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 3)
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on Dec 19, 2013

Re: difficulty levels - the nice thing about Sins is that you can set the AI level for each player. I would suggest not being masochistic and when you're ready to increase your challenge, just put 1-2 players at Unfair (or whatever). 

on Dec 19, 2013

Is anybody else mini dumping nearly every game? I'm playing medium maps with 5 AI and every game I mini dump after a half hour or so. Been lowering settings each play which seems to only prolong the inevitable.

on Dec 19, 2013

WOEaintME

Is anybody else mini dumping nearly every game? I'm playing medium maps with 5 AI and every game I mini dump after a half hour or so. Been lowering settings each play which seems to only prolong the inevitable.

 

I havent got any mini dumps, I installed the new beta the other day, have everything set to highest, 6 players no issues.

 

 

on Dec 19, 2013

I think it was a bad file as a steam validation came back with bad files. So far so good.

on Dec 19, 2013

Yarlen
Re: difficulty levels - the nice thing about Sins is that you can set the AI level for each player. I would suggest not being masochistic and when you're ready to increase your challenge, just put 1-2 players at Unfair (or whatever).

You seem to be getting the idea that unfair is somehow too difficult for us, and that simply isn't the case...I am relaying a complaint that I have heard from players new to ICO who are trying to get better at this game -- they want to practice in SP before going into skilled MP, but there just is no good AI difficulty for that...hard is too easy while unfair is too unrealistic, and simply saying "well then just stack 2 AI's against you" only provides another unrealistic alternative...

This issue has also cropped up in unskilled ICO games where AI's are used as fillers...there simply is no good solution -- either use hards and make the game too easy, or use unfairs and the game just becomes "Sins of Starbase Spamming"...mixing up the difficulties (some hards and some unfairs) sounds like a nice idea, but in practice I have found it does not work well for FFAs or multi-team games which are common for casual MP/SP players...

If you nerf hard, you will be destroying the best difficulty level there currently is....this is the level that your casual players thrive on, the level that they eventually get up to and enjoy once they know how to play the game...it seems like you are nerfing it because it will make some number scheme look better, but your SP crowd will be deprived of a good difficulty level and will be left with picking the lesser of two evils -- either be "masochistic" and play on unfair, or stack multiple hards against you and forget about playing FFA...I really don't think that's the direction this game needs to go....

on Dec 19, 2013

Seleuceia


Quoting Yarlen, reply 31Re: difficulty levels - the nice thing about Sins is that you can set the AI level for each player. I would suggest not being masochistic and when you're ready to increase your challenge, just put 1-2 players at Unfair (or whatever).

You seem to be getting the idea that unfair is somehow too difficult for us, and that simply isn't the case...I am relaying a complaint that I have heard from players new to ICO who are trying to get better at this game -- they want to practice in SP before going into skilled MP, but there just is no good AI difficulty for that...hard is too easy while unfair is too unrealistic, and simply saying "well then just stack 2 AI's against you" only provides another unrealistic alternative...

This issue has also cropped up in unskilled ICO games where AI's are used as fillers...there simply is no good solution -- either use hards and make the game too easy, or use unfairs and the game just because "Sins of Starbase Spamming"...mixing up the difficulties (some hards and some unfairs) sounds like a nice idea, but in practice I have found it does not work well for FFAs or multi-team games which are common for casual MP/SP players...

If you nerf hard, you will be destroying the best difficulty level there currently is....this is the level that your casual players thrive on, the level that they eventually get up to and enjoy once they know how to play the game...it seems like you are nerfing it because it will make some number scheme look better, but your SP crowd will be deprived of a good difficulty level and will be left with picking the lesser of two evils -- either be "masochistic" and play on unfair, or stack multiple hards against you and forget about playing FFA...I really don't think that's the direction this game needs to go....

 

Well said good sir

on Dec 19, 2013

Seleuceia

Too long to quote

Agree with Sel, Hard was awesome before, whatever it may have been bonus wise.

on Dec 19, 2013

Is there any plan to fix the Vasari Loyalist Capital Victory bug?  It's somewhat annoying to kill both the capital planet and the titan, but still have to hunt down stragglers until the player/AI formally surrenders.

on Dec 20, 2013

Admiral Slinky

Is there any plan to fix the Vasari Loyalist Capital Victory bug?  It's somewhat annoying to kill both the capital planet and the titan, but still have to hunt down stragglers until the player/AI formally surrenders.

I think you might have to kill more than just the titan. It might be any capitalship, but its been a while since I've read the tech description.

WOEaintME


Agree with Sel, Hard was awesome before, whatever it may have been bonus wise.

A lot of people said the same about normal. I would have probably preferred all the higher difficulties to be slightly nerfed as well, but unless you've actually tried the beta a bit I think its a bit much to criticize it without trying the new hard.

on Dec 20, 2013

"Your rulers relocate to your Titan, preventing you from being defeated so long as your Titan or Capital planet remain intact."

Many a long game has been extended interminably by the fact that Vasari players simply will not give up having lost everything including all potential colonizers.  The fact that I have, on occasion, been that player does not change my position--namely, that fair play and good policy both dictate that the Vasari should follow the rules as described.

on Dec 20, 2013

GoaFan77
A lot of people said the same about normal. I would have probably preferred all the higher difficulties to be slightly nerfed as well, but unless you've actually tried the beta a bit I think its a bit much to criticize it without trying the new hard.

I did opt in and do appear to have the beta (1.82.4976 listed on main screen), but if I look at the multipliers in a replay, a hard appears to be 1.75x, and unfair 3.5x. That's not what I expected from this discussion?  I was expecting 1.5x and 2.25x?

on Dec 21, 2013

Personally, I really don't think Hard should be brought down any more. I agree with Seleuceia, that Hard as it stands now is a good difficulty for a casual singleplayer, like myself, to be playing against. Once you go above this, the game does seem to change completely, and increasing the gap here would likely make the situation worse.

 

on Dec 21, 2013

I like hard as is.

In fact I want a slider that gives neutrals turrets and air defenses. 

on Dec 22, 2013

The weird thing on Hard is atm, the money of the npc is going to nowere. I have a replay (but do not know how to upload it to here), were because of the DLC the npc got hit and all of his population of his main planet was killed, he had a income from 0,7 credits (he had two not upgraded planets).

After i took over one of his planets and the pirates an other (i swear, i did not know that he was in a mess like this  ) the population was growing back, but the money he earned disappeared somehow (as he had no buildings left, on no planet it was for sure not for invention or buildings).

So the npc was moving arround with his last battleship and did not tried to rebuild a mine are other things).

So they should ban this impact effect at least for 30 minutes or so. And they should monitor, where the money for the npc is going to, when he can't build ships and invent anything.

on Dec 22, 2013

I find Hard Economist does a pretty good job, at least for the first 30 minutes before I can really get rolling. Until then I generally have to fight superior numbers, which isn't a big deal against the AI.

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