TABLE OF CONTENTS
ITEMS, CARRIER UPGRADES & CO-PILOTS
- Colossal Hull Plating MK1
- Bonus Max Hull increased from 10,000 to 15,000
- Bonus Hull Regen increased from 15 to 20
- Colossal Hull Plating MK2
- Bonus Max Hull increased from 15,000 to 30,000
- Bonus Hull Regen increased from 15 to 20
- Colossal Shield Generator MK1
- Bonus Max Shield increased from 10,000 to 15,000
- Bonus Shield Regen increased from 30 to 35
- Colossal Shield Generator MK2
- Bonus Max Shield increased from 15,000 to 30,000
Dev Comment:
Currently, you can rush the carrier down instead of fighting the enemy fleet first. Hopefully this should make it a little harder to do so. While being able to rush the carrier isn’t entirely bad we would like late-game fights to last much longer and be more of a final push, alongside some other changes this should work out.
- Small Energy Core Amplifier
- Bonus Energy Regen increased from 1.75 to 2.5
- Passage Small Energy Core Amplifier
- Bonus Energy Regen increased from 2.9 to 4
- Medium Energy Core Amplifier
- Bonus Energy Regen increased from 4.375 to 6
- Accelerated Medium Energy Core Amplifier
- Bonus Energy Regen increased from 6 to 8.5
- Deflector Medium Energy Core Amplifier
- Bonus Energy Regen increased from 8 to 11.5
- Large Energy Core Amplifier
- Bonus Energy Regen increased from 11 to 16
- Experimental Large Energy Core Amplifier
- Bonus Energy Regen increased from 22 to 32
- Small Afterburner
- Bonus Max Speed increased from 20 to 25
- Bonus Acceleration increased from 20 to 25
- Nitro Small Afterburner
- Bonus Max Speed increased from 25 to 28
- Bonus Acceleration increased from 25 to 28
- Medium Afterburner
- Bonus Max Speed increased from 62.8 to 78.5
- Bonus Acceleration increased from 62.8 to 78.5
- Smuggler Medium Afterburner
- Bonus Max Speed increased from 75 to 94
- Bonus Acceleration increased from 75 to 94
- Large Afterburner
- Bonus Max Speed increased from 93.75 to 225
- Bonus Acceleration increased from 93.75 to 225
- Energy Regen cost increased from -8 to -13
- Small Kinetic Slug
- Flight Time increase from 0.5 to 0.6
- Medium Kinetic Slug
- Flight Time increase from 0.5 to 0.6
- Large Kinetic Slug
- Flight Time increase from 0.5 to 0.6
- Small Kinetic Bullet
- Flight Time increase from 0.5 to 0.6
- Small Kinetic Bullet
- Flight Time increase from 0.5 to 0.6
- Medium Kinetic Bullet
- Flight Time increase from 0.8 to 0.85
- Large Kinetic Bullet
- Flight Time increase from 1.1 to 1.15
- Small Railgun Turret
- Energy Cost decreased from 7 to 5
- SHOK Small Railgun Turret
- Energy Cost decreased from 8 to 5
- Medium Railgun Turret
- Energy Cost decreased from 22.5 to 15
- BOLT Medium Railgun Turret
- Energy Cost decreased from 30 to 21
- Cruugul’s Experimental Railgun
- Energy Cost decreased from 22.5 to 15
- Large Railgun Turret
- Energy Cost decreased from 80 to 56
- Sensor Calibrator
- Bonus Sensor Strength increased from 0.1 to 0.2
- Sensor Augmentor
- Bonus Sensor Strength increased from 0.175 to 0.3
- Small Hull Reconstructor
- Energy Cost increased from 50 to 75
- Castle Small Hull Reconstructor
- Energy Cost increased from 25 to 40
- Medium Hull Reconstructor
- Energy Cost increased from 150 to 188
- Continuum Medium Hull Reconstructor
- Energy Cost increased from 180 to 250
- Large Hull Reconstructor
- Energy Cost increased from 450 to 560
- Small Shield Injector
- Energy Cost increased from 50 to 60
- Medium Shield Injector
- Energy Cost increased from 150 to 180
- Velox Shield Injector
- Energy Cost increased from 25 to 30
- Large Shield Injector
- Energy Cost increased from 450 to 540
- Zeal Large Shield Injector
- Energy Cost increased from 150 to 180
- Phantom Medium Energy Leech
- Energy Drain amount decreased from 90 to 80
Dev Comment:
The Phantom Medium Energy Leech during playtesting seemed to be a little too oppressive during testing and, compared to the other variants, it was quite a lot better. This should bring its draining power in-line with other tiers. From around -22.5 energy/s to -20 energy/s.
- Small Shield Generator
- Bonus Max Shield increased from 300 to 375
- Amplified Small Shield Generator
- Bonus Max Shield increased from 400 to 500
- Medium Shield Generator
- Bonus Max Shield increased from 900 to 1,125
- Efficient Medium Shield Generator
- Bonus Max Shield increased from 1,035 to 1,300
- Large Shield Generator
- Bonus Max Shield increased from 2,700 to 3,375
- Overlocked Large Shield Generator
- Bonus Max Shield increased from 3,250 to 4,050
Dev Comment:
After our Shield Regen changes, shields still seem to be underused and underperforming so we’ve increased the Shield Generators to give a more similar amount of HP increase as the Hull Plating. However, still not the same, it is 25% more than before than the old Shield Generators but is roughly 4-5% less than Hull upgrades. Use Shields & Railguns!
- Small Projected Reconstructor
- Hull Restored per tick increased from 17.5 to 52.5
- Medium Projected Reconstructor
- Hull Restored per tick increased from 52.5 to 100
- Large Projected Reconstructor
- Hull Restored per tick increased from 158.125 to 165
- Small Projected Shield
- Shields Restored increased from 36 to 199
- Medium Projected Shield
- Shields Restored increased from 116 to 380
- Large Projected Shield
- Shields Restored increased from 350 to 627
- Large Missile Launcher
- Firing direction changed from ‘Forward’ to ‘Free-Fire’
- Rychus [Co-Pilot]
- Intrinsic Effect Bonus increased from 15% to 30%
- Removed as a Default Co-Pilot
- Credit Cost Increased from 600 to 3.500
- Is now “Augmented” (Purple) rarity
- Strafe [Co-Pilot]
- Bonus Speed increased from 100 to 200
- Bonus Acceleration increased from 200 to 250
- Rush effect duration increased from 15 to 20 seconds
[NEW FEATURE]
- Patch [Co-Pilot]
- New Default Co-Pilot
- Bonus 100% of your Shield Regen into Hull Regen.
- Can be purchased from the Neutral Shop for 500 Credits.
SHIP CHANGES
[GLOBAL CHANGE]
- All Ship Movement
- Turn Speed increased by ~50%
- Drag increased from 0.4 to 0.65
- Max Speed increased by ~50%
Dev Comment:
We have had a lot of feedback on how the ships feel and control. Hopefully this clears up a lot of issues people have with ships feeling like they’re “on ice” or really uncontrollable.
- Ribeti [Cruiser]
- Passive Intrinsic: Enhanced Leech Projector [REMOVED]
- Upgrade Slots increased from 2 to 3
- Max Energy increased from 1,750 to 2,000
- Energy Regen reduced from 16 to 12
[NEW FEATURE]
- New Active Intrinsic: Void Beam (W)
The Void Beam acts similar to the Battleship siege beams, however instead of dealing damage, it will drain 150 Energy per Second to ships caught within the beam. This beam also pierces, draining energy to all ships caught inside, slows enemies by 20% for 1.5 seconds each beam tick, the beam lasts for 6 seconds. Costs Energy 350 to use.
[NEW FEATURE]
- New Passive Intrinsic: Propulsion Nullifier
The Ribeti has also gained a new passive, Propulsion Nullifier. This passive applies a Slowing effect to enemies damaged by Beams with the Ribeti. On impact, the slowing effect is applied and slows for 10% for 1.5 seconds.
Dev Comment:
The Ribeti has been an awkward ship to use and balance recently as it either does really well or really bad in combat. These changes should give players counterplay to avoid the Ribeti’s huge energy leech potential while still allowing it to drain enemy ships. The Ribeti in its current state would have a hard time aiming itself towards targets, so we have added the new Slowed status effect, beams fired from the Ribeti apply Slowed, and the main Void Beam. The extra upgrade slot should allow it to compete with other cruisers in terms of hitpoints or to specialize in different upgrades. Max energy increase and regen decrease is to punish players who keep missing their Void Beam, it does cost a fair amount of energy to use, so missing will be costly!
- Maclura [Frigate]
[NEW FEATURE]
- New Active Intrinsic: Controlled Magnetic Overload (W)
Controlled Magnetic Overload costs 400 Shields to release a wave around the Maclura, slowing enemy ships by 40% for 3 seconds. Then, increase shield regen by 20 for 6 seconds. 6 Second Cooldown.
- Escutcheon [Frigate]
- Can no longer be selected as a Default Ship
- Upgrade Slots increased from 2 to 4
- Active Slots reduced from 3 to 2
- Should be more controllable to move
- Max Hull increased from 900 to 1,950
- Max Energy increased from 550 to 650
- Passive Intrinsic Rapid Reconstructors Hull Restore bonus increased from 65% to 100%
- Gas Cost increased from 90 to 150
- Crystal Cost increased from 30 to 45
- Metal Cost increased from 150 to 225
[NEW FEATURE]
- New Active Intrinsic: Immobilizing Projection (W)
Immobilizing Projection costs 200 Energy to apply an area of effect Immobilizing burst around targets hit by Projected Restoration (Hull & Shield). The Immobilized, lasts 1.75 seconds and applies to respective Active Abilities for 3 seconds, additionally deals 175 Kinetic Damage in the area. 14 second cooldown.
- Aconite [Cruiser]
- Intrinsic Active: Long Range Scanner Sweep (W)
- Energy Cost increased from 250 to 275
- Reveal radius increased from 400 to 750
- Sweep Effect now displays accurate range
- Intrinsic Active: Long Range Scanner Sweep (W)
- Scarab [Battlecruiser]
- Max Shield reduced from 3,000 to 1,500
- Max Hull increased from 4,000 to 5,500
[NEW FEATURE]
- New Active Intrinsic: ‘Gorge’ Pincer-Cutter (W)
Fire a tiny front-firing dual beam that drags targets into it on impact, 410 Kinetic damage a second, lasting 6 seconds. Costs 300 Energy and has a 21 second cooldown.
- Weta [Battleship]
[NEW FEATURE]
- New Active Intrinsic: Axiom Rally (E)
Give allied ships, including yourself, 20% cooldown reduction and efficiency for 5 seconds, lasting 1 second. Costs 600 Energy, 20 second cooldown. Does not affect Intrinsic Abilities.
- Excavator [Cruiser]
- Max Energy Reduced from 1,125 to 570
- Energy Regen increased from 16 to 48
[NEW FEATURE]
- New Active Intrinsic: Emergency Overload (W)
Become Resistant and Slowed by 95% for 15 seconds, stopping all incoming damage temporarily. After 15 seconds again 1500 Max Speed and Acceleration for 5 seconds. 180 second cooldown. 300 Energy Cost.
- Cicuta [Battlecruiser]
- Max Speed increased from 2,275 to 2,800
- Acceleration increased from 2,275 to 3,500
- Max Hull reduced from 2,500 to 2,000
- Max Shield increased from 4,500 to 4,750
GENERAL GAMEPLAY
- Top Left / Bottom Right Plague Camp
- Changed Initial Wave to:
- x2 Plague Parasite [Frigate, Energy Drain]
- x3 Plague Collector [Frigate, Armor Piercing]
- Changed Escalation I to:
- x1 Plague Overseer [Battlecruiser, Armor Piercing]
- x2 Plague Parasite [Frigate, Energy Drain]
- Changed Escalation II to:
- x1 Plague Mutant (Uncaged-R111) [Battlecruiser, Phasing, Gravity Well]
- x1 Plague Overseer [Battlecruiser, Armor Piercing]
- x2 Plague Parasite [Frigate, Energy Drain]
- Changed Initial Wave to:
Dev Comment:
The Plague camps on Tymata are the two hardest camps located in the two corners of the map. We do like this, but believe it would be nice to be able to do the first wave without dying instantly to the Battlecruiser as ships at the beginning of the game usually are Frigates with high Hull Strength. These wave changes would make it easier to complete earlier on and make it escalate in difficulty more slowly. This should allow people to obtain the Calibrated variants of Shield Generators earlier on as well. (Kill the parasites, they’re more powerful than you might expect!)
- Ship Friction
- Ship Friction reduced from 0.15 to 0.1
- Asteroid Friction
- Ship Friction reduced from 0.6 to 0.4
- Immobilized [Status Effect]
- Now has Immobilized duration affected by effect strength (Rychus)
[NEW FEATURE]
- Slowed [Status Effect]
- Slows the targeted ship’s Max Speed and Acceleration by a fixed amount or percentage.
- Targets slowed by a percentage take the target’s current Max Speed/Acceleration. Slowing a target more than once will take a percentage of the slower amount each time a new stack is applied
[NEW FEATURE]
- Resistant [Status Effect]
- Will negate all incoming damage, completely, regardless of damage type
- Taking damage while resistant will still trigger your combat timer
[NEW FEATURE]
- Asteroid Dust
- After harvesting an asteroid, there is a 25% chance to spawn an asteroid dust cloud on the harvester’s position
- The Dust Cloud reduced the vision of all ships inside by 20%
- Dust clouds stack
- Dust clouds last 30 seconds
OPTIMIZATION
- Mining Outpost Highlight
- Increased the accuracy of the mouse-over highlight on the capturable mining outpost
- Loading Screen
- No longer freezes the game window
- Bar is now more accurate
CONTROLS
[GLOBAL CHANGE]
- Reversing
- Double all ships reversing speed
VFX, SFX & UI
- Lamna HP Bars
- Fixed the Lamna’s HP Bars clipping inside the ship
- Large Container UI
- Fixed an issue where the “Box” icon on large containers wouldn’t track the container model
- CoPilot Voice Lines
- All CoPilots now have a “Locking” voice line
- Carrier Warp
- During the vote timer, there will be a ping to display where the carrier will be warping to
- Passive Intrinsic Slots
- Passive Intrinsic slots now display in the same row as Passive slots
- Warping Animations
- While spooling and warping it will look a little nicer
Dev Comment:
We still have big plans for changing how to display warping and general counterplay, this is just to not make it look so awful.
- Ship Z-Rotation
- Fixed an issue that would cause rotating on the Z-Axis to gitter
- Fixed an issue that would cause stationary ships to wobble
NEW SHIPS
[NEW FEATURE]
- Slipmaw (Battlecruiser – Utility)
The Slipmaw is a unique utility-support ship, able to teleport projectiles and ships to the directed location by objects going into the portal located on the front of the ship
- Active Slots: 3
- Upgrade Slots: 5
- Intrinsic Passive: Dark Rift
Your ship has a “Dark Rift” in the front of the ship. This rift teleports ships and projectiles to the “Dark Rift Exit”. Hostile ships that pass through your portal will be slowed by 50% for 3 seconds and allies that pass through your portal become Resistant for 3 seconds.
- Intrinsic Active 1 (W): Dark Rift Exit
Open your exit portal at the target location within 1500 range and no closer than 80 range. Getting too close or too far away will close your exit portal. Costs 1,000 Energy, 40 second cooldown.
- Has an increased turning speed compared to others in Battlecruiser class