Hi everyone,

This patch brings a large number of balancing improvements aimed at improving the pace and flow of the game.  A large part of this has been refactoring the numerical values such as shield and hull strength (one pip is now 1000 instead of 40) which now allows a little bit more flexibility when adjusting damage output and other related values.

In addition to this, a lot of work has been carried out on the final battle and general spawn behaviour of enemy fleets, which will be a bit more forgiving in places (but also tough as hell at times too!).

The team have also added some new attachments and a weapon for you to play with:

  • Overshield Pulse – gives damage resistance to hull and shield on targeted ship.
  • Suppressing Bomb – reduces the move speed, fire speed and damage of targeted ship (now the default on the Rogue).
  • Adaptive Reactor – system that restores energy when taking damage to shield or hull.
  • Overload Lance – A powerful lance that costs shield to fire.

Some other changes:

  • Added help to first story pop-up (mentions Tactical Mode and stationary shields).
  • Changed target painter VFX.
  • Changed time on suppressing bomb VFX.
  • Added Suppressing Bomb as default on Rogue.
  • Changed how the socketed Attachments for enemies are randomised. Each socket now has a 0% chance of being replaced in Sector 1, then 100% chance from Sector 2 onwards.
  • Updated target painter VFX to contain the arrow.
  • Pirate fleets should now only spawn larger ships at higher fleet scores.
  • Added “basic” variants of weapons to enemy ships.
  • Changed name of:
    • Advanced Blasts to Exothermic Accelerator.
    • Advanced Cannons to Firing Computer.
    • Advanced Lances to Frequency Amplifier.
    • Advanced Missiles to Target Tracker.
    • Auto Repair Bots to Repair Bots.
    • Charge Reactor to Reactor Regenerator.
    • Charge Shielding to Shield Regenerator.
    • Disengage to Evasion Module.
    • Force Targeting to Targeting Override.

Balancing

  • Increased the damage that Orthani and Pirate ships take by 10%.
  • Additional preset Attachments added to ships.
  • Removed x1.4 fleets to reduce unfair situations.
  • Ships will now only drop as loot on item events.
  • Adjusted XP levels to shorten path to elite.
  • Reduced base price of all ships.
  • Improved enemy patrol movement.
  • Increased speed of escorted ships.
  • Increased ship speeds and rotations.
  • Improved ship movement control.
  • Increased the number of items in shops.
  • Increased credits received from battles.
  • Adjusted formula for spawning enemy fleets to give higher bonuses to larger player fleets.
  • Reduced the duration of enemy drone squadrons.
  • Reduced chances of higher level fleets in ambush and defence missions.
  • Changed the scaling of difficulty levels to have a higher difficulty increase between sectors but lower starting difficulty.
  • Enemy ships will no longer randomise weapons in sector 1, but will always randomise weapons from sector 2 onward.
  • Start mission command ship should now have a short delay and alert on entering.
  • Added some variation to fleets in Erebus gauntlet.
  • Gunship gained an additional system slot.
  • Carrier has lost a Support slot and gained a System slot.
  • Increased the energy regeneration of all ships.
  • Slightly increased the shield regeneration of all ships.
  • Removed 1000 hull from all pirate ships.
  • Advanced Lances now also affects beam weapons and can be attached to Tech.
  • Advanced Beams has been removed.
  • Shops have a better chance of stocking rarer items.
  • Increased the hull and energy of damaged ships to be in line with bar scale up.
  • Reduced difficulty of Erebus gauntlet.
  • Increased time between fleets on Erebus.
  • Increased spawn time between Erebus fleets.
  • Enemies no longer stop other enemies from spawning on Erebus.
  • Erebus bullet launcher fires one turret instead of two.
  • HP of Erebus plate reduced.
  • Erebus trigger box for fleet one increased.
  • Erebus will always be max danger level.
  • Erebus fleets now come in on a timer instead of on objective completion.
  • Slightly increased the chances of QuestEvent2A appearing in start sector.
  • Updated advanced beams to match the advanced lances.
  • Danger level scaled up by 50%.
  • Damage resistance of Erebus reduced from 50% to 40%.
  • Updated prefabs for missile turrets.
  • Start shop Attachments updated.
  • Orbital defence platform should now have the correct shield values.
  • Refined ship definitions so that enemy ships try to use Attachments that are all useful together.
  • Tech can no longer equip offensive or energy-costing systems (Energise Weapons, Patched Repair, Reinforce Shields, Tactical Overcharger, Tactical Reloader).
  • Increased multibeam damage to be competitive with Focal beam.
  • Adjusted price to reflect this.
  • Rogue can no longer equip energy-based Attachments.
  • Rogue no longer has energy but has gained an additional support socket.
  • Lancer now has a bonus system slot.
  • Removed one barricade from Erebus gauntlet.
  • Change Erebus plate weapons to a multi beam nd turret launcher.
  • Changed Erebus core weapon to BF Torpedo.
  • Updated ship definitions to include new basic Attachments.
  • Scaling up values of ship’s hull, energy and shields based on new pip value.
  • Adjusting drones to new hull scaling.
  • Added new basic weapons to be used as standard Attachments on enemy ships.
  • Scaled up the hull of all structures to bring them in line with hew hull values.
  • Scaled the values of all weapons to be in line with the new hull, shield and energy values.
  • Scaled values of skills and Criticals based on new hull, shield and energy values.
  • Increased the values of all Attachments to scale with changes made to hull, shield and energy values.
  • Increased the value of a pip of hull/shield/energy from 40 to 1000.
  • Increased the number of drones in Orthani squadrons from 8 to 20.
  • Adjusted Attachment chances in shops and as loot drops.
  • Reduced Photon Blast range from 90 to 80.
  • Reduced Cannon range from 110 to 100.
  • Pirate Assault lost 1 weapon slot and gained one system slot.
  • Pirate Assault had its hull increased from 5000 to 6000.
  • Pirate Raider lost 1 weapon slot.
  • Pirate Raider can no longer equip blasts.
  • Pirate Raider had its hull increased from 3000 to 5000.
  • Pirate Scavenger lost 1 support slot.
  • Pirate Scavenger had its energy reduced to 0.
  • Pirate Scavenger can no longer equip storms.
  • Pirate Scavenger had its hull increased from 2000 to 4000.
  • Carrier deployables now have a 1 second charge time.
  • Reduced the activation range of mines from 25 to 15.
  • Reduced the activation time of mines from 5 to 3 seconds.
  • Reduced the amount of energy given by Jury Rigged Reactor from 3000 to 2000.
  • Reduced the energy regeneration penalty of Jury Rigged Reactor from 100% to 25%.
  • Reduced the number of drones spawned in enemy drone fleets from 20 to 10.
  • Added a 10 second cooldown to Overload Lance.
  • Reduced damage per second of Overload Lance.
  • Reduced drone HP from 200 to 100.
  • Reduced mine HP from 400 to 300.
  • Increased turret HP from 800 to 900.
  • Increased the chances of flak barrage to destroy a drone.
  • Reduced the automatons on the start mission from 4 to 2.
  • Reduced target painter cooldown from 20 to 15 seconds.
  • Increased target painter duration from 10 to 15.
  • Reduced cooldown of all bombs from 30 to 20 seconds.

Bug Fixes

  • Adjustments to ships speeds to remove circling and other weird behaviours.
  • Fix for issue where could not start a new game.
  • Fixed issue where fleets would keep spawning in Erebus.
  • Fixed issue where Orthani carriers would use Akari turrets and mines.
  • Added start ship back in to preserve saves.
  • Fixed issue where Target Painter would not show VFX when used on pirates.
  • Suppression Bomb VFX should now loop correctly.
  • Adaptive Reactor and Overload Lance should now appear in correct sectors.
  • Fixed bug where Auto Repair Bots were set as a skill.
  • Beam Attachments should now display the correct range, was 200 and should now be 180.
  • Fixed issue where suppressing bomb would not remove its effect.

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