Yarlen Yarlen

Sins of a Solar Empire: Rebellion v1.82 BETA Change Log

Sins of a Solar Empire: Rebellion v1.82 BETA Change Log

Opt-in BETA patch now on Steam

Ironclad Games and Stardock Entertainment are pleased to announce the release of the v1.82 BETA version for Sins of a Solar Empire: Rebellion. This update is largely designed to address balance issues with the Stellar Phenomena DLC, but also contains several other fixes.

The v1.82 BETA will run through April 2014 as we look at player feedback and make more fixes. Please note that code fixes are not included in this first release - we'll be looking at those in January; so more is on the way!

To update to the v1.82 BETA:

  1. Select Sins of a Solar Empire: Rebellion from your Steam Library list
  2. Right-click on it and select Properties
  3. Click on the BETAS tab
  4. From the drop-down, select v1.82 Opt-In BETA
  5. Click the Close button

Steam will automatically update you to the current release.  If you want to switch back to the regular version, just repeat the above but select the 'NONE' option instead.

Playing the BETA on ICO:

  • Open an Explorer window to: Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
  • Open rebellion.user.setting using Notepad or some other basic text editor (do NOT use MS Word)
  • Change IcoServerPort (on line 39) to 8000
  • Save the file

 Version 1.82 Changes (12/16/13)

[ Stellar Phenomena DLC ]

  • Halved asteroidCounts on Graveyard and DenseDebris templates in AsteroidDef to improve performance.
  • Updated GalaxyScenarioDef uncolonizable gravity wells w/resources to be guarded by Pirates, not neutral factions.
  • Removed defenders from Antimatter Fountain.
  • Changed ShatteredMoon defender template from LocalMilitiaWeak to LocalMilitiaWeakUncolonizable.
  • Updated Allegiance progression in Gameplay.Constants on the later stages to drop by .05 on levels 7-8. This should help prevent very distant planets from instantly going neutral from Open Rebellion.
  • Added potential for 0-2 (from 0) neutral crystal extractors at Comets.
  • Increased minimum neutral crystal extractor count to 2 (from 1) at Ice Fields.
  • Increased minimum neutral metal/crystal extractor count to 1 (from 0) at Radiation Storms.
  • Increased minimum neutral metal extractor count to 1 (from 0) at Shattered Moon.
  • Increased random event allegiance check from 240 to 600 seconds. This should help prevent distant colonies from succumbing to Open Rebellion before the player can do anything about it.
  • Reduced minimum allegiance threshold for random events from 30% to 15%.
  • Increased max respawn count on Magnetic Storm from 4 to 9.
  • Increased max respawn count on Plasma Storm from 4 to 9.
  • Reduced trigger weight on Partisans event from 25% to 10%.
  • Reduced trigger weight on Open Rebellion event from 10% to 5%.
  • Reduced fleet point range on Open Rebellion event from 150/350 to 100/250.
  • Increased volume on random event warning sound by 3db.
  • Dramatically shortened Pulsar particle so that it doesn't touch other gravity wells and made the tails less sharp.
  • Removed Fighters from target list on Gas Giant's pre-explode buff since they can never lose it; will still take damage from nearby explosions.
  • Added new Commodity Boom random event: one random planet (including neutrals) may now undergo a resource boom where extractor and refinery rates are increased by 30% for 5 minutes. Should never appear on: Dead Asteroids, Pirate Bases, Antimatter Fountains, Magnetic Clouds or Wormholes. (Thanks to Goafan for the suggestion!)


[ Forbidden Worlds DLC ]

  • Removed 'Ferrus' from PlanetRandomUncolonizable in GalaxyScenarioDefs.
  • Removed 'FerrusFair' from PlanetRandomUncolonizableFair in GalaxyScenarioDefs.
  • Added new planet bonuses to GalaxyScenarioDefs (thanks Goafan!).
  • Changed Rusted Core planet bonus to no longer require points in exploration.

[ AI ]

  • 4/15 - Revised AI bonus income rates to try and scale less drastically past Normal.

[ Misc. ]

  • Updated SDActivate.exe so folks shouldn't need to open up IE if it fails on new installs.
382,218 views 161 replies
Reply #126 Top

Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.

Reply #127 Top

Quoting Seleuceia, reply 125


Quoting Yarlen, reply 119So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

v1.82 unfair should be like v1.80 hard (it seems like it's close in its current state), and thus v1.82 hard would be between v1.80 hard and v1.80 normal...this gives us both the "ideal" level as well as more tapering for SP players...

I am not as certain about the other levels....v1.82 cruel should be like v1.80 unfair perhaps, and v1.82 vicious could be somewhere between v1.80 cruel and v1.80 vicious...

 

...I disagree... the way Unfair is right now is harder than Hard was in v1.80 by a noticeable margin... in a game against the Hard AI in v1.80 I could easily rank 1 or 2 in terms of fleet size throughout the entire game whereas against the Unfair AI in the beta it's much harder for me to do that... and this is in a 7+ FFA most of the time...

So I vote to return Hard back to the way it was in v1.80 but keep Unfair the same as it is now, since that's a whole lot better than the spamming Unfair we had in the previous versions...

This Unfair seems a little more restrained, and I like that because it makes the cheating aspect less pronounced...

Reply #128 Top

I shall ponder on this and see where we're at on Monday (mainly cause I'm moving to a new PC tomorrow and need to get stuff backed up). ;)

Reply #129 Top

Quoting Lavo_2, reply 126
Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.

I forgot about that....that is a very important consideration and I agree with Lavo on it.....

Is there any chance there can be a 7th difficulty level?

 

Reply #131 Top

The Maw is definitely bugged, I've experienced the ships flying through the Vorastra and never getting eaten...be nice if it got fixed....

Reply #133 Top

Is there any news on the coding fixes, as far as how far along they are, I mean?  It would be awesome to have the full release of the patch within a week or two of the final balance update.  Have they been started, or do the folks at Ironclad still have their hands full with Sins of a Dark Age?

Reply #134 Top

Quoting Yarlen, reply 128

I shall ponder on this and see where we're at on Monday (mainly cause I'm moving to a new PC tomorrow and need to get stuff backed up).

 

 

Please fix the broken vassari SB phase jump.  Its very difficult to kill a maxed out SB without the use of that assault SB.  

 

TEC and advent get the cruiser that shoot bombs at structure and vassari get to kick rocks.

Reply #135 Top

Right now there's no word on code fixes and there's really no chance of another difficulty level being added. The Maw, AFAIK, is working as intended - it won't eat all the ships in its path, there's a limit to its digestive abilities that was added a couple versions or more back. ;)

 

Reply #136 Top

The Maw is definitely bugged...it doesn't always fail, but there are instances where it will not eat any ships...clearly it is affecting them because whole fleets get sucked in and end up behind the titan, but the fleet will take no casualties...

Reply #137 Top

Any chance of the feed button being updated?

Reply #138 Top

I'm actually curious to see how many are against increasing the amount of feed you give with shift+click...

It certainly would be nice if it was a higher value...even doubling it would make a HUGE difference...

Reply #139 Top

It needs to be quadrupled IMO

Reply #140 Top

What would be real nifty is if you had:

  • Default: 100
  • Shift Click: 250 (2.5x)
  • Ctrl + Shift Click: 1000 (10x)

Although that request is dreaming a bit much. If you only have two options I'd go with 250 and 1000 but I don't know how easy it is to modify.

Reply #141 Top

100/1000 seems to be good.

Reply #142 Top

Honestly I'm not sure 100 is needed, I only thought about keeping it because some people would go:

ZOMG you can't get rid of 100!!!!1!!!! What if I only want to give 100, this is bullshit maaaan

 

Feeding 100 is like going out and tipping 1% imo

Reply #143 Top

I would not count on the feed button being adjusted since that's a code change.

Reply #144 Top

Quoting Yarlen, reply 143

I would not count on the feed button being adjusted since that's a code change.

 

And they have thrown away the sources?

Reply #145 Top

Yarlen, 

 

Please fix the broken vassari SB phase jump.  Its very difficult to kill a maxed out SB without the use of that assault SB.  

 

TEC and advent get the cruiser that shoot bombs at structure and vassari get to kick rocks.[/quote]

 

 

Anyway to look into this, please?

Reply #146 Top

Quoting mikefacciola, reply 145

Yarlen, 

 

Please fix the broken vassari SB phase jump.  Its very difficult to kill a maxed out SB without the use of that assault SB.  

 

TEC and advent get the cruiser that shoot bombs at structure and vassari get to kick rocks.


 

 

Anyway to look into this, please?[/quote]

Vasari get phase missile bombers. More than you'll ever need. I'd take those over the starfish any day.  ;)

Reply #147 Top

What's broken with the Vasari starbases now?

Reply #148 Top

Quoting Yarlen, reply 147

What's broken with the Vasari starbases now?

 

 

Well I cannot phase jump to the next system with them.

 

Once I research the tech that is still in the tech tree, I build a max SB next to a hostile system and it wont jump.  Then I find no SBs will jump to any systems.

Reply #150 Top

Only Vasari Rebel starbases with the proper research and a phase stabalizer node at each end can jump.

That last one is probably what you are missing.