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 #101 Top

I think there is a bug in how the AI handles focused vs. non-focused gravity wells. 

Ships seemed to change target for no reason when zomming out and in a gravwell. For instance, I was retreating a badly damaged capital ship and a bunch of LRF were after it. It seemed perfectly in sync with my minute zomming ou-and-in that they stopped, idled a bit and turned around, going back to fray with my titan. I noticed other instances of zooming in and seeing ships idling in the middle of combat. Especially notable were corvettes, which normally do their flyby shooting, since they were standing still for a few seconds before they decided to fight again.

Reply #102 Top

Kostura Cannon needs a longer phase node effect, or fleet cohesion needs improved. Seems that all it takes is for one or two of your capital ships to get confused by the swarm to not make it in time, so all of your frigates and cruisers go in without major support, resulting in a loss.

Reply #103 Top

Quoting TobiWahn_Kenobi, reply 90
@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.

I fully retract my earlier statement and offer my sincere apologies. I was erroneously using the wrong automated Photoshop Action to downsize the texture and it ended up being a real 512x512 texture. Sorry. Graphics in Rebellion look amazing

Reply #104 Top

Quoting Leuthesius, reply 102
Kostura Cannon needs a longer phase node effect, or fleet cohesion needs improved. Seems that all it takes is for one or two of your capital ships to get confused by the swarm to not make it in time, so all of your frigates and cruisers go in without major support, resulting in a loss.

 

I agree

Reply #105 Top

Quoting martox1, reply 70

lol u except them to just come out and say it

I expect them to say something along the lines of "after we do all the major bug crushing for the other two, we will".  It's goal orientated, not date orientated.  How is that a hard thing to accept?