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Sins of a Solar Empire: Rebellion 1.03 Released

Now Available via Steam

By on June 28, 2012 1:03:48 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums External Link

Yarlen

Stardock
Join Date 01/2005
+157

Ironclad Games and Stardock Entertainment are pleased to announce the release of Sins of a Solar Empire: Rebellion v1.03 today.  Now available through the Steam client for all registered customers, this patch includes a large number of balance changes, bug fixes and more.

For a full change log, please visit: http://forums.sinsofasolarempire.com/427529

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June 28, 2012 1:18:21 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Do we have a time table on when the "Save-breaking" patch will come out?

Seems like some of the more glaring issues were addressed...Corvettes, Nano Leach, Stripped to the Core...only time will tell if those changes are reasonable, though the "Ant-light" weaponry change on Corvettes is rather interesting...

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June 28, 2012 1:53:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

HALLELUIA

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June 28, 2012 2:01:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not before the end of July right now.

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June 28, 2012 2:07:11 PM from Stardock Forums Stardock Forums

 

Edit: Beaten  

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June 28, 2012 3:58:08 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
Not before the end of July right now.

Good to know...plenty of time to update mods!

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June 28, 2012 7:37:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks for the update now the tech rebels aint worth playing as due to you lowering the snipe damage it was the only thing the rebel titan had going for it now it might aswell be a capital ship

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June 28, 2012 9:12:39 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

"

  • Moved Civilian Evacuations from Tier 3 to Tier 4.
  • Moved Mobile Rulership from Tier 4 to Tier 5.
  • Moved Shipboard Labs from Tier 5 to Tier 7; reduced number of labs per capital ship from 2 to 1.

"

 

 

 

That sux. Granted rush for it was a strategy, but I thought that was the point of Loyalists. Now "Uplifting" your fleet is impossible. You miaswell dig in for the long haul.

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June 28, 2012 9:58:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting brain_Teaser,
"
That sux. Granted rush for it was a strategy, but I thought that was the point of Loyalists. Now "Uplifting" your fleet is impossible. You miaswell dig in for the long haul.

The whole problem with it was you could swarm everyone in under a half an hour, it was that over powered. Making it take longer to get was a minimum fix for the problem.

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June 29, 2012 11:25:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Heck

I had Krath take all of my planets with 3 Skirantra and a Jarrasul and then eat them in under 10 mins...

I still have no idea how he got to SttC in just 10 mins...

The ways of the pros will ever confound me...

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July 1, 2012 8:55:16 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Finally they removed the mine-laying ability of the Aeria Drone Host. Now the Advent AI will play much better and won't stupidly use the Aerias to build only mines (rendering them completly useless, since the AI doesn't use those mines).

The rest of the patch is great too. Kepp up the good work, awesome game!

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