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Rebellion Beta 2c (0.90) Change Log

Rebellion Beta 2c (0.90) Change Log

Now Available via Steam

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.
107,015 views 126 replies
Reply #101 Top

Quoting SargentAla, reply 100
You mean like a solar flair destroying half of your fleet passing by the star? Or a black whole actually sucking things up and crush them because of its gravity and mass?
End of SargentAla's quote

There is actually alot you could do with events like that...

  • meteors randomly kill off some of your population, 
  • rogue asteroids get captured and now there's more resource asteroids, 
  • comets turn a desert world into a terran world for a time/turn a volcanic into a desert for a time/turn a terran into a water world (kills off some of the population too), 
  • militias could randomly decide to join a player (which might suck if you're on the other side of the system), 
  • uprisings create a huge allegiance drain,
  • Phasic storms™ create/rearrange a phase lane or two, potentially opening up a path to a new world (would actually like to see this done for the occupation planet, and triggered every game after a certain period of time).
  • Worm holes spontaneously appear
  • random new AI player phase jumps to the star with a big force and plenty of research, but obviously has no planets at this time... could even be pirates... but Vasari Loyalists would be very interesting to see randomly appear...
  • After the game has gone on for a very long time.... a planet... disappears.... then the one next to it.... then the next... forces on said planets are gone forever...
  • Can give scouts a new ability 'Deep space Exploration'. you only get this after you've researched the multi-star phase drive tech. The scout goes out into deep space (disappears from the map) for a period of time, and if it succeeds (has a chance to fail), it finds a new star with a random distribution of planets and potentially has a new AI player there...
  • any of the planetary attributes can be changed via event systems as well.
  • can do a ton of different things involving artifacts
  • can have random missions not attached to players. success could even trigger some unique rewards. (for example "Planet JibbaJabba feels it would be much more secure if it had a phase gate". placing one there, you get some of the money invested back and a free ship or two out of the gate)
Reply #102 Top

Well, I can see BRB being OP against Advent [Maybe Solonus Buff will help... Maybe...], but Vasari? Kostura. TEC? Ogorovs.

 

Hell, I remember this coming up with Wail. "Its OP", "No its not, you just need to scout and not let the enemy hold the planet that whole time, you're sacrificing a planet for this, so it had better be worth it!" and how it forced players to play a certain way, yet we were constantly told it was balanced.

 

I'm seeing the same sort of thing with BRB. You are potentially wasting a ton of resources to deal a lot of damage to the enemy fleet. Both cases can be solved by scouting and very careful fleet movement, though that's just not practical in a lot of games. Unless its been patched, last time I used the Red Button, Autocast had it activate the second the SB was attacked. So you can't auto-cast it, or else lose the SB to a tiny set of scout frigates.

If its not auto-cast, there is a small chance you could sneak past, but a far better idea would likely be to just jump in a few Ogorovs and attack the SB. They don't jump in a fleet, the SB possibly goes down without too much of a fight [Maybe send some percherons with fighters to be sure]. They do, then they risk sacrificing their fleet too if they activate the button.

In theory it could possibly be countered, but in practice will be where this matters. So, go out and test it. If it is OP, it will hopefully be nerfed next patch, or something buffed to counter it. If its not OP, then alls good. Must be tested vs other players in online matches however. Simply pointing out its strengths without doing so isn't very helpful.

Reply #103 Top

Kostura does not work against Starbases. And Ogrovs do not outrange a full upgraded Red Button.

Reply #104 Top

I thought the multiplayer crowd were always the ones advocating scouting. if you're jumping into a grav well with your entire fleet and didn't see the SB there.... you deserve to be BRB'd. if you scout and you see a SB there, you can either see if you can find a way to get in there without damage, see if you really do need to go that way and not some easier way, trickle through your forces, send decoy fleets with dominas held back... You might not have your hand on the button, but you dictate what might be worth the cost of using BRB. 

do any of the advent abilities such as detonate AM delay the BRB? I'm not sure off the top of my head what stuff is only frigates.

Reply #105 Top

Thank you for updating the shields, hope you can get them to be more coloured and each race has a specific colour (i.e. Tec are orange/yellow shield effect).

Reply #106 Top

Quoting Ben_Maxwell, reply 105
Thank you for updating the shields, hope you can get them to be more coloured and each race has a specific colour (i.e. Tec are orange/yellow shield effect).
End of Ben_Maxwell's quote

Shields and explosions are currently the achilles heel of sins graphics. 

Look at haegemonia:

 

cool looking explosion at 1:30 and nice shield effect visible  at 3:13... how old is haegemonia again? Why cant these things look in Sins like this?

 

Reply #107 Top

Quoting g0dAr1es, reply 66
Is it just me or did the game slow down a bit? Played with 5 AI and the game seemed to run slower
End of g0dAr1es's quote

 

Yeah I think it did, performance seems worse, even though the AI performs better.

Reply #108 Top

What I would love to see:

 

  • Vasari (of course)
  • The ability to disable superweapons when starting the game
  • AI *not* prematurely give up
Reply #109 Top

"Fixed some player Achievements that weren't working as intended."

What are these then, is there any detail as to which ones ?

 

Reply #110 Top

Quoting Timmaigh, reply 106
how old is haegemonia again? Why cant these things look in Sins like this? 
End of Timmaigh's quote

I really don't see a difference... the skybox is clearly more detailed, and the ships have a bit more polygons, but then again, sins has way more ships on the screen.

I also never got to play haegemonia... I bought it, and then it didnt work... so I returned it, and I think that's actually how I came across Sins... I was actually looking for a space flight simulator. Seems SW: X-wing Alliance was the last one ever made...

Reply #111 Top

Some comments on the Vasari Rebel Titan: You nerfed Nano Leech heavily which is ok to bring it in line, it was clearly too strong while it is still good in the beginning and powerful later on. I noticed that all its abilities cannot target enemy titans.

At least the HP drain from Nano Leech and Dissever (along its damage) should work.

 

Reply #112 Top

Quoting SithLordAJ, reply 110

Quoting Timmaigh, reply 106how old is haegemonia again? Why cant these things look in Sins like this? 

I really don't see a difference... the skybox is clearly more detailed, and the ships have a bit more polygons, but then again, sins has way more ships on the screen.

I also never got to play haegemonia... I bought it, and then it didnt work... so I returned it, and I think that's actually how I came across Sins... I was actually looking for a space flight simulator. Seems SW: X-wing Alliance was the last one ever made...
End of SithLordAJ's quote

I was talking exclusively about the graphic representation of shields and explosions. They are way better looking on Haegemonia than on Sins, despite Heagemonia being few years older.

Otherwise, i prefer Sins ship models, races and as a game overall over Haegemonia any day. Actually, with Rebellion i am starting to think i like Sins even more than Homeworld, which i consider to this date to be the best game ever. You cant do better than that. 

Reply #113 Top

Quoting SithLordAJ, reply 104
I thought the multiplayer crowd were always the ones advocating scouting. if you're jumping into a grav well with your entire fleet and didn't see the SB there.... you deserve to be BRB'd. if you scout and you see a SB there, you can either see if you can find a way to get in there without damage, see if you really do need to go that way and not some easier way, trickle through your forces, send decoy fleets with dominas held back... You might not have your hand on the button, but you dictate what might be worth the cost of using BRB. 

do any of the advent abilities such as detonate AM delay the BRB? I'm not sure off the top of my head what stuff is only frigates.
End of SithLordAJ's quote

 

I think you miss the point, Even when scouted there is no actual way AROUND a Starbase with BRB if its on a small gravity well.

Reply #114 Top

Hello All,

Yes, this build seems to be much more sluggish, although entry and exiting the game is better.

I thought I would read more about crashes. I play mulitplayer usually with one or two people and and 7 or 8 AI on Vicious. It seems to minidump a lot. If I go down to cruel, it doesn't. But huge map with with all 10 slots filled, usually 8 AI, all random and on Vicious, the game dumps

Anyone else?

Also, the AI appears to be much better. But the cannon being built 15 minutes into the game sure makes you scramble with SB aux government.

Reply #115 Top

Definitely, after some performance improvements in previous patches this one feels like a couple steps back.  With multiple AIs the game seems to bog down quickly.  The AIs do perform better that is for sure, but it seems that it is at a pretty heavy expense to performance.

Reply #116 Top

You guys gotta fix the accumulating rebels...when a player has a treaty with the rebels...you gotta turn them off.  No reason I gotta fight 500 dormant rebels when I invade a planet.  How hard is this to code?  I've been complaining for months.

Reply #117 Top

When an ally Titan is destroyed appear String not Found

Reply #118 Top

Still seeing random planet defense militias attacking colonizers/ fleets after TAR completed.

 

Not all the time, but usually one particular faction (and that faction seems to be different every game) will attack if it is found around multiple planets. 

 

 

Reply #119 Top

I'm curious if there's ever going to be a fix for fleet formations when titans are involved.  Regular cap ships and frigates seem to be afraid of it or something with the way they sit off to one side.  they also tend not to engage much unless you micro manage them.  I'd just like the titan to be sitting in the center of the fleet or something.  Maybe in the back if its a Ragnarov but still in the center of the formation.

Reply #120 Top

I still see both Advent Titans firing some of their weapons from their walls, no weapons emplacements or weapons ports, just from the very walls a laser or plasma burst comes out (I see this visual bug/glitch only with the plasma, laser and point defense weapons, the beams all fire from correct positions). It's the same thing I see on the Discord battleship. Now the Discord fires its beams and plasma weapons correctly (from the front and from their respective weapons ports/emplacements). But the lasers of the Discord just fire from the side of the ship where there are no turrets or anything else that looks like it can fire something, just from the walls of the ship, and sometimes (when, for example, all of the enemy ships are on the right side of the Discord), it fires its left side lasers through itself (the lasers go through the ship) and attack the enemies on the right side.

I already posted this elsewhere, but nobody commented on it or said anything about it. I'm sure somebody else has seen this and, well, they really should fix these visual bugs/glitches because it ruins a little of the beauty of this game. Maybe add some new turrets/weapons emplacements on the side of the Discord and on the titans as well.

Other than that, great beta!

Reply #121 Top

Quoting sgvk89, reply 120
I still see both Advent Titans firing some of their weapons from their walls, no weapons emplacements or weapons ports, just from the very walls a laser or plasma burst comes out (I see this visual bug/glitch only with the plasma, laser and point defense weapons, the beams all fire from correct positions). It's the same thing I see on the Discord battleship. Now the Discord fires its beams and plasma weapons correctly (from the front and from their respective weapons ports/emplacements). But the lasers of the Discord just fire from the side of the ship where there are no turrets or anything else that looks like it can fire something, just from the walls of the ship, and sometimes (when, for example, all of the enemy ships are on the right side of the Discord), it fires its left side lasers through itself (the lasers go through the ship) and attack the enemies on the right side.

I already posted this elsewhere, but nobody commented on it or said anything about it. I'm sure somebody else has seen this and, well, they really should fix these visual bugs/glitches because it ruins a little of the beauty of this game. Maybe add some new turrets/weapons emplacements on the side of the Discord and on the titans as well.

Other than that, great beta!
End of sgvk89's quote

pretty sure its intended, they fire from cracks/lines where speperate plates join eachother in the armor so they're supposed to be hidden I guess. I havent seen the discord fireing through itself in the new patch yet, so i'm hoping that got fixed. Afaik its just laser/point defense on the new ships, cant say it bothers me. But I do find the advent ships a bit lackluster compared to ther other races, visual design is great, its just the finish so to speak.

Reply #122 Top

Quoting NexiKuro, reply 121
Quoting sgvk89, reply 120I still see both Advent Titans firing some of their weapons from their walls, no weapons emplacements or weapons ports, just from the very walls a laser or plasma burst comes out (I see this visual bug/glitch only with the plasma, laser and point defense weapons, the beams all fire from correct positions). It's the same thing I see on the Discord battleship. Now the Discord fires its beams and plasma weapons correctly (from the front and from their respective weapons ports/emplacements). But the lasers of the Discord just fire from the side of the ship where there are no turrets or anything else that looks like it can fire something, just from the walls of the ship, and sometimes (when, for example, all of the enemy ships are on the right side of the Discord), it fires its left side lasers through itself (the lasers go through the ship) and attack the enemies on the right side.

I already posted this elsewhere, but nobody commented on it or said anything about it. I'm sure somebody else has seen this and, well, they really should fix these visual bugs/glitches because it ruins a little of the beauty of this game. Maybe add some new turrets/weapons emplacements on the side of the Discord and on the titans as well.

Other than that, great beta!

pretty sure its intended, they fire from cracks/lines where speperate plates join eachother in the armor so they're supposed to be hidden I guess. I havent seen the discord fireing through itself in the new patch yet, so i'm hoping that got fixed. Afaik its just laser/point defense on the new ships, cant say it bothers me. But I do find the advent ships a bit lackluster compared to ther other races, visual design is great, its just the finish so to speak.
End of NexiKuro's quote

Pienso que por la forma del juego: "Sins of..." recien en la   realizacion final los programadores van a poner todos los elementos... (es una idea que se me ocurre)

I think that the shape of the game: "Sins of..." just in the final realization programmers are going to put all the elements... (it is an idea that occurs to me)

Reply #123 Top

Flak burst on the Kol and TK push on the Halcyon don't seem to do anything anymore.

Never have seen any effect from militia weaponry although militia armour is working fine.

Obviously this game is a labour of love - truly impressive.

Reply #124 Top

The counter I have found is either stifle its abilities or pull a truce right before it blows.

Reply #125 Top

Quoting SithLordAJ, reply 101

Quoting SargentAla, reply 100You mean like a solar flair destroying half of your fleet passing by the star? Or a black whole actually sucking things up and crush them because of its gravity and mass?

There is actually alot you could do with events like that...


meteors randomly kill off some of your population, 
rogue asteroids get captured and now there's more resource asteroids, 
comets turn a desert world into a terran world for a time/turn a volcanic into a desert for a time/turn a terran into a water world (kills off some of the population too), 
militias could randomly decide to join a player (which might suck if you're on the other side of the system), 
uprisings create a huge allegiance drain,
Phasic storms™ create/rearrange a phase lane or two, potentially opening up a path to a new world (would actually like to see this done for the occupation planet, and triggered every game after a certain period of time).
Worm holes spontaneously appear
random new AI player phase jumps to the star with a big force and plenty of research, but obviously has no planets at this time... could even be pirates... but Vasari Loyalists would be very interesting to see randomly appear...
After the game has gone on for a very long time.... a planet... disappears.... then the one next to it.... then the next... forces on said planets are gone forever...
Can give scouts a new ability 'Deep space Exploration'. you only get this after you've researched the multi-star phase drive tech. The scout goes out into deep space (disappears from the map) for a period of time, and if it succeeds (has a chance to fail), it finds a new star with a random distribution of planets and potentially has a new AI player there...
any of the planetary attributes can be changed via event systems as well.
can do a ton of different things involving artifacts
can have random missions not attached to players. success could even trigger some unique rewards. (for example "Planet JibbaJabba feels it would be much more secure if it had a phase gate". placing one there, you get some of the money invested back and a free ship or two out of the gate)
End of SithLordAJ's quote

 

Yeah! Exactly. That's the kind of stuff I'm talking about. Ever play Overlord on the Amiga? It had that sort of thing. It provides more atmosphere.