Opt-in BETA patch now on Steam
Published on December 16, 2013 By Yarlen In Change Logs

Ironclad Games and Stardock Entertainment are pleased to announce the release of the v1.82 BETA version for Sins of a Solar Empire: Rebellion. This update is largely designed to address balance issues with the Stellar Phenomena DLC, but also contains several other fixes.

The v1.82 BETA will run through April 2014 as we look at player feedback and make more fixes. Please note that code fixes are not included in this first release - we'll be looking at those in January; so more is on the way!

To update to the v1.82 BETA:

  1. Select Sins of a Solar Empire: Rebellion from your Steam Library list
  2. Right-click on it and select Properties
  3. Click on the BETAS tab
  4. From the drop-down, select v1.82 Opt-In BETA
  5. Click the Close button

Steam will automatically update you to the current release.  If you want to switch back to the regular version, just repeat the above but select the 'NONE' option instead.

Playing the BETA on ICO:

  • Open an Explorer window to: Documents\My Games\Ironclad Games\Sins of a Solar Empire Rebellion\Setting
  • Open rebellion.user.setting using Notepad or some other basic text editor (do NOT use MS Word)
  • Change IcoServerPort (on line 39) to 8000
  • Save the file

 Version 1.82 Changes (12/16/13)

[ Stellar Phenomena DLC ]

  • Halved asteroidCounts on Graveyard and DenseDebris templates in AsteroidDef to improve performance.
  • Updated GalaxyScenarioDef uncolonizable gravity wells w/resources to be guarded by Pirates, not neutral factions.
  • Removed defenders from Antimatter Fountain.
  • Changed ShatteredMoon defender template from LocalMilitiaWeak to LocalMilitiaWeakUncolonizable.
  • Updated Allegiance progression in Gameplay.Constants on the later stages to drop by .05 on levels 7-8. This should help prevent very distant planets from instantly going neutral from Open Rebellion.
  • Added potential for 0-2 (from 0) neutral crystal extractors at Comets.
  • Increased minimum neutral crystal extractor count to 2 (from 1) at Ice Fields.
  • Increased minimum neutral metal/crystal extractor count to 1 (from 0) at Radiation Storms.
  • Increased minimum neutral metal extractor count to 1 (from 0) at Shattered Moon.
  • Increased random event allegiance check from 240 to 600 seconds. This should help prevent distant colonies from succumbing to Open Rebellion before the player can do anything about it.
  • Reduced minimum allegiance threshold for random events from 30% to 15%.
  • Increased max respawn count on Magnetic Storm from 4 to 9.
  • Increased max respawn count on Plasma Storm from 4 to 9.
  • Reduced trigger weight on Partisans event from 25% to 10%.
  • Reduced trigger weight on Open Rebellion event from 10% to 5%.
  • Reduced fleet point range on Open Rebellion event from 150/350 to 100/250.
  • Increased volume on random event warning sound by 3db.
  • Dramatically shortened Pulsar particle so that it doesn't touch other gravity wells and made the tails less sharp.
  • Removed Fighters from target list on Gas Giant's pre-explode buff since they can never lose it; will still take damage from nearby explosions.
  • Added new Commodity Boom random event: one random planet (including neutrals) may now undergo a resource boom where extractor and refinery rates are increased by 30% for 5 minutes. Should never appear on: Dead Asteroids, Pirate Bases, Antimatter Fountains, Magnetic Clouds or Wormholes. (Thanks to Goafan for the suggestion!)


[ Forbidden Worlds DLC ]

  • Removed 'Ferrus' from PlanetRandomUncolonizable in GalaxyScenarioDefs.
  • Removed 'FerrusFair' from PlanetRandomUncolonizableFair in GalaxyScenarioDefs.
  • Added new planet bonuses to GalaxyScenarioDefs (thanks Goafan!).
  • Changed Rusted Core planet bonus to no longer require points in exploration.

[ AI ]

  • 4/15 - Revised AI bonus income rates to try and scale less drastically past Normal.

[ Misc. ]

  • Updated SDActivate.exe so folks shouldn't need to open up IE if it fails on new installs.

Comments (Page 1)
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on Dec 16, 2013

Why was the resource/income bonus for Hard AI decreased? The Hard AI is fairly well balanced, and after how the Normal AI has been playing pitifully since it's resource/income bonus was removed, I don't see why this is a good idea, let alone the need for such a nerf. I'd argue that the Normal AI needs to have it's old bonuses restored and that the Easy AI needs to have it's resource/income penalty reduced or removed entirely. Other than that, the DLC changes/balance tweaking looks pretty solid, and that's a sweet new event!

on Dec 16, 2013

Lavo_2

Why was the resource/income bonus for Hard AI decreased? The Hard AI is fairly well balanced, and after how the Normal AI has been playing pitifully since it's resource/income bonus was removed, I don't see why this is a good idea, let alone the need for such a nerf. Other than that, the DLC changes/balance tweaking looks pretty solid, and that's a sweet new event!

Well, a lot of newer players were complaining that the difficulty jump from Normal to Hard was too much since normal got revised down. Especially on the steam forums.

on Dec 16, 2013

I personally thought that the difficulty jump between hard and unfair was pretty dramatic. From my play experience Hard was fairly a pushover whereas Unfair was incredibly difficult (especially in 1v1) but still possible. With a nerf for Hard this makes that jump particularly larger.

on Dec 16, 2013

And what is the resource bonus now?

I noticed already last weekend the hard AI was somewhat weaker than before - did not have 2x as many ships than me in the beginning of the game, which used to be pretty much a norm and fairly challenging...and this continued further into the match, i literally swept through his planets and he had almost nothing there.

So i checked the numbers at the end of the game and its bonus from planets seemed to be 175 percent (to my base 100) - IIRC it used to be 225 percent. So this was lowered even further now?  

TBF i wanted myself the bonus to be lowered, because it was on occassion bit too much. But based off the last 2 games i played recently, things went bit extreme the other way now, it felt way too easy. Perhaps it was just a coincidence....or maybe i am finally getting good

on Dec 16, 2013

Essentially, Normal is baseline, Hard is 50% more than Normal, Unfair is 50% more than Hard, etc. IIRC.

on Dec 16, 2013

yarlen, does this patch get the blair map issue fixes?

harpo

 

on Dec 16, 2013

The jump between hard and normal may or may not be too severe (before 1.82), honestly I have no clue...

What I do know is that the jump between hard and unfair is really bad, and by nerfing hard, that jump is going to be outrageous...if hard needs to be nerfed then so be it, but then unfair also needs to be nerfed...

on Dec 17, 2013

GoaFan77
Well, a lot of newer players were complaining that the difficulty jump from Normal to Hard was too much since normal got revised down. Especially on the steam forums.

While I can see that, I think the solution is buffing Normal and Easy rather than nerfing Hard. Plus, as Seleuceia mentioned, will we be back for this discussion later when people say the jump from Hard to Unfair is now too big?

on Dec 17, 2013

Seleuceia

The jump between hard and normal may or may not be too severe (before 1.82), honestly I have no clue...

What I do know is that the jump between hard and unfair is really bad, and by nerfing hard, that jump is going to be outrageous...if hard needs to be nerfed then so be it, but then unfair also needs to be nerfed...

As per Yarlens post above, i understand it all the difficulties were toned down. I mean, the Hard used to get 225 percent bonus, the Unfair 350 percemt. Cruel or whatever is next 475 percent, Vicious i assume 600... if i understand it correctly, now its 150 percent for Hard, 200 percent for Unfair, 250 Cruel, etc...

Correct me if i am wrong. 

Personally, i think its sort of OK this way, as long it does not affect the AIs capability to actively rebuild its fleets, research new techs, construct titans etc... From my personal experience 225 percent advantage was good enough for lategame Hard AI to literally rebuild  what felt like entire fleet-supply over and over and throw it at me in 10/15 minute long intervals. Challenging AI is indeed OK, but if it has too much advantage, killing it takes either way too long and becomes repetitive and boring, or you have to rely on its inability to counter certain things, thus basically playing "dirty".

on Dec 17, 2013

I took Yarlen's statement as a description of the current situation...the change log only mentions nerfing hard, not all of the difficulties...

If, as you say, all the difficulties are being nerfed then this is probably one of the best changes for SP in recent memory...but I definitely did not get that impression from the change log or Yarlen's statement...hopefully he will clarify...

on Dec 17, 2013

harpo99999

yarlen, does this patch get the blair map issue fixes?

harpo

 

No, not at present.

on Dec 17, 2013

Seleuceia

I took Yarlen's statement as a description of the current situation...the change log only mentions nerfing hard, not all of the difficulties...

If, as you say, all the difficulties are being nerfed then this is probably one of the best changes for SP in recent memory...but I definitely did not get that impression from the change log or Yarlen's statement...hopefully he will clarify...

Basically it wasn't normalized before. Now it is. Considering the number of folks who are able to routinely beat the toughest AI in under an hour, it's fine.

on Dec 17, 2013

Yarlen
No, not at present.

Is there any new estimate on when these changes will be implemented, as they were supposedly going into this update?

on Dec 17, 2013

Yarlen
Basically it wasn't normalized before. Now it is. Considering the number of folks who are able to routinely beat the toughest AI in under an hour, it's fine.

I wasn't aware your mainstream SP audience was routinely winning on vicious -- and with ease, so perhaps my suggestion is a little too narrow and niche...

Nevertheless, I'm not concerned with vicious, I'm concerned about the jump between hard and unfair...when you say it is "normalized", all I'm getting from that is that hard has been changed to fit some nice number scheme, but that unfair is basically the same as it used to be...since this patch will nerf hard, that will exacerbate the jump between hard and unfair, which I would think is a serious problem...that already enough people were upset about the jump from normal to hard is testament to the importance of smaller jumps between difficulty...

If too many people are beating vicious easily and on a regular basis, it seems the solution is to add an extra difficulty level and lessen the gaps between them, not to increase the gaps....

on Dec 17, 2013

Seleuceia


Quoting Yarlen, reply 12Basically it wasn't normalized before. Now it is. Considering the number of folks who are able to routinely beat the toughest AI in under an hour, it's fine.

I wasn't aware your mainstream SP audience was routinely winning on vicious -- and with ease, so perhaps my suggestion is a little too narrow and niche...

Nevertheless, I'm not concerned with vicious, I'm concerned about the jump between hard and unfair...when you say it is "normalized", all I'm getting from that is that hard has been changed to fit some nice number scheme, but that unfair is basically the same as it used to be...since this patch will nerf hard, that will exacerbate the jump between hard and unfair, which I would think is a serious problem...that already enough people were upset about the jump from normal to hard is testament to the importance of smaller jumps between difficulty...

If too many people are beating vicious easily and on a regular basis, it seems the solution is to add an extra difficulty level and lessen the gaps between them, not to increase the gaps....

 

Is this a 1v1 rush issue or 7 players against 1 AI, because when I play 2 players vs 6 AIs on unfair or above the AI gives a very good fight.  Are they using cheat codes to advance quicker to victory or little itty bitty maps?

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