Sins of a Solar Empire: Rebellion

Sins of a Solar Empire: Rebellion

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Yarlen  [developer] Apr 4 @ 9:59am
Sins of a Solar Empire v1.90 Change Log
Ironclad Games and Stardock are pleased to announce the release of version 1.90 for Sins of a Solar Empire: Rebellion today. We've made a number of improvements and changes with this update for both players and modders.

[ Engine / Mods ]
  • Large Address Aware (LAA) is now enabled by default. Warning: if you are using a mod that requires you to apply LAA manually you should no longer do this. Doing so will cause multiplayer desyncs and crashes.
  • Added user interface scaling for 4K and other large resolutions.
  • Increased the max texture and particle simulation type counts for mods. This will improve performance and memory usage as mods that exceeded the limit were engaging dynamic memory allocation which is slow and fragments memory.
  • Added an adaptive texture memory use system to help constrain large mods from running out of memory (which could occur even with LAA enabled).
  • Fixed FPS stuttering in big battles with certain hardware combinations. Warning: if you previously tried to solve this by converting ogg files to wavs you will need to revert back to ogg files.
  • Fixed bug where exiting a mod that setup starbases as tradeports as part of the galaxy creation process would crash the game on exit.
  • Fixed various crashes when enabling/disabling mods in-game. You should no longer need to edit the mod text file to enable/disable mods.
  • Fixed potential crash if a mod was disabled from the options screen but assets from the mod were requested after being disabled.
  • Fixed modding crash that is caused by defining a roleType (e.g. StarbaseConstructor, Colonizer) but not providing the expected ability. While the crash is prevented the abilities should match the roleType or the Ai will not work correctly.
  • Fixed potential crash in a mod where no random capitalShip or starBase names were defined.
  • Fixed crash that would occur in mods that used SpawnRacialBuffAtLocation() where the number of races exceeded the number of defined buffs.
  • Modders can now use negative trade values.
  • Updated Particle Forge shaders.
  • Fixed slowdowns caused by Steam DLC queries.

[ Graphics ]
  • Added a new "Extreme" texture setting that takes advantage of newly available memory and optimizations for improved texture rendering and related graphical effects.
  • The old "Highest" texture setting has been renamed to "Higher" to imply there is a new setting beyond it.
  • The new default texture settings are all "Higher" instead of a mix of "High" and "Medium".
  • Renormalized the texture settings to support a wider variety of hardware. For example: "Low" is reduced in fidelity and "Higher" is increased in fidelity.
  • Added a new "Extreme" shadow setting.
  • Improved shadow rendering.
  • Fixed various mesh issues with the Advent Rebel Titan. Thanks ZombiesRus5.
  • Fixed texture reference issues with Varari's Orbital Cannon surface impact, Vasari Envoy's Mutual Threat, the blue star's flare and the green star's flare. Thanks ZombiesRus5.
  • Reduced particle sizes of Gamma Ray Burst random event.
  • Reduced particle size of Pulsar beams.

[ Gameplay / AI ]
  • Fixed bug where militia ships were showing up in the supply cost tool tip.
  • Fixed bug where militia ships were being grouped with non-militia ships in the empire window.
  • Fixed bug where you could utilize the starbase max count bonus of a planet you didn't own.
  • Starbases phase-spacing now correctly account for the max starbase count at the target planet.
  • Truce Amongst Rogues no longer has any research prerequisites.
  • Fixed bug where starbase upgrades with values at level zero were not being applied properly (a common problem with mods that placed starbases during the galaxy creation process).
  • Minor improvements to AI selection of unit counters.
  • Fixed bug where AI could stall on launching an attack.
  • Fixed bug where AI could stall on colonizing a planet.
  • Fixed bug where AI could build endless Scouts, Anti-Mine or Anti-Structure units.
  • Fixed bug with MadVasari incorrectly using militia ships.
  • Fixed "ANTIMODULE" attack type from behaving like "CanOnlyTargetModules".
  • Fixed bug where units that had missing weapon points (and thus had default ones created for them) wouldn't fire from those weapons after loading from a save game.
  • Fixed weapon and bombing data on the Advent Loyalist Titan, both Advent corvettes, the Vasari Rebel Titan, and the Vasari Nanites. Thanks ZombiesRus5.
  • Alt-Enter is now the default full screen toggle key combo. Changed to avoid conflict with Steam's overlay key combo.

This update is in memory of Ed Sarabia, whose wonderful art shines in the Sins universe.
Last edited by Yarlen; Apr 4 @ 10:52am
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Showing 1-15 of 128 comments
xstar960 Apr 4 @ 10:02am 
Awsome !
D-Armada Apr 4 @ 10:04am 
wow what an update!
Thanks alot for this update! Thank you Ed for the Art for this gem!
Damn that update.
Sweet!
Vanilla Apr 4 @ 10:26am 
nice
Great. At this point the game has probably come as far as it can on its current engine. I hope you guys and Ironclad will soon make a definitive decision on whether or not to produce a Sins-2, and if not, to sell the IP to a competent studio.
Last edited by WHIPperSNAPper; Apr 4 @ 10:30am
Awesome! Thanks for the continued support :)
balerina Apr 4 @ 10:44am 
2x more RAM usage!!!!! I dont know if 4GB will be enough, but it definitely will be a lot better than 2GB! Thank YOU!
YOU ARE THE BEST!!!!!!!!
Thank you for polishing Sins of a Solar Empire!
Support like this is why I continue to play this game. This is amazing and I really hope there is a Sins 2. Been waiting to know what's chasing the Vasari since the original came out!
Kameh Apr 4 @ 11:08am 
You guys rock, that is all :)
Very excited! Thank you!!
Very Cool! THX! FOR UPD!
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