Yarlen Yarlen

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.
64,906 views 105 replies
Reply #76 Top

Yay!  No more annoying random culture spreading from those Advent Loyalist AI.

Reply #77 Top

Quoting Volt_Cruelerz, reply 63
[quote who="CilverBUG™" reply="56" id="3137654"]all we need now is to make fighter bomber a bit stronger up hull percentage to help light frigates counter spammed flaks. yes?

 


LF already do really well against Flak, they are their counter after all.  It's just that LRF do even better against LF.[/quote]

 

Blame Pbhead-he was the main contributor to the devs about this--because he doesn't want to use light frigates from the other races either because there too expensive or don't use phase missiles..hes selfish to some extent but we can't pin this completely on him because corvettes were at a great disadvantage to flak as a result of the nerf they recieved. 

Reply #78 Top

also, can i have a personal request in regards to hoshikos? even when they are turned on auto repair it seems that i still have to individually select them and manually repair the unit i'm trying to repair. they should have special function like gaurd escort function so that way they will constantly auto repair who ever they are gaurding. say like highlight a whole fleet of hoshis then shift+right click another fleet to auto repair the whole entire fleet. that sort of hot key would be useful and gives me less time to worry on my hoshi doing their job properly. also goes along with repair bays. thank you!

 

p.s this whole patch is really great and its starting to look better before the final release

Reply #79 Top

Cilver, while I agree such a thing would be useful, something like that is probably out of the quetion.  I'd certainly support an escort/guard feature though.  I just think it's likely.

Reply #80 Top

Completely disagreeing with the cap. The loyalists greatest strength WAS the novalith- whats the point of less tac spaces now? At least give the TEC Loyalists a greater amount of novaliths- with research, of course.

 

EDIT:

 Or, even better, just make super weapons require a capital ship crew, or an equivalent that is researched in the same tech.

Reply #81 Top

Quoting Mick6662, reply 80
Or, even better, just make super weapons require a capital ship crew, or an equivalent that is researched in the same tech.

That is a brilliant idea - especially since capital ships don't exactly have a good synergy with titans because of the shared XP.

Reply #82 Top

Looks good on the whole.  I don't think the problem with super weapons was spamming them, the problem was solely TEC loyalist getting them at tier 6 with no prerequisites.

Reply #83 Top

Hey played Advent Loyalists today and noticed that the Ultimate of the Titan cant target any planet now, so its completely useless atm. You should fix that in next patch.

 

You only get the message : "Cant target artifact planet"

 

Reply #84 Top

You have really damaged my large game strategy by putting a super weapon cap. I usually play games that are 6 or 7 solar system with 200 or 300 planets.  For the Super weapons to be useful at all I need unlimited ability to build them. It is also why me and my friends chose this game as our tournament game. Since it has been realistic when in comes to how real wars (Though in space).  I am strongly against this patch every thing but the super weapon cap is great.

Reply #85 Top

Anyone else had issues with the Halcyon carries telekinetic push not doing anything now?

Reply #86 Top

Quoting Wuzdrug, reply 81

Quoting Mick6662, reply 80Or, even better, just make super weapons require a capital ship crew, or an equivalent that is researched in the same tech.

That is a brilliant idea - especially since capital ships don't exactly have a good synergy with titans because of the shared XP.

thats  bad idea all it does it makes supers even more useless than they r now

Reply #87 Top

Quoting sbradfor, reply 72
Any chance of fixing the auto update bug?  I've started about 4 games trying to see what the Advent Titans are like but I can never get them to level 5 even before the thing auto updates me and my save games no longer work.  Selecting don't auto update in steam does NOTHING.

 

I'm very dissatisfied with this too, although I can kind of see why it pushes them onto you.  Very annoying tho.  It isn't a bug.

Reply #88 Top

Was there a reason the Coronata's point defense capability was removed? I thought the whole point of Titans was to make them capable of engaging whole fleets?

Reply #89 Top

Quoting Jahzir, reply 88
Was there a reason the Coronata's point defense capability was removed? I thought the whole point of Titans was to make them capable of engaging whole fleets?

I think you read that wrong. I understood it as the Coronata still has point defense weapons, it just no longer has a chance to capture enemy ships via the Subjugating Assault ability.

Reply #90 Top

@Yarlen

Please consider giving us an additional option for Graphics(Texture) detail. Something like "Extreme - Use with caution". I am really disappointed with the lack of details of the textures (i make for a mod) ingame. A 1024x1024 texture on a module looks more like a 384x384 pixel texture, worst off seems to be the normalmap. Please give us the option to load the highest Mip setting of the textures, even if we need to enable it with an additional confirmation screen that tells us you are not responsible for crashes. Or downscale the textures by hand by a factor of two and then use the highest mipmap as this would also improve the textures I suppose. And would give us modders the option to use the full res we intend for a model.

Reply #91 Top

I am having the same problem, it seems that after playing it changes your auto update settings.

Reply #92 Top

It seems to me that at least when playing advent rebels the phase lane

disruption of the starbases doesn't seem to have an effect on enemy ships.

The Phase jump animations of these ships have no red color either.

Reply #93 Top

I did create separate thread but ....

Corsev is bugged. In passive ability it says % of corsev hull will be repaired by destruction of friendly units. Well at the moment all ships that are destroyed heal corsev therefore lvl 3 and above it is really hard if not almost impossible to kill.

Reply #94 Top


 


Assimilated Populace buff increased from 1200 to 5000.



 

what does this number mean? is it buffing the damage or the population boost? 

Reply #95 Top

About super weapons... I'd like to see a limited range of some kind. It could be really large, but I think limiting their range in some way would add a bit more of a strategic element to their placement than we currently have.

Again, I'm thinking really big. Maybe enough to cover 60 to 70% of a medium system?

Edit: Sorry, I was unclear... I should add: Do this INSTEAD of the super weapon cap.

Reply #96 Top
  • 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!

 

So, are there pirate titans now?

Reply #97 Top

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

Yes. ;)

So, are there pirate titans now?

No, Pirate balance has been updated and their research subjects adjusted.

Reply #98 Top

While fighting against the Advent Rebel's Titan, I completely destroyed it it, but it used its invulnerability ability.  The issue was, after the period of invulnerability ended and it exploded, none of my ships got any XP for destroying it.  Also, the graphics for the invulnerability were screwed up; it looked like there was a white shield around the craft with very sharp lines that looked wrong.  Just wondering if anyone else had this problem?

Reply #99 Top

Quoting gtierce, reply 98
Just wondering if anyone else had this problem?

Honestly I've never had my level 6 ART get destroyed nor destroyed another one. :blush:

Reply #100 Top

i purposely sent mine to die once and thought it was a dumb effect. it just looks like a mist that shoots. If it looked like the trailer, that would be pretty cool.