Sins of a Solar Empire v1.85 Change Log

Ironclad Games and Stardock Entertainment are pleased to announce the release of version 1.85 of Sins of a Solar Empire: Rebellion today! This update enables features around the new Outlaw Sectors DLC and adds enhanced modding support.

NOTE: This version may invalidate your save games. You can switch back to v1.84 via the Steam beta opt-in system.

Changes:

  • Added Outlaw Sectors DLC support
  • Added Smuggling Specialization planet development (Outlaw Sectors DLC Only):
    • Steal up to 4.5% (1.5% * 3 stages) of global trade income (all players trade income combined) per planet. 
    • The maximum amount of global trade profit that can be stolen is 40% across all players. 
    • Each stage of Smuggling adds a 25% tax penalty for that planet up to a max of 75%. -This is mutually exclusive with Social and Industry specialization.
  • Added Rampant Militias (Outlaw Sectors DLC Only):
    • Every potentially colonizable world except homeworlds and pirate worlds will periodically spawn a random fleet of militia units with a fleet supply value of 20.
    • A given planet will not exceed a militia max capacity for that planet.
    • The max militia capacity at a planet is: (20 fleet supply + .025 * population at that planet) * a scalar proportional to the maximum fleet capacity researched * a scalar based on the number of planets in the galaxy.
    • The frequency of spawning is proportional to the maximum fleet capacity researched in the current match ranging from 10 to 4 minutes with a 25% variance. 
    • Capturing a valid militia world will cause future spawned militia at that world to join your side as uncontrollable units so long as you control that planet.
    • When the max militia at a planet is reached, the militia will seek an adjacent gravwell target to attack unless they are already engaged. Neutral militia will attack any non-pirate gravwell adjacent and player owned militia will attack any non-pirate gravwell adjacent with enemy units detected.
    • Militia at a target planet with no enemies to engage will return to their planet of origin.
    • Militia will attack any non-friendly units including raiding pirates, enemy neutral militia, enemy player militia, and enemy normal units.
  • Added Pirate Turf (Outlaw Sectors DLC Only):
    • Pirates will now simultaneously raid multiple players dependant on the number of players in the game. 
    • 1,2,3 players = 1 raid. 
    • 4,5,6,7,8 players = 2 raids. 
    • 9,10 players = 3 raids.
    • The players selected will be the players with the most bounty.
    • All bounty applied against a player will receive a 25% bonus amount.
    • Pirates will spawn 15% faster.
  • Added 12 new maps (Outlaw Sectors DLC Only).
    • Maps that can only be played with a specific DLC now show up green if you own the DLC or red if not. A text description is shown when the map is selected indicating the reason for the state.
  • Added Enhanced Mod Memory Support:
    • Mods now use less memory. 
    • Entering, exiting and re-entering a modded game no longer accumulates memory usage.
    • Changing mods no longer causes unnecessary memory consumption.
    • Overall memory usage is also reduced.
  • Players who don't own Outlaw Sectors can still play with a host who does own it.
  • Fixed two crashes present in version 1.84.

 

For more details on modding changes in v1.85, please see this post.

199,268 views 21 replies
Reply #1 Top

Thank you based Ironclad.

 

  • Added Enhanced Mod Memory Support:
    • Mods now use less memory. 
    • Entering, exiting and re-entering a modded game no longer accumulates memory usage.
    • Changing mods no longer causes unnecessary memory consumption.
    • Overall memory usage is also reduced.

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Reply #2 Top

Hi, thx for new DLC :)

already bought,

but can you please let us activate each change separately (Smuggling specialization, Rampant Militias, Pirate turf)?

Because I think Smuggling specialization is very interesting utility that add new strategy way to game, but Rampant Militias may be used as xp feed to enemy, so probably players playing  5vs5 games  wont be very happy with it. On the other hand it is funny to fight alongside your militia :)

Also it would be interesting to see these militia change race depending on who owns the planet :)

 

Great work, keep it up :)

 

Reply #3 Top

  • Added Smuggling Specialization planet development (Outlaw Sectors DLC Only):
    • Steal up to 4.5% (1.5% * 3 stages) of global trade income (all players trade income combined) per planet. 
    • The maximum amount of global trade profit that can be stolen is 40% across all players. 
    • Each stage of Smuggling adds a 25% tax penalty for that planet up to a max of 75%. -This is mutually exclusive with Social and Industry specialization.

How exactly does it this work when the 40% cap is exceeded? For instance, suppose player 1 has 40% steal rate, player 2 has 30%, and player 3 has 10%. What does every player get in that case?

Reply #4 Top

Pro-rates them all down.

Reply #5 Top

Wow, awesome.  Can't wait to give it a try. :)

Reply #6 Top

I appreciate the work you have done. But if there is to be ONE UPDATE that would be the UPDATE OF ALL UPDATES, if you could add but one more movement type for ships to move around during combat. I don't care if it's a figure 8 or some random shape, but it would help so much with mods and immersion.

Please Sins GODS, hear my prayer.

Reply #7 Top

Can we expect any more updates to SoaSE outside of any bugs that may have slipped in because of 1.85? Or to be more clear, what level of support can we expect in the following year?

Reply #8 Top

Awesome!!  :grin:

 

Are there currently any plans for the 1.85 update and Outlaw sectors coming to GOG any time soon?! 

Reply #9 Top

Patch 1.85 is available for download on GOG as of this morning, but no sign of the DLC as of yet.

Reply #10 Top

Both 1.85 and the DLC are on GOG now. Good thing I didn't have anything planned this weekend lol.

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Reply #11 Top

My Sins is crashing today.  The only thing that has changed recently was the new DLC of course. 

I did all the standard Steam things checked integrity of files, etc...

 

Won't run.  I just kinda get an empty black square on the screen.  Then I have to ctrl-alt-del to terminate the thing.

 

Ideas anyone?

 

backs out of the room slowly...   *_* :borg:

Reply #12 Top

There is likely an error in the background. Try editing rebellion.user.setting so that VideoIsWindowed FALSE is now VideoIsWindowed TRUE. That should help us get more information.

Reply #13 Top

I ended up deleting everything and reinstalling.  (So I never really got to the true cause of the problem.)

It works now.  Playing SOA2 of course.  :)

 

I'm not really a brute force delete and reinstall kind of guy.  I prefer a mindful solution.   -_-

 

But thank you for the help.  I was so tired yesterday and just wanted to have a little fun before heading to bed.  As it turned out I ended up playing till 5 am this morning.  I would have been better off if it hadn't worked.  X|

 

Heading up Starfleet and protecting us all from the Borg is a terrible burden to bare.   :P

 

backs out of the room slowly...  *_* :borg:

Reply #14 Top

Now I and my buddy have a problem, we can't get log in to Ironclad online, when we click, it kicks us back to the main menu almost immediately with the message "Disconnected from Ironclad Online"

Reply #15 Top

Dev.exe no longer overwrites the settings files as it has its own....commends for the devs....

5*

Reply #16 Top

Quoting Seleuceia, reply 15

Dev.exe no longer overwrites the settings files as it has its own....commends for the devs....

5*

FINALLY!

Reply #17 Top

The pipeline effect that causes each star's texture to "wobble" slows down over time until there is basically no wobble. In the pipeline GS_Star.FX, changing the float temperatureStart to a constant number solves the issue.

Who knows....maybe there will be a 1.86...

Reply #18 Top

The "Enhanced Mod Memory Support" with the new patch is impressive.

It great support for mods. However there have been some hardcoded limits that seriously impact large mods.

 

What are the current hardcoded limits of Total Meshes, Total Textures, Total Sounds?

As per the post https://forums.sinsofasolarempire.com/363233/page/1/ they are

enum { MAX_NUM_MESHES = 400 };
enum { MAX_NUM_FILE_TEXTURES = 1000 };
enum { MAX_SOUNDDATA = 2000 };

Currently Rebellion uses

Meshes: 430
Textures: 1303
Sounds: 1608

 

 

 

Reply #19 Top

Quoting soase_maelstrom, reply 18

The "Enhanced Mod Memory Support" with the new patch is impressive.

It great support for mods. However there have been some hardcoded limits that seriously impact large mods.

 

What are the current hardcoded limits of Total Meshes, Total Textures, Total Sounds?

As per the post https://forums.sinsofasolarempire.com/363233/page/1/ they are

enum { MAX_NUM_MESHES = 400 };
enum { MAX_NUM_FILE_TEXTURES = 1000 };
enum { MAX_SOUNDDATA = 2000 };

Currently Rebellion uses

Meshes: 430
Textures: 1303
Sounds: 1608

 

 

 

Pretty sure they doubled them. I know for a fact it's 800 meshes.

Reply #20 Top

Thanks ... good to get clarify on the meshes. I tired to dig up more up-to-date info but its hard to find.

I am not convince that the max total sounds has been increased ... or doubled.

Reply #21 Top

So no more specializations? (because no more space on interface).

 

Also you should add militia fleets that are at cease fire with you but not with ship vision (kind of like civilians that help you fight in your gravity wells and near them sometimes if theyre in the mood - like players do in those kind of games - and trade (move between trade ports) rest of time)