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Sins of a Solar Empire: Rebellion v1.04 Change Log

Sins of a Solar Empire: Rebellion v1.04 Change Log

Ironclad Games and Stardock Entertainment are pleased to present the 1.04 update notes for Sins of a Solar Empire: Rebellion to customers. You may need to restart the Steam client if the update doesn't initially appear.


NOTE: VERSION 1.04 IS NOT SAVE GAME COMPATIBLE WITH PREVIOUS UPDATES.

 


Version 1.04 Change Log:

[ Graphics ]

  • Added new loading screen image.
  • Fixed some button highlight bugs in the create mission system.
  • Updated UI not to display game speed Infocards in multiplayer matches.
  • Updated texture on Advent Rebel Titan.
  • Updated texture on Vasari Loyalist Titan.
  • Fixed Resource Drain particle on Vasari Colony capital ship that would start past moon/asteroids.

[ Gameplay ]

  • Added five new maps:  Kabel, The Art of War, Triple Entente, Unstable Alliance and Random Huge - Ring. (Special thanks to Pbhead and Goafan77 for assisting with some of these.)
  • Added new Corvette weapon damage type which all corvettes now use for their fore/aft weapons.
  • Updated Corvette damage balance per new weapon damage type.
  • The maximum number of superweapons a faction can field is now based on the number of planets they own. By default a faction can field 1 superweapon for every 4 owned gravity wells.
  • The Frigate target filter will no longer improperly target Corvettes.
  • Fixed bug with aiUseTime - OnlyWhenAboutToDie that was causing it not to activate in some circumstances.
  • Changed all Flagships' Overload Engines ability aiUsetime to OnlyWhenMovingThresholdDistance; reduced cooldown from 300 to 120; increased duraction from 30 to 45.
  • Players may no longer contract Pirate missions (via Diplomacy) against TEC Rebel factions who have researched Truce Amongst Rogues.
  • Destroyed Titans now cost an additional 10% per level in resources and build time.
  • Steam Cloud saves are now fully functional in multiplayer.
  • Pirates -
    • Pirate raiders will no longer linger at the Pirate planet when their missions are complete. They will now despawn after returning to base.
  • TEC (All)
    • Corsev Battlecruiser: Capped the maximum number of targets on Demolition Teams to 25 from unlimited.
    • Corsev Battlecruiser: Updated Demolition Teams autocast to target Boarded vessels.
    • Updated Proximity Mines to have a small HP restore rate.
  • TEC Loyalists
    • Novalith Deregulation now allows TEC Loyalists to field 2 superweapons for every 4 owned gravity wells.
    • Fixed bug that caused the bonuses from Hardened Defenses to only be applied to Gauss Turrets.
    • Removed duplicate PlanetModule entry in Disruption Matrix target filter. This was replaced with a Titan entry.
  • TEC Rebels
    • Changed Snipe aiUseTime to IsCapitalShipOrStarbaseOrTitan.
  • Advent Loyalists
    • Changed Coward's Submission to no longer convert friendly ships, Flagships, starbase constructors or temporary/illusion ships.
    • The culture benefits of Global Unity will now properly dissipate if the player doesn't maintain enough research labs for the subject.
    • Fury of the Unity damage bonus increased from 10% to 20%.
    • Assimilated Populace updated to now provided 20 population every 60 seconds, three times.
    • Coronata Titan:  Unity Mass changes - aiUseTime changed to IsCapitalShipOrStarbaseOrTitan; antimatter cost changed from 65/70/75/80 to 80/75/70/65; base damage increased from 1000/1500/2000/2500 to 2500/3500/4500/5500; damagetype changed from Physical to Energy.
  • Advent Rebels
    • Expulsion now uses a new buff modifier and will only modify existing culture, not create new culture.
    • Eradica Titan:  Strength of the Fallen duration increased to 400 from 120.
    • Eradica Titan:  Unyielding Will re-designed - the effects now scale as the titan takes hull damage (75%/50%/25%), granting higher levels of ability cooldown, antimatter restoration and damage negation. When destroyed, the Eradica become invulnerable and may chase enemies down.
    • Updated string for Protection of the Unity to make it clear the effect only works within the player's culture.
  • Vasari (All)
    • Rankulas' Create Combat/Assault/Support Naintes and Reassemble abilities are now untargeted. The nano ship will appear adjacent to the caster.
    • Updated nanite swarm strings to indicate the ability is no longer targeted.
    • Changed Disintegration aiUseTime to IsCapitalShipOrStarbaseOrTitan.
  • Vasari Loyalists
    • Vorastra Titan: Fixed bug that caused the Maw's attract range to be slightly lower than its target range.
    • Vorastra Titan: Removed Corvettes from the Maw's target filter.
    • Stripped to the Core scuttle time is now dependent on the planet being stripped:  Asteroids/Dead Asteroids - 60 seconds; Desert - 240 seconds; Ice - 260 seconds; Volcanic - 280 seconds; Terran - 300 seconds; Home worlds - 400 seconds.
    • Stripped to the Core income is now affected by Fleet Upkeep penalties.
    • Shipboard Labs has been split into two research subjects:
      • Shipboard Labs (Tier 7) will grant 1 military lab per capital ship.
      • Empire Integration (Tier 7) will grant 1 civilian lab per capital ship.
    • Civilian Evacuations income bonus is now affected by the global Income Speed option.
    • The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.
  • Vasari Rebels
    • Moved Starbase Mobilization from Defense to NonCombat tech tree with a pre-req. of Enhanced Tunneling.
    • Starbase Mobilization is now disabled if the player doesn't maintain enough labs for the research to remain active.
    • Vasari Rebel starbases now suffer a 25% weapon damage penalty for 60 seconds after exiting phase space.
    • Added an appropriate error message when a starbase fails to jump to a gravity well due to their already being a player starbase present.
    • Kultorask Titan:  Removed unintended 0 from AntiMatterRestoreRate passive upgrade.
 
[ Interface ]
  • Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nodes in the Empire Tree. (Helps prevent the Empire Tree from 'jumping' around.)

[ Sound & Music ]
  • Hooked up phase charge and travel sound effects for Vasari Rebel starbases.
  • The Capital Loss voiceover will no longer play if you haven't actually lost due to Mobile Rulership.
     

[ Modding ]

  • Added new Corvette ChanceToHitTargetType to gameplay.constants.
  • Added new Corvette weapon damage type to gameplay.constants.
    • DamagePercentBonus:CORVETTE:CapitalShip 0.65
    • DamagePercentBonus:CORVETTE:VeryLight 0.50
    • DamagePercentBonus:CORVETTE:Light 1.5
    • DamagePercentBonus:CORVETTE:Medium 0.6
    • DamagePercentBonus:CORVETTE:Heavy 0.5
    • DamagePercentBonus:CORVETTE:VeryHeavy 0.55
    • DamagePercentBonus:CORVETTE:Module 0.35
    • DamagePercentBonus:CORVETTE:Pirate 0.50
    • DamagePercentBonus:CORVETTE:Titan 0.7
  • Added cannonsPerGravityWellRatio to gameplay.constants.
  • Added cannonGravityWellRatioDenominator to gameplay.constants.
  • Added new buff modifier - CultureSpreadModifier.
  • New aiUseTargetCondition - HasBuff. Only autocasts on targets who have the specified buff.
    Form:
    aiUseTargetCondition "HasBuff"
    buffType "BuffMyBuff"
  • Increased iconBackdropDefs from 3 to 5.
  • New buffInstantActionType: ApplyBuffToFirstSpawnerNoFilterNoRange. Same usage as ApplyBuffToLastSpawnerNoFilterNoRange. 
  • Galaxy Forge Updates:
    • Added galaxy name to save file.
    • Updated GalaxyScenarioDef with planet bonuses and other additions for future maps.
    • Normalized some line endings.

 [ Misc ]

  • Fixed bug that caused some of the research achievements not to unlock.
  • Removed un-needed semicolon in gameplay.constants after enemyDPSInOrbitBodyISquadOwnerBuildRateScalar.
  • Fixed incorrect effect entry in PlanetAsteroidBelt.entity for Stripped to the Core particle.
  • Removed un-needed tilde from Effect_CoinDrop in SoundEffects.sounddata.
  • Truncated file locations from all particle files.
  • Various optimizations made to movement, IAttacker and rendering systems for improved performance.
  • Removed un-needed .mesh extension from Vasari Loyalist Titan Factory MeshNameInfo entry.
  • Removed un-needed .mesh extension from Vasari Rebel Titan Factory MeshNameInfo entry.
  • Minor string adjustments to clarify when a ship can't phase jump.
  • Increased formation distances between frigates and capital ships to prevent ships from clustering too closely during group phase jumps (which slowed things down while they waited for formation).
  • Potential fix for iHyperspace related crash bug - this was a major culprit of many crash reports.
  • Fixed AttackPlanet bug that caused the game to crash - this was a major culprit of many crash reports.
  • Fixed a Checksum crash bug - this was another major culprit of many crash reports.
546,015 views 175 replies
Reply #26 Top

Oh hey, development team, if you are reading this...

Please consider setting the militias to own their planets, and ramping up the militias. They're pretty lame right now.   

I and so many other people I know have made mods to do this, so we not only have to defeat a militia, we also have to bomb a new planet before taking posession of it.  I've changed every version of SINS I've owned, and I'll do it to every new version to come out... please think about it, it makes the beginning of a game much more exciting.

Reply #27 Top

Quoting Death_L, reply 25
Now I wasn't here during the Beta for Rebellion, but from what I've heard the Ankylon was actually very good, some even said overpowered, but I'm not asking to buff it back to how it was, just improve it more than it currently is now, because its one of the least useful Titans out there.

When people were complaining about the Ankylon, we only had the TEC factions in, and titans were both easier to get and more powerful, believe it or not. And even then most of the guys I talked to thought the Ragnarov was better. And we had no idea how the Eradica and Vasari titans would be. I think its safe to give it the only titan disable.

Quoting just_jim, reply 26
I have to agree there... I finally got nailed last night with a mini-dump after four hours of a great game..... it really sucked. I don't want to get into a good game if it's gonna happen again. I'd rather just wait until the patch is released.

For me at least the minidumps haven't really been save game related. I just started up Sins again and went on from the last autosave. It might happen later on, but only once the game has progressed a lot farther.

Reply #28 Top

Quoting Bama498, reply 8
My guess is the superweapon nerf won't adversely affect the other races as 1-2 Kosturas is all you really need for hit and run and DE ISN'T USED MUCH ANYWAYS.

Here's the one area of glaring Rebellion omission that really needs to change.

Reply #29 Top

I played three games so far

Quoting GoaFan77, reply 27
Quoting Death_L, reply 25Now I wasn't here during the Beta for Rebellion, but from what I've heard the Ankylon was actually very good, some even said overpowered, but I'm not asking to buff it back to how it was, just improve it more than it currently is now, because its one of the least useful Titans out there.

When people were complaining about the Ankylon, we only had the TEC factions in, and titans were both easier to get and more powerful, believe it or not. And even then most of the guys I talked to thought the Ragnarov was better. And we had no idea how the Eradica and Vasari titans would be. I think its safe to give it the only titan disable.

Quoting just_jim, reply 26I have to agree there... I finally got nailed last night with a mini-dump after four hours of a great game..... it really sucked. I don't want to get into a good game if it's gonna happen again. I'd rather just wait until the patch is released.



For me at least the minidumps haven't really been save game related. I just started up Sins again and went on from the last autosave. It might happen later on, but only once the game has progressed a lot farther.

 

I've played three games so far, testing each race.. although I don't know if race has anything to do with the mini-dumps.  Anyway, I played two long, great games as VL and AR with no dumps.  But playing as TL it crashed about four hours in, which really sucked because I was starting to really like the TL "fortress" titan.. lol.    Anyway, I haven't tried reloading it yet...  I may just to see what happens. 

Reply #30 Top

Quoting just_jim, reply 26
Oh cool!!!! 
Quoting Death_L, reply 25After playing a little after reading the patch notes, makes me wish they'd release the minidump fixes today and the rest of the fixes and tweaks on Tuesday.  
 

I have to agree there... I finally got nailed last night with a mini-dump after four hours of a great game..... it really sucked.  I don't want to get into a good game if it's gonna happen again.  I'd rather just wait until the patch is released.

 

 
 You've got no idea, before I posted that I got hit by 4 mini-dumps in a row, 4 different games all over an hour long each. Very annoying, but just have to hold out until Tuesday.

I haven't tried Advent yet for Rebellion, but so far TEC Loyalists and Vasari Loyalists both mini-dump about an hour or so in. Somehow first day I played, I think it was Tuesday I managed to have one game going for over 8 hours no problems besides me and my cousin getting destroyed by the AI's.

Reply #31 Top

Quoting GoaFan77, reply 12

Quoting Seleuceia, reply 11Eradica was buffed

Well that unyielding will change was asked for a while, its just if they didn't reduce the invincibility time once it really dies, it might be a bit extreme.

 

It only costs at minimum 60% more to rebuild once it dies now.

Reply #32 Top

Quoting Sinperium, reply 28

Quoting Bama498, reply 8My guess is the superweapon nerf won't adversely affect the other races as 1-2 Kosturas is all you really need for hit and run and DE ISN'T USED MUCH ANYWAYS.

Here's the one area of glaring Rebellion omission that really needs to change.

 

Hey I'd use it once my fleet is out of temple culture range.

Phase missile block, higher mitigation, 150% shield regeneration and a 25% damage boost on all ships in enemy territory.

Reply #33 Top

Quoting Pat_22_, reply 32

Quoting GoaFan77, reply 12
Quoting Seleuceia, reply 11Eradica was buffed

Well that unyielding will change was asked for a while, its just if they didn't reduce the invincibility time once it really dies, it might be a bit extreme.

 

It only costs at minimum 60% more to rebuild once it dies now.

 

Aye I sort of assumed that's why they chose now to rework Unyielding Will.

 

I guess in that train of thinking though the Eradica did take a hit as it's  trademark "go invulnerable and throw a trantrum" move is now more expensive to utilize.

Reply #34 Top

Quoting bilun, reply 34

Quoting Pat_22_, reply 32
Quoting GoaFan77, reply 12
Quoting Seleuceia, reply 11Eradica was buffed

Well that unyielding will change was asked for a while, its just if they didn't reduce the invincibility time once it really dies, it might be a bit extreme.

 

It only costs at minimum 60% more to rebuild once it dies now.

 

Aye I sort of assumed that's why they chose now to rework Unyielding Will.

 

I guess in that train of thinking though the Eradica did take a hit as it's  trademark "go invulnerable and throw a trantrum" move is now more expensive to utilize.

 

I kinda like the rework as it actually makes phase missiles less desirable against the Eradica, it will trigger Unyielding Will a lot sooner in the fight since only hull damage matters.

Reply #35 Top

Quoting Pat_22_, reply 35

Quoting bilun, reply 34
Quoting Pat_22_, reply 32
Quoting GoaFan77, reply 12
Quoting Seleuceia, reply 11Eradica was buffed

Well that unyielding will change was asked for a while, its just if they didn't reduce the invincibility time once it really dies, it might be a bit extreme.

 

It only costs at minimum 60% more to rebuild once it dies now.

 

Aye I sort of assumed that's why they chose now to rework Unyielding Will.

 

I guess in that train of thinking though the Eradica did take a hit as it's  trademark "go invulnerable and throw a trantrum" move is now more expensive to utilize.

 

I kinda like the rework as it actually makes phase missiles less desirable against the Eradica, it will trigger Unyielding Will a lot sooner in the fight since only hull damage matters.

Not sure I agree with your prognosis.

 

When shields are down other weapon types do comparable or less damage then phase missiles do when shields are up(about 30% of phase missile damage goes straight to hull- If shields are down only 25-30% of damage gets past backup shield generators).

 

Point is it takes about the same amount of time for phase missiles to kill the Eradica as other weapons once other weapons drop shields.  Sure it comes "earlier" but once it starts losing hull it's life expentancy is roughly equal.

 

So against non phase missiles you recieve:
X duration with no buffs(while shields are being depleted)

Y duration with buffs(while hull is being damaged) 

Against Phase Missiles you just get:
 Y duration with buffs(while hull is being damaged)

So frankly while you may hit the buffs earlier, you'll get more total lifetime and thus damage output against non-phase weaponry.

 

Not to mention once you get to the Y-period in which hull is being damaged, Purification is significantly better at providing survivability while maintaining Unyielding Will's buff as it also replenishes shield(and likely won't restore hull to full) meaning it maintains a buffed state while the enemy blows damage reducing shields to 0 again.  So frankly after purification use is accounted for, the Y-period will likely be longer against non-phase missiles as well.

No matter how it's spun Phase missiles are bad news to advent- though I would concede the Eradica in general has always been better equipped to deal with phase missiles bypass chances by simple virtue of having access to largescale hull repair(purification)- being that the Advent's main issue with Phase missiles is their lack of widely available hull repair and are thus more or less stuck with any hull damage they sustain.

 

 

Man, that turned into a bit of a rant. If you can't tell I have some barely repressed issues in regards to phase missiles.

Reply #36 Top

Quoting Pat_22_, reply 32
It only costs at minimum 60% more to rebuild once it dies now.

Well that's true of any level 6 titan. And all things considered I don't think its going to keep anyone from rebuilding an Eradica, unless they're already losing so badly they can't pay for it.

Quoting bilun, reply 36
When shields are down other weapon types do comparable or less damage then phase missiles do when shields are up(about 30% of phase missile damage goes straight to hull- If shields are down only 25-30% of damage gets past backup shield generators).

I do not think you understand how phase missiles work. The main reason phase missiles are so deadly is because they bypass shield mitigation, which is active whether the target has shields left or not. Since Advent shield mitigation already can get ridiculously high (on a titan in culture even the upper 80%s are possible), they'll always be the most powerful weapon type.

Further, I'd agree with pat, as the Advent Rebels have the best shield regeneration rate and options available (Progen, temples of restoration, purification), its quite possible phase missiles could trigger unyielding will while shields are still up. I don't know if that will be a big deal, and does little to discourage bombers, but it could certainly happen.

Reply #37 Top

Quoting bilun, reply 36
Man, that turned into a bit of a rant. If you can't tell I have some barely repressed issues in regards to phase missiles.

 

That's alright, so do I. You're right too, I forgot phase missiles bypass shield mitigation.

Reply #38 Top

Quoting GoaFan77, reply 37

Quoting Pat_22_, reply 32It only costs at minimum 60% more to rebuild once it dies now.

Well that's true of any level 6 titan. And all things considered I don't think its going to keep anyone from rebuilding an Eradica, unless they're already losing so badly they can't pay for it.

 

But the Eradica, with its old ult, was the only one you HAD to lose. With this new ult, you can let its health drop low and then keep it steady without needing it to die to benefit of Unyielding Will.

Reply #39 Top

Quoting Pat_22_, reply 39

Quoting GoaFan77, reply 37
Quoting Pat_22_, reply 32It only costs at minimum 60% more to rebuild once it dies now.

Well that's true of any level 6 titan. And all things considered I don't think its going to keep anyone from rebuilding an Eradica, unless they're already losing so badly they can't pay for it.

 

But the Eradica, with its old ult, was the only one you HAD to lose. With this new ult, you can let its health drop low and then keep it steady without needing it to die to benefit of Unyielding Will.

As it was, I doubt anyone intentionally let their Eradica die, unless it would earn a ton of XP for doing so. And your opponent clearly doesn't know what they're doing if they have a large group of frigates stay in range of an Eradica. :S

Reply #40 Top

Well apparently Zombie tried to do it but it glitched and just died, no special ultimate invulnerability....

Reply #41 Top

Quoting Seleuceia, reply 41
Well apparently Zombie tried to do it but it glitched and just died, no special ultimate invulnerability....

Ya, it was the perfect situation for the Eradica. A holed up VL fleet hiding on it's last planet and my main fleet waiting just outside if he tried to jump away :( :(

 

Reply #42 Top

Fix the DE please!!! :pout:

Reply #43 Top

Agree with the DE sentement. in the stupid ultra dumb lategame, advent could field 2 superweapons per gravity well, as opposed to the normal one per grav well... which sort of balanced out the fact that each individual shot was wimpyweak. Now they have gone from 2/grav well to  .25/ grav well... without making the DE stronger to compensate.

 

as to how?

Significantly increasing duration on both the buff and generation is prolly a really good start.  It is very hard to time a fleet attack with the buffs from the super weapon... making this easier would go a long way I think in increasing DE viability.

Allowing allegiance to fall extra fast is a possibility.

Disabling enemy culture centers is another option.  Flipping them would be incredibly annoying, and prolly buggy with the abilities on em now.

 

 

prolly could think about reintroduce kostura fleet stun while we are thinking about it... depending on how nerfed vasari play in 1.04. That was only a real problem when you had what, 6-8 of em? i don't see that happening any time soon again.

Reply #44 Top

Quoting Pbhead, reply 44
prolly could think about reintroduce kostura fleet stun while we are thinking about it... depending on how nerfed vasari play in 1.04. That was only a real problem when you had what, 6-8 of em? i don't see that happening any time soon again.

http://www.youtube.com/watch?v=_HOAETv_nVo&t=0m5s

Seriously, if anyone wants to bet the the VR won't be overpowered in this patch, my pocketbook is open. Worst case is VL might need a little help. And buffing the Kostura seems like one of the worst things to do. "Ha, I disabled your fleet, watch my titan eat it." 8C

Besides, it seems we could find something much less used than the Kostura to buff. You usually see a few of them every game anyways.

Reply #46 Top

Um... Lavo_2, when I click on your link it just brings me to the top.

 

I do think that the DE should have a buff, and a buff specifically for the AL besides.

Bama498 suggested that the DE have a 10% chance of converting the planet it is shot at, and I think that this buff could be woven into Ancient Retribution or Fury of the Unity and make the AL much more unique and powerful. It would also make them funner to play, buff the DE, and could be implemented easily, using the same effect as Repossession from the Coronata.

Reply #47 Top

Welp, fixed that link.

Reply #48 Top

How did I know that was where you wanted the link to go, Lavo_2?

Reply #49 Top

A massive buff to unity mass 8C and they didn't even increase the cool down lol

Reply #50 Top

I'd just like to see Deliverance engine disable culture buildings at the targeted gravity well and have a 50-100% faster projectile speed(it can sometimes be rather hard to time considering one of it's main effects is a fleetwide damage buff which needs to arrive at a battle near the start of the confrontation to really be useful).

Heck even a 100% penalty to enemy culture production in the targeted well may do the job(rather then a full disable).

But the fundamental issue is it takes FAR less culture to defend against a culture push then the push consists of.  For DE to really be efficient at causing allegiance loss it needs to reduce enemy culture production rather then merely providing a boost to your own culture.

 

But I digress- occurs to me we may be being a bit rude talking about what HASN'T yet been added 2 pages into a thread where Yarlen kindly gives us an early peek on what looks to be a beautiful patch which has been in the works for some time.  B)

 

Aww well, guess it's sort of our nature to focus on "what's next".