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Rebellion Beta 2c (0.90) Change Log

Now Available via Steam

By on May 2, 2012 12:34:33 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+228

Stardock and Ironclad are pleased to release the latest update for the Sins of a Solar Empire: Rebellion BETA. Available now for all pre-order customers, this new version (0.90) includes a large number of gameplay changes, bug fixes and AI improvements.

NOTE: THIS VERSION IS NOT SAVE GAME OR REPLAY COMPATIBLE!


Change Log:

[ Graphics ]

  • Splash loading screen added to provide player feedback while assets are being loaded.
  • Added large debris pieces for all capital ships and titans (per race).
  • Shield shader updated slightly to make shields more visible (work-in-progress).
  • Fixed shield meshes on various titans.

[ Gameplay ]

  • TEC
    • Starbase Self Destruct ability updated:
      • Blast will now affect strike craft.
      • Range increased to 9000/14000.
      • Damage changed to 4000/9000.
    • Corsev Battlecruiser Balance Adjustments:
      • Max HP increased from 2978 to 3127.
      • Max Shields increased from 1218 to 1279.
      • Max Antimatter increased from 210 to 270.
      • Antimatter per level increased from 20.25 to 35.
      • Laser damage increased from 75 to 82.5.
      • Updated Laser weapon timing (visuals).
      • Overhauled Salvage Operations ability system. Should now properly give bonuses for Boarded and non-Boarded ships.
    • TEC Loyalists
      • Ankylon Titan Balance Adjustments:
        • Laser damage decreased from 135 to 114.75.
        • Removed incorrect side Flak Cannons (per design).
        • Beam damage decreased from 175(fore)/160(aft) to 148.75/136.
        • Missile damage decreased from 150 to 127.5.
        • Updated Laser weapon timing (visuals).
        • Antimatter Funneling ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Fortified Superstructure ability updated per latest Titan stats.
        • Superior Gunnery ability bonus increased to 15%/25%/35%/45%.
        • Furious Defense ability autocast condition improved.
    • TEC Rebels
      • Ragnarov Titan Balance Adjustments:
        • Gauss damage reduced from 350(fore)/250(aft) to 297.5/212.5.
        • RailGun damage reduced from 1200 to 975.
        • AutoCannon damage reduced from 130 to 110.5.
        • Missile damage decreased from 150 to 127.5.
        • Updated Gauss cannon weapon timing (visuals).
        • Magnetic Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • High Stress Alloys ability updated per latest Titan stats.
        • Composite Mounts ability bonus increased to 15%/25%/35%/45%.
      • Increased maxFleet Points on Pirate Mercenaries from 100 to 125.
      • Reduced cost on Pirate Mercenaries to 5000 credits.
  • Advent
    • Discord Battleship Psionic Scream ability no longer needs to face its target.
    • Discord Battleship Balance Adjustments:
      • Max Antimatter increased from 215 to 270.
      • Antimatter per level increased from 20.25 to 35.
      • Beam damage decreased from 85 to 80.
      • Updated weapon timing slightly (visuals).
    • Iconus Guardian: Shield regeneration rate increased from 0.5 to 1.2.
    • Revelation Battlecruiser Guidance ability duration changed to 20/25/30/35; Ability Cooldown bonus increased to 25%/30%/35%/40%.
    • Radiance Battleship Detonate Antimatter ability will now affect Titans, but will not disable Titan abilities.
    • Fixed crash bug from using Resurrection ability on a Flagship.
    • Progenitor Mothership Resurrection ability range changed to 5000/20000.
    • Solanus Adjudicator damage increased from 60 to 70; Targets per Bank reduced from 5 to 4.
    • Advent Loyalists
      • Coronata Titan Balance Adjustments:
        • Beam damage increased from 175 to 200.
        • Plasma damage increased from 125 to 150.
        • PointDefense damage decreased from 30 to 24.
        • Targets per Bank changed from 3/3/2/2 to 4/4/3/3.
        • Laser damage weapon timing updated (visuals).
        • Psi-Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Psi-Reactive Armor ability updated per latest Titan stats.
        • Adaptive Weapons ability bonus increased to 15%/25%/35%/45%.
      • Fixed bug with Repossession ability that prevented it from working correctly.
    • Advent Rebels
      • Eradica Titan Balance Adjustments:
        • Max HP decreased from 3960 to 3564.
        • Max Shields decreased from 3150 to 2835.
        • PointDefense damage decreased from 30 to 24.
        • Psionic Surge damage increased from 175 to 250.
        • Plasma damage increased from 95 to 135.
        • Aft Plasma bank removed (per design).
        • Targets per Bank changed from 4/3/2/2 to 4/4/3/3.
        • Reactive Containment ability updated per latest Titan stats.
          • Ability Cooldown bonus increased to 10%/15%/20%/25%.
        • Unity Armor ability updated per latest Titan stats.
        • Energy Manipulation ability bonus increased to 15%/25%/35%/45%.
      • Starbase constructors can no longer be restored via Return of the Fallen or Resurrection abilities.
  • Pirates
    • Pirate Reaper damage per bank decreased from 10 to 9.5.
    • Pirate Rogue damage decreased from 57 to 40.
    • Pirate Planet is now protected by Hangar Defense and Repair Bays.
    • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed bug related to area of effect buffs.
  • Many string updates to make new techs easier to understand.
  • Fixed bug that would cause Occupation victories to fail.
  • Moons are now Dwarf Planets and have been made more unique (stat wise).


[ Interface ]

  • Splash loading screen added to provide player feedback while assets are being loaded.
  • Fixed bug related to group selecting a hangar and a titan factory.
  • Fixed duplicate unlock text on Titan research infocards.
  • Mesh ownership icons will now display for non-active player fleet leaders.
  • Fixed crash related in Pact buttons.
  • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed crash bug from applying Mods.
  • Removed Delete buttons from some menus. Deleting files can be done via the Manage Files screen.
  • Increased placementRadius value for all Titan factories; should now be more representative of actual size.

[ AI ]

  • Each AI type has been rebalanced to better match Rebellion. All AI player types will now construct more ships as a general rule.
  • AI players will now consider titans as capital ships when considering what ships to build.
  • AI players should now respond better to Occupation and Research victory types.
  • AI generally made more difficult across Normal difficulty and higher.
  • AI generally made easier on Easy difficulty level.
  • AI players should now always build ships and mixed fleets when appropriate.
[ Sound ]
  • Reduced volume on Unity Mass ability.
  • Fixed some Flagship victory event sound errors.

[ Modding ]

  • Fixed crash bug from applying Mods.
  • Added new aiUseTime OnlyWhenHullDamageExceeds.

[ Misc. ]

  • Fixed null pointer crash in Buff system.
  • Fixed crash bug from using Resurrection ability on a Flagship.
  • Fixed crash bug from applying Mods.
  • Fixed null pointer crash in PlayerAttackAI system.
  • Fixed crash caused by trying to give the Pirates a mission.
  • Fixed crash related in Pact buttons.
  • Fixed bug that would cause Occupation victories to fail.
  • Various string updates related to Achievements.
  • Fixed some player Achievements that weren't working as intended.
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May 3, 2012 12:43:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I just updated and it says the version is .81 and this post says its .90......

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May 3, 2012 12:46:26 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is that reason we cannot join ICO....

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May 3, 2012 12:47:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums
was really hoping the vasari were going to be enabled, after all it has been two months and the tec had a month and now the advent have had a month. Oh well.
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May 3, 2012 12:50:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Doh!  Sorry gang, missed a couple files. Should be fixed in a bit. 

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May 3, 2012 12:51:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Wait, what?

So the Vasari are not in the Beta and will be untested in the Release?

I hope you are just trolling us.

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May 3, 2012 12:54:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

If Titans are weakend in every upcoming patch I guess we can remove the limit and make them a regular capship by release... Looking at the numbers it seems they're kinda losing their impact, fast. Ah, well... gonna test them and see what happens.

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May 3, 2012 1:17:15 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is there any reason why red button was buffed?

 

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May 3, 2012 1:21:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Did the inability to clear mines get fixed?  Coronata titan's capture world ability?

 

Yarlen, could you take a moment to explain the thinking behind reducing the tec titans' weapon damage?

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May 3, 2012 1:22:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

some dev must have beed wailed recently

WTF is this? if u increase rane, give us counter, make it antimatter ability so we can suck sb ffs.

 

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May 3, 2012 1:23:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is there any reason not to buff Red Button? (just kidding)

 

Pirate changes seem interesting, but why no planet shield?

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May 3, 2012 1:27:46 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Pirates don't have shield technology.

Titans have been rebalanced to be more reliant on their abilities. They are still powerful at Level 1 and still scale quickly in power based on level - they're simply not obscene at level 1 now.

Reveal mine abilities are not fixed in this build. That'll be part of the next update.

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May 3, 2012 1:28:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

No mine fix (that I can see listed) and Ragnarov along with other Titans got nerfed. Will continue to use it as worlds most expensive mine detonator.

 

:I

 

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May 3, 2012 1:29:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

yes, 1. If u put sb on the center of jump line of roid or moon u block whole graw. That way u can block you whole empire with almost no effort. And other player has no counter.

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May 3, 2012 1:30:11 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for the info Yarlen! Makes sense.

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May 3, 2012 1:31:28 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Red button buff?  Aren't the TEC already strong enough?  That amount of damage could take out most cap ships, seems really unbalanced.

 

That aside the game does seem to start up better.

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May 3, 2012 1:34:58 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I think it would be interesting to see what people would say about the new AI.

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May 3, 2012 1:35:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

It doesn't because shield mitigation negates the majority of it.

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May 3, 2012 1:35:14 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Holy crap, it looks like a few of my humble suggestions made it to the list.  I'm shocked.  Truly amazing!  Thank you starclad!

Its very nice to see the starfish getting a usefulness upgrade, can't wait to build one in multiplayer.

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May 3, 2012 1:35:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

My patience is really starting to wear thin.  I've played TEC and Advent to death.  Bring on the Vasari already.  At this rate they're not going to be properly tested by release.

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May 3, 2012 1:38:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Pirates don't have shield technology.
Too bad they still die in two more or less simultaneus Nova shots. Playing with pirates and TEC AIs is pretty much pointelss right now as fourty minutes into the game the pirates die. Maybe something unique for the pirates? Scrap plates from Ankylon armor used as temporary shield, shielding power 35 to 45% until they are destroyed?

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May 3, 2012 1:43:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Awesome that Self Destruct hits strike craft!! Thats been bugging me And the buffs to pirate bases should actualy provide a proper challenge.

Still hoping for that optional superweapons switch

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May 3, 2012 1:43:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting bignick277,
My patience is really starting to wear thin.  I've played TEC and Advent to death.  Bring on the Vasari already.  At this rate they're not going to be properly tested by release.

And due to the constant complaining the Vasari have permanently been removed from the game. To those that are WHINING about the Vasari one word. TRINITY. Or just wait one more month.

As for the rest this is a BETA we are here to help the devs get this game up and running so it can be awesome, this is not simply for our amusement.

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May 3, 2012 1:51:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting bignick277,
My patience is really starting to wear thin.  I've played TEC and Advent to death.  Bring on the Vasari already.  At this rate they're not going to be properly tested by release.

You know how they're testing and how it's the most effective means.  Stop bitching about.  Besides, the game is still only .90.  Plenty of time before full release.

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May 3, 2012 2:01:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting bignick277,
My patience is really starting to wear thin.  I've played TEC and Advent to death.  Bring on the Vasari already.  At this rate they're not going to be properly tested by release.

 

I agree to an extent.  They are testing everything to balance it, but adding a big variable at the end when it hasn't been balanced with the rest of the content is kind of cart before the horse kind of stuff.

 

 

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May 3, 2012 2:03:29 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A shame the mine fix isn't in but good patch nonetheless. 

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