Star Conflict 1.3.12: Phase One
With this update, we are starting the fall and the winter offensive on Alien sectors together with Star Conflict pilots. In the coming months, new ships will be available to all pilots: a Federation interceptor, a Jericho fighter, an Imperial frigate and rank 14 destroyers — the maximum rank for this class of ships. Pilots will get new weapons and unique active modules. New missions and new game modes will also become available. You will see a large number of other important changes. But the main event will be the great winter update, traditionally released on the New Year’s eve. It’s time to start the first phase of the operation.
Cryptogram BBIM22-100104
From: Natasha Cortez
To: Acting CEO of ‘Ellidium Theta’ Dr. Conrad Dimeni
Subject: Project A.L.I.E.N.
My department’s investigation conducted immediately upon arrival in the ‘Leviathan’ sector has shown that the schedule was disrupted by a deeply and thoroughly conspiratorial group. The station’s launch is delayed for several months.
It’s possible the group was led by so-called ‘Revenants’. Unfortunately, the key figures of the group self-destructed before we were able to get to them. The investigation is ongoing.
_ Head of ‘Ellidium Theta’ security service Natasha Cortes _
Ships
We can see Aliens easing the pressure in all the main areas of conflict. Routes to internal areas have been partially restored. The information network is still unstable. Several commercial companies are going to organize charter flights to Metropolis shortly. Fringe sectors are still in the Aliens’ area of ??attention.
Metropolis is providing all pilots with new ships. Including rank 14 destroyers! As well as unique new weapons and modules. New ships and destroyers will be available to pilots when the Metropolis receives all the necessary documents. At the moment, only the Federation provided the documentation. And its ships, including a rank 14 destroyer are already available to pilots!
Destroyers
With this update a new rank 14 Federation destroyer becomes available to all pilots. We remind you that destroyers are a new class of heavy fire support ships with significant fire power that can use additional energy shields and special weapons.
All new destroyers are of the Suppressor class
Rank 14 destroyers have 9 modifications slots
To build these destroyers you need a special ingredient — Electrum
Electrum can be obtained as a reward for completing UMC tasks
Electrum can be obtained in special container bundles
Federation destroyer Sirius
The first ‘public’ Sirius destroyer was designed and developed in the mega-popular show ‘The Shipyad’, whose ratings broke all records. Thirty engineers competed for six months for the right to be called ‘King of the Shipyard’, the outcome was decided by viewer voting. Military leadership initially could not believe the success of the project, but gave permission to use one of its shipyards, when producers collected the required amount of credits on a crowdfunding platform. To everyone’s surprise, Sirius was not only a high-quality ship, powerful and reliable machine, but at also relatively inexpensive to manufacture. After the show, Sirius was put into service, and its blueprints were submitted to UMC. Currently, the producers are raising money for a second season of the project.
Class: Suppressor Class Destroyer
Allegiance: Federation
Rank: 14
Features of rank 14 Federation destroyers
Hull durability 87 000 units
Shield strength 36 000 units
20% higher speed compared to destroyers of other factions
15% faster ship turns compared to destroyers of other factions
You can place 3 ‘static shields’ compared to 2 in destroyers of other factions
Increased energy capacity and regeneration speed compared to destroyers of other factions
Additional bonuses for increasing synergy level
Upon reaching level 2: increased resistance to EM damage
Upon reaching level 4: reduced time to overheat / reduced spread and increased rate of fire
Upon reaching level 8: an additional set of suppressor class destroyer module upgrades
Special module: ‘Attila’ Targeting Complex
Charge is accumulated at 90% of maximum speed. Full charge allows you to activate the module. Upon activation weapon damage increases by 40% for 5 seconds.
Active module: ‘Destabilizing Field’
Active destroyer module. Deals damage over time to targets in range and destabilizes their engines. While the target flies faster than 20% of max. speed, it receives 1717 DPS.
Active module: ‘Hybrid missile’
Launches a missile with a hybrid warhead. After the detonation, a drone activates at the detonation point and deals damage to enemies in range.
Active module: Repelling Beam
Suppressor class destroyer active module. Produces a special beam of nanoparticles, which pushes enemies away in its direction The closer the target, the stronger the effect. Target’s hull loses 5% of its max value each second.
Engine modifier ‘Augmented Cooler’
This engine modifier can only be installed on the ship ‘Sirius’. Engine cooling system additionally cools weapons. Weapon heating speed reduced by 30.6%.
Federation Interceptor Nightingale
This ship is a direct reflection of the ideology of the Federation: graceful shape of the hull, expensive materials, high speed and ease of controls. Interceptor design has been specifically chosen to ensure maximum effect of unique stealth vehicle systems. The modified reactor of grade ‘LI -12.5’ allows to develop very high speed and efficient redirection of excess energy in comparison with its analogues. From its technological generation, Nightingale is the best choice for experienced pilots who are accustomed to act quickly and without fanfare.
Class: Scout Interceptor
Allegiance: Federation
Rank: 8
Alternative special module: Phase Jump
Upon activation the ship jumps 1200 meters forward and becomes invisible to radars for 7 seconds
Weapon: ‘Drone Marker’
A unique weapon only for the ship ‘Nightingale’. Kinetic damage. Fires projectiles carrying scout drones. Upon hitting the target the drones show its position to all allies and prevent it from going invisible for 5 seconds.
Active module: ‘Masking station’
The module produces a special station, which creates a field, masking allied ships within a radius of 1 000 meters. If an allied ship shoots, launches missiles or uses modules, it becomes visible. The station is visible to everyone.
The module can only be installed on the ship ‘Nightingale’
Engine modifier: ‘MHD generator’
At 90% of maximum ship speed, each installed module increases weapon damage.
The module can only be installed on the ship ‘Nightingale’
Only one modifier of this type can be active
The new ship can be assembled with a special resource — ‘ship components’
For ship assembly you need components of the ship that you want to build
Ship components can be found in ‘trophy search’ after battles in PvP, PvE and Co-op
Also by completing UMC tasks within ‘Star Marathon’
Required ship components are available in special container-bundles
Bundles with ship components can be purchased immediately. To do this, click the ‘Buy’ button under the ship icon
Rules for premium ship components:
To get ship parts within the ‘Star Marathon’ the ship you are flying into battle must be of the same rank as the items you’re collecting or higher
For details of the ship during the “search box” after the battles in PvP mode, the PvE and CO-OP ship on which you are flying into battle, must be of the same rank and collected details
Only vessels with maximum level of synergy are taken into account
If you launch into battle only on suitable ships, the chance of getting the required components will be the highest
If you don’t take any suitable ship, the chance to get a premium ship component equals zero
Sending destroyers to war
Attention, pilots! UMC coordinator Arthur Gage announces that he urgently requires mercenaries who have battle destroyers as part of their fleets to carry out his tasks. Several employers who wished to remain anonymous, are ready to pay those pilots who provide their combat-capable destroyers for special missions.
For providing a rank 8 destroyer pilots will receive three additional units of a rare resource Electrum needed to produce rank 14 destroyers
For providing a rank 11 destroyer pilots will receive five additional units of a rare resource Electrum needed to produce rank 14 destroyers
New Broker missions
UMC announces the start of special missions, dedicated to building rank 14 destroyers. The Broker has contacted UMC. His employers are interested in the study of destroyer construction technologies and are ready to generously pay for mercenary participation. Here’s his new missions:
Destroy or help destroy three enemy destroyers in any PvP combat
As a reward you will get neodium or beryllium
Destroy 5 enemy ships in any PvP battle, using a destroyer
As a reward you get a valuable resource electrum required to build rank 14 destroyers
Improvements in weapon and module upgrade system
Weapon and module upgrade system has become clearer, and pilots can now easily monitor their progress in Star Conflict, both micro-aims and global objectives. Module upgrading is now more visual and most importantly, has become much easier! Especially for rookie pilots.
The process of upgrading modules and weapons:
All module upgrades from Mk2 to MK4 will be made for loyalty vouchers and credits
Upgrades to Mk5 level can only be done in the workshop. The pilot chooses which module he wants to upgrade and activates its research
After activation the module is placed in the appropriate slot on the ship. If the module is removed from the slot, the research process will stop
The player can research only one module at a time
The player starts earning loyalty vouchers in battles
When research progress reaches 100% the player can immediately improve the module’s level for credits
In order to accelerate the research, you can use the loyalty of the current factions. First the system uses the loyalty accumulated in the module, then the loyalty of the appropriate fractions
The research process can be accelerated with GS. In this case, the system uses the loyalty in the module first and then the pilot pays for the missing loyalty
The cost of accelerating research with GS decreases depending on the number of missing loyalty
When accelerating research for GS the player receives the next Mk version of the module immediately without paying credits
Acceleration of research for GS no longer gives a bonus to the module’s synergy
Mk2 and MK4 upgrade kits will be removed from the game
Please note! This is extremely important!
In case of stopping research, the progress is stored in the module and can be resumed at any time
The cost of research and price in credits will be adjusted
Obtaining loyalty vouchers
All current loyalty reward for completing missions will be preserved, the changes will affect only factional contracts and obtaining loyalty vouchers in battle.
New rules for completing contracts
While at the station, the pilot gets the opportunity to perform contracts of the two factions of the current hangar
One contract for each fraction will be available at a time, ie, Only two contracts at the same time
After completion of contract for one of the factions, the next contract will be available the next day
Your reward depends on the rank of the player
Loyaty rewards are transferred to the player’s account
Loyalty vouchers in battles
Loyalty vouchers are now available as a reward after battles in PvP, PvE, Co-op, Special Operations and SCL
Reward size depends on the following factors:
The winning team
Bonus of the ship with the module being researched
Global player loyalty bonuses
Premium license
The difference between the ranks of the ships the player is using in battle and the ship with the module being researched: the lower the ship’s rank, the smaller the reward
To get a reward you only need to activate the research on the ship. You don’t have to install the ship in a combat slot and use it in battle
All current methods of obtaining loyalty remain unchanged
Trophy search after battle
Trophy search in open space
Rewards for sending ships to war
Rrewards for participating in SCL
Players will no longer receive Mk2 and MK4 upgrade kits
Previously obtained Mk2 kits in storage can be disassembled into components for the workshop or sold
Accumulated Mk4 kits can now be disassembled ONLY into iridium or sold
Iridium
Remnant of the Precursor Culture, Iridium, is becoming one of the most important resources in Star Conflict. Iridium can now be obtained:
As a reward for owning locations in Sector Conquest
From trophy search by disassembling Alien Artifacts:
The player can salvage an artifact for Iridium for free, for GS or sell it
If the player salvages the artifact for GS, he will get more Iridium
Artifacts can’t be put into storage
Iridium can be spent:
In a corporation on construction and improvement of Dreadnoughts
On special containers, which can contain rare items, such as weapons and blueprints of Mk5 modules, modules with a bonus to synergy, rare ingredients for the workshop
Ships
Empire
A number of ships have an additional slot for hull modifiers:
Dvergr
Dvergr 2
Dvergr Knight
King Dvergr
Hercules
Hercules Rage
Hercules Arrow
Harpy
Iron Harpy
Steel Harpy
Federation
All ships of the Federation received increased chance to critical hits when flying at speeds higher than 90% of the maximum
A number of ships have an additional slot for engine modifiers:
Swift
Swift-M
Lynx
Lynx-M
Lynx Mk II
Tiger-M15A3
Raptor
Raptor-M
Raptor Mk II
Raptor-M-2
Jericho
A number of ships have an additional slot for shield modifiers:
Dagger
Dagger AE
Black Death
Axe
Axe-X
Axe-X S
Machete
Black Hort
Zealot
Zealot AE
Palom
Weapons and modules
Changes in weapons with charge accumulation
Now the charge is accumulated gradually
The increase in charge is now less than 1
increased the frequency of charge increase
‘Dag’tnith’ Launcher
Damage increased by 5%
Disc flight speed increased by 47%
Disc maneuverability increased by 16%
‘Styx’ ombat drones
The module no longer works on stationary objects in PvE
Active module ‘Particle purge’
Extended the list of targeted objects
Opponents
Neutral ships
Drones, stations and other structures of the other pilots
Game Modes
Added a new game mode Team Deathmatch. Survival.
The situation in fringe sectors remains tense. UMC offers pilots to try their hand in the new battles with increased damage. By tripling damage the battles considerably gained in dynamics and paved the way for new aggressive tactics.
Batles conducted according to the rules of ‘Team Deathmatch’
Damage of all ships and modules increased by 200%
Team Deathmatch
Sometimes it so happens that one of the teams in action is much stronger than the other in combat experience, skills, teamwork. The outcome of such a battle is a foregone conclusion. The weak team is likely to lose. Now the battle will be faster in such an unpleasant situation. Pilots will be able to try their hand at a new battle as part of another team.
The number of points for the destruction of an enemy ship at its point of the revival has been increased to 3
SecCon: Dreadnought Battle
Corporations that have become actual owners of separate locations in the Fringe Sectors after the invasion of Aiens, are beginning to use the latest military technologies that were not previously available to private corporations. A military module‘Scattering field’ has been successfully adapted for use in Dreadnoughts. The module effectively reduces the range of enemy radars. Unfortunately, this secret development quickly became available to everyone.
Radar range of shipss participating in ‘Dreadnought Battle’ has been reduced by about x3 compared to conventional battles
Using the latest and previously classified technology in the construction and upgrades of corporate Dreadnoughts led to the following changes:
Reduced the maximum duration of the fight from 18 to 16 minutes
Dreadnought add-ons have become stronger (from 30000 units to 40000 units)
Reduced points for destruction of add-ons on enemy dreadnoughts (from 10 to 8)
Increased points for shooting down enemy ships (15 to 20)
Reduced bomb appearance time (from 2.5 minutes to 2 minutes)
Some new technologies will further enhance combat characteristics of individual Dreadnoughts
Dreadnought Shield by Jericho received additional reinforcement. Now it has a bonus of 10% instead of 7.5%
Federation Dreadnought combat drones have improved all key performance characteristics by 10%
Star Conflict Leagues
Teams from Baron’s Elite and the best Challengers recently competed for access to the latest Ellydium tech in the SCL Main Event — ‘Grand Prix’ tournament.
We added new special titles for participants of Star Conflict League Main Event.
Baron’s Elite
Enter the Main Event of the SCL with Baron’s Elite
Cyberlord
Win five rounds in a row in the tournament
Pacifist
Never win a single game in the tournament
Baron’s Favourite
Be the top pilot of the fight the most times, regardless of its outcome
Corporations
Added new icons for the following corporations
32nd Black Eagles
ANTEROS
ASTRON
BLACK SCORPIONS
Black Star
Covenant
EPECb CO
GeTorg
Gens Dracos
Kitti
Legionarios Corp
N0RTH WIND
Nika Sword
Order of Infinity
Planet Earth
RED Stars
SIGMA
Slovak Ravagers
SpecTeR SeeKerS
Taiidan Raiders
United Vets Militia
WHITE SCORPIONS
West Range
Icons of the following corporations have been replaced with new ones
Tricolore Italia
Blazing Phoenix
kosmanavt
Revolt of the VIRUS
Cerberus
Hungarian Alliance
Delta Star
Russian Federation
Interface
Made some improvements to game interface
Improved the display of likes
Added an option to move to production of the module installed in the slot of the ship
Added the ‘Go to ship’ option in storage
Added ‘Equipment’ in ship menu
Pressing this button displays the ship’s equipment
Module upgrade
Added visual effects for module upgrade
‘Combat Recon’
While protection is active, the captain can re-use the ship on the battlefield any number of times
Added a warning at the beginning of the battle that the captain can re-usethe ship on the battlefield any number of times while protection is active
Added a warning before the end of this period
Added a message at the end of this period
Miscellaneous
Updated loading screen tooltips
Improved behavior of AI ??opponents in ‘Combat Recon’ and ‘Detonation’
Updated models of some weapons
Module EM Scattering Field now has a visual effect
Bug fixes
Fixed a bug with players incorrectly marked as deliberately leaving battle.
Fixed improper influence of control modules on Gravitational anomaly
Fixed destroyer weapon modules not being able to land critical hits
Fixed ‘Neuroaccelerator WPN-FS’ not affecting destroyers modules
Fixed alarm about being in range of Pyro emitter
Fixed tooltip for Jericho guided torpedo detonation button
Fixed location of engines for Styx
Fixed display of missile slot status if you can not automatically replenish ammo
Fixed a bug with creation of unnecessary corporation battles
Fixed WL13 effect on allies in open space
Fixed incorrect effect of control modules on destroyers
Fixed a bug with duplicate pilot names in SCL team list
Fixed self-destruction of the ship when re-entering battle
Fixed module ‘Reactor overload’
Corrected description of daily rewards
Fixed Brokk not being allowed into corporation battles
Fixed erroneous issuance of medal ‘You can’t hide!’
Fixed Matter Inverter in special operations
Fixed a bug with the Czech Crest
Improved a number of texts