Ironclad Games and Stardock are pleased to announce the release for version 1.94 of Sins of a Solar Empire: Rebellion. This latest update contains a number of balance changes and enhancements.


Change Log:

Gameplay:
  • NPC, Rampant Militia, and Minor Faction ships will now upgrade their abilities as they gain experience (if they have abilities to upgrade).
  • Pirates no longer stay in a fleet when they arrive at their target planet. This allows them to be more effective at raiding the enemy defenses.
  • Only Pirate Rogues now place tradeships at the top of their target priorities. If there are enemy dps units/structures in the gravity well, every other pirate ship will engage those first before raiding tradeships.
  • Changed Scrap For Parts ability to refund 60/75/90% of the targeted ships' build cost rather than give credits per fleet supply.
  • Minor Factions now have occupy all resource asteroids for the default planet definitions.
  • Fixed a bug in scuttling that caused the salvage percentage to be applied twice (e.g. normal salvaging now correctly refunds 30% instead of 9%).
  • Fixed incorrect player stats being tallied for Minor Faction and Rampant Militia units (e.g. when they kill units they don't contribute to the owner player stats).
  • Fixed incorrect player stats being tallied for structures (e.g. Minor Faction created structures shouldn't contribute to the owner player stats).
  • Fixed partially built Minor Faction structures not being scuttled when the planet became unowned. The Minor Faction's constructors likewise now properly self-destruct in that situation as well.
  • Fixed bug where structures created by a buff in the orbit of an Minor Faction planet would assume the Minor Faction's ownership index (e.g. ability created phase gates).
  • Fixed bug where a player could own Minor Faction construction ships.
  • Fixed bug where Minor Faction capital ships count towards your total labs as Vasari Loyalist.
  • Fixed bug where the first Minor Faction lab you capture doesn't count towards your total.
  • Fixed bug where the "Send Envoy" quest was being trivially completed.
  • Fixed a bug where the wrong capitalship/frigate could be built by a Minor Faction if both the construction frigate and factory had previously been destroyed.
  • Fixed ships physics from being disabled when they died.
  • Fixed Occupation Victory win condition from potentially crashing and if not crashing, potentially not colonizing the planet.
  • Fixed bug where icons weren't showing up around a planet on some maps (e.g. DogFight).
  • Fixed bug where skybox and music transitions were incorrect.
  • Fixed rare 'zoom to infinity' bug.
  • Fixed a bug in the calculation of planet bombing damage that was causing it to be roughly twice as high as it should have been.
  • Fixed resource extractors from not transferring after acquiring a minor faction planet.
  • Fixed respawned minor faction ships from not assuming their minor faction status.
Modding:
  • Added custom per-unit hyperspace effects. If a unit does not define them the player effects are used by default. Refer to Capital_PhaseBattleship.entity as an example of how to set custom effects up.
  • Added GalaxyScenarioItemSpawnConditionType:lanetHasAnyOwner.
  • Fixed the bug where NoPlanetOwner conditions and its variations would fail due to template-based colonization and item creation being split into separate passes (since if the planet got colonized, it would now have an owner when the condition got re-evaluated in the item pass).
  • Increased max exhaust trails to 5. Added block and warning if anyone attempts to exceed the max to avoid stomping on valid memory.
  • Removed some asserts in buffs that aren't valid - depending on the buff chain and game state it is sometimes legitimate for first and last spawner to be null.
  • Fixed incorrect assert assertic(target == NULL || target->GetIOrbitBodyPtr() != NULL || target->GetIPlanetModulePtr() != NULL);
  • Fixed potential crash with ApplyBuffToTargetWithNoFilter.
  • Fixed warnings/potential crash when accessing a squad definition if there were none defined.
Misc:
  • Fixed a variety of string issues.
  • Fixed LAA problems with shaders.
  • Removed some duplicate entities, brushes, sounds, and strings.
  • Removed some references to non-existent resources.
  • Fixed achievement issues created by Minor Faction and Rampant Militia units.
  • Fixed achievements not showing up in game at all under certain conditions.
  • Fixed crash bug that was caused by the ship cost querying not robustly handling a playerIndex of -1. This can occur if the player is interacting with the ship construction action grid as they lose ownership of the planet.
  • Fixed spawn all entities from crashing.
  • Item templates now properly use the playerIndex parameter when creating structures instead of assuming it will be the planetOwner. 
  • Fixed building a structure not always using the correct player owner.
  • Fixed crash when querying tooltip for abilities that used new atomics.
Tools:
  • Galaxy Forge:
    • Fixed bug where the wrong default player type was being saved.
    • Removed Galaxy Forge's copy of galaxyscenariodef which can go out of sync. Reads from the game's copy now.
    • Updated to .NET 4.0
    • Optimizations
    • GalaxyForge now searches the local directory for GSD before checking GameInfo.
  • Particle Forge:
    • Updated to read new data format.
    • Fixed missing icons.
    • Remove Particle Forge's copy of the pipelineeffects which can go out of sync. Reads from the game's copy now.
    • Updated to .NET 4.0
    • Optimizations.
  • Convert Data:
    • Optimizations.
    • ConvertData now maintains Simple brushes if possible.

 


Comments
on Mar 17, 2019

Thanks guys!

on Mar 28, 2019

on May 06, 2019

While I know that the following things I am asking for may never happen, the one thing I do know, is that never asking guarantees this:

The first thing, is for map making itself (something I like to do), & it boils down to the ability to dictate what is spawned for a planet, namely the number of resource asteroids that spawns for a gravity well (both neutral & colonizable),  & the ability to force a neutral faction to spawn for a planet that is not owned by a player (such as militia or minor factions).

currently, the galaxy forge only allows the spacing of pirates through the use of a galaxy template, but trying to spawn a planet owned by militia requires notepad finagling. There’s also no method to force how many resource asteroids a gravity well possesses without modding game files. For maps that make use of minor factions, it may be possible to have a map go through a check where the game determines if the map uses dlc resources, & if so, locks the map from use in a similar manner that the provided dlc stock maps are (I am reaching with this, I have no idea if this is physically possible). The other option would be to have the map stripped of dlc components during map load for the hosting player if unowned)

 

The second thing, is what used to be a feature many an update ago: the ability to choose how “random” resource asteroids are for an individual game session in the game settings. This option had been removed in favor of an “economy rate” option. For this, I suggest 4 options: default, low, medium, & high

default would treat resource spawning as it does currently, where the asteroids could be anywhere from the minimum or maximum amounts based on the settings of each planet (ie the radiation storm gravity well would have at a minimum of 1 metal resource while maxing at 3, while crystal would be anywhere between 0 or 2 resources)

low would aim for the minimum amount of these settings (high being the maximum), with medium being the middle amount (rounded up or down)

Alternatively, it could be three options: default, minimum, and maximum

 

 

While I know what I am asking is essentially a shot in the dark, I hold some hope that my request finds an ear & leaves an impression on more than just echoes.

on May 18, 2019

Hey everyone, I'v got a technical issue I can't seem to find a solution for. Maybe someone here can help. After the latest update i tried running dawn of the reapers mod but it doesn't work . If I activate the mod in game in the options menu it runs the mod for a few seconds then it crashes the game. I get a error report with a mini dump and a notification that a error report has been sent to the developer. 

If I activate the mod without running the game. Then on start up once I selected play it load the game and the mod begins to load but then almost immediately it crashes again but now I get a report that sins has stopped working. 

 

I run sins of a solar empire through steam. Iv even changed to previous versions of the game, where it does the exact same thing. Only difference is if I want to activate the mod in game, the moment I select options on the menu in game the game freezes and crashes again,. The latest version is the only one that allows me to click on options without the game crashing . I would really like to play this mass effect mod, can anyone help?

on Jul 01, 2019

Hi, I just recently purchased Rebellion and so did a friend. When we try to launch multiplayer the game rejects the connection saying we have outdated versions. I checked and the game is up to date. Do we have to buy all the dlc packs in order to play the basic game online together? 

on Jul 03, 2019

Hello,

Sorry to hear you are having trouble.

dakotarunyan

Hi, I just recently purchased Rebellion and so did a friend. When we try to launch multiplayer the game rejects the connection saying we have outdated versions. I checked and the game is up to date. Do we have to buy all the dlc packs in order to play the basic game online together? 

Are each of your version numbers (in Steam) exact? 

Sean Drohan
Stardock Support Manager

on Jul 03, 2019

Yes, my content BuildID is an exact match. 

on Jul 03, 2019

dakotarunyan

Yes, my content BuildID is an exact match. 

But the other person?

Sean Drohan
Stardock Support Manager

on Jul 04, 2019

The game itself will not let me launch the multiplayer connection. Or my friend. IDs match, but it still says we have outdated versions. Are we going to be forced to buy the DLC packs in order to play together? 

on Jan 27, 2020

The game includes all the DLC content by default (it's an in-game ownership check) so that wouldn't matter. One thing to try is completely uninstalling and reinstalling; and make sure you don't have any mods running (at least to start with).

on Jan 27, 2020

Have you checked to make sure your firewall isn’t blocking the connection? I know a few of them will block the port multiplayer uses including the standard one Microsoft uses and McAfee

on Oct 25, 2021

Q: Is Sins compatible with Windows 11?

on Oct 26, 2021

NewHorizons

Q: Is Sins compatible with Windows 11?

There a no know issues running on it.  If you find any, please let us know.

Sean Drohan
Stardock Support Manager