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Sins of a Solar Empire: Rebellion v1.80 Change Log

By on November 6, 2013 10:10:30 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Yarlen

Join Date 01/2005
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Ironclad Games and Stardock Entertainment are happy to announce the release of version 1.80 for Sins of a Solar Empire: Rebellion today.  Available via the Steam client, this new update includes an revised graphics shader system, balance changes, and new modding additions as part of the new Stellar Phenomena DLC.


Version 1.80 Hotfix (11/14)

  • Fixed phase space destabilization buffs that weren't working on the Neutron Star.
  • Fixed incorrect buff finishConditions for Neutron and Black Holes.

Version 1.80

[ Graphics ]

  • Updated ship and structure rendering (specifically the shadowed and non-shadowed shaders).
  • Adjusted TEC and Vasari missile speeds/turn rate to be smoother (doesn't affect damage).

[ Gameplay ]

  • Adjusted Anarchic Society planet bonus to no longer require exploration (Forbidden Worlds DLC). 
  • Pirate Cutthroat base damage decreased from 60 to 45; weapon cooldown increased from 5.0 to 5.5.
  • Pirate Rogue base damage decreased from 40 to 35.
  • AntiMedium to Medium damage increased from 1.33333 to 1.5.
  • TEC
    • Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.
  • TEC Loyalists
    • Increased damage on Disruption Matrix (Titan) from 40/50/60/70 to 70/70/70/70.
    • Ankylon Titan Flak damage increased from 30 to 45.
  • TEC Rebels
    • Increased Refined Emitters from 1 level of research to 2.
    • Ragnarov Titan Flak damage increased from 30 to 45.
  • Advent
    • Corvettes should now be affected by Ruthlessness ability (Destra Crusader).
    • Psionic Scream (Discord Battleship) will now interrupt.
    • Radiance Battleship Energy Absorb ability updated: Armor bonus increased from 2.00/3.63/5.27/6.90 to 2.0/4.0/6.0/8.0.
  • Advent Loyalists
    • Coronata Titan Point Defense weapon cooldown decreased from 5.5 to 3.5.
  • Advent Rebels
    • Adjusted Reanimation research subject slightly to give the intended bonus.
    • Eradica Titan Point Defense weapon cooldown decreased from 5.5 to 3.5.
  • Vasari
    • Reworked Phasic Trap (Hangar Bays) in order to properly limit the number of affected strike craft.
    • Phasic Trap (Hangar Bays) will now affect 18/27 individual strike craft, increased from 10/20; duration updated from 45/60 to 45/45.
    • Disruptor Nanites (Phase Missile Turret) duration decreased from 600 to 60.
    • Vasari bomber strike craft damage decreased from 76.9 to 73.055.
  • Vasari Loyalists
    • Reworked The Maw ultimate ability on the Loyalist titan to properly limit the number of destroyed enemy frigates as intended.
    • Vorastra Titan Pulse Beam (anti-strikecraft) weapon cooldown decreased from 5.5 to 5.0.
  • Vasari Rebels
    • Kultorask Titan Pulse Beam (anti-strikecraft) weapon cooldown decreased from 5.5 to 5.0.


[ Modding ]

  • Stellar Phenomena DLC: Added new Random Event system.
  • Stellar Phenomena DLC: Added AI logic for random spawned attackers.
  • Stellar Phenomena DLC: Added new buffInstantAction type (ChangePlayerIndexToNeutral).

[ Misc ]

  • String improvements for Starbase Mobilization description.
  • Fix for the game thinking a user doesn't own the Forbidden Worlds DLC in multiplayer when they do.
  • Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.
  • Various string updates for changed abilities.
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November 6, 2013 2:01:02 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Edit: I am so sorry for not doing my "homework" properly before posting.

 

 

Questions:

new DLC?(Stellar Phenomena) - Yes it is
What changes does it hold? - http://forums.sinsofasolarempire.com/449883/page/1/
Price? - $4,99

 

 Rage:

  • Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.

Now with 50% more uselessness! Atleast I feel that way, might be completely wrong.

 

 

Beyond that, can't see anything I don't agree with.

 

  • Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.

Did you mean Raiders?

 

 

Got an error on first start up:

Text FileArchive missing Label.

File: C:\Users\Brian\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
Label: LastSelectedAreRandomEventsEnabled
Line Number:150
Line Contents:IsPlayerNameSet TRUE

 

Pressed skip, worked fine after.

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November 6, 2013 2:07:37 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting ezeltje299,
When can I get this new DLC?(Stellar Phenomena)

Any moment according to Yarlen in other threads.

Quoting ezeltje299,
What changes does it hold?

See his dev post.

Quoting ezeltje299,
Now with 50% more uselessness! Atleast I feel that way, might be completely wrong.

If that also bypassed mitigation, I doubt that will be more useless. That might actually be quite an improvement.

Quoting ezeltje299,
Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.
Did you mean Raiders?

It's actually spelled like that in the String file, I've never been sure if it's supposed to be "Raiders" or "Roiders" because its on an asteroid. 

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November 6, 2013 2:13:54 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

GoaFan, you posted it while I was updating my post with the DLC info, haha.

Sorry for not checking the rest of the forum before posting(I accidentally posted before checking, I didn't intend to post it yet but update with info I could find and then post...But I went BrainFart and posted )

 

 

And yeah, the gauss cannon...In theory it sounds like it could be a buff, but also a nerf...I will see soon enough I suppose

 

I hope the price isn't too high so I can get both humble bundle and this DLC heh... ~Waits impatiently for steam~

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November 6, 2013 2:28:51 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Roiders is the correct term. There are a few subtle references to them throughout everything ever released for Sins of a Solar Empire. Expect to see the important role they play in the Sins Universe sometime in the future.

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November 6, 2013 2:30:56 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Blair Fraser,

Roiders is the correct term. There are a few subtle references to them throughout everything ever released for Sins of a Solar Empire. Expect to see the important role they play in the Sins Universe sometime in the future.

 

Thanks for the clarification.
Is that another DLC I hear? Or sins2?  

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November 6, 2013 3:40:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

The DLC is now available on Steam: http://store.steampowered.com/app/255910

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November 6, 2013 3:46:36 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Yarlen,

The DLC is now available on Steam: http://store.steampowered.com/app/255910[/quote]

 

Fastest $  I've ever spent!

 

(Please keep making more!)

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November 6, 2013 3:50:55 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Old version detected problem on ICO resurfaced one more time with last update. 

Verifying cache does not solve the problem. Game ver 1.80.4976

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November 6, 2013 4:12:20 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Pupetier,

Old version detected problem on ICO resurfaced one more time with last update. 

Verifying cache does not solve the problem. Game ver 1.80.4976

Yarlen posted this on the steam forums.

You should see 1.80 in the lower-right corner of the main menu. If you don't, then you should verify your game integrity in Steam to force it. If that fails, try deleting your rebellion.user.setting file in My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting

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November 6, 2013 4:20:50 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

And if that doesn't help still, please post back!

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November 6, 2013 4:57:38 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Excellent changes all around!

I'm really surprised we don't have more positive feedback on some of these changes....

AntiMedium to Medium damage increased from 1.33333 to 1.5.

This is HUGE -- finally we can see viable LRF+flak fleets early game...

Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.

This is clearly a buff when you recognize that by doing only hull damage, this ability bypasses shield mitigation...it basically is doing the same amount of damage against frigates and SBs, slightly more when against caps and titans...and it costs less AM...a small but appropriate buff...


Disruptor Nanites (Phase Missile Turret) duration decreased from 600 to 60.
Vasari bomber strike craft damage decreased from 76.9 to 73.055.

These are also big changes...goes to show that SD really does listen to the community...

 

 

 

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November 6, 2013 6:32:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

A great surprise the new patch, I did not wait it for this month. Unfortunately I go to need again to make changes at my mod files, I wait the reference files. At least the new DLC and the patch looks very well.

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November 6, 2013 6:35:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
I'm really surprised we don't have more positive feedback on some of these changes....

The old MP trolls aren't around so we don't have to do all this arguing to prove if their winning has an merit or not.

Quoting Seleuceia,
AntiMedium to Medium damage increased from 1.33333 to 1.5.
This is HUGE -- finally we can see viable LRF+flak fleets early game...

It will definitely be interesting to see how it plays out. I wouldn't be surprised if LF+Corvette combo effectiveness versus LRF+Flak effectiveness will depend on your race now (I'd guess Advent might stick with the former while the TEC would get more use out of the later).

 

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November 6, 2013 6:41:53 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Can anyone clarify this change?

  • Reworked Phasic Trap (Hangar Bays) in order to properly limit the number of affected strike craft.
  • Phasic Trap (Hangar Bays) will now affect 18/27 individual strike craft, increased from 10/20; duration updated from 45/60 to 45/45.

At first glance, I can't see how increasing the number of strike craft affected to 18/27 from 10/20 "properly limits" them. It already seemed quite an effective ability and this seems to make it even better - or am I missing something?

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November 6, 2013 6:42:17 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Seleuceia,
goes to show that SD really does listen to the community.. 

 

Indeed. It's no later than the 1.79 beta thread itself that I and others pointed out certain community concerns had not been addressed. Now 1.80 comes along and does [a tiny] something to both Vasari bombers and the long-dishonored (but soon glorious?) Kol. These were last-minute changes presumably specifically put in to address community concerns, and whether they're community-approved or not, they certainly are StarDock-approved!

 

Listening to the community but still sticking to the team's own vision for the game... that's something I respect. Kudos, StarDock!

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November 6, 2013 6:49:01 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Ekko_Tek,

Can anyone clarify this change?


Reworked Phasic Trap (Hangar Bays) in order to properly limit the number of affected strike craft.
Phasic Trap (Hangar Bays) will now affect 18/27 individual strike craft, increased from 10/20; duration updated from 45/60 to 45/45.

At first glance, I can't see how increasing the number of strike craft affected to 18/27 from 10/20 "properly limits" them. It already seemed quite an effective ability and this seems to make it even better - or am I missing something?

I haven't looked at the code yet, but the problem with both the Maw and Phasic Trap was that they tried to put target caps on them, but both abilities are "periodic abilities", which means they fire multiple times (usually every 2 seconds). This meant that phasic trap would "trap" 10/20 fighters every 2 seconds, rather than the intended goal of trapping just 10/20 fighters total. Thus the target caps on these abilities last version were not very effective.

I'm guessing in this patch they got around this behavior somehow, so while the ability will constantly try to trap strikecraft, it will never trap more than 18/27 fighters at the same time. In other words, they fixed the limits but made the limit a bit higher at the same time.

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November 6, 2013 6:52:10 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Thanks Goa - makes sense if it is now 18/27 max rather than 10/20 in an additive way.

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November 6, 2013 8:36:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

I would guess the ability traps 18/27 strikecraft for a duration of two seconds then the ability refires, all the old strikecraft are released as the ability refires and thus retrapped.

However that is pure speculation as I too have not investigated.

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November 6, 2013 9:40:44 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Phasic Trap is now an Instant Action. It will trap up to 18/27 strikecraft on the initial cast. Any strikecraft that fly into range after the cast will be unaffected.

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November 6, 2013 11:11:34 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

hola, que significa "•AntiMedium to Medium damage increased from 1.33333 to 1.5." en el juego?
yo  hablo español y no se casi nada de ingles y todavia no pude delucidar a que se refiere "antimedium to medium damage..." si alguien pudiera explicarlo de manera mas simple ( que lo pueda traducir con algun traductor automatico) se lo agradeceria muchisimo

 

hi, meaning " Increased damage to Medium AntiMedium from 1.33333 to 1.5." in the game?
I speak Spanish and English is almost nothing and still could not elucidate referred to "antimedium to medium damage ..." if someone could explain it simpler (who can translate some automatic translator) would really appreciate it

(google translate)

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November 6, 2013 11:33:43 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting noseforget,
hi, meaning "• Increased damage to Medium AntiMedium from 1.33333 to 1.5." in the game?
I speak Spanish and English is almost nothing and still could not elucidate referred to "antimedium to medium damage ..." if someone could explain it simpler (who can translate some automatic translator) would really appreciate it

In game, this means that "Long Range Frigates" like the Javelis LRM Frigate

 

does more damage to "Light Frigates", like the Cobalt Light Frigate.

Does that make sense?

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November 7, 2013 1:27:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Is anybody noticing that the AI seems passive in the game since 1.8?  I started a new game with three normal AI and two hard AI and according to the stats I am the only one to have liberated a planet despite playing for two hours (according to the stats screen when you quit).  Interestingly, right before I quit tonight one of the hard AI's sent in a titan and two caps to one of the planets that I had stolen from him.  He successfully chased my fleet out and swept the gravity well clean, but then turned and left without  capturing the planet or blasting it back to an uninhabited state.  ???

 

With the exception of this one AI whom I had started the war with over that planet, I have seen no other AI fleets on the move.  Just lots and lots of scouts.  

 

Anybody else seeing this?  Or is it a quirk of my game?

 

Also - and maybe it was always like this and I didn't notice - but the stats screen that is displayed when you quit shows a game time of 33 minutes for every graph even though the actual game time is just under two hours. 

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November 7, 2013 8:07:57 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting RooksBailey,
Interestingly, right before I quit tonight one of the hard AI's sent in a titan and two caps to one of the planets that I had stolen from him.  He successfully chased my fleet out and swept the gravity well clean, but then turned and left without  capturing the planet or blasting it back to an uninhabited state.  ???

AI does that a lot... attack but then retreat before it actually finished and secured planet

 

Quoting RooksBailey,
With the exception of this one AI whom I had started the war with over that planet, I have seen no other AI fleets on the move.  Just lots and lots of scouts. 

Was this FFA. AIs might have been fighting eachother

 

Quoting RooksBailey,
Also - and maybe it was always like this and I didn't notice - but the stats screen that is displayed when you quit shows a game time of 33 minutes for every graph even though the actual game time is just under two hours. 

Was your game lagging. Sometimes because of lag real time is much longer than actual game time....

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November 7, 2013 10:38:34 AM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

Quoting Apheirox,


Quoting Seleuceia, reply 11goes to show that SD really does listen to the community.. 

 

Indeed. It's no later than the 1.79 beta thread itself that I and others pointed out certain community concerns had not been addressed. Now 1.80 comes along and does [a tiny] something to both Vasari bombers and the long-dishonored (but soon glorious?) Kol. These were last-minute changes presumably specifically put in to address community concerns, and whether they're community-approved or not, they certainly are StarDock-approved!

 

Listening to the community but still sticking to the team's own vision for the game... that's something I respect. Kudos, StarDock!

You're welcome. That was one of the changes I've been working out and testing with Ironclad for like a month or more.

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November 7, 2013 12:41:42 PM from Sins of a Solar Empire Forums Sins of a Solar Empire Forums

@GoaFan77: muchísimas gracias GoaFan77 ahora lo entiendo


@ GoaFan77: thank you now I understand GoaFan77

(google translated)

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