Now available via Steam
Published on November 7, 2012 By Yarlen In Change Logs

Stardock Entertainment and Ironclad Games are happy to announce v1.1 for Sins of a Solar Empire: Rebellion. This latest update adds dozens of new maps, balance changes and bug fixes as noted below. Version 1.1 is save game compatible with the previous v1.041.


[ Gameplay ]

  • New Maps! We've added dozens of new maps, including competitive multiplayer variants which normalize resources, militia and other factors (thanks to Pbhead and GoaFan77 for these). New maps include:
    • The Art of War Competitive
    • Battle Lines / Battle Lines Competitive
    • Blitz / Blitz Competitive
    • Close Encounters Competitive
    • Crystal Storm / Crystal Storm Competitive
    • Double Cross Competitive
    • Empires at War
    • Foreign Invasion Competitive
    • Fractured Lands / Fractured Lands Competitive
    • Gemini / Gemini Competitive
    • Hostile Orbits / Hostile Orbits Competitive
    • Kabel Competitive
    • Maelstrom Competitive
    • Melting Point Competitive
    • New Dawn / New Dawn Competitive
    • Pandemonium Competitive
    • Quick Strike Competitive
    • Random - Huge Multi-Star Competitive
    • Random - Huge Ring Competitive
    • Random - Huge Single-Star Competitive
    • Random - Large Multi-Star Competitive
    • Random - Large Single-Star Competitive
    • Random - Medium Competitive
    • Random - Mini / Random - Mini Competitive
    • Random - Small Competitive
    • Random - Vast / Random - Vast Competitive
    • Razor's Edge Competitive
    • Storm Front Competitive
    • Tempest Competitive
    • The Void
    • Triple Entente Competitive
    • Twin Empires Competitive
    • Typhoon Competitive
    • Unstable Alliance Competitive
    • Whirlwind Competitive
  • All corvettes are now unaffected by most harmful Titan abilitiesExceptions are Explosive Shot, which will still knockback corvettes in the AoE, and The Maw, which will still potentially draw in corvettes in the AoE (but won't specifically target them).
  • Ships should no longer try to use abilities on invulnerable targets.
  • Corvettes will no longer be explicitly targeted by Cleansing Brilliance or Reverie abilities (but may still be affected by them).
  • Corvettes are no longer affected by Magnetic Clouds.
  • Adjusted relationship bonuses per Pact with allies to grant a 0.2 Diplomatic Actions bonus per unique Pact (to a maximum of 2.4).
  • Adjusted relationship penalties per Pact with enemies to grant a -0.5 Diplomatic Actions penalty per unique Pact (to a maximum of -6.0).
  • TEC Loyalists
    • Titan: Can now cast Group Shield on itself.
    • Titan: Increased started HP from 5400 to 5500; increased starting Armor from 11 to 12.
  • TEC Rebels
    • Titan: AutoCannon damage increased from 110.5 to 121.52; Missile damage increased from 127.5 to 140.25.
  • Advent (General)
    • Deliverance Engine Balance Changes:
      • Cannonshell speed increased from 12000 to 36000 (moving at the speed of thought!).
      • Culture Spread effect increased from 5 to 15.
      • The 25% damage buff to Advent player owned ships will now affect incoming ships as well as those already in the gravity well when the shot hits.
      • Deliverance Engine shots will now reduce an enemy planet's Allegiance by 10% (stacks 3 times).
  • Advent Loyalists
    • Global Unity now adds a 5% bonus to max. planet allegiance in addition to its other effects.
  • Advent Rebels
    • Wail of the Sacrificed has been changed to affect all adjacent planets, ships and structures regardless of ownership. 
    • Titan: Chastic Burst antimatter cost increased from 70 to 80; cooldown increased from 20 to 30.
    • Titan: Side Beam damage reduced from 130 to 117.
    • Fixed Expulsion tech to properly give its 20% culture spread bonus.
  • Vasari Loyalists
    • Titan: The Maw will no longer explicitly target corvettes (though they may still be affected if caught in the ability AoE).
    • Titan: Increased the cooldown on The Maw from 175 to 210.
    • Titan: Starting HP increased from 4802 to 5042; HP per level decreased from 459 to 436; starting Shields increased from 2567 to 2696; Shields per level decreased from 533 to 507.
  • Vasari Rebels
    • Titan: HP per level increased from 405 to 445; Shields per level increased from 529 to 582; Armor per level increased from 0.58 to 0.64.
    • Rebel Starbases will now suffer from additional debuffs after a phase jump: Passive shield regeneration is decreased by 50%, Armor is reduced by 1.5 and weapon damage received is increased by 25%. Negative effects after phase jumping a Starbase now stack 3 times; debuff duration of all effects increased to 600 seconds from 60.
    • Armor Restoration technology bonus reduced from +25% HP / +5 Armor to +15% HP / +3 Armor.
  • Pirates
    • Ships spawned from bounty raids made less random and weaker earlier in the game.
    • Pirate raids spawned via Diplomatic mission costs adjusted for revised raid levels above (i.e., much cheaper).

[ Misc. ]

  • Fixed reported null pointer crash related to buff spawning (thanks ezeltje299).
  • Fixed reported null check on first spawner buffs (thanks ateague1987).
  • Fixed broken Pirate Exterminator Steam Achievement.
  • Fixed broken Outstanding Resume Steam Achievement.
  • Steam Cloud Saves re-enabled and should now work as intended in multiplayer games.
  • Checksum detection added on multiplayer saves to validate that saves aren't corrupted.
  • Fixed Pact related crash that would occur if a player had more than six unique Pacts established.
  • Fixed null pointer crash related to Wail of the Sacrificed.

[ Modding ] 

  • Added new icons to Galaxy Forge for competitive map types.

Comments (Page 4)
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on Nov 14, 2012

I think the latest patch 1.1 did something with the Vasari Loyalist.. He is Building A LOT of scouts and keep them in his own gravity well.. I just finished a game that took 5 hours and he had over 50 scouts on his last planet..  maybe a quick fix for that

on Nov 14, 2012

Kwitzak1
I think the latest patch 1.1 did something with the Vasari Loyalist.. He is Building A LOT of scouts and keep them in his own gravity well.. I just finished a game that took 5 hours and he had over 50 scouts on his last planet..  maybe a quick fix for that

The random scout spam has been reported on and off for a while. If you have an autosave of right before the AI started building sending it in might help.

on Nov 14, 2012

Lol, i've seen games myself where either the AI lost it's fleet once and just stopped doing anything productive(For some reason they usually were my allies at the time) and the random scout spam I've seen as well, but not much more than 20 or so and he had other ships as well. 

on Nov 14, 2012

hmmmm, not sure about these changes.

Wail is still an absolute monster, but this change will make AR players more restricted on where they might want to Wail...

That said, it is still a game changer and Im not sure the 'skilled' games should welcome it back.  Wailing a desert or terran that only has a couple of lanes connecting it (like most choke points are) will still be stupidly good value and over powered.  Having to recolonise and rebuild a couple of labs is nothing compare to taking out all of your opponents frigs with a click before you jump in on them.

Novas are being used more in team games though, so TEC loyals may get a good run, especially with a buffed titan.

One Suggestion Devs....

Can you give us another start option that disables rebel factions 'super abilities' so that we can level the playing field in 'skilled' games without banning factions?

i.e.

- Disable Wail for AR

- Disable Mobility for VR

- Diable Truce for TECR  (this is underated ability, you can expand with impunity.  If you get a safe eco slot you can take half the map in no time)

Not a fan of making vettes completely immune to the titan AOE damage abilities either.  May if they were reduce to 10% HPs and not destroyed so you had to mop them up it would be okay.  Even as it is, you can micro your vettes and safely  take out a TECR titan for example, as it needs to face them for explosive shot to work.  Making them immune means vette spam will again reign supreme.  

with this, we will proabably next be crying for a flak and fighter buff against vettes to we have a chance of killing 200 of them before they virtually one shot caps and titians.

 

See yas on the weekend,

 

Bags

 

 

 

 

 

 

on Nov 14, 2012

VR also has that monster armor upgrade on higher tier tech. That should have been like, halved.

on Nov 14, 2012

Brazilian_Joe
VR also has that monster armor upgrade on higher tier tech. That should have been like, halved.
Armor Restoration technology bonus reduced from +25% HP / +5 Armor to +15% HP / +3 Armor.

It was nerfed though not quite halved.

on Nov 14, 2012

Excellent

on Nov 14, 2012

Sweet, more content that we can play at 2 fps.

on Nov 14, 2012

I am amazed....

 

This has finally happened SOASE is taking its first step into E-Sports. Man im so glad that they have started to change their course of action. This is really good news. I stopped playing Rebellion 1-2 months ago because of the imba map spawns and other related problems. I am really happy with the new maps (Competetive maps) and all the NAYSAYERS can ****, yeah. Anyways im really hoping that their next patch includes MULTIPLAYER UI CHANGES.

 

Thank you Ironclad for at least trying to make one of your greatest games more popular!

on Nov 14, 2012

baggyx
hmmmm, not sure about these changes.

Wail is still an absolute monster, but this change will make AR players more restricted on where they might want to Wail...

Wail was powerful and got nerfed to some extent. Still, unless you use it on a Terran planet the resulting infrastructure damage is well within acceptable parameters. You just have to watch for your fleet. Unless your ally has a fleet in range but then you shouldt use Wail in the first place under normal circumstances.


Wail was never a monster. it merely punished you - hard - for being careless.

 



That said, it is still a game changer and Im not sure the 'skilled' games should welcome it back.  Wailing a desert or terran that only has a couple of lanes connecting it (like most choke points are) will still be stupidly good value and over powered.  Having to recolonise and rebuild a couple of labs is nothing compare to taking out all of your opponents frigs with a click before you jump in on them.


If Wail is a unsolvable problem for you, than you are not skilled.


There are also not that many chokepoints - if any and the average random map.


Novas are being used more in team games though, so TEC loyals may get a good run, especially with a buffed titan.

 

I disagree. Superweapons are rarely seen in MP games. Even for the TEC Loyalists it is difficult to have them earlier and if you do, you are basically defenseless so you may get 2 shots or so before you are killed. The higher number of fieldable cannons is a late game advantage for TEC Loyalists. On the other hand by this stage of the game Novalith are little more than annoying, as trade is the main source of income. It should also be noted that the buff to the Ankylon and the changes to Group shield mostly make the Ankylon even more durable, they dont increase its damage potential and 1 AM draining ship in the enemy fleet and its a large flying brick.



One Suggestion Devs....

Can you give us another start option that disables rebel factions 'super abilities' so that we can level the playing field in 'skilled' games without banning factions? See below.... NOBODY will play said factions if you remove all of their advantages. Besides, if you are right, a large majority of people will agree with you and will not choose said factions. (see VR ban) However if you are not right you may find yourself playing alone. If you cant stand loosing to superior opponents, play against easy AI.

i.e.

- Disable Wail for AR

- Disable Mobility for VR

- Diable Truce for TECR  (this is underated ability, you can expand with impunity.  If you get a safe eco slot you can take half the map in no time)

 

NO! The AR ban - if it ever happened - was ridicolous to begin with. Yes, the Eradica is very powerful and it was rightly nerfed to some extent, but as it has been stated by several people in the past.....


The Advent Rebels have NOTHING but Wail and the Eradica that makes playing them worthwhile. It is regrettably that it is this way, but it is true. Advent in general are one of the weaker faction in the game, as you could easily see in the low popularity of Advent Loyalist until several buffs were made.


Advent in general = not competivly, reasons being poor eco, only bombers for dealing with hard targets, and reliance on shields which happen to be nearly useless against phase missiles.


Advent Loyalist with recent buffs: Halfway competivly..... if on the defensive.

Advent Rebels with Wail and Eradica: Mostly competivly due to two powerhouses Wail and Eradica. 



Vasari are all about mobility and removing it would take away one of the factions core strength. Certainly, it would make them far less powerful, but at to high a cost and in the wrong area. 

Balancing of the Vasari should imho come from nerfing their most OP toys (Disruptor Nanites, Phase Missiles and possible the Kortul) Vasari just happen to be to be best in most important areas and that makes them so damm difficult to beat. 


I think you overrate TAR..... it was widely used until it got nerfed a while back. Without any doubt all regular users of earlier tried to use it again, appearantly with not enough success.



Not a fan of making vettes completely immune to the titan AOE damage abilities either.  May if they were reduce to 10% HPs and not destroyed so you had to mop them up it would be okay.  Even as it is, you can micro your vettes and safely  take out a TECR titan for example, as it needs to face them for explosive shot to work.  Making them immune means vette spam will again reign supreme.  

with this, we will proabably next be crying for a flak and fighter buff against vettes to we have a chance of killing 200 of them before they virtually one shot caps and titians.

 Yes, the corvette/Titan balancing is without a doubt not easy. Still, it would be preferable to have more than bomber spam against high level titans. Corvettes should help your fleet to deal with the Titan without taking terrible losses.



 

on Nov 14, 2012

ARESIV
If Wail is a unsolvable problem for you, than you are not skilled.

Right, cause BagsX isn't skilled....nah...

ARESIV
Wail was never a monster. it merely punished you - hard - for being careless.

ARESIV
The AR ban - if it ever happened - was ridicolous to begin with.

The AR ban happened...while not to the "degree" of the VR ban, lots of hosts refused to allow AR in their (skilled) games, and the reasoning was mostly because of Wail, NOT the eradica...in many cases these bans were at the request of multiple people in the game lobbies, so it isn't just the distorted opinions of a select few who happen to host a lot.....

That multiple hosts running skilled games banned AR solely because of wail only points to how OP it was considered...

Of course, if you played on ICO even remotely recently you would already know this....

ARESIV
I disagree. Superweapons are rarely seen in MP games.

ARESIV
Without any doubt all regular users of earlier tried to use it again, appearantly with not enough success.

Only more reasoning to make me think you don't play on ICO much...

Now, there's nothing wrong with not frequenting the skilled games on ICO...but since you love to go out of your way to tell people they aren't skilled (often followed by "learn 2 play"), I've concluded you are either:

1)  A troll
2)  An asshat
3)  A trollish asshat

 

 

 

on Nov 14, 2012

OK played few games and some of them were very competitive.

My opinion:

Patch overall is step into right direction:

  • corvettes do counter titans 
  • Vasari Rebel does look tamed 
  • all races are playable 
  • in games i played so far I haven't seen single use of wail yet 

There is only one massive problem:

  • as I mentioned corvettes counter titans but in order to be successful you need 100+ of them and because game doesn't support multi threading or any other modern CPU thingy it causes massive lag. 

In fight between me and hiroge He had lvl 5 eradica and I had lvl 1 ragnarov. I had 120 corvettes hidden and I used ragnarov snipe to drain eradicas shields and then warped my 120 corvettes in and needles to say eradica died shortly after. It was laggy but lag was bearable. Then he build his own 100+ corvettes and once mine and his corvettes engaged in fight game turned into massive slide show. On my end frame changed every 1.5 to 2 seconds.

Yeah that is right 1 frame per 2 second interval. So whatever optimization was done for rebellion it.... Last patch negated everything they did. 

I might write some more in separate thread but atm I felt I had to point above mentioned game ruiner out.    

on Nov 14, 2012

HAHAH Thanks Sel. Who is that guy?  If he doesnt sorta understand/half agree with my post then he's either a forum warrior or said asshat.

Make your self known in skilled 5s games champ. youll soon be shown you how a temple on every AR planet in game means Novas or the Vasari super weapon to jump in on them is the only way to really crack it open (when the game has ended up fleet intensive with vettes and carriers making up most fleets).  At least now if you jump in from afar as vasari the Advent player can't sacrifice all adjacent planets to kill you without killing themselves.

Than again I doubt you'd survive the first 20min of intense rushing and countering and eco setup in these games to see this happen....

 

 

on Nov 14, 2012

baggyx
HAHAH Thanks Sel. Who is that guy? If he doesnt sorta understand/half agree with my post then he's either a forum warrior or said asshat.

For the next week or two I think AR and VR should be allowed just to fully see the impact of these changes. Maybe hosts shouldn't let everyone on a team go AR or VR, but let a few players use them. Then there can be some sort of consensus on whether AR and VR should still be banned. Or perhaps we could go back to the partial ban days like VLs basically were, with only 1 player per team allowed to use them.

Greg30007
Yeah that is right 1 frame per 2 second interval. So whatever optimization was done for rebellion it.... Last patch negated everything they did.

Hmm, that is interesting, considering most people ended up with Carrier heavy fleets late game I'm surprised Corvettes are that much worse.

on Nov 14, 2012

Seleuceia

Quoting ARESIV, reply 56If Wail is a unsolvable problem for you, than you are not skilled.

Right, cause BagsX isn't skilled....nah...

Proof? I mean it is not impossible, but judging from opinion tone and grammar I have my doubt.



Quoting ARESIV, reply 56Wail was never a monster. it merely punished you - hard - for being careless.


Quoting ARESIV, reply 56The AR ban - if it ever happened - was ridicolous to begin with.

The AR ban happened...while not to the "degree" of the VR ban, lots of hosts refused to allow AR in their (skilled) games, and the reasoning was mostly because of Wail, NOT the eradica...in many cases these bans were at the request of multiple people in the game lobbies, so it isn't just the distorted opinions of a select few who happen to host a lot.....

That multiple hosts running skilled games banned AR solely because of wail only points to how OP it was considered...

Of course, if you played on ICO even remotely recently you would already know this....

 

You say it happened, I say it doesnt. Either one of us is having a bad case of wishful thinking or you happen to play in a vastly different time zone. In any case I play regularly in skilled games and I never ever have been asked not to use AR. Now perhaps some people with above 500 wins do disagree, but that a basically nonexistant minority. A minority that can stand anything that ruins their tried mindless strategies.

Quoting ARESIV, reply 56I disagree. Superweapons are rarely seen in MP games.


Quoting ARESIV, reply 56Without any doubt all regular users of earlier tried to use it again, appearantly with not enough success.

Only more reasoning to make me think you don't play on ICO much...

Now, there's nothing wrong with not frequenting the skilled games on ICO...but since you love to go out of your way to tell people they aren't skilled (often followed by "learn 2 play"), I've concluded you are either:

1)  A troll Nah, I wouldnt dream of competing against you, Mr. "Illums are OP "nuissance...


2)  An asshat
3)  A trollish asshat

 Errare humanum est, in errore perseverare stultum...

 

 

 

 

 

 

 

 

 

baggyx
HAHAH Thanks Sel. Who is that guy?  If he doesnt sorta understand/half agree with my post then he's either a forum warrior or said asshat.

Make your self known in skilled 5s games champ. youll soon be shown you how a temple on every AR planet in game means Novas or the Vasari super weapon to jump in on them is the only way to really crack it open (when the game has ended up fleet intensive with vettes and carriers making up most fleets).  At least now if you jump in from afar as vasari the Advent player can't sacrifice all adjacent planets to kill you without killing themselves.

Than again I doubt you'd survive the first 20min of intense rushing and countering and eco setup in these games to see this happen....

 

 

 

Who?


I am sorry but with you and Sel as company I would fear for your lives in any game with a remotly intelligent human enemy.


I also think you misjudge the amount of damage done to structures by wail. A wail powerful enough to destroy the important structures is more than enough to effortlessly wipe anything below caps. Now I dont know about how you "skilled" people calculate, but I would trade a few logistics for your carrier fleet any day. Especially at this stage of the game.


You still havent answered the question of why somebody should choose the Advent Rebels if they dont have Wail?



The Coronata isnt UP anymore and once on a sufficient tech level AL are pretty equal to AR.... just with a bit of a different focus. That leaves Wail as the defining AR tech and unless you have a good idea of how to balance it without making it either OP or totally worthless you are free, no encouraged to post it here.


Ironically I tend to survive quite long most of the time. Of course I sometimes die too but usually it is either the enemy or my team surrendering that ends the game for me.






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