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.

 

1,005,191 views 473 replies
Reply #76 Top

@Yarlen, we still have no news on the phase missiles, are you planning to change anything about them? These practically make late game Advent fleet suffer like hell against Vasari, not having any high-level capitalship after 2 seconds, or a titan exploded no matter if it's shields were still on, and maybe still powerful.. It would really make the game more balanced, as phase missile units have extreme advantage over their average racial counterparts (especially bombers) because they pass through shields. Vasari VS Advent is only fair in the very early game, but even there an Orkulus can stop Advent very easily..

Is it planned to be changed? or only in Sins2 if it is ever released..

Reply #77 Top

Nope, no changes to phase missiles.

Reply #78 Top

I am going to /sign that statement, as others have and will certainly continue to do so...

The Vasari vs. Advent matchup relative to the Vasari vs. TEC matchup is likely to be the single greatest balance issue after this patch, and it will be almost entirely because of phase missiles...as has been mentioned countless times, the base damage of Vasari bombers is too high...not only is this because they wield PMs, but also because in general higher HP units should have less DPS per fleet supply (as is the case for most things in the game)...

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Reply #79 Top

Quoting Yarlen, reply 77

Nope, no changes to phase missiles.

! ! !

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Quoting Seleuceia, reply 78
I am going to /sign that statement, as others have and will certainly continue to do so...

The Vasari vs. Advent matchup relative to the Vasari vs. TEC matchup is likely to be the single greatest balance issue after this patch, and it will be almost entirely because of phase missiles...as has been mentioned countless times, the base damage of Vasari bombers is too high...not only is this because they wield PMs, but also because in general higher HP units should have less DPS per fleet supply (as is the case for most things in the game)...

 

/signed

 

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Reply #80 Top

I'm wondering, other than the addition of new modifiers and artifact changes, does 1.5 break total conversions? From the change logs, this doesn't appear to be the case, but that could be wrong.

Reply #81 Top

Quoting Seleuceia, reply 78

I am going to /sign that statement, as others have and will certainly continue to do so...

The Vasari vs. Advent matchup relative to the Vasari vs. TEC matchup is likely to be the single greatest balance issue after this patch, and it will be almost entirely because of phase missiles...as has been mentioned countless times, the base damage of Vasari bombers is too high...not only is this because they wield PMs, but also because in general higher HP units should have less DPS per fleet supply (as is the case for most things in the game)...

I think Seleuceia is hitting on it.  The problem isn't Phase Missiles.  The problem is Vasari Bombers.  Phase Missiles on Assailants are fine.  Phase Missiles on capital ships are fine.  Phase Missiles on turrets are fine.  Even Phase Missiles on Orkies are fine.  The only problem is the Bombers.

I think I've seen mentioned before a 15%-20% nerf to Vasari bomber DPS.  IMO, this would really help to finish balancing out the Vasari (now that we are getting Maw and Jumping Orkie nerfs with 1.5).

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Reply #82 Top

A lot of skilled players, respected forum warriors, and members of the old guard have pushed or been pushing for a reduction to the base damage of Vasari bombers...IIRC the first person I saw bring it up was Darvin waaaay back in the day, and it wouldn't surprise me if someone else brought it up before him...

Of all the balance issues in sins, this is one of the oldest and most pervasive...it also is one that has some of the strongest consensus...I really don't think you're going to find too many people that think Vasari bombers are underpowered or even in line with the other SC....

Which begs the question...why is it still a problem 5 years later?

Reply #83 Top

Quoting Seleuceia, reply 82
Which begs the question...why is it still a problem 5 years later?

It's always been more exciting to point our fingers at crazy abilities and research like Wail and Maw. Who wants to make a thread and debate about a bunch of DPS numbers. We only ever did that for illuminators.  ;)

Reply #84 Top

Quoting GoaFan77, reply 83
We only ever did that for illuminators. 
:P

Reply #85 Top

How about something simpler for the vasari bombers, like say that the PM upgrades don't affect bombers?

That's something that is easy to implement and balance, I'd think.

Reply #86 Top

Quoting Seleuceia, reply 78

I am going to /sign that statement, as others have and will certainly continue to do so...

The Vasari vs. Advent matchup relative to the Vasari vs. TEC matchup is likely to be the single greatest balance issue after this patch, and it will be almost entirely because of phase missiles...as has been mentioned countless times, the base damage of Vasari bombers is too high...not only is this because they wield PMs, but also because in general higher HP units should have less DPS per fleet supply (as is the case for most things in the game)...

 

 

/signed.

 


Vasari bombers continue to be a joke.   Every other phase missile unit in the game balances it's phase missiles by having about 30% less DPS per supply thyen the equivalent advent/TEC ships of the same class.  By contrast Vasari bombers have the second highest base DPS(Higher then TEC!) AND are the hardest to kill(most HP per bomber).

 

 

When it comes down to it, it's a simple numbers game.  Most weapon weapons gain +30-40% damage when fully upgraded. a 30% shield bypass chance by contrast is a 100% damage  average increase against a capship/titan with 70% shield mitigation.  This increase goes higher the more shield mitigation the tsrget ship has, up to +200% average damage against ships with 85% mitigation.

 

Not to mention, most of that damage is dealt directly to hull, making it even more effective- most ships targeted by vasari bombers die with thier shields still intact- meaning not only do they do more damage, but they don't have to do as much total damage.

 

 

All said, fully upgraded phase missiles easily kill capitalships & titans twice as fast as any other equally upgraded weapon type- and they do so while negating the usefulness of any shield mitigation bonuses or shield regen skills.

 

 

The Advent are hit hardest of course, but this is a general game balance problem that extends to every race and faction.  Even TEC are drastically affected by the fact that The vasari need substantially fewer bombers to hit "critical mass' then any other race.  Most factions need upwards of 80 wings to start killing Capitalships in 1-2 passes- Vasari only need 40-50.

That alone is a huge advantage being that bombers are such an enormous part of the late game.

Again, a 30% hit to Vasari bomber base DPS would be sufficient- after all all the other phase missile units are balanced by their inferior base DPS.

 

 

 

 



Anyway, now with my rant out of the way, I'd like to wrap up by saying that this patch as a whole looks absolutely phenomenal.   The patch tackles pretty much every major issue besides the Vasari Bomber problem- not to mentions includes a substantial buff to a very cool but previously inefficient strategic element(artifact discovery/control).  I'd like to stress that this patch has done nothing but exceed my expectation- while I may argue that phase missile changes will be necessary in the future, I don't consider the lack of them in this patch to in any way reduce how great this patch is.

 

Outstanding job!

Reply #87 Top

Quoting bilun, reply 86
most HP per bomber

Don't you mean most HP per squadron? Vasari bomber squads have the fewest number of strikecraft in the game, of course each individual bomber is the most durable.

 

Reply #88 Top

Quoting GoaFan77, reply 83


Quoting Seleuceia, reply 82Which begs the question...why is it still a problem 5 years later?

It's always been more exciting to point our fingers at crazy abilities and research like Wail and Maw. Who wants to make a thread and debate about a bunch of DPS numbers. We only ever did that for illuminators. 

https://forums.sinsofasolarempire.com/383347

 

Reply #89 Top

Quoting GoaFan77, reply 87


Quoting bilun, reply 86most HP per bomber

Don't you mean most HP per squadron? Vasari bomber squads have the fewest number of strikecraft in the game, of course each individual bomber is the most durable.

 

Nope- Vasari bombers actually have the smallest base hull per squadron(not by much though).  total base squad hull are 140*3=420 for Vasari  100*5=500 for TEC and 75*7=525 for Advent. (considering available hull/armour upgrades TEC bomber squads probably have the most total damge sustainable)

 

 

But the fact that it's concentrated on few ships is a substantial advantage  that more the outweighs the lwoer total squadron hull.  First off anti-SC AoEs such as TK push and Flak burst hit each strikecraft individually- meaning their damage is 65% more effective against TEC squads and 133% more effective against Advent squads then Vasari squads.

Additionally having individual fighters have more HP means Vasari squads can sustain more shots before actually losing and DPS.  An advent squad only needs 75 damage focused in one place to start losing members of the squad and thus start losing DPS.  Even assuming perfect focusfire, the breakpoints in loss of DPS are significantly farther apart for the VAsari then other factions, meaning a given squadron tends to deal more total damage before being destroyed.

 

 

This resistance isn't a problem by it's self- but if AoE were as effective against Vasari Bomber as it is against, say advent bombers, It would be much more possible to wipe out a VAsari Bomber Swarm before it's phase missiles cause significant damage- as it is, their squads not only have the most damage, but are the hardest to actually impose DPS losses upon.

 

 

 

 

Reply #90 Top

Quoting bilun, reply 89
But the fact that it's concentrated on few ships is a substantial advantage  that more the outweighs the lwoer total squadron hull.

It is an advantage, but I do not think to the degree that it needs to factor in calculations. If they have less HP overall than I think that is a fair trade off, it is clearly the damage that is the problem. 

That said, I believe Vasari bombers also have more armor than other strikecraft. Did you factor that in as well?

Reply #91 Top

Quoting Yarlen, reply 77
Nope, no changes to phase missiles.

 

I guess only Vasari fans are OK with this idea (both Vasari factions are no doubt the strongest in Rebellion, although have to check this remains the same after the 1.5 changes). Everyone who is playing on a higher level than a noob sees the difference between a Vasari bomber swarm and any other one (killing a capital ship easily with less squadrons than other race, dominating the field when having large numbers of bombers without having to worry about losing them fast). I still don't understand why is it OK to have two factions be overpowered when only a simple base damage change (maybe 20% as others mentioned before) could really make the situation better. Vasari bombers are very hard to kill because of their high hull and armor due to their low numbers, pair it up with shield negation and you have the overpowered Vasari bomber spam that is hardly killed by anything in the game. Try anti-strikecraft AoE-s, they just laugh at you, they only scratch bombers, try fighters and you will lose everything important before Vasari bombers are getting decimated. Flak frigates are also useless, they only scratch Vasari bombers.

 

This is not a good news :(

 

The other changes are awesome! :) , though it is a bit sad one of the most important and oldest issues still remain unchanged.

Reply #92 Top

Quoting Turchany, reply 91
I guess only Vasari fans are OK with this idea

Quoting Turchany, reply 91
This is not a good news

To be fair, the Vasari already got a lot of the nerfs in this patch. Perhaps they did not want to take drastic action on phase missiles until seeing how the balance was with all the Rebellion problems fixed.

Reply #93 Top

Quoting GoaFan77, reply 90


Quoting bilun, reply 89But the fact that it's concentrated on few ships is a substantial advantage  that more the outweighs the lwoer total squadron hull.

It is an advantage, but I do not think to the degree that it needs to factor in calculations. If they have less HP overall than I think that is a fair trade off, it is clearly the damage that is the problem. 

That said, I believe Vasari bombers also have more armor than other strikecraft. Did you factor that in as well?

 

No I had not- I had totally forgotten Vasari Bombers have 5 armour.  That's a pretty substantial increase to survivability.

Reply #94 Top

Quoting GoaFan77, reply 92
To be fair, the Vasari already got a lot of the nerfs in this patch. Perhaps they did not want to take drastic action on phase missiles until seeing how the balance was with all the Rebellion problems fixed.

There is still and will always be a discrepancy between the Vasari vs. Advent matchup and the Vasari vs. TEC matchup....even if the Vasari were the weakest faction, they still would then be much weaker to TEC than to Advent....it is in this way that the balance issue at hand is honestly independent of Vasari's overall strength...

To be fair, nerfing Vasari bombers is not necessarily the only way to remedy the problem...but it is by far the biggest problem with the Vasari faction after this patch...

I would be willing to increase the number of Vasari SC per squadron so that squadron HP increases but individual SC HP decreases...this would go to great lengths in keeping their SC competitive in fighter vs. bomber or corvette vs. bomber circumstances, but they would at least be vulnerable to cap AoEs just like the other 2 SC...

Reply #95 Top

Hey Yarlen,

I'm finding things both in steams achievement list and other sources online for new achievements and planet types that aren't in game.  Such as Oceanic and Ferrus planets.  I've also found a reference to industrialization such as the Drill Baby Drill achievement for fully industrializing a Ferrus planet.  And there's another achievement for holding 10 different planet types at the same time, but the game currently only has 7 planet types.  Terran, Desert, Volcanic, Ice, Asteroid (either good or dead not sure they're considered separate types), and Rogue planetoid.  Is this update coming with extra features and content not already listed above.  And if not, when might we expect features added to the game that I'm finding referenced several places online.

Reply #96 Top

It's not part of the update, but you'll find out more tomorrow.

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Reply #97 Top

Cool, thanks for the quick reply.

Reply #98 Top

Here's a quick screen capture of the updated volcanic planet. :)

 

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Reply #99 Top

Quoting Yarlen, reply 98


Here's a quick screen capture of the updated volcanic planet.

 

 

Impressive work! :thumbsup: |-)

Reply #100 Top

Quoting Yarlen, reply 98
updated volcanic planet.

 

THAT'S AWESOME! I hope other planets will look as fancy as this :)