A big update this time – lots of balancing tweaks and bug fixing.

What’s new?

  • Added outro video to game.
  • Added new Attachment, Jury Rigged Reactor I.
  • Added Advanced Beams Attachment.
  • Danger level now increases at 0.4 when jumping to a previously visited node (previously increased 1 per jump).
  • Danger level is now shown via a bar rather than just a label. This appears in game (while paused) and on the map scene. Added danger max icon to danger level display.
  • Danger Level bar now has a tooltip attached to it.
  • Tutorial popup system overhaul: each tutorial tracked individually now so will never see duplicate tutorials or miss tutorials. Re-implemented sector map tutorial.
  • Moved the View Patch Notes button, hid the Controls and Credits buttons from the main menu. Added them into the Options Panel.
  • Moved the credits and supply info to the left hand side of the screen to keep its position consistent with the battlefield UI.
  • Updated descriptions of storms.
  • Added an override so we can define what rewards reference the difficulty modifier.

Balancing changes

  • Reduced fleet level modifier to give larger player fleets a higher benefit versus enemy scaling.
  • Reduced chance of empty Sectors occurring.
  • Updated AI Tech Ships to include Systems.
  • Tech Ship energy reduced from 240 to 200.
  • Tech Ship now has a system socket.
  • Tech Ship now has access to a variety of Systems.
  • Increased the base ‘no supply’ Critical chance from 5% to 10%.
  • Reduced scaling of Credits rewarded to player.
  • Reduced starting Supply from 10 to 8.
  • Reduced chances of Supply in standard events from 75% to 60%.
  • Re-enabled hard walls for Escort missions.
  • Slightly increased the max speed of the Assault and Gunship.
  • Adjusted price scaling for weapon Attachments.
  • Reduced the price of all activated Systems.
  • Increased the price of all passive Systems.
  • Player starting ship now comes with Tactical Reloader I instead of Tactical Advantage.
  • Increased the minimum fleet level on enemy fleets.
  • Drone focus fire areas increase drone damage by x2 down from x3.
  • Reaver Mode now has a 15 second cooldown.
  • Increased the shield cost of Unstable Reloader from 60 to 80.
  • Increased the shield cost of Unstable Overcharger from 60 to 80.
  • Reduced the shield cost of Reaver Mode from 20 per second to 15 per second.
  • Reduced the damage increase of Reaver Mode by 25%.
  • Increased energy cost of Micro Ion Storm from 60 to 80.
  • Increased energy cost of Micro Volatile Storm from 80 to 100.
  • Increased energy cost of Ion Storm Generator from 120 to 160.
  • Increased energy cost of Volatile Storm Generator from 160 to 180.
  • Increased charge time of Volatile Storm Generator from 4 to 5.
  • Increased the duration of Volatile Storm Generator from 10 to 14.
  • Increased the cooldown of Volatile Storm Generator from 0 to 6.
  • Increased the energy cost of Volatile Storm Generator from 120 to 160.
  • Increased charge time of Ion Storm Generator from 4 to 5.
  • Increased the duration of Ion Storm Generator from 10 to 14.
  • Increased the cooldown of Ion Storm Generator from 0 to 6.
  • Micro storms now have a 3 second cooldown.
  • Micro Ion Storm has had its energy cost increased from 40 to 60.
  • Micro Ion Storm has had its duration increased from 5 to 10.
  • Micro Ion Storm has had its DPS increased by 50%.
  • Micro Volatile Storm has had its energy cost increased from 40 to 80.
  • Micro Volatile Storm has had its duration increased from 5 to 10.
  • Micro Volatile Storm has had its DPS increased by 100%.
  • Reduced the cooldown of Photon Blast from 8 to 6 seconds.
  • Reduced the maximum random range that AI will fire lances and blasts.
  • Timed area triggers reduced so that players are more likely to trigger them.
  • Added Mending Pulse I, Energise Weapons I and Bullet Turret Launcher I to the starting shop.
  • Updated ship prices to reflect previous ship balances.
  • Skill and critical effects are now in line with their tier 1 Attachments.
  • Removed charge time from Reaver Mode.
  • Rogue energy increased from 80 to 120.
  • Energy regeneration off all ships reduced by 50%
  • Pirate Assault hull increased from 160 to 200.
  • Pirate Scavenger energy increased from 40 to 80.
  • Pirate Dreadnought energy decreased from 200 to 120.
  • Pirate Dreadnought hull increased from 240 to 320.
  • Carrier energy increased from 160 to 200.
  • Dreadnought energy increased from 80 to 120.
  • Gunship energy increased from 40 to 80.
  • Pulsar energy increased from 120 to 160.
  • Tech energy increased from 200 to 240.
  • Scavenger ships will no longer spawn with large storms.
  • Updated shop and loot lists to take into account new Attachment pricing.
  • Increased Patched Repairs healing effect by 50%.
  • Increased Energise Weapons duration from 5 to 10 seconds.
  • Increased Reinforce Shields energy cost from 60 to 80.
  • Doubled Reinforce Shields regeneration effect.
  • Increased the cooldown of Rushed Repair from 10 seconds to 20 seconds.
  • Doubled the heal effect of Rushed Repair.
  • Rushed repair now removes 50% of healed amount over time, down from 80%.
  • Reduced Reaver Mode shield cost per second from 40 to 20.
  • Increased Reaver Mode damage bonus from +100% to +200%.
  • Increased the cooldown of Bolster energy from 10 to 15.
  • Reduced Lancer shield regen per minute from 120 to 96.
  • Reduced Gunship shield regen per minute from 360 to 288.
  • Reduced Rogue shield regen per minute from 240 to 192.
  • Reduced Tech shield regen per minute from 480 to 384.
  • Reduced Pulsar shield regen per minute from 360 to 288.
  • Reduced Assault shield regen per minute from 600 to 480.
  • Reduced Carrier shield regen per minute from 480 to 384.
  • Reduced Dreadnaught shield regen per minute from 720 to 576.
  • Reduced Command shield regen per minute from 960 to 768.
  • Increased the energy cost of all bombs from 40 to 60.
  • Sustained shield pulses now do 20% of their total heal on activated, this has been deducted from their total heal amount.
  • Reduced the range of all Sustained Pulses from 175 to 150.
  • Increased the range of all single target pulses from 105 to 120.
  • Reduced Sustained Energy Pulse energy cost from 120 to 80.
  • Reduced Sustained Energy Pulse duration from 10 to 5.
  • Increased Sustained Energy Pulse effectiveness by 100%.
  • Reduced the cost of all Sustained Energy Pulses.
  • Price of sustained damage pulses increased by 150.
  • Reduced the energy cost of Sustained Mending Pulse from 120 to 100.
  • Reduced the damage increase of Sustained Damage Pulse by 33%.
  • Increased the duration of Sustained Damage Pulse from 10 to 15 seconds.
  • Flak Barrage has had its energy cost increased from 40 to 50.
  • Flak Barrage has had its duration increased from 3 to 5.
  • Flak Barrage no longer destroys friendly drones, mines or turrets.
  • Flak Barrage is now available on Tech ships.
  • Shield Pulse now restores 50% of its total heal instantly.
  • Shield Pulse has had its energy cost increased from 40 to 60.
  • Enemy Pulsars will use shield pulse less often.
  • Mending Pulse has had its energy cost increased to 50 from 40.
  • Increased damage pulse energy cost to 60 up from 40.
  • Increased damage pulse duration to 10 seconds from 5 seconds.

Bug fixes

  • Missions should no longer end with enemies visible. This was being caused by ‘lurkers’ not adding themselves to the defence team tracker soon enough.
  • If a ship has both an attack and a move order, and the ship it is targeting dies, it will now complete the move order rather than stopping entirely.
  • Critical chance now resets for low-supply events when you receive a Critical.
  • Added tag to prevent loot scaling on fixed cash transactions.
  • Mouse cursor should no longer get stuck in the targeting state if you are targeting an Attachment at the end of a mission.
  • No enemies were appearing on Capture 1 missions on Medium Map 2, and on Capture 1 missions on Map 8 – enemies now spawn closer to reduce the chances of this happening.
  • Escort 1 Map 6 – the cargo ship no longer spawns in the environment.
  • Confirm purchase popups no longer shows at all when placing a free item (loot).
  • Pulses and storms could attempt to apply their modifier to a ship the modifier could not apply to, resulting in a null ref exception.
  • Fleet Browser button now has a symbol displayed on it when there is an available skill socket.
  • Quests should no longer replace shops.
  • Quests should now always appear to the right of the player, unless there are no nodes available, at which point the system will try to pick a node to the left. If there are no nodes to the left then the quest is added to the next sector. There is a base 50% chance that the next step in the quest will occur in the next sector, regardless. If there are no available nodes in front of the player’s position in the Sector there is only a 10% chance that the quest will be placed on a node behind the player (it will be put into the next Sector).
  • Buckshot aiming finally fixed by adjusting turret aiming code.
  • Enemies only visible to allied NPCs should now appear on the minimap correctly.
  • Corrected tutorial popup that mentioned 5 Criticals instead of 3.
  • Corrected Supplies tooltip on the map scene
  • Added drone bullets and missiles for the Akari so they don’t have to share with the Orthani anymore.
  • Item price colours should now update whenever you spend/gain money.
  • Ship buttons can now cope with ships with no shields.
  • Fixed position of the tooltips on the Danger Level and the Supply icons.
  • Tutorial update for Sector map. Minor adjustments to the other two tutorials. Fixed a typo on a system title.
  • Danger Level tooltip typo fixed.
  • Updated Danger Level tooltip to have correct colour.
  • Updated Akari missile drone to use same colour missiles.
  • ‘Other’ shop items e.g. Supply, now change the colour of their price label based on affordability, in the same way as ships and attachments.
  • Turret drone launcher could only have one drone active—can now have multiple drones active.
  • Can now apply Energise Weapons attachment to Tech ship—socket was locked before.
  • Changed map feature text for one of the lost cargo beacon events.
  • Button script had accidently been attached to half of the map background. Also adjusted tooltip on Danger Level bar.
  • Tweaked one of the shops down from max 30 to max 20 items.
  • Fixed the Danger Level position in the Battlefield UI. Fixed anchoring on Danger Level.
  • Fixed anchoring on the new Danger Level bar and tidied up the ‘No Supply’ warning.
  • Updated textures for the Supply/Credits displays.
  • Energy Regen skill adds an extra energy block – appears all energy regen things were doing this.
  • Turtle Mode now has the correct price.
  • Force Targeting and Disengage Attachments now have correct price.
  • Added the NoShields Icon to the correct atlas.
  • Updated the sizes of the Medium Skills Icons for the Skill Panel.
  • Changed the skills available marker to a sprite instead of a button.

Leave a Reply