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 6)
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on Oct 02, 2013

I didn't.

on Oct 03, 2013

So, just in the last couple of days I've been getting this (possible) bug - the UI element offering the at-a-glance fleet indicator around planets disappears randomly. Restarting the game sometimes helps, sometimes not. If I hover my mouse over where it would be, I get the infocard still, which tells me the indicator SHOULD be there but is invisible. Hopefully this screenshot helps. 

on Oct 03, 2013

That's odd. Is anyone else seeing that?

on Oct 04, 2013

LOL I need to learn to read better.

on Oct 06, 2013

Love the graphic updates.  I noticed them right away and I play this game on three different type of computers.  A HP Pavilion g7-2118nr Notebook PC with 8GB of Memory and an AMD Radeon HD 7520G, a Dell XPS 7100 with 16GB with a AMD Radeon HD 5450 with 1GB of memory and a Dell Inspiron N5110 with an Intel Video integrated video.

The HP is the the one I have been really playing the game on the most.  Here are a few items I have noticed:

Large fleets at close zoom the graphics are slow.  Not as slow as when SOS first was released but still a bit slow.

At time the game pauses between 6-10 seconds and then starts again.  It doesn't crash.  Just pauses.

Love the new planet types.

I know designing a game that' s a hit is really hard.  And you guys have done an awesome job at really keeping the game play the same through out all the releases which is probably why it's a huge hit.

My wish list would be one or two more capital ship and a choice between Titans.  Still only allowing one to be built.  Allowing each faction a choice of two titans.  More frigates and maybe a Destroyer or two. 

I know it takes a lot to designing theses ships but the destroyer types would really make the game rock.  But they can't be cheap and they need to use a lot of crew capacity.  Like half of a capital ship. Heck even 1/4 would be a lot.

Just my input.

 

John

on Oct 07, 2013

At least by the moment I can not say that the beta adds better graphic upgrades........when I was testing it with the models from my mod, I saw many problems with shadows. Always playing with the hightest detail settings at 1680x1080 and antialising 2x. 

About zoom, The unique things which I saw, it was how a close zoom value from the 1.52 was more far in the beta and I´m not sure that I like it if I can not make a very close zoom

About the original game? my eyes can not see nothing different, perhaps the changes are better with a lower detail at a worse computer.

I played it at my very old Intel Q6600 overclocked to 3ghz with 4gb of ram ddr800 (never used at 100% at windows XP Professional 32bits SP3) mounted at a Asus P5Q SE2 with one newer Gigabyte GTX660 2GB and a normal but not bad sound system with a Creative Soundblaster Fatal1ty. This mounted at a big Antec P182 with a Samsung SSD and 3 normal hardisk more (I do not go to count too much the dvd writer because I do not use it too much).

 

on Oct 07, 2013

i know this isnt in the patch. and may be wrong thread. but orky dropping is still ridiculously abused. move it to tier 3? slow em down a bit?

on Oct 08, 2013

Would you make difficulty level bonuses editable please? I have to admit that it annoys me playing against AIs that have double income rate even on Hard.

on Oct 08, 2013

trigorin

Would you make difficulty level bonuses editable please? I have to admit that it annoys me playing against AIs that have double income rate even on Hard.

I assure you hard doesn't have double. Unfair does maybe.

on Oct 08, 2013

Doesn't change the fact that making the bonuses editable would be awesome power for modders...

on Oct 09, 2013

Seleuceia
Doesn't change the fact that making the bonuses editable would be awesome power for modders...

 

For singleplayers too, as they could choose their difficulty level according to their current skills, not needing to make huge jumps like from hard to unfair. For me the best would be a tiny bit easier unfair, but I cannot achieve it due to unmoddable numbers.

on Oct 09, 2013

I agree, the jump between hard and unfair is way too much...hard doesn't present a challenge at all for the experienced player while unfair easily can force the player into adopting "AI only" strategies...

Either I play against an AI that doesn't stand a chance, or I play against an AI that will be spamming novas in no time...neither really is a good choice....there needs to be something in the middle that realistically mimics the capabilities of a moderately experienced player...not a pro, but not a noob...hard is too noobish while unfair's cheating is too obvious and apparent...

on Oct 09, 2013

Sorry, gang, making the AI moddable is not in the cards.

on Oct 09, 2013

Yarlen

Sorry, gang, making the AI moddable is not in the cards.

Even the multipliers are not? Sad. 

However I would appreciate if you published an official sheet with all multipliers of difficulty levels. There are a lot of speculations here and there, but nothing seems to be clear. 

on Oct 09, 2013

Looks good, happy you're working on the game still, because it's a damn fun game to play with your friends!

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