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 2)
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on Nov 06, 2013

Ekko_Tek

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?

I haven't looked at the code yet, but the problem with both the Maw and Phasic Trap was that they tried to put target caps on them, but both abilities are "periodic abilities", which means they fire multiple times (usually every 2 seconds). This meant that phasic trap would "trap" 10/20 fighters every 2 seconds, rather than the intended goal of trapping just 10/20 fighters total. Thus the target caps on these abilities last version were not very effective.

I'm guessing in this patch they got around this behavior somehow, so while the ability will constantly try to trap strikecraft, it will never trap more than 18/27 fighters at the same time. In other words, they fixed the limits but made the limit a bit higher at the same time.

on Nov 06, 2013

Thanks Goa - makes sense if it is now 18/27 max rather than 10/20 in an additive way.

on Nov 06, 2013

I would guess the ability traps 18/27 strikecraft for a duration of two seconds then the ability refires, all the old strikecraft are released as the ability refires and thus retrapped.

However that is pure speculation as I too have not investigated.

on Nov 06, 2013

Phasic Trap is now an Instant Action. It will trap up to 18/27 strikecraft on the initial cast. Any strikecraft that fly into range after the cast will be unaffected.

on Nov 06, 2013

hola, que significa "•AntiMedium to Medium damage increased from 1.33333 to 1.5." en el juego?
yo  hablo español y no se casi nada de ingles y todavia no pude delucidar a que se refiere "antimedium to medium damage..." si alguien pudiera explicarlo de manera mas simple ( que lo pueda traducir con algun traductor automatico) se lo agradeceria muchisimo

 

hi, meaning " Increased damage to Medium AntiMedium from 1.33333 to 1.5." in the game?
I speak Spanish and English is almost nothing and still could not elucidate referred to "antimedium to medium damage ..." if someone could explain it simpler (who can translate some automatic translator) would really appreciate it

(google translate)

on Nov 06, 2013

noseforget
hi, meaning "• Increased damage to Medium AntiMedium from 1.33333 to 1.5." in the game?
I speak Spanish and English is almost nothing and still could not elucidate referred to "antimedium to medium damage ..." if someone could explain it simpler (who can translate some automatic translator) would really appreciate it

In game, this means that "Long Range Frigates" like the Javelis LRM Frigate

 

does more damage to "Light Frigates", like the Cobalt Light Frigate.

Does that make sense?

on Nov 07, 2013

Is anybody noticing that the AI seems passive in the game since 1.8?  I started a new game with three normal AI and two hard AI and according to the stats I am the only one to have liberated a planet despite playing for two hours (according to the stats screen when you quit).  Interestingly, right before I quit tonight one of the hard AI's sent in a titan and two caps to one of the planets that I had stolen from him.  He successfully chased my fleet out and swept the gravity well clean, but then turned and left without  capturing the planet or blasting it back to an uninhabited state.  ???

 

With the exception of this one AI whom I had started the war with over that planet, I have seen no other AI fleets on the move.  Just lots and lots of scouts.  

 

Anybody else seeing this?  Or is it a quirk of my game?

 

Also - and maybe it was always like this and I didn't notice - but the stats screen that is displayed when you quit shows a game time of 33 minutes for every graph even though the actual game time is just under two hours. 

on Nov 07, 2013

RooksBailey
Interestingly, right before I quit tonight one of the hard AI's sent in a titan and two caps to one of the planets that I had stolen from him.  He successfully chased my fleet out and swept the gravity well clean, but then turned and left without  capturing the planet or blasting it back to an uninhabited state.  ???

AI does that a lot... attack but then retreat before it actually finished and secured planet

 

RooksBailey
With the exception of this one AI whom I had started the war with over that planet, I have seen no other AI fleets on the move.  Just lots and lots of scouts. 

Was this FFA. AIs might have been fighting eachother

 

RooksBailey
Also - and maybe it was always like this and I didn't notice - but the stats screen that is displayed when you quit shows a game time of 33 minutes for every graph even though the actual game time is just under two hours. 

Was your game lagging. Sometimes because of lag real time is much longer than actual game time....

on Nov 07, 2013

Apheirox


Quoting Seleuceia, reply 11goes 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!

You're welcome. That was one of the changes I've been working out and testing with Ironclad for like a month or more.

on Nov 07, 2013

@GoaFan77: muchísimas gracias GoaFan77 ahora lo entiendo


@ GoaFan77: thank you now I understand GoaFan77

(google translated)

on Nov 07, 2013

[ 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).[/quote]

 

Nice!

 

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.

 

  1. Nice catch... you are bound to notice when you land...
  2. Good idea.
  3. Good idea.
  4. Very good idea! That should lessen the one combo spam.

 

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.

 

Great idea: Now it is finally useful for something. Especially advent may find this a rather unpleasant surprise.

 

 

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.
...

  1. Excellent, a bit more reliable AOE damage can only benefit the Anklyon.
  2. Yes.... eradicate that alien scum^^

 

"All Titan Flak guns buffed"

 

More flak coverage is always good.

 

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 Rebels

Adjusted Reanimation research subject slightly to give the intended bonus.

 

  1. Excellent, that will make the Destras a bit more useful
  2. SHATTER. THEIR. WILL.
  3. Excellent, the Radiance always seemed a bit on the fragile side for a battleship.
  4. Cool

 

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.

 

  1. FANTASTIC. Vasari defense should be a bit less invincible after that.
  2. THANK YOU VERY MUCH. LONG TIME NEEDED NERF! Now destroying the turrets may actually matter. And you can retreat your fleet without being at a severe disadvantage for 5 minutes.
  3. Thats a 5 % reduction in firepower..... most certainly a step into the right direction. Thank you very much!

 

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.

 

I can only imagine what modders can do with those. Awesome work!

 

Yes, great, less confused Vasari Rebel players.

Nice job

kk

[quote who="Blair Fraser" reply="4" id="3415133"]
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.

 

Hmmm..... ?

 

String updates are good.

 

This is an excellent patch, thank you developers.

on Nov 07, 2013

Every time I'm on a Pulsar map:

 

on Nov 07, 2013

YnrhedZombie
Every time I'm on a Pulsar map:

on Nov 07, 2013

GoaFan77


 

I mean the pulsating effect is reminiscent of that gif.

 

At least for me it is!

 

 

Edit: I was playing in a dark room with a large bright screen. It's not as rave-y as the Cheat gif, but it sort of fits!

on Nov 07, 2013

The gamma burst is even worse....damn thing nearly gave me a seizure....

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