Ironclad Games and Stardock Entertainment are very pleased to announce the release of version 1.5 BETA for Sins of a Solar Empire: Rebellion. This new update will be available as an opt-in Beta via the Steam client ahead of its final release so that we can get feedback from users on the changes.
NOTE: THE V1.50 UPDATE WILL BREAK SAVE GAMES!
[ Graphics ]
[ Gameplay ]
[ AI ]
[ Misc ]
This is good news for all type of skilled level players. Now we can get back to using a no rule game meaning wail will be allowed and maw can be safely used in multiplayer games. btw, i think maw should've had a 50 or 75% damage reduction on corvettes instead of completely making it ineffective against corvettes.
My question is that since Iob bolt for Akkan no longer work for flagships, is that mean that there will be no more counter for Marza's missile barrage?
Edit: Btw, I see the Betas tab but there is no Beta on the dropdown selections
[quote who="CilverBUG™" reply="1" id="3352222"]My question is that since Iob bolt for Akkan no longer work for flagships, is that mean that there will be no more counter for Marza's missile barrage?[/quote]
This only applies to the special flagship units for flagship victory.
[quote who="CilverBUG™" reply="1" id="3352222"]Edit: Btw, I see the Betas tab but there is no Beta on the dropdown selections[/quote]
I'm assuming as he worded it "upcoming" that it's not quite released yet.
These are massive changes, hats off to IC and SD! Perhaps now, the Ankylon will be useful.
Yeah, I won't make the Beta option available until we release.
Excellent change log!
Uh, the Maw has been nerfed pretty hard! Could have been at least 20/40 targets. 15/30 is kinda underwhelming.
But, whatever.
So you can now jump the starbase to the enemy gravwell, only if you either hit it with Kostura or you have an Antorak there, right?
Anyway, I look forward to the graphical update / updated shadows the most Bring it on!
We're probably going to get a couple new research modifiers from this, too thanks to the new artifact bonuses. AFAIK there's no current research modifier for a flat rate of HP regen, global immunity to PJI's, or a modifier to phase jump exit distance.
This actually won't be included in v1.5. We need to keep it in testing for longer than we'll have for this release window. We will still be working on it for a future update if everything pans out, however.
Vasari have a tech that already does this...
If the +2.5 HP is indeed a flat rate then that's a new modifier...though he could have just meant to say +2.5%, idk....
I suppose it is possible you could grant immunity to PJIs through the same modifier as phasic strike, though that would be a crude method of doing that and would have a loophole for ships currently in wells with PJIs....
Awww, too bad.
BTW, was the reddish nebula skybox removed from the game in some of the previous updates?
this one>
if yes, can i have it back?
Not that I know of...still see it in-game...
Starbase Mobility changes kinda screw up my mod... now I'm going to have to spawn phase nodes everywhere..
My mod is using starbase code to make upgradable and customisable capital ships.
Could you guys at least fix the issue where a starbase wont jump to a planet if one is already present; even though the starbase limit hasn't been reached?
And if your feeling really generous, could you make the changes to Starbase mobilisation not hardcoded so it can be altered?Otherwise I'm going to have to restore an older version of Rebellion and cease all updates wich would be a shame... But I dont want to change my mod plans as I was trying to do something unique that stands out.
Capitalships are not flagships. Whenever you see flagship in the change log, they mean the flagship from the victory condition, not that old title given to your highest level capitalship.
Or you just lost the planet and your phase node is still there. Or you have a Vasari Loyalist ally after researching the phase node sharing tech, letting you jump them in when their Vorasta spawns one.
It is still in the game files, but it is not used for some reason. A couple of Mods like Enhanced 4X and Sins of a Galactic Empire have added it back in though.
Sorry to break it to you, but while modders have occasionally successfully lobbied for changes before, they have all been things that affect most if not all mods. I would not count on them to change it for a problem only your unreleased mod is likely to have.
I know there is little chance, however better to ask than stay silent.
Hoping to hell it is a new modifier! I'll certainly be making use of it, if it is
Actually it entirely breaks your mod, as it also means any ship can jump to any planet. However, there is a way to make every planet have a phase node without it "revealing" a planet, I've done this personally purely because I felt like it.
This is actually interesting, i only found out recently, when playing the game with my buddies, one of them was VR and i was VL...and my gates and his gates became linked. So i could jump from my planet to his right away, even though neither me or him had his own gate on both sides. I always assumed that the Phase Sharing tech only allows me to use his network, i mean for me to be able to use his network, the gates on both ends have to be built by him.
Sorry, it's not - I typo'd. It's fixed above now.
This is a new modifier.
Yarlen, do you think you guys could allow a starbase to jump into a gravwell where one is present, as long as the starbase limit has not been reached?
Shouldn't cause any problems with the base game and would allow my mod to work properly again =D
Great news!
Speaking purely from competetive mp point of view the changes in the log are very welcome. All 3 major game breaking issues (WMJ) have been fixed in what looks like a great overall solution.
Also keen to see how Misc changes are going to improve the quality of life in 10 player games.
Happy Cat.
I'm not sure. My life hangs by a thread with the programmers as it is...
haha, been there. Send another work request by chat to the next room and next thing you know, coffee cups are getting smashed against the wall the separates us.
But all I have to do is YouTube "bad day at work" and all of a sudden my work place seems very very nice.
Just about the whole Gameplay section doesn't affect me one bit (other than updating/bugfixes) since I've already had many of those things changed. I'll have to rebuild my mod like many others, regardless.Also, can we see side-by-side comparisons of the old and new planet textures? I'd like to see the differences.
I love it when a surprise update comes out of nowhere for my favorite games! Graphical update will be great when it comes out. I do wish the Maw wasn't so nerfed, I love that thing. The bonuses with titan tiers is a good thought also. I have to wonder though, where's SINS 2?
I have one more small request...not related to actual gameplay, rather visuals/presentation. I just played for VR and realized, how Kultorask has a visual/sound effect to Nanoleech... I recall in one of the betas last year, the Vorastra used to have some nice effects accompying Desperation as well, more precisely its weapon hardpoints on the front side used to glow, i guess it was perhaps part of the original Suffusion ability...and there was some kind of sound attached to it as well... This all was ultimately removed and all that remained left are the glowing circular shapes on top of the ship...Now i am not a fan of the over the top effects like the big greenish "explosion" effect of Ankylon. But these things used to be rather subtle, so could they be please readded back to the game? Desperation is a set of different abilities anyway, so the glowing circular shapes may concern its damage reduction capability, while the glowing weapon hardpoints may concern the splash damage/decreased weapon cooldown (whatever takes 15 seconds instead of 45 now)....Surely doing it wont be difficult, nor time consuming, as it used to be ingame at one point before
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