Yarlen Yarlen

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.

 

1,005,446 views 473 replies
Reply #376 Top

Quoting Timmaigh, reply 374
Does allied culture increase allegiance on my planets? Or for that do i need to have my own culture?

 

It increases, the loading tip says it does it slower than your own culture, but thats bullshit, my impressions are they increase allegiance like your culture..

Reply #377 Top

Quoting Turchany, reply 376


Quoting Timmaigh, reply 374Does allied culture increase allegiance on my planets? Or for that do i need to have my own culture?

 

It increases, the loading tip says it does it slower than your own culture, but thats bullshit, my impressions are they increase allegiance like your culture..

Indeed, as far as I can tell allied culture is as good as your own, minus the fact that if you suddenly become at war with each other, relying on allied culture can be very dangerous indeed.  ;)

Reply #378 Top

Quoting JinglyGoo, reply 371


Quoting ZombiesRus5, reply 370

Quoting JinglyGoo, reply 367I am not sure what you are asking exactly, but i think  you get the bonuses from the strong culture (colour line) that is affecting your space if you have 2 friendly cultures. I dont think you get both, just the strongest. I do know though that allied benefit from your culture and upgrades though.

You only get what your faction has researched. You won't get ANY bonus from the allies research.

You only get the full bonus if the planet is 100% saturated with culture.

 

Can you clarify what you meant there as i cant make sense of it? Do allies not benefit from my culture research sitting in MY culture? Also your second sentence contradicts the first.

 

 

You'll only get culture bonuses for what you've researched. You can't get another factions culture bonus- period.

The bonus given is also impacted by the culture saturation on the planet. 50% saturation is half the bonus.

 

Reply #379 Top

Quoting GoaFan77, reply 377


Quoting Turchany, reply 376

Quoting Timmaigh, reply 374Does allied culture increase allegiance on my planets? Or for that do i need to have my own culture?

 

It increases, the loading tip says it does it slower than your own culture, but thats bullshit, my impressions are they increase allegiance like your culture..

Indeed, as far as I can tell allied culture is as good as your own, minus the fact that if you suddenly become at war with each other, relying on allied culture can be very dangerous indeed. 

I agree allied culture behaves the same as your own in terms of raising base allegiance. But just like the above conversation you won't get an allies Allure of the Unity bonus ;)

 

Edit - same goes with the Advent's Starbase Allegiance Upgrades. Not going to happen on an allied world.

Reply #380 Top

Quoting ZombiesRus5, reply 379
I agree allied culture behaves the same as your own in terms of raising base allegiance. But just like the above conversation you won't get an allies Allure of the Unity bonus

That's what I meant. You always get YOUR culture benefits, you never get your allies. Thus allied culture is basically has the same effect as your own.

Reply #381 Top

Hey yarlin, was playing a game earlier today and went through a wormhole...  Problem is I hadn't researched that tech yet.  Didn't even have it prepurchased in the research tree.  So it seems we can fly through wormholes now with the new patch, but now no longer need the research to do it.  I was playing as advent loyalist when I ran into this bug just in case this bug turns out to be faction specific.  Hope this helps.

Reply #382 Top

Quoting bignick277, reply 381

Hey yarlin, was playing a game earlier today and went through a wormhole...  Problem is I hadn't researched that tech yet.  Didn't even have it prepurchased in the research tree.  So it seems we can fly through wormholes now with the new patch, but now no longer need the research to do it.  I was playing as advent loyalist when I ran into this bug just in case this bug turns out to be faction specific.  Hope this helps.

Check your artifacts. I believe one allows you to use wormholes without the needed tech.

Reply #383 Top

Quoting ZombiesRus5, reply 379
Allure of the Unity bonus

 

Allure of The Unity is not a culture related bonus (so if you don't have any culture nearby your planet the extra 5-10% will be applied to the max allegiance, only it wont grow)... It's about planet ownership, have you researched Allure? good all your planets max allegiance are increased, I don't see culture playing a part here.. Only in raising that 5-10% extra..

Reply #384 Top

Quoting Ryat, reply 382


Check your artifacts. I believe one allows you to use wormholes without the needed tech.

 

Just checked... Nice catch man... Must be one of those new artifact bonuses.  I'll have to remember that one.  Thanks for the heads up.

Reply #385 Top

Quoting bignick277, reply 384


Quoting Ryat, reply 382

Check your artifacts. I believe one allows you to use wormholes without the needed tech.



 

Just checked... Nice catch man... Must be one of those new artifact bonuses.  I'll have to remember that one.  Thanks for the heads up.

Actually its not. It been there since the beginning. Check the map Ancient Gifts IIRC. Everyone gets one of those artificats.

Reply #386 Top

Quoting Turchany, reply 383


Quoting ZombiesRus5, reply 379Allure of the Unity bonus

 

Allure of The Unity is not a culture related bonus (so if you don't have any culture nearby your planet the extra 5-10% will be applied to the max allegiance, only it wont grow)... It's about planet ownership, have you researched Allure? good all your planets max allegiance are increased, I don't see culture playing a part here.. Only in raising that 5-10% extra..

Turchany- Have you ever researched Allure of the Unity? I'm surprised you don't know how it works.

Reply #387 Top

Quoting Ryat, reply 385

Actually its not. It been there since the beginning. Check the map Ancient Gifts IIRC. Everyone gets one of those artificats.

Fair enough.  I know that artifact has been there from the beginning and I knew it's bonus, but I didn't know it allowed wormhole travel regardless of research.  I've been playing this game since the first Sins got released and I'm still learning new things every time I play.  Love this game's depth.  You know a game is really good when you've been playing for years and still find new things all the time.

Reply #388 Top

Quoting bignick277, reply 387
Fair enough. I know that artifact has been there from the beginning and I knew it's bonus, but I didn't know it allowed wormhole travel regardless of research. I've been playing this game since the first Sins got released and I'm still learning new things every time I play. Love this game's depth. You know a game is really good when you've been playing for years and still find new things all the time.

Agreed. Still doing the same myself. Throw in some modding time and it gets real crazy.

Reply #389 Top

Quoting ZombiesRus5, reply 386
Turchany- Have you ever researched Allure of the Unity? I'm surprised you don't know how it works.

 

???? What do you mean? It is a level8 Advent diplomacy research.. 2 levels, 5-5 max allegiance increase. It was in the civilian tree some years ago, same stats. What do you think I don't understand, because I feel there is something (in your opinion).. You say culture is needed for it, but you get the max increase everywhere even if you never had a culture center, though your allegiance does not increase by this research, only the max cap.. You don't need culture for the max increase you will have it everywhere, you need culture to fill with allegiance.. I know the difference between (current) allegiance and max allegiance. Max allegiance is a static number, like 110% at your homeworld that gets increased with Allure to 115-120%. Allegiance is then increased if you have allied culture on the planets incoming phase lanes.. So after say 1 minutes you will have 104% allegiance at your home and so on, more time more increase until you reach the cap (110% before allure at homeworld), am i missing something here?

Reply #390 Top

Quoting Turchany, reply 383
Allure of The Unity is not a culture related bonus

Allure of the Unity increases the max Allegiance granted by Culture. You don't get an increase without the culture, never have.

I'm not sure home much more culture related you can get from a bonus.

Even the modifier states it's culture related: AllegianceFromCultureMaxPerc

Reply #391 Top

Quoting ZombiesRus5, reply 390
Allure of the Unity increases the max Allegiance granted by Culture. You don't get an increase without the culture, never have.

still max allegiance is just a number that your allegiance may reach after some time if you have friendly culture nearby, and after some time your allegiance will reach that number and be equal to max allegiance.. but its nothing that arguing is worth about I think, there are more important issues, we both know how culture and allegiance works (trust me, I played for years and payed attention to everything in the game.. and I know you are an excellent -and for me famous- modder having sight in every little part of the game :) )

Now i know what the problem is, I categorize it as an economic bonus, for me culture related things are the culture center and everything side effect culture can get from research. I know how Allegiance works I just have a different categorization than you.. Sorry if it caused misunderstanding :)

Reply #392 Top

Quoting Turchany, reply 391
Now i know what the problem is, I categorize it as an economic bonus, for me culture related things are the culture center and everything side effect culture can get from research. I know how Allegiance works I just have a different categorization than you.. Sorry if it caused misunderstanding

For people that don't understand the game's mechanics it made it sound as though the allegiance would increase without culture. No worries though, just clearing the air.

Reply #393 Top

Quoting ZombiesRus5, reply 392
For people that don't understand the game's mechanics it made it sound as though the allegiance would increase without culture. No worries though, just clearing the air.

 

I wasnt meant to confuse anyone reading this :) so its ok

Reply #394 Top

As feedback, I would like to ask that the Advent deliverance engine be given a huge buff. It is the least balanced of the 3 superweapons. The Novalith is basically a "CLICK HERE TO DESTROY ENEMY COLONY" button, whilst the Kostura at least disables all orbital structures. The only other remedy IMO for the issue, would be to nerf the Novalith. Considering we only get 8 starbase upgrades, having to use one of them to ensure the planet doesn't fall in the event of a Novalith blast on every single planet gets really old, really quick.

Reply #395 Top

Quoting Jrla21, reply 394
Kostura at least disables all orbital structures

 

You never had a full Vasari fleet coming right after a Kostura hit on your homeworld, had you? This can be actually stronger than a Novalith as it disables all struvtures, repair, hangars etc for minutes, and say goodby to any well defended world, maybe if he is VL he will even strip the planet and you will get a dead asteroid if you reach there..

But Yes, the Deliverance is still a weak thing, nowhere as strong as it would kill planets or such..

Reply #396 Top

Quoting Turchany, reply 395

Quoting Jrla21, reply 394 Kostura at least disables all orbital structures

 

You never had a full Vasari fleet coming right after a Kostura hit on your homeworld, had you? This can be actually stronger than a Novalith as it disables all struvtures, repair, hangars etc for minutes, and say goodby to any well defended world, maybe if he is VL he will even strip the planet and you will get a dead asteroid if you reach there..

But Yes, the Deliverance is still a weak thing, nowhere as strong as it would kill planets or such..

Nah, usually I can defeat Vasari pretty quickly so I haven't had a chance to have them nuke me. So I can't say for certain, but still, the knowledge you provided me with further helps my point. Deliverance is hugely underpowered in comparison to either other factions' weapons. It doesn't have the oomph that the others have.

 

So I would just go on to say that Deliverance needs a HUGE buff.

Reply #397 Top

K... I know I mentioned a couple days ago that the AI seemed to lose a lot of it's bite on normal, but now I have no choice but to remark the opposite since the new AI update.  The AI on normal and hard is way too aggressive.  I have a guy who I'm teaching the game to and we're playing on hard.  He died and I barely survived.  I played the game on normal two days ago as Advent, and I couldn't push anywhere because every enemy has a full fleet so quickly I can barely react.  Especially when I'm constantly getting hit from every flank by sizable fleets.  It's like the AI is just automatically being friendly with everyone else and teaming up against me.  So my friend died today on hard, so we tried again on normal.  He died again and I'm holding my lines but not much else.  Now my friend's got a few games under his belt, but he's still just learning the game and since the last update, he just can't get anywhere.  The AI is just coming up with huge fleets and hitting you so early and so hard it's unreal.  Don't get me wrong, I like a challenging AI, but I'm trying to teach this guy the game and he's not even getting a chance to experiment and try new ideas because he's constantly getting hit by enemy AI he can't handle.  And believe me, the only thing helping me hold my lines are my starbases.  Otherwise I would be in just as much trouble.  I liked the way the AI was before the beta.  The first beta revision was easier... A little too easy.  Now, it's way too hard.  I can understand the current normal difficulty being the hard difficulty, but it's just too hard for normal.  Especially for someone just learning the game.  The AI needs more balance.  Right now it's just way too aggressive.  Normal is too hard for normal and hard is too hard for hard.

 

I can win against the AI at this difficulty, but I've been playing this game consistently for years.  It took seeing what was happening to him and noticing it myself just how much work I was having to do to push forward for me to realize just how hard the AI was playing.  Definitely too hard for people just learning the game.  Crap, I'm tired and talking in circles.  Sorry guys.  Only just noticed.  Anyway Yarlin... I recommend better balancing for the difficulty levels.

Reply #398 Top

^ i almost guarantee you if you research all the tech in the diplomacy tree the AIs will not be so aggressive with u & ur friend on hard level (you can see why the ai is not happy with you via the relationship info)

Reply #399 Top

Quoting axxo2, reply 398
i almost guarantee you if you research all the tech in the diplomacy tree

 

well if you start with all AI having minus 10 relationship with you that wont help you.. this factional huge penalty kinda decides in the beginning who you can ally with, thats why i dont play ffa, often there is noone to ally with, or most times only one (if i play with predetermined races that doesnt feel as good as with random)

Reply #400 Top

Quoting Jrla21, reply 396
Nah, usually I can defeat Vasari pretty quickly so I haven't had a chance to have them nuke me.

 

AI never use Kostura properly, (skilled) humans online do...