In our final blog post, we’re going to talk about a variety of notable changes that we plan on rolling out with the Neuroforge. These changes focus on addressing various class and system level issues we think keep the game in a stagnant place. Some of these things are nerfs, but some of them are buffs. Let’s break down what you can expect.
Evolving Critical Hit Mechanics
The current meta favors driving critical hit chance to 100% and then stacking critical hit strength, leading to a skewed optimal stat prioritization for DPS builds. We aim to broaden the optimal stat distribution, encouraging a more diverse set of builds by changing how critical scaling works.
Critical Hit Chance is the only DPS stat that has a ceiling. While driving up your Damage, Rate of Fire, and Critical Hit Strength always improves your overall DPS, the same isn’t true for Critical Hit Chance since you can’t benefit from more than 100% chance (adjusted for the target’s Critical Hit Resistance). The practical consequence of this situation is that as player’s stat budget grows with tech and item quality, they quickly run up against the ceiling of Critical Hit Chance; therefore, the meta for dealing weapon damage is to max out your Critical Hit Chance and then invest in Critical Hit Strength, which is available in greater amounts than Damage but gives the same benefit when paired with guaranteed Critical Hits.
We want to promote greater build diversity but we are greatly constrained by the reality of this meta. It has kept us from adding new sources of Critical Hit Chance since that would only worsen the situation, driving folks even harder into Critical Hit Strength. With this update, we have come up with a way to gradually shift the relative value of the DPS stats, with the eventual goal of normalizing the value of Critical Hit Chance and Strength when compared to Damage.
We’re going to accomplish this by granting a ramping bonus to Critical Hit Resistance to higher tech ships. Starting at tech 22, all ships and drones have 25% more Critical Hit Resistance than they used to. For every tech level above that, we add another 25%. The upshot is that the ceiling of Critical Hit Chance will rise by 25% with each new tech level, gradually reducing the pressure to invest a large proportion of your setup’s stats into the critical hit bonuses. Importantly, AI will receive these resistances as well.
As you can see in this table, as you go up in Tech the Critical Hit Resistance of ships and drones increases. This will reduce your DPS by the amount listed. These numbers assume a static 100% Critical Hit Chance, but higher Critical Hit Chance values will bring you back to a 0% reduction.
What you can see here is that as we increase the highest available tech level of content, the optimal stat spread for offensive stats will shift. This is because players will actually have a need for much higher levels of Critical Hit Chance in order to fully maximize their Critical Hit Strength in higher tech content. Going forward, we will be releasing Augmenters and Items with higher amounts of Critical Hit Chance, so players can expect to see bigger bonuses to that stat on Tech 24 and above content.
Reimagining Seer
Seer is simultaneously a very powerful alpha strike/execution class that is incredibly binary — if the player used all of their tools and mechanics without being interrupted they would often overkill a target, but if anything went wrong or their damage was blocked the vast majority of its damage bonuses were negated.
We think Seer needs to be much more consistent, so we are firmly cementing its role as an executioner with a steady damage output that ramps up as their targets get closer to death. Backstabbing and Ambushing have been adjusted, and we have added some new mechanics that offer comparable or greater damage than the Nanite.
For context, the Hidden Nanite Infusion Device once activated keeps track of all damage the Seer does to that target over a 7 second duration. After 7 seconds, it deals 175% of the damage stored. The problem with the Nanite is that it is a big chunk at the end, which makes it very easy to over kill something all in one go … or to have your entire damage bonus completely mitigated with a blocker. It is very binary, and that’s the part we’re focusing on.
So, here’s what we’ve done:
Seer now does 100% bonus damage to targets that are under half shields, receiving a fraction of this bonus against healthier targets.
Backstabs and Ambushes will now grant a 30% damage bonus for 5 seconds.
We have replaced the Nanite Device and the Psionic Jammers with the Seer Remodulator, which guarantees a critical hit every 2 seconds.
Wraith now grants the Seer 35% Critical Hit Strength against targets below 50% shields.
Brooding Gaze makes beams ethereal against backstabbed or ambushed targets.
We took away stealth and radar, and we are aware that this can affect a Seer’s ability to avoid damage. We have made the following adjustments with an eye towards increasing a Seers ability to survive.
We added 25% more Range
We added Shield Recovery to Recon Focus
We reduced Weight by 30%
Seer’s Warp Devices charge 2x as fast
Clairvoyant gives a 25% Resistance to Damage bonus when struck from behind
Assassin allows the Seer to equip another Warp Device
In addition, all sources of flat visibility that an enemy can apply to you have been changed to increase your visibility by a % instead.
Recon Focus now includes an extra hull expansion by default. The Expansionist Advanced Class Subskill further boosts this by granting an additional weapon slot and doubling cargo capacity.
Speed Demon
First, we’re happy with how Speed Demon plays in the majority of situations. We think the class is a great example of a good class. There are some things that we thought we could do better, and that’s what the focus of these updates are.
The Rate of Fire cap is a tough thing to work around as a Speed Demon. The class gets a lot of Rate of Fire bonuses, and we have always wanted Speed Demon to be interested in fast firing weapons. This has been a significant limitation in buildcraft for Speed Demon over the years and we want to address that. Another observation is that Beams and Magcannons have remained meta weapons for this class, even as we have repeatedly improved Pulse Guns.
We’ve always wanted Speed Demon to make good use out of high damage projectiles, but because they inherit the velocity of the user they aren’t so easy to use while also dodging incoming fire. This has led to a preference for Beams and Magcannons among Speed Demons.
Here is what we’re doing. The Target Tracker will no longer provide a big damage boost at the cost of range, instead it will cause your projectile weapons to fire from your ship as if they were a full tracking beam weapon. This is going to allow you to keep moving while firing these weapons, opening up whole new weapon choices for the Speed Demon to use even while they are focusing on maneuvering.
In order to further encourage this, we have included a 25% Projectile Damage bonus in the base class. No more damage multiplier on the Target Tracker, but you get:
Much better uptime with projectiles.
You get a damage boost to projectiles.
We have tuned the damage of the class to compensate for the loss of the damage boost on the Target Tracker.
With regards to the Rate of Fire cap, if you exceed it you will now gain the equivalent amount of damage in exchange for increased electricity consumption. This works out exactly as if there was no Rate of Fire cap, which has to remain in place for technical reasons.
And finally, you also get the Shield Recovery and Hull Expander bonuses from Recon Focus mentioned earlier in the Seer section.
This is a light touch to the class, we like where the class is (more or less) and we think what we have done here is give it a new coat of paint.
Berserker
Berserker is a very strong class and is very popular. We like how fun it is to play, and we decided to give it some fun mechanics while also implementing some targeted nerfs. We’re confident the class is going to remain very popular and effective.
Berserker Classic will now additionally reduce the number of weapons you need to have in order to Multifire by 1. This means if you want to MF3 you are only required to have two of the same weapon equipped.
For example, if you pick this skill your 3 equipped weapons will act as if they are 4. If you equip 4 weapons you will max out with an effective Multifiring 5.
Impervious Armor now additionally reduces damage in a frontal arc by 30%. This means you take 70% of the damage.
In exchange, we have shaved some of the Resistance to Damage bonus from Eye for an Eye and Impervious Armor. This is still a significant mitigation buff when taking damage in the frontal arc.
So with regards to Lifesteal, only 10% of the damage done by On Hit effects or Parasites are eligible for Lifesteal. So instead of Lifestealing 25% of their damage, you will lifesteal 2.5% of their damage.
The speed bonus on Berserkering Berserker was reduced from 30% to 10%.
Engineer
We haven’t changed our vision for this class at all, but we do recognize that the Neuroforge is not going to result in the same offensive power increase for Engineers who are looking to upgrade their gear with modifications.
In light of this, we have increased the non-transference damage bonus on Engineer Class 1. We recognize that it’s harder for Engineers to optimize the Critical Hit Chance of their drones than it is for other damage dealing classes to do so. We have also increased the number of Drones that Engineers can deploy from 6 to 7, since Droney will no longer grant an extra deployed Drone. Finally, as mentioned earlier, Drones now have Critical Hit Resistances as well.
We are also thinking about future updates to the Neuroforge that would give Engineers more interesting options when it comes to mods.
General Advanced Class Subskills
Bot PhD
We have taken most of the bonuses from Combat Bot Tweaking and Bot PhD and given them to everyone. This means that combat bots get 50% of your skills, or 60% if you take Bot PhD. Bot tweaking doesn’t contribute to that stat anymore.
Droney
We have taken the skill inheritance bonus off of this skill and given it to everyone, and instead of giving another deploy drone it gives +100% Tweaking to Drone Controllers for non Engineers. If you are an Engineer it gives 15% instead.
Resilient
Now causes you and your possessions to take 20% less damage from indirect damage and on hit effects.
Centered
Causes you to gain 20% of your shield regeneration as Energy recharge if you are not damaged for 2 seconds. While this effect is active, your hostility is increased by 100%.
Strategic Deployment
You and your possessions gain 50% speed out of combat.
Heat Weapons
It’s well known that Heat weapons are highly desirable in the meta. We realized very recently that one of the reasons for this is that they have unwarrantedly high damage per energy. The tools we set up were not properly increasing the energy cost of these weapons to account for the portion of the damage dealt by fires.
This required some nuance when we addressed the issue, because if we charged you upfront for the future damage of your fires it would not be fair. You cannot be sure if all those fires will do their damage before the target dies or before the situation changes.
Live values on the left, effective DPE is somewhere between .63 and 1.26. Test values on the right, the effective DPE is somewhere between .49 and .98.
It’s not fair to charge 100% of the energy costs for future damage, but we need to charge more than 0%.
We did some detailed analysis and came up with a formula to balance those extremes.
On Hit weapon effects
We have reduced the power of Area Effect Damage effects on certain weapons, and increased the power of Bounce/Chain/Splash/Spray effects on other weapons. These changes include DPS, DPE, and On Hit effect ranges. The intention is that these effects are situationally useful rather than Area Effect Damage being the only thing anyone uses most of the time.
Beam weapon sizes
We have normalized the sizes of Beams, which means longer range Beams are smaller. At the same time, we have increased the size of many short range Beams that had high DPS and low DPE. Beams like the Luminous Discrete Oscillator Cluster or Vazaha Caress are much bigger than they are on live. We want a weapons size to be aligned with high DPS, low DPE like it is for Projectile weapons. This also applies to Transference weapons.
Follow along with us
The Neuroforge update has a lot more going on than just the addition of the Neuroforge. We will have posted follow-up blogs to detail what is being changed with the Neuroforge update. We have opened up access to our test server for players to try out the systems we have designed before they go live. The changes on this server encapsulate all of what the Neuroforge has to offer so far. There are plenty of class changes and other fancy things to explore as well.
You will need a totally different client to connect to this server. You will need to connect to “Test Server” using the Delta Client. You can get this client at the follow link: https://www.starsonata.com/dl/StarSonata_2_delta.exe
You can find the “Test Server” on the login screen by using the Server Drop down on the login screen end then selecting “Test Server.” For more information on how to use the test server or to provide your feedback, please use the Star Sonata community discord server.
Disclaimer: Anything on test servers are subject to change at any time and may not be representative of what will be seen when the live server is updated. The test server is subject to be shutdown, reset and restarted at any time.
Neuroforge Update: Gunner & Ranger
NOTE: If you haven’t read the first blogpost, Neuroforge Update: Forging Items, you might want to check it out before reading this one.
We’re excited to unveil updates for the Gunner and Ranger classes as part of the Neuroforge overhaul. These changes focus on diversifying viable playstyles and refining mechanics to keep things fresh. These changes aim to add flexibility and new dynamics while staying true to the core identities of each class. Let’s break down what you can expect.
Ranger Rework
The Ranger class still retains its long-range stealth playstyle but now offers more flexibility. Compared to Sniper it has less range and tracking, is no longer a glass cannon, and replaced the Sniper Analyzer with a Ranger Scope for faster and chunkier damage buildup.
The core distinction between Sniper and Ranger is that Sniper had much greater stealth, range, and tracking bonuses. Sniper was all about maximizing range, with a high-damage mechanic that benefits from focusing down a target over a 2 minute and longer time scale. But this came with limitations: it was slow to ramp up damage, being near useless in short-duration fights, and depended exclusively on range and stealth for survival.
Ranger brings down these extremes, making it less reliant on its fragile glass-cannon nature, allowing for more diverse strategies. The fine tuning we’ve been doing in the closed beta has been aimed towards making sure Ranger can still perform in the old long range stealthy style, while making sure that the playstyle is not the de facto way to play Ranger going forwards.
We expect that what we’ve accomplished here is a class that can be played in a greater variety of styles, including the old glass cannon Sniper style. Maybe someone will come up with an offtank Ranger, or a non stealthy duelist focusing on grinding tough enemies down head to head.
Damage Ramping
One of the key new mechanics is the Ranger Scope, which works similarly to the Sniper Analyzer but ramps up much faster, in 25 seconds rather than 2 minutes. Marking a target by landing an Empowered Shot, automatically available every 5 seconds, builds up stacks on the target. These marks echo every other preexisting marks damage each time they are applied, letting you amplify your damage against a target without forcing you to tunnel vision the target.
Unlike the Sniper Analyzer which forces you to focus on a single target, Ranger can spread marks across multiple enemies. Marks decay slowly on a per target basis, allowing you to stack damage across multiple targets without fear of losing your damage bonus. By ramping up the Ranger’s damage on a per target basis, we allow the Ranger to freely choose its targets based on what they consider the highest priority to be. At the same time, Marks are not applied to extra targets via On Hit weapon effects. This means that Splash/Chain/etc will not apply a mark, nor does the extra damage done to the main target from the Marks echoes apply to extra targets damaged via on hit weapon effects either.
As you can see, the new system is really chunky. Your damage ramps up, but it ramps up in a ratcheted way. We have to be really careful to prevent excessive variance. We don’t want too much variance because it will be unsatisfactory to the player if they want a critical hit but don’t get one, and a player on the receiving end will feel really bad if they get hit with a lucky empowered critical hit. When we have such chunky damage already baked into the class, we don’t want the added variance of criticals. Because of this, Empowered Shots get a multiplier from the average critical damage bonus calculated from your Critical Hit Chance and Critical Hit Strength and are not allowed to critically hit.
Damage Mitigation
Sniper doesn’t have much mitigation on the live server. While they do get shields from Combat Focus and stealth/range from Stalking and Sharpshooting to stay away from damage, they’re not mobile and don’t have much of an ability to react to incoming damage or avoid it. They have to rely on range and stealth to bring their full damage to bear, and in a squad setting they often aren’t allowed to make good use of their range and stealth. We don’t think the class has good mitigation, and we think this gets in the way of the class performing consistently.
We’ve addressed this by introducing two key mechanics: a mobility aura and Grit. The mobility aura activates when your speed drops to 0, giving you a brief boost to Thrust and Speed to reposition or retreat when needed. This ensures that even an unagile Ranger has the ability to reposition quickly, without feeling like you’re playing a Recon Focus class.
More significant is the addition of Grit, which stores a portion of incoming damage as a parasite that deals that damage over the next 30 seconds. This gives Rangers more time to mitigate or avoid incoming damage, and killing the enemy that caused the damage instantly removes the stored Grit. With Survivalist, an advanced subskill, you can increase Grit accumulation based on the marks you’ve applied, further enhancing survivability.
Grit adds a new mitigation layer for survival. By spreading damage over time, you get more opportunities to eliminate threats before receiving their full damage. This system synergizes well with Shield Regeneration, making Rangers highly durable while offering different combat roles, from stealth sniper to brawler… which is why we’ve also added Shield Regeneration to the skill! However, this effect only works when you’re piloting a heavy fighter.
Heavy Fighter? Light Fighter?
Speaking of Heavy Fighter, when you’re flying one your overloaders are twice as powerful! This gives you additional build flexibility, so if you really want a long range build you can select an overloader that grants range to specialize in it. The same skill that gives the player access to Grit also gives 30% Shield Recharge and Damage in a Heavy Fighter. With Grit being so core to Heavy Fighter, we should see more players preferring to use a hull befitting a Combat Focus. With these changes, some may still opt for a Light Fighter. However, that will be a choice made with some risky defensive drawbacks and a loss of a damage bonus.
We’re really excited to see what players do with this, and people will find ways to use it that we haven’t even thought about.
NOTE: We have tuned the numbers so that the stealthy Sniper playstyle can still exist, while also encouraging other playstyles to evolve.
Gunner Enhancements
Gunner is a class that relies heavily on stacking weapon damage to maximize the various Advanced Targeting Computers it has, allowing it to copy its high single target damage and spread it to multiple other targets at very high ranges. You also have access to missiles, but they are difficult to land in chaotic fights. Because of this, Gunner feels like a one-dimensional class. There is one meta way to play it, and that is as a long range multi target artillery piece. Our goal is to diversify its viable builds and emphasize Gunner’s role as a Fleet Focus class, capable of significantly enhancing squad damage output.
Shifting the Meta
Gunner has traditionally been about pushing weapon damage bonuses for massive Deathblossom output, but we’re moving towards a more dynamic set of mechanics with the removal of the Deathblossom and the introduction of the Targeting Computer. This allows Gunners to fire fewer but more consistent shots (with no firing arc limitations if they are projectiles), ensuring that every shot hits something even in chaotic battlefields. This means the Targeting Computer will always fire all of its extra shots, even if there’s only a single target nearby.
With our current numbers, this means that the Targeting computer is doing triple damage against a single target. This makes the Targeting Computer better against small numbers of enemies in the Neuroforge update. Each shot can also propagate on-hit weapon effects! And, finally, they can even be equipped on bots for even more mayhem!
Gunner’s new Fracture mechanic emphasizes its role as a fleet multiplier. When a Gunner damages an enemy with its weapons, they apply fractures to the target. Allies can then hit those targets to receive a 100% damage boost, effectively doubling squad DPS as long as the Gunner generates enough fractures. For every 100 damage the Gunner deals, allies can benefit from 700 additional fracture damage. This mechanic is crucial for fleet combat, making the Gunner an essential part of maximizing a squad’s firepower.
Example 1: Lets say the Gunner is doing 100k DPS, and their ally does 200k DPS. The Gunner is injecting 700k fractures per second, and their ally will consume 200k of them to double their DPS. Overall, the Gunner and its ally will not be dealing 300k DPS, but will instead do 500k DPS.
Example 2: Lets say the Gunner is doing 100k DPS, but it has a bunch of allies and its allies do 1.5mil DPS in total. The Gunner is only generating 700k worth of Fractures per second, and the squad is using all of them and cashing in the full 700k. There aren’t enough around for all of their damage to get doubled, so the squads damage is increased by 700k and the total outgoing DPS is 2.3mil as a result of the Gunner.
As you can see, depending on the Gunner’s weapon DPS, and the total DPS of their allies the fracture mechanic will have a variable multiplier on the squads total DPS but that multiplier will generally be significant and the more the Gunner invests in their weapon DPS the greater their contribution. Even better, the more Gunners you have the more fractures they create!
Expanding Playstyles
Even in solo play, this mechanic still works—fractures boost the damage of your bots, missiles, and fighters. The Mass Destruction skill amplifies this further by significantly increasing the amount of fractures your missiles and fighters can exploit. This system offers more depth for Gunners, as they must now consider balancing their own damage output against their allies’ in order to maximize their influence on the battlefield.
Missiles have seen an update in terms of launch patterns, timings, and mechanics. They are more reliable when it comes to their maneuverability, are unaffected by collision code, missiles solely meant to do damage fire in a salvo, missile stats now scale off of quality level, and they benefit from a bonus to missile damage specific to the Gunner class.
We’ve also removed the Multifiring bonus, but have given a significant increase in damage to compensate, since the Gunners bots are also getting the ability to multi-target. We have also reduced Range and Tracking bonuses since Targeting Computers have less restrictions. This streamlines combat while ensuring Gunner still packs a punch in both fleet and solo scenarios.
Summary
These updates to Ranger and Gunner are meant to create room for deeper, more dynamic playstyles. From Ranger’s faster damage ramping and mitigation to Gunner’s fleet-centric fracture system and the Targeting Computer, these changes are designed to keep both solo and squad-based gameplay exciting. We’re eager to see how players adapt to these new mechanics!
Follow along with us
The Neuroforge update will have a lot more going on than just the addition of the Neuroforge. We will be posting follow-up blogs to detail what is being changed with the Neuroforge update. In the meantime, we are opening up access to our test server for players to try out the systems we have designed before they go live. The changes on this server encapsulate all of what the Neuroforge has to offer so far. There are plenty of class changes and other fancy things to explore as well.
You will need a totally different client to connect to this server. You will need to connect to “Test Server” using the Delta Client. You can get this client at the follow link: https://www.starsonata.com/dl/StarSonata_2_delta.exe
You can find the “Test Server” on the login screen by using the Server Drop down on the login screen end then selecting “Test Server.” For more information on how to use the test server or to provide your feedback, please use the Star Sonata community discord server.
Disclaimer: Anything on test servers are subject to change at any time and may not be representative of what will be seen when the live server is updated. The test server is subject to be shutdown, reset and restarted at any time.
Neuroforge Update: Forging Items
Item modifications have been an integral part of every pilot’s journey for the majority of Star Sonata’s life. The “Bindomite roulette” is something many of you are all too familiar with. We have been hinting at (and even writing full posts about) a new vision for item modifications for a very long time. After a concerted development push and a lot of help from the Paxian Disciples, we’re finally ready to announce the details of this project. Here is a breakdown of what you can expect from the finalized Modifications revamp, which is planned for release next month.
High Level: Neuroforging
The biggest feature of this revamp is the introduction of enhanced modifications via Neuroforging. Neuroforging allows you to take an item that is already neurobound and improve a single modification on that item. This is done by taking an unmodified copy of the same item and spending it to neuroenhance your chosen piece of gear. This opens up the brand new Neuroforging menu.
The Neuroforging menu gives you 3 semi-random options to pick from every time you neuroenhance an item. The first thing that may catch your eye are the pink modifications at the top of each selection, coupled with a +15 in the case of Forceful in the first option. This is an enhanced modification and is one of the key features of the modification revamp. Upon completing your first enhancement on a piece of gear, one of your modifications on that item will be enhanced.
Mid Level: Enhanced modifications
Let’s get a bit more detailed about enhanced modifications.
Neuroforging is a process that can be done multiple times, but you can only ever have one enhanced modification at a time.
Enhanced modifications are coupled with an enhancement level. This tracks how much extra power above a basic version of the modification is being provided.
Some modifications get special benefits for being enhanced. These special benefits do not scale up their bonus with enhancement level.
Not all modifications are eligible to be enhanced.
Enhancement level has a cap, it’s not infinite!
The higher quality the item, the better it can become. Enhancement Cap and Total modification count scale with item quality.
Keep Rolling
So the basic flow of enhancing and modifying your gear is as follows: You neurobind a piece of gear. You grab another copy of that gear, and consume it to start neuroforging. Even though the item’s enhancement level has a cap, you can neuroforging an item an infinite number of times. This can do things like swap your enhanced modification, and add or swap “secondary” modifications in addition to its normal purpose of increasing your enhancement level. However, the middle option will always increase the bonus of your currently enhanced modification and not change anything else about the item. You could call it a “safe” roll.
What do I do with all of these items?
If you were a heavy user of the current modification system, then you likely have storage ships full of Bindomite-bound gear lying around. One aspect of this modification system is that all of those items are eligible to be used for neuroforging. Neurobound items can be used in forging, but the item must first have all modifications stripped from the item. We have implemented a system that allows any Bindomite-bound item to have all modifications stripped by using another Bindomite. You are allowed to either re-roll the item for a new set of modifications or use it as fodder for neuroforging.
Follow along with us
The Neuroforge update will have a lot more going on than just the addition of the Neuroforge. We will be posting follow-up blogs to detail what is being changed with the Neuroforge update. In the meantime, we are opening up access to our test server for players to try out the systems we have designed before they go live. The changes on this server encapsulate all of what the Neuroforge has to offer so far. There are plenty of class changes and other fancy things to explore as well.
During Anatolian contest the leading team will lose influence on player death and a smaller amount on bot or drone death.
The influence that can be gained is capped during the contest. It starts at 1 million influence and linearly approaches 4 million by the end of the contest. The current cap can be seen on the bulletin board. After the contests standard duration the influence gain is uncapped.
Adjusted the quality of Imperial Polishing Machine to Exotic.
Adjusted the quality of Imperial Restoration Forge to Exalted.
Strategos has a different shout on death and now has a small chance to drop the Imperial Restoration Forge.
Added Imperial Restoration Forge to drop from Strategos, used to turn Fragmented Imperial Signets into an Imperial Signet. These are used to level Imperial skills past level 5 in the Anatolian Expanse.
Fragmented Imperial Signets are acquired through participation in the contest for the Imperial Throne in Anatolia or by winning Emperor itself.
Imperial Restoration Forge can no longer be sold for 100k Anatolian Crests, instead it can be sold for 30k Anatolian Crests.
Strategos minions now properly spawn in an area around Strategos instead of in the center of the galaxy.
[Client/UI Changes]
Potential fix for dark screen on login.
[Item Changes]
Removed No Discount tag from Modules on Schematics.
Changed Ancient Baby Dragon Hatchery Blueprint to require 2 Perilium, 3 Stabilized Plasma Fusion Core, 5 Dementium.
Removed Drop on Death and No Fast Travel tags from Astral Silk, Fixed Trobble, The Spice, Storm Crystals, Dragon Egg.
Removed an unlisted +20 flat speed and changed from -100% thrust to Engines Disabled gremlin effect on Matriarchal Fortification Bypasser super item inbuilt. Also was listed at 2 seconds but did 4 seconds of effect. Now only does 2 seconds as super states.
[Universe Changes]
Grand Empyreal Eclipse:
Boss no longer spawn with augs or mods.
Saros in second room of Grand Empyreal Eclipse Rift no longer display on Rift Leaderboard.
Added boss to Rift Leaderboard.
Fixed Grand Empyreal Eclipse missile phase so it properly targets random targets instead of one single.
Greatly increased Inertial Dampening on Boss.
Swapped sun in boss room to be a planet.
Fallen Station can no longer be knocked back.
Converted Janayitriadhara (Tractoring 22) to be immune to Transference during immunity phases and the Paxian Bombs to now use True Damage.
[Bug Fixes]
Fixed a division by 0 in colony commodity price that caused negative numbers to display.
Fixed a bug in Multi Factories that caused a crash.
Fractured Galaxies now have Attack Windows. This window is a 90 minute period that happens every 72 hours. Stations are only vulnerable during this window.
A given Fractured Galaxy will always be vulnerable at the same time during the day for each attack window.
The universe contains an even distribution of attack window start times.
Server's Daylight Savings Time (ET) may shift this by one hour in some cases.
When warping into a fractured galaxy, the time until the next attack window will be put in your event chat.
Ship to ship and ship to permanent drone combat is enabled at all times in fractured galaxies.
Stations can only be placed once the first attack window for a newly revealed fractured galaxy begins. After that time stations can be deployed at any time in that Fractured Galaxy, but will not participate in or be affected by any PvP actions except during the attack windows.
Termites can no longer spawn in fractured galaxies.
[Client/UI Changes]
Fixed a issue with In Flight Use and Station buttons being backwards for remote inventories.
Changed "Base" button for filtering in inventories to "Station".
[Item Changes]
Colony Active ICs:
Removed the Goop cost from the five Colony IC factory blueprints.
Reduced thematic t3 IC cost to a nominal amount.
Reduced Perilium, Dementium, and Stabilized Core costs greatly.
Changed Commodity Sale Events -- Removed Colony Resources (The Spice) and replaced them with Colony Active ICs (Spice Infused Confits), for sale. These can be sold to the AI base for a significant fraction of the price they could be sold to colonies.
Reduced the negative augstats on Crescent and Eclipse Augmenters, shifting some of the positive stats down as a result.
Spelling error fix for the Lunaria Rampage Preserver Blueprint description.
Fixed an error with "Laconia Sheet Smelting Factory" and "Laconia Sheet Factory" where they were not using the correct number of Metals (10k instead of 100k).
[Mission Changes]
Added a hint to Paxian Exploration mission for players to find the right station for the Complex Matrix of Solidified Water to Glass Matrix.
Reduced the amount of sensitive intel needed per mission of the pretender Hermes daily mission chain from 4 to 3, and from 7 to 6.
[Universe Changes]
Cybernetic Battleship/Cruiser Roamers:
Removed Augs and Mods.
Reduced various stats.
Increased projectile velocity on Battleship.
Increased Palatial Pax Turning.
Decreased Lucerne and Cybernetic Dropship Thrust
Reduced tractor power on Obsidian Freighters.
Slightly reduced diameter of Selenite and Selenite Avengers so they weren't the same size as the Lunarian variants.
Removed self recoil from Forgone's physical knockback super item. It will still knock back the targets hit.
[Next Universe Changes]
Anatolian Expanse:
Added Imperial Skills to level 7 to Anatolian Expanse using a new item called Imperial Signets.
Polemarchos and Taxiarhos no longer spawn.
Strategos:
Will no longer spawn disguised and will instead spawn multiple instances in multiple galaxies, with 6 spawns in total.
They will spawn with a horde of protective soldiers and be worth 30k influence by themselves with their minions being worth around another 30k.
Strategos spawns will spawn every 4.8 hours, and despawn after 25 minutes. Each Strategos will take, at a minimum, 10 minutes to kill due to the invulnerability phases. It also has a holoprojector effect to show how long until it despawns, and when it phases into an invulnerability phase it becomes significantly slower.
Drastically reduced vis on Anatolian Crests.
The mobs guarding Strategos stats are buffed and are now worth more influence and more crests.
All galaxies in Anatolian Expanse have had their asteroid fields changed to knock everything back into the center.
Increased the weight of Anatolian Crests and their containers.
Captain Redbeard / Exotic Trackers:
Adjusted exotic drop rate and separated Consumables from gear in the Red Rogue Exotic drop lists. So gear should be much more plentiful.
Added a mission to unlock an item exchange for Captain Red Beard Trackers
(Will change with reset) Unstabilized Plasma Fusion Core are now commodities instead of mission item. They will now only drop if player is Premium player instead of requiring the mission to be active. Stabilized Plasma Fusion Core are now unlocked as a Trade Bay Exchange after performing the Scientist of Lyceum mission the first time at Spartan Garrison.
Module Rework:
Created "Schematic" versions of T20 and T21 module blueprints which removes the Gizmo requirement. These modules now need only lower tier Modules + Sensors + Augmenters.
Created "Template" versions of T20 module blueprints which removes Gizmo and lower tier Module requirements. These modules now only need Augmenters + Sensors + various Sheets.
Created a new station in Platonic Academy (called "Taphos") to house old blueprints and factories for use by players with leftover Gizmo commodities. Note: this may depreciated in the future.
Created various trade-ins to allow players to trade their old Blueprints for Schematic/Templates in Taphos.
Created new T20 "Schematic" and "Template" packs for sale in Palaistra.
Moved T20 "Tablet" blueprint packs to Taphos.
Replaced T21 Blueprints with "Schematic" versions in all the places where the original T21 Blueprints were purchasable.
[Server Changes]
Can no longer dock limbo ships in a public rift (instance).
Can no longer remotely toss items from ships docked in public rift / rift (instance) without being in the galaxy.
[Bug Fixes]
Fixed fighters sometimes flying away when they should be returning.
Reset Tips & Feature Review
Hey Sonatians,
We thought we would work up a helpful guide to highlight several new and old features that help make universe resets more of a breeze!
Limboing Tow Service
Every universe players get one /limbo to redock all of your ships if you’ve placed them in a location and need to change your mind. If you’ve used up your free one and require anotherm you can purchase Limboing Tow Service for 5 billion credits at Friedman AI station in Free Market. This will “limbo” all your ships and let you choose a new AI station for them all to be placed at. This can be extremely helpful for moving large storage ships like Thatch that lack an engine.
Item Teleporters
Item Teleporters are station builder’s best friend when packing or unpacking. Located at the Friedman AI station in Free Market for various times and prices. Or if you want a less stressful experience, a 3 day length teleporter is also available in the in-game Store via the Gold Icon at the bottom for Space Points. These useful tools allow for teleportation of items within team space between ships and/or stations (if you’re docked at the station) provided those possessions are also in team-owned space. The item teleporter timer starts immediately after purchase so be prepared to equip it and utilize immediately!
Packing
Buy and equip the Item Teleporter then head to the location of your stations in a galaxy your team has ownership of. Open the Character window and then select the Possessions tab. Find the ship you wish to “store” your stuff in and right click and select Open Inventory. This will open a remote inventory window of the ship. Go ahead, leave that window open and then dock at the station you wish to pack up. Then highlight and drag and drop the items from the station inventory onto the remote ship inventory. This will make the items instantly transfer. Dock to another station and repeat.
Alternately, you can right click on a Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station (again restricted to an owned team galaxy).
Unpacking
Once you have ownership of a galaxy and laid the Stations in the locations you want for the galaxy, you can purchase and equip the Item Teleporter. Open the Character window and then select the Possessions tab. Find the ship you have your station items in and right click on it and then select Open Inventory. Dock at an appropriate station and drag and drop from the remote inventory window of the ship with your station items onto the station.
Again alternately you can do the same with a a station you deploy strictly to unload your stuff onto for sorting. Unpack the goods onto that station and then you can right click on another Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station.
Trade Bay Import/Export
Trade Bays can be exported or imported during the packing/unpacking process.
To Export, dock at your Station. Go to the Control tab. Press Trade Goods. Then press Export. This will open a window that allows you to copy paste the text for later importing. Follow the same process but press Import on the Add Trade Goods page when importing your template you’ve previously exported. This can be extremely useful for include things like your shop or a main production station, but also any trade bay that is worth re-using such as a colony or extraction setup.
Transferring Stations and Bots to Characters on the Same Account
One of the major changes of the last few universes has been the ability to transfer Stations and Bots within the same account! This helps streamline the ability of a player to centralize most of their Station construction builds and supplies onto a single character. To utilize this new feature – select your bot/station and press “X” if the menu below the targeting box is not visible. For stations, Transfer Ownership will be on “X” menu. For bots, you must press More Bot Options and then press Transfer Ownership. You must have a character, on the same account, that you wish to transfer to, offline within the same galaxy for it to be a valid choice, provided the receiving character has sufficient skills and/or slots for the transfer.
Bot Orders
A new search window has been added to help players better sort through the huge commodity lists. This should help players more quickly set buy and sell orders. We also have further improvements regarding orders coming in the near future!
We hope you take full advantage of these tools and enjoy a more efficient and less stressful universe reset experience. Happy packing and good luck in the next universe!
Added a new galaxy and a 5-player limit instance boss to the empyrean layer next universe. Locked until 2 weeks into the new universe.
[Client/UI Changes]
Updated Store icon to be Gold to better stand out against the rest of the icons.
Updated Options Menu icons.
Added a new "switch" button to options menu to go straight to the character select menu.
Increased the minimum horizontal size of the ship inventory window so the cargo button is always visible.
Fixed a client crash due to a tint texture corruption.
Fixed a bug where the galaxy map used for bot jump orders would not display the correct galaxy if the player re-opened the map after disconnecting and reconnecting while the map was open.
Fixed a bug with the bot order window that caused it to not hide when a player lost connection.
Shield bar above ships no longer flickers when affected by a +max shield aura or tweak effects.
Fixed an issue where colony suitability bonuses were improperly displayed as rounded down by one.
Fixed an issue where 0 quantity item would display in the inventory window.
When a context menu submenu opens and it hits a border of the screen - it will now open to the left instead of just float on top and be right most aligned.
/ignore should now also ignore floating message from galaxy chat.
Docking/Construction/Management Privileges can no longer be changed by scrolling the mouse wheel.
Added "Link Item in Chat" to trade bay context menu.
Made Base Cost, Average Buy, and Average Sell sort properly by numerical value in the Add Trade Good dialog.
Sorting alphabetically in tables will now ignore whether or not the first letter is capital. (Previously did A-Z and then a-z).
[Item Changes]
Shop sale on Station Skins for 1 SP.
Non-physical Pulseguns, Magcannons, and Sebastopols now cause less knockback on impact with their target. Radiation weapons have increased knockback recoil on firing.
Station Tech upgrades will now decay on reset.
On Hit effects have been adjusted
On Hit Effect range no longer scales inversely with weapon range.
AoE ranges have been brought closer together.
Chain now has more jumps, and jumps do not do extra damage. The DPE of the longer jump chain weapons is lower.
Bounce ranges have been brought closer together, and have been given more bounces as well. The bounces no longer do extra damage, and their DPS and DPE have been adjusted accordingly.
Splash ranges have been increased significantly.
AoE ranges have been reduced.
Corrected the periodic silicon cost of the Tycoon Shield Poltice Blueprint from 1 to 16200 to match the other periodic commodities.
Changed descriptions for Team HQs and Team Outposts to remove outdated information on galaxy ownership.
All Admixium blueprints now require 75% less ingredients.
Portable Ship Factories now state they can be used on space ships on item description.
Multi factories now properly display as factories and will sort as such.
Removed most sources of Trans Efficiency from tweaks and supers from game for now.
Added the following note to Ship Tech Upgrade item tooltip: "Does not increase augmenter slots".
Fixed Masala Blend Tweak to correctly state 35% instead of 50% damage. This isn't a stat change just fixing the description to reflect what's actually occurring.
Changed the maximum workforce of small warp beacons from 100 to 1000.
Lustrous Cybernetic Nullifier Shrike and Luminous Cybernetic Nullifier Magpie damage were increased.
Luminous Iterative Excavation Platform has had its surgical weapon changed into a pulse gun. It will do less damage but will shoot far more often.
Redid visuals for Empyreal Transference, Celestial Surge Transference, and Celestial Astrarium Wand.
Reduced spread angle of Molten Metal Sprayer.
[Universe Changes]
Medium Fallen Station (Torpedo Station) now does a colliding chain effect (aka asteroids can block it) and has a drastically reduced chain range.
Significantly reduced the knockback on Mother's projectile weapon.
Removed -Turning and -Thrust and added Engine Disabled debuff to Mother, T20 tractor boss. The debuff prevents any thrust but allows turning.
Increased diameter of Psionic Glare.
Reduced chain damage on Cybernetic Destroyer's beams and increased projectile speed on its pulse.
[Next Universe Changes]
Drastically reduced comet orbit time.
Reduced the number of mobs that spawn in the Boreal Cliffs.
Added the tech 5 Prototype Capital Fighter bay to East Vindia AI station trade bay.
DG Mini Kasper mobs will no longer use their inbuilts.
Reduced commodity drops by 25%-35% within Kalthi Depths.
Added another fuel station to Deep Space.
Changed the DG version of Nathaniel Courthope to have a respawn time of 10 minutes instead of 30 minutes to match the other DG lockouts.
[Server]
Unqiuewidth items now behave similarly to other item with equip restriction, if another item is equipped it will first try to unequip it and "swap" the item instead of giving an error unless there is other requirements that are not met. (IE Equipping a Perilous Burst when Perilous Strength's is equipped will now swap them instead of just error).
Improved reaction time for Shields to start / stop charging.
Trackers now store their information on the character and target can't be changed by attempting to use another tracker of the same type. Trackers can now stack.
Missiles now check for Collision Radius instead of center of an object when detonating.
PVP timer will no longer get reapplied on impact while a player is in pod or spirit. This should make it less likely to be trapped in a gal because of damage over time on enemy ships.
If /limbo fail due to bound item, a player can now do /limbo again within 30secs to execute a partial limbo. Ships that were causing the error will remain and it will limbo everything that it can.
Added Remote Control 19 and 20 to content guide.
Fixed engines and drone deployment issues on content guide.
Updated the /help message for /limbo to clarify it works the whole universe not just first 72 hours.
Item repairs are now capped to non-Item Exchange AI Station prices (when buy and sell).
[Bug Fixes]
Fixed a bug in Twisted Honey that prevented getting kill for mission.
Fixed a bug where Boss AI that regen to full for their phases also reset their hate when full.
Fixed an issue with shield not charging when energy bank is bellow 10% even if that 10% would be more than enough to keep charging for a long time.
Fixed bug with various degrading-over-time blockers Bosses used in endgame content.
Radar range circles now update when range stats change.
Projectile velocity augmenters and drone controllers will now properly increase projectile velocity of drones.
Torpedos now properly handle projectile velocity augmod (for both ships and drones, neither worked before).
Fixed a bug introduced in a previous patch where cloaks constantly applied their bonus instead of only when activated.
Fix for some item exchange listing not showing up in /mc.
Fixed a bug with the new /mc was not properly handling items that were removed from trade bay.
Fix for a bug where a destroyed base could end up not updating its workers being used count.
Active ship no longer attempts to switch when selling a non-active ship.
Fixed bug with Nanobot repair drone where 'repair field' appeared to be on the repaired ship instead of the repaired item durability updating.
Fixed Operative's Desolator super item on the Pax Spatha, it will now impart Desolation.
Fixed Operative's Nook super item on the Pax Pugio, it will now impart 15 seconds of increased recoil after the reduced recoil effect wears off.
Fixed display of flat thrust on neurotweak tooltip to display properly.
Fixed issues where both Roaming Hermes were not spawning mobs correctly in Perilous Space.
Fixed a bug with mining bots sometime getting stuck when commodities decay entirely.
Fixed an issue with common and uncommon fighters that had their repair costs set to low.
Fixed a bug that prevented disabling weapons when outside of Aurora's bubble.
Empyreal Flagship Spotted: Universe Reset
The Empyreal Concord’s rebellion against the Celestial Hand has been a tumultuous saga of conflict and strategy, with both sides suffering significant losses. So far, the Celestial Hand has managed to contain the fleets of the Empyreal Concord, using their vast resources and the help of numerous mercenaries. However, recent developments indicate that the Empyreal Concord is far from defeated.
In a bold and unprecedented move, one of the Empyreal Concord’s primary flagships has been detected, the Grand Empyreal Eclipse. Reports suggest that the Empyreal Concord has utilized a temporal attack, an advanced form of warfare designed to reset the progress made by the Celestial Hand and their allies.
The temporal attack signifies a desperate yet ingenious attempt by the Empyreal Concord to level the playing field and perhaps even turn the tide in their favor.
As the Celestial Hand scrambles to understand and mitigate the effects of this temporal weapon, the galaxy watches in anticipation. Will the Empyreal Concord’s gamble pay off, plunging the universe into further chaos and uncertainty?
Dev Notes
Extractors other then space oats shut off, colonies will no longer make purchases to/from user stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
Bases, permanent drones, and the credits on active bots will be lost.
Player ships will not be affected.
If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
Careful not to spawn into the new universe in an immobile ship!
Wild Space will be scrambled and receive a new map shape.
All other layers will have the systems scrambled but contain the same shape.
After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station. You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.
Added Goop Colony blueprint to Building Academy that gives 100 mil population and rations.
Change the cost of Goop Juice to be only Baobab ICs to only be half the baobab ICs and 6 sub shield buffers per run.
Factories (basically everything but those on C&C station) will now be boosted by the goop fuel additive.
[Active IC System]
Aveksakan Trophies changed from 1000000 weight to 10000000 weight, in alignment with Xenological Research Samples.
Increased Brocades value by 50%.
Changed cost of Colony Commodities, added Prevents Fast Travel (TSL, Transwarp, Item Teleporter) and Drop on Death.
Adjusted T0-T1 Colony IC costs:
Spice Infused Confits: Fragrant Arrangements from 15 to 40, Intense Appetizers from 15 to 40.
Shimmering Astral Brocades: Pretty Decor from 8 to 40, Posh Virtual Butlers from 17 to 20.
Genetically Modified Trobbles: Pretty Decor from 9 to 40, Posh Virtual Butlers from 18 to 20.
Stimulating Crystalline Resonators: Fragrant Arrangements from 11 to 40, Milliways(tm) Bundles from 11 to 20.
Luminescent Dragon Scales: Pretty Decor from 6 to 40, Milliways(tm) Bundles from 9 to 20.
Active ICs will have some randomization to their prices during events.
Added colony commodities to the random events.
Increased the number of items bases are willing to purchase from 1 to 3 during an event.
Reduced commodity costs of Active Colony IC factories by 50%.
Adjusted distribution of colony commodities in Wild Space.
[Client/UI Changes]
Added a 2 seconds cooldown for "r"/dock key to undock you after docking, so spamming dock key to dock will not instantly undock you.
Temporary Bonus window now orders from lowest time remaining to highest to better highlight the ones at the top are the ones that need to be re-activated/worried about.
Changed Thrust gremlin effect from "Engine Disabled" to "Thrust Disabled".
Crash fix related to chat linking an item.
Fix for inventory multiselecting not resetting when you click in it.
Fix for drag and drop from inventory to ships in the docked ship list in station.
Added "/SelfMsg message" to the game client, this simply write a message in a "self" tab. can be combined with /savecommands to have a custom chat tab with notes, /ap galaxy links and stuff like that.
[Item Changes]
The following Field Generators electricity per second were changed:
Adonis Radiation Field increased to 10,000.
Argonaut Radiation Field increased to 12,400.
Ambrosia Radiation Field increased to 13,600.
Andaman Radiation Field increased to 15,200.
Adamantiumized Projection Field increased to 21,500.
Replaced IC augmenters in Building Academy Entrance with new named augmenters that no longer decay on universe reset. The previous ones will still decay.
Changed item description from "production" to "construction" on Base Construction speed items like Roverts, to be more clear.
Changed Twisted Station, Bellarmine's Mini Cathedral Rubicite Station Kit VI and the various Depot Station diameters to match their tech equivalent (Loaded,Lac,Dem,Ada) diameter size.
Nemesis Pulse Cannon, Excise Pulse Cannon and Irradiating Pulse Blueprints from Bonnet now take a Venusian Pulse Gun instead of Mercurian Pulse Gun.
Changed Electrical Tempering in super item descriptions to Electric Tempering to be consistent.
All Hands on Deck super aura now only affects the users' Personal Drones, instead of affecting all Allied Drones.
Changed the Redbeard's Temporal Tricks and Redbeard's Temporal Translocator super items on Redbeard's Rogue.
Due to rounding error - some weapons recoil might change by roughly 100 ms but DPS and DPE should be unaffected.
[AI Changes]
Updated Kalthi, Stellation, Cyborg and Zaphragi AI empire kits Transference Resistance from 40% to 75% to match player Adamantium Stations.
Updated Demented Delquad's Railgun to have a more visible projectile.
Reduced -thrust tweak effect on Demented Delquadrakamdan significantly.
Added new AI names.
[Next Universe Changes]
Added Inferno Monitoring Outpost to Lavanite.
Moved mission chain for Infernal Tempest and Infernal Darkness to new station in Lavanite. Players will still start the chain in Sol, however the mission "Infernal Collection" will end in Lavanite instead of Earthforce Headquarters in Sol, and the rest of the chain will continue from there.
Altered Infernal Darkness chain to autostart the mission to kill Dark Diablo immediately after killing Dark Maelstrom to help prevent players getting locked out of Dark Diablo before starting his elimination mission.
Cleaned up some mission text in Infernal Tempest chain.
Reworked Protoplasmic into a Goblin zone and made an instance (known bug with missions that gives error that'll be hotfixed later).
Converted the repeatable t22 skill commodity harvesting missions to 1 time only mission Item Exchange in the trade bay
Added missing Perilous Burst single tweak to KD drop list.
Reduced Tractor Power of Merchant Navy Seal Commanders.
Added the following factories to "The Junkyard" for Station Gear Tokens: Gigantic Space Still, Gigantic Grav Testing Facility, Gigantic Lavatory Factory, Gigantic Dall Computers Assembly Plant, Gigantic Cybernetic Construction Facility, Gigantic Fembot Assembly Plant, Gigantic Iquea Workshop
[Server]
Marketcheck should now be a lot more reliable when displaying prices / availability of items. Prices and quantity should update up to once per minute reliably.
Marketcheck now include a short list of blueprint and factory using the item.
Added Warp Navigation 3 to Neural Boost.
Drone show stat sources now indicate which bonuses are coming from the ship
Base Scanning now checks for safety lock.
Added ability to destroy Colony Enhancements and Station Skins with same requirements as augmenters.
Paid Space Blue skins now apply to Red Rogue ships.
[Bug Fixes]
Adjusted all the uptimes for the buff station field gens so they show as blank on the tweak manager like most other Field Gens.
Fixed a bug where you would instantly enter stasis instead of receiving an error message when attempting to tow within 30sec of having towed.
Added a same account exception to when transferring a station when not on the same squad or team.
Fixed a bug that listed "yourself" from the list when doing station or bot transfer.
Fixed for a few mines still not being 0 size.
Added potential fix for on hit effect weapon sometime hitting a friendly.
Fixed a bug that prevented station selling item from listing.
Ships in V formation will no longer "snap" / "lock" to your side while in combat or going faster then 20 speed. Outside of this they will need to use their own turning, thrust to get into position.
Bot will now shoot if possible while trying to get back into formation.
Added the ability for bots to use braking when trying to get into position.
Players can now control the distance bots prioritize shooting before trying to get back into formation via Leash Distance while in V Formation.
Adjusted the logic for Mag Canons, Pulse Guns, and Torpedo weapon types for AI/Bots/Drones when expecting to hit to be more accurate.
Free Combat Bot reset will be added to Shadow.
[Easter Changes]
Reworked Easter Bunny and Zombie Easter Bunny fight, arena, and drops.
[Client/UI Changes]
New Store with items such as but not limited to:
Additional Character slots.
Neural Boost to T20 for most skills.
Augmenter Reset (plus a cheaper NB version).
Station Skins items (you cannot change/remove after applying item to a station similar to an augmenter).
Added new Temporary Bonus window that can be toggled via the F10 menu. It displays tweaks, their amounts and the time left they have.
Fixed a bug that caused item linked tool tips to crash the client when clicked.
Floaties no longer vanish if the object is targeted and object type is check marked under section of "Display Float Icons" under Display Options.
Alt+Click no longer unequips items when clicking hotbar. This was removed due to limitations with how windows works with alt+tab causing alt to get stuck on and unequip items while players trying to use their hotbar.
Fixed a bug that would cause inventory window to constantly close on undock after completing a mission that would grant items. Inventory window will now only force close if it was previously not opened prior to completing the mission.
Added various tooltips, adjusted search boxes for consistency, added a exit button to the bot jump order map and various other little UI adjustments.
Added support for Search in Buy, Sell and Dock commands within the Edit Orders bot menu.
Fixed various bugs with tweaks not updating (not clearing on switching character, displaying player owned drone/station auras, etc.).
Improved generic dialog (/mc, blackbox) to be resizable, and auto-sizing when opened to be applicable to more types of text display.
Hull scanning now uses this type of message.
Scanning a planet now does popup text of the scan if within 1k distance.
Fix for Ruby Wingship skin's glow causing the ships to white out.
Updated various references from Base to Station.
Chat Timestamps are defaulted on.
ESC key no longer undocks the player from stations. The "R" keybind now correctly undocks additionally to docking.
Fixed issue where minimized clients would continue to use large amounts of CPU as if they weren't minimized.
[Beta Client Only] Added ability for most of the client now to scale with font size but significant parts of UI is not currently designed for such and may result in clipped or cutoff text. Feel free to use at your own risk while we update the interface to handle.
[Item Changes]
Push type tractors are now using a different physics formula for how they push and are generally stronger when up close and weaker when farther away. Their stats have changed.
Removed Particles from the Eyezer of Light and Zauron's Floating Eyezer.
All mines are now zero size. Any ships that have mines that cannot be removed will now no longer lose hull from having mines in their inventory.
Made item multi-factories stack and added the interval to their description.
Removed NCC-Bulk from requirements from NCC-Special Blueprint and made it produce a NCC-Special Upgrade ship item instead.
Heavy Bloodstained Ares Sapper Drone incorrectly had Heavy Bloodstained Mars Shield and Energy instead of Ares. Item now displays correctly as a rare quality
Updated the following items Qualities: Particle Brake to Uncommon, Sing Brake to Rare and Quantum Brake to Exotic.
Made the T22 Boss Skill commodities decay at the same length as the T20 commodities.
[Missions]
Added Trade bay exchange for NCC-Bulk at East Vindia for 20 Trader Insignia after completing the "NCC-Bulk" mission (Will need to be live edited).
[Universe Changes]
The boss copies spawned by Infernus now use additional prefixes in their names to better distinguish them as copies from the original bosses.
Adjusted Lunarian gear drop rates to be more aligned with Selenite gear drops.
[Next Universe Changes]
Reduced the number of asteroids in Blanco from 1,000 to 300.
Pirate Maboule will only roam in Warp 1 instead of infinitely across EarthForce Space layer.
Updated the first three rift wormholes in Vulcan to be closer to the centers. Locked the wormhole to Bedrock Depths until the mission to kill Infernus is available.
Re-added roaming Zebucarts to EarthForce Space, Perilous Space, Kalthi Depths and Wild Space.
Reduced the Resistance to Damage of Lunarian Avengers spawn with.
[Server]
Added the ability to transfer bots and player stations to offline characters on the same account so long as you are in the same galaxy. When an item is both Neurobound and Unable to be Put in Storage - it will prevent transfer.
Bot/AI now factor in scoop range/ship size when using their scoop. Should improve the reaction, speed and feeling of using a bot to scoop loot.
Hint: hold shift and right click while a combat bot is highlighted to send multiple scoop commands.
The server now auto displays in the construction tab if a blueprint builds multiple and what the qty is.
Missions that reward both skill and item will no longer be hidden from player if they already have the skill.
Muted player can now invite non team members / mutual friends , every 2 minute. Inviting teammates or mutual friends do not affect the cooldown.
Fixed Event notifications not having a duration for the initial announcement when an event starts. Removed IC active announcement when an event ends, since we have the duration on login now.
[Bug Fixes]
Fixed a bug where toggling auto repair would cause Pop-Up Messsage options such as Damage Inflicted, Damage Recieved, etc to disable.
Transferring a bot will now restore its skin to default if the new owner doesn't own that skin.
Adding a space before listing item as there was a lack of a space previously in the error string for transferring a Neurobound item.
Fixed a bug that caused Imperial Tweaking and Station Tweaking to apply to Station Kit inbuilt augmods.
Fixed a bug with Out of Combat that caused it to turn on if you didn't fire.
Fix for a short duration bug with Rate of Fire when electrical tempering changed.
Fix bug where teammates attacking bots could make teammates personal enemies.