair (Ankylon Titan ability) updated to include AlliedOrEnemy and NoOwner planet types.
    • AntiFighter Frigate balance adjustment: MaxHP reduced from 900 to 765; MaxShields reduced from 450 to 405; DamagePerBank reduced from 17.25 to 14.6625.
    • Loyalist Corvette balance adjustment:
      • Cost increased from 100/10/5 to 190/20/10.
      • Fleet Supply increased from 2 to 3.
      • XP increased from 4 to 8.
      • Laser damage per bank increased from 30 to 33.
      • AutoCannon damage per bank increased from 15.5 to 20.
      • Missile damage per bank decreased from 25.5 to 25.
  • TEC Rebels:
    • AntiFighter Frigate balance adjustment: MaxHP reduced from 900 to 765; MaxShields reduced from 450 to 405; DamagePerBank reduced from 17.25 to 14.6625.
    • Rebel Corvette balance adjustment:
      • Cost increased from 100/10/5 to 190/20/10.
      • Fleet Supply increased from 2 to 3.
      • XP increased from 4 to 8.
      • Laser damage per bank increased from 30 to 33.
      • AutoCannon damage per bank increased from 15.5 to 20.
      • Missile damage per bank decreased from 25.5 to 25.
    • Pirate Mercenaries balance adjustments:
      • Fleet Supply summoned range changed from 45-60 to 75-100.
      • Weights now favor Pirate Cutthroat, Pirate Corsair, Pirate Rogue, Pirate Reaper, Pirate Pillager.
      • Cost per use changed from 2500/150/500 to 6000 credits.
  • Advent Loyalists:
    • Subjugating Assault (Coronata Titan ability): Increased Cooldown from 2 to 20 seconds; reduced Weapon Damage modifier penalty from 40%/35%/30%/25% to 25%/20%/15%/10%; Antimatter cost per shot reduced from 6/5/4/3 to 5/4/3/2; removed PointDefenseLaser from ability; autocast defaulted to off while we create a better aiUseTime.
    • Unity Mass (Coronata Titan ability) target constraint added to prevent it from being used against invulnerable targets.
    • Assimilated Populace buff increased from 1200 to 5000.
    • Fixed bug with Global Unity that caused players to gain culture at gravity wells they didn't own.
    • Adjusted autocast on Repossession ability (Coronata titan) to cast only during planetary bombardment (when no other threats are present).
    • AntiFighter Frigate balance adjustment: MaxHP reduced from 650 to 552.5; MaxShields reduced from 620 to 558; DamagePerBank reduced from 22.5 to 19.125.
    • Domina Subjugator Perseverance ability no longer needs to face its target.
    • Domina Subjugator Suppression ability no longer needs to face its target.
    • Loyalist Corvette balance adjustment:
      • Cost increased from 100/10/5 to 175/15/15.
      • Fleet Supply increased from 2 to 3.
      • XP increased from 4 to 8.
      • Laser damage per bank increased from 25 to 30.
      • PDL damage per bank increased from 23 to 25.
  • Advent Rebels:
    • AntiFighter Frigate balance adjustment: MaxHP reduced from 650 to 552.5; MaxShields reduced from 620 to 558; DamagePerBank reduced from 22.5 to 19.125.
    • Rebel Corvette balance adjustment:
      • Cost increased from 100/10/5 to 175/15/15.
      • Fleet Supply increased from 2 to 3.
      • XP increased from 4 to 8.
      • Laser damage per bank increased from 25 to 30.
      • PDL damage per bank increased from 23 to 25.

 


[ Sound ]

  • Fixed incorrect sound effect for planet bomb muzzle on Advent Loyalist Titan.


[ Misc. ]

  • Optimized speed of quitting a game so there shouldn't be nearly as much of a delay on the Stats screen as before. If people still run into long delays, please zip up your autosave that repros this and send it to us at [email protected].
  • Optimized a variety of systems that are dependent on getting targets in range. This should resolve one of the biggest causes of slowdowns in large games.
  • Optimized AverageCulturePercFromAllConnections, which was causing major slowdowns, especially in terms of targeting.
  • Optimized pathfinding within the same orbit body for improved performance.
  • Optimized threat detection system for performance.
  • Optimized order system cleanup for performance.
  • Fixed bug with Logitech G-series keyboard display that allowed players to see unexplored planet information.
64,837 views 105 replies
Reply #1 Top

Just as an FYI, there will be another update next week with more balance adjustments, bug fixes, etc. ;)

Reply #2 Top

Looks good, time to ICO it up.

Reply #3 Top

Any reason why flak frigates were singled out for a nerf?

Reply #4 Top

I hope this has made corvettes less over powered, me and friends played a game together and one of them decided to do a mass corvette rush, he had 1000 corvettes like 20 minutes into the game and there were just too many to kill and they just shredded out stuff, hopefully this stops that./

Reply #5 Top

Domina Subjugator Perseverance ability no longer needs to face its target.
Domina Subjugator Suppression ability no longer needs to face its target.

At long last! This has made my day!

Reply #6 Top

update Advent rebels changes, cause they wer cun in 10%

Reply #7 Top

Edit: Whoops! Ignore this please!

 

Reply #8 Top

Was the Advent Rebel corvette's fleet supply/cost increased as well with the others and its just not on the change log, or do they keep the old corvette balance?

Good to hear about the better ability target conditions and use times. I didn't see it on the list so you might want to adjust the guardian again so that it only uses shield projecting in combat with many targets that don't have the buff (really lots of abilities could be made easier to use if UseOnlyInCombat was a separate Boolean so it could be combined with any of the other conditions).

Reply #9 Top

Quoting Elrosh, reply 3
Any reason why flak frigates were singled out for a nerf?

Maybe to help out fighters?  That change seemed a little strange to me as well....

I am assuming that the next update will buff the superweapons now that they have been limited...

Reply #10 Top

Quoting Elrosh, reply 3
Any reason why flak frigates were singled out for a nerf?

 

Because equal supplies of flack frigs were beating EVERY OTHER SHIP, including LF.

 

Yes. Flack were beating heavies and light frigs. not particularly cost effectively, but they were.

 

 

Reply #11 Top

I have noticed that the superweapon sound on the advent titans is earlsplitingly loud. could you turn it down a notch. ta

Reply #12 Top

Because they are op lol, flak shouldn't be a counter for lrf.. makes fighters and bombers more viable, nice job on corvs though, not a massive change, but one that might make the worth while, yet not entirely spammed, but at the same time i really felt they were a great option of late game harassment and early game militia sniping 

Reply #13 Top

Also if your friend is going 1000 corvettes, hes bound to lose without a feed against a well rounded player, corvettes sucked if you were able to fend off a first wave with your own and mix in flak and other unit types. 

Reply #14 Top

Yarlen: To be honest Corvettes did not need that heavy of a nerf.

 

Quoting aGAvA, reply 12
Because they are op lol, flak shouldn't be a counter for lrf.. makes fighters and bombers more viable, nice job on corvs though, not a massive change, but one that might make the worth while, yet not entirely spammed, but at the same time i really felt they were a great option of late game harassment and early game militia sniping 

 

Actually Flak should be a counter to LRF's, they shouldent have countered LF's though.

 

Quoting aGAvA, reply 13
Also if your friend is going 1000 corvettes, hes bound to lose without a feed against a well rounded player, corvettes sucked if you were able to fend off a first wave with your own and mix in flak and other unit types. 

 

1000 corvettes by 20 was actually really bad. Corvettes were not even that good.

Reply #15 Top

Quoting Seleuceia, reply 9

Quoting Elrosh, reply 3Any reason why flak frigates were singled out for a nerf?

Maybe to help out fighters?  That change seemed a little strange to me as well....

I am assuming that the next update will buff the superweapons now that they have been limited...

 

That change was expected. Its a logical   consequence of corvetes becoming viable LRFs counter. Since flack lost their lrfs main counter status ,they were too strong for countering fighters.

 

All changes look reasonable and properly tested.

All we miss is ADVENT REBELS PATCHNOTES :)

 

AND GIMMI MY COSTURAS BACK. 4 CAN DO NO HARM. PLS PLS  with cherry on top

Reply #16 Top

Quoting aGAvA, reply 12
Because they are op lol, flak shouldn't be a counter for lrf.. makes fighters and bombers more viable, nice job on corvs though, not a massive change, but one that might make the worth while, yet not entirely spammed, but at the same time i really felt they were a great option of late game harassment and early game militia sniping

Quoting MayallCommunion, reply 14
Actually Flak should be a counter to LRF's, they shouldent have countered LF's though.

I really don't think they were supposed to be a counter, they just happened to be the best thing to use to do so at the time. Now that we have corvettes to counter LRFs I think its a decent thing to do, assuming the corvette changes makes them less overpowered as well. In theory if this leads to fighters being more used its makes bombers less powerful as well (a very good thing), but this change might not be big enough to see that happen.

Reply #17 Top

The change won't really effect much to be honest because unless values are changed drastically nothing is accomplished. Although the health/shield nerf will help make LF's better against them. And corvettes most likely will not do much anymore because you can't queue up enough of them anymore. The price nerf was not needed, the supply nerf however was.

Reply #18 Top

Preety sure early game is now supposed to be a square:

Lf>> flack >> corevettes>> lrm >> LF.

 

with flack = lrm, and LF = corvettes.

 

will be interesting to see if this holds true. 

Reply #20 Top

Aww, had a really nice game going... Oh well! Time to start over and kick some Advent tail! :grin:

Reply #21 Top

Quoting MayallCommunion, reply 17
The price nerf was not needed, the supply nerf however was.

 

I feel the other way, I feel id rather have expensive, low supply units than cheap high supply units. We will see how it plays out though.

 

seriously, though, corvettes are still very cheap for filling fleet supply if you do the math on it. 

Reply #22 Top

Quoting Pbhead, reply 21

Quoting MayallCommunion, reply 17The price nerf was not needed, the supply nerf however was.

 

I feel the other way, I feel id rather have expensive, low supply units than cheap high supply units. We will see how it plays out though.

 

seriously, though, corvettes are still very cheap for filling fleet supply if you do the math on it. 
Quoting martox1, reply 19
yay now the TEC loyalist r fuck thx for messing up my favorite faction

 

A massed amount of corvettes caused unnecessary lag.

 

And Martox stop trolling, TEC-L will be fine.

Reply #23 Top

That stinks a limit on super weapons. I love super weapons I do not like that change!!

Reply #24 Top

I still see the visual error/bug on the advent discord battleship. The ship's lasers still fire from the walls on its side, no turrets visible. Don't know if everyone knows what I'm talking about, but I'm just saying, and both Advent titans have the same bugs/errors, some weapons fire from the very walls, no turrets or weapons ports. It would be good if they fixed that. And sometimes the lasers on the discord battleship's left side fire to the right, going right through the ship, and the ones from the right side fire to the left.

Apart from that, great beta and nice update!

Reply #25 Top

Quoting Elrosh, reply 3
Any reason why flak frigates were singled out for a nerf?

 

Did you really need to ask?

 

I suspect now with steam they are able to see what ships people make the most at what time of the game.