Yarlen Yarlen

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.
106,974 views 126 replies
Reply #51 Top

Quoting sareth01, reply 50
The AI cheats by getting extra resources at any higher then lvl 4 difficulty.

 
End of sareth01's quote

thanks

Reply #52 Top

lol, nice troll!

Reply #53 Top

Quoting Qu4r, reply 37
Tested. 1 tec starbase with RB on lv2 can sucesfully completly block 1 phase lane.

This is nuts!!!!



GL trying to dig out tec now.

What an retarded idea
End of Qu4r's quote

Sadly this will hurt Advent the most I believe. TEC can fly past under the cover of Armistice and Vasari will just Phase past it. Granted still inconvenient for Vasari & TEC but not insurmountable...

Reply #54 Top

Quoting Yarlen, reply 45
Let me just say that I'm playing Vasari Loyalists right now and they are fantastic! 

You guys will need to be patient a little while longer though. 
End of Yarlen's quote

 

that's just cruel and uncalled for.

Reply #58 Top


Moons are now Dwarf Planets and have been made more unique (stat wise).
End of quote

Astronomy win.

If you add "Pluto" to the list of names dwarf planets can have I might have to love you guys forever.

Reply #59 Top

Quoting TheEvidence, reply 58

quoting post
Moons are now Dwarf Planets and have been made more unique (stat wise).


Astronomy win.

If you add "Pluto" to the list of names dwarf planets can have I might have to love you guys forever.
End of TheEvidence's quote

NO. PLUTO IS A PLANET!! SCREW THE IAU

Reply #60 Top

I dunno. Maybe it's me but the nerfing of the titans seems counter productive. They seem feebler and less impressive.

Expensive as sin, a significant time to build. . . they should come out of the door swinging but instead it seems like they keep getting damage reduction and now they take forever to level. 

Reply #61 Top

Next patch please give us more options and sliders for random maps, like a resource slider that dictates how often you'll have planetoids with more than, say, one or two resource asteroids, whether or not your planet is surrounded with crap like dead asteroids, uncolonizable areas and planetoids with only two resource thingies (I swear to god most of my random games put me with a bunch of asteroids and moons with either two ice planets or two lava planets with barely any resource asteroids). Stuff like that.

Thanks~ 

Reply #62 Top

Quoting Autocrat, reply 60
I dunno. Maybe it's me but the nerfing of the titans seems counter productive. They seem feebler and less impressive.

Expensive as sin, a significant time to build. . . they should come out of the door swinging but instead it seems like they keep getting damage reduction and now they take forever to level. 
End of Autocrat's quote

Lets see what happens in a few weeks.  The TEC were nerfed a bit since everyone was choosing the TEC rebels as they have the strongest Titan to the point where capships became obselete.

 

 

Reply #63 Top

Quoting Yarlen, reply 17
It doesn't because shield mitigation negates the majority of it.
End of Yarlen's quote

Yeah...15% of it....unless you just hit 'em with missile barrage, most units in their fleet will not have maxed out shield mitigation....

Reply #64 Top

Quoting Autocrat, reply 60
I dunno. Maybe it's me but the nerfing of the titans seems counter productive. They seem feebler and less impressive.

Expensive as sin, a significant time to build. . . they should come out of the door swinging but instead it seems like they keep getting damage reduction and now they take forever to level. 
End of Autocrat's quote

 

depending on the effects of this nerf, maybe the cost and build time should come back down?  that will remain to be seen but that will let us play with our new toys more.

Reply #65 Top

Generally good, Corsev badly needed those AM buffs.  But, seriously Red Button BUFF?!  I was going to make a thread arguing it needed to be NERFED.  A well placed TEC starbase will basically require you to send in a titan to tank the nuke now.  Not sure what the devs were smoking when they put that in.  Please revert that one!

Reply #66 Top

Is it just me or did the game slow down a bit? Played with 5 AI and the game seemed to run slower

Reply #67 Top

Quoting lbgsloan, reply 65
A well placed TEC starbase will basically require you to send in a titan to tank the nuke now.
End of lbgsloan's quote

I think that's what they wanted, for the red button to be a big threat even for titans.

Reply #68 Top

Or just make the red button cost a lot more than it does. I actually enjoy the fact it can wipe out half of an opposing force, but thats only if they stop to challenge your starbase in the first place. I will say its fairly inexpensive for what it can do though.

Reply #69 Top

Quoting Yarlen, reply 17
because shield mitigation ne
End of Yarlen's quote

I have never had a fleet survive red button even with full shield upgrades.

 

Quoting GoaFan77, reply 67

Quoting lbgsloan, reply 65A well placed TEC starbase will basically require you to send in a titan to tank the nuke now.

I think that's what they wanted, for the red button to be a big threat even for titans.
End of GoaFan77's quote

Red button no longer has any counters.

 

Quoting SargentAla, reply 68
Or just make the red button cost a lot more than it does. I actually enjoy the fact it can wipe out half of an opposing force, but thats only if they stop to challenge your starbase in the first place. I will say its fairly inexpensive for what it can do though.
End of SargentAla's quote

 

It does not wipe out half the enemies forces, it wipes out whole end game fleets.

Reply #70 Top

Sorry, but I've never heard of anyone saying red button was weak.  WTF did I miss and why was it buffed?  No fleet ever survives level 2 upgrade to begin with and it's INCREASED???  :omg:

Reply #71 Top

Quoting Howdidudothat, reply 70
Sorry, but I've never heard of anyone saying red button was weak.  WTF did I miss and why was it buffed?  No fleet ever survives level 2 upgrade to begin with and it's INCREASED??? 
End of Howdidudothat's quote

 

Neither have I. I've seen it abused multiple times to wipe whole fleets even mine. Some locations are impossible to siege and now it is almost impossible to attack as TEC player with Red Button.

Reply #72 Top

Quoting Yarlen, reply 55
No. This is cruel and uncalled for.  

https://forums.sinsofasolarempire.com/423814
End of Yarlen's quote

Must get Rebellion..  Must play Vasari..  Must munch on planets...

 

I see that you took PBhead's advice with the Adjudicator and it looks like you may have copied Rebalanced Race's change to Guidance, though I'm not sure because of the adjustment to the duration.  Regardless, thanks for listening to us and proving that you do pay attention.  :thumbsup:

Reply #73 Top

You know, i played in the Entrenchment beta (if i remember correctly) and have never used the Red Button. Seems like a waste of upgrade slots for an ability that destroys it when i can use it on things that keep it fighting longer. But given that damage and range it would be one hell of a "going out with a bang" :grin:

Reply #74 Top

dammit... knew i shouldve finished my game last night...

Reply #75 Top

Quoting MayallCommunion, reply 71
Quoting Howdidudothat, reply 70Sorry, but I've never heard of anyone saying red button was weak.  WTF did I miss and why was it buffed?  No fleet ever survives level 2 upgrade to begin with and it's INCREASED??? 

 

Neither have I. I've seen it abused multiple times to wipe whole fleets even mine. Some locations are impossible to siege and now it is almost impossible to attack as TEC player with Red Button.
End of MayallCommunion's quote

Double starbases with Red Button. Good luck with that. :\

I think it was in response to the Titans but they could have just given it flak guns or something so it doesn't get owned by bombers entirely. A fully upgraded SB can hold it's own to a Titan that isn't level 6 until reinforcements can arrive.