Yarlen Yarlen

Sins of a Solar Empire: Rebellion 1.50 Change Log

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.

 

58,502 views 58 replies
Reply #26 Top

Did you ever fix the multiple monitor bug (where the mouse pointer travels beyond the center monitor to the 2nd and 3rd monitor)?

Right after release this was stated as a known bug and I got an email stating that this would be addressed.

But it didnt/hasnt been yet....

Haven't played Rebellion much at all because of this and regret that I pre-ordered it.

Reply #27 Top

I wanned to ask you befor taking any action of buying this game.

does the engine is now working better of the game? cuz when i try to play last year on a dual core cpu + 4GB ram i cannot finish a game even a 2v2 becouse that the game stop work well and start to stuck always and run very very slow, like 1/20 sec.

Reply #28 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)....

 

Still working on this bit. We'll be putting together a 1.51 with more fixes.

Reply #29 Top

Quoting ReadyMan, reply 26
Did you ever fix the multiple monitor bug (where the mouse pointer travels beyond the center monitor to the 2nd and 3rd monitor)?

Right after release this was stated as a known bug and I got an email stating that this would be addressed.

But it didnt/hasnt been yet....

Haven't played Rebellion much at all because of this and regret that I pre-ordered it.

No, we weren't able to reproduce it in-house.

Reply #30 Top

I'm getting these errors with the new update:

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetUpgradeSocial
Line Number:830
Line Contents:ActionPlanetCancelUpgradePopulation

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetUpgradeIndustry
Line Number:831
Line Contents:ActionPlanetCancelUpgradePopulation

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetCancelUpgradeSocial
Line Number:844
Line Contents:ActionBuildResourceAsteroidExtractor

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetCancelUpgradeIndustry
Line Number:845
Line Contents:ActionBuildResourceAsteroidExtractor

Reply #31 Top

Quoting rjhughes67, reply 30

I'm getting these errors with the new update:

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetUpgradeSocial
Line Number:830
Line Contents:ActionPlanetCancelUpgradePopulation

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetUpgradeIndustry
Line Number:831
Line Contents:ActionPlanetCancelUpgradePopulation

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetCancelUpgradeSocial
Line Number:844
Line Contents:ActionBuildResourceAsteroidExtractor

Text FileArchive missing Label.

File: C:\Users\Rick\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.uimappings.setting
Label: ActionPlanetCancelUpgradeIndustry
Line Number:845
Line Contents:ActionBuildResourceAsteroidExtractor

Is your settings file set to read only? You have to let the game recreate it to avoid those I think.

Reply #32 Top

People want the pirates stronger? I'll have try to get hold of a thread arguing for that as that must require some ideas that are completely foreign to me. They are pirates, I believe, not a Sword of the Stars style grand menace. If some players want a grand menace, I believe they should be asking for that, not to have the pirates converted into one. I'd be fine with a powerful NPC Vasari remnant fleet occupying parts of the galaxy, but surely pirates should be limited to conducting piracy?

My last game testing out 1.5, on wave 3 or 4 the pirate threat was at max level, which resulted in the pirate 'raider' fleet (more like: planetary annihilation armada) consisting of over 70 ships, many of which were more powerful designs than anything the actual stellar empires could muster outside of capital ships at the time. This, in a 'small'-sized galaxy.

Reply #33 Top

Quoting Apheirox, reply 32
My last game testing out 1.5, on wave 3 or 4 the pirate threat was at max level

 

this is why most players turn them off.. me too, I cannot fight another AI at the same time, and i always end up being the receiving faction if I have pirates on, due to the ai income cheat.. and losing 1 planet is not good as i cannot defend it, or i lose a planet to the enemy ai which is as bad as the frmer option..

Reply #34 Top

I am happy that AI's now attack the pirate base :) I have seen twice my ally do this.. Though with full late game fleet :D I am curious whether they do this every time they have the chance, or were these isolated events.. So no more locked out from the game AI's by the starbases on random maps? Sounds interesting.

Reply #35 Top

Quoting rjhughes67, reply 30
I'm getting these errors with the new update:

Delete the rebellion.uimappings.setting file. When you launch Sins a new one will be created, and it will be 1.5 compliant.

Reply #36 Top

I have found a minor problem, the Vasari envoys first ability, the one that gives ship build time bonus I think, and coloured red. looks strange, not smooth red fog, instead it looks like red cubes, like it is pixelized.. I guess nobody cares because who uses envoys anyway :D though sometimes against AI I like to use them if i have an allied AI.

Reply #37 Top

I have a bug now on my favorite map trimunative that causes 4 frigate factories to be built already upon map creation, and it seems to render some factions unable to do anything beyond send out their initial scouts.

Reply #38 Top

Quoting Yarlen, reply 28
Still working on this bit. We'll be putting together a 1.51 with more fixes.

FYI there are two strings that are bugged, I didn't notice it earlier because successive string errors are suppressed, my bad...

Reply #39 Top

Quoting Turchany, reply 36
I have found a minor problem, the Vasari envoys first ability, the one that gives ship build time bonus I think, and coloured red. looks strange, not smooth red fog, instead it looks like red cubes, like it is pixelized.. I guess nobody cares because who uses envoys anyway though sometimes against AI I like to use them if i have an allied AI.

This is a bug (not just you) but it was before DLC...it actually applies to multiple envoy abilities as multiple abilities I believe use that effect...

Reply #40 Top

Quoting Seleuceia, reply 39
but it was before DLC

 

I know, but I thought they will fix it in the 1.5 version, but I guess this wasnt't the most important thing they looked into for changes. They even forgot to make envoys cost 4 supply (but this will surely get fixed as Yarlen said).

Reply #41 Top

Looks good, but I was really hoping they would make it so you can team together starting positions. I love the game and not having that feature available is extremely frustrating. 

Reply #42 Top

Quoting JMT214, reply 41

Looks good, but I was really hoping they would make it so you can team together starting positions. I love the game and not having that feature available is extremely frustrating. 

Some maps actually have this build in, like triple entente, but none of them are random maps. If its a really important feature you guys need to lobby them before the patch, and don't stop until you get it. ;)  That's probably how they judge how many people want a feature.

Reply #43 Top

Man...I'm always anxious to know what Stardock is going to do next after big updates like this. :p (especially after that DLC, lol)

Reply #44 Top

Quoting BellGoRiiing, reply 43
Man...I'm always anxious to know what Stardock is going to do next after big updates like this. (especially after that DLC, lol)

 

Release another patch that fixes all the small mistakes in them? :D

Reply #45 Top

Well, first there will probably be a small patch to fix bugs of the DLC. Then, sometime there will be the patch with the updated lighting and possibly some balance adjustments. And from then on... hopefully at least one more DLC, and if they can fit two more, go for two. Three, four, I will keep buying as long as they keep coming. Just please focus on buffing culture and diplomacy in one of them.

 

But I am also excited about what is to come for Sins in the near future. And in the far future, with Sins 2. But I would rather Sins Rebellion gets as many DLCs as can fit, and then work begin on Sins 2 once Ironclad is done with Sins of a Dark Age, or at least free enough to make a new engine and help in designing Sins 2.

 

 

Reply #46 Top

Quoting Ibnpatuta, reply 45

Well, first there will probably be a small patch to fix bugs of the DLC. Then, sometime there will be the patch with the updated lighting and possibly some balance adjustments. And from then on... hopefully at least one more DLC, and if they can fit two more, go for two. Three, four, I will keep buying as long as they keep coming. Just please focus on buffing culture and diplomacy in one of them.

 

But I am also excited about what is to come for Sins in the near future. And in the far future, with Sins 2. But I would rather Sins Rebellion gets as many DLCs as can fit, and then work begin on Sins 2 once Ironclad is done with Sins of a Dark Age, or at least free enough to make a new engine and help in designing Sins 2.

 

 

 

QFT. I am looking forward to Sins 2, but at the same time, i really wish more DLCs for Rebellion. 

I saw Yarlen to say on Steam they have not a set number of DLCs in mind - the success of Forbidden Worlds is an important factor.  I absolutely understand that. Still i would like to know, what are their plans for possible future DLCs, surely they have at least basic  idea, what could they do/would want to do next, in case Forbidden Worlds turns out profitable enough to guarantee another DLC...

So what could it be? Even more exploration related stuff? Something in regard to culture/diplomacy? Some new subfaction related stuff, to make them even more differentiated/unique? Or even possibly some basic single-player campaign/scenario? Or something else?

Please tell us :D . We will not take it as gospel.

Reply #47 Top

Quoting Timmaigh, reply 46
So what could it be?

 

it definitely should be about diplo and culture.. Or the best would be making the factions unique. Exploration is now fine, and balancing isues are for the patches for rebellion. Hm it would be nice if they gave NAMES TO THE FACTIONs, it is strange to see, hey, we are TEC Rebels, understand? we are not TEC, but we keep using that name to refer ourselves.. Fear our empire! though we does not even have a name, and we are just rebels..

 

I am not sure they are planning to release further DLC's in the future.. But I would buy it without much thinking, and would be better than nothing.. This Sins of a Dark Age... Is nowhere my type of game.. I hope they start making Sins2 as soon as possible.. it is about time..

Reply #48 Top

Yeah I'm hoping they'll do something to make Loyalists and Rebels stand out more in appearance, and I guess factions in general. (yeah ok I dunno how to say that, lol) Like, have ships have a different look (not drastic changes), as well as some unique ships. Pretty much the only ships that are unique to the factions are basically the Titans. (with Corvettes having different abilities depending on the faction)

Reply #49 Top

I do recall Yarlen saying that with the tight memory constraints of Sins, not many more meshes could be put in before it goes over the "safe memory usage" limit. So adding in more ships is probably unlikely, but not impossible. As for re-texturing the current ships to better differentiate the subfactions, that might be possible but I really have no idea if new textures take up less memory than new meshes.


To me personally, I think that adding more ships to Sins at this point might well prove redundant. But if the devs think that they have found a wholly new purpose for a ship in the game, and can fit it into a DLC, I am all for it. I just discourage the addition of meaningless ships (such as, say, a ship between a heavy cruiser and a capital ship). UNIQUE is the key term here. If I did my math right, there are currently 68 distinct ships in Sins, and if you count the trade ships, refinery vessels, fighters, and bombers the number goes up to 82. And that's not even counting the pirate versions of the TEC ships. That is a LOT of ships, and if there are more ships added, they better be different than all 82 others.

 

One idea that I had is to give the neutral planetary militias that you encounter at the beginning of the game one unique ship. That way, there doesn't need to be three versions of the same idea (for all three factions). And the neutral factions would be different than regular TEC, and the when the TEC Rebels call for Pirate aid from the Broadcast Center then maybe one or a few of those ships might show up too and the player could control them. Actually, this is one place when a heavier heavy cruiser might make sense - but only at certain planets, such as Terran and Oceanic. This ship would probably slow down access to certain planets as it would be too tough to simply engage with a few light frigates, but would make expansion more challenging and gratifying.

 

It might be easier on memory if the current ships were given faction-specific abilities, but maybe the particle effects for those abilities might also prove taxing. I really am not a modder, and so I have little idea what is the most efficient type of content to add. But I am all for further DLC content. I hope Forbidden Worlds was and is a commercial success.

Reply #50 Top

 

Quoting Ibnpatuta, reply 49

I do recall Yarlen saying that with the tight memory constraints of Sins, not many more meshes could be put in before it goes over the "safe memory usage" limit. So adding in more ships is probably unlikely, but not impossible. As for re-texturing the current ships to better differentiate the subfactions, that might be possible but I really have no idea if new textures take up less memory than new meshes.


To me personally, I think that adding more ships to Sins at this point might well prove redundant. But if the devs think that they have found a wholly new purpose for a ship in the game, and can fit it into a DLC, I am all for it. I just discourage the addition of meaningless ships (such as, say, a ship between a heavy cruiser and a capital ship). UNIQUE is the key term here. If I did my math right, there are currently 68 distinct ships in Sins, and if you count the trade ships, refinery vessels, fighters, and bombers the number goes up to 82. And that's not even counting the pirate versions of the TEC ships. That is a LOT of ships, and if there are more ships added, they better be different than all 82 others.

 

One idea that I had is to give the neutral planetary militias that you encounter at the beginning of the game one unique ship. That way, there doesn't need to be three versions of the same idea (for all three factions). And the neutral factions would be different than regular TEC, and the when the TEC Rebels call for Pirate aid from the Broadcast Center then maybe one or a few of those ships might show up too and the player could control them. Actually, this is one place when a heavier heavy cruiser might make sense - but only at certain planets, such as Terran and Oceanic. This ship would probably slow down access to certain planets as it would be too tough to simply engage with a few light frigates, but would make expansion more challenging and gratifying.

 

It might be easier on memory if the current ships were given faction-specific abilities, but maybe the particle effects for those abilities might also prove taxing. I really am not a modder, and so I have little idea what is the most efficient type of content to add. But I am all for further DLC content. I hope Forbidden Worlds was and is a commercial success.

I can agree with that, there is not really a need for more ships, i would even say that those 3 capitalships added in Rebellion feel bit redundant. I dont think they are bad, they just dont feel distinct enough in their roles as the original quintet. 

But there could be indeed more NPC ships - like you said Militia, or some minor races, or some "grand menaces"...,, i would certainly liked that. 

The most efficient content to add now are probably things like the Planet Specialization or planetary bonuses in current DLC. It does not require many more stuff, just some UI icons, but it adds to the game significantly, changing the game mechanics. Personally i would like a DLC dedicted to further improving the differences between the factions by adding some more specific research subjects to each of them - such thing would be IMHO fairly content-light.