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 ]
[ Misc. ]
[ Modding ]
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.
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.
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 + Enduring Devotion = Planet lost but 25 % extra damage for Wail.
Just a thought.
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.
yarlen, here is the usual question,
WHEN will we be able to get the update?
harpo
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.
Today.
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?
It works. I've been subjugating with it.
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.
That reminds me, what's the difference between the Random Competitive maps compared to the regular Randoms?
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.
Competitive maps have normalized resources and planetary militias around planets.
any AI love coming?
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
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.
The Advent have been shown a lot of love in this patch. Especially the Loyalists. Happy Deliverance Engineering
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.
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.
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
VR also has that monster armor upgrade on higher tier tech. That should have been like, halved.
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