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Sins of a Solar Empire: Rebellion BETA 2 Change Log

By on April 3, 2012 11:29:43 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+194

Today the official release of Beta 2 for Sins of a Solar Empire: Rebellion will be made available on via the Steam client. This update contains a large number of bug fixes and balance changes, but most notably the addition of the Loyalist and Rebel Advent factions. 

Here's the list of changes from 0.62 (Beta 1a):

[ Graphics ]

  • Added intro video!
  • New Rebellion research subject buttons now have a white glow.
  • Added new particle mesh shader.
  • Removed the gravity well texture and replaced it with a player-color circle.
  • Added custom Artifact planet for the Occupation Victory condition.
  • Updated Advent Iconus Guardian Shield Projection ability particle.
  • Updated Advent SpiritBlade weapon particles.
  • Added new button icons for updated corvette passive abilities.
  • Fixed some mesh and texture bugs with the TEC Rebel titan.
  • Fixed glowing missile turrets deployed from the TEC Sova Capital Ship.

[ Gameplay ]

  • Advent Loyalist and Rebel Factions added!
  • TEC Loyalists
    • Loyalist Titan Balance Changes:
      • HP per level reduced to 504 from 1040.
      • Shields per level reduced to 567 from 750.
      • HP restore rate increased to 3.7 from 3.1.
      • HP restore rate per level reduced to 0.65 from 0.7.
      • Shield point restore rate increased to 5.5 from 4.5.
      • Shield point restore rate per level increased to 1.0 from 0.7.
      • Armor per level reduced to 0.875 from 0.918.
      • Flak Cannon damage reduced to 30 from 75; cooldown increased from 5.5 to 7.0; range reduced from 5500 to 4500.
      • Changed Group Shield ability to autocast only in combat.
      • Disruption Matrix ability cooldown changed to 45/45/45/45 from 60/55/50/45.
      • Disruption Matrix ability damage reduced to 40/50/60/70 from 50/60/70/80.
    • Loyalist Corvette Changes:
      • HP changed to 350.
      • Shields changed to 130.
      • Armor changed to 1.0
      • Mass reduced to 500.
      • Movement updated.
      • Weapon DPS adjusted.
      • Passive changed to Disable Engines - Chance per hit of inflicting enemy ship with a 25% penalty to Linear Speed and Turn Rates for 45 seconds; can stack 5 times.
  • TEC Rebels
    • Rebel Titan Balance Changes:
      • HP per level reduced from 650 to 441.
      • Shields per level increased from 425 to 477.75.
      • HP restore rate decreased from 3.7 to 3.1.
      • HP restore rate per level increased from 0.45 to 0.7.
      • Shield point restore rate reduced from 5.0 to 4.5.
      • Shield point restore rate per level increased from 0.6 to 0.7.
      • Armor per level reduced from 0.8 to 0.595.
      • Flak Cannon damage reduced to 30 from 75; cooldown increased from 5.5 to 7.0; range reduced from 5500 to 4500.
      • Scattershot Overcharge damage changed from 250/500/750/1000 to 375/750/1125/1500, duration reduced from 60 to 45, damage changed to Physical.
      • Snipe Overcharge damage increased to 3000/4500/6000/7500.
      • Added missing finish condition to Overcharged Snipe ability.
      • Explosive Shot ability range increased to 10000 from 8500; AoE radius increased to 5000 from 3500; Damage reduced to 600/1000/1300/1600 from 1200/1400/1600/1800; impulse reduced.
      • Overcharge ability cost reduced to 40/30 antimatter from 120/100; cooldown reduced to 60/40 from 140/120.
    • Fixed bug that prevented TEC Rebel players from colonizing the Occupation Victory planet. The Occupation Planet player is now its own entity, so TEC Rebels will need to conquer it the hard way.
    • Changed Pirate Mercenaries to no longer auto-summon pirate ships. Pirate forces can now be spawned from an ability added to the Broadcast Center.
    • Rebel Corvette Changes:
      • HP changed to 350.
      • Shields changed to 130.
      • Armor changed to 1.0
      • Mass reduced to 500.
      • Movement updated.
      • Weapon DPS adjusted.
      • Passive changed to Cripple Defenses - Chance per hit of inflicting enemy ship with 5% increased Physical weapon damage for 45 seconds; can stack 10 times.
  • TEC
    • Corsev's Elite Crews ability updated: Shield Restore bonus increased from 33%/66% to 70%/100%, added Linear Thrust bonus to match Linear Speed bonus, increased Duration from 90/120 to 180/240.
    • Corsev's Boarded Demo Teams ability damage increased from 400/600/800/1000 to 600/866/1133/1400.
    • Corsev's Salvage Teams healing increased from 1%/2%/3%/4% to 10%/15%/20%/25%.
    • Corsev's Boarded Salvage Teams healing increased from 5%/10%/15%/20% to 20%/25%/30%/35%.
    • Corsev's Salvage Teams range increased from 3000/3500/4000/4500 to 4000/4500/5000/5500.
  • Titan build cost reduced to: 9500 credits, 1200 metal and 750 crystal.
  • Titan maxRollRate decreased from 1.5 to 0.65.
  • Rebuilt Titans will now retain their former incarnation's XP and level, instead of just level.
  • Fixed bug that prevented players from joining out-of-game Steam invites for multiplayer.
  • Fixed the bug that prevented ships from attacking.
  • The Artifact planet/star will now only appear if the Occupation Victory condition is enabled.
  • AI should no longer put bounty on players who have researched Truce Amongst Rogues.
  • Fixed bug that caused massive slowdowns while playing.
  • Kill ship missions will now include Titans as valid targets.
  • AI should now attempt to stop another player from winning via Research Victory.
  • Fixed bug that would allow harder AI players to instantly win a Research Victory.
  • The Pirate planet and Artifact planet now have enhanced defenses.
  • Adjusted Solar Storm passive on blue stars to now give a 50% penalty to hull/shield passive regeneration instead of disabling them completely.
  • Fixed bug with DestabilizationProtection target filters that was increasing the HP/AM penalty from Starbases.
  • Updated retreat logic for AI.

[ Interface ]

  • Fixed the order that ships appear in the Empire Tree to: Flagship > Titan > Capital Ship > Everything Else.
  • Added HUD/LOD icons for the Artifact planet (Occupation Victory).
  • Added custom Advent UI.
  • Shifted down the Victory Tree area when playing back a recorded game to prevent overlapping.
  • Added Loyalist / Rebel text to player InfoCards in the Relationship window.
  • Fixed some interface texture bugs.
  • Disabled clickable buttons on mission creation screen that didn't actually do anything.
  • Fixed incorrect picture for TEC Flagship.
  • Fixed a bug that prevented the autocast animation from appearing on Titans with auto-upgrade enabled.
  • Updated selection system to switch to a bounding box check if the main view icon for the entity would be visible to the current camera.
  • Added LCD support for Logitech G-Series keyboards.

[ Audio ]

  • Added new game event voice-overs.
  • Added new victory game event voice-overs.
  • Added Rebel corvette voice-overs.
  • Added voice-over for no Titan Factory found.

[ Modding ]

  • Added new modifier: AntimatterRestoration.
  • Added new modifier: ShieldPointRestoration.
  • Added new modifier: HullPointRestoration.
  • ConvertData.exe now available.
  • Updated GalaxyForge now available (check install directory).

[ Misc. ]

  • Lots of string fixes and corrections.
  • Achievements should now properly work.
  • Updated Credits text file.
  • Fixed several null pointer crashes.
  • Fixed a connection crash bug related to titan construction.
  • Fixed exploit that would let players avoid capital crew limits.
  • Added Titan Stats to the end-game display.
  • Stats files now have the "reb" suffix.
  • Save games, screenshots, settings and other Sins files have been relocated to: My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion.
  • Steam Cloud saves/loads are now enabled.
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April 4, 2012 5:24:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Nice! Thanks for not leaving us hanging too long 

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April 4, 2012 5:26:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome!

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April 4, 2012 5:26:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

sweetnesses!

 

really like the blue star change.

 

Intrestings how titans are weaker now... though now they keep their exp? so... wonder if its still not worth killing them...

 

hopefully corsev's will now be worthwhile.

Prolly a good bet on nerfing the GTFO bubble.

 

COrvettes will prolly be very worthwhile now, a little worried they might be too worthwhile, but we will see.

 

Advent messing with time though!

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April 4, 2012 5:30:30 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This IS the build I was looking for! 

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April 4, 2012 5:30:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Chance per hit of inflicting enemy ship with 5% increased Physical weapon damage for 45 seconds; can stack 10 times.

Um, you mean the ship that gets this buff will take 5% more physical weapon damage or is that a type and its supposed to be its physical weapons will do 5% less damage?

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April 4, 2012 5:31:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This new patch adds the Advent correct?

Thanks for the patch, cant wait to get a game going with my friends tonight.

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April 4, 2012 5:31:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

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April 4, 2012 5:32:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Huzzah! Now I can smite those defilers!
Also, I suggest everyone and anyone to retest the bugs/issues that you found while playing as the Advent during accidental release.

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April 4, 2012 5:44:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Does any one else think that  "Truce Amongst Rogues" needs nerfed ?

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April 4, 2012 5:45:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wow. Just wow.

Edit:

Found bug with new delete button. For cloud saves, pressing the delete button without anything selected crashes the game. I ran it with dev.exe, and it said something about Deletebutton() and are files selected being false.

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April 4, 2012 5:45:18 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,

Chance per hit of inflicting enemy ship with 5% increased Physical weapon damage for 45 seconds; can stack 10 times.

Um, you mean the ship that gets this buff will take 5% more physical weapon damage or is that a type and its supposed to be its physical weapons will do 5% less damage?

The ship affected will take 5% more physical weapon damage (physical is a type of damage in the game). So basically it'll take more damage from autocannons, missiles and the like.

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April 4, 2012 5:53:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excellent.

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April 4, 2012 5:59:45 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I'm so excited for the Advent, but a crash-upon-launch bug still exists in Beta 2 for me. I'm sent emails to the Rebellion email, but to no avail.

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April 4, 2012 6:04:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
The ship affected will take 5% more physical weapon damage (physical is a type of damage in the game). So basically it'll take more damage from autocannons, missiles and the like.

I know, its just we haven't had that modifier before for modding, and you didn't say anything about it in the modding section. We could increase the physical damage of the weapons from a specific ship but not the damage a ship receives from all physical weapons.

Quoting Derek06,
Does any one else think that "Truce Amongst Rogues" needs nerfed ?

There's at least two active threads on it, and have been plenty more.

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April 4, 2012 6:10:59 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And another bug!

Truce amongst rouges didn't work for pirates...

PS:

Thank you devs for putting in dev.exe! And ConvertData.exe! And Galaxy Forge.exe!

PPS:

Someone make a tutorial on how to use templates for galaxy forge like how to make a netural colony have a titan?

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April 4, 2012 6:12:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Now all we need is a switch to disable super weapons and mines and we are set

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April 4, 2012 6:16:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting NR2001,
Truce amongst rouges didn't work for pirates...

I think the pirates are now allied with by researching pirate mercenaries, not truce amongst rouges. At least I think I read that somewhere.

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April 4, 2012 6:35:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I still don't understand why a Titan would retain it's xp and level.......

It goes against everything else in game mechanics.

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April 4, 2012 6:52:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The Advent Rebel titan does not use the Advent planet bombing launch sound when launching its missiles, it appears to use the TEC's planet bombing missile launch sound.

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April 4, 2012 6:54:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Can't wait to test it out!

Quoting Derek06,
Does any one else think that  "Truce Amongst Rogues" needs nerfed ?

take a look at my post on the topic, truce among rogues actually is a VERY good idea, it is too big of an idea for just one faction to have however.  It could add another whole playstyle to the game that would be very fitting to the rebel/loyalist theme of rebellion. 

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April 4, 2012 7:09:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Update seems great, but now my save games and galaxyforge maps are gone... I don't care much for losing them, figured it comes with the beta idea, but where can I put my galaxyforge map so I can play it? Previously, it was in the C drive folder where Trinity was installed, but since Rebellion is through steam, I can't find where the galaxies are saved

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April 4, 2012 7:12:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting wbino,
I still don't understand why a Titan would retain it's xp and level.......

It goes against everything else in game mechanics.

 

It is because if your titan got destroyed, and it reset the XP and Level, it would not stand a chance against the other titan. Not saying I like the whole mechanic but I believe it was setup that way to allow a player who had lost their titan to get back into the fight without being completely steamrolled.

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April 4, 2012 7:14:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting CSMoneybags,
Update seems great, but now my save games and galaxyforge maps are gone... I don't care much for losing them, figured it comes with the beta idea, but where can I put my galaxyforge map so I can play it? Previously, it was in the C drive folder where Trinity was installed, but since Rebellion is through steam, I can't find where the galaxies are saved

They moved the folder with the maps, mods, saved games etc. It is now much easier to find. It should be in a folder in "My Documents" called "My Games".

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April 4, 2012 7:16:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Ahh, I see it, thanks!

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April 4, 2012 9:40:52 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

lol.  So, you're not going to take this one away from us are you?  Seriously, though.  Looking great.  Haven't really found any bugs to speak of, except for a long-ish pause before the intro movie starts, but then I've been having that issue since beta started.  Again, great job, guys.

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