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 #201 Top

Quoting Eyelander, reply 199
i might switch out from beta to play a harder game

 

What about giving detailed feedback and helping the Developers to sort it out?  :-" ;)

Reply #202 Top

...Maybe the AI just hates me...playing them on Hard and they invade my planets, and wipe out my whole fleet. :/

Playing it on Normal and I basically do nothing and I still win. >.>

Reply #203 Top

Quoting GoaFan77, reply 200
The devs decided in a secret update to address the complaints about easy AI by only fixing the problem for hostile AIs.

 

To be honest I don't mind having an allied AI who is beaten by my other opponent in a 2v2, it makes me kill 2 strong enemies that is always fun. But having an ally who is so worthless I am getting in a 2 front assault in an hour or so because my other enemy can afford to send huge forces my way because my ally is basically not doing anything is a problem, he cannot even keep the other opponent busy. Unfair is my upper limit, I can defeat unfair opponents in 1v1 and it is fun (I think higher levels are not that much fun because of the extreme slaughter), but I can't do it alone against two opponents in a medium map (I only like to play random medium, medium large maps) where my planets are very far from each other, and starbases are useless even against a medium sized fleet... 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  :| .

Reply #204 Top

Big thanks to everyone on the map generation bug feedback!  We now have a decent handle on where to look for what's going on. :)

As for the AI, if you're playing on Normal I will simply point you to the change logs (where it clearly states they no longer get a resource bonus = easier). ;)  

For those not playing on Normal, I've noticed the same.  I spent much of Friday looking at the AI code which is quite a trip for me.  I've made some tweaks and we're testing them internally now.  

Reply #205 Top

@Yarlen, can you do something about AI colonization? In todays game my ally refused to colonize, he acquired 2 asteroids but failed to send colony ships to 4 other possible planets (volcan, dead asteroid, asteroid and a terran), but he had 2 colony ships at the edge of one of his asteroids.. Slowly he got defeated by attrition as his opponent had all worlds colonized at his part and it was a huge advantage on his side.

AI and the colonization of Volcanic and Ice planets were always problematic as I remember, and it seems it changed somewhat, but allied AI's fail to do the task even nowadays.. Is it about what Goa said somewhere above, that you are making allied AI's weaker? Many games in 1.5 were ruined because my ally was incompetent (and against unfair opponents I can't afford losing my ally too early).. Just interesting don't remeber the same from the previous Rebellion versions.

Reply #206 Top

Quoting Turchany, reply 205
Is it about what Goa said somewhere above, that you are making allied AI's weaker?

I was just being sarcastic btw, don't always take me seriously.  ;)

Reply #207 Top

Some random stuff that came into my mind recently about the 1.5 beta version:

 

Cheaper exploration of planet surfaces and higher chance of finding something- excellent, I do exploration well before late game as now I can afford it

New artifact properties- paired with the cheaper exploration, singleplayer fun factor increased over level9000 :D

Titan research level1-3- it is a magnificent idea to do something about these otherwise boring stuff, they didn't really do anything interesting in the past, but now even the small increases here and there are making me think, yeah it would be good to research titan construction cap levels because they are doing something nice too (even if I am far from actually launching the mega project of a titan-construction queue)

Vasari as balanced as it never were in Rebellion- still the two strongest factions are the VR and VL (it is very very sad :( ), but they are not that extreme now, thanks for it.

TEC terran pop increase- it is off the charts in awesomeness, with 2 civilian labs I can increase 30% population, cool :)

TL and it's new early research- I find it quite attractive to research now, it is cheap and gives an edge in experience point collection, good

AR and it's earlier research for the decreased cost of temple of communions- it was a good idea but still, too late I think, level1-2 would be the ideal, because culture is a marginal thing in Sins, and you only need some culture centers to maintain your color on the lines, and it only pays itself back if you build 3 or more culture centers AFTER THIS RESEARCH... risky investment..

Nerfing wail- I haven't tested it myself, but it really seems too much of a correction, it is now a risky move pushing the button on the temple of communion as even higher population planets do little damage..

AR and the plasma upgrade from the titan research- really? why? why plasma? It would be really awesome if it was +20% (or even higher) psionic surge attack rate or damage instead.. Plasma seems to be a useless addition, only helpful when you are using heavy cruisers... if you want to build them.. other bigger things rarely use them as main weapons (except the starbase, maybe it was the reason for it? yeah it should be)

Range increase of flak frigates- ... one step on the right path, but still it is very small adjustment, they need way more love to be able to handle late game bomber swarms, maybe something high level research allowing them to use some kind of mass control ability? slowing them down, damaging them, slowing their weapons, messing with their targeting computer (chance to hit decrease) etc etc, many good ways of enhancing these ships.. But it is a good change, could be more, but good.

New planet textures- yeah awesomeness level off the charts, I hope their polar regions will get as nice as the other parts.. The desert planet has way too much city light I think.. Same goes for the dwarf planet, who the hell wanted to live there in high numbers? even making cities there?? :D funny. The terran lights are weird, many does not match the landmasses.. I hope these are just previews to please people, and in the final 1.5 version they will be complete as possible :)

Changing the solar system travel research place to be 1 step later- well I did not expect that, but I'm sure there was a reason for it, though I don't really understand why..

 

Reply #208 Top

Quoting GoaFan77, reply 206
I was just being sarcastic btw, don't always take me seriously.

I know :) but still.. it is strange that mainly my allies suffer from being incompetent and not the opponents..

Reply #209 Top

Unfortunately when it comes to the AI, there's only a small number of 'knobs' I can adjust. :(

 

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Reply #210 Top

Well I must say after the 2 hard fights in my current game the AI did not attack any more, too.

And I can second the colonize problems of the AI. In my first game one of my AI opponents had several systems but almost all had no colonies.

And it seems that the AI has problems with random attacks. I have TEC loyalists and this Tier 8 civ research that some rebels attack my opponents randomly. The AI was not able to defend against those, and was not able to counter them.

Reply #211 Top

Quoting Nimiria, reply 210
And it seems that the AI has problems with random attacks. I have TEC loyalists and this Tier 8 civ research that some rebels attack my opponents randomly. The AI was not able to defend against those, and was not able to counter them.

To be fair, when the AI actually gets that high in the tech tree sometimes I don't defend against them either. There's been times where I finish a bit fight, zoom out and start examining my Empire, and go "Huh, why don't I own that asteroid anymore. I don't remember any Novaliths firing. Oh, there's a bunch of insurgents there!". x_x

Reply #212 Top

Well for a human I can understand that, but some of the AIs had them in several systems and they were destroying everything. At least the AI will know everything that happens. But it lacks the ability to repel it. Could be a reason why in my other game the AI had almost no colony left. It owned the system, had buildings left, but at some corner always were some rebels.

Reply #213 Top

Been playing around with the beta a bit- love what's been done with artifacts. a few of them still feel underwhelming though:

 

 

Data Archive - +15% Research Rate

 This one feels really underwhelming.  The primary gate on research most of the game is research cost, not time.  The previous effect actually IMO was stronger then the current one.

 

I'd say add back in a 25-30% discount on research costs at the very least- it's going to take a significant discount for competitive players to purachase anything beyond bare-bones prototype & major gamechanger techs.

[

Phase Accelerator - +33% Phase Jump Charge Rate; +25% Phase Gate Speed

This one doesn't feel all that great either- the likelihood that a 33% phase charge time will save a ship or allow a successful pursuit seems fairly small.

 

maybe add in the old modifier(faster phase lane travel speed) as well?  Between faster charge time and faster travel speed your pursuing ships might actually be able to show up in the new well at about the same time as the ship they are chasing and your fleeing ships will gain a significant lead on pursuers.


Manifest Dominion - +4.00 Relationship Bonus; +0.10 Quest Reward Relationship Bonus; -0.05 Quest Failure Penalty to Relationship

When it comes down to it, raising relationship is tedious and the benefits aren't really worth the effort.  The +4 immediate relationship boost has potential(if it were larger), but the latter part isn't really all that necessary.

 

That said, I'm sad to see the artifact moved away from culture.  yes Culture also sucks, but I loved the old idea behind Manifest Dominion even if it's reality fell flat.


Ion Field Generator - +45% Planet Bombing Range

 This one sounds interesting in principal, but in reality it's usually not very hard to find a safe place in a given well to bombard from.  if it isn't feasible to do so it usually won't be with just 45% extra range(as in this case it's likely there is a large fleet of defenders keeping you away from the planet).

Maybe add in a substantial bonus to planetary bombing damage- something that makes your fleets a lethal threat to poorly defender worlds if it takes the defender awhile to field a defending fleet.

 

The rest seem pretty powerful- but I generally feel dissapointed when I get the "a powerful artifact has been discovered" message then see one of these artifacts- especially Data Archive.

 

Again though, I applaud the changes as a whole- great to see an effort made towards making searching for artifacts a more strategically viable option.

Reply #214 Top

Quoting bilun, reply 213
This one feels really underwhelming.  The primary gate on research most of the game is research cost, not time.  The previous effect actually IMO was stronger then the current one.

Um, that's the point. Data Archive was easily the best artifact in the game. If they gave it an equally good effect the other artifacts would never catch up to it. And there is no previous effect, those changes are IN ADDITION to, not REPLACING the old effect.

 

Reply #215 Top

Quoting GoaFan77, reply 214


Quoting bilun, reply 213This one feels really underwhelming.  The primary gate on research most of the game is research cost, not time.  The previous effect actually IMO was stronger then the current one.

Um, that's the point. Data Archive was easily the best artifact in the game. If they gave it an equally good effect the other artifacts would never catch up to it. And there is no previous effect, those changes are IN ADDITION to, not REPLACING the old effect.

 

 

Ah, failure at reading comprehension on my part then- I'd thought these new effect replaced the old ones.

Reply #216 Top

Quoting Yarlen, reply 204

For those not playing on Normal, I've noticed the same.  I spent much of Friday looking at the AI code which is quite a trip for me.  I've made some tweaks and we're testing them internally now.  

 

Any idea when a patch with the tweaked AI will be released?  Please don't say on June 5!  <X3

Reply #217 Top
  • Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.

    Now, I primarily play against the AI, and I don't think I've ever seen the AI build a PJI, so just how useful is that gonna be?. I usually don't end up building that many, either.
Reply #218 Top

Quoting Zaydin, reply 217


Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.

Now, I primarily play against the AI, and I don't think I've ever seen the AI build a PJI, so just how useful is that gonna be?. I usually don't end up building that many, either.

They build them, its just less likely you'll need to retreat against the AI. ;)

Reply #219 Top

Quoting GoaFan77, reply 218


Quoting Zaydin, reply 217

Jump Drive Relic - Now makes all ships immune to phase jump inhibitors.

Now, I primarily play against the AI, and I don't think I've ever seen the AI build a PJI, so just how useful is that gonna be?. I usually don't end up building that many, either.


They build them, its just less likely you'll need to retreat against the AI.
I swear I've never seen the AI build a PJI. Wonder if the random AI types I get paired up against just don't prioritize them, or if it's on higher difficulties they bother with them.

Reply #220 Top

They definitely build them at higher difficulties. With the Unfair AI I've even seen a lot of redundant PJIs at heavily fortified planets.

Reply #221 Top

Quoting Yarlen, reply 209

Unfortunately when it comes to the AI, there's only a small number of 'knobs' I can adjust.

 

Howz about this?  You assign a a few slider options onto those, and give us control over that in the options preferences before a game session is launched?  Mmmmkay?

Reply #222 Top

 

 

I'll second this. The AI, on hard at least, make pretty liberal use of PJIs. Especially if there is a starbase present.

Reply #223 Top

...Maybe the AI just hates me then...played on normal and multiple factions were ganging up on me and tearing through my defenses, WTF? lol

Which makes no sense because usually I'm the one tearing through all of the planets with my fleet...ON HARD. >.>

But now my fleet is like...dying. o_0

Reply #224 Top

Quoting BellGoRiiing, reply 223

...Maybe the AI just hates me then...played on normal and multiple factions were ganging up on me and tearing through my defenses, WTF? lol

Which makes no sense because usually I'm the one tearing through all of the planets with my fleet...ON HARD. >.>

But now my fleet is like...dying. o_0

 

You need to stand up and simply state, "This! Is! Sparta!!!!" and the problem should fix itself. B)

Reply #225 Top

Meh, just need to come up with a new strategy, gonna go back to Advent...I'm able to make a good planetary defense with them anyways.

 

But yeah, to the devs, they should really make a restriction to the cannons. Like, 1 per faction or something...or have the option to turn them off. Because when AIs start to spam them and they all aim towards me (seriously, lol) it becomes a pain, especially when its the TEC and Vasari. (The Kostura cannons were actually DESTROYING all of my structures at some point. o_0)