
[Red Outpost Changes]
- New Red Outpost bosses and loot next universe.
[Anatolia Changes for Next Universe]
- Moved AI Stations to new galaxies away from the entrance.
- Added Fragmented Imperial Signet turn in for 1000 Imperial Strand.
- Imperial Strands acquirement method will be explained closer to the Emperor contest.
[New Shop Items]
- Added 3 new skill unlocks:
- Galaxy Builder Neural Boost (100 SP): Increase Station Management to 20, Combat Bot Tweaking to 30, Station Tweaking to 18, Programming to 60, and Drone Research, Bot Research and Station Research to 5. Your character needs to be at least level 1000 to unlock this.
- Sonata Degree Neural Boost (50 SP): Increase Infinite Knowledge to 20, Advanced Transwarp Navigation and Transwarp Turbocharging to 5, Astral Injection to 10, Nanotech Plating to 25, and Piracy to 20. Your character needs to be at least level 1000 to unlock this.
- Master Neural Boost (180 SP): Level your character up to level 1000 and gain all the skills from the Core Skills Neural Boost, Galaxy Builder Boost, and Sonata Degree Boost. Your need a character of at least level 1000 on your account to unlock this.
[Client/UX Changes]
- Added support to Colony screen for right click context menu with “Add to Trade Bay” and “Market Check”.
- Added “?” icon to the transwarp menu to highlight hotkeys and a close window box.
- Previous Modifier (defaulted to Shift) + double click now selects all of the same type within the galaxy. (Drones, Stations, Combat Bots, Trade Bots, Wild Bots)
- Previous Modifier (defaulted to Shift) + triple click now select all assets within the galaxy.
- Fix for right click -> transfer being incorrect order due to a bug.
- Added toggle to Display section of options to disable Mouse Wheel Zoom.
- Adjusted Ship Stats window’s spacing.
[Class Changes]
- Shield Monkey:
- Shield Monkey Enveloper and Advanced Shield Monkey Enveloper: Shield Monkey enveloping shot is now from ShM class skill 3, with a more advanced version of it as an advanced subskill.
- To enable Shield monkey enveloping shot, you must equip a Shield Monkey Enveloper. This is provided when training ShM class skill 3. You can also obtain one at the ShM station in Lyceum.
- Swapped Shield Monkey skills 2 and 3 stats.
- Added your flashing shield bar when you do a ShM enveloping shot.
- Added an effect when you start shooting with ShM enveloping effect
- Enveloping Monkey advanced subskill allows for a better ShM enveloper and allows your deployed temp drones to get the effect of your equipped enveloper.
- Shield stealing will use most vulnerable of the targets resists, rather than having no resists, but will not gain vulnerability for extra damage.
- Shield Stealing now does 50% less damage but self heals for the same amount as before.
- Shield Monkey Enveloper and Advanced Shield Monkey Enveloper: Shield Monkey enveloping shot is now from ShM class skill 3, with a more advanced version of it as an advanced subskill.
- Gunner:
- Gunner Targeting Computer takes 33% electricity instead of 20% for every extra shot, and has a 15 second cooldown instead of a 60 second cooldown.
- Ranger:
- Removed the 10% damage from each level of True Grit. Gave Marksman an extra mark on each level instead.
- Updated the skill description with the new amount of mitigation per mark now that the ranger has 7 marks.3.33% mitigation per mark -> 2.85% mitigation per mark. There is no change in mitigation when at total marks.
- Empowered shots on Beams now use the proper formula instead of the old critical hit way.
- Speed Demon:
- Speed Demon Target Tracker has had its Duration increased to 10 seconds, and its Charging Time reduced to 20 seconds. It has also gained a 10 second evasion bonus on activation/refresh
- Note: The Target Tracker will now cause Torpedoes to launch towards the target when active.
- Removed the Speed Demon Escort Device.
- Speed Demon Overdrive Device has been changed, it is now an equipable item with 2 modes that can be toggled via using the item. It will also automatically enter Discharge Mode when full, and Charge Mode when empty. In Charge Mode, it stores 40% of the firing energy of your active weapon when that weapon hits a target. In Discharge Mode it offsets a portion of the energy costs that would come from your energy bank from the device’s capacitance instead, scaling up as your current energy bank decreases. While Discharge Mode is active, your weapons will gain 35% more damage.
- Speed Demon Class 3 now Mitigates up to 50% of the damage taken when traveling close to perpendicular to the impact angle. Moving slower than the speed of the impact lessens the effect. Note: If the impact is from a projectile the speed of the projectile is used, if the impact is from a beam the speed of the firer of the beam is used.
- SD target tracker now emulates the extra range normally gained when firing velocity inheriting weapons while moving in the direction of the shot – no effect on non-inheriting weapons
[Skill Changes]
- Updated Transference Control’s description to reflect that it doesn’t do anything at this time.
[Item Changes]
- Increased Damage Multiplier of On Hit weapon effects by 1.25x.
- Quantumly Attuned Temporal Tracker’s for Angre the Spice Baron and Cybernetic Gonzales will decay after 15 minutes.
- Weapons that apply visibility now use flat visibility instead of percent based visibility, like they used to.
- Reduced Angre’s Garam Blend’s rate of fire bonus from -50% to -22.48%.
- Jungle Spirit augmenters now cost 1 Honorary Mentions instead of 2 Jungle Armada Crests.
- Zauron’s Mask and Heart of Sol are now size 0 and shipbound, instead of unequipable. Zauron’s Mask now grants 2000 visibility when equipped just like Heart of Sol.
- Fleet Commander locked fighter super items (Commander’s, Captain’s, Admiral’s, Chelonic Call) only effect fighters launched by the user.
- Bunkered Offense Protocol super item on Kalthi Armored Deployer only effects drones deployed by the user.
- Empyreal Zenith’s Coalition Regenerative Field Emitter now only effects drones deployed by the user.
- Chelonic Call can no longer be equipped with another Aggressive Protocol.
- Colony Industrial Commodity value increased by 100%.
- Commodities used to make T0 Active IC’s have had their Half-lives’ increased to 168 hours.
- Matriarchal Overwhelming Fury now has a 40 second cooldown, its bonuses last 7 seconds, and it removes 30% of current shields instead of 35%
- Increased the stats on the Gonzales Redundant Capacitor.
- Adjusted the augmods on the Gonzales Reversion Protocol.
- Torpedoes
- The damage, speed, DPE, burn time and range of regular Torpedoes (ex. Titan Torpedo) has been adjusted. They should be much more reliable to use now, and some may have less DPS.
- Thoraxes and Clenches have a 1 second shorter Engine delay.
- Rockets have increased DPS and tracking.
- Bombs have increased projectile speed and tracking.
[Mission Changes]
- Removed erroneous mission lock on [Tier 1 Silver Bounty] Aveksaka that required killing Ruby Carriers.
[Universe Changes]
- Blue Photon Test Range will no longer give a PvP warning upon entering the rift.
- Angre, Gonzales and their minions no longer will spawn with augmenters or mods.
- Angre’s minions had diffusers removed and the Chai fighters had their shield bank and shield regen reduced.
- Removed Energy / Laser Diffuser drops from Basils.
- Decreased the drop chance of the diffuser from Gonzales’ treasure vault
- Added a new weapon to Cybernetic Gonzales’ treasure vault
[Next Universe Changes]
- Cybernetic Gonzales and Angre the Spice Baron’s mobs now despawn if they do.
- Cybernetic Gonzales and Angre the Spice Baron now respawn faster.
- Cybernetic Gonzales and Angre the Spice Baron had some of their shouts made more clear.
- Cybernetic Gonzales now spawns more minions.
- Cybernetic Gonzales minion’s attack patterns have been adjusted.
- Some of Cybernetic Gonzales and Angre the Spice Baron mechanics have been changed. These relate to the despawn and difficulty scaling.
- Buffed KD DG Minions (Lots of minions were adjusted, some in small ways others in bigger ways)
- Nerfed KD DG Bosses (Most of these were made to have less shield regeneration but more bank, there should be more variety in the bosses and difference between banky bosses and regenerative bosses).
- Increased the drop rate of Slumber Augmenters from roaming Slumberchrome variants by a factor of 5-10 and removed them dropping from DG versions.
- Increased the drop rate of Slumber Augmenter to guaranteed on Slumber Muncher.
- Increased the drop rate of Herbal Sensor Blueprint from roaming Basils by a factor of ten.
[Server Changes]
- Augmenter drops are now the same category as other debris for targeting.
- Added new dev support for more advanced scripting for future bosses.
- Using a fighter bay to recall fighters now returns 75% of the launch energy scaled with the remaining flight time.
- Removed the mechanic where drones would recharge their shields in your inventory. They just get set back to full shields.
- Upgraded the ship window to make the ship stats more legible.
- Adjusted Boss reset logic when players are using stealth to prevent a reset.
- Ai/bots now dock at 80% of the player max docking distance (based on ship/base sizes), instead of a static 50 distance.
- Pinned item can no longer be consumed by Neuroforging.
- Added “Shield stealing resist” to ship scanner output for Shield Monkeys.
- Added “Resist All” info to ship scanner output.
[Bug Fixes]
- Potential fix for major desynchs for both player and AI caused by grem effects.
- These could have been caused from anything from AI super items to player grem weapons.
- Empowered shot with large negative crit chance can no longer cause negative damage
- Fixed several spelling errors in various places of “neccessary”.
- Wormhole check for PvP entering a safe area now checks for Public Instances.
- Fixed missing space typo in the ‘Report back to’ mission message.
- Fixed an issue with Matriarch Aurora’s phase 2 weapon disable not working during one of the phases.
- Fixed the Galactic Control team skill’s description, the number of gals ownable with lvl 0 is 30 not 20.
- A mission that reward a skill the player already has will no longer fail to complete and instead will skip the skill reward with an event error message about it.