Yarlen Yarlen

Rebellion Beta 2c (0.90) Change Log

Rebellion Beta 2c (0.90) Change Log

Now Available via Steam

Stardock and Ironclad are pleased to release the latest update for the Sins of a Solar Empire: Rebellion BETA. Available now for all pre-order customers, this new version (0.90) includes a large number of gameplay changes, bug fixes and AI improvements.

NOTE: THIS VERSION IS NOT SAVE GAME OR REPLAY COMPATIBLE!


Change Log:

[ Graphics ]

  • Splash loading screen added to provide player feedback while assets are being loaded.
  • Added large debris pieces for all capital ships and titans (per race).
  • Shield shader updated slightly to make shields more visible (work-in-progress).
  • Fixed shield meshes on various titans.

[ Gameplay ]

  • TEC
    • Starbase Self Destruct ability updated:
      • Blast will now affect strike craft.
      • Range increased to 9000/14000.
      • Damage changed to 4000/9000.
    • Corsev Battlecruiser Balance Adjustments:
      • Max HP increased from 2978 to 3127.
      • Max Shields increased from 1218 to 1279.
      • Max Antimatter increased from 210 to 270.
      • Antimatter per level increased from 20.25 to 35.
      • Laser damage increased from 75 to 82.5.
      • Updated Laser weapon timing (visuals).
      • Overhauled Salvage Operations ability system. Should now properly give bonuses for Boarded and non-Boarded ships.
    • TEC Loyalists
      • Ankylon Titan Balance Adjustments:
        • Laser damage decreased from 135 to 114.75.
        • Removed incorrect side Flak Cannons (per design).
        • Beam damage decreased from 175(fore)/160(aft) to 148.75/136.
        • Missile damage decreased from 150 to 127.5.
        • Updated Laser weapon timing (visuals).
        • Antimatter Funneling ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Fortified Superstructure ability updated per latest Titan stats.
        • Superior Gunnery ability bonus increased to 15%/25%/35%/45%.
        • Furious Defense ability autocast condition improved.
    • TEC Rebels
      • Ragnarov Titan Balance Adjustments:
        • Gauss damage reduced from 350(fore)/250(aft) to 297.5/212.5.
        • RailGun damage reduced from 1200 to 975.
        • AutoCannon damage reduced from 130 to 110.5.
        • Missile damage decreased from 150 to 127.5.
        • Updated Gauss cannon weapon timing (visuals).
        • Magnetic Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • High Stress Alloys ability updated per latest Titan stats.
        • Composite Mounts ability bonus increased to 15%/25%/35%/45%.
      • Increased maxFleet Points on Pirate Mercenaries from 100 to 125.
      • Reduced cost on Pirate Mercenaries to 5000 credits.
  • Advent
    • Discord Battleship Psionic Scream ability no longer needs to face its target.
    • Discord Battleship Balance Adjustments:
      • Max Antimatter increased from 215 to 270.
      • Antimatter per level increased from 20.25 to 35.
      • Beam damage decreased from 85 to 80.
      • Updated weapon timing slightly (visuals).
    • Iconus Guardian: Shield regeneration rate increased from 0.5 to 1.2.
    • Revelation Battlecruiser Guidance ability duration changed to 20/25/30/35; Ability Cooldown bonus increased to 25%/30%/35%/40%.
    • Radiance Battleship Detonate Antimatter ability will now affect Titans, but will not disable Titan abilities.
    • Fixed crash bug from using Resurrection ability on a Flagship.
    • Progenitor Mothership Resurrection ability range changed to 5000/20000.
    • Solanus Adjudicator damage increased from 60 to 70; Targets per Bank reduced from 5 to 4.
    • Advent Loyalists
      • Coronata Titan Balance Adjustments:
        • Beam damage increased from 175 to 200.
        • Plasma damage increased from 125 to 150.
        • PointDefense damage decreased from 30 to 24.
        • Targets per Bank changed from 3/3/2/2 to 4/4/3/3.
        • Laser damage weapon timing updated (visuals).
        • Psi-Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Psi-Reactive Armor ability updated per latest Titan stats.
        • Adaptive Weapons ability bonus increased to 15%/25%/35%/45%.
      • Fixed bug with Repossession ability that prevented it from working correctly.
    • Advent Rebels
      • Eradica Titan Balance Adjustments:
        • Max HP decreased from 3960 to 3564.
        • Max Shields decreased from 3150 to 2835.
        • PointDefense damage decreased from 30 to 24.
        • Psionic Surge damage increased from 175 to 250.
        • Plasma damage increased from 95 to 135.
        • Aft Plasma bank removed (per design).
        • Targets per Bank changed from 4/3/2/2 to 4/4/3/3.
        • Reactive Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Unity Armor ability updated per latest Titan stats.
        • Energy Manipulation ability bonus increased to 15%/25%/35%/45%.
      • Starbase constructors can no longer be restored via Return of the Fallen or Resurrection abilities.
  • Pirates
    • Pirate Reaper damage per bank decreased from 10 to 9.5.
    • Pirate Rogue damage decreased from 57 to 40.
    • Pirate Planet is now protected by Hangar Defense and Repair Bays.
    • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed bug related to area of effect buffs.
  • Many string updates to make new techs easier to understand.
  • Fixed bug that would cause Occupation victories to fail.
  • Moons are now Dwarf Planets and have been made more unique (stat wise).


[ Interface ]

  • Splash loading screen added to provide player feedback while assets are being loaded.
  • Fixed bug related to group selecting a hangar and a titan factory.
  • Fixed duplicate unlock text on Titan research infocards.
  • Mesh ownership icons will now display for non-active player fleet leaders.
  • Fixed crash related in Pact buttons.
  • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed crash bug from applying Mods.
  • Removed Delete buttons from some menus. Deleting files can be done via the Manage Files screen.
  • Increased placementRadius value for all Titan factories; should now be more representative of actual size.

[ AI ]

  • Each AI type has been rebalanced to better match Rebellion. All AI player types will now construct more ships as a general rule.
  • AI players will now consider titans as capital ships when considering what ships to build.
  • AI players should now respond better to Occupation and Research victory types.
  • AI generally made more difficult across Normal difficulty and higher.
  • AI generally made easier on Easy difficulty level.
  • AI players should now always build ships and mixed fleets when appropriate.
[ Sound ]
  • Reduced volume on Unity Mass ability.
  • Fixed some Flagship victory event sound errors.

[ Modding ]

  • Fixed crash bug from applying Mods.
  • Added new aiUseTime OnlyWhenHullDamageExceeds.

[ Misc. ]

  • Fixed null pointer crash in Buff system.
  • Fixed crash bug from using Resurrection ability on a Flagship.
  • Fixed crash bug from applying Mods.
  • Fixed null pointer crash in PlayerAttackAI system.
  • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed crash related in Pact buttons.
  • Fixed bug that would cause Occupation victories to fail.
  • Various string updates related to Achievements.
  • Fixed some player Achievements that weren't working as intended.
106,934 views 126 replies
Reply #76 Top

Hey my comment kinda got ignored. Anyone experiencing slow down with AI players now? I have 5 currently and there is a noticable slowdown imo

Reply #77 Top

Aww, I thought the new ship gibs were going to be different, as in each capital ship breaks up into unique bits that visually constituted its former self! (Like the Vasari capital ship gibs!)

Reply #78 Top

The gibs are completely tinted with the team color, instead of being metal-textured. Is this expected, or a texturing bug? It's fugly (the colors, not the gibs themselves).

 

Reply #79 Top

Regarding the TEC Starbase buff: My theory is that for some things, the Devs decide to over-buff so that they can sort out what's needed and what is not better. This is one of those things. Now the loyalists can play alot more defensively than they could before, which helps the Devs balance the game along those lines and see how such actions affect the Rebels, for instance.

Remember, a lot can be done to change this so that it plays better, if it does turn out to be too much. One of the reasons, I suspect, they went this route was because of all the people complaining that 'you broke the TEC loyalist backs with the superweapon cap!'... well, now you have all day with your superweapons...

Reply #80 Top

My question at this point is who would dare assault a BRB Argonev?

Reply #81 Top

Quoting Volt_Cruelerz, reply 80
My question at this point is who would dare assault a BRB Argonev?

Does anyone assault any upgraded starbase unless they're completed desperate or have their own starbase and/or titan? That's what bombers are for.

Reply #82 Top

Right, but worst case scenario for the SB, it self-destructs, taking the bomber swarm with it, forcing the carriers to retreat.  By the time their SC have regened, I'd expect that the defenders would be working on putting a new one up with BRB again.

Reply #83 Top

Quoting Volt_Cruelerz, reply 82
Right, but worst case scenario for the SB, it self-destructs, taking the bomber swarm with it, forcing the carriers to retreat. By the time their SC have regened, I'd expect that the defenders would be working on putting a new one up with BRB again.

That's when you take the rest of your fleet and take the planet? Unless they already had an extra constructor their I think you'd get at least some of your bombers back before they built another one, and if they did have one you should probably have sniped it and any frigate factories first.

Reply #84 Top

As Qu4r stated, I think the bigger issue is that range increase on RB makes it impossible to even enter the gravity well without endangering your fleet...bomber spam just doesn't work as the carriers (and their support) can't get in without RB being able to hit them...

Greg's suggestion to trickle in forces is about the only solution, and that is extremely micro intensive, time consuming, and risky...

Reply #85 Top

blast, so I guess Assimilated Populace is still busted.

Reply #86 Top

Quoting Yarlen, reply 45
Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! 

You guys will need to be patient a little while longer though. 

 

You are right, they are fun as of now.  :)

 

The VLT Desperation ability is currently bugged, it does not increase with more levels. Damage reduction and maximum bonus damage stays at 2% and 15% respectively (after the maximum amount of stacking). Tooltip also shows it at level 1 after you increase the level of the ability.

I could not quite figure out, what the stabilizer ability is meant to do yesterday, I guess you can still summon Dark Fleet(s) to the VLT when all planets are lost.

 

I would also recommend to lower the costs (or apply cost reduction technologies) for the Dark Fleet summoning, expecially for the Dark Capitol ship, because you might get one, you do not need or want.

 

Thx for the improved AI btw!

Reply #87 Top

Quoting SithLordAJ, reply 79
Regarding the TEC Starbase buff: My theory is that for some things, the Devs decide to over-buff so that they can sort out what's needed and what is not better. This is one of those things. Now the loyalists can play alot more defensively than they could before, which helps the Devs balance the game along those lines and see how such actions affect the Rebels, for instance.

Remember, a lot can be done to change this so that it plays better, if it does turn out to be too much. One of the reasons, I suspect, they went this route was because of all the people complaining that 'you broke the TEC loyalist backs with the superweapon cap!'... well, now you have all day with your superweapons...
Quoting SithLordAJ, reply 79
Regarding the TEC Starbase buff: My theory is that for some things, the Devs decide to over-buff so that they can sort out what's needed and what is not better. This is one of those things. Now the loyalists can play alot more defensively than they could before, which helps the Devs balance the game along those lines and see how such actions affect the Rebels, for instance.

Remember, a lot can be done to change this so that it plays better, if it does turn out to be too much. One of the reasons, I suspect, they went this route was because of all the people complaining that 'you broke the TEC loyalist backs with the superweapon cap!'... well, now you have all day with your superweapons...

 

Great way to totaly screw MP balance  just to balance superweepon of 1 race.

GL with that. thanks god diablo 3 is comming out

Reply #88 Top

Quoting Yarlen, reply 45
Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! 

You guys will need to be patient a little while longer though. 

No, we dont. :)   Are you aware that spawning phase stabiliser in the gravity well of Sun will cause the game to minidump? 

And i agree that they are fantastic....was bit scared and overreacted, when i saw the Charybdis Dark Fleet research gone, but now as i see the complete picture, its not that bad. Dont nerf it more, please! :D   Yeah, and please think about the "tying" Maw to Stripped to the Core, me want to destroy some planets in a cool way!

Reply #89 Top

Quoting Greg30007, reply 40
70 corvetes kils titan really fast

Try this on the Advent Rebells ... The Titans AoE Ability can onehit Corvettes.

 

Quoting Yarlen, reply 45
Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! 

You guys will need to be patient a little while longer though. 

DUH!

They are Vasari, of course they are fantastic.

 

And Guys, i know it is your Way in testing but when you are finish in balancing out Advent and Tec to the max there is maybe not enough time for the Vasari. Patches after release are not an alternative. It is (imo) better to bring all 3 Races in a moderate balanced Part (together!) instead of nerfing, buffing, nerfing the Vasari after all. Just my thoughts ...

Oh and nerfing the Titans overall is good because rushing to a Titan means you will Win (if you pay a little bit attention). I just wish the Advent Titan Abilitys would be more useful (an Ability for the Titans death as example is a bit weirdo).

 

Edit: Hm, i get a very long Splashscreen when i start Sins now (which seems to be in the wrong Resolution).

Reply #90 Top

@Timmaigh thanks for the heads up on the crash!  Helps us a TON when we get specific info like that.

 

 

Reply #91 Top

[EDITed for clarity]

There is something wonky with the AI/auto targeting.

I sent a couple ships to attack an enemy gravwell. There were 3 fleets: One composed of my flagship, another a capital ship, and the third was mostly corvettes, but some LF and Hoshikos too.

There was a capital ship and some LF, I queued most of the enemy LF as target with my corvette fleet, and went about other matters, since this AI enemy was toast already.

When I came back to it, the target queue was gone [as in targeted ships killed, not as in game lost track of it. I think :| ], and I noticed a most weird behaviour.My corvetter fleet seemed to be commanded by the game in 2 separate groups. One group did the flyby thing and attacked the enemy capital ship, then stalled, not moving or attacking. The second group proceeded to do its flyby, then stopped, and the first group resumed attacking.Once I selected the fleet and manually told them to attack the capital ship, all of them started moving at once without stalling.

I noticed the half-and-half move-and-attack behaviour on AI controlled ships too.

Reply #92 Top

Is anyone else getting the ship debris showing up as team colors bug that Brazilian_Joe reported?

Reply #93 Top

Quoting cbray, reply 92
Is anyone else getting the ship debris showing up as team colors bug that Brazilian_Joe reported?

Yep, i saw that too, as i played yesterday, it was a piece of some TEC capital ship. But i recall spotting it only once. 

Additionally, the big green/yellowish pulsating bubble effect of the TEC Loyalist Titan (not sure, which ability was that, Disruption Matrix perhaps?) was again showing up as a big hot-white rectangle...

Last thing, i have small and unimportant plea regarding Vasari, since you reworked the way the Fleet Beacon works for the Loyalists and got rid of that nice research icon portraying Vorastra titan, could you please use it for something else? Perhaps replace the original Returning Armada icon of the current Dark Fleet Beacon Research with it (even though obviously the research is not exclusively about the Titan) or perhaps then even better, replace current Mobile Rulership Research icon with it - you cant see shit on that icon anyway. Thanks

Reply #94 Top

Quoting Timmaigh, reply 88

Quoting Yarlen, reply 45Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! 

You guys will need to be patient a little while longer though. 

No, we dont.   Are you aware that spawning phase stabiliser in the gravity well of Sun will cause the game to minidump? 

And i agree that they are fantastic....was bit scared and overreacted, when i saw the Charybdis Dark Fleet research gone, but now as i see the complete picture, its not that bad. Dont nerf it more, please!   Yeah, and please think about the "tying" Maw to Stripped to the Core, me want to destroy some planets in a cool way!

 

Hmmm... Spawning you say... I tried adding their player.manifest files to entities.manifest but the game told me I was a loser and crashed...  Anyways back to this spawning, as I'm too lazy to google, where would one find a list of spawning commands, and would one need to used the dev exe instead of the normal? 

Note: admins feel free to nuke this post if I've said too much.

Reply #95 Top

Quoting LogicSequence, reply 94

Hmmm... Spawning you say... I tried adding their player.manifest files to entities.manifest but the game told me I was a loser and crashed... 

 

Right, with a "did you really think it would be that simple, stupid?" ^_^

 

Anyway, since reveal mines is still broken, and loyalist TEC still spams them, i decide to leave them be. And they annihilated an attacking fleet of another enemy. So, i don't consider mines an annoyance anymore, they are a gift generously left by the enemy :p So, a bug taught me a new strategy :grin:

Reply #96 Top

At the devs, those who watch the forums anyway, what is considered TMI about the Vasari? And if we have feedback on anything can we post it publicly or would you prefer we/I message you or hoard it until theyre out? O:)

Reply #97 Top

Quoting Artagel, reply 12
No mine fix (that I can see listed) and Ragnarov along with other Titans got nerfed. Will continue to use it as SOLAR SYSTEM'S most expensive mine detonator.
 

FTFY

Reply #98 Top

With respect to the comments regarding balance issues and the delay of the Vasari addition to the Beta: Keep in mind that current balance changes being made in the context of the Development side using all three races not on the beta side with just two. Any suggestion that a rebalance is erroneous has to be placed in context of a race that we haven't yet played with which but the devs have. So, for example, a buff to Big Red might make much more sense once we understand what the Vasari are capable of in Rebellion. 

Anyhow, the game is beautiful. It's how I always imagined a "next step" in Sins to be and finally reaching its own full potential. Only last thing I would've ever asked for was random events. Too Turn-Based?

 

 

Reply #99 Top

Quoting Qu4r, reply 87
Great way to totaly screw MP balance  just to balance superweepon of 1 race.

not sure if I should respond once or twice  :rolleyes:

My point was this: sometimes, to properly test things (and make no mistake, this is a test), you purposely throw things out of wack, to see what affects it has. Then later, you can bring it back in line, and throw something else out of wack to see what happens there. Eventually, when it turns out a particular tactic is too strong in the final build, you have the results of all these tests to reference and have a better starting place for balancing it all out.

I'm not going to sit here and tell you not to complain about it; that would be dumb. I merely wanted to point this out so that some won't blow it out of proportion. I honestly have a lot of respect for you because you had a theory and went out and tested it immediately and then came back and reported your results. That was good and helpful.

Reply #100 Top

Quoting cepheidsoul, reply 98


Anyhow, the game is beautiful. It's how I always imagined a "next step" in Sins to be and finally reaching its own full potential. Only last thing I would've ever asked for was random events. Too Turn-Based?

 

 

You mean like a solar flair destroying half of your fleet passing by the star? Or a black whole actually sucking things up and crush them because of its gravity and mass? Naw.... The sins factions are way too bad ass for that