Yarlen Yarlen

Sins of a Solar Empire: Rebellion v1.1 Change Log

Sins of a Solar Empire: Rebellion v1.1 Change Log

Now available via Steam

Stardock Entertainment and Ironclad Games are happy to announce v1.1 for Sins of a Solar Empire: Rebellion. This latest update adds dozens of new maps, balance changes and bug fixes as noted below. Version 1.1 is save game compatible with the previous v1.041.


[ Gameplay ]

  • New Maps! We've added dozens of new maps, including competitive multiplayer variants which normalize resources, militia and other factors (thanks to Pbhead and GoaFan77 for these). New maps include:
    • The Art of War Competitive
    • Battle Lines / Battle Lines Competitive
    • Blitz / Blitz Competitive
    • Close Encounters Competitive
    • Crystal Storm / Crystal Storm Competitive
    • Double Cross Competitive
    • Empires at War
    • Foreign Invasion Competitive
    • Fractured Lands / Fractured Lands Competitive
    • Gemini / Gemini Competitive
    • Hostile Orbits / Hostile Orbits Competitive
    • Kabel Competitive
    • Maelstrom Competitive
    • Melting Point Competitive
    • New Dawn / New Dawn Competitive
    • Pandemonium Competitive
    • Quick Strike Competitive
    • Random - Huge Multi-Star Competitive
    • Random - Huge Ring Competitive
    • Random - Huge Single-Star Competitive
    • Random - Large Multi-Star Competitive
    • Random - Large Single-Star Competitive
    • Random - Medium Competitive
    • Random - Mini / Random - Mini Competitive
    • Random - Small Competitive
    • Random - Vast / Random - Vast Competitive
    • Razor's Edge Competitive
    • Storm Front Competitive
    • Tempest Competitive
    • The Void
    • Triple Entente Competitive
    • Twin Empires Competitive
    • Typhoon Competitive
    • Unstable Alliance Competitive
    • Whirlwind Competitive
  • All corvettes are now unaffected by most harmful Titan abilitiesExceptions are Explosive Shot, which will still knockback corvettes in the AoE, and The Maw, which will still potentially draw in corvettes in the AoE (but won't specifically target them).
  • Ships should no longer try to use abilities on invulnerable targets.
  • Corvettes will no longer be explicitly targeted by Cleansing Brilliance or Reverie abilities (but may still be affected by them).
  • Corvettes are no longer affected by Magnetic Clouds.
  • Adjusted relationship bonuses per Pact with allies to grant a 0.2 Diplomatic Actions bonus per unique Pact (to a maximum of 2.4).
  • Adjusted relationship penalties per Pact with enemies to grant a -0.5 Diplomatic Actions penalty per unique Pact (to a maximum of -6.0).
  • TEC Loyalists
    • Titan: Can now cast Group Shield on itself.
    • Titan: Increased started HP from 5400 to 5500; increased starting Armor from 11 to 12.
  • TEC Rebels
    • Titan: AutoCannon damage increased from 110.5 to 121.52; Missile damage increased from 127.5 to 140.25.
  • Advent (General)
    • Deliverance Engine Balance Changes:
      • Cannonshell speed increased from 12000 to 36000 (moving at the speed of thought!).
      • Culture Spread effect increased from 5 to 15.
      • The 25% damage buff to Advent player owned ships will now affect incoming ships as well as those already in the gravity well when the shot hits.
      • Deliverance Engine shots will now reduce an enemy planet's Allegiance by 10% (stacks 3 times).
  • Advent Loyalists
    • Global Unity now adds a 5% bonus to max. planet allegiance in addition to its other effects.
  • Advent Rebels
    • Wail of the Sacrificed has been changed to affect all adjacent planets, ships and structures regardless of ownership. 
    • Titan: Chastic Burst antimatter cost increased from 70 to 80; cooldown increased from 20 to 30.
    • Titan: Side Beam damage reduced from 130 to 117.
    • Fixed Expulsion tech to properly give its 20% culture spread bonus.
  • Vasari Loyalists
    • Titan: The Maw will no longer explicitly target corvettes (though they may still be affected if caught in the ability AoE).
    • Titan: Increased the cooldown on The Maw from 175 to 210.
    • Titan: Starting HP increased from 4802 to 5042; HP per level decreased from 459 to 436; starting Shields increased from 2567 to 2696; Shields per level decreased from 533 to 507.
  • Vasari Rebels
    • Titan: HP per level increased from 405 to 445; Shields per level increased from 529 to 582; Armor per level increased from 0.58 to 0.64.
    • Rebel Starbases will now suffer from additional debuffs after a phase jump: Passive shield regeneration is decreased by 50%, Armor is reduced by 1.5 and weapon damage received is increased by 25%. Negative effects after phase jumping a Starbase now stack 3 times; debuff duration of all effects increased to 600 seconds from 60.
    • Armor Restoration technology bonus reduced from +25% HP / +5 Armor to +15% HP / +3 Armor.
  • Pirates
    • Ships spawned from bounty raids made less random and weaker earlier in the game.
    • Pirate raids spawned via Diplomatic mission costs adjusted for revised raid levels above (i.e., much cheaper).

[ Misc. ]

  • Fixed reported null pointer crash related to buff spawning (thanks ezeltje299).
  • Fixed reported null check on first spawner buffs (thanks ateague1987).
  • Fixed broken Pirate Exterminator Steam Achievement.
  • Fixed broken Outstanding Resume Steam Achievement.
  • Steam Cloud Saves re-enabled and should now work as intended in multiplayer games.
  • Checksum detection added on multiplayer saves to validate that saves aren't corrupted.
  • Fixed Pact related crash that would occur if a player had more than six unique Pacts established.
  • Fixed null pointer crash related to Wail of the Sacrificed.

[ Modding ] 

  • Added new icons to Galaxy Forge for competitive map types.
347,658 views 101 replies
Reply #26 Top

Quoting GoaFan77, reply 26

Quoting Howdidudothat, reply 25Also, it appears Wail has been effectively nerfed into oblivion. Not quite sure I agree with the change, and I'm a Vasari player that has been on the wrong end of Wail multiple times.

I'm mainly an Advent Rebel player, and I think that's going to be an exaggeration. As long as your fleet is at the planet you trigger wail at it is still perfectly safe to use. Maybe a fully upgraded terran might be a threat to structures, but anything less can certainly tank the damage from it, especially with repair bays and shield bestowal. All this change does is give you a chance to really screw yourself or an ally over if you're not paying attention, or if you're trying to retreat into wail range and an enemy fleet is chasing you.

 

Wait, you are saying the AR fleet will be safe AT the Wailed planet?

Reply #27 Top

Quoting Cykur, reply 26


Wait, you are saying the AR fleet will be safe AT the Wailed planet?

Well, that's how wail works now, the only thing that happens at the planet where wail was used is the planet is destroyed. All players are safe if they are at this planet in the current implementation. I interpreted that change as meaning that when wail damages ships at all adjacent gravity wells, it will damage all players ships. As it is currently, only enemy ships are damaged by wail.

Reply #28 Top

Quoting GoaFan77, reply 27
Well, that's how wail works now, the only thing that happens at the planet where wail was used is the planet is destroyed. All players are safe if they are at this planet in the current implementation. I interpreted that change as meaning that when wail damages ships at all adjacent gravity wells, it will damage all players ships. As it is currently, only enemy ships are damaged by wail.

Ok, thanks for the clarification.  I haven't played with it much since I've been back.  It is banned most of the time online anyhow, so I have only been on the receiving end a few times and didn't realize the planet of origin was safe.

Reply #29 Top

Yar, origin planet is safe (except for the sacrificed population of course).

Reply #30 Top

Quoting Yarlen, reply 30
Yar, origin planet is safe (except for the sacrificed population of course).

 

Does it still kill the planet nop matter what?

 

Back in Beta you could avoid loosing the planet to wail with Enduring Devotion on a Transcenia Starbase. Population was still reduced to zero but you kept the planet and with it all upgrades on it. 

 

Now the planet is always totally lost, making Enduring Devotion of somewhat limited use for Advent Rebel.

 

 

If it would not be to much work, I would have an idea for possible future Wail changes:

 

Current implementation:

Wail = Planet lost

Wail + Enduring Devotion = Planet lost

 

My idea:

Wail = Planet lost

Wail + Enduring Devotion = Planet lost but 25 % extra damage for Wail.

 

 

Just a thought.

Reply #31 Top

Quoting ARESIV, reply 31

My idea:

Wail = Planet lost

Wail + Enduring Devotion = Planet lost but 25 % extra damage for Wail.

I believe this is contradictory to the goal of this patch. Wail will cause collateral damage now but no other ability comes close to the sort of killing power it has, however situational it may be. This patch is nerfing it for a reason, it does not need anything resembling a buff. It does not need to be any more destructive. If you're going to use wail, you just shouldn't get enduring devotion.

Reply #32 Top

yarlen, here is the usual question,

WHEN will we be able to get the update?

harpo

 

Reply #33 Top

Quoting ARESIV, reply 31

Quoting Yarlen, reply 30Yar, origin planet is safe (except for the sacrificed population of course).

 
My idea:

Wail = Planet lost

Wail + Enduring Devotion = Planet lost but 25 % extra damage for Wail.


Just a thought.

 

Wail is already extraordinarily powerful.  If you rush it, you can pretty much neutralize early fleet composition and it can destroy an unlimited amount of frigates if they are in the wrong place at the wrong time.  This is why they are adding more negative effects to it.

Reply #34 Top

Quoting harpo99999, reply 33
yarlen, here is the usual question,

WHEN will we be able to get the update?

harpo

 

 

Today. :)

Reply #35 Top

There are reports that "subjugation" ability of Coronata titan does not work at all, meaning that no enemy ships are ever captured.

 

Is that true?

 

If so, is it fixed in this patch?

 

 

Reply #36 Top

It works. I've been subjugating with it.

Reply #37 Top

Quoting candido-, reply 36
There are reports that "subjugation" ability of Coronata titan does not work at all, meaning that no enemy ships are ever captured.

 

Is that true?

 

If so, is it fixed in this patch?

 

 

Whoever said that probably either had their Coronata run out of antimatter, doesn't know how toggle abilities worked, or assumed that just because the particle/sound effect ended the buff ended as well.

Reply #38 Top

That reminds me, what's the difference between the Random Competitive maps compared to the regular Randoms?

Reply #39 Top

Aaaand...

Overall quite good changes, imo. Playtesting needed to check the changes of course. Especially interesting are Wail of The Sacrificed and the AR jumping Orky changes. 

What was not changed:

Vasari (all):

Vasari Phase Missile Platforms still disable regeneration for 5 minutes? Still OP for a dinky base level tactical defense imo. If it were 50% passive reduction I would find is already OP, but less bad. Also, 5 minutes? 60 seconds is more than enough.

AL:

Still think AL should have some sort of spreading the damage on group shield to better resist thinks like the Ragnarov sniper. Even AoE. If any ship under Group Shield is damaged, other ships should absorb part of the damage.

(I started an attempt of a mod but didn't have time to finish it so far)

Group shield should be also passive, otherwise there will always be a window of time when the opponent can hit with maximum effectiveness. Would help making the Ankylon more of a desirable target. Right now it is considered a 'moving brick' and the fleet is just moped up before trying to bring down the Titan, because it is not considered much of a threat. An always-on Group Shield frees up AM for other skills and still works even with AM depleted, also makes the fleet sturdier all the time. 

 
Reply #40 Top

Quoting BellGoRiiing, reply 39
That reminds me, what's the difference between the Random Competitive maps compared to the regular Randoms?

Competitive maps have normalized resources and planetary militias around planets.

Reply #41 Top

any AI love coming?

Reply #42 Top

Ok all fine but why doesn't solve the easy to fix tec visual bugs? (only two)

I had report it already in this post https://forums.sinsofasolarempire.com/430893

And please remove the TEC HUD speed buttons in multiplayer games

Reply #43 Top

Quoting _Burner_, reply 43
Ok all fine but why doesn't solve the easy to fix tec visual bugs? (only two)

Well since all of those have been around since the original Sins they might just preserve them at this point. If you're not OCD those little quirks add character. ;)

Reply #44 Top

Quoting GoaFan77, reply 44

Quoting _Burner_, reply 43Ok all fine but why doesn't solve the easy to fix tec visual bugs? (only two)

Well since all of those have been around since the original Sins they might just preserve them at this point. If you're not OCD those little quirks add character.

OK but the Buttons in TEC HUD please this is a really need to solve bug (the buttons never desactivate/ desapear), this is because the "base texture" has the buttons instead of being clear like in Vasary and Advent ones (the archive is Skin_Tech.tga) I made a minimod for myself, but a "professional" work would be great.

Reply #45 Top

The Advent have been shown a lot of love in this patch. Especially the Loyalists. Happy Deliverance Engineering :)

Reply #46 Top

I think the latest patch 1.1 did something with the Vasari Loyalist.. He is Building A LOT of scouts and keep them in his own gravity well.. I just finished a game that took 5 hours and he had over 50 scouts on his last planet..  maybe a quick fix for that :)

Reply #47 Top

Quoting Kwitzak1, reply 47
I think the latest patch 1.1 did something with the Vasari Loyalist.. He is Building A LOT of scouts and keep them in his own gravity well.. I just finished a game that took 5 hours and he had over 50 scouts on his last planet..  maybe a quick fix for that

The random scout spam has been reported on and off for a while. If you have an autosave of right before the AI started building sending it in might help.

Reply #48 Top

Lol, i've seen games myself where either the AI lost it's fleet once and just stopped doing anything productive(For some reason they usually were my allies at the time) and the random scout spam I've seen as well, but not much more than 20 or so and he had other ships as well. 

Reply #49 Top

hmmmm, not sure about these changes.

Wail is still an absolute monster, but this change will make AR players more restricted on where they might want to Wail...

That said, it is still a game changer and Im not sure the 'skilled' games should welcome it back.  Wailing a desert or terran that only has a couple of lanes connecting it (like most choke points are) will still be stupidly good value and over powered.  Having to recolonise and rebuild a couple of labs is nothing compare to taking out all of your opponents frigs with a click before you jump in on them.

Novas are being used more in team games though, so TEC loyals may get a good run, especially with a buffed titan.

One Suggestion Devs....

Can you give us another start option that disables rebel factions 'super abilities' so that we can level the playing field in 'skilled' games without banning factions?

i.e.

- Disable Wail for AR

- Disable Mobility for VR

- Diable Truce for TECR  (this is underated ability, you can expand with impunity.  If you get a safe eco slot you can take half the map in no time)

Not a fan of making vettes completely immune to the titan AOE damage abilities either.  May if they were reduce to 10% HPs and not destroyed so you had to mop them up it would be okay.  Even as it is, you can micro your vettes and safely  take out a TECR titan for example, as it needs to face them for explosive shot to work.  Making them immune means vette spam will again reign supreme.  

with this, we will proabably next be crying for a flak and fighter buff against vettes to we have a chance of killing 200 of them before they virtually one shot caps and titians.

 

See yas on the weekend,

 

Bags

 

 

 

 

 

 

Reply #50 Top

VR also has that monster armor upgrade on higher tier tech. That should have been like, halved.