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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.

 

1,005,386 views 473 replies
Reply #151 Top

Quoting bignick277, reply 151

Holy fek... I just got the destroyer of worlds achievement... I thought that wasn't supposed to be achievable until you got the DLC pack in June.

That's why this is a Beta ;)

Reply #152 Top

Quoting bignick277, reply 149

Is it just me or does it seem like the AI has lost some of it's bite with this update?  Possibly since they no longer get extra funds?  The resistance they're giving me since this update is considerably more subdued.

I'm looking into this actually and playing with numbers.  What difficulty level are you playing with?

Reply #153 Top

Currently normal.  Whenever I play beta's I always start with normal and work my way up.  Plus teaching a new player how to play the game.

Reply #154 Top

The normal AI no longer gets an income/resource bonus, so it is easier.

Reply #155 Top

But is it smarter now that it knows to save up for things? :grin:

Reply #156 Top

I have a possible...text issue to report.

In the Medium map: Gemini description it says:

If your attacks though these lanes stall,

Shouldn't that be:

If your attacks thRough these lanes stall, 

Reply #157 Top

I noticed 2 things regarding new planet textures, not so obvious on the quick glance yesterday>

- the lightning texture on the Terran planet does not correspondent with the diffuse texture. I mean, if you look at the planet in place where the lights switch off as the surface moves to the sunlight, you can see the lights were actually where ocean is, not the landmass. 

- the other, worse thing - the water on the Terran planet does not reflect sunlight anymore, as it used before. Now its the same as landmasses, diffuse shader material. 

Example how it looked before:

Sorry to nitpick, but what is the point updating visuals in one way, when you do downgrades somewhere else.IMHO when it comes to graphics, proper shaders and lightning >>> high res textures.

 

 

Reply #158 Top

I've found a bug.  during this game I've already found 2 instances (currently fighting one now) where there's a Kortul Devastator with pretty much infinite shields.  Seriously it's shields are regenerating so fast the only way to take it down is with phase missiles to bypass the shields.  At the rate their regenerating, it can literally fully regenerate it's shields in about 10 seconds.  This is not an exageration.  It's not with every Kortul devestator, but it's already happened twice this round and I'm currently fighting one of these seemingly invincible ships now.  Possibly only happens once they reach a certain upgrade level.  The one other I ran into with this issue was a level 7.  The one in this save is a level 10.

 

Here's a download link for my save file where you can find one of these invincible ships.

deleted

You'll find the ship on the terran planet Kapaneus.  The save should load already in the system.  Enemy Kortul Devastator in question is orange.  Crazy shield regen.  Even my fully upgraded Orkulus can barely put a dent in it.

Reply #159 Top

Quoting Seleuceia, reply 62

I second Myfist0's motion...or would it be third his motion?
I third your second to his second or third

Reply #160 Top

Quoting bignick277, reply 158
during this game I've already found 2 instances (currently fighting one now) where there's a Kortul Devastator with pretty much infinite shields.  Seriously it's shields are regenerating so fast the only way to take it down is with phase missiles to bypass the shields.

What is the shield regen value? The Kortul is supposed to regen its shields by up to 45 shields/second as part of its power surge ability. You will need a decent sized fleet to overcome it, do not rely on a single starbase or capitalship to defeat a Kortul 1v1.

Reply #161 Top

download the file and you'll see... He's regenerating far more than 45 a second... As I said, my fully upgraded Orky can't even take down it's shields.  It only dents it and that only last for about a second before the Kortul is back to full shield... Seriously, I'm not kidding.  I'm a Vasari player, so it wouldn't bother me, but other players probably don't want me rolling up in a full fleet of Kortul's right now... At this point I'd be unstoppable.

Reply #162 Top

Quoting bignick277, reply 161

download the file and you'll see... He's regenerating far more that 45 a second... As I said, my fully upgraded Orky can't even take down it's shields.  It only dents it and that only last for about a second before the Kortul is back to full shield... Seriously, I'm not kidding.  I'm a Vasari player, so I wouldn't bother me, but other player probably don't want me rolling up in a full fleet of Kortul's right now... At this point I'd be unstoppable.

If you can pull off that many Level 10 Kortuls you deserve to win. I'm not seeing any issues.

Reply #163 Top

Quoting bignick277, reply 161

download the file and you'll see... He's regenerating far more than 45 a second... As I said, my fully upgraded Orky can't even take down it's shields.  It only dents it and that only last for about a second before the Kortul is back to full shield... Seriously, I'm not kidding.  I'm a Vasari player, so it wouldn't bother me, but other players probably don't want me rolling up in a full fleet of Kortul's right now... At this point I'd be unstoppable.

What is far more? I can't download the file right now, but Starbases do not inflict much damage to a single target. If you have no other things to attack the Kortul with that sounds about right.

Also the 45 shields/sec was from Diplomacy, in theory the highest now is 52 shields/second.

Reply #164 Top

Quoting ZombiesRus5, reply 162

If you can pull off that many Level 10 Kortuls you deserve to win. I'm not seeing any issues.

Really?.... Well if a fully upgraded starbase is not meant to ever be able to drain a kortul's shields to 0 let alone a couple hundred off the top then I guess there is no problem.  Seriously look at it... The fully upgraded Orky eventually wins, but never takes more than a couple hundred off the top of the Kortuls shields which only lasts a second before fully regenerated again.  The Orky wins by phase missiles only, by bypassing the shields altogether and hitting hull.  It's funny to watch the Kortul die with full shields and no hull against a fully upgraded Orky.  So.... No problem?  If I'm wrong then fair enough.  I just find this one a little far fetched to be non issue.

Reply #165 Top

Quoting GoaFan77, reply 163


What is far more? I can't download the file right now, but Starbases do not inflict much damage to a single target. If you have no other things to attack the Kortul with that sounds about right.

Also the 45 shields/sec was from Diplomacy, in theory the highest now is 52 shields/second.

Actually now that I look at the stats of this particular Kortul, it claims it's shield mitigation is a whopping 72% compared to my 17% even though we're both Vasari... Could this be a pact or one of the new Artifact abilities causing this?

Reply #166 Top

Quoting bignick277, reply 164

Really?.... Well if a fully upgraded starbase is not meant to ever be able to drain a kortul's shields to 0 let alone a couple hundred off the top then I guess there is no problem.  Seriously look at it... The fully upgraded Orky eventually wins, but never takes more than a couple hundred off the top of the Kortuls shields which only lasts a second before fully regenerated again.  The Orky wins by phase missiles only, by bypassing the shields altogether and hitting hull.  It's funny to watch the Kortul die with full shields and no hull against a fully upgraded Orky.  So.... No problem?  If I'm wrong then fair enough.  I just find this one a little far fetched to be non issue.

I cannot say for certain, but with or without a bug that seems like the correct outcome. The Kortul can take out almost anything 1v1, its a powerful single fighter, you need to swarm it with lots of frigates to have enough DPS to take it out.

Starbases are powerful but they spread their DPS over many targets. They do only a fraction of their total damage against 1 target.

Quoting bignick277, reply 165
Actually now that I look at the stats of this particular Kortul, it claims it's shield mitigation is a whopping 72% compared to my 17% even though we're both Vasari... Could this be a pact or one of the new Artifact abilities causing this?

Shield mitigation's "base value" is 15% by default, possibly a bit more with research. However, it increases to 50%+ as a unit take damage. The more damage it takes the higher the mitigation. Basically your starbase is not taking enough damage from the Kortul for its mitigation to increase very much, and while the Kortul is taking enough damage to max its shield mitigation, its power surge ability is restoring all the damage it takes.

Reply #167 Top

Fair enough... Thanks for the info.  I didn't realize the Kortul was that strong a ship.

Reply #168 Top

Quoting bignick277, reply 167

Fair enough... Thanks for the info.  I didn't realize the Kortul was that strong a ship.

Ya, wasn't trying to insult you or anything. The Kortul is just that much of a beast especially at level 10 like that. With Shield mitigation being applied before any damage to the actual shields I wasn't surprised to see that. 

That said the phase missiles are why it was being damaged. Those do bypass shield mitigation as well as shields. It's one reason a 5% phase missile tech does far more damage than a normal 5% weapon buff as your bypassing a starting mitigation of 65% on capitals increasing .011 for each level. 

Reply #169 Top

Quoting bignick277, reply 158
I've found a bug.  during this game I've already found 2 instances (currently fighting one now) where there's a Kortul Devastator with pretty much infinite shields.  Seriously it's shields are regenerating so fast the only way to take it down is with phase missiles to bypass the shields.  At the rate their regenerating, it can literally fully regenerate it's shields in about 10 seconds.  This is not an exageration.  It's not with every Kortul devestator, but it's already happened twice this round and I'm currently fighting one of these seemingly invincible ships now.  Possibly only happens once they reach a certain upgrade level.  The one other I ran into with this issue was a level 7.  The one in this save is a level 10.

Looking at this in the debugger, everything is behaving as expected.  You didn't bring enough firepower to take him out is all. ;)

Reply #170 Top

lol, yeah I did, I just found it very odd to see a kortul die with no hull and full shields.

Reply #171 Top

Phase missiles are a wonderful thing.

Reply #172 Top

Quoting Yarlen, reply 171
Phase missiles are a wonderful thing.

And...now we know why those buggers will never get nerfed......

Reply #173 Top

I am unable to go through worm holes or travel to another galaxy, even with research... :(

 

Reply #174 Top

Well I figured I would post it here, but I'm playing the Beta version and noticed that I can't travel through wormholes. (and yes I got the research, lol)

Reply #175 Top

Still no AI love :(