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.

 

1,005,178 views 473 replies
Reply #451 Top

Quoting Timmaigh, reply 450
EDIT 2> The game says its 1.50 BETA 4742 now, am i missing something?

 

 me too... but i am not opted in for the beta... something strange going on..

Reply #452 Top

Quoting Timmaigh, reply 450
Mmmmm, no. I am saying their main characteristic trait is culture, not military. Does not mean they should not have any military at all. Obviously all the factions need military, its a game about warfare after all.

And its not what i WANT.

 

just think, how could you outculture your opponent? I will kill you with my colour on your phase lanes muhahhaha... And from the beginning Advent is meant to be a strong military faction, that is made ridiculous by the Vasari still even after the 1.5... Oh, and dont think of anything that makes advent eco stronger, so no economic side effects of culture.. And keep TEC chances for winning too..

Reply #453 Top

Quoting Turchany, reply 451


Quoting Timmaigh, reply 450EDIT 2> The game says its 1.50 BETA 4742 now, am i missing something?

 

 me too... but i am not opted in for the beta... something strange going on..

I guess we can only wait now for Yarlen to respond. 

In the meantime, how about weather down below? Where in Hungary do you live? I just saw some photos of Danube in Bratislava, its craaaazy. Not sure how does it look in Budapest, but i assume not any better.

 EDIT: Regarding outculturing opponent for Advent, its up to devs to find a way, not me. And you still dont understand. Neither faction is defined by their military. They all have their specifics, like Advent relying on carriers the most, Vasari having PMs and nanotech... but only one faction is supposed to be the masters of trade - the TEC, only one faction are superior at phase space manipulation - Vasari and only one faction is supremely skilled at culture - or at least shall be. Just look at the number of culture related techs for Vasari and for Advent. Advent have about 3x more of that stuff. Is that just a coincidence in your opinion?

Reply #454 Top

On the Steam forums he said it is a mistake. Will be hot fixed.

Reply #455 Top

Oceanic planet, the population upgrades are  10-30-280???-140-250.... I guess someone made a spelling mistake :)

Reply #456 Top

Yeah, sorry, missed the version string. It's updated now.

Fixed Oceanic planets internally and also added a glow around the new DLC research topics. That will be in the next update.

Reply #457 Top

Hi Yarlen,

Thanks for the continuing support of sins of a solar empire, I instantly bought the DLC when it came out: can't wait to see the strategic depth it adds. I play competitive 5v5 games a lot, and have over 1000 hours logged on sins rebellion multiplayer. I often play the competitive maps, because they give more balanced starting positions, and I regret not being able to take the risk/reward of artifacts on those maps. Perhaps you guys could make it an option to enable/disable artifacts, just like you can disable/enable pirates. This way, balance is not compromised, and additional game customization options are unlocked.

I like the changes you and your team have made so far. The only suggestion I, as a seasoned multiplayer veteran, would offer, is to slightly de-emphasize titans, because they are too powerful in my opinion, and they remove strategic depth from the game by being able to crush trough delicate fleet composition with ease, and to slightly nerf light frigates, because the early games often revolves around spamming up to 100 light frigates, because the main counter, lrm, is not easily used, because corvettes dominate lrm, and are easier to get, faster to spam and cheaper than lrm.

One thing I just thought of: make it an option for the lobby host to enable/disable titans. Would be a nice option for ultra-competitive games, because let's face it: Titans are extremely hard to balance right.

Thanks for all the hard work, keep it up!

Reply #458 Top

Quoting Jaegerjaques, reply 457
and to slightly nerf light frigates

Oh the irony.....

Reply #459 Top

Quoting Seleuceia, reply 458


Oh the irony.....

Do explain. I came here for honest discussion, not backhanded comments. If you have something to say, feel free to do so and provide an explanation.

 

Reply #460 Top

It's not an insult to you (or anyone) at all, please don't take it that way...

Until rebellion, light frigates were the laughing stock of the game...LRFs totally dominated them and LF spamming was rare...about the only time an LF spam might work is if your enemy spammed flak (which was very unlikely)...keep in mind that before corvettes, flak had more HP and were a very good counter to LRFs...

In short, LFs were hardly used and LRF spamming was the name of the game....people complained that the game was just LRF spamming and continually asked for LFs to be more competitive...

Your statement is ironic not because I think it is wrong, but because of its truth in the context of the history of sins....

Reply #461 Top

They'll always be more tweaking to be done to balance - it's normal.  Have faith that many, many, many hours and brain cells were poured into a vast Excel file to compare this to that. ;)

Reply #462 Top

For what it is worth Yarlen, I think early game fleet composition (for competitive gameplay) is at the best it has ever been in terms of balance and diversity...

Reply #463 Top

Quoting Seleuceia, reply 462
For what it is worth Yarlen, I think early game fleet composition (for competitive gameplay) is at the best it has ever in terms of balance and diversity...

 

maybe illuminators are not that correct against corvettes, but not my task to decide..

Reply #464 Top

Quoting Seleuceia, reply 462

For what it is worth Yarlen, I think early game fleet composition (for competitive gameplay) is at the best it has ever in terms of balance and diversity...

 

In our local LAN games we have had an absolute blast with the early fleet compositions. Quite a load of fun. :grin:

Reply #465 Top

Played DLC and patch all evening yesterday. Everything is generally great but everyone is of the same opinion that 2nd free factory promotes too much spam wars. Its unneccessary and removes diversity of early game builds. Someone said it was AI fix. Everygame revolves around LF spam even more so.

Reply #466 Top

Quoting JinglyGoo, reply 465
Someone said it was AI fix

 

It is made for singleplayers, the AI is vastly improved, i played 2 games against hard AI's and the difference was shocking (pre 1.5 hard wasnt a challenge for me).. It was so much fun.. I can only guess the outcome of this online.. even earlier spamming..

And btw my early game strategy has changed too due to this 2 factory setup, and I cannot acclimatize myself to the specialization system.. I don't feel how good/bad is it yet.. I can only guess..  (though i only played against AI yesterday and today)

Reply #467 Top

Fleet supply for all Envoy cruisers has been decreased from 8 to 4

 

I was playing with Tec Loyalist before and the tooltip of the fleet supply cost is still 8? can anyone confirm this?

Reply #468 Top

Quoting Admetes, reply 467
Tec Loyalist

 

Same for Vasari Rebel, it writes the envoy needs 8 supply.. I guess the situation is the same for all factions..

Reply #469 Top

Hmm, so that change didn't take. Maybe I forgot to check it in the first time.  Anyway, it'll be fixed in the next update.

Reply #470 Top

Will we see any new maps that incorporate new planet types?  Some of the maps with random features will populate them, but a lot of the maps have specific planets.

 

Also, one error noted: the in-game Map Designer can't find the string for Ferrous planet types.

Reply #471 Top

epic way to counter maw.

 

TL titan he micro jumps in to maw. disruption matrix. than slam the VL titan with dunovs, SUCKS magnetiz doesn't work on it. SRSLY would be epic in bomber swarms :)

Reply #472 Top

As I said, the most crucial part of the game is multi-threading, rendering the entire game impossible to play until late game on any large and huge maps with more than 6 players no matter how fast your computer is.

So even though the game logic is fascinating, design is visually appealing, idea is novel, no other space RTS has achieved this, it is ultimately a disappointment. I no longer boredom to play it anymore although I have a heart to improve it by adding it multi-threading support.

Reply #473 Top

Quoting xuancong, reply 472
multi-threading support.

 

it requires a whole new game to be multi-thread supporting, and 64 bit, and you guess right, they do not want to completely remake Sins... It would be better to do it in the sequel if it is ever started to be developed.

 

Solution is not playing on uber super large multi maps with 10 empires on large fleets setting...