IMPORTANT
Due to balancing changes we have reset all character skill points. Be aware that some parts of your ships may not be valid anymore and you should buy new items in this case.
In order to apply the fix for the broken clan sectors we were forced to wipe all current clan sectors. However, all clans that had a clan sector prior to this patch have received 300,000 Corons as compensation.
Notice: The Corons have been placed in your clan account and not on the clan leaders private account!
KNOWN ISSUES
- Various shield and weapon balancing issues that are still work in progress
- Some NPC’s have not yet been adjusted for the shield/weapon balancing
GENERAL
- Decreased respawn times for NPC groups in open world sectors
- Profanity filter for chat is now used for player names and clan names as well
- Added new error messages to better indicate that a player name is not allowed to be used
- Premium items are not tradable anymore
- Limited free aiming to a resolution independent circle
- Added free aiming for joysticks
- The player depot size was increased by 40
BUG FIXES
- Fix for server becoming unavailable/dropping clients
- Several smaller bug fixes in dynamic missions
- Fixed another problem with player ships when finishing prologue and choosing a faction
- Fixed mission “Secret Prototype” being unable to complete in some cases
- Fixed mission objectives and debriefing screen not being updated when the same mission was started with the same team resulting in the second mission not starting
- Fixed rare client lockup while rendering avatars
- The visual cockpit movement has been adjusted
- Fixed Missiles dealing damage twice
- Fixed low HP shields preventing full incoming damage
- Fixed randomly missing damage from projectiles
- The issues with the open world sector “Inner Nimbus” were fixed and the first OWS job from Noah should work again
- Explosive weapons can now deal damage to the hangar doors in mission "Father Bartholomew", weak points and shield generators in mission "Battle for the Spire" again
VISUALS
- Visual enhancement of the character creation chamber completed
- Colony ships optimized
- New types of fog and debris have been added
- Lighter variations of junk fields have been added
- Tweaked density of volume fog in some sector presets
HUD
- Fixed HUD not being displayed when the client was minimized during a sector change
- Quick selection mode is now working as intended when docking to a station
- Fixed Numpad Enter key not functioning the same as Return Key
- Fixed the cancel button in the options panel not cancelling all changes
- Fixed broken weapon display when the controlled ship has no weapons
- Fixed chat problems which could cause client slowdowns when receiving new messages or switching channels
- Item and ship buffs/debuffs are now shown in item tooltip and ship information windows
- Activated chat channels are now being remembered properly after logging out of the game
BLUEPRINTS
The blueprint system has been reworked. To avoid technical issues, all existing blueprints except the ones used and rewarded by the prologue CIK mission will be changed to a level 10 cockpit blueprint. On the other hand, the new blueprints should be dropping more frequently now.
- All ship parts and weapons except missile launchers are now available in a more useful level range
- Changed the crafting items, resources and time investment needed by almost all blueprints
- Removed some of the very low level blueprints because they were barely used at all
- Missile launchers are no longer available from blueprints because of ship balance changes
- Added all new blueprints as loot drops
- Removed no longer required crafting items from loot drops and added all items required for the new blueprints
- Removed no longer required crafting items from station traders and added all items required for the new blueprints
- Increased the drop rate of blueprints
BALANCING
This patch will bring several big changes to the balancing. Let us explain some of the design goals behind these changes.
- One of the main goals is to make every skill equal in worth to the player
- All weapons should have a different feel to them, but be still equally useful
- Every upgrade for your ship should be noticeable
- The system should prevent the creation of too extreme and thus not playable ships as far as possible
- We still want the system to support a high variety of different builds
So, what has changed?
- The ship skill now has to be the highest skill. Your cockpit level now defines the highest possible level of any part of your ship
- Shields have been given a new property: Shield penetration. This means that mechanical weapons can now again penetrate shields. The property defines how much mechanical damage will get through and damage your hull
- Item property weighting has been adjusted. E.g. one point of armor is worth much more than one point of durability
- Item weights have been completely rebalanced
- Engine values have been completely rebalanced. It is now impossible to get agile ships on higher levels without investing into the engine skill
- Value variety inside item levels has been reduced. Through this reduction the upgrade of ship parts now grants higher benefits. Rule of thumb: An item which is three levels lower than your current item cannot be better
- Durability regeneration has been adjusted. It now regenerates up to 100%, similar to shields. The regeneration rate has also been noticeably increased. Just make sure you stay alive through the encounter!
- The launcher level now determines the maximum level of rockets you can equip
With the current changes there might be issues with shields not giving enough benefit. The shield damage difference between plasma and impulse energy weapons might not be ideal yet, with plasma doing too much, impulse too few damage. This needs to be investigated and tested further.
NPCs have not completely adjusted to this new system. So it can happen that their values are a bit odd sometimes. This will be addressed in the near future.
Keep in mind that you should focus on certain skills. Even though it is possible to level up every skill, you will never be as capable as somebody who specializes in a couple of them. Remember: Do not spread too wide!
We have prepared an extra
forum thread to allow you to separately discuss the balancing changes.