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Sins of a Solar Empire: Rebellion 1.50 BETA Change Log

By on May 1, 2013 10:15:37 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
+228

Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion.  This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.

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.

 

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May 2, 2013 11:35:13 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

This is good news for all type of skilled level players. Now we can get back to using a no rule game meaning wail will be allowed and maw can be safely used in multiplayer games. btw, i think maw should've had a 50 or 75% damage reduction on corvettes instead of completely making it ineffective against corvettes.

My question is that since Iob bolt for Akkan no longer work for flagships, is that mean that there will be no more counter for Marza's missile barrage?

Edit: Btw, I see the Betas tab but there is no Beta on the dropdown selections

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May 2, 2013 12:24:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

[quote who="CilverBUG™" reply="1" id="3352222"]My question is that since Iob bolt for Akkan no longer work for flagships, is that mean that there will be no more counter for Marza's missile barrage?[/quote]

This only applies to the special flagship units for flagship victory.

[quote who="CilverBUG™" reply="1" id="3352222"]Edit: Btw, I see the Betas tab but there is no Beta on the dropdown selections[/quote]

I'm assuming as he worded it "upcoming" that it's not quite released yet. 

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May 2, 2013 1:15:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

These are massive changes, hats off to IC and SD! Perhaps now, the Ankylon will be useful.

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May 2, 2013 1:52:00 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yeah, I won't make the Beta option available until we release.

 

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May 2, 2013 3:13:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excellent change log!

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May 2, 2013 4:02:49 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Uh, the Maw has been nerfed pretty hard! Could have been at least 20/40 targets. 15/30 is kinda underwhelming.

But, whatever. 

So you can now jump the starbase to the enemy gravwell, only if you either hit it with Kostura or you have an Antorak there, right?

 

Anyway, I look forward to the graphical update / updated shadows the most    Bring it on!

 

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May 2, 2013 4:03:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

We're probably going to get a couple new research modifiers from this, too thanks to the new artifact bonuses.  AFAIK there's no current research modifier for a flat rate of HP regen, global immunity to PJI's, or a modifier to phase jump exit distance.

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May 2, 2013 4:33:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Timmaigh,
Anyway, I look forward to the graphical update / updated shadows the most

This actually won't be included in v1.5.  We need to keep it in testing for longer than we'll have for this release window. We will still be working on it for a future update if everything pans out, however.

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May 2, 2013 5:36:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting SpardaSon21,
or a modifier to phase jump exit distance.

Vasari have a tech that already does this...

If the +2.5 HP is indeed a flat rate then that's a new modifier...though he could have just meant to say +2.5%, idk....

I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a loophole for ships currently in wells with PJIs....

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May 2, 2013 6:20:32 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

 

Quoting Yarlen,


Quoting Timmaigh, reply 6Anyway, I look forward to the graphical update / updated shadows the most

This actually won't be included in v1.5.  We need to keep it in testing for longer than we'll have for this release window. We will still be working on it for a future update if everything pans out, however.

Awww, too bad. 

BTW, was the reddish nebula skybox removed from the game in some of the previous updates? 

this one>

 

 

if yes, can i have it back?

 

 

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May 2, 2013 7:25:05 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Not that I know of...still see it in-game...

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May 2, 2013 7:38:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Starbase Mobility changes kinda screw up my mod... now I'm going to have to spawn phase nodes everywhere..

My mod is using starbase code to make upgradable and customisable capital ships.

 

Could you guys at least fix the issue where a starbase wont jump to a planet if one is already present; even though the starbase limit hasn't been reached?

And if your feeling really generous, could you make the changes to Starbase mobilisation not hardcoded so it can be altered?

Otherwise I'm going to have to restore an older version of Rebellion and cease all updates wich would be a shame... But I dont want to change my mod plans as I was trying to do something unique that stands out.

 

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May 2, 2013 9:14:12 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

[quote who="CilverBUG™" reply="1" id="3352222"]My question is that since Iob bolt for Akkan no longer work for flagships, is that mean that there will be no more counter for Marza's missile barrage?[/quote]

Capitalships are not flagships. Whenever you see flagship in the change log, they mean the flagship from the victory condition, not that old title given to your highest level capitalship. 

Quoting Timmaigh,
So you can now jump the starbase to the enemy gravwell, only if you either hit it with Kostura or you have an Antorak there, right?

Or you just lost the planet and your phase node is still there. Or you have a Vasari Loyalist ally after researching the phase node sharing tech, letting you jump them in when their Vorasta spawns one.

Quoting Timmaigh,
BTW, was the reddish nebula skybox removed from the game in some of the previous updates?

It is still in the game files, but it is not used for some reason. A couple of Mods like Enhanced 4X and Sins of a Galactic Empire have added it back in though.

Quoting Wintercross,


Otherwise I'm going to have to restore an older version of Rebellion and cease all updates wich would be a shame... But I dont want to change my mod plans as I was trying to do something unique that stands out.

 

Sorry to break it to you, but while modders have occasionally successfully lobbied for changes before, they have all been things that affect most if not all mods. I would not count on them to change it for a problem only your unreleased mod is likely to have.

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May 2, 2013 9:19:19 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I know there is little chance, however better to ask than stay silent.

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May 2, 2013 11:44:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,

Quoting SpardaSon21, reply 7or a modifier to phase jump exit distance.

Vasari have a tech that already does this...

If the +2.5 HP is indeed a flat rate then that's a new modifier...though he could have just meant to say +2.5%, idk....

I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a loophole for ships currently in wells with PJIs....

 

Hoping to hell it is a new modifier! I'll certainly be making use of it, if it is

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May 3, 2013 12:06:29 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,
Starbase Mobility changes kinda screw up my mod... now I'm going to have to spawn phase nodes everywhere..

Actually it entirely breaks your mod, as it also means any ship can jump to any planet. However, there is a way to make every planet have a phase node without it "revealing" a planet, I've done this personally purely because I felt like it.

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May 3, 2013 7:05:12 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting GoaFan77,



Quoting Timmaigh, reply 6So you can now jump the starbase to the enemy gravwell, only if you either hit it with Kostura or you have an Antorak there, right?

Or you just lost the planet and your phase node is still there. Or you have a Vasari Loyalist ally after researching the phase node sharing tech, letting you jump them in when their Vorasta spawns one.

This is actually interesting, i only found out recently, when playing the game with my buddies, one of them was VR and i was VL...and my gates and his gates became linked. So i could jump from my planet to his right away, even though neither me or him had his own gate on both sides. I always assumed that the Phase Sharing tech only allows me to use his network, i mean for me to be able to use his network, the gates on both ends have to be built by him.

 

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May 3, 2013 9:51:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Makon86,
Hoping to hell it is a new modifier! I'll certainly be making use of it, if it is

Sorry, it's not - I typo'd. It's fixed above now.

Quoting Seleuceia,
I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a loophole for ships currently in wells with PJIs....

This is a new modifier.

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May 3, 2013 10:44:35 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen, do you think you guys could allow a starbase to jump into a gravwell where one is present, as long as the starbase limit has not been reached?

Shouldn't cause any problems with the base game and would allow my mod to work properly again =D

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May 3, 2013 10:59:02 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Great news!

Speaking purely from competetive mp point of view the changes in the log are very welcome. All 3 major game breaking issues (WMJ) have been fixed in what looks like a great overall solution.

Also keen to see how Misc changes are going to improve the quality of life in 10 player games.

Happy Cat.

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May 3, 2013 5:19:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Wintercross,

Yarlen, do you think you guys could allow a starbase to jump into a gravwell where one is present, as long as the starbase limit has not been reached?

Shouldn't cause any problems with the base game and would allow my mod to work properly again =D

 

I'm not sure. My life hangs by a thread with the programmers as it is...

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May 3, 2013 5:35:07 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,
I'm not sure. My life hangs by a thread with the programmers as it is...

haha, been there. Send another work request by chat to the next room and next thing you know, coffee cups are getting smashed against the wall the separates us. 

But all I have to do is YouTube "bad day at work" and all of a sudden my work place seems very very nice.

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May 3, 2013 7:26:40 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Just about the whole Gameplay section doesn't affect me one bit (other than updating/bugfixes) since I've already had many of those things changed.  I'll have to rebuild my mod like many others, regardless.

Also, can we see side-by-side comparisons of the old and new planet textures?  I'd like to see the differences.

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May 4, 2013 4:06:52 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I love it when a surprise update comes out of nowhere for my favorite games! Graphical update will be great when it comes out. I do wish the Maw wasn't so nerfed, I love that thing. The bonuses with titan tiers is a good thought also. I have to wonder though, where's SINS 2?

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May 4, 2013 1:18:25 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I have one more small request...not related to actual gameplay, rather visuals/presentation.

I just played for VR and realized, how Kultorask has a visual/sound effect to Nanoleech... I recall in one of the betas last year, the Vorastra used to have some nice effects accompying Desperation as well, more precisely its weapon hardpoints on the front side used to glow, i guess it was perhaps part of the original Suffusion ability...and there was some kind of sound attached to it as well... This all was ultimately removed and all that remained left are the glowing circular shapes on top of the ship...

Now i am not a fan of the over the top effects like the big greenish "explosion" effect of Ankylon. But these things used to be rather subtle, so could they be please readded back to the game? Desperation is a set of different abilities anyway, so the glowing circular shapes may concern its damage reduction capability, while the glowing weapon hardpoints may concern the splash damage/decreased weapon cooldown (whatever takes 15 seconds instead of 45 now)....

Surely doing it wont be difficult, nor time consuming, as it used to be ingame at one point before

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