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Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion.  This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.

NOTE: THE V1.50 UPDATE WILL BREAK SAVE GAMES!

 

[ Graphics ]

  • New high-res planet textures for Terran, Ice, Volcanic, Desert and Dwarf planet types.

[ Gameplay ]

  • Corvettes are now affected by Unstable Gas Pockets around Gas Giants.
  • The base relationship value for Pacts has been changed to 0.0 (fixes a possible crash bug).
  • All planet exploration costs have been reduced from 450/150/75 to 300/75/35 at level 1 and from 550/175/125 to 400/100/85 at level 2.
  • Changed Helium Atmosphere and Ionic Storms planet bonuses to no longer require planet exploration to detect. (Ship sensors can detect this from orbit.)
  • Increased change to find something via planet exploration from 40% to 60%, except on Competitive map types.
  • Titan research now grants certain bonuses on a per faction basis. See below for details.
  • All players now start with 2 frigate factories on game start. (This helps the AI tremendously.)
  • Fleet supply for all Envoy cruisers has been decreased from 8 to 4.
  • Artifacts Overhaul:  Most Artifacts have been buffed to be of greater strategic value (i.e., game changing). The following are in addition/changed to/from current values:
    • Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.
    • Data Archive - +15% Research Rate
    • Resilient Metaloids - +150% Passive HP Regen; +3.0 Base Armor; -10% Planet Bombing Damage Taken
    • Relativistic Factories - +4 Civilian Slots
    • Phase Accelerator - +33% Phase Jump Charge Rate; +25% Phase Gate Speed
    • Manifest Dominion - +4.00 Relationship Bonus; +0.10 Quest Reward Relationship Bonus; -0.05 Quest Failure Penalty to Relationship
    • Jump Field Generator - -75% Antimatter Lost from Phase Travel; -3% Phase Jump Exit Distance
    • Planetary Organic AI - +60% Population Growth Rate; +25% Maximum Planet Population
    • Matter Compressor - +25% Refinery Ship Capacity; +50% Cargo Ship Capacity
    • Power Core Relic - +20% Maximum Antimatter; +0.10 Passive Antimatter Regeneration in Culture
    • Ion Field Generator - +45% Planet Bombing Range
  • TEC
    • Ion Blast (Akkan Capitalship) will no longer affect enemy Flagships.
    • Garda Flak Frigate range increased from 3900 to 4400.
    • Long-Range Jumps research moved from Tier 3 to Tier 4; cost adjusted.
    • Advanced Arctic Colonies research moved from Tier 4 to Tier 3; cost adjusted.
    • Advanced Civic Design research moved from Tier 3 to Tier 2; cost adjusted.
    • TEC Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to maximum Shields.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Starbase HP.
      • Tier 3 Titan research now grants a +5% global bonus to Rate of Fire for all Lasers.
      • Disruption Matrix (Ankylon Titan) now disables enemy passive regeneration.
      • Group Shield (Ankylon Titan) duration increased from 30/35/40/45 to 40/50/60/70.
      • Inspire and Impair (Ankylon Titan) duration increased from 30/45 to 60/75; now affects Titans.
      • Battlefield Promotions research moved from Tier 5 to Tier 1; bonus increased from 5% to 10%; number of research levels decreased from 2 to 1; cost adjusted.
      • Updated map 'The Void' with correction for TEC Loyalists in Quick Start mode.
    • TEC Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Rate of Fire for all Autocannons.
      • Tier 2 Titan research now grants a +5% global bonus to Population killed from planetary bombardment.
      • Tier 3 Titan research now grants a -10% penalty to enemy empire's Culture build rate.
  • Advent
    • Defense Vessel range increased from 3900 to 4400.
    • Meteor Swarm (Starbase) will now deal AoE damage to Corvettes.
    • Deliverance Engine will no longer affect friendly planets with an allegiance penalty.
    • Distant Visualization research moved from Tier 3 to Tier 4; cost adjusted.
    • Psionic Scream (Discord Battleship) now properly affects Corvettes.
    • Advent Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to Beam weapon damage.
      • Tier 2 Titan research now grants a +0.50 global bonus to Base Armor.
      • Tier 3 Titan research now grants a +10% global bonus to Culture Resistance.
      • Repossession (Coronata Titan) planet upgrade cost bonus increased from 0%/-33% to -33%/-66%.
      • Planet for a Planet research moved from Tier 4 to Tier 3; cost adjusted.
    • Advent Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Plasma weapon damage.
      • Tier 2 Titan research now grants a +5% global bonus to maximum Antimatter.
      • Tier 3 Titan research now grants +1 strikecraft from Hangar Bays (tactical structure).
      • Wail of the Sacrificed will no longer function if enough labs aren't maintained.
      • Wail of the Sacrificed damage decreased from 20.0 per population point to 4.5/9.5; research levels increased from 1 to 2.
      • Increased damage particle duration on Wail of the Sacrificed from 10 seconds to 60.
      • Unyielding Will (Eradica Titan) duration reduced from 240 to 120.
      • Mass Communion research reduced from Tier 4 to Tier 3; cost adjusted.
      • Fixed null pointer crash with Wail of the Sacrificed.
  • Vasari
    • Gravity Warhead (Jarrasul Evacuator) will no longer target Titans or affect enemy Flagships.
    • Phase Out Hull (Antorak Marauder) will no longer affect Flagships.
    • Sentinel range increased from 3900 to 4400.
    • Long Range Jumps research moved from Tier 2 to Tier 3; cost adjusted.
    • Increased Vasari Starbase weapon upgrade time from 25 to 45 seconds.
    • Vasari Loyalists
      • Tier 1 Titan research now grants a +5% global bonus to planetary bombardment damage.
      • Tier 2 Titan research now grants a +5% global bonus to Wave Cannon weapon damage.
      • Tier 3 Titan research now grants a +5% global bonus to capital ship acceleration.
      • Desperation (Vorastra Titan) no longer affects Corvettes; duration decreased from 45 to 15.
      • The Maw (Vorastra Titan) no longer affects Corvettes; max target count reduced from unlimited to 15/30.
    • Vasari Rebels
      • Tier 1 Titan research now grants a +5% global bonus to Pulse Beam weapon damage.
      • Tier 2 Titan research now grants a +10% bonus to mission deadline times.
      • Tier 3 Titan research now grants a +0.10 bonus to your faction's relationship with other empires.
      • Dissever (Kultorask Titan) no longer damages Corvettes.
      • Starbase Mobilization now only allows Starbases to phase jump between active phase nodes.

 

[ AI ]

  • The AI has been significantly modified to allow it to put aside resources towards expensive projects (i.e., Titans and superweapons). This should prevent the AI from 'starving' from lack of resources when attempting to build expensive projects, appearing to do nothing.
  • Normal AI difficulty no longer gets any bonus resource income.
  • Increased resource bonus for Hard and Unfair AI types.
  • All AI types will now spend at least 50% of income on ships.

 

[ Misc ]

  • Fixed bug that prevented players with Cloud saves from joining a local save hosted game in multiplayer.
  • Fixed incorrect planet picture placement for one of the Asteroid planet meshes.
  • Optimized particle system file pathing.
  • Fixed crash bug in Flagship Victory system.
  • Fixed null pointer crash with Wail of the Sacrificed.
  • Converted some TGA texture files to DDS where it didn't adversely impact visuals, freeing up more memory.
  • Removed unused textures to free up memory.
  • Various string updates / changes.
  • Removed data files for the old Metal Pact - was causing some crashes.
  • Moved around various research techs (no Tier changes).
  • Removed unused DLL files.
  • Removed reference to MagneticCloudFair in GalaxyScenarioDef - entity never existed.
  • Fixed bug with some planet bonus Infocards not displaying values.
  • Added null checks to superweapons and titans to prevent possible crashes.
  • Made dwarf planet mesh with the huge crater more prevalent.
  • Improved Starbase Mobilization description.

 

1,005,527 views 473 replies
Reply #226 Top

Aww I'm really hoping the AI colonization thing can be fixed, that is really annoying.

Reply #227 Top

Yeah, please restrict number of this cannons... I had an AI that made 5 of them. And while I fought 2 others (they seemed all to just fight me, not each other oO) all the 5 cannons shot at me over and over again ^^

Reply #228 Top

Quoting Nimiria, reply 227

Yeah, please restrict number of this cannons... I had an AI that made 5 of them. And while I fought 2 others (they seemed all to just fight me, not each other oO) all the 5 cannons shot at me over and over again ^^

An option to shut them off would be nice. Having to mod them out can be an annoyance.

Reply #229 Top

I think super weapons should have an option, the current setup, limit to 1 only and a no super weapon option.

that would cater to everyone as far as super weapons go.

Reply #230 Top

Shut them off is better, not sure if 1 per side is even viable.

Reply #231 Top

The superweapons were limited only to your economy, and tactical cap in Original Sins, and Entrenchment. They were Restricted/Nerfed/Tweaked for Diplomacy, and Rebellion. Now people want yet ANOTHER NERF, or to eliminate them all together. I am for the option to chose whether to use, or disable them. Like the Pirates. It seems to be the only happy medium here.

Reply #232 Top

It should be noted that you need 4 planets for every single superweapon. So 8 planet means 2, 16 planets mean 4 cannons... ect.

 

If you have multiple AIs teaming up on you with them, you are just out of luck.

 

Besides the AI cannot use the tremendously powerful Kostura in a meaningfull way..... loosing a few structures to it is meaningless compared to the power of moving an entire fleet anywhere in a solar system within under a minute. But then the AI doesnt do that, only human players do.

 

So that leaves the Novalith, who is more or less annoying and nothing more and the Deliverance Engine, that can be countered with a bit of culture.

 

No reason to complain about them. Actually the Novalith is rather weak in MP.

Reply #233 Top

I want a limit to the cannons, was playing a large map...yet I'm basically unable to do ANYTHING because all the Kosturas keep aiming at certain planet...can't research, can't rebuild fleet...structures continuously get destroyed, then newly built ones to replace the destroyed get disabled shortly after. >_>

Novalith can be dealt with easier with a starbase, but the Kostura is flat out annoying when spammed by AI.

Reply #234 Top

Quoting ARESIV, reply 232
Actually the Novalith is rather weak in MP.

not always, I have seen them being devastating and turning the tide..

But in SP having multiple novalith bombing you is a huge setback, fortifying your important worlds prolong the defensive phase with several minutes, maybe even an hour.. You can't really defend every planet at once and the novalith takes away your income..30 minutes no trade from a world can be brutal against harder AI-s, and you need every penny against them to successfully break their lines.

Reply #235 Top

I'm with Major Stress on this one, I like the superweapons but to be given the option to turn them off on games would be fair.

Reply #236 Top

Quoting KidInTheHall28, reply 235
I'm with Major Stress

 

Me too, and based on how easy it is to make a minimod ourselves to remove them from the game it shouldn't be much harder to make an option for toggling them on or off, would solve everyone's problem.

Reply #237 Top

Quoting Turchany, reply 203


 I don't like starting another game just because my ally is stupid, 2 capital ships in no way will save you, maybe only if your race is the Mass Effect Reapers  .

 

The Reapers from Mass Effect wouldn't have a chance in Sins

/endnerdrage

 

 

Also, an option to turn superweapons on and off sounds like the most reasonable option concerning Superweapons. I support it entirely.

Reply #238 Top

Quoting Pat_22_, reply 237
Also, an option to turn superweapons on and off sounds like the most reasonable option concerning Superweapons. I support it entirely.

I'd rather have a titan on/off switch than a super weapon one honestly. Though we haven't gotten a new toggle switch outside of a new expansion since the pirate switch was added, so I'm not getting my hopes up for either. ;)

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Reply #239 Top

I'd also like to support a Titan on/off feature.

Reply #240 Top

Quoting GoaFan77, reply 238


Quoting Pat_22_, reply 237Also, an option to turn superweapons on and off sounds like the most reasonable option concerning Superweapons. I support it entirely.

I'd rather have a titan on/off switch than a super weapon one honestly. Though we haven't gotten a new toggle switch outside of a new expansion since the pirate switch was added, so I'm not getting my hopes up for either.

 

That would also be a nice addition. I sometimes find myself going back to play Trinity so I can have a full several hour long game without having to worry about Titans. Enemy Titans as much as my own, because once you get an Eradica, you've pretty much won the game against AI. The Kultorask probably has the same result.

 

Suddenly, Eradica

Reply #241 Top

Quoting Pat_22_, reply 240
The Kultorask probably has the same result.

 

Try level 6 or above Ragnarov, your graph will be completely vertical as that ship can kill full fleets in 1 shot.. (AI fleets)

Reply #242 Top

Quoting Turchany, reply 241


Quoting Pat_22_, reply 240The Kultorask probably has the same result.

 

Try level 6 or above Ragnarov, your graph will be completely vertical as that ship can kill full fleets in 1 shot.. (AI fleets)

 

Difference here is the Eradica was level 1 when it began its slaughter and the entire fleet didn't show up all at once. They just kept pouring in, and then the level 6+ Eradica will basically solo its way to the enemy capital world and win.

Plus, I don't think explosive shot has a large enough radius to actually hit an entire 2000-ish supply fleet unless they're literally all clumped up right on each other?

 

Granted, I never realized explosive shot with overcharge did so much damage.

Reply #243 Top

That's what happens when playing against ai. It's easy :/

Reply #244 Top

Quoting Pat_22_, reply 242




Difference here is the Eradica was level 1 when it began its slaughter and the entire fleet didn't show up all at once. They just kept pouring in, and then the level 6+ Eradica will basically solo its way to the enemy capital world and win.

Plus, I don't think explosive shot has a large enough radius to actually hit an entire 2000-ish supply fleet unless they're literally all clumped up right on each other?

 

Granted, I never realized explosive shot with overcharge did so much damage.

 

Next to a starbase and with your capital ships removed from the well, Ragnarov can easily gain levels, and level6 ability DOUBLES THE RANGE of explosive shot (besides doubling the damage).. Only carriers and capital ships survive that shot (but not the second :) ).. And AI always use fleets, so yes,his ships are always clumped.. That's why I never use fleets..

Reply #245 Top

Quoting Turchany, reply 241


Quoting Pat_22_, reply 240The Kultorask probably has the same result.

 

Try level 6 or above Ragnarov, your graph will be completely vertical as that ship can kill full fleets in 1 shot.. (AI fleets)

What was the issue with Vorastra and Maw then, if Ragnarov at level 6 does basically the same? 

 

Anyway, i had finally time and space yesterday to play one full game with my buddy against 2 hard AIs and here are my impressions:

 

- maybe its just coincidence, but before 1.5 the game used to crash on me, basically once per session, but yesterday, 3 hours game and it ran strong without a hiccup

- finally saw all the planet textures, they are simply brilliant. Especially i like the desert and the volcanic. Just fix the the water glossines on Terran world and its all set.

- The artifact world has a broken UV mapping on the northern hemisphere.

- The AI seems to be easier to play against, at least on Hard. I was under impression it was cheating before, so what was the reason for it to "put money aside" for bigger project like Titans? It did not seem to have money issue before and sure as hell it used to construct Titans like there was no tomorrow - and i think it did actually sooner than now. 

Reply #246 Top

Quoting Timmaigh, reply 245
What was the issue with Vorastra and Maw then, if Ragnarov at level 6 does basically the same?

 

Try killing a Vorastra, tell me if you succeed. And Rangarov has to turn to use the ability, not just jump and use at will.. And if you let a Ragnarov hit level6 you deserve to get defeated, but Vorastra if handled by a medium player (doesn't need high skill to use micro-phasejump well) is never killed, and severuns insta-heal it when it reaches safety.. Vorastra can escape almost any situations while your ragnarov is slow and will die of bomber spam, not like vorastra that could eat carriers and leave the well before the second wave hits it..

Reply #247 Top

Quoting Turchany, reply 246


Quoting Timmaigh, reply 245What was the issue with Vorastra and Maw then, if Ragnarov at level 6 does basically the same?

 

Try killing a Vorastra, tell me if you succeed. And Rangarov has to turn to use the ability, not just jump and use at will.. And if you let a Ragnarov hit level6 you deserve to get defeated, but Vorastra if handled by a medium player (doesn't need high skill to use micro-phasejump well) is never killed, and severuns insta-heal it when it reaches safety.. Vorastra can escape almost any situations while your ragnarov is slow and will die of bomber spam, not like vorastra that could eat carriers and leave the well before the second wave hits it..

Did you ever actually used Vorastra yourself, Turchany? Or were you just always on receiving end of it? :D

Cause it certainly seems so. The teleporting is not be all and all ability. You still need to turn toward the targets with Vorastra, if you want to "maw" them, the same way you have to do with Ragnarov and its abilities. So no, there is no "use at will". Teleporting helps you to close on your targets, but then again, the Maw has nowhere near the range the abilities of Ragnarov have, right?

Additionally, you say it just takes a medium player to use Vorastra succesfully...cause using properly the likes of Eradica/Kultorask with their AoE abilities, which bomb everything around without a need to turn or aim at all, is apparently fucking difficult and rocket science.

Reply #248 Top

Quoting Timmaigh, reply 247


Quoting Turchany, reply 246

Quoting Timmaigh, reply 245What was the issue with Vorastra and Maw then, if Ragnarov at level 6 does basically the same?

 

Try killing a Vorastra, tell me if you succeed. And Rangarov has to turn to use the ability, not just jump and use at will.. And if you let a Ragnarov hit level6 you deserve to get defeated, but Vorastra if handled by a medium player (doesn't need high skill to use micro-phasejump well) is never killed, and severuns insta-heal it when it reaches safety.. Vorastra can escape almost any situations while your ragnarov is slow and will die of bomber spam, not like vorastra that could eat carriers and leave the well before the second wave hits it..

Did you ever actually used Vorastra yourself, Turchany? Or were you just always on receiving end of it?

Cause it certainly seems so. The teleporting is not be all and all ability. You still need to turn toward the targets with Vorastra, if you want to "maw" them, the same way you have to do with Ragnarov and its abilities. So no, there is no "use at will". Teleporting helps you to close on your targets, but then again, the Maw has nowhere near the range the abilities of Ragnarov have, right?

Additionally, you say it just takes a medium player to use Vorastra succesfully...cause using properly the likes of Eradica/Kultorask with their AoE abilities, which bomb everything around without a need to turn or aim at all, is apparently fucking difficult and rocket science.

 

Noone talked about the other titans (Eradica, Kultorask), they certainly need less micro to be efficient, only need to be close to many ships, never said it was a brain operation level thing..

I never played Vasari online, so much challenge winning with them.. From my experience (what I saw in skilled multiplayer team matches) Vasari factions have (had? I don't play online anymore due to lack of interest and fun) brutal advantage and many times a medium player could cause heavy difficulties to higher level players, so I think Vasari needs less skill, and if played by someone skilled like in the games where I got defeated by Vasari Loyalist... Same skill level, the one using Vasari wins. Someone pro having VL, and no matter how many fronts you have won he will be unstoppable and extremely hard to corner, and have fun staying in the game and not getting minidump for hours... I was able to kill Vorastra sometimes but only with brutal advantage in numbers and firepower, with the same level fleet it is almost impossible..

Maw is easier to use in my opinion than ragnarov explosive shot. When your ship is able to jump from the edge of the grav well to almost anywhere, positioning is a small task if the other one is not looking for, to say 2-3 seconds, and boom your carriers/frigates are all gone (before the hard nerf of Maw of course). If you get in the back of the ragnarov, that ship is basically useless if you manage to stay out of the arc of the main gun (not a hard task), but Vorastra could cause heavy damage in very small time (and with some luck).

I have never really seen level6+ Ragnarov in skilled matches, only when several titans were already deployed and we were making a breakthrough, but I have seen Vorastra reaching lev6 many times because of it's extreme durability and instajumping.. Add Vasari fleet superiority and you will have almost free XP to feed your vorastra to level6, and good luck killing that jumping hell.

Reply #249 Top

Did not have to be online. Did you at least try using the Maw against AI?

And why should we not take other titans into discussion. You gotta take the holistic approach here, Vorastra and Ragnarov are not the only Titans in the game. And even if Maw was easier to use than Scattershot - depends IMHO on the fact, whether it fires the moment you press the button or not, as this is actually the biggest weakness of the Maw - there are still other titans and their abilities, which you have to take into consideration.

BTW i doubt i ever killed more than 40 targets with the Maw at once anyway. Now 30 is the cap, which not that big of a difference. Do you think the capping is actually going to make a difference? Are carrier fleets, which are apparently main target for the Maw, usually way bigger than 30?

Reply #250 Top

Yes I tried Maw, I play every faction in singleplayer, but online I can't play Vasari.. Not the faction of my highest skill level. I did not have difficulties most of the times deciding where to jump and use the maw immediately, well I guess it's different when you play against humans, never tried it, hate playing vasari against humans.

Scattershot? I was talking about explosive shot.. I always wondered why people like that, I never use that and still able to do huge damage, doesn't scattershot increase mitigation level before explosive shot hits? Is it still useful to do, isn't a single explosive shot enough? and after this you can fire your scatter to weaken hard targets?

 

Capping isnt 15--30 per level? I guess 15 will make difference if you have 30 carriers at one place unfortunately and don't realize in time..

 

We can bring in other titans if you want, but the topic is the comparison of the lev6 Ragnarov and lev6 Vorastra.