Ironclad Games and Stardock Entertainment are pleased to announce the release of version 1.86 of Sins of a Solar Empire: Rebellion today. Today's update further optimizes the CPU and AI systems, while including several fixes for the Outlaw Sectors DLC. 

Change Log
  • Advent Reanimation and any other form of cloning will no longer clone Militia units. 
  • Truce Amongst Rogues is now with just the pirates - not rebels, neutrals or militia. 
  • Modders can now make use of the new ResearchModifierTypes "FriendlyWithPirates" and "FriendlyWithRebelNeutrals" in addition to the original "FriendlyWithPiratesRebelNeutrals".
  • Fixed smuggling data showing up when looking at crystal or metal tooltips. Smuggling only affects credits. 
  • NPC and Militia carriers now build their strikecraft squadrons. 
  • Militia will now spawn carriers. 
  • Militia no longer receive research benefits that are tied to weaponclass. This solves the problem of races who don't use the militia ship classes being at a research disadvantage. 
  • Mod users no longer need to move their mods to a new mod folder if the executable version changed unless the new game version breaks the previous version's mods. (e.g. 1.85 mods can stay in the Mods-Rebellion v1.85 folder even though this is game version 1.86). 
  • CPU optimizations in large battle situations, late game situations and mass militia situations.
  • Reduced memory usage (particularly during large battles). 
  • Reduced memory fragmentation (particularly during large battles). 
  • AI CPU and memory optimizations.

Comments (Page 1)
on Nov 15, 2016

Thank you for the continued support

on Nov 15, 2016

This is awesome!

I hope that we will get a new expansion someday

 

on Nov 15, 2016

Never fails to amaze me of your continued support of Sins. Goes to show why this game is so beloved!!! Thanks guys!!!

on Nov 15, 2016

Thanks for the update yarlen, can i make some requests for future patches, are we able to have a weapon limit increase and the ability to add shields to strikecraft if its not too time consuming. 

Anyway thanks for the update and i look forward to future patches.

 

Regards Vader

on Nov 15, 2016

One word ... Legendary!

on Nov 16, 2016

I second having the ability to give shields to fighters.

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 

on Nov 16, 2016
  • CPU optimizations in large battle situations, late game situations and mass militia situations.
  • Reduced memory usage (particularly during large battles). 
  • Reduced memory fragmentation (particularly during large battles). 
  • AI CPU and memory optimizations.

This is going to help us out so much. Can't articulate how much we love you guys for continuing support!

on Nov 16, 2016

Wintercross

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 

I'll have it done for the next update.

on Nov 16, 2016

I like these things that are happening

on Nov 16, 2016

I've been playing nothing but Sacrifice of Angels 2 mod.  Glad this release supports my favorite modders.

 

backs out of the room slowly... 

on Nov 16, 2016

Just curious...

Was there a technical reason the PlayerXXX.entity file couldn't drive the Outlaw militia for player owned planets?

 

on Nov 16, 2016

Blair Fraser
I'll have it done for the next update.

I'll revive an idea I threw when 1.85 dropped...

Lavo_2

A second request would be to have RuinPlanet buffInstantActionType be changed to one similar to ClearRecordedDamage and ChangePlayerIndexToNeutral. Here is an example of the existing AbilityRuinPlanet modified for such a change. The current version, while adding a function that was previously not possible, is nevertheless fairly limiting, as it can only be used in Ability files and not in Buff files.

on Nov 16, 2016

Thank you for the update!

on Nov 17, 2016

Can we make the advent Progenitor Mothership icon be upright as we rotate around the model, looks so derpy upside down. 

on Nov 17, 2016

Blair Fraser


Quoting Wintercross,

Also, I know I've banged on about this a lot, but I'd really love it if you could remove the hardcode limit of one starbase in the mobile starbase effect and instead make starbases only blocked from jumping if the destination grav well already has the starbase limit reached (or enroute) 



I'll have it done for the next update.



=O

Seriously!? THIS IS AMAZING THANKYOU!!!!
This means I can experiment with going back to my original mod plans of having capital ships as starbases with upgrades and stuff >=D 

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