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 9)
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on Apr 23, 2014

Timmaigh


...


Well, Rebellion has been out for cca 2 years and 2 months, give and take, including beta, under assumption you had it back then already...that is cca 780 days... 1631/780 = 2,1 hours per day....

... 

you have my respect.

 

There must be something wrong in this calculation, that means, i only play for 14 hours a week... 

on Apr 23, 2014

Yarlen

So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

 

Not realy, the gap between Hard and the next level is a little bit strange...

But as an other poster already wrote, how will you force the AI to play better without cheating as hell?

 

As i play supreme commander forged alliance, there is a mod out, where i can level the cheat level by my own, means, i have to set a cheatlevel in 0,25 multiplier steps. This would help better to find a personal best point.

With defined levels the programmer dictates how to play the game, with sliders in soft steps, the player does...

on Apr 23, 2014

Yarlen

So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

 

 

Is it to late in the game to ask for a pre game option that allows you to manipulate what the AI does, in example Anno 2070 you can choose many things that are broken down, what I suggest is something similar to the economist/aggressive/turtle idea but more in depth.  So you may have a AI set to hard but could be limited or expanded on other items.

 

 

Also why is the ally AI useless?  My AI counter parts seem to do nothing while the AI same difficulty enemy seems to team up and attack strategically?

 

The only other thing I have noticed is super weapons spoil the game, 20 to 30 mins in they are firing away.  Limits?  Why does the shield defense for tec still not work?  I understand that I can use the SB to keep the planet loyal so that I cannnot lose it, but its a bit annoying to have endless salvos shooting my same front line planets over and over.

on Apr 23, 2014

Actually, the Hard from v1.80 is now too easy, so maybe the Hard AI can return to how it was in v1.8, and the Unfair can stay the way it is now. I think that makes more sense, the steps are still less drastic.

on Apr 23, 2014

Yarlen
So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

v1.82 unfair should be like v1.80 hard (it seems like it's close in its current state), and thus v1.82 hard would be between v1.80 hard and v1.80 normal...this gives us both the "ideal" level as well as more tapering for SP players...

I am not as certain about the other levels....v1.82 cruel should be like v1.80 unfair perhaps, and v1.82 vicious could be somewhere between v1.80 cruel and v1.80 vicious...

on Apr 23, 2014

Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.

on Apr 23, 2014

Seleuceia


Quoting Yarlen, reply 119So, what I'm gathering overall is that folks preferred the levels the way they were in 1.80?

v1.82 unfair should be like v1.80 hard (it seems like it's close in its current state), and thus v1.82 hard would be between v1.80 hard and v1.80 normal...this gives us both the "ideal" level as well as more tapering for SP players...

I am not as certain about the other levels....v1.82 cruel should be like v1.80 unfair perhaps, and v1.82 vicious could be somewhere between v1.80 cruel and v1.80 vicious...

 

...I disagree... the way Unfair is right now is harder than Hard was in v1.80 by a noticeable margin... in a game against the Hard AI in v1.80 I could easily rank 1 or 2 in terms of fleet size throughout the entire game whereas against the Unfair AI in the beta it's much harder for me to do that... and this is in a 7+ FFA most of the time...

So I vote to return Hard back to the way it was in v1.80 but keep Unfair the same as it is now, since that's a whole lot better than the spamming Unfair we had in the previous versions...

This Unfair seems a little more restrained, and I like that because it makes the cheating aspect less pronounced...

on Apr 24, 2014

I shall ponder on this and see where we're at on Monday (mainly cause I'm moving to a new PC tomorrow and need to get stuff backed up).

on Apr 24, 2014

Lavo_2
Personally I don't want to lose v1.80 Unfair, and if it's moved to v1.82 Cruel, then Cruel must lose the free research bonuses it gets.

I forgot about that....that is a very important consideration and I agree with Lavo on it.....

Is there any chance there can be a 7th difficulty level?

 

on Apr 24, 2014

As the other guy said, any chance of the feed button being updated?

on Apr 26, 2014

The Maw is definitely bugged, I've experienced the ships flying through the Vorastra and never getting eaten...be nice if it got fixed....

on Apr 26, 2014

Seleuceia

The Maw is definitely bugged, I've experienced the ships flying through the Vorastra and never getting eaten...be nice if it got fixed....

https://forums.sinsofasolarempire.com/453784/page/1/#3462096

At least one other has noted this.

on Apr 28, 2014

Is there any news on the coding fixes, as far as how far along they are, I mean?  It would be awesome to have the full release of the patch within a week or two of the final balance update.  Have they been started, or do the folks at Ironclad still have their hands full with Sins of a Dark Age?

on Apr 28, 2014

Yarlen

I shall ponder on this and see where we're at on Monday (mainly cause I'm moving to a new PC tomorrow and need to get stuff backed up).

 

 

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.

on Apr 29, 2014

Right now there's no word on code fixes and there's really no chance of another difficulty level being added. The Maw, AFAIK, is working as intended - it won't eat all the ships in its path, there's a limit to its digestive abilities that was added a couple versions or more back.

 

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