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 7)
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on Mar 01, 2014

I must agree with Sel that the AI has been severely weakened and there is no ideal difficulty anymore. Hard is too easy and almost not worth the fight whereas Unfair devolves into a mad spam fest and AI exploit game more often than not.

The 1.80 Hard difficulty was a happy medium in my opinion. It put up a good fight (unlike the 1.82 Hard) but it didn't seem to have access to the infinite armies of Mordor (like the 1.82 Unfair does).

on Mar 09, 2014

So.....is subjugating assault supposed to affect corvettes?  I thought no titan ability was supposed to...

Not that the coronata needs a nerf or anything....

on Mar 11, 2014

This beta has lasted quite a while. Any word on when the next full patch is being released. 

Had Sins on a shelf for a bit. Came back to it doing a comp stomp with 3 humans vs 1 unfair and 2 teams of 2 Hards. Was one of the most interesting games I've played. Unfair put up quite a challenge but caved under 3 human players. But by the time we got to the other star system with the 4 hards, they had built up so many defenses that we were at a stalemate for a while. Also didn't help that one of their systems was a blackhole.

Speaking of which, when is that Blackhole reboot film coming out. 

on Mar 18, 2014

Sorry for the delay in the update gang. Ironclad's been focused on Sins of a Dark Age and so coding fixes have been backburnered for a bit. Until we're able to look at those, I'd like to keep the beta open.

on Apr 05, 2014

Hey Yarlen, I don't mean to nag but since we are now into April I was wondering if you had an update for the ETA of the end of the Beta?

on Apr 08, 2014

Right now my inclination is to do some final adjustments to the Hard AI level per feedback, stick that out to see what folks think and then call it done. When Ironclad has time to look at code fixes, we'll go from there but I don't want to leave 1.82 in beta for much longer.

on Apr 08, 2014

Yarlen
final adjustments to the Hard AI level per feedback

Be sure to report back when these tweaks go live and I'll put in a few solid games against the Hard AI so I can give worthwhile feedback.

on Apr 09, 2014

Will do, thanks!

on Apr 11, 2014

Just a quick follow-up that I'm going to plan on putting out the AI balance adjustment on Monday. We'll let that run for a bit and go from there.

on Apr 13, 2014

Thanks for acting on the feedback about the hard AI difficulty. Me and my housemate like the 1.80 hard AI the best out of all difficulties, for us it's a nice mix between a good challenge and a relaxed game.

on Apr 15, 2014

Okay, I've released the latest beta update with the AI resource bonus change. Give it a whirl and post back what you guys think when you're able. Thanks!

on Apr 16, 2014

Tried a game on hard and a game on unfair...hard is easy just like it was in original v1.82, but unfair was also much tamer...difficult to say if it is the same as hard from v1.80, only played one game, but it's certainly close...it would seem this is probably what's best for everyone, newbies get much more even stepping stones while vets still have a decent level that's cheating isn't too obvious...

I'll try a few more on unfair, and see how cruel and vicious are...so far so good though..

on Apr 17, 2014

Cool, thanks.

on Apr 17, 2014

I tend to agree with Sel's conclusions. Unfair isn't the spam machine it used to be. I have yet to try anything above unfair but with Easter weekend off from work I should get a chance to do more testing.

on Apr 17, 2014

Any chance that the feed button will be updated? It will go a long way in reducing carpal tunnel syndrome among eco players.

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