General Changes
- Healing mechanics altered.
- You now heal only from the most powerful source of healing per second affecting you at the time.
Example:
If you were to be under the effect of a Mark 1 Autonomous Repair Station and a Mark 3 Nandrone Cloud, your ship would regenerate 2% of its total hull strength per second, not 3.66%.
If you activated a Mark 1 Repair Kit whilst under the influence of the above modules, then this value would become 30%, not 33.66%. This was added to reduce the efficiency of frigate clustering and to urge players to take restoration modules more often if they wanted to extend their survivability.
Weapon Modifiers
- Switchable, permanent modifiers reintroduced.
- Ammunition removed.
- Next update will bring a more advanced and intuitive Modifier System for players to enjoy.
Modules
Command
- Aegis System range reduced to 3000m at Mk1, 3200m at Mk2, 3400m at Military, 3600m at Mk3, 3750m at Experimental
- Coating Polarizer range reduced to 3000m at Mk1, 3200m at Mk2, 3400m at Military, 3600m at Mk3, 3750m at Experimental
- Valkyrie System range reduced to 3000m at Mk1, 3200m at Mk2, 3400m at Military, 3600m at Mk3, 3750m at Experimental
- Gravi-Scanner range reduced to 3000m at Mk1, 3200m at Mk2, 3400m at Military, 3600m at Mk3, 3750m at Experimental
Engineer
- Nanodrone Cloud, Mass Shield Generator, Autonomous Repair Station and Autonomous Charging Station mechanics altered.
- Autonomous Stations no longer use energy if being placed in an invalid position.
- Now do percentage based healing. Values are as follows:
Nanodrone Cloud/Mass Shield Generator
Mk1
Energy/sec: 40
Range: 2800m
Restores 1.11% of allied ships’ hull/shields including your own hull/shield per second.
Mk2
Energy/sec: 40
Range: 3000m
Restores 1.33% of allied ships’ hull/shields including your own hull/shield per second.
Military
Energy/sec: 40
Range: 3200m
Restores 1.66% of allied ships’ hull/shields including your own hull/shield per second.
Mk3
Energy/sec: 40
Range: 3400m
Restores 2% of allied ships’ hull/shields including your own hull/shield per second.
Experimental
Energy/sec: 40
Range: 3500m
Restores 2.22% of allied ships’ hull/shields including your own hull/shield per second.
Autonomous Repair Station/Charging Station
Mk1
Energy: 525
Range: 2750m
Recharge: 180 seconds/60 seconds
Repairs 1.66% of the most damaged allied ship’s hull/shields per second.
Mk2
Energy: 525
Range: 2750m
Recharge: 160 seconds/55 seconds
Repairs 2% of the most damaged allied ship’s hull/shields per second.
Military
Energy: 525
Range: 2750m
Recharge: 150 seconds/50 seconds
Repairs 2.22% of the most damaged allied ship’s hull/shields per second.
Mk3
Energy: 525
Range: 2750m
Recharge: 120 seconds/45 seconds
Repairs 2.5% of the most damaged allied ship’s hull/shields per second.
Experimental
Energy: 525
Range: 2750m
Recharge: 100 seconds/40 seconds
Repairs 2.85% of the most damaged allied ship’s hull/shields per second.
Guard
- Emergency Shield Booster and Liquid Metal Injector mechanics altered.
- Now do percentage based healing. Values are as follows:
Liquid Metal Injector/Emergency Shield Booster
Mk1
Energy/sec: 79
Recharge: 180 seconds/90 seconds
Replenishes your hull/shields by 3% per second over 20 seconds.
Mk2
Energy/sec: 79
Recharge: 160 seconds/80 seconds
Replenishes your hull/shields by 3.1% per second over 20 seconds.
Military
Energy/sec: 79
Recharge: 150 seconds/70 seconds
Replenishes your hull/shields by 3.25% per second over 20 seconds.
Mk3
Energy/sec: 79
Recharge: 120 seconds/60 seconds
Replenishes your hull/shields by 3.4% per second over 20 seconds.
Experimental
Energy/sec: 79
Recharge: 100 seconds/50 seconds
Replenishes your hull/shields by 3.5% per second over 20 seconds.
Restoration
- All module mechanics altered.
- Now do percentage based healing.
Repair Kit [s/M/L]
Mk1
Energy: 130/260/390
Recharge: 180 seconds
Heals 15% of your ship’s hull per half a second for one second.
Mk2
Energy: 130/260/390
Recharge: 160 seconds
Heals 15.5% of your ship’s hull per half a second for one second.
Military
Energy: 130/260/390
Recharge: 150 seconds
Heals 16.25% of your ship’s hull per half a second for one second.
Mk3
Energy: 130/260/390
Recharge: 120 seconds
Heals 17% of your ship’s hull per half a second for one second.
Experimental
Energy: 130/260/390
Recharge: 100 seconds
Heals 17.5% of your ship’s hull per half a second for one second.
Shield Booster [s/M/L]
Mk1
Energy: 130/260/390
Recharge: 50 seconds
Heals 3.75% of your ship’s shields per second for eight seconds.
Mk2
Energy: 130/260/390
Recharge: 46 seconds
Heals 3.875% of your ship’s shields per second for eight seconds.
Military
Energy: 130/260/390
Recharge: 42 seconds
Heals 4.0625% of your ship’s shields per second for eight seconds.
Mk3
Energy: 130/260/390
Recharge: 38 seconds
Heals 4.25% of your ship’s shields per second for eight seconds.
Experimental
Energy: 130/260/390
Recharge: 34 seconds
Heals 4.375% of your ship’s shields per second for eight seconds.
Next patch, we’ll hopefully be bringing in some new modules, and some new weapons. Below is a list of weapons we may or may not be adding, just for you to take a peek at and think about. The names don’t always give away their purpose, but I’m pretty sure you’ll figure out what they mean. See you next patch!
Interceptor
Rapid Fire Plasma Cannon, Pulse Laser, Shrapnel Cannon, Seeker Launcher, Refractor Beam, Gatling Gun
Fighter
Assault Plasma Cannon, Assault Laser, Assault Railgun, Pulse Demolisher, Cryogen Laser, Gauss Driver
Frigate
Ionic Disassembler, Proton Lance, Coil Mortar, Heavy Plasma Cannon, Meson Splicer, HAMR Missile Battery
Removed/Moved/Renamed Weapons
Singularity Cannon (REMOVED)
Plasma Gun >Fighter (Assault Plasma Cannon)
Ion Emitter > Frigate (Proton Lance)
Beam Cannon > Fighter (Assault Laser)
Positron Cannon (Ionic Disassembler)
Heavy Blaster (Meson Splicer)
Gauss Cannon (Gauss Driver)
New Weapons
KINETIC - Gatling Gun, HAMR Missile Battery
EM - Seeker Launcher, Pulse Demolisher, Heavy Plasma Cannon
THERMAL - Refractor Beam, Cryogen Laser
