Yarlen Yarlen

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.
546,021 views 175 replies
Reply #126 Top

When I verified the integrity of my game cache Steam said it needed to update Rebellion to a more efficient file system.  Any idea why Steam needed to do that?

Reply #127 Top

Quoting Yarlen, reply 117
If you verify integrity of game cache within Steam, the 1.04 update will apply. We're working with Valve to determine why the game doesn't want to auto-update normally.

 

Can you make this bug a feature?  I'd really like the option to elect when to update as I like playing on the larger maps and can take several days to complete a good game as I don't have time to do it all at once.  For your customers who don't follow the forums very often, it is very frustrating to have put hours in a game that is getting really good and then have it not work because of an upgrade.

That said, I really like the new changes and agree with the suggestion for the VR to have to buy an upgrade for each starbase than can warp.

Reply #128 Top

Quoting BellGoRiiing, reply 125
....Oh right, I turned automatic updates off....forgot.
''

 

Didn't realize this was an option; thank you!

Reply #129 Top

Quoting Solport, reply 131

Quoting BellGoRiiing, reply 125....Oh right, I turned automatic updates off....forgot. ''

 

Didn't realize this was an option; thank you!
lol yup, for all games too. :p

In case you're wondering, its in the games' properties in one of the tabs.

I'm not sure if one of the crashes was caused by an update. But as soon as the game shut down it updated, so I ended up turning it off.

Reply #130 Top

Vasari are the the most advanced race why would the VR need more debuff other than the -25% dmg. Vasari are the master race not those pesky humans,

Reply #131 Top

Well thank you for sending out an email to let me know Rebellion has been updated, if it wasn't for the email I wouldn't have know (Steam definately isn't picking up the update for me) and I have been waiting for this last update before continuing my modding efforts.

 

Thank you for the update Stardock, now its back to work for the modders!

Reply #132 Top

Lol, I didn't even know there was an update till I received an email about the update.

Edit: Ok, it seems that everyone who has Rebellion got this email. I am so behind the times.

Reply #134 Top

Quoting ThanatosDMC, reply 133
Vasari are the the most advanced race why would the VR need more debuff other than the -25% dmg. Vasari are the master race not those pesky humans,

 

Because game balance trumps lore.

 

Besides if we were playing by lore, the Vasari would have to have a fleet cap a fraction of the size of the other races.  The Vasari are supposed to have the best tech by and large- But they are also supposed to have a very small military compared to the other factions who happen to be in their prime and not be a small group of refuges as the Vasari lore pegs them.  That's pretty much the lore's reasoning for the Vasari's reliance on mobility & guerilla tactics: because they are vastly outnumbered and would lose if forced into a war of attrition.

Reply #135 Top

OK, mine updated itself, but I haven't played it yet, other than starting it to check the version number.  Gonna grab some supper and then fire it up and try it out....

Reply #136 Top

Quoting bilun, reply 137
Quoting ThanatosDMC, reply 133Vasari are the the most advanced race why would the VR need more debuff other than the -25% dmg. Vasari are the master race not those pesky humans,

 That's pretty much the lore's reasoning for the Vasari's reliance on mobility & guerilla tactics: because they are vastly outnumbered and would lose if forced into a war of attrition.

 

which is how I try and beat them every time.... lol....

Reply #137 Top

Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nods in the Empire Tree. (Helps prevent the Empire Tree from 'jumping' around.) My gratitude is only exceeded by my amazement!

Reply #138 Top

Quoting Protoplazm, reply 140
Added new UI option: Empire Tree - Show Ships in Phase Space, which toggles whether ships phase jumping to other gravity wells are displayed in nods in the Empire Tree. (Helps prevent the Empire Tree from 'jumping' around.) My gratitude is only exceeded by my amazement!

 

Oh wow!!!  And here I was just getting ready to start a game... thank you for the heads up, this is a most welcome surprise!!!!!!

Reply #139 Top

Quoting Yarlen, reply 122

Quoting Proletari, reply 103
Quoting OddskiBoddski, reply 101
Quoting Proletari, reply 99vasari are fags



 

pony fag

 

Let's keep things civil unless you no longer want to have posting privileges.

Reply #140 Top

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.

 

this made me laugh

Reply #142 Top

And yet the Vasari Rebels are still being banned by the MP crowd.......

Reply #144 Top

Pirates are still ridiculously powerful and have been for a few versions of the game now.

Just started a new game in the latest version. Got distracted in the middle of a battle and lost the bidding war for pirate raids.

My 2 capital ships (L4 + L3 it is still early in the game) easily defeat other player's fleets but when responding to the pirate raid, were annihilated in less than a minute.

I have found in past versions that jumping them into any system with pirates is tantamount to suicide as the pirates destroy them before I can turn them around and jump back out.

I have found the best and simplest tactic for the game is to simply wait at the bounty auction and make sure I win each time.

(When I lose the bids, my one and only tactic is to pull out any defending ships and wait until the pirates are finished.)

After 3 or 4 rounds of raids the target empire is devastated and I just move in.

I have won games without firing a single shot at an enemy ship.

Pirates should be a nuisance, not a super power.

 

 

Reply #145 Top

Quoting Goresh, reply 145
Pirates are still ridiculously powerful and have been for a few versions of the game now.

Just started a new game in the latest version. Got distracted in the middle of a battle and lost the bidding war for pirate raids.

My 2 capital ships (L4 + L3 it is still early in the game) easily defeat other player's fleets but when responding to the pirate raid, were annihilated in less than a minute.

I have found in past versions that jumping them into any system with pirates is tantamount to suicide as the pirates destroy them before I can turn them around and jump back out.

I have found the best and simplest tactic for the game is to simply wait at the bounty auction and make sure I win each time.

(When I lose the bids, my one and only tactic is to pull out any defending ships and wait until the pirates are finished.)

After 3 or 4 rounds of raids the target empire is devastated and I just move in.

I have won games without firing a single shot at an enemy ship.

Pirates should be a nuisance, not a super power.

 

 

 

Better to play with automatic Pirate raids off anyway- the automatic raids can unbalance the game by slowing just one player's early expansion early game and then late game just becoming automatic exp for someone's titan every raid that said person's opponents can't really do anything to stop.

Not to mention the whole bidding system in general has a bunch of flaws and annoying aspects.  Pirate missions are much better for gameplay.

Reply #146 Top

Quoting Goresh, reply 145
Pirates are still ridiculously powerful and have been for a few versions of the game now.

Just started a new game in the latest version. Got distracted in the middle of a battle and lost the bidding war for pirate raids.

My 2 capital ships (L4 + L3 it is still early in the game) easily defeat other player's fleets but when responding to the pirate raid, were annihilated in less than a minute.

I have found in past versions that jumping them into any system with pirates is tantamount to suicide as the pirates destroy them before I can turn them around and jump back out.

I have found the best and simplest tactic for the game is to simply wait at the bounty auction and make sure I win each time.

(When I lose the bids, my one and only tactic is to pull out any defending ships and wait until the pirates are finished.)

After 3 or 4 rounds of raids the target empire is devastated and I just move in.

I have won games without firing a single shot at an enemy ship.

Pirates should be a nuisance, not a super power
 
 

Most players play with Pirates off. And no matter how strong they make the pirates, there is someone playing for the first time who will get owned by them, and some guy good enough to turn them into free XP for caps and titan. How strong they've been has varied over the years, but someone will always find them either too strong or too weak no matter how good or bad the pirates are.

I know they did tweak them up in a recent patch, but I thought that would mainly affect them late game. In which case you should have a titan, so pirates should be much appreciated experience points.

Reply #147 Top

Quoting GoaFan77, reply 147


Most players play with Pirates off. And no matter how strong they make the pirates, there is someone playing for the first time who will get owned by them, and some guy good enough to turn them into free XP for caps and titan. How strong they've been has varied over the years, but someone will always find them either too strong or too weak no matter how good or bad the pirates are.

I know they did tweak them up in a recent patch, but I thought that would mainly affect them late game. In which case you should have a titan, so pirates should be much appreciated experience points.

I totally agree...  Personally I like the Pirates ramped up, because it does just what you said, lets me build up my cap ships and titans XP faster, and adds a little variety to the game.  Yes, they are a nusiance, but a welcome one.  I reciently posted a thread about getting nailed over and over by pirate raids.... finally figured it was the AI buying them to raid me... it was making me crazy... but was also one of the more memorable single player games in a while, because it was so unexpected, and such a nuscence.  Hey, war is hell... lol... you have to expect the unexpected. 

I always keep mine turned on.  But also when I make a custom map, I tend to give all the players more credits and resources to get started with (no, not just mine... lol... )  so they don't usually have a problem in the game early on, and the game gets started up faster... it tends to make that first boring half hour go a lot faster.. .  Most of the time within 5 minutes all the players have a decient fleet started, and the pirates aren't really a major threat.... just a pain in the ass.

One question... if you turn the pirates off, how would this effect the TEC rebels being able to use them???

 

Reply #148 Top

Quoting just_jim, reply 148
One question... if you turn the pirates off, how would this effect the TEC rebels being able to use them???

Well, they can still hide in the pirate base for cover. If you're talking about the Pirate Mercenaries ability, they can still recruit pirates even if pirates are off.

Reply #149 Top

I'll look at Pirates again for the next update. In terms of balancing, they are probably the most pesky.  We'll continue to look at VR as well.

Reply #150 Top

Quoting Yarlen, reply 150
I'll look at Pirates again for the next update. In terms of balancing, they are probably the most pesky.  We'll continue to look at VR as well.

Yeah, I can see where balancing the pirates might be tough... from what I'm reading, the opinion on pirates seems split 50/50..... some folk like me like the ramped up, more agressive pirate faction... others turn theirs off and would rather not have them around.

If it's possible, perhaps you could think of adding a pirate difficulty level, the same as an AI player?  This way people who don't like them could set them to easy, while others like me who do like them could set them to cruel?? 

I know the pirates are just another faction, and written like players in many ways... is something like this do-able???