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Rebellion Beta 2b (0.80) Change Log

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.
64,887 views 105 replies
Reply #26 Top

Thanks for the new patch. Looking forward to get back to the game again.

I still do not agree with the superweapon cap. A nerf on Novalith would be better so that you cannot destroy a planet without using your own fleet.

EDIT: A BIG thank you for putting increased zoom camera in the game! I missed that feature.

Reply #27 Top

To be honest Novaliths are annoying, but I find the Advent weapon more annoying.  Its due to my play style to hole up and defend my star system without the real need to have broadcast centers.

 

Just my personal thoughts :-P

Reply #28 Top

Quoting Pbhead, reply 10

Quoting Elrosh, reply 3Any 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.

 

 [/quote

 

 

WRONG!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

 

because they can shred corvettes-same for the other races. This is to make it balanced so that less corvettes don't suffer at the hands of flak-- Pbhead--wake up

 

[quote who="Pbhead" reply="18" id="3137398"]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. 

 

The small change in dps for the defense vessel that can go up to 27-28 dps now has no difference to how they can f*k up fleet mitigations levels when they encircle them and kill lf and heavy. 

 

Domina buff is going to make this race ace -omg. Corvettes, fracture, phase missle block, culture buff, mind control mines/ships-lol.

 

 

Reply #29 Top

Yes the corvettes were easily destroyed but when he had 800-1000 of them at one time and they come at you in a horde they do some massive damage to our fleets, they also out ran everything but the fighters and bombers, which there weren't enough of to be effective, I suppose I never got that many flak weapons but I personally never found flak frigates that effective, but as I said, I never got that many, mainly just to stick with capitals to help keep bombers off them.

Reply #30 Top

Quoting dazpook, reply 11
I have noticed that the superweapon sound on the advent titans is earlsplitingly loud. could you turn it down a notch. ta

 

Very True, it's wonderful and juicy sounding, but it's also a bit jarring.

 

Reply #31 Top

Quoting GoaFan77, reply 8
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).

Yes, thanks. I've updated the OP.  I told myself not to forget that too. :P

Reply #32 Top

Quoting Valkyness, reply 29
Yes the corvettes were easily destroyed but when he had 800-1000 of them at one time and they come at you in a horde they do some massive damage to our fleets, they also out ran everything but the fighters and bombers, which there weren't enough of to be effective, I suppose I never got that many flak weapons but I personally never found flak frigates that effective, but as I said, I never got that many, mainly just to stick with capitals to help keep bombers off them.

1 mine would kill all those corvettes or about 100 to 130 flak. You need a 1 to 3 to 4 ratio 

Reply #33 Top

I did a test with the new balance. TEC flack beat Loyalist TEC corvettes to over 200% fleet supply ratio... (LRM beat lf to 150% ratio) I suppose other corvettes will do better, though, since they would debuff the flack.

Reply #34 Top

What

Quoting Pbhead, reply 33
I did a test with the new balance. TEC flack beat Loyalist TEC corvettes to over 200% fleet supply ratio... (LRM beat lf to 150% ratio) I suppose other corvettes will do better, though, since they would debuff the flack.

 

what kind of test are you doing?

Reply #35 Top

How about an better mechanism to tell the player  whether the advent loyalist titan's subjigation ability is active or not? To find out you need to currently mouse over the icon to see if its active or not.

Quoting jartigerx, reply 27
To be honest Novaliths are annoying, but I find the Advent weapon more annoying. Its due to my play style to hole up and defend my star system without the real need to have broadcast centers.

But but the broadcast centers allow you to increase the income rate :D

Reply #36 Top

Quoting Valkyness, reply 29
Yes the corvettes were easily destroyed but when he had 800-1000 of them at one time and they come at you in a horde they do some massive damage to our fleets, they also out ran everything but the fighters and bombers, which there weren't enough of to be effective, I suppose I never got that many flak weapons but I personally never found flak frigates that effective, but as I said, I never got that many, mainly just to stick with capitals to help keep bombers off them.


Flak is the most effective counter against Corvettes are you kidding?

40 of them can easily kill 100 Corvettes.

Reply #39 Top
Domina Subjugator Perseverance ability no longer needs to face its target.
Domina Subjugator Suppression ability no longer needs to face its target.

\o/ Woot!  THANK YOU!!!!!!!

Reply #40 Top

Quoting JohnJames, reply 34
What
Quoting Pbhead, reply 33I did a test with the new balance. TEC flack beat Loyalist TEC corvettes to over 200% fleet supply ratio... (LRM beat lf to 150% ratio) I suppose other corvettes will do better, though, since they would debuff the flack.

 

what kind of test are you doing?

 

many. many tests. Repeated to give statistically valid results. (and the results do change quite a good amount between trials)  I hope to make a forum thread with my results in the near future.

Reply #41 Top

Also, given the current state of things, the primary counter chain is the following, correct?

LRF>LF>Flak>Fighters>Corvettes>LRF

Also, wouldn't the nerf to flak mean that bombers are more powerful?  Or would it just mean that carriers are going to be seen more because now you'll need fighters to pick up the slack?  I'm just afraid of buffing bomber spam...

Reply #42 Top

flack definatly definatly definatly counter corvettes.

 

maybe even harder than flack couter fighters.

Reply #43 Top

Harder?!  8C   Wow...  Note to self, when I finally get Rebellion, make lots of flak...

Now if only there was a way to buff LF enough to be useful against its counters without nullifying the LRF or making it OP early game...

Reply #44 Top

Wow but what about the "TEC research labs" image? The images are inverted, when you select the military lab appear the civic lab, and backwards.  This is a easy fix bug

Reply #45 Top

Quoting Volt_Cruelerz, reply 43
Harder?!    Wow...  Note to self, when I finally get Rebellion, make lots of flak...

Now if only there was a way to buff LF enough to be useful against its counters without nullifying the LRF or making it OP early game...

 

flak got nerf, so lf counters them hard.

 

PB: Do first even supply then even cost.  Then play around how many ships can counter what amount of units.  Long and tedious process.  With all these changes I may have to do it again myself. Who knows I may discover another bug like the illuminator mysterious damage

Reply #46 Top

Is the armistice spam going to be fixed next patch? Pretty please?

Reply #47 Top

Quoting JohnJames, reply 45

Quoting Volt_Cruelerz, reply 43Harder?!    Wow...  Note to self, when I finally get Rebellion, make lots of flak...

Now if only there was a way to buff LF enough to be useful against its counters without nullifying the LRF or making it OP early game...

 

flak got nerf, so lf counters them hard.

But don't LRF just kill them too fast?  Or are Corvettes a good enough counter that LF can survive?

Reply #48 Top

Really loving the new patch. Things run a heck of a lot smoother. The AI is much better at utilizing fleet supply and things just generally work!

Reply #49 Top

In this game each race is different with our different building and ships but I don't understand one thing why all the races have the same phase jump inhibitor model? I found it strange when I see it on an Advent gravity well.

I am the only one how thinks this?

Reply #50 Top

Quoting Volt_Cruelerz, reply 47

Quoting JohnJames, reply 45
Quoting Volt_Cruelerz, reply 43Harder?!    Wow...  Note to self, when I finally get Rebellion, make lots of flak...

Now if only there was a way to buff LF enough to be useful against its counters without nullifying the LRF or making it OP early game...

 

flak got nerf, so lf counters them hard.

But don't LRF just kill them too fast?  Or are Corvettes a good enough counter that LF can survive?

 

So the game strategy game begins vs spamming just flak