We've deployed a new hotfix. Dual Universe is now in version 1.4.7.
Improvements
[Base shield] Added immunity after successfully defending the construct post-lockdown.
Bug Fixes
Fixed market orders tab not correctly refreshing when placing a new order.
Fixed inconsistency in displayed quanta format for notifications.
Fixed in-game notification spam when setting a piloting Lua script on a gunner module.
[VFX] Fixed occasional crash on construct destruction.
Miscellaneous
Removed some backers’ names (GDPR requests).
Known Issues
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.4.6
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.6.
Orbital Challenge
We have resolved the issue with the orbital challenge which was causing rogue Alien Cores to spawn and have reintroduced it to the live server.
The Orbital Challenge allows you to play out a challenge of delivering things to a research site, with different types of hybrid and space ships.
Several small lore fragments can be found around the new challenge.
Improvements
Compacted constructs are deployed without resuming speed.
[Lua] Added a getRawAxisValue function in the System API. This function returns the current raw value of the axis, unfiltered by the deadzone setting.
[Weapons] Added a Reload All action in Gunner UI, Weapon Widget and Input binding.
[Shield] Widget indicates when venting is blocked if shields are at 100%.
[GUI] Deboard player context menu action moved to construct submenu.
Enhanced our control over the mission difficulty, allowing us to further tune the alien combat missions in the future.
Bug Fixes
Fixed roll and yaw keys mixed up in settings and codex.
Fixed pitch up and down keys mixed up in settings.
Fixed a bug that would make a construct inaccessible in some circumstances.
[Achievement] Sulfur Miner Achievement: Fixed achievement not triggering.
Fixed an issue that caused Trap type alien missions to not generate correctly.
[PvE] Fixed some mission start and enter issues.
[PvE] Prevented parented constructs from entering missions.
Known Issues
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
Some notifications are currently missing their decimal format, making the amounts appear larger by a magnitude of 100, this number is incorrect and the correct amounts appear in the wallet log.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.4.5
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.5.
Improvements
[Construct] A construct owner can cancel a maintenance unit operation using the context menu.
Added a new setting to define the dead zone used for axis.
[Lua] Added a new function in System API: [string] getActionControllerKeyName([string] action): Return the controller button currently bound to the given action. Useful to display tips.
[PvE] Few improvements and polishes for the mission dashboards.
[Lua] Added censoring of Lua error messages in Lua logs which were used to extract client data.
Bug Fixes
[Physics] Fixed precision issue of element collisions when far away from planets.
[Weapon] Fixed reloading while firing in some scenarios.
Fixed a bug randomly preventing live update of construct upgrade action when dispensers are present on the construct.
Fixed an issue where PvE NPCs could shoot and bypass voxel armor.
[Achievement] Market Inspector: Fixed incorrect quantity of markets required to trigger achievement.
[Achievement] Air Liner: Fixed incorrect quantity of passengers required to trigger achievement.
[Achievement] Pickaxe Pete: Fixed achievement not triggering.
[Achievement] Spelunker: Fixed achievement not triggering.
[Achievement] Manic Miner: Fixed achievement not triggering.
[Achievement] Dig-Dug: Fixed achievement not triggering.
[Achievement] Forty Niner: Fixed achievement not triggering.
[Achievement] Stuntman: Fixed achievement not triggering.
[Achievement] Mile High Club: Fixed achievement not triggering.
[Lua] Fixed a security flaw in Lua library loading.
Known Issues
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
Some notifications are currently missing their decimal format, making the amounts appear larger by a magnitude of 100, this number is incorrect and the correct amounts appear in the wallet log.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.4.4
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.4. Improvements
Improvements
[Lua] Added beacon Construct kind 8 to radar.getConstructs function and as getConstructs() filter parameter
- [int] constructKind : The construct kind id to filter out constructs (Universe = 1, Planet = 2, Asteroid = 3, Static = 4, Dynamic = 5, Space = 6, Alien = 7, Beacon = 8 )
[PvE] Dedicated mission entry/exit beacon icon, this mark is always visible inside missions.
[PvE] Beacon constructs can no longer be attacked.
[Inputs] Added setting to disable axis dead zones.
[PvE] Death in PvE will spawn the player at the entry beacon instead of the closest resurrection node.
Bug Fixes
Fixed Modern Screens M that were no longer working.
Fixed settings category unsaved marker was not always removed.
Fixed settings config [unsaved] label was never removed.
[PvE] Fixed one occurrence of ships failing to enter PvE missions.
[Physics] Fixed occasional crashes occurring at complex collisions.
Known Issues
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
Some notifications are currently missing their decimal format, making the amounts appear larger by a magnitude of 100, this number is incorrect and the correct amounts appear in the wallet log.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
SUMMER SALE - SAVE 20% NOW
Steam Summer Sale has landed in Dual Universe! Grab your ships and hop in - we're slashing subscriptions by 20% on Steam! Gear up for new PvE combat missions, explore new worlds, and build whatever your imagination can create (within ToS)!
Dual Universe will be 20% off until July 13, hurry, while the sale lasts!
See you in-game, Noveans.
Dual Universe - Release 1.4.3
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.3.
Improvements
Allow Lua to read axis with getAxisValues while keyboard and mouse are locked by UI (Tab view, or chat open).
Deploying a blueprint now automatically sets an automatic maintenance unit snapshot to it.
Balancing Changes
Doubled the amount of contribution gained for all Alien Warfare missions.
Increased the Quanta reward for Very Easy missions from 260.000 to 375.000.
Increased the Quanta reward for Easy missions from 900.000 to 1.250.000.
Increased the Quanta reward for Medium missions from 2.500.000 to 3.250.000.
Increased the Quanta reward for Hard missions from 5.000.000 to 6.500.000.
Increased the Quanta reward for Very Hard missions from 7.000.000 to 9.000.000.
Bug Fixes
Fixed an issue when using multiple joysticks.
Fixed splitting an inventory stack with a target in the same container.
[Lua] Restored the dkjson library and reinstated it for loading, for compatibility with existing scripts that do not use valid JSON formats. We have kept the high-performance json library in the local files and recommend that you use it for your systems and unload the dkjson library where possible.
Fixed errors in the Lua atlas.
Fixed an issue with screen units on the Haven 8 shuttle landing.
Known Issues
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
Some notifications are currently missing their decimal format, making the amounts appear larger by a magnitude of 100, this number is incorrect and the correct amounts appear in the wallet log.
Modern Screen M are currently rendering their content in the wrong position, resulting in the screen units not displaying their content correctly, any Lua however still works in the background without issue.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.4.2
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.2.
Improvements
[Lua] Added 20 keys reserved for Lua, increasing the number of Lua option keys from 10 to 30.
[Lua] Added 10 Lua axes to control settings.
[Lua] Gamepad buttons and other controllers can now be bound to Lua options and axes.
[Lua] Added the getAxisValue function to the system API, allowing you to obtain the precise value of an axis from its index.
[PvE] NPC shot impact points are more randomized.
Balancing Changes
Going forward all Tier 1 asteroids will now spawn in the safe zone.
Going forward a slightly larger portion of Tier 2 asteroids will now spawn in the safe zone.
Bug Fixes
Fixed a bug linked to multiple successive death, upon death you should now respawn at the closest resurrection node to the entry point of the mission.
[PvE] Fixed NPC shot VFX if shields are down.
Fixed inputs transition between walk and jetpack mode.
Known Issues
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
[Inputs] Joystick buttons are currently not correctly separated between different devices in the interface and report conflicting bindings. The devices are still however treated as individual devices and the keys are unique to each device allowing you to bind multiple joystick devices in parallel.
Some notifications are currently missing their decimal format, making the amounts appear larger by a magnitude of 100, this number is incorrect and the correct amounts appear in the wallet log.
Modern Screen M are currently rendering their content in the wrong position, resulting in the screen units not displaying their content correctly, any Lua however still works in the background without issue.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe - Release 1.4.1
Hello Noveans,
We've deployed a new hotfix. Dual Universe is now in version 1.4.1.
Bug Fixes
[Shield Widget] Venting button is no longer blocked incorrectly.
Ground material on Sicari that was appearing as an error item now displays correctly.
Fixed an issue that caused the new planet’s descriptions to display the incorrect ore types.
Known Issues
[PVE] When your shield is down, shot VFX do not correctly align with the target, damage is still applied however.
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!
Dual Universe update 1.4 is now LIVE!
Fly like never before with joysticks and gamepads, meet new threats in story-driven combat missions, face off against old rivals in PvP, and more!
PvE Combat missions: earn quanta while playing with friends or solo by completing combat missions against NPCs invading Helios. Use familiar PvP mechanics in instanced missions of varying difficulties to test yourself and your friends! Customize your own combat ships, choose your weapon variants and loadouts, your shield settings, and get to the fight! More info here and here.
Two planets reworked from the ground up: Sicari and Sinnen return to Dual Universe, with unique alien flora and breath taking desert landscapes to explore. Lose yourself in these new worlds.
We're integrating joysticks and gamepads support with Input remapping upgrades. You now have more control over your playstyle than ever before.
Three new Alien Core Units are coming, giving access to all types of plasma in the game.
We're upgrading Lua, addressing remaining issues and adding numerous new features! More info here and here.
One last thing, Noveans: if you're a returning player (unsubscribed for 90 days or more), we wish to remind you in case you didn't know about the Inactive Asset Requisition (IAR). When an account becomes inactive due to a canceled subscription or depletion of game time, a countdown will begin on all constructs belonging to that account. After a period of time, those constructs will lose their ownership and other players will be able to salvage or capture them.
We've deployed a new update. Dual Universe is now in version 1.4.0.
New features
Player versus Environment Combat Missions
Gain access to new PvE Combat mission content.
Engage a new mysterious foe in 5 available difficulties: Very Easy, Easy, Medium, Hard and Very Hard.
Group up with your friends when you need a helping hand.
Unlock the mysteries of this new enemy as a community by completing missions.
PVE Missions are a race against the clock, and you are required to vanquish all the targets in the mission and leave through the beacon before the timer expires.
Losses in PVE through destruction, being killed or the expiration of the timer before you leave the mission do not result in the loss of construct ownership, your novean will be killed and respawn at a resurrection node, and your construct will be returned to the mission entry point in your ownership.
New Planets: Sicari and Sinnen
Two new planets have been added to the universe named Sicari and Sinnen.
Both planets have entirely new terrain and design, and some entirely new and unique art assets.
These planets come with more mineable resources, and more available hauling missions.
Input Remapping Rework
The game now supports Joysticks and Gamepads, allowing you to play using any of your devices.
There is a new setting in the settings menu of the remapping window which allows you to turn certain press-and-hold actions into instant actions.
You are now able to save your keybindings to a file, and or to your account, allowing you to load it directly into your client from your account on whichever system you are playing on.
New Lua assignable options and axes have been added allowing much more refined control through Lua.
Lua Version Upgrade and Improvements
We have made several large improvements to the Lua side of the game, this will likely have broken a number of existing Lua scripts that are scripted to request boolean values. Default flight configurations have been updated, however community made flight configurations may take some time to come up to date with 1.4.
Where possible we have added compatibility layers to reduce the amount of difficulty to upgrade.
You can read all the details about the changes below.
PVP Rebalance
We have made several significant changes to the balancing of PVP, resulting in more frequent shield venting and different tracking behavior and stronger honeycomb.
All the changes are detailed below.
Improvements
[Challenge] New Orbital Delivery Challenge. Fly to a mothballed archeological compound in orbit around a planet. Transfer items to help Aphelia reactivate the compound and restart studying the mysterious Alien Artefact.
[Shield Widget] Added venting button.
Notifications to organizations are now sent to all legates instead of just the superlegate.
[Lua] Fixed AxisCommand library thrust calculation when transitioning between atmosphere and space.
[Rendering] Reduced intensity of bloom effect, especially on bright emissives.
[Weapon] Immobile and barely moving targets with small cross sections can be hit more easily.
Split land control mapping and jetpack control mapping.
Lua changes
Replaced dkjson Lua library by json.lua library to improve JSON encoding and decoding performances. Fixed the problem of boolean type support in Lua. Now functions will return real booleans and accept real booleans as arguments (integers will still be functional as arguments). Updated Lua environment to 5.4.4. Lua changelog:
new generational mode for garbage collection
new attributes for variables (const and to-be-closed)
new implementation for math.random
new semantics for the integer 'for' loop
optional 'init' argument to 'string.gmatch'
new function 'coroutine.close'
string-to-number coercions moved to the string library
new format '%p' in 'string.format'
Added new events to the CoreUnit API to monitor element damage:
Added two new Lua function on the Core Unit API to monitoring restorations of an element with its local id
[int] getElementRestorationsById([int] localId): Returns the remaining restorations of the Element, identified by its local ID
[int] getElementMaxRestorationsById([int] localId): Returns the maximum restorations of the Element, identified by its local ID
Added new functions to the CoreUnit API to improve the engines control for flight systems :
getElementTagsById -> [string] getEngineTagsById([int] localId): Returns the list of engine tags for an Engine Element, identified by its local ID
[bool] setEngineTagsById([int] localId, [string] tags, [bool] ignore): Sets the list of engine tags for an Engine Element, identified by its local ID
setEngineTorqueById([int] localId, [bool] state): Sets the torque generation state for the Engine Element, identified by its local ID
[bool] getEngineTorqueById([int] localId): Returns the torque generation state for the Engine Element, identified by its local ID
Added getTotalMass function to the Construct API. Returns the total mass of the construct (voxels, elements, avatars and docked constructs). Added a return boolean to all engine type elements setTags Lua function. Added optional querying options to the radar.getConstructs function, the following filters can be used (all optional and combinable) :
[bool] isMatching : True to filter out constructs with a matching transponder, false otherwise
[int] constructKind : The construct kind id to filter out constructs (Universe = 1,Planet = 2,Asteroid = 3,Static = 4,Dynamic = 5,Space = 6,Alien = 7)
[string] coreSize : The construct core unit size to filter out constructs ('XS', 'S', 'M', 'L', 'XL')
[bool] isAbandoned : True to filter out abandoned constructs, false otherwise
Added the constructKind and hasMatchingTransponder fields on the radar construct result of the Lua function getConstructs of the Radar API. Deprecated (but still populated) constructType that was not consistent with the current radar API in the radar construct result of the Lua function getConstructs of the Radar API. Added new events to the CoreUnit API to monitor element damage:
[int] getInstructionCount(): Returns the current instruction count during this tick
[int] getInstructionLimit(): Returns the instruction limit before the CPU overload
Aligned controllers's Lua instruction limit on Lua screens instruction limit ; 2 000 000 -> 10 000 000. Improved syntax coloring: Added unit, system, construct, player, library and renderscript coloring entries. Added operators and constants coloring. Added a "usage" section in CODEX to provide more in-depth explanations of functions and events, as well as code examples. Added three new Lua functions on the Core Unit API to allow to map elements plugs:
[int] getElementClassIdById([int] localId): Returns the item id of the class of the Element, identified by its local ID
[table.] getElementInPlugsById([int] localId): Returns the Element IN plug map, identified by its local ID
[table.] getElementOutPlugsById([int] localId): Returns the Element OUT plug map, identified by its local ID
Added three new Lua function on the generic element API:
[bool] isInClassId([int] classId): Checks if the element is an element of the class given by its item id
[bool] isInClass([string] className): Checks if the element is an element of the class given by its class name
[int] getClassId(): Returns the item id of the class of the Element
Added three new Lua functions on the Core Unit API:
[int] getElementClassIdById([int] localId): Returns the item id of the class of the Element, identified by its local ID
[table.] getElementInPlugsById([int] localId): Returns the Element IN plug map, identified by its local ID
[table.] getElementOutPlugsById([int] localId): Returns the Element OUT plug map, identified by its local ID
Added 12 new Lua functions on the System API:
[bool] isItemInClassId([int] itemId, [int] classId): Checks if the item is an item of the class identified by its item id
[bool] isItemInClass([int] itemId, [string] className): Checks if the given item is an item of the class given by its class name
[bool] isClassItem([int] itemId): Checks if the given item is a class item
[bool] isElementItem([int] itemId): Checks if the given item is an element
[bool] isMaterialItem([int] itemId): Checks if the given item is a material
[bool] isRawMaterialItem([int] itemId): Checks if the given item is a raw material
[bool] isBlueprintItem([int] itemId): Checks if the given item is a blueprint
[bool] isScrapItem([int] itemId): Checks if the given item is a scrap item
[bool] isPartItem([int] itemId): Checks if the given item is a part
[bool] isAmmoItem([int] itemId): Checks if the given item is an ammo item
[bool] isPackageItem([int] itemId): Checks if the given item is a package
[bool] isSchematicItem([int] itemId): Checks if the given item is a schematic
Added three new fields on the Item table returned by getItem function in System API ([int] classId, [int] displayClassId, [table.] childsId). Added a global debugging function getParams to help debugging scripts or to facilitate the development of the module API in the game. Updated Flight configuration for Lua changes in version 1.4 (no gameplay changes). Updated Lua atlas.
Balancing Changes
Weapons Cannon XS:
Damage has decreased from 7000 to 6500.
Optimal tracking has decreased from 10 to 2.75.
Falloff tracking has decreased from 10 to 8.25.
Cannon S
Damage has increased from 12950 to 13000.
Period of fire has increased from 3.375 to 3.75.
Optimal tracking has decreased from 5 to 1.1.
Falloff tracking has decreased from 5 to 3.3.
Cannon M
Damage has increased from 23957.5 to 26000.
Period of fire has increased from 4.55625 to 5.625.
Optimal tracking has decreased from 2.5 to 0.44.
Falloff tracking has decreased from 2.5 to 1.32.
Cannon L
Damage has increased from 44321.375 to 52000.
Period of fire has increased from 6.1509375 to 8.4375.
Optimal tracking has decreased from 1.25 to 0.176.
Falloff tracking has decreased from 1.25 to 0.528.
Laser XS
Damage has increased from 8000 to 8500.
Optimal tracking has decreased from 5 to 1.75.
Falloff tracking has increased from 5 to 5.25.
Optimal Range has increased from 12500 to 14000.
Falloff distance has increased from 5000 to 7500.
Weapon capacity has decreased from 80 to 70.
Laser S
Damage has increased from 14800 to 17000.
Period of fire has increased from 4.725 to 5.25.
Optimal tracking has decreased from 2.5 to 0.7.
Falloff tracking has decreased from 2.5 to 2.1.
Optimal Range has increased from 24000 to 28000.
Falloff distance has increased from 10000 to 15000.
Weapon capacity has decreased from 400 to 350.
Laser M
Damage has increased from 27380 to 34000.
Period of fire has increased from 6.37875 to 7.875.
Optimal tracking has decreased from 1.25 to 0.28.
Falloff tracking has decreased from 1.25 to 0.84.
Optimal Range has increased from 50000 to 56000.
Falloff distance has increased from 20000 to 30000.
Weapon capacity has decreased from 2000 to 1750.
Laser L
Damage has increased from 50653 to 68000.
Period of fire has increased from 8.6113125 to 11.8125.
Optimal tracking has decreased from 0.625 to 0.112.
Falloff tracking has decreased from 0.625 to 0.336.
Optimal Range has increased from 100000 to 112000.
Falloff distance has increased from 40000 to 60000.
Weapon capacity has decreased from 10000 to 8750.
Missile XS
Damage has increased from 14000 to 26000.
Period of fire has increased from 3 to 5.
Optimal tracking has decreased from 12 to 3.5.
Falloff tracking has decreased from 12 to 10.5.
Optimal distance has increased from 10000 to 12000.
Weapon capacity has increased from 24 to 30.
Reload has increased from 45 to 60.
Missile S
Damage has increased from 25900 to 37050.
Period of fire has increased from 4.05 to 5.
Optimal tracking has decreased from 6 to 1.4.
Falloff tracking has decreased from 6 to 4.2.
Optimal distance has increased from 20000 to 24000.
Weapon capacity has increased from 120 to 150.
Reload has increased from 45 to 60.
Missile M
Damage has increased from 47915 to 52796.
Period of fire has decreased from 5.4675 to 5.
Optimal tracking has decreased from 3 to 0.56.
Falloff tracking has decreased from 3 to 1.68.
Optimal distance has increased from 40000 to 48000.
Weapon capacity has increased from 600 to 750.
Reload has increased from 45 to 60.
Missile L
Damage has decreased from 88642.75 to 75234.
Period of fire has decreased from 7.381125 to 5.
Optimal tracking has decreased from 1.5 to 0.224.
Falloff tracking has decreased from 1.5 to 0.672.
Optimal distance has increased from 80000 to 96000.
Weapon capacity has increased from 3000 to 3750.
Reload has increased from 45 to 60.
Railgun XS
Damage has increased from 16000 to 17000.
Optimal tracking has decreased from 3.5 to 1.
Falloff tracking has decreased from 3.5 to 3.
Optimal distance has increased from 20000 to 22000.
Falloff distance has increased from 20000 to 22000.
Reload has increased from 20 to 25.
Railgun S
Damage has increased from 29600 to 34000.
Period of fire has increased from 9.45 to 10.5.
Optimal tracking has decreased from 1.75 to 0.4.
Falloff tracking has decreased from 1.75 to 1.2.
Optimal distance has increased from 40000 to 44000.
Falloff distance has increased from 40000 to 44000.
Reload has increased from 20 to 25.
Railgun M
Damage has increased from 54760 to 68000.
Period of fire has increased from 12.7575 to 15.75.
Optimal tracking has decreased from 0.875 to 0.16.
Falloff tracking has decreased from 0.875 to 0.48.
Optimal distance has increased from 80000 to 88000.
Falloff distance has increased from 80000 to 88000.
Reload has increased from 20 to 25.
Railgun L
Damage has increased from 101306 to 136000.
Period of fire has increased from 17.25 to 23.625.
Optimal tracking has decreased from 0.4375 to 0.064.
Falloff tracking has decreased from 0.4375 to 0.192.
Optimal distance has increased from 160000 to 176000.
Falloff distance has increased from 160000 to 176000.
Reload has increased from 20 to 25.
Stasis XS
Minimum Range has increased from 20000 to 30000.
Maximum Range has decreased from 100000 to 80000.
Period of Fire has decreased from 5 to 4.
Effect Duration has decreased from 5 to 4.
Fitting has decreased from 500 to 225.
Ammo Capacity has increased from 40 to 60.
Reload Time has decreased from 50 to 10.
Stasis S
Minimum Range has increased from 20000 to 30000.
Maximum Range remains unchanged at 100000.
Period of Fire has decreased from 5 to 4.
Effect Duration has increased from 5 to 6.
Fitting has decreased from 2500 to 1125.
Ammo Capacity has increased from 200 to 300.
Reload Time has decreased from 50 to 20.
Stasis M
Minimum Range has increased from 20000 to 30000.
Maximum Range has increased from 100000 to 120000.
Period of Fire has decreased from 5 to 4.
Effect Duration has increased from 5 to 8.
Fitting has decreased from 12500 to 5625.
Ammo Capacity has increased from 1000 to 1500.
Reload Time has decreased from 50 to 30.
Stasis L
Minimum Range has increased from 20000 to 30000.
Maximum Range has increased from 100000 to 140000.
Period of Fire has decreased from 5 to 4.
Effect Duration has increased from 5 to 10.
Fitting has decreased from 62500 to 28125.
Ammo Capacity has increased from 5000 to 7500.
Reload Time has decreased from 50 to 40.
Variants have received new bonus distributions and adjustments
Defense now gives Range and Cone bonuses.
Agile now gives Damage and Tracking bonuses.
Heavy now gives Damage and Cone bonuses.
Precision now gives Range and Tracking bonuses.
Variant values have been adjusted.
All debuffs removed.
Ammo
Precision Ammo has had its Optimal Range buff reduced from 1.2 to 1.1.
Heavy Ammo has had its Damage buff reduced from 1.2 to 1.05.
Defense Ammo has had its Tracking reduced from 1.5 to 1.25.
Agile ammo remains unchanged.
Control Units
The Cockpit and Hovercraft seat Max fitting capacity has increased from 1000 to 1250.
Shield Generators Shield Generator XS:
Venting Cooldown has decreased from 60 to 30.
Venting Regen per second has increased from 2500 to 9000.
Max shield gain per regen has decreased from 0.5 to 0.25.
Shield Generator S:
Venting Cooldown has decreased from 120 to 60.
Venting Regen per second has increased from 10000 to 28000.
Max shield gain per regen has decreased from 0.5 to 0.35.
Shield Generator M:
Venting Cooldown has decreased from 240 to 120.
Venting Regen per second has increased from 37500 to 64000.
Max shield gain per regen has decreased from 0.5 to 0.45.
Shield Generator L:
Venting Cooldown has decreased from 480 to 240.
Venting Regen per second has increased from 100000 to 102400.
Max shield gain per regen has increased from 0.5 to 0.55.
Variants:
The Active variant will now have the hit points bonus.
The Variable variant will now have the mass bonus.
The Capacitor variant will now have the Volume bonus.
Variant values have been adjusted.
Voxel honeycomb healthpoints
All honeycomb HP values have roughly doubled (x2.08).
For example Iron Honeycomb HP has changed from 6000 to 12500 per m3.
Aphelia Hauling Missions
Rewards have been adjusted for planet to moon hauling missions.
Missions have been added to and from new planets.
Available missions ratio has been adjusted.
Bug Fixes
Fixed an exploit allowing players to teleport to VR locations.
Fixed blueprint deploy with voxel swap sometimes producing the wrong mesh.
Fixed an issue with the erosion mode of the smooth.
[Achievements] Fixed Sky Scrapper & Swedish Pride achievements not triggering.
Hide "Claimed territory count" & "Occupation percent" display on system map, for selected planet. The information was most of the time not available and wrongly displayed "0" "0%" in most cases.
Known Issues
[PVE] When your shield is down, shot VFX do not correctly align with the target, damage is still applied however.
[PVE] On rare occasions entering or exiting a mission may fail, should this happen please notify us via a bug report so we can investigate the issue further and assist you in exiting the mission.
[PVE] On rare occasions radars don’t pick up the first targets on entering a mission.
We continue the work on fixing and improving the game thanks to your feedback. Thank you very much for your support!