Auroral's Glacial Shard's Energy Max from 250% to 190% and Shield Max from 233% to 183%.
Roscap's Shield Max from 224% to 190%.
Bear's Energy Max from 332% to 255% and Shield Max from 284% to 240%.
Primal Bear's Energy Max from 359% to 275% and Shield Max from 308% to 260%
Gareth's Energy Max from 395% to 280%.
Gawain's Energy Max from 440% to 310%.
Mordred's Energy Max from 470% to 330%.
Green Battleship's Energy Max reduced from 460% to 340%.
Greenish Battleship's Energy Max reduced from 515% to 360% and Shield Max from 372% to 325%.
Earthforce Frigate's Energy Max from 463% to 288%.
Earthforce Destroyer's Energy Max from 519% to 318%.
Earthforce Cruiser's Energy Max from 575% to 348%.
Earthforce Battlecruiser's Energy Max from 594% to 358%.
Earthforce Battleship's Energy Max from 631% to 378%.
Earthforce Dreadnought Energy Max from 650% to 388%.
Hybridized Frigate's Energy Max from 481% to 298%.
Hybridized Destroyer's Energy Max from 538% to 328%.
Hybridized Cruiser's Energy Max from 594% to 358%.
Hybridized Battlecruiser's Energy Max from 613% to 368%.
Hybridized Battleship's Energy Max from 650% to 388%.
Hybridized Dreadnought Energy Max from 669% to 398%.
Recon Frigate's Energy Max from 288% to 235%.
Interdiction Frigate Energy Max from 288% to 235%.
Earthforce Overload Prototype's Energy Max from 388% to 315%.
Lyceum Exploration Cruiser's Shield Max from 419% to 323%.
Kikale Mzungu Frigate X's Energy Max from 1400% to 575% and Shield Max from 432% to 333%.
Mastodon's Energy Max from 1250% to 538% and Shield Max from 380% to 320%.
Hybridized Mastodon's Energy Max from 1284% to 548% and Shield Max from 392% to 330%.
Anise's Energy Max from 460% to 340%.
Swordfish Energy Max from 470% to 330%.
Zeus Throne and Zeus Throne+'s Energy Max from 515% to 360%
Hive's Shield Max from 372% to 325%.
Honey Comb's Energy Max from 1438% to 585% and Shield Max from 372%.
Red Photon Carrier's Energy Max from 515% to 360%.
Red Photon Support Crusier's Shield Max from 490% to 354%.
Red Photon Logistics Cruiser's Energy Max from 823% to 435%
Sutaatiguruayu's Energy Max from 530% to 370%.
Antuayu's Energy Max from 530% to 370% and Shield Max from 459% to 353%.
Vaziayu's Shield Max from 671% to 404%.
UrQa'qa Qu'ishi Qa's Energy Max from 950% to 470%.
Twisted Fate of Death's Energy Max from 530% to 370% and Shield Max from 404% to 340%.
Twisted Honey's Energy Max from 1475% to 595% and Shield Max from 459% to 353%.
Empyreal Eclipse and Empyreal Noctis's Energy Max from 481% to 365% and Shield Max from 459% to 360%.
Emperor's Behemoth's Thrust from 252% to 213%.
Divine Behemoth's Thrust from 840% to 413%.
Massif IV's Thrust from 299% to 237%.
[Server]
Changed so trade bots can no longer mine in premium/semi-premium areas if not subbed.
[Bug Fixes]
Added multiple checks and automated correction for edge cases where ships end up stuck after towing.
Fixed bug causing bots to constantly open missile crates.
Fixed several client crashes.
Fixed a glitch that sometime cause your own docked ship to be visible on top of the base.
Universe Reset with Temporary Universe
Lyceum Bulletin:
The Blue Pirates have stumbled upon a temporal wormhole and unloaded munitions into it. Lyceum scientists have inspected the wormhole and discovered that it is destabilizing rapidly and will rupture into a temporary unstable universe on April 30th.
This unstable universe will collapse on May 14th giving way to a stable one. Scans indicate that there are many changes to these universes that can be examined in a coming message.
However, preliminary scans indicate that the temporary universe goes through daily changes to its structure that increase varying fields of exploration, combat, and production.
Radiation is flooding into our universe from the rift and will cause alterations to the foundations of our universe as the end of our current universe approaches. Earthforce has stated that the radiation will halt all purchasing and extraction of material on April 23rd, followed by a reduction of all weekly lockouts on April 28th!
After extensive examination of the radiation leaking from the explosion site, top scientists predict the collapse of the universe to be on April 30, 2022. Citizens are asked to ensure all personal assets and fleets are properly stored.
Schedule
Event Schedule
Along with a daily event, there will be two weeklong events occurring throughout the temporary universe as well.
The ai that spawn normally during these events will not spawn. Normal AI will drop the event items.
Server/Client Patch – The Moonfighter Rebellion 1.6
[FIGHTER AND DEATHBLOSSOM CHANGES]
[Skill Changes]
[UI/Client Changes]
[Item Changes]
[AI Changes]
[Next Universe Changes]
[Mission Changes]
[System]
[Bug Fixes]
Universe Reset and the Future of Wild Space
Greetings! I’m reaching out to update you all on the release schedule for the next universe cycle and the upcoming changes to PvP in Wild Space. My aim here is to provide high-level information on the planned changes and communicate when you may expect more detailed information and a concrete universe reset announcement. If you’re just here for the basic information, here it is: If you have any questions or clarifications, you can feel free to send me a DM on Discord at enk#3571.
Controlling and Contesting Territory
While contesting territory is an iconic part of Star Sonata, too often it takes place in a cynical manner where the actual value of the territory is irrelevant and the true aim of the conflict is to inconvenience one’s opponent. To make matters worse, the rules and restrictions surrounding galaxy assault are impossibly complicated to the point that even the devs are not always certain of every detail of the system. It is clear that we need to drastically simplify the process of contesting territory, and do so in a way that prioritizes genuine conflict over resources.
One of the greatest obstacles to this vision is the current ownership system. Simply put, it’s too quick and easy. In a short ten minutes, you are capable of greatly reducing your opponent’s ability to assault your territory, and any assault they would make would be subject to the arcane rules of BvB. We are going to have to make some big changes to galaxy ownership if we are going to realize our vision for Wild Space conflict.
We have prepared two major changes to the process of claiming and contesting territory in Wild Space: Note that these changes work together to focus all territory conflict on the first few hours after an initial claim, as this is the time when it’s most typical to see genuine conflict over resources. The rules of engagement are also drastically simplified since all fighting takes place in an unowned galaxy state.
Changes to Base Combat
Focusing all territory conflict into the unowned galaxy state means that we need to make some changes to how base combat works. Otherwise, it would be too easy for people to deploy effectively unlimited numbers of bases (especially unattached bases) and cause the same kind of lag and frustration that led us to take this project on in the first place. We have prepared a couple changes to base combat that will address this concern: The reason base weapon ranges are so long is to allow bases to effectively defend against players while the base owners are offline. This is no longer necessary since ownership confers absolute defense against PvP. In the new system, base combat (against other players) only takes place in a window of a few hours, during which time the base owners are online and actively working to establish ownership. Therefore, it’s no longer necessary for bases to be able to “take care of themselves” to the same extent as they do on Liberty. A similar explanation holds for the removal of base healing: this is something that helps bases stay alive while their owners are offline, but that won’t be a concern anymore in the new system.
These changes mean that contesting territory is all about surgical PvB against your opponent’s isolated industry bases, all the while fending off PvP from that opponent and potential PvB incursions against your own growing territory. The best thing about this is that the time scale of each fight is on the order of an hour or two, not a 12-hour BvB slog or a universe-long war of attrition. I’ll never forget the time my EU friends made me get up at 2 AM Eastern to organize a BvB and then teased me six hours later for wanting to take a break for breakfast.
Mid-Universe Reveals
Changing the ownership mechanics as detailed above has some serious knock-on effects to other aspects of Wild Space. By ruling out any PvP in owned galaxies, we could be making Wild Space too safe and boring. Not only that, but someone who had an unlucky reset or joined mid-universe would not have any way of taking territory away from those who got there first. It turns out that these two concerns share a common solution: mid-universe galaxy reveals. *Bonus points if you can figure out the logic behind this timing!
Release Schedule
We will continue the precedent of giving four weeks’ notice of universe resets. This means that April is the earliest that the current universe can end. You can expect detailed information on the Wild Space Conflict project to be released along with the universe reset notice. In order to give players time to familiarize themselves with the new ownership mechanics, the next universe reset will enter a 2-week temporary universe after which we’ll reset into a full 4-month universe.
I’m sure that many of you have questions and concerns about the information I’ve shared here. That is completely natural and expected since I’ve glossed over the details and left out a lot of nitty-gritty considerations and adjustments we’ve got planned. Rest assured: you’ll get your hands on all that information when we make the 4-week universe reset notice. However, if you are fired up about this and can’t wait until then, you are more than welcome to reach out to me via Discord DM and share your comments, questions, and concerns.
Server/Client Patch – The Moonfighter Rebellion 1.5
[Empyrean Zone]
[Engineer Changes]
[UI/Client Changes]
[Skill Changes]
[Item Changes]
[AI Changes]
[Universe Changes]
[Next Universe Changes]
[Mission Changes]
[System]
[Bug Fixes]
Dev Diary - Upcoming Fighter and Deathblossom Adjustments
Hello Sonatians! There have been whispers amongst the player base that Fighters and Deathblossoms would see some sort of adjustment sooner or later. I am here to confirm that we are definitely making some targeted changes to both of them, and we plan to patch them in soon. We’re doing this because, in our conversations with you during the Healing Revamp, we committed to taking decisive action to fix pain points and problems sooner rather than later. We’ve also found that the way that Fighters and the Deathblossom works causes the game to become almost unplayable in crowded situations.
With that being said, let’s dive into some of the problems we’re going to address.
Note: Things may be subject to change before release.
Problems
Deathblossom
When enough SOBs (Space Objects) are present on the field, the user’s game experience deteriorates rapidly. Not only do excessive SOBs cause significant graphical lag, they also lead to severe network latency between players and the server. The more Deathblossoms looking for targets to fire at, the bigger the lag and latency for all players involved.
We decided to target two separate things in order to fix this problem:
When a Deathblossom is fired, it creates lots of space objects that need to be tracked. When those projectiles fly towards fighters, and the fighters evade them, those projectiles still exist and will keep trying to track towards the fighters. This causes a significant amount of latency and graphical lag.
Also, when a critical mass of fighters are on the battlefield it becomes almost impossible to actually use a Deathblossom or splash weapons to kill them fast enough due to the cap on the number of targets splash is allowed to hit (20 at present).
This creates a weird situation where Deathblossoms almost completely counter fighters, until you bring enough fighters to a battlefield and suddenly the Deathblossom is nearly useless against them.
We’ve decided to remove this from the equation. These changes will result in Fighters being much more durable against players and AI that use Deathblossoms. They will also result in Gunner bots doing less total damage than they used to. We’re aware that this will result in lower damage output from high-end bots, but we believe that Gunner is overtuned in DPS in the first place. Any niche situations where the drop in Gunner bot DPS unreasonably affects squad play will be considered on a case-by-case basis.
Fighters
When enough fighters are present on the field, the user’s game experience deteriorates rapidly. There are too many objects with their own particle effects from weapons and engines in play, and when a critical mass of fighters are on the battlefield it becomes almost impossible to actually figure out which ones you should prioritize shooting down. This means that area-of-effect weaponry are the best way to deal with them, but even this is unreliable because of Evasion and the random nature of target selection.
However, the biggest reason to adjust fighters is the sheer number of fighters players have fielded at once. The presence of this many fighters in play at once creates an enormous amount of client and network lag, and has made it clear that Star Sonata is not able to handle massive swarms of player assets. All of these factors combine to create a situation that warrants a change to fighters.
We decided to target a few things in order to address these issues:
The most controversial change is the removal of fighters from combat bots. It’s important that we do this because Bots represent an automatic way of engaging targets, and they can be used to immediately launch dozens or even hundreds of fighters in seconds. As long as Bots are allowed to launch fighters, we will continue to see players trying to figure out how to reach critical mass with regards to the number of fighters on the field at once.
To address this, we are going to make fighters more powerful on the main ship.
In addition, there have been long standing requests from the players themselves for changes to be made to fighters.
“What does this mean for me?”
Summary
While we are doing our best to vet this project from many angles and solicit feedback from the players, it’s always possible that we may overlook something important. If this happens, we will quickly move to address the issue.
What do the items look like now?
Will you be adding more fighters?
Yes, we will be adding more fighters in future updates. We have about ~40 fighters that have been created and will eventually be added to the game.
Can I test these changes to see how they affect me?
These changes are now available on Test.
(You can select “Test Server” from the drop down menu within your client’s login screen.)
~
All of these changes should be coming in with an upcoming patch, keep your eyes peeled!
Server Hotfix – The Moonfighter Rebellion 1.4.2
[Item Changes]
[Bugs]
Server Hotfix – The Moonfighter Rebellion 1.4.1
[AI Changes]
[Bugs]
Server Downtime
The server will offline for roughly 4-8 hours for a server upgrade, patch, and regular maintenance. It is expected to be up at, or before 8AM EST December 13th. Check out the discord at https://discord.gg/starsonata for more information!
Server/Client Patch – The Moonfighter Rebellion 1.4