We were finally able to defeat all the technical challenges and deployed a new patch for the game. You will find the details below.
Some of these changes may require additional fine turning. We welcome player feedback through CS tickets from the in-game bug reporter or on Discord
NEW AND IMPROVED GAME MODE: CERES AWAKENS (AVAILABLE FOR A LIMITED TIME)
Some of you may remember the “Ceres Awakens” event we did for PC a couple of years ago. By popular demand, we’re bringing the game mode back with a few improvements.
Ceres Awakens will run through the end of July. For more information, please visit the Ceres Awakens announcement.
Now Available on PlayStation®4
The first time we tried Ceres Awakens, we found some tech issues that limited it to PC only. This time around we were able to solve the issues, so now our PS4 Captains can also play the game mode!
Faster gameplay and a new boost
This game mode is intended to be frantic and fast-paced, but the frequency of tech cache spawns was too slow and the duration of the buffs was too short, so players didn’t really take advantage of the caches.
We decided to have a chaotic bombardment of tech caches and extended the length of buffs so that you can keep the action going if you are picking them up regularly.
We also wanted to add something new, so we included a rapid-fire buff to the list of possible tech caches.
Increased frequency of tech cache spawning to 3 every 30 seconds.
Increased length of buffs from 20 seconds to 30 seconds.
Added a rapid-fire buff to the list of randomized buffs (it will increase the fire rate by 40%).
Now with bots!
We also added the ability to have the games fill with bots to help get matches quicker. The bots will not go for Tech caches, so if you are in a game with bots make sure someone on your team is picking them up.
Added the ability for bots to fill slots to help reduce queue times.
Minimum team size is 6.
Recruit - Max bots 10, Min players 2.
Veteran - Max bots 6, Min players 6
Legendary - Max Bots 2, Min players 10
Let us know what you think, and how else we can make this mode more fun.
GAME IMPROVEMENTS
Better AI Bots
We know that the current bots don’t help as much as we want at times, so we are looking at ways to make them feel like contributing members of the team.
We found that bots were not using their modules in the most effective way, so we created new rules and improved the “thinking” of the bots so they can better in deciding which modules to use in any given battle scenario.
There is much more we want to do to improve the AI and decision making abilities of our bots, but this should give them more tools to be a threat. Let us know what you think, we welcome player feedback.
Improved bots so they can and will use their modules.
We wanted to make Proving Grounds a more challenging mode of PvE gameplay. These matches will now feature a 6 vs 8 format: your team size is now limited to 6 players, but you will face an enemy team of 8 bots.
This team size change combined with our better bots should make these matches a bit more challenging.
It’s important to note that Proving Grounds matches are often one player and bots vs a team of bots. However, you can join as a squad if you want to play with other humans in your team.
Artillery Cruiser - Improved Siege Mode
Siege mode has been a rarely used module for two reasons. First, it didn’t do anything that couldn’t be done better with other modules. Second, it was also too easy to miss as the projectile is very slow-moving and its area of effect didn’t help if it never exploded.
For these reasons, we decided to add proximity detonation so that it could hit more consistently. Additionally, we increased the AOE slightly and increased the damage to be competitive. We will be watching how this performs to see if the changes work as intended.
Projectiles now detonate within 300m proximity.
Area of effect from 700m to 850m.
Damage changes
T1 from 4000 to 5000 per shot.
T2 from 3250 to 5000 per shot
T3 from 3200 to 6250 per shot - Numer of shots from 5 to 4.
T4 from 3335 to 7500 per shot - Number of shots from 6 to 4.
T5 from 3430 to 8750 per shot - Number of shots from 7 to 4.
Artillery Cruiser - Improved Damage Auto-beams
Damage Auto-beams were underperforming so we decided to give them a boost. We also decided that the duration needed to be reduced so that you have to be more deliberate when you use it.
The cooldown was also reduced so it is available more often per encounter. Again, we will watch how this performs to ensure we didn’t go too far.
T4
Active time reduced from 80 to 50.
Cooldown decreased from 45 to 35.
Increased damage to 2100dps
T5
Active time reduced from 90 to 60.
Cooldown decreased from 40 to 30.
Reduced refire time to 0.5 and refire cooldown to 1.0 to be consistent across tiers.
Increased damage to 2800dps
Rebalanced Assault Blink Warp
We have received feedback about the Assault Blink Warp being a bit too strong, so we wanted to pull it back just a bit. We didn’t want to just reduce damage and make it useless, so we reduced enough that you need to either boost the damage or soften up the target in order to use it for an execution.
While investigating this issue, we also found that if you were touching the target when using the module, you sometimes won’t hit. We implemented a fix for this as well.
Assault Blink Warp has reduced damage
T3 - No Change
T4 - Damage reduced from 15000 to 14000
T5 - Damage reduced from 20000 to 18000
Hit detection should now trigger their starting point with more consistency for those times when you are touching your target at the beginning of the warp.
Stronger Stasis Auto-beams
We’ve also heard that the Assault Blink Warp was hard to counter if the enemy was good at it. So, we decided to strengthen the stasis auto-beams so they could be used to counter the assault blink warp tactic.
This won’t help you if the enemy sneaks up on you, but if you see them coming this can help keep them out of ABW range for a bit longer.
T3
1 beam (no change)
Refire time 2s (from 4.5s)
Effect duration 1s (from 3.5s)
Range 1500m (no change)
T4
2 beams (from 1 beam)
Refire time 1.5s (from 3.5s)
Effect duration 1.5s (from 3.5s)
Range 1650m (from 1500m)
T5
3 beams (from 2 beams)
Refire time 1s (from 2.5s)
Effect duration 1.5s (from 5s)
Range 1800m (from 1500m)
Improved Weapon Breaker - now affects healing weapons
Another long-standing concern has been the effectiveness of the “heal-ball” strategy. To give players another tool to combat this, we decided to add a healing debuff to Weapon Breaker missiles so that it will affect healing beams as well.
Weapon breaker debuff now reduces healing weapons.
MARKET IMPROVEMENTS
Bundles Filtering
It has always been difficult to find what you want in the market bundles tab, as all the bundles are listed out with no real sorting or filtering options available.
We decided to add more filtering options to help you find what you are looking for. The previous functionality of filtering by either Captain Vanity or Ship Vanity still works as before, but now includes subfilters for each group.
You can now filter by more item types in the Market Bundles tab. This will need a usability pass so feedback is appreciated.
“Limited” Tag On Seasonal Items
We have always had seasonal items in the market that are only available during certain times of the year. This hasn’t been as obvious due to our releases being very spread out. In the future, items will start leaving and entering the market more regularly.
In order to communicate to players what items have limited availability, we added a “Limited” tag to show which items are only available for a limited time.
Added Limited tag for seasonal or short-term promotional items.
BUG FIXES
PC - Global Chat
There has been a long-standing issue on PC where if you queue for a match immediately, then open the chat window, it would fail to join Global or language-specific chat rooms. We have changed this so that it only restricts joining chat rooms if a match has already been found.
You can now join global chat and language chat rooms while queued for a match. It will only fail if you found a match already.
PC - Includes the previous patch
Due to some unforeseen issues, we were only able to push the previous patch to PS4. Please see the previous patch notes to see the changes from that update.
As we said at the beginning, some of these changes may require additional fine-tuning.
We welcome player feedback through CS tickets from the in-game bug reporter or on Discord
As always, many thanks for playing our game. We’re looking forward to seeing you in battle!
Ray Dog and the Engineers of Sinley Bay
Halloween Update
New Items:
Dead Horde Bundle - The Havoc forecastles, coating and emblem are available to purchase in this bundle.
Raven Figurehead - Special forecastle with Figurehead for Akula Vector Dreadnoughts!
Tattoos and tints - Look in captain customization for some new tattoos and tints available.
New Hero Ship Indrik - Akula Vector Tactical Cruiser enabling the ship and all it's included vanity items.
Aegis Retrofit - Aegis ship parts for your Jupiter Arms Dreadnoughts.
Previous Halloween items are discounted 50%.
Balance Changes:
Dreadnoughts - All primaries damage have been revised to make them viable to use over secondary repeaters. This change was in response to feedback that repeaters were required on dreadnoughts as their primary weapons were not doing comparable damage. This reduced the options on dreadnoughts since you couldn't effectively choose any other secondary weapons. Anyone who didn't know this, was doing sub par damage due to the assumption that the primary weapon should be better in most circumstances.
Corvette Beam weapons - Increased the base damage of beam weapons. Changed the falloff so that it only drops off 50% outside of optimal range(901-1200) from 90% and drops to the 90% at max range(1201-1400). As a secondary weapon, beam weapons were underperforming in their intended function of close range combat due to the damage falling off so abruptly and dramatically. We still want them to do optimal damage at short range, but didn't want them to
Desperate Measures - Reduced the full Ability Refresh to 20s cooldown reduction. We have received a ton of feedback on how to deal with Desperate Measures. Many feel that it just gives too much benefit as an officer briefing. We decided to take a slow approach to applying nerfs to this module to make sure it remains useful. It didn't make sense to get all your energy and all your modules back, but we also didn't want to take it away completely as that felt too extreme. As a comprimise, we decided to reduce the benefit of ability cooldown reduction so it only refreshes some abilities or only if they were already on cooldown, meaning you can't fully unload on someone twice in a suicide mission. This is a heavily used officer briefing, so we will need to watch how this changes playstyles and make appropriate additional changes if they are needed.
Scylla Torpedo - Increased the steering time and decreased the turn speed. Also increased the arm time to 2.5 seconds. The first part was just a general tweak to keep it tracking longer as this was intended, but allow fast moving ships the ability to potentially dodge it at the last minute. The last change was to alleviate the problem where moving forward too fast could have the torpedo explode in your face.
Bug fixes:
On Sale percentage tag now displays so you know what items are on sale and by how much.
Market carousels now wait longer if you click one of the page dots to view a particular item.
Credits Boost Weekend
This weekend we are adding a boost to Credits earned in all matches. It will apply after server restarts on Thursday 6/6 at 10AM CT (4PM GMT) and last until Tuesday 6/11 at 10AM CT (4PM GMT).
This Credits Boost should be in the range of 50% to 100% increases to the Base Rewards and Performance Rewards at the end of a match. All current modifiers will apply to these new totals including Battle Bonus, Win Bonus, First Win of the Day, Elite Status and Elite Status from Teammates.
In the past we had run Double XP events but we have since permanently applied the Double XP rates to PC and PS4 servers. We will look at the feedback from this event as a guide to future boost events.
One additional note:
We have permanently adjusted Battle Bonus as follows: Legendary cost has been reduced from 8,000 Credits to 6,800 Credits and the recharge timer has been reduced from 30 minutes to 25 minutes. Veteran cost has been reduced from 1,500 Credits to 1,250 Credits.
See you in orbit.
Lunar New Year XP Event
Enjoy Bonus XP, new Market items, and gifts from January 31st until February 11th!
Once every year all of Sinley Bay comes together to celebrate a new lunar cycle, a tradition held since before humanity left its place on Earth to colonize the stars. Captains toast to good luck and fortune in the coming year while collecting some extra experience on the field of battle.
Enjoy Bonus XP - battle rewards have been supercharged! From January 31st until February 11th XP rewards from in-game events and end-of-game bonuses for both Ship XP and Free XP are increased. Even better, all your Battle Bonus and Elite Status bonuses will benefit from this boost too!
As a special bonus, all players who log in on February 4th will be granted 7-Days Elite Status! This reward will be gifted to eligible players later that same week, and does not begin counting down until they next log in to Dreadnought.
Hildisvini Emblem will be FREE in the Market during this event! Navigate to the Featured tab of the in-game Market to acquire it and other discounts! New items celebrating the Lunar New Year and heralding the end of winter have arrived too.
The Lunar New Year Bonus XP Event will take place at the conclusion of maintenance on January 31st for both PC and PS4. Downtime is set to take place from 2:00 PM - 3:30 PM CT.
During this downtime we will also be delivering a hotfix for both platforms: on PC we will be addressing the Corvette’s Armor Amp module, and on PS4 releasing the hotfix to player-reported critical issues delivered to PC on 1/24 (including the Armor Amp balance change).
We are reducing the active duration of Corvette Armor Amp from 15 seconds to 5 seconds at all tiers.
Our team will continue monitoring player feedback and make additional improvements as needed. Look forward to our next game update later in February!
'Legends Redefined' 1/24 Hotfix Notes
BUG FIXES
We have lowered the Battle Bonus recharge cost for Legendary fleets to 11000 credits from 12500 credits. We will continue to monitor matchmaking and reward income across all fleet ranks to determine if additional adjustments are warranted.
Reduced Rupture Ram damage from 25,000 to 15,000 at T4 and 35,000 to 20,000 at T5. Made the applied buff on ability activation behave the same as the other rams.
Resolved an error where Tartarus Missile was applying Rupture effect. Tartarus Missile now applies: stasis, module disruption, and energy drain debuffs as expected, all gameplay and tooltip information is also displayed correctly.
Queuing for 'Any' no longer removes the Quickplay menu option.
Resolved an issue where loadout details would not be visible when mousing over ship selection in Orbit or Respawn screens
Selecting Customer Support from the Bug Report page now loads the correct contact us webpage
** The team is still investigating the power of Corvette's Armor Amp and gameplay inconsistencies based on player feedback and will be making further updates to address these areas. We believe it best to release what we are able to in a timely fashion and continue to make further improvements as they are available, and will have more info on our next patch for these issues soon. Thank you everyone for your continued feedback, passion, and support!
Legends Redefined Game Update Notes
Our first big update of 2019 restructures the fleet tiers players battle within, invigorates battle bonus rewards with more meaning, and gives armored-up enemies something new to fear!
The 'Legends Redefined' game update will go live Friday January 18th @ 3:00 PM CT at the conclusion of maintenance.
Fleet Tiers Adjusted!
The ship tiers that comprise Veteran and Legendary Fleets have been adjusted!
Veteran Fleets are now built using Tier-II and Tier-III ships, while Tier-IV and Tier-V ships are exclusively in Legendary. We believe this change will begin alleviating some of the player-reported concerns with matchmaking queue times and progression speed.
More improvements are planned to address player feedback. Stay tuned!
Battle Bonus Values Updated
In line with the adjustments to Fleet Tiers, Battle Bonus percentages have been improved! Battle Bonus will now apply an increasing bonus percentage based on the number of ships in your fleet.
Here's the percentage reward for each ship added to your fleet:
Credits Multiplier Recruit
+0% per Tier I Ship
+5% per Tier II Ship
Veteran
+5% per Tier II Ship
+20% per Tier III Ship
Legendary
+25% per Tier IV Ship
+65% per Tier V Ship
Ship XP Multiplier Recruit
+5% per Tier II Ship
+5% per Tier II Ship
Veteran
+5% per Tier II Ship
+25% per Tier III Ship
Legendary
+40% per Tier IV Ship
+50% per Tier V Ship
(For example: The Battle Bonus for a full Veteran Fleet with three Tier II ships and two Tier III ship would be a combined: +55% Credits, +65% Ship XP, and +30% Free XP).
Free XP percentage awarded remains a static +30% for Veteran and Legendary fleets.
The Credits cost to replenish Battle Bonus before the timer has been updated as well to fit these new values, with replenishing Veteran costing 1,500 Credits and Legendary costing 12,500 Credits.
Cut Through Enemy Armor With 'Rupture' Modules
The Purge effect has been replaced with a new mechanic: Rupture, which focuses to strip existing armor buffs from your target and apply a 'damage vulnerability' debuff. We believe this new mechanic will assist in breaking up the established meta in Dreadnought and provide players new opportunities to coordinate with their team.
One notable exeption is Tartarus Missile, which remains unchanged.
Armorbreaker Ammo replaced with Rupture Ammo Remove target's armor buff and increase the damage it receives by 20%.
Tier IV Shot Count: 8
Active Duration: 15s
Effect Duration: 5s
Cooldown: 55s
Tier V Shot Count: 8
Active Duration: 15s
Effect Duration: 5s
Cooldown: 45s
Purge Beam replaced with Rupture Beam Remove target's armor buff and increase the damage it receives by 20%. Reapplying refreshes duration.
Tier IV Active Duration: 10s
Effect Duration 2s Per Application
Cooldown: 25s
Tier V Active Duration: 10s
Effect Duration 2s Per Application
Cooldown: 15s
Purge Ram replaced with Rupture Ram Increase forward thrust by 75% and apply 50% damage reduction until the ram strikes. On striking, the ram deals ability damage and increases target's damage taken by 20%.
Tier IV Ability Damage: 25,000
Cooldown: 35s
Tier V Ability Damage: 35,000
Cooldown: 35s
** Dev Note: Purge Mode will be replaced by Rupture Mode in an upcoming release.
Armor Amp Values Normalized
Armorbooster Pulse (Dreadnought): The armor boost provided by this module has been normalized to 50% at all tiers.
Armor Amp (Dreadnought): Normalized the damage reduction and the duration of this ability to 80% with a 15 second duration at all tiers.
Armor Amp (Artillery Cruiser): Renamed to 'Armored Lockdown', and functions identically to the Tactical Cruiser's version of this module.
Kinetic Armor Amp (Corvette): Renamed to 'Armor Amp' and functions identically to the Dreadnought's version of this module. Moved from the Primary Slot to the Internal Slot.
Miscellaneous Changes
Surge Drone (Tactical Cruiser): This module has been renamed to Energy Drone and values have been increased.
Tier III - Increased from 2.75 energy/second to 4.0 energy/second
Tier IV - Increased from 3.2 energy/second to 4.5 energy/second
Tier V - Increased from 3.7 energy/second to 5.0 energy/second
Weaponbreaker Missile (Destroyer): The weaponbreaker effect has been normalized to 85% outgoing damage reduction and the duration has been normalized to 12 seconds across all tiers.
The tropical paradise Elysium has returned to the PC map pool!
BUG FIXES
GENERAL
Resolved instability and crashing issues across multiple areas
In-game announcements should now be visible to logged-in players
Improved game localization across multiple areas and languages
Improved areas of the UI where text could be cut off in certain languages
Resolved an issue where subtitles and in-game language would differ from the selected launcher language on PC
Updated names and descriptions for Hero Ship Vanity items that would include "with figurehead" and "without figurehead" pieces
Added descriptions to missing ship fields when viewed in the tech tree
Resolved an issue where Owned Ships would not display ship details on PS4
Fixed an issue that caused the same module to be repeatedly purchasable but never awarded under adverse network conditions
Improved error messaging in the launcher
Resolved an issue where players were sometimes unable to add a fifth ship to their fleet
Fixed a UI issue where PS4 players could not edit their loadout if certain button combinations were pressed
Elite Status share bonuses from teammates are now appropriately displayed on the End of Match screen (no reward earnings are changed)
Players may now properly preview Appearance details when viewing Vanity and Ship Component items
Fixed an error that would cause the camera to move erratically when observing Jupiter Arms Tactical Cruisers
Resolved an issue that would cause Tech Tree modules to display placeholder text or cost values
Text displayed when queued now properly displays the correct fleet and game mode
GAMEPLAY
Armorbooster Pulse modules of different tiers no longer stack effects
Resolved inconsistencies with module descriptions differing from in-game values
Tesla Coil Pods no longer continue to fire after the target has exited the pod's range
Resolved an issue where Energy Generator was granting more energy per second than intended, and now grants 14 per second at all tiers
Energy Generator modules now functions identically on both Destroyer and Tactical Cruiser class ships
Drain Missiles now drains the appropriate energy per missile:
\\\ Now 17 down from 45 at Tier II
\\\ Now 30 up from 27.5 at Tier III
\\\ Now 40 up from 35 at Tier IV
\\\ Tier V values unchanged
Stasis Pulse IV and V now have a proper radius of 1600 meters, where it was previously too short
AI captains no longer have loadouts with modules from higher tiers in Recruit
Rapid Fire Mode no longer slows down ship movement at Tiers IV and V
Mobile Cloak now properly breaks when damage is taken
ART + AUDIO
Resolved issues causing players to experience lag when on Elysium and Elysium (Night) maps
The Hasta Figurehead now changes color to match the equipped coating
Realigned Akkoro Hero Ship to better align with other vanity components
Improved VFX timings for abilities like Endurance Mode that would disappear too early into their long active time
Improved Captain Customization icons to be more visually accurate
Improved geometry on Dry Docks to prevent players getting stuck
Improved audio levels for Akula Vektor Artillery Cruiser primary weapon
Reoriented the thrust on the Silesia to prevent errant jittering during movement
Resolved an issue that caused the Blaze Coating to obscure or darken equipped Decals
Retrofit components no longer linger oddly after the equipped ship is destroyed in combat
Updated cosmetic icons for numerous vanity items
Developer FAQ with Matt Tobiason (12/14/18)
Lead Game Designer Matt Tobiason answers some of the most common questions about Dreadnought’s recent game update and plans for what’s coming up next!
Q: There were a lot of changes made to energy in the recent patch. Why is that, and what are you hoping changes in the meta?
A: On a general level, we felt that our Drain modules were not granular enough in their effects, and that at the same time Energy Generator trivialized their effects too much by overriding them.
More specifically, there were a lot of modules affecting energy that were part of various strategies that were nearly impossible to counter. Drain Pulse in particular was in and of itself pretty overpowered and only really had Energy Generator as a valid response. Energy Generator was also a fairly major component of a lot of ‘Heal Ball’ builds that we don’t especially want to encourage.
Q: Why were the Storm Missiles nerfed in the recent patch?
A: The problem we hit with Storm Missiles was that the combination of the missile count and the speed of the missiles simply overwhelmed existing anti-missile countermeasures, leaving targets with no real way to defend themselves.
Q: Nukes are really strong now! What's the counter?
A: Nukes in Dreadnought are essentially a way to punish the opposing team for clustering tightly to play defense. Once the enemy group gets hit with a nuke, your team can go on the offense against heavily damaged opponents. We increased the overall power of the ability simply because it wasn’t doing its job well enough, and at higher tiers of play it was getting severely overshadowed by Tartarus Missile.
Apart from direct counters to the ability, shields will generally go a long way toward getting you through a nuclear blast. Still, your best bet is to avoid bunching up and making your team a tempting target for trigger-happy Dreadnoughts!
Q: What are the goals of moving tier 4 out of Veteran with the tier change?
A: As players advance through tier 3 currently, it can be a bit of a slog because of the power mismatch between tier-3 and tier-4 ships. Our decision to rearrange the tiers in the way we are doing stems from two aspects of our progression:
The power differential between tier-4 and tier-5 ships is significantly smaller than the differential between tier-3 and tier-4 ships. Tier-5 ships are definitely stronger, but the module selection is effectively the same. This means that tier-5 players can’t utilize tactics that a tier-4 player has absolutely no counter to, which we can’t say about the tier-3/tier-4 divide.
Players spend a lot more time in tier-4 ships than tier-3 ships. Because players advance through tier-3 relatively quickly, the current fleet tier layout ends up creating matches that are mostly composed of tier-4 ships, with a small number of tier-3 ships mixed in. In our future version of the fleet tiers, although players with tier-4 ships in Legendary tier can easily land in matches composed entirely of other tier-4 ships, or of mostly tier-4 ships with a couple of tier-5 ships mixed in, the same is not true at all of players commanding tier-3 ships in today’s matchmaking pool.
Q: How is Battle Bonus being affected by the change to make tier 4 exclusively in Legendary?
A: Battle Bonus is receiving a very significant overhaul in our coming revamp of fleet tiers.
Currently, the effects of Battle Bonus are a flat bonus tied completely tied to the fleet tier. After we release this change, the effects of Battle Bonus will be tied to the ships equipped in your fleet. Basically, each ship in your fleet will increase your Battle Bonus. Higher-tier ships will provide much greater increases, so the bigger and more advanced your fleet is, the more rewards you’ll rake in from matches. The cost of refreshing Battle Bonus is going to be higher in each match than it is today, but the bonus percentage you can reach with an advanced fleet for that tier is also quite a bit higher.
In essence, some players want to diversify and pursue a lot of different ship lines at once, while others prefer to focus their efforts on pushing one ship forward as fast as they can. Our goals with this change are to make sure that neither group is being punished for their play style, and that even when players are ‘done’ with a fleet tier, it’s still worth dusting off their old ships from time to time in order to pull in a nice haul of credits.
Q: How is the current “Spider-Tank” / “Heal Ball” Metagame being addressed?
A: The Rupture modules that will be introduced soon, along with a variety of changes to the existing armor modules, are going to be the first steps in dealing with this problem. Stay tuned for more work going into this in the near future!
Q: Is there a plan for PTR servers, and if so, how does it look?
A: We’re all for implementing something along these lines, and we’re trying to determine the best way to approach this. We’ll let everyone know as soon as we’ve figured out the most valuable way to run this.
Q: Is there a plan to have new/more Officer Briefings in the game?
A: Absolutely! We’re in the process of defining a new set, though we’re not quite sure when we’ll have it ready for release.
11/27/18 Command The Colossal Game Update
FEATURE
Added ‘Quick Play’ to the main menu, which queues players directly into their last selected game mode using their last selected Fleet.
Updated all module icons to be more visually distinct and intuitive.
Rotating around your ship in the hangar now temporarily hides the UI.
BALANCE
Global Change: Standardized the duration of the Drain status effect, which stops energy from regenerating on the target, to 10 seconds across all Drain modules. This change is independent of any changes to the actual energy removal of any given module.
Drain Drone (Tactical Cruiser): The energy drained by the drone has increased from 4.2/second to 6.5/second at tier 4, and from 9.8/second to 14/second at tier 5.
Drain Missile (Artillery Cruiser): Reduced energy reduction per missile by 15 at tier 2, and by 10 at tiers 3 and 4. The resulting total energy drained should be 35 at tier 2, 60 at tier 3, 80 at tier 4, and remains 125 at tier 5.
Drain Pulse (Destroyer): Reduced energy reduction from 100 to 65 at tier 4 and from 125 to 85 at tier 5.
Drain Torpedo (Corvette): Reduced energy drained from 65 to 45 at tier 2, from 80 to 55 at tier 3, from 100 to 70 at tier 4, and from 125 to 85 at tier 5.
Drain Torpedo (Destroyer): Slightly increased the cooldown and a significantly increased the damage of this module across all ability tiers. The Drain component should also be equal to the Corvette version of the ability, with energy drained reduced from 65 to 45 at tier 2, from 80 to 55 at tier 3, from 100 to 70 at tier 4, and from 125 to 85 at tier 5.
Energy Generator (Destroyer and Tactical Cruiser): Normalized the total amount of energy granted by this module. The module now provides about 14 energy per second at all tiers, and the duration and cooldown of the two versions have been standardized.
Nuclear Missile (Dreadnought): The effect radius and damage of this module have been increased.
Offensive Lockdown (Dreadnought): This module's functionality has been standardized across all tiers. The module now increases rate of fire by 30%, reduced reload time by 50%, and increases damage per shot by 20% for 10 seconds at every tier, with cooldowns that vary by tier.
Storm Missiles (Destroyer): Reduced the missile count from 16 to 12 at tier 4 and from 32 to 24 at tier 5.
Triad Pods (Dreadnought): The damage output and the duration of the pods spawned by this module have been increased substantially.
Stasis Pulse (Artillery Cruiser and Dreadnought): Increased pulse radius from 1200 to 1600, decreased Stasis duration from 10s to 6s at tier 4, and from 12s to 8s at tier 5.
Rapid Fire: The module will no longer hold the user in place at tiers 4 and 5, and will remove the user's energy at every tier. In addition, the effects have been standardized across all of its tiers.
BUG FIXES
Improved general stability and log-in connectivity
Improved error texts for several connectivity issues
Player’s ship now appropriately despawns if they disconnect
Improved several vanity item descriptions
Players with Chinese or Russian characters in their password can now log into the launcher
Resolved an issue where players were unable to equip modules from previous tiers on their current tier of ship.
Improved localization text strings for all languages
Re-added ‘Tutorial’ as a selectable game mode for players to play through again
// Playing this mode should resolve the issue of returning players being unable to complete “Answer The Call”
Fixed an issue where players would sometimes lose chat functionality when chatting in combination with using the Short Commands Wheel
Ships that were not used in Proving Grounds but were in your Fleet should now generate XP rewards.
Resolved an issue where “Processing…” would display indefinitely when navigating the Market
Improved disruptive audio levels for numerous modules
Resolved a visual issue where “Total Credits Reward” would display less Credits than the player actually earned and received
Improved distorted graphics/textures for the lava rivers on Amirani
Resolved an issue where players were unable to select a new ship from the respawn screen
KNOWN ISSUES - The “QuickPlay” button may sometimes disappear if a player ‘resets all settings.’ Relaunching resolves this.
- Rapid Fire module sometimes holds user in place. This should be fixed in a future patch.