Ironclad Games and Stardock Entertainment are pleased to announce the v1.79 BETA update for Sins of a Solar Empire: Rebellion.  This opt-in beta will allow users to check out the new changes to our shader system, in addition to balance changes and bug fixes ahead of the final release.

NOTE: The initial 1.79 beta may be save game compatible with 1.52, but future beta updates may NOT be! We plan to update this beta over time as additional fixes are implemented.

To opt-in:  Select Sins of a Solar Empire: Rebellion from your Steam Library list -> Right-Click and select Properties. Click the 'BETAS' tab and from the dropdown select 'beta', then click Close. Steam will automatically update you to the latest beta code.

 


[ 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 Loyalists
    • Increased damage on Disruption Matrix (Titan) from 40/50/60/70 to 70/70/70/70.
  • TEC Rebels
    • Increased Refined Emitters from 1 level of research to 2.
  • Advent
    • Corvettes should now be affected by Ruthlessness ability (Destra Crusader).
    • Psionic Scream (Discord Battleship) will now interrupt.
  • Advent Rebels
    • Adjusted Reanimation research subject slightly to give the intended bonus.
  • 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 Loyalists
    • Reworked The Maw ultimate ability on the Loyalist titan to properly limit the number of destroyed enemy frigates as intended.

[ 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.

 

NOTE: BETA players will not be able to play in multiplayer with non-beta players. 


Comments (Page 3)
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on Aug 27, 2013

on Aug 28, 2013

I suppose I would be flogging a dead space horse to ask if the AI is going to get any attention? I went against a level 7 titan with my level 2 and creamed the AI

on Aug 28, 2013

GrimFear

I suppose I would be flogging a dead space horse to ask if the AI is going to get any attention? I went against a level 7 titan with my level 2 and creamed the AI

Fraid so. For every one person that complains that the AI is too easy (like you and me) we get a lot of people griping that the AI is too good. You just can't please everyone.

on Aug 30, 2013

 

  • TEC Loyalists
    • Increased damage on Disruption Matrix (Titan) from 40/50/60/70 to 70/70/70/70.
  • TEC Rebels
    • Increased Refined Emitters from 1 level of research to 2.
  • Advent
    • Corvettes should now be affected by Ruthlessness ability (Destra Crusader).
    • Psionic Scream (Discord Battleship) will now interrupt.
  • Advent Rebels
    • Adjusted Reanimation research subject slightly to give the intended bonus.
  • 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 Loyalists
    • Reworked The Maw ultimate ability on the Loyalist titan to properly limit the number of destroyed enemy frigates as intended.

I just want to say that I love you for these changes! although the advent changes are a bit vague to me(I'm not sure what Ruthlessness does nor what psionic scream does, but that is just due to not playing since..2 months? I lost the vibe you know )

But epsecially the vasari changes are awesome!  

on Sep 02, 2013

Anyone know of any further bugs or exploits that the team can work on before the latest patch is rolled out?

 

Do we have a guesstimate of when this latest patch is due to be rolled out? I thought I read somewhere it wouldn't be till late September?

 

Also are there any serious plans for another expansion? I know nothing will have been decided, but if the latest expansion proved to be profitable, would that mean future expansions would be seriously considered? How will this affect the physical mechanics of the game, as presumably the more content that is in the game, the harder it is given the limitations, it is to run?

on Sep 02, 2013

Hi devs,

Can you please scrutinize for memory leaks relating to asset load/unloads. I occasionally get load failures on texture and sound assets in mid to late game (or quits) which seem to be situational. Sometimes it can result in a random crash.

This appears to be only a problem on very high resolutions, i.e. when at 2560x1600 on maximized settings but the issues are occurring at only 1.6Gb of memory consumption and don't make any dent in GPU memory. I suspect some assets aren't being unloaded properly and you aren't taking advantage of GPU memory pools available.

Shader improvements more accurate, especially on reflections... but you'll need to de-compensate on your reflections now (see Tech capital ship factory) as it's diminishing the realism.


Requiem Mod
http://sins.imperial.cc

on Sep 02, 2013

Id' still love to see TEC Loyalists' Titan 'Group Shield' ability made passive. Of course not costing AM would change its effects.

I think it should increase shield regeneration and max shields at least.

It should also spread part of the damage to all shields to make it harder to kill any single ship, using e.g. sniping. 

And either have it increase max shield mitigation for the ships under it, or raise shield mitigation even out of combat, so that ships enter combat with shield mitigation 'hot'. Or both. 

I am not delving into numbers because frankly I don't know which would be reasonable values.

The strategic ramifications of a passive, always-on vs. AM-costing, triggered ability are nice and would be a nice improvement for the loyalists' combat-readyness. It would would also raise the Ankylon's priority as a target on battles.

on Sep 03, 2013

I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase.

Minor issue for the main game I guess but very, very important for the mod I'm working on

on Sep 04, 2013

Brazilian_Joe

Id' still love to see TEC Loyalists' Titan 'Group Shield' ability made passive. Of course not costing AM would change its effects.

I think it should increase shield regeneration and max shields at least.

It should also spread part of the damage to all shields to make it harder to kill any single ship, using e.g. sniping. 

And either have it increase max shield mitigation for the ships under it, or raise shield mitigation even out of combat, so that ships enter combat with shield mitigation 'hot'. Or both. 

I am not delving into numbers because frankly I don't know which would be reasonable values.

The strategic ramifications of a passive, always-on vs. AM-costing, triggered ability are nice and would be a nice improvement for the loyalists' combat-readyness. It would would also raise the Ankylon's priority as a target on battles.

I don't agree, that would only make the Group Shield more weak against Vasari ships (which are already a pain in the ass against Advent who specialize in shields), it's much better to have damage reduction than only boost shield stats. I also don't agree about changing it to a passive, it would only force the titan and the ships to stay together to be effective, making the ships and the titan vulnerable to AOE abilities and AOE damage. The Ankylon should be a first priority because in later levels the Group Shield is very good, making it going down first would make it's ally ships go down more quickly, so it already has an high priority (all titans have an high priority in my opinion, but that depends on the situation and level of the titan).

I also like that it's a target ability, I can protect specific parts of my fleet that I want to without having to go there, which takes a lot of time, but that's just my preference.

on Sep 04, 2013

Wintercross

I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase.

Minor issue for the main game I guess but very, very important for the mod I'm working on

I could be wrong but I thought the old way of starbase jumping was still in game, they just change the modifier. Using the old modifer might still work.

on Sep 04, 2013

GoaFan77


Quoting Wintercross, reply 38
I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase.

Minor issue for the main game I guess but very, very important for the mod I'm working on

I could be wrong but I thought the old way of starbase jumping was still in game, they just change the modifier. Using the old modifer might still work.

The modifier is there- but he wants to be able to jump as many starbases as the gravity well can support. Right now you can only jump a starbase into another gravity well IF there is NOT already a starbase there. 

on Sep 04, 2013

ZombiesRus5


Quoting GoaFan77, reply 40

Quoting Wintercross, reply 38
I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase.

Minor issue for the main game I guess but very, very important for the mod I'm working on

I could be wrong but I thought the old way of starbase jumping was still in game, they just change the modifier. Using the old modifer might still work.

The modifier is there- but he wants to be able to jump as many starbases as the gravity well can support. Right now you can only jump a starbase into another gravity well IF there is NOT already a starbase there. 

Oh right, he was rather clear about it, now that I'm not just skimming this topic. 

on Sep 04, 2013

GoaFan77


Quoting ZombiesRus5, reply 41

Quoting GoaFan77, reply 40

Quoting Wintercross, reply 38
I know it's not a priority, but I'd really appreciate it if mobile Starbases were allowed to jump to a grav well with a starbase already present if the planet entity/starbase limit allows for more than one starbase.

Minor issue for the main game I guess but very, very important for the mod I'm working on

I could be wrong but I thought the old way of starbase jumping was still in game, they just change the modifier. Using the old modifer might still work.

The modifier is there- but he wants to be able to jump as many starbases as the gravity well can support. Right now you can only jump a starbase into another gravity well IF there is NOT already a starbase there. 

Oh right, he was rather clear about it, now that I'm not just skimming this topic. 

 

Yeah, Zombie is right. Since my mod was going to use 'starbases' as the capital ships, having them restricted arbitrarily as they are at the moment is a problem. It worked when Rebellion first came out and it was working really good until they added this restriction in an attempt to nerf VR

on Sep 10, 2013

If they are adding better shaders, they can make better light effects, the lights with small windows are bad, even the very old engine from forces of corruption can be better.

on Sep 10, 2013

Nomada_Firefox
If they are adding better shaders, they can make better light effects, the lights with small windows are bad, even the very old engine from forces of corruption can be better.

EaW never dealt with tracking as many units as Sins does at a given time. It could afford to be more liberal with these sort of things.

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