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 10)
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on Apr 29, 2014

The Maw is definitely bugged...it doesn't always fail, but there are instances where it will not eat any ships...clearly it is affecting them because whole fleets get sucked in and end up behind the titan, but the fleet will take no casualties...

on Apr 29, 2014

Any chance of the feed button being updated?

on Apr 29, 2014

I'm actually curious to see how many are against increasing the amount of feed you give with shift+click...

It certainly would be nice if it was a higher value...even doubling it would make a HUGE difference...

on Apr 29, 2014

It needs to be quadrupled IMO

on Apr 29, 2014

What would be real nifty is if you had:

  • Default: 100
  • Shift Click: 250 (2.5x)
  • Ctrl + Shift Click: 1000 (10x)

Although that request is dreaming a bit much. If you only have two options I'd go with 250 and 1000 but I don't know how easy it is to modify.

on Apr 29, 2014

100/1000 seems to be good.

on Apr 30, 2014

Honestly I'm not sure 100 is needed, I only thought about keeping it because some people would go:

ZOMG you can't get rid of 100!!!!1!!!! What if I only want to give 100, this is bullshit maaaan

 

Feeding 100 is like going out and tipping 1% imo

on May 01, 2014

I would not count on the feed button being adjusted since that's a code change.

on May 01, 2014

Yarlen

I would not count on the feed button being adjusted since that's a code change.

 

And they have thrown away the sources?

on May 01, 2014

Yarlen, 

 

Please fix the broken vassari SB phase jump.  Its very difficult to kill a maxed out SB without the use of that assault SB.  

 

TEC and advent get the cruiser that shoot bombs at structure and vassari get to kick rocks.[/quote]

 

 

Anyway to look into this, please?

on May 01, 2014

mikefacciola

Yarlen, 

 

Please fix the broken vassari SB phase jump.  Its very difficult to kill a maxed out SB without the use of that assault SB.  

 

TEC and advent get the cruiser that shoot bombs at structure and vassari get to kick rocks.


 

 

Anyway to look into this, please?[/quote]

Vasari get phase missile bombers. More than you'll ever need. I'd take those over the starfish any day. 

on May 02, 2014

What's broken with the Vasari starbases now?

on May 02, 2014

Yarlen

What's broken with the Vasari starbases now?

 

 

Well I cannot phase jump to the next system with them.

 

Once I research the tech that is still in the tech tree, I build a max SB next to a hostile system and it wont jump.  Then I find no SBs will jump to any systems.

on May 02, 2014

Lol

on May 02, 2014

Only Vasari Rebel starbases with the proper research and a phase stabalizer node at each end can jump.

That last one is probably what you are missing.

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