Sins of a Solar Empire: Rebellion 1.50 Change Log

Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 for Sins of a Solar Empire: Rebellion! 

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.

 

58,494 views 58 replies
Reply #1 Top

It's here!:thumbsup:

Reply #2 Top

There was a bug where there would be too many Terran planets on the map (including random maps). Was that fixed? 

Reply #3 Top

All players now start with 2 frigate factories on game start. (This helps the AI tremendously.)

Now that is very interesting for MP play....

Reply #4 Top

There is an error at the oceanic planet.

The second configuration level at civilian infrastructures gives you more max. population as the others.

And the new technologies are not hightlightning in the reseach tree like the other "old" technologies.

Reply #5 Top

Quoting Seleuceia, reply 3
Now that is very interesting for MP play....

 

well my advantage is nothing now :D doh.. I used to outnumber my opponent by early multiple factories like 3-4 of them.. this way it wont be that much of a difference

Reply #6 Top

Quoting selereth, reply 2

There was a bug where there would be too many Terran planets on the map (including random maps). Was that fixed? 

Yes.

Quoting Light080, reply 4

There is an error at the oceanic planet.

The second configuration level at civilian infrastructures gives you more max. population as the others.

And the new technologies are not hightlightning in the reseach tree like the other "old" technologies.

Thanks, I'll check it out.  We didn't set the DLC topics to glow, but I'll probably do that also so they stand out more.

Reply #7 Top

Not only is it here, but SD improved on the DLC planet system to the point where it won't break mods with planets named the same as DLC planets. Well done SD!

Reply #8 Top

Quoting Lavo_2, reply 7
Not only is it here, but SD improved on the DLC planet system to the point where it won't break mods with planets named the same as DLC planets. Well done SD!

:D

Reply #9 Top

Hmmm Ocean planet socialization.. There is a problem, on socialization level 5 and after the second pop upgrade it tells me the population is 1025 or 1055 i cant remember corrrectly, but actually it is 655... after upgrading all population upgrades for the ocean, it reads 1000 population, though the max population on the planet is 625... Something is not right..

Reply #10 Top

it is normally to have 'string not found' when i chosing planets type in the map designer? this is my screenshot

 

http://imageshack.us/photo/my-images/191/2013060500001.jpg/

Reply #11 Top

What is the resource bonus the Hard AI gets now and what was it pre 1.50?

Cause its bit tough right now, especially early in the game. 

Reply #12 Top

Quoting Timmaigh, reply 11
Cause its bit tough right now, especially early in the game.

 

its simple, the 2 starting factories, man, last game it was a good fight against hard ai, and before this i always played against Unfair! :D (hard wasnt fun, i didnt even need starbase) i wanted to try the dlc and i got quite a good fight thanks to the new starting setup. Without starbase i could win, but the ai was eventually playing better, and it was a really fun game. (2v2 AI game on random medium large), though the DLC is full of small annoying mistakes like the last level social specialization is broken, some planetary bonuses are not written correctly (not everything is shown what that is supposed to do), etc. Havent tried everything, but if in the beginning i could find this many small mistakes..

Reply #13 Top

I'm glad they boosted the hard AI....I always found that hard was too easy but unfair, while not a bad challenge, was too "cheesy" as it was too obvious the AI was cheating...

I think the hard will now be a happy medium between the two....

Reply #14 Top

Quoting Seleuceia, reply 13
I'm glad they boosted the hard AI....

 

I completely agree with you, but I can already hear people complaining the Hard AI is too hard :D  -.- Hard is supposed to be hard..

Reply #15 Top

Well, I can imagine that for the less experienced, the problem will now be the jump between normal and hard...

I think normal is fine where it is at right now...honestly, I think the current hard should actually be unfair, with hard being somewhere between the current normal and current hard...

So those who like the current hard would end up playing on the new unfair, those that want to move beyond normal would play the new hard so the jump in difficulty isn't too high...

Hopefully that makes sense....

+1 Loading…
Reply #16 Top

Actually, the Hard and Unfair bonuses didn't really get changed in the end IIRC. The extra oomph the AI has is pretty much due to starting with 2 frigate factories. It made a tremendous difference. 

 

Anyway - missing strings and Oceanic values are fixed now.

Reply #17 Top

Quoting Seleuceia, reply 15
Hopefully that makes sense....

 

yeah it does, but i dont think this will happen..

before this the jump between hard and unfair was very big for me, I could defeat good players online in skilled games but i had problems defeating an unfair? One time I even wanted to reduce the income cheat but had no clue how to do it :D, I felt like exactly the middle position would be ideal for me, so not that big jump in extra resources... though before 1.5 i evetually became able to handle unfair easily, but the jump from hard to unfair was a bit big.. maybe this problem will be nowadays with the normal-hard difference, not like it will make a problem for me, it is actually good, i played a game with the dlc and the 1.5 against hard ai's and it was the best game in several months that i had against comp..

Reply #18 Top

Quoting Yarlen, reply 16
It made a tremendous difference.

 

It was the most genious idea in a long time, the team deserves a Nobel prize for it :) The AI really needed this help.

 

Quoting Yarlen, reply 16
Anyway - missing strings and Oceanic values are fixed now.

 

When will we able to see these changes of the DLC ourselves? will there be a new 1.1 version?

Reply #19 Top

Quoting Yarlen, reply 16
Actually, the Hard and Unfair bonuses didn't really get changed in the end IIRC. The extra oomph the AI has is pretty much due to starting with 2 frigate factories. It made a tremendous difference.

Whatever it is, it worked in the hard game I played...

Reply #20 Top

Quoting Seleuceia, reply 15

Well, I can imagine that for the less experienced, the problem will now be the jump between normal and hard...

I think normal is fine where it is at right now...honestly, I think the current hard should actually be unfair, with hard being somewhere between the current normal and current hard...

So those who like the current hard would end up playing on the new unfair, those that want to move beyond normal would play the new hard so the jump in difficulty isn't too high...

Hopefully that makes sense....

 

QFT. Normal is fine for newb players, but Hard is new Unfair now i guess. The difference between these 2 difficulty levels is now brutal. I was literally steamrolled today, it was shortly after the beginning of the game, when i ran into AI 2 jumps from my capital , who had about 2x as many ships as i hadm on top with 2 capships (already at lvl 3 or 4). From that point, it was basically lost cause.

On another note, this forum is broken for Opera, on occasion i cant use Bold, it leaves horrible empty place at the end of each post almost every time....its terribly annoying. Seems to work fine in Chrome, but i would prefer to stick to Opera. Please fix this, if you can.

 

 

 

Reply #21 Top

Also, still get a string error in map designer from the Ferrous planet (can't remember if it's fair version or normal version)....

Reply #22 Top

Quoting Seleuceia, reply 21

Also, still get a string error in map designer from the Ferrous planet (can't remember if it's fair version or normal version)....

 

mee too 

Reply #23 Top

Happy to see a patch - those are always welcome! Also, it looks like many of the changes are very sound. You've finally lowered the cost of planetary exploration - this should have happened ages ago, but better late than never! Also, very excited to see the artifacts finally gain the status as game-changing.

 

However, I remain disappointed that so many of the issues the community keep bringing up remain unaddressed. For instance, there are no changes to pirates, whom most better players agree are outright broken and so get disabled every game (despite being an important part of the game).

Reply #24 Top

Quoting Apheirox, reply 23
However, I remain disappointed that so many of the issues the community keep bringing up remain unaddressed. For instance, there are no changes to pirates, whom most better players agree are outright broken and so get disabled every game (despite being an important part of the game).

There is a difference between broken and pointless. Pirates work as intended, it is just plenty of people want them stronger and plenty want them weaker, and both just disable them because the pirates are not what they want.. Any changes at best will make one person upset for every person who likes the change. If any change should be made, it should be that pirates disabled is the default option for new players.

Reply #25 Top

I'm not sure if it was a glitch but I started a new game and apparently my Envoy Cruisers are still 8 supply. :/