Ironclad Games and Stardock Entertainment are happy to announce the release of version 1.80 for Sins of a Solar Empire: Rebellion today.  Available via the Steam client, this new update includes an revised graphics shader system, balance changes, and new modding additions as part of the new Stellar Phenomena DLC.


Version 1.80 Hotfix (11/14)

  • Fixed phase space destabilization buffs that weren't working on the Neutron Star.
  • Fixed incorrect buff finishConditions for Neutron and Black Holes.

Version 1.80

[ 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
    • Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.
  • TEC Loyalists
    • Increased damage on Disruption Matrix (Titan) from 40/50/60/70 to 70/70/70/70.
    • Ankylon Titan Flak damage increased from 30 to 45.
  • TEC Rebels
    • Increased Refined Emitters from 1 level of research to 2.
    • Ragnarov Titan Flak damage increased from 30 to 45.
  • Advent
    • Corvettes should now be affected by Ruthlessness ability (Destra Crusader).
    • Psionic Scream (Discord Battleship) will now interrupt.
    • Radiance Battleship Energy Absorb ability updated: Armor bonus increased from 2.00/3.63/5.27/6.90 to 2.0/4.0/6.0/8.0.
  • Advent Loyalists
    • Coronata Titan Point Defense weapon cooldown decreased from 5.5 to 3.5.
  • Advent Rebels
    • Adjusted Reanimation research subject slightly to give the intended bonus.
    • Eradica Titan Point Defense weapon cooldown decreased from 5.5 to 3.5.
  • 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 bomber strike craft damage decreased from 76.9 to 73.055.
  • Vasari Loyalists
    • Reworked The Maw ultimate ability on the Loyalist titan to properly limit the number of destroyed enemy frigates as intended.
    • Vorastra Titan Pulse Beam (anti-strikecraft) weapon cooldown decreased from 5.5 to 5.0.
  • Vasari Rebels
    • Kultorask Titan Pulse Beam (anti-strikecraft) weapon cooldown decreased from 5.5 to 5.0.


[ Modding ]

  • Stellar Phenomena DLC: Added new Random Event system.
  • Stellar Phenomena DLC: Added AI logic for random spawned attackers.
  • Stellar Phenomena DLC: Added new buffInstantAction type (ChangePlayerIndexToNeutral).

[ 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.
  • Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.
  • Various string updates for changed abilities.

Comments (Page 1)
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on Nov 06, 2013

Edit: I am so sorry for not doing my "homework" properly before posting.

 

 

Questions:

new DLC?(Stellar Phenomena) - Yes it is
What changes does it hold? - https://forums.sinsofasolarempire.com/449883/page/1/
Price? - $4,99

 

 Rage:

  • Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.

Now with 50% more uselessness! Atleast I feel that way, might be completely wrong.

 

 

Beyond that, can't see anything I don't agree with.

 

  • Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.

Did you mean Raiders?

 

 

Got an error on first start up:

Text FileArchive missing Label.

File: C:\Users\Brian\Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting\rebellion.user.setting
Label: LastSelectedAreRandomEventsEnabled
Line Number:150
Line Contents:IsPlayerNameSet TRUE

 

Pressed skip, worked fine after.

on Nov 06, 2013

ezeltje299
When can I get this new DLC?(Stellar Phenomena)

Any moment according to Yarlen in other threads.

ezeltje299
What changes does it hold?

See his dev post.

ezeltje299
Now with 50% more uselessness! Atleast I feel that way, might be completely wrong.

If that also bypassed mitigation, I doubt that will be more useless. That might actually be quite an improvement.

ezeltje299
Removed Roiders Outpost planet bonus from appearing on Dead Asteroids.
Did you mean Raiders?

It's actually spelled like that in the String file, I've never been sure if it's supposed to be "Raiders" or "Roiders" because its on an asteroid. 

on Nov 06, 2013

GoaFan, you posted it while I was updating my post with the DLC info, haha.

Sorry for not checking the rest of the forum before posting(I accidentally posted before checking, I didn't intend to post it yet but update with info I could find and then post...But I went BrainFart and posted )

 

 

And yeah, the gauss cannon...In theory it sounds like it could be a buff, but also a nerf...I will see soon enough I suppose

 

I hope the price isn't too high so I can get both humble bundle and this DLC heh... ~Waits impatiently for steam~

on Nov 06, 2013

Roiders is the correct term. There are a few subtle references to them throughout everything ever released for Sins of a Solar Empire. Expect to see the important role they play in the Sins Universe sometime in the future.

on Nov 06, 2013

Blair Fraser

Roiders is the correct term. There are a few subtle references to them throughout everything ever released for Sins of a Solar Empire. Expect to see the important role they play in the Sins Universe sometime in the future.

 

Thanks for the clarification.
Is that another DLC I hear? Or sins2?  

on Nov 06, 2013

The DLC is now available on Steam: http://store.steampowered.com/app/255910

on Nov 06, 2013

Yarlen

The DLC is now available on Steam: http://store.steampowered.com/app/255910[/quote]

 

Fastest $  I've ever spent!

 

(Please keep making more!)

on Nov 06, 2013

Old version detected problem on ICO resurfaced one more time with last update. 

Verifying cache does not solve the problem. Game ver 1.80.4976

on Nov 06, 2013

Pupetier

Old version detected problem on ICO resurfaced one more time with last update. 

Verifying cache does not solve the problem. Game ver 1.80.4976

Yarlen posted this on the steam forums.

You should see 1.80 in the lower-right corner of the main menu. If you don't, then you should verify your game integrity in Steam to force it. If that fails, try deleting your rebellion.user.setting file in My Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting

on Nov 06, 2013

And if that doesn't help still, please post back!

on Nov 06, 2013

Excellent changes all around!

I'm really surprised we don't have more positive feedback on some of these changes....

AntiMedium to Medium damage increased from 1.33333 to 1.5.

This is HUGE -- finally we can see viable LRF+flak fleets early game...

Kol Gauss Blast ability updated: The Gauss Blast now bypasses Shields and directly damages the hull of the enemy ship. Antimatter cost reduced from 50/55/60/65 to 45/50/55/60; damage decreased from 400/670/940/1210 to 160/270/380/490.

This is clearly a buff when you recognize that by doing only hull damage, this ability bypasses shield mitigation...it basically is doing the same amount of damage against frigates and SBs, slightly more when against caps and titans...and it costs less AM...a small but appropriate buff...


Disruptor Nanites (Phase Missile Turret) duration decreased from 600 to 60.
Vasari bomber strike craft damage decreased from 76.9 to 73.055.

These are also big changes...goes to show that SD really does listen to the community...

 

 

 

on Nov 06, 2013

A great surprise the new patch, I did not wait it for this month. Unfortunately I go to need again to make changes at my mod files, I wait the reference files. At least the new DLC and the patch looks very well.

on Nov 06, 2013

Seleuceia
I'm really surprised we don't have more positive feedback on some of these changes....

The old MP trolls aren't around so we don't have to do all this arguing to prove if their winning has an merit or not.

Seleuceia
AntiMedium to Medium damage increased from 1.33333 to 1.5.
This is HUGE -- finally we can see viable LRF+flak fleets early game...

It will definitely be interesting to see how it plays out. I wouldn't be surprised if LF+Corvette combo effectiveness versus LRF+Flak effectiveness will depend on your race now (I'd guess Advent might stick with the former while the TEC would get more use out of the later).

 

on Nov 06, 2013

Can anyone clarify this change?

  • 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.

At first glance, I can't see how increasing the number of strike craft affected to 18/27 from 10/20 "properly limits" them. It already seemed quite an effective ability and this seems to make it even better - or am I missing something?

on Nov 06, 2013

Seleuceia
goes to show that SD really does listen to the community.. 

 

Indeed. It's no later than the 1.79 beta thread itself that I and others pointed out certain community concerns had not been addressed. Now 1.80 comes along and does [a tiny] something to both Vasari bombers and the long-dishonored (but soon glorious?) Kol. These were last-minute changes presumably specifically put in to address community concerns, and whether they're community-approved or not, they certainly are StarDock-approved!

 

Listening to the community but still sticking to the team's own vision for the game... that's something I respect. Kudos, StarDock!

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