Sins: Rebellion Beta 1a Change Log

Now Available via Steam

We're pleased to announce the immediate availability of Sins of a Solar Empire: Rebellion BETA 1a via the Steam client for all pre-order customers. This update is largely to fix the reported crash bugs, but also contains some minor balance adjustments. More substantial balance updates will be included in a future update.

Rebellion 0.61 Update Log:

[Graphics]

  • Updated TEC phase charge particles to be better optimized.
  • Fixed several lens flare bugs.
  • Fixed bad seam on the Moon texture.
  • Added center and above points to the Moon mesh.
  • Fixed other Moon texture issues.
  • Added proper Vasari Rebel titan shield mesh.
  • Greatly increased Titan debris on destruction.
  • Updated normal maps and team color textures on TEC Titan Factory, TEC corvettes and the TEC Corsev battlecruiser.
  • Made several skybox lighting adjustments.
  • Fixed missile point error on TEC Rebel Titan.

[ Gameplay ]

  • Fixed bug that would prevent players from building Titans.
  • Swapped tiers/dependencies on Pirate Mercenaries and Truce Amongst Rogues.
  • Fixed AI bug that made all AI capital ships get stuck in an endless Retreat loop. This was seriously gimping the AI, so things should be immediately improved.
  • Added newer ship retreat logic - this is a work-in-progress.
  • Fixed Research Warning bug.
  • Fixed crash bug on auto-spending ability upgrade points on Titans.
  • Fixed crash bug where capital ships and Titans would crash the game when retreating from a star.
  • Fixed phase jumping bug.
  • Fixed null pointer crash.
  • Updated TEC corvette movement - they should no longer run through enemy ships.
  • Changed Boarding Parties ability to no longer capture structures (per design). Boarding Parties will still inflict damage on structures.
  • Fixed a Game/Victory Options dialog button bug after loading a save game.
  • Fixed Attack Planet mission crash bug.
  • Fixed Novalith Cannon module crash bug.
  • Fixed exploit that would allow players to build multiple Titans.
  • Increased Titan build time to 450 seconds from 225 seconds.
  • Increased Titan build cost to 10,500 credits, 1,400 metal and 875 crystal.
  • Increased Fleet Supply cost of TEC corvettes to 2 from 1. Additional corvette balance changes will be coming in a future update.

[ Interface ]

  • Fixed positioning problem with Steam name/game name on ICO player info dialog.
  • Game should now load avatars and names of unknown players on ICO.
  • Moved build module circle down to match the rest of the gravity well.
  • Fixed bug where the Victory Tree would disappear.

[ Misc. ]

  • Fixed confusing string with offering missions text.
  • Updated Alloy related strings.
  • Fixed bug where inviting a new player to a multiplayer game before the player was created on ICO caused issues.
  • Updated various strings to make the new TEC Loyalist/Rebel technologies more clear.
  • Removed unused .dll and .bat files.
  • Fixed various string file typos.
  • Added "reb" suffix to save, stat, and record files.
  • Fixed several race-based achievements.
226,533 views 87 replies
Reply #1 Top

Big thanks to everyone who is giving their feedback and helping us track down these issues!

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Reply #2 Top

Awesome, thanks.

Reply #3 Top

Wow this is going to be another great game.

Edit: Love the fact that this patch is only 43.6mb. Nice.

Edit 2: I noticed that there were a few changes to the varsari or was it advent? Has those race become playable now?

Edit 3: In regards to the new steam cloud saving, will you guys work to make sure that each patch of the game doesn't break the saves? Or will they continue to break, if so, how would we manage the saves on steam cloud? How many games can we save onto the cloud space?

I am one of those players who save a game, and then the next time I load I like to do a new branch. Say I have a game unimaginatively game 1, next time I save the game I would save it as Game 1.1 and so on. How would steam know which ones to sync and which not to? Date? How many would I be able to upload? To the steam cloud limit? if so how big is that limit?

Reply #4 Top

eeeeeeee *loads up Rebellion*

Reply #5 Top

Boo. I thought that being able to capture structures with Boarding Party was awesome. I just wish it worked more often (i.e. AI timing: send a troop when the target is likely to be capped and not destroyed), and that it had a faster cooldown (maybe fewer marines, more parties). But anyway: boo. Structure-capping is fun. :-)

Reply #6 Top

Excellent, however I'm not to happy truce amongst rogues has been changed. I seriously doubt it's usefulness in mid to lategame. (except in games with pirates of course).

Reply #7 Top

Enabled Steam Cloud save/load system.

YES! k1

Reply #8 Top

Any news for slow performance and lag problems? I hope they will solve that quickly, because they are making the game (beta) unplayable.

Reply #9 Top

Great stuff. Will download later today. 

Reply #11 Top

Quoting acare84, reply 8
Any news for slow performance and lag problems? I hope they will solve that quickly, because they are making the game (beta) unplayable.

I imagine that is one of the last things they'll address because it's an optimization thing at that point. Personally my computer chugs through games of 7 AI's and me at 2x speed with no issues. That said, obviously that doesn't help you - but Sin's has always been great at running on super old machines.

Reply #12 Top

Quoting ice27828, reply 3
I noticed that there were a few changes to the varsari or was it advent? Has those race become playable now?

Nope :(

Reply #13 Top

Good Patch!

The increased costs and buildtime of Titans was realy necessary, build time is good now, dunno about the costs yet.

Reply #14 Top

Quoting pedal2000, reply 11
Quoting acare84, reply 8Any news for slow performance and lag problems? I hope they will solve that quickly, because they are making the game (beta) unplayable.

I imagine that is one of the last things they'll address because it's an optimization thing at that point. Personally my computer chugs through games of 7 AI's and me at 2x speed with no issues. That said, obviously that doesn't help you - but Sin's has always been great at running on super old machines.

Game is running fine on my machine too. But sometimes and in somegames after playing 5 hours or so game starts to lag and became unplayable.

Reply #15 Top

can we check to see if the novalith-capital victory bug is still a thing?

Reply #16 Top

Hey, this was a good patch for the Multiplayer.

THX :thumbsup:

Reply #17 Top

Keep up the good work, and we will stay on friendly terms! 

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Reply #18 Top

Quoting Kedren, reply 5
Boo. I thought that being able to capture structures with Boarding Party was awesome. I just wish it worked more often (i.e. AI timing: send a troop when the target is likely to be capped and not destroyed), and that it had a faster cooldown (maybe fewer marines, more parties). But anyway: boo. Structure-capping is fun.

Just because it was 'fun' doesn't mean it helps gameplay.  That said, I didn't know I could (would) do it.  I can't remember what structure is was, a small one.  But in a large battle I noticed one of my 'troops' wasn't moving.  Didn't recognize the icon right away and zoomed in to find it was a structure (I think it was a mine (diggy not xplodey), since for a second I thought it was capped by a colony ship in some strange ability I was unaware of...then I saw the "boarded".)

But my armada was on a heavy system push to get to the AI nova-cannons...so I'm not sure what happened with it...  Not sure if my colony Cap took the planet or we left it razed.  So I have no idea if the structures work for you, work for you despite zone control, how detonation works or anything.  So I have no idea if this was OP or a waste of the Cap's boarding ability.

THAT said, I like the idea of it and I think I would prefer it was in the game if-it-works.  But I suppose torp-ships are supposed to be the  bunker busters, capping may be considered too easy.

Reply #19 Top

You did it quickly. That's great!

Reply #20 Top

I like the increase on Titan build time but I think the cost is a bit too much. What about a system where the cost of the titan scales with its level? This way titans are cheaper at level one, allowing people to get them out easier, but they become more expensive to replace as they grow in power.

Reply #21 Top

When will it be possible to play it in "Sandbox" mode, where its just you and Pirates ingame, with no other AI, i sometimes like to Free Build and just have a Relaxing Game, and Experiment with stuff

Reply #22 Top

Is the "rightclick on Titan abilities" crash bug fixed?

Reply #23 Top

Quoting TobiWahn_Kenobi, reply 22
Is the "rightclick on Titan abilities" crash bug fixed?

 

Did you read the post?

Reply #24 Top

I haven't had a chance to look yet since I'm at work, but have they added any of the other races to play as yet?  nice patch, cant wait to try it and see how the AI acts now.  but Im not overly happy with the high cost of the Titan now.

 

 

Reply #25 Top

Aww yeah, Titan build cost/time drastically increased. Definitely feels more inline with how powerful those things are.

 

Time to start a new testing cycle!