Infinity: Battlescape cover
Infinity: Battlescape screenshot
Genre: Simulator, Indie

Infinity: Battlescape

Patch 0.9.8.0 Notes

Patch 0.9.8.0 ( Wednesday 28th of June 2023 )



This patch is focusing on stability (3 client crashes were fixed), an upgrade to the mission system and many AI improvements. The mission system now supports side missions, and to "validate" its implementation, we are first testing it with two kind of side missions: bounty hunting and nemesis NPCs.

Bounty hunting already existed in the game previously, but was sort of hidden to new players as it didn't have proper exposure to the missions list. The new system shows up to 5 bounties, and prioritizes the ones matching the selected player's ship class. Bounties are fully optional, but provide a small credits bonus if you successfully accomplish them. It is now possible to place a bounty on to an enemy player in the leaderboard menu (right-click on an enemy name and select the bounty you want to place on him). Only one bounty can be placed on each enemy at a time.

Nemesis missions are a variant of the bounty system. Every few hour or so, a powerful AI/bot is deployed to hunt the player. This "elite" AI has a higher skill level, is more precise and will exclusively focus on the player until he dies. Killing the nemesis provides a nice credits reward, but if you die to it it will stop hunting you and focus back on the rest of the battlefield.

In the future, we'd like to experiment with this new side missions system and react dynamically to various events on the battlefield to provide more focused directions to the (new) players. Examples: a mission to destroy an enemy spinal cruiser's canon; a mission to launch a torpedo on an isolate capship that has no AMS, etc..

Note that side missions are optional, so you can fully ignore them and continue to participate to the battle as normal. They only serve as to provide more objectives and small rewards to the players that want to get involved with them.

This patch also includes a long list of AI fixes and improvements. Some of these can affect the balance of battles (offense vs defense power) quite a bit, so it may require further iterations or a hotfix if we get feedback that a side gets reliably favored in battles versus the other side.

Also please note that the voice-overs (computer and transmission voices), as well as showing the max amount of HUD targets during combat, are now enabled by default.

-Flavien Brebion



Missions system



  • Added support for Bounty hunt missions
  • It is now possible to place bounties on other players (Note: right-click on the leaderboard on an enemy player and select the bounty to place)
  • Added support for Nemesis missions (Note: requires rank 3, and fairly rare, to not be too distracting. If players like them, we might increase their frequency in the future)
  • Updated missions menu with updated descriptions and details panel (for new missions too)

AI



  • tweaked aiming precision, improved dodge boosting, improved energy management
  • Fixed a small bug related to AI targetting priorities based upon rank differences
  • Fix for AI spinal cruisers not firing their spinal canons
  • Improved pathing and nagivation to attack fixed objectives (this should make the AI's capships more easily attack static objectives and finish battles instead of getting frozen in space)
  • Improved capship's pathing around base shields
  • Improved players targetting priority, now better taking the rank difference into account, and giving more challenge (higher ranked AIs) to higher-ranked players. Overall, players should find the AIs to be more proactive at attacking them
  • Improved warping AIs to avoid bumping or dying into obstacles as they slow down
  • Improved turbo boosting behavior of AIs
  • Increased turn rate of interceptor and bomber's AIs, so that they can track fast-moving targets more easily

HUD / Menus / Controls



  • Fixed transmission popup being incorrected centered on star map in certain screen resolutions
  • Fixed behavior of cycling groups, it is now skipping abilities and only works on manual weapons
  • Fixed tooltips twitching by a few pixels when touching the edges of the screen

Bug fixes



  • Fixed a client crash related to empty weapon groups displayed on HUD, which then caused a crash while in spectator mode
  • Fixed a client freeze when trying to cycle weapon groups with an empty loadout
  • Fixed a rare crash related to some space stations spawning too many asteroids around them, exceeding the client's capacity

Misc



  • Added support to loading FMOD assets by guid in audio config file
  • Player max credits are now capped to 100K
  • The game now defaults to showing max (200) combat targets
  • The game now defaults to voice-overs enabled
  • Tweaked gravity attenuation formula, as it was too weak around the gas giant
  • Reduced gas giant's mass
  • Added 2 station battles in low orbit of the gas giant
  • Small reduction (-15%) of hitpoints on station's large shield generators

Patch 0.9.7.0 Notes

Patch 0.6.7.0 ( Thursday June 1st 2023 )



Hey everybody,

We are introducing a new patch today to improve game systems related to our future carrier update. Radial menus have received a polish pass, with a new design and description details, and should now properly reflect the state of each sub system or weapon (like cooldowns). Abilities have been reworked and integrated to the loadout/weapons MFD and can now be used with their group number keys instead of their own dedicated keys. This allowed us to clean some obsolete keybinds and introduce a few new ones for targetting primary or secondary mission objectives, or auto-targetting sub-systems on the target (this should massively improve the value of interceptors vs capital ships).

We've also been experimenting with voice-overs for incoming transmissions and computer alerts. They are currently disabled by default, so if you want to give them a try, make sure to turn the options on in the audio settings. Some of the abilities have been tweaked or reworked to make use of the new ability system.

Coming next, we'll probably release another intermediary patch by the end of June with tweaks and improvements (mostly ability-related) before the main carrier update (likely in July). After that we'll pretty much be done with core gameplay and move on to the rewards system (medals, achievements, skins, cross-server persistency etc..).

We aren't sure yet how the single player mission editor, tutorials or modding will fit in terms of development priorities, but they'll probably keep us busy at least until the end of the year. After that we'll have to do a final polish/optimizations pass and we should be good to go for the release. It's been long coming (better late than never) but it seems like we're finally seeing some light at the end of the tunnel. We appreciate your patience and support in that adventure.

-Flavien Brebion



Radial menus / Controls



  • New visual design
  • Info details displayed at center of the wheel
  • State are better displayed, including cooldown/requirements notifications, associated hotkey etc..
  • Radial menus can now be opened/closed by tapping a key and clicking on one of many items (holding and selecting an item is still possible though)
  • When hovering over a weapon group on the weapons radial menu, the corresponding group is now highlighted in the loadout/weapons MFD
  • Added a new targetting radial menu (accessible through holding T, G or H keys). Mostly convenience for people that do not want to learn all hotkeys (or on gamepads with limited buttons)
  • Added a new targetting keybind: auto-target best sub-system/hardpoint on target (will automatically choose a hardpoint to destroy, and switch to the next one upon destroyed). Default hotkey: Y
  • Added a new targetting event: target closest primary objective. Default hotkey: U
  • Added a new targetting event: target closest secondary objective. Default hotkey: I
  • Removed hotkeys from unused targetting modes: cycle through previous/next targets (default hotkeys on Y and U, now been replaced by the new targetting events)
  • Removed hotkey to deploy a mine (default: M)
  • Added a dedicated overcharge radial menu (default: holding B)
  • Added a dedicated formations radial menu (default: holding N)

Abilities / Upgrades



  • Abilities are now bound to weapon groups and will be accessible through the 1-9 keys like weapons. Their state is also displayed in the loadout/weapons MFD as well as the weapons radial menu (default: RMB)
  • Ship/loadout menu now displays the ability type in the preview card (if any)
  • Removed targetting assist upgrade (Note: you can still toggle the assist option in the gameplay settings)
  • Fixed repairing hardpoints on an ally using a repair-field, not providing repair notifications or rewards
  • Revamped Stealth upgrade to be a toggle (now depleting energy over time)
  • Fixed being able to engage Stealth while in warp
  • Stealth no longer gets disengaged while turbo boosting
  • Warp jam no longer affects allies in standard (Note: removed Warp Jammer II upgrade as that's what it provided)
  • Warp jam now costs 150 energy points for every use
  • Introduced a new warp jam boost upgrade that increases the jam duration (at the cost of a small range reduction)
  • Introduced a new energy regen rate upgrade that increases the regen rate at the cost of max energy (Note: not available on bombers and cruisers, and incompabile with the capacitors upgrades)
  • Improved reliability (mobility + slight hitpoints buff) of proximity mines (this should make them more of a threat)
  • Improved AI usage of mines (they will no longer waste mines at large distances, or if the enemy isn't a cap ship, and increase the mines drop frequency when fighting against a nearby capital ship target)
  • Increased mines launch speed, so that they get away from the source ship more quickly before they're fully activated
  • Unactivated mines without a target no longer get shot at by turrets

Voice-overs (experimental)



  • Added a male and female officer voice over for HQ transmissions (Note: some of the female transmissions are not complete yet, so it is possible that not all transmissions will have a proper voice over)
  • Added a synthetic female computer voice for alerts and warnings
  • Both of those options are turned off by default. We need to evaluate if they're too spammy and cause audio fatigue before we promote them to be the standard. Feedback here is appreciated
  • If you want to give them a try, turn the settings on in the audio menu
  • Renormalized audio volume (Note: this will reset the volume settings other than general volume)

General Balance changes



  • Hardpoints now have a min repair time of 3 minutes

HUD / Menus



  • Added an option in controls settings to toggle the keyboard helper screen on first deploy
  • Fix for extended MFD title name
  • Empty MFD pages no longer show their title on the HUD (exemple: an empty squad will no longer show "squad" floating on top of the MFD on the HUD)
  • Fixed formatting of text in loadout/weapons MFD (not properly aligned to bottom MFDs, and could not fit 10 groups before)
  • Removed beeping sound when lock is sub-optimal
  • Locking HUD's circle now gets bigger as target is aligned and differencial velocity is minimized (note: the logic also got swapped, previously the circle was getting bigger when the aim was inaccurate)
  • Fixed guided weapons (missiles/torps/mines) indicators not properly highlighted on HUD when they're targetting the player (their color/brightness should've been increased)
  • Improved reactivity of "incoming" missile alert: there was up to 1/4th of a second of network delay for the alert to trigger after a guided weapon got activated/detected. There is no delay anymore
  • New notification added to depleting ammo on a weapon (+chaffs, mines etc..)
  • Tweaks to alerts/warnings priorities
  • Volume levels are now locked behind a "customize" checkbox in the audio settings (the goal here is to have players avoid touching them by accident unless they really want to)
  • Tweaks to HUD color themes
  • Updated help screen (F9)

Bug fixes



  • Fixed crash bug when loading old/obsolete input profile XML files (Note: this could have affected old returning players)
  • Fixed a bug that caused the locking HUD to disappear while the ship is being repaired/resupplied by an ally
  • Fixed guided weapons triggering "incoming" beeping alert despite not being detected by the player target (note: the alert text did not show up, but the alert beeping sound did, which wasn't coherent)
  • Fixed incorrect welcome transmission being sent when selecting Scoria instead of Havok upon first joining a match

Patch 0.9.6.4 Notes

Patch 0.9.6.4 (Thursday 16th March 2023)



As you may have noticed, for the past 3 months we've been experimenting with a bunch of major gameplay/balance-related changes on the PTR (beta branch) test server. We focused on improving the feeling of flying with small ships, making them more nimble as many players were hoping for. The interceptor in particular has received a massive linear thrust buff. As a result of small ships (interceptor, bomber and the corvette to some extent) being more maneuverable, we significantly nerfed the turbo boost on all these ships and removed the "jolt" boost. We also introduced asymmetrical thrust to add depth to the flight model and removed the ability to form up on an enemy. A simplified damage model was introduced for propulsion (losing thrust as your ship gets more damaged) and we improved various issues related to the spinal cruiser's canon.

However, all these changes might have introduced some new balance issues, especially in relation to weapons (some of them might need an accuracy boost to better track the more nimble ships now). As usual, any feedback on these changes is appreciated so do not hesitate to let us know on the forums or comments. As for the next step in development we are looking at a patch in 1-2 months for the first iteration on the carrier gameplay changes and, hopefully, a new planet/moon. Once this is done, we'll probably consider the core gameplay near completion and move to finalizing the rest of the game/content.



Interceptor



  • longitudinal linear forward thrust massively increased by +100% (x2)
  • longitudinal linear reverse thrust is now asymmetrical (-40% of forward thrust)
  • horizontal linear thrust increased by +20% (still symmetrical)
  • vertical linear upwards thrust increased by +100%
  • vertical linear downwards thrust is now asymmetrical (-30% of upwards thrust)
  • speed cap increased by +20%
  • rotational thrust increased by +50% (pitch, yaw)
  • removed turbo boost initial jolt
  • turbo boost provides a constant +50% thrust bonus (significant nerf, down from +250%)

Bomber



  • longitudinal linear forward thrust massively increased +90%
  • longitudinal linear reverse thrust is now asymmetrical (-25% of forward thrust)
  • horizontal linear thrust increased by +60%
  • vertical linear upwards thrust increased by +120%
  • vertical linear downwards thrust is now asymmetrical (-25% of upwards thrust)
  • speed cap increased by +10%
  • rotational thrust increased by +25% (pitch, yaw)
  • removed turbo boost initial jolt
  • turbo boost provides a constant +75% thrust bonus (significant nerf, down from +150%)
  • increased turbo energy cost per second by +25%

Corvette



  • longitudinal linear foward thrust massively increased by +70%
  • longitudinal linear reverse thrust is now asymmetrical (-10% of forward thrust)
  • horizontal linear thrust increased by +60%
  • vertical linear upwards thrust increased by +40%
  • vertical linear downwards thrust is now asymmetrical (-15% of upwards thrust)
  • rotational thrust increased by +40% (pitch) and +40% (yaw))
  • swapped rotation speed cap between pitch and yaw (the ship will now turn faster on yaw than pitch)
  • removed turbo boost initial jolt
  • Note that turbo boost thrust bonus remains unchanged (+100%)
  • increased turbo energy cost per second by +50%

Gameplay



  • it is no longer possible to get in flight formation with an enemy
  • it is now possible to accelerate over the combat speed with flight auto-assist (previously holding forward was capped to max combat speed)
  • implemented a simplified propulsion damage model based on HP damage (-25% thrust between 15% and 30% HP and -50% thrust below 15% HP)
  • removed ability to share credits or ship points between players
  • removed GyroBoost upgrade on all ships (it would be redundant with the rotational thrust increase changes)
  • removed speed cap option

Spinal cruiser's canon



  • added auto-zoom to spinal canon's charge
  • added 3 seconds of warmup to charge sequence (not affected by propulsion dampening)
  • spinal canon's charge sequence is now exclusive to other weapons firing
  • increased damage by +25% (25K damage per shot)
  • improvements for network jittering when firing the spinal cruiser's canon
  • added a charging progress bar on HUD when firing the spinal cruiser's canon
  • fixed being able to charge the spinal cruiser's canon in invalid match state (starting/ending match)

General Balance changes



  • reduced torpedoes max locking range to 50 Km (down from 100 Km)
  • increased base defense's MK10 Orbital Canon aiming precision and range (to 150 Km, now equal to the spinal cruiser canon's)
  • interceptor's shield regeneration rate decreased by -20% (to 1 SP/sec from 1.25 SP/sec)
  • increased corvette's heat capacity by +16% (to 350 from 300 heat points)
  • decreased Phalanx/CIWS heat generation per shot to 3 (from 4 heat points)
  • increased min warp entry speed (~66% of combat speed on all ships)
  • added a per-ship warp speed coefficient to better tune warp speeds per ship
  • loss of propulsion while warming warp now also applies to longitudinal accelerations

HUD / Controls



  • reduced depth scaling for HUD indicators, to make markers scale more naturally with depth. Also applied depth scaling to selected target's marker. Increased transparency over distance to make distant targets more easily noticeable
  • camera zoom is now applied to third-person camera modes too
  • weapons aiming direction dots are now smoothed before and not after projection on HUD, which should remove the "latency" in their movements when moving the virtual head around (or with TrackIR)
  • added thrust buff/debuff change below throttle indicator on HUD (ex.: loss of thrust when damaged, or thrust increase when boosting)
  • renamed some MFDs to be more clear (ex.: EW is now Ship Systems, Chat is now Comms; System is now Notifications)
  • increased HUD's default number of navigation and combat targets since small ship indicators are now smaller on screen at a distance

AI



  • increased AI aiming precision on small ships (small ships being more mobile, they also need to be more dangerous for the game to not get more boring)
  • AI capital ships are now allowed to fly 15% below the max base defense's range

Other



  • experimental network change to improve stability of players input queue
  • added ship debris/wreckage for all small ships as well as cruiser (Note: all ships should have their unique destruction/debris now except the carrier)
  • added smoke trail behind ship debris

DevUpdate & Gameplay Event - "Flight Model"

Patch Week!


Saturday's event will start off with a review of our latest patch notes, with Flavien Brebion.
We'll be hosting an official Live-Stream, links will be posted prior to the event.

We'll follow up our development commentary with some community gameplay. PvP if you'd like, or co-ordinate with others for some team PvE. USEast server this Saturday, at 19:00 UTC

Join us for some PvP and PvE gameplay, squad up or go solo, fleet up with capital ships or dogfight with your favorite fighter loadout.


Flight Model


The most significant changes relate to our "flight model," and have been undergoing iterative testing on the PTR server, currently available via the public "Beta" branch here on steam. In addition to moving some features over to our main branch, we've updated a few visual effects, and are working on UI / UX improvements.
Full release notes will be posted later this week, stay tuned!

Let us know what you think about the update, what you love, hate, or think could be improved upon. We're interested in constructive feedback that can help direct us to make changes that will ultimately end up improving the game, so let us know your thoughts :) #Battlescape-Feedback and #bug-reports channels are ideal, for longer posts you can use our Discord Forum Channel.

---

DISCORD INVITE


Join the Discord for Fleet Comms, or use the in-Squad comms to co-ordinate.
Discord Invite Link - https://discord.gg/wTeDTaK

See you in game!

Patch 0.9.5.0 Notes

We're starting 2023 with a new patch, introducing various AI improvements and battle AI budget fixes that should help balancing the battles better, especially when players join a battle late after it has started. Also of note, a few nerfs to AMS systems, which felt pretty overpowered (the introducing of the new chassis system in the previous major patch, meant that corvettes can now fit auto AMS turrets, increasing the laser spam in battles and decreasing the chance for torpedoes to deal damage).

We're also happy to unveil our new planet, Tersac, which will remind you of Cinder in many ways (lava oceans, dark ridged mountains). Note that atmospheric glitches can be visible at low altitudes. Fixing those will require some major update work to our atmospheric scattering shaders during the polish phase. This year we want to ramp up a bit on planet environments production to have more variety during our future release, so new planets should be patched in more regularly.

Coming up next we still have to finish the carrier gameplay revamp, which requires more AI work (especially in terms of cooperation between AI ships). You'll already have a taste of it in this patch, as corvettes now properly form up on allies they want to repair/resupply, and should no longer stick to capital ships like parasites. If you notice any more AI behavior issues, please let us know.



Battle balance



  • Revamped battle AI budget allocation: it is now dynamic and better takes into account players at the start of a battle, or joining and changing balance in the middle of a battle. This should result in more balanced battles, especially when players are involved
  • Updated AI reinforcement budget system to be more balanced between the two sides until reinforcements get exhausted. In practise, this should make battles feel more "alive" and dynamic than before
  • Fixed AI turrets not firing or targetting structures/modules anymore despite them being selected as the primary target (both for AI and player ships) (Note: due to this bug, AI capital ships could not finish off remaining base infrastructure, dragging the end of battles)
  • Fixed an issue with the match loop where a reactor or plant core could award match victory points after the battle at this base had already ended
  • Increased repair rate of damaged base modules after 5 minutes of not taking any damage (this should allow bases that are no longer under attack to repair faster)
  • Exposed reactor or plant cores will take a small (0.1%/s) amount of damage over time to ensure a stuck battle will eventually end (ex.: AI only that have run out of ammo, or are blocked by asteroids) (Note: this continuous damage may increase if victory adds favor the attacker)
  • Fixed a rare case of battlescape generation that allowed two bases to get located near each others, messing up the balance of battles happening at those locations
  • Reduced HP on Orbital canons and central base's shields as it was draging battles too much to deplete them

AI



  • Fixed an AI bug that made corvettes AMS sometimes fire at interceptors when there were no other targets
  • Fixed an AI bug that made corvettes only fire one weapon group at once, despite allowing concurrent automatic weapon groups in the previous patch (Note: this will make AI corvettes more deadly overall, as they can now fire both kinetics and blaster turrets at once)
  • Corvette AI improvements: avoid bumping into capital ships; avoid cluttering on the same target to repair/resupply; avoid repairing targets that have a repair field themselves (ex.: other corvettes or carrier)
  • Corvettes can now actively fly & repair an ally; ships can actively go and fly towards a corvette (or carrier) to repair/resupply themselves..
  • Fixed AI not firing at the base's shield from outside when a target is inside the shield, but outside of the firing range (despite the shield itself being within firing range)
  • AI ships will try to avoid overheating by temporarily shutting down kinetic weapons when reaching high heat levels
  • AI attacking ships will no longer stay away from a base's main defenses when outnumbering those
  • AI attacking ships will be more agressive towards finishing off a base despite main defenses being up when the victory odds are favoring the attackers (>60%)
  • Orbital-range attacker AIs will now prioritize high-importance defense modules (such as shield gens and plants) over other modules
  • Fixed bugs related to AIs flying and crashing into the ground at low altitudes

Gameplay and balance changes



  • AMS lasers no longer fire at unactivated missiles/torpedoes
  • Reduced AMS laser damage by -25%
  • Mass modifiers are now based upon the initial mass of the ship, and not multiplicative when stacking ship upgrades that affect mass
    Ex.: A ship of mass 500 tons has 2 upgrades that add +10% mass, previously it ended up at 500
  • 1.1
  • 1.1 = 605t, it will now end at 500 + 500
  • 0.1 + 500
  • 0.1 = 600t
    This means that some ships, despite the loadout being unchanged, might end up with a slightly different mass (ex.: carrier's mass in default loadout is lighter, so itsspeed cap was increased by a few m/s)
  • Repair fields now repair hardpoints on a target by increasing HP order/priority (small damaged turrets first, then bigger ones next, then MK7+ last)
  • Reduced gimbal angle on railgun to 0.25° (down from 0.5°)
  • Tweaks to alternative ship's chassis base stats to make them more balanced (and coherent with other loadouts)
  • Added an Extra Rockets upgrade
  • Missile retargetting upgrade now properly affects the corvette's missile array
  • Extra missiles upgrade now properly affects capacity of EMP missile launchers as well as SSM batteries

Warp jam



  • Warp jam visual effect is now played over on every affected ship and toned down on the source ship/player
  • Engaging warp jam now informs the player on how many enemy targets were affected
  • Successfully warped jammed enemies now generate 150 support points per affected target
  • A jammed warp drive that the player tries to engage now properly shows a warning on the HUD (with remaining cooldown) instead of nothing
  • Increased warp jam's range to 10 Km (up from 5 Km)

Bug fixes



  • Tentative fix for "AcquireCredentials" error when connecting to a server from Windows 7 without TLS 1.0 support
  • Fixed left/right sound asymmetry when firing weapons (left/right, sometimes weapons on left side could not be heard)
  • Fixed a server crash when an administrator manually starts a battle at a neutral base
  • Fixed a multithreading server crash bug in the players state manager
  • Reduced desync that caused an error correction snapping the cruiser's orientation back by a few degrees when starting to charge the spinal canon (Note: the root problem is not totally fixed, but should be more subtle now)

Misc



  • Added a new planet: Tersac, a Cinder-like volanic planet with large lava oceans and dark ridged mountains
  • Added officer portraits during incoming HQ transmissions
  • Added a transmission notification when orbital canons are destroyed
  • Fixed misplaced floating shield generator on Xanthar Stn

Orbital Bombardment ( Path 0.9.4 Notes )



Patch 0.9.4.0 (Thursday 24 November 2022)



Orbital bombardment has cometh ! Fear the spinal cruiser and its long range spinal canon. In this patch we're introducing a new chassis system for all ships. The different chassis change the base stats (some chassis have a higher amount of hitpoints, or armor, but less shields, and so on) and provide a different hardpoints layout. Some chassis will favor lighter hardpoints with maybe more upgrade slots, while a heavier chassis would have higher mark hardpoints with less available upgrade slots. We tried to provide at least one new chassis variant per ship, but we have ideas to expand on the chassis system in the future.

The spinal cruiser is a variant of the default cruiser. A massive spinal canon, dealing 40K damage per shot every 30s after charging, can be mounted on its bow. The spinal cruiser only has light defense turrets, so it is weak to stronger capital ships and becomes an important target to take down during battles.

The land base assault gameplay loop has been revamped. Our previous implementation, back in June, was only half of the puzzle, as we were missing the orbital bombardment stage as we had envisionned. With the spinal cruiser able to bombard the base from low orbit, the battle gets split in two areas of operation: smaller ships mostly focus on ground objectives while capital ships stay in orbit, to protect or attack other capital ships.

As you can imagine, all those changes have made the high-level balancing equation much more complex. We still need months of work to tweak values everywhere and take all scenarios into account. At the moment, it is possible that a side is favored more than the other one, or that battles with pure AI get stuck or progress awfully slow. We'll try to address those problems as soon as we can, but we can only do so much in our local tests with only AI, so any feedback you provide in terms of balance with players involved is precious to us.

In this patch we're also introducing a bunch of new weapons and upgrades. See the list below for details. A gray HUD color theme is now available for players with information overload. And as usual, a long list of bugs have been fixed (and new ones introduced, no doubt about it.. ).

You may be wondering what's next ? After we stabilize this new version (with a minor patch addressing the most urgent bugs or balance issues in the coming days or weeks), we'll move on to the final piece of gameplay: the carrier revamp (and the ability to deploy and give orders to AI squads). This will require heavy improvements to the AI, especially in the way they (currently don't) coordinate with each others or with players. There is no ETA for the next major patch, but heads up: it is unlikely to be by the end of this year.

We've seen a rise of players in the past few months and sales have been increasing, despite our lack of marketing (which we reserve for our 1.0 release next year). We're pretty happy about that and to see more activity on the servers. Let us know your feedback about the game, what could be improved, what confused you the most at first (unfortunately tutorials will probably be one of the last features we work on) and what you'd like to see in the game in the future. See you in battle and have fun !

-Flavien Brebion

New Chassis System



  • Introduced a chassis variant system for all ships. They are available for customization through the loadout system. You can select a loadout with a non-standard chassis variant and customize it as before in the ship menu
  • Different chassis have positive or negative effects on your base ship stats (base stats here meaning when the chassis is naked, with no mounted hardpoint)
  • The following loadouts are available on non-standard chassis: Heavy interceptor, Light bomber, Tank corvette, Low tech destroyer, Heavy cruiser and Spinal cruiser
  • The heavy interceptor has 2 points of armor, giving a nice reduction of damage versus other interceptors, at the cost of some of its mobility
  • The light bomber loses its torpedo pod, but has mobility rivaling an interceptor with some more hardpoints
  • The tank corvette is very slow, but has more armor and the ability to launch heavy missiles (as opposed to light missiles on the default corvette)
  • The low tech destroyer loses its MK6 hardpoints but now has more MK4 hardpoints and more mobility
  • The heavy cruiser trades any hardpoint below or equal to MK5 for 7 MK7s.. and a lot more mass
  • The spinal cruiser is the only loadout/chassis that can fit the new spinal canon. It has a very high amount of armor, no MK7 hardpoints, which make it bad against other capital ships at near range. It can compensate its lack of firepower with the spinal canon, either against other capital ships or land base's infrastructure. It also has light missile pods to mount SSM batteries
  • AI ships can make use of the new loadout/chassis variants as well

Spinal Cruiser Canon



  • Added Spinal Cruiser's long-range canon: fixed aiming, charging for 10s (with a red aiming sight laser), dealing massive 40K damage at up to a 150 Km range
  • The deadly projectile travels at 5 km/s
  • The spinal cruiser loses -80% mobility while charging
  • The aim laser deals no damage, and is only there to signal the battlefield (and especially the land base) that a devastating shot is incoming. It might also signal the firing direction to other capital ships to dodge the shot, however please note that like any other projectile, it takes time for the shot to travel, so the lead aim might offset from the target but still hit it
  • The cooldown is 30s, and the canon can get interrupted if it doesn't have enough energy anymore to fire (requires about 75% energy capacity), or if it gets damaged, or if you turn power off/disable the weapon group




Land Base Assault



Land assault gameplay loop revamp: the primary objective is now (for attackers) to destroy the power plants. Their force-fields are powered by shield generators. Orbital canons are now a secondary target and not the primary target anymore. A part of the fleet now spawns in low orbit in land assault. Spinal cruisers AI tries to take down the land base from orbit. A part of the defender's fleet tries to engage the attackers in low orbit to destroy their spinal cruisers. The idea is a competition between the two fleets to see which side will take down the spinal cruisers/carrier first (defenders) or the land base's infrastructure (attackers) first.

Guiding System for Missiles/Torpedoes



  • Revamped guided weapons (missiles/torpedoes): added tracking cone, target gets lost if it goes outside tracking cone
  • Unactivated missiles (guided by the parent ship before the guiding system takes over) generate no smoking trail, until it starts thrusting
  • Reduced chaff duration to 8s (down from 10s)
  • Close-by chaffs now appear on HUD with a small icon
  • Smart Retargetting upgrade now takes its tracking cone angle into account to switch to a new target candidate
  • Added a notification message when Smart Retargetting gets activated (when a missile switches target)

New Weapons



  • (Heavy Interceptor) Added a rocket launcher (experimental, might need tweaks). Fixed unguided weapon, firing a burst of low-damage rockets. Hard to use against other interceptors but useful against heavier variants or ships with lower mobility
  • (Interceptor & Corvette) Added a decoy missile launcher. Deals no damage, but appears on the HUD as a torpedo, confusing enemy AMS laser systems. Has the same mobiltiy than a torpedo. Has a shorter life time (10s)
  • (Tank Corvette) Added a fixed heavy missile launcher on the corvette "shoulders". The heavy missile has the same stats than on the destroyer's launchers and are primarily aimed at heavier ships/small damage on capital ships
  • (Spinal Cruiser) Added SSM battery, an auto-aiming/firing battery that auto-aims and auto-fires light missiles at enemy interceptors

New Upgrades and Other Tweaks



  • Introduced a new category for ammo and renamed the categories to be: light (<=MK3), medium(MK4-MK5) and heavy(MK6+) ammo
  • Added a "medium ammo" upgrade for MK4/MK5 turrets that increases ammo capacity by +25%
  • Added a passive "stealth" upgrade for the interceptor: reduces energy emissions so that enemies do not detect a stealthy interceptor that is more than 2 Km away, provided that it doesn't use its weapons/warp/boost/show any agressive behavior. Has a cooldown of 10s
  • Added "weapons durability" upgrade (increases weapons HP by +25%
  • Extra chaffs upgrade now has a +5% mass negative effect
  • Fixed repair crew turrets repair rate (due to a missing timer in the code it was x10 too fast); Some more nerf to the repair crew's hardpoints repair reate (now halved)
  • Repair crew upgrade's repair rate reduced to 25 HP/s (from 40 HP/s). It can only stack 2 times max (down from 3 max)
  • Heat dissipator upgrade can now be stacked 2 times max (up from 1 max)
  • Faster turret rotation upgrade now applies to MK5 turrets too (previously: only applied to MK4 turrets)
  • Changed gyro boost upgrade rank requirement to 3 (down from 5), making it available to new players sooner

Corvette and Other Ships



  • Added the ability to turn automatic firing on (+auto tracking) on corvette weapon groups. Manual groups are still exclusive (you can only select and fire one at a time) but while doing so, the groups previously set on automatic will track and fire at the same time
  • Added back Flaks to the corvette
  • Phalanx CIWS can now be mounted on the corvette
  • Due to adding support for autofiring groups, AMS laser can now be turned on passively and target missiles/torpedoes while the player focuses his attention on something else
  • Increased heat capacity for carrier to 3K (from 2K)
  • The corvette(/and carrier)'s repair field can now repair partially damaged hardpoints. Same improvement for hangars/docking bays

General Gameplay Changes



  • Revamped knockback upon projectile impact to be physics accurate (Note: the previous implementation was a hack). This should result in more natural knockback forces when getting hit by a massive projectile
  • Ship hull's armor damage reduction is no longer applied to weapons on that ship (heavy cruisers have so much armor that interceptor's miniguns could no longer damage them). A weapons durability upgrade has been added instead
  • Updates to automatic turrets tracking systems, to be more reliable and prioritizing certain ship classes over other ones (ex.: laser AMS will no longer try to fire at bombers if there are missiles/torpedoes in range)
  • Revamped rank and credits requirements for most weapons other than the default ones: the idea here is to have a more uniform distribution of new weapons to unlock at lower ranks on both major playstyles (small ships and capital ships)

General Balance Tweaks



  • Increased warp interruption threshold as damage % so that interceptor blasters cannot interrupt a cruiser entering warp
  • Increased minimum amount of time between battles to 3' (from 2')
  • Overheating now dissipate heat 25% slower than the normal heat dissipation rate (Note: this should incentivize players from not overheating by accident, versus letting heat dissipate purposedly)
  • Balance pass over max ammo count and energy cost vs dps efficiency for most weapons
  • Balance tweaks to small energy weapons (blasters and plasma cutter) to deal more energy damage
  • Halcyons and Railguns now have a lower ammo capacity and must be used more carefully
  • Increased firing rate of Phalanx CIWS by +50% (but reduced burst cooldown to compensate and maintain an equivalent DPS)
  • Reduced orbital canon's MK10's hit box size and total hit points, as it is now a secondary objective in the assault loop

HUD / UI / Controls



  • Revamped speed meter to be coherent across ships in terms of soft speed cap vs throttle (so that all ships have the same sensitivity in how much time it takes to reach their target speed)
  • Note: the speed meter has room for speeds above the cap, for cases such as exceeding the cap temporarily (boosting) or without flight assist
  • Added a checkbox to toggle head-tracking in third-person camera views
  • Fixed a bug when showing a weapon's hitpoints HUD icon color status (the wrong red color was sometimes used as it's being repaired)
  • Friendly fire warning is no longer raised for hitting a friendly base shield with a low damage weapon
  • Weapons MFD now shows maximum count for missiles/torpdoes and other specialized ammo (Note: this way you'll know when being resupplied if you're close to the max replenished or not)
  • Fixed capital ships not having HUD in third-person views when using the virtual-cursor control mode
  • Revamped coloring rules for weapons MFD and weapons aiming direction "dots" in the viewport: they now share the same coherent set of rules, which are: red = all weapons damaged or out of kinetic ammo ; orange = none of the weapons can currently fire due to some reason (overheating, under cooldown, charging..) ; normal color = at least one weapon in the group can fire
  • Added a gray HUD color theme (Note: this makes colored alerts and targets pop more. If you find the HUD overwhelming, we advice that you give this color theme a try)
  • Renamed bomber's "shotgun" into "shredder"
  • Renamed "storage" upgrade category into "payload"
  • Tweaked base module's icons for turrets/defenses to be smaller/appear at a lower range, to avoid cluttering complex bases with too many icons. Some of the more important base modules now have bigger icons too
  • Fixed a small bug which caused destroyed turret icons to appear in yellow instead of red while highlighting hardpoints status on a target ship
  • Fixed altitude meter not showing in the 100-200 Km range

Bug Fixes



  • Fixes/tweaks related to previously implemented features (ex.: gimbals not working anymore, weapons not auto-aiming anymore, ams laser range going through shields etc..)
  • Turrets no longer target nearby enemy ships under their detection range (ex.: stealth more or powered off)
  • Fix for a rare occurence of a Direct Input device's driver incorrectly reporting the max amount of buttons, resulting in a client crash
  • Fixed a rare server freeze when two mines collide with each others
  • Fixed asteroids around space stations being destructible and causing negative credits from griefing from friendly fire
  • Fixed multiple issues related to beams/lasers, not properly hitting the closest actor, or not showing anymore after some time
  • Fixed a problem with alt-tabbing and throttle (via a HOTAS) going to 100% while the game is in the background
  • Fixed AI getting stuck at enemy base's weapons max range at a bad orientation
  • Fixed a rare client crash due to extreme attractor forces in some particle effects
  • Fixed an exploit with the corvette's repair beam that could get support objective points while using the repair beam on a ship at 100% hull
  • Fixed a visual glitch with all laser types, which made the laser beam rotate away from a dying target instead of stopping to fire instantly


Misc



  • Updated network visibility range to take into account a ship's max firing range (Note: ships that were far away sometimes were not rendered on the client, despite their weapons being able to hit at a longer range)
  • Fixed shields transparency glitches when the shield is fading out (the shields was darkening the background)
  • Bombing AI corvettes that have targetted base modules will now fire their torpedoes at them more frequently than before
  • Capital ships AI now fire their missiles/torpedoes more frequently than before
  • Decreased audio muffle in dense atmospheres
  • Visual tweaks to missiles and torpedoes (they're now bigger and their thrusters are visible from a higher range)
  • New audio effects for Halcyon, Plasma cutter and Railguns
  • Fixed plasma cutter projectile effect (white rectangles causing HDR to blow up). They now have their proper visual effect
  • Torpedoes now have a thruster effect
  • Reduced incoming transmission "typing" audio loop volume

DevUpdate & Gameplay - Orbital Bombardment

Patch Week!


Saturday's event will start off with a review of the latest patch with Flavien Brebion.
We'll be hosting an official Live-Stream, links will be posted prior to the event.

We'll follow up our development commentary with some community gameplay. PvP if you'd like, or co-ordinate with others for some team PvE. USEast server this Saturday, at 20:00 UTC

Join us for some PvP and PvE gameplay, squad up or go solo, fleet up with capital ships or dogfight with your favorite fighter loadout.


Orbital Bombardment


We'll be testing our new orbital bombardment gameplay. It's an addition to base assault which really changes up the Station and Base Assault experience.

Let us know what you think about the update, what you love, hate, or think could be improved upon. We're interested in constructive feedback that can help direct us to make changes that will ultimately end up improving the game, so let us know your thoughts :) #Battlescape-Feedback and #bug-reports channels are ideal, for longer posts you can use the Discord Forum Channel.

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DISCORD INVITE


Join the Discord for Fleet Comms, or use the in-Squad comms to co-ordinate.
Discord Invite Link - https://discord.gg/wTeDTaK

See you in game!

Friday Night Flights - Orbital Bombardment

Patch Week!


2 Events this weekend, Friday will be a gameplay focused meetup.
We'll be jumping into the USEast server this friday, at 2330 UTC (NA Friendly evening time)

Enjoy some casual PvP with others, help us test the latest build, and experience the first public implementation of Orbital Bombardment gameplay.

This is our first implimentation of Orbital Bombardment, so we expect some issues will present themselves. Use #Battlescape-feedback and #bug-reports channels if you have some thoughts, or find some bugs.

Discord


Join the Discord for Fleet Comms, or use the in-Squad comms to co-ordinate.
Discord Server Invite link >>> https://discord.gg/wTeDTaK

We will post links to any official live-streams prior to the event start.
See you in game!

Saturday Skirmish

In addition to Friday, we're hosting a second gameplay event on Saturday.

We'll be jumping into the USEast server this Saturday, at 1900 UTC

Join us for some PvP and PvE gameplay, squad up or go solo, fleet up with capital ships or dogfight with your favorite fighter loadout.

Join the Discord for Fleet Comms, or use the in-Squad comms to co-ordinate.
Discord Event Link - https://discord.gg/XuwudCK8?event=1021832091811459163

See you in game!

Friday Night Flights

This will be a pure gameplay event. We'll be jumping into the USEast server this friday, at 2300 UTC

Join us for some PvP and PvE gameplay, squad up or go solo, fleet up with capital ships or dogfight with your favorite fighter loadout.

Join the Discord for Fleet Comms, or use the in-Squad comms to co-ordinate.
Discord Event Link - https://discord.gg/XuwudCK8?event=1021832091811459163

See you in game!