It seems that you're using an outdated browser. Some things may not work as they should (or don't work at all).
We suggest you upgrade newer and better browser like:Chrome,Firefox,Internet Explorer orOpera

×
arrow-down2arrowcart2close4fat-arrow-leftfat-arrow-rightfeedbackfriends2happy-facelogo-gognotificationnotifications-emptyownedremove-menusad-facesearch2wishlist-menuwishlisted2own_thingsheartstartick
high rated
Patch 1.85 (23rd June 2016)

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.

Patch 1.84 (20 June 2016)

Modders can now design ships with the ability to destroy planets. Added a new buffInstantActionType "RuinPlanet" to accomplish this. An example ability called "AbilityRuinPlanet.entity" demonstrates its usage.
Fixed moveAreaRadius and hyperspaceExitRadius being defined in scenarios and the randomizer. e.g. Randomly generated planets will now take the appropriate values from their entity definition.
Added backwards compatibility for any user made maps that were created using version 4 (the latest prior to this update). All standard maps have been updated to version 5.
Fixed "Wail of the Sacrificed". "ApplyBuffToTargetsAtAdjacentOrbitBodies" now affects all adjacent bodies regardless of whether they have been explored or not.
Fixed "Planet for a Planet". Fixed Research modifier "ApplyBuffToAllOwnedShipsWhenOwnedPlanetFalls" from affecting all players. It now only affects the player who owned the planet.
UseCostType "ResourcesAndMustHaveCapitalCrew" now allows designer to specify the capitalShipSlots and regular shipSlots.
Fixed bug where there was no music to play in the interim between frontend and entering a new match.
Added a new BuffInstantActionType "GiveExperience"
Modders can now specify up to 9 titans to build in the menu.
PlanetBombingAbsorption now shows up in tooltips and displays in red if the values have a negative impact on the player.
Advent Illusion frigates now refund for the correct amount (zero).
Fixed ResearchCostAdjustment not always displaying the correct color in tooltips.
Fixed crash when a capital ships dies and the player is using Polish.
Optimization improvements for online play.
Stability improvements to ICO.
Removed Stardock Activation requirement.
Added various GOG Galaxy integration features.
Added a new "Invite Friends" button.
Fixed a bug where under certain conditions the Ai would not build new ships until a Titan has been built
Fixed bug where under certain conditions players couldn't join their friend's passworded game.

Patch gog-3 (18 December 2015)


This update fixes an issue with the DLC content not being available in the game.
So the new dlc does come with the new patch, or will it be released later?
avatar
Whereaminow25: So the new dlc does come with the new patch, or will it be released later?
https://www.gog.com/game/sins_of_a_solar_empire_rebellion_outlaw_sectors_dlc
high rated
Dunno when it was updated but 1.86 was added to GoG already:

Patch 1.86 (18th November 2016)
Advent Reanimation and any other form of cloning will no longer clone Militia units.
Truce Amongst Rogues is now with just the pirates - not rebels, neutrals or militia.
Modders can now make use of the new ResearchModifierTypes "FriendlyWithPirates" and "FriendlyWithRebelNeutrals" in addition to the original "FriendlyWithPiratesRebelNeutrals".
Fixed smuggling data showing up when looking at crystal or metal tooltips. Smuggling only affects credits.
NPC and Militia carriers now build their strikecraft squadrons.
Militia will now spawn carriers.
Militia no longer receive research benefits that are tied to weaponclass. This solves the problem of races who don't use the militia ship classes being at a research disadvantage.
Mod users no longer need to move their mods to a new mod folder if the executable version changed unless the new game version breaks the previous version's mods. (e.g. 1.85 mods can stay in the Mods-Rebellion v1.85 folder even though this is game version 1.86).
CPU optimizations in large battle situations, late game situations and mass militia situations.
Reduced memory usage (particularly during large battles).
Reduced memory fragmentation (particularly during large battles).
AI CPU and memory optimizations.
high rated
Changelog for Patch 1.90 (added 04 April 2017):

- Added user interface scaling for 4K and other large resolutions.
- Large Address Aware (LAA) is now enabled. 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 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.
- 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 waves you will need to revert back to ogg files.
- 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 hyperspacing 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).
- Fixed bug where exiting a mod that setup starbases as tradeports as part of the galaxy creation process would crash the game on exit.
- 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.
- 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.
- 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.
- Reduced particle sizes of Gamma Ray Burst random event.
- Reduced particle size of Pulsar beams.
- Fixed slowdowns caused by Steam DLC queries.
- Alt-Enter is now the default full screen toggle key combo. Changed to avoid conflict with Steam's overlay key combo.
- In memory of Ed Sarabia, who's wonderful art shines in the Sins universe.
Please make an actual patch available not just a new full game installer.
high rated
Changelog for patch 1.91 / (Windows) (added 27 September 2017):

- Fixed user interface scaling for missions.
- Fixed "Failed to Initialize COM" error.
- Fixed variable tag for some languages.