Space Clouds

Server/Client Patch – 11/4/2021 – The Moonfighter Rebellion 1.3

patchnotes

[Engineer Changes]

  • Added 35% non-transference damage to temporary drones to Engineer skill level 1.
  • Increased Zen of Engineer from 0.10% to 1.5% per level for Shield Max and Energy Max.
  • Damage Control now gives 15% Resistance to Damage per level (45% total) instead of using electricity as a shield.
  • Civil Engineer Adv Skill Resistance to Temporary Drones is reduced from 50% to 23% (Same resists as before when factoring in Damage Control and Droney.)
  • Electrical Engineer Adv Skill no longer modifies non-transference weapons use extra energy to do up to 100% bonus damage instead gives 50% Energy max.

[Empyrean Zone]

  • Buffed the Empyrean bosses drop chances and added additional individual item drop chances.
  • Added a new Neurobound commodity “Empyreal Core” that can be traded for Credits and Primordial Tokens. The entry Empyreal ships now take the Empyreal Core and Modules to purchase now (Next universe).
  • Added new paths between the end gals within the Empyrean Zone (Next Universe).
  • Temporal Permits no longer decay at universe reset but remain Neurobound.
  • Shattered Celestial Core will be temporarily be made not to decay on universe reset due to delays in implementation of its purpose. It will be re-enabled for decay the next universe.
  • GSA limit in boss rooms reduced from 10k to 7k.
  • All of the fleets in the Empyrean boss rooms spawn randomly spread out from each other.
  • The Saros escorts for the Aelia in Columns of Mountain should no longer turn quickly during the usage of their triple beam attack.
  • Empyreal Tutulemma’s no longer have an AoE missile, they now have a telegraphed beam attack that warps them backwards and cripples the targets (and its nearby allies) energy generation for a few seconds and can’t move during its attack.
  • Tutulemma’s Lunarian Dreadnought Primary Pulse Cannon range increased to 1000.
  • Empyreal Celeste Spear increased to 525 projectile speed.
  • Perihelion interceptors’ weapon loadouts were adjusted so they attack most of the time while in range.
  • Fixed an issue where the Aelia didn’t have enough energy to fire weapons and use items.
  • The Empyreal Equinox Rocket -95% tracking debuff now lasts for 5 seconds instead of 15 seconds.
  • Adjusted the requirements of Rampage Preserver Blueprint mission and trade bay turn in from requiring two Pristine Alien Eggs to one. Also increased Sahvitra DNA requirement from 10 to 20 (next universe).
  • The Empyrean Entrance now provides experience again and has had the number of spawn reduced.
  • Lunaria Targeting System Blueprint now takes Solarian Pulverizer instead of Solarian MagCannon.

[UI/Client Changes]

  • Added two new skins for Empyreal ship lines.
  • Dark Energy Antimatter Recollector skin can now be applied to Flamlites.
  • Fixed Red Photon Warship’s Engine mount.
  • Changed percentage damage auratweaks to say “Damage” instead of “DPS”. Flat damage bonuses will still state “DPS”.
  • Fix Mauling displaying as a percent rather than a constant value in ship window list.
  • Fix for Bruteforce facing forward the wrong direction and a texture issue.
  • All Engines from Olympus now have updated visuals with unique aesthetic qualities derived from the engine’s prefix’s.
  • Made right clicking wormhole autopilot status text more informative.
  • Adjusted chat window up a few pixels to prevent overlap with bottom bar and more clean look.

[Skill Changes]

  • Updated the description on Gunner’s Destruction skill to include the vulnerability time.
  • Updated Mining Efficiency skill’s description to clarify “This skill only comes into effect if the asteroid would normally drop at least 3 debris.”

[Item Changes]

  • Coordinator General Ops Support Platform” to “Coordinator Gemini Support Platform” and it now deploys two separate drones. Aura range expanded from 500 to 1k and buffed the Resistance aura tweak from 10% to 20%.
  • Inbuilt missile launcher on Zeus Throne is now exotic.
  • Increased the charge time on Vulture Sense from 30 seconds to 60 seconds and reduced the tweak uptime from 10 seconds to 5 seconds. Reduced Range from 200% to 100%.
  • Lyceum Fabrication Modules can no longer be scrapped for credits.
  • Added quality tiers to several blueprints.
  • Removed Drone Scoop trophy and transformed into Electro Scoops.
  • Removed Ablution Crystals requirement on the Dark Matter Extractor Blueprint.
  • Increased the Decay time of Pristine Alien Egg from 5 hours to 48 hours.
  • Added tech 4 Heat pulse gun and Tech 5 Radiation magcannon to random AI bases.
  • Adjusted several subspace drones and Aqua Nuzzle to use player gear of the appropriate quality level instead of AI only gear.
  • Made Laconia Dust show as Rare quality.
  • Made Heated Metals commodity show as Rare quality.
  • Gave a lot of the T23 Empyreal supers visual effects.
  • Changed Combat Doctrine to Upon activation, initially, grants the user: +100% Electric Tempering for 10 seconds. After 10 seconds, the user gains: +33% Shield Charge for 10 seconds, +50% Transference Power for 10 seconds. After another 10 seconds, the user gains: -25% Recoil for 10 seconds, +25% Transference Efficiency for 10 seconds.
  • Shield Overcharging Beam now has full tracking.
  • Rift Opener now backstab warpers first and then activates the antigrav.
  • Temporal Field Emitter has had its tracking increased to 90 degrees.
  • Coalition Regenerative Field Emitter now affects fighters and drones.
  • Commanding Spirit and Coalition Regenerative Field Emitter shield regen effects are no longer affected by Neuro Tweaking.
  • Commanding Spirit no longer gives 25K flat shield charge to allies.
  • Coalition Armanents now has 90 degrees of tracking and stacks with Gunner Destruction now.
  • Updated the Rapid Repositioner to correctly state it has -25% damage is for 10 seconds instead of falsely stating 5 seconds.
  • Fixed Empyreal Eclipse’s Core Overload description to correctly state positive 75% Resistance to Transference for 10 seconds instead of negative.
  • Fixed Empyreal Aelia’s Reckless’s description spelling error and going off the window.
  • Fixed error in Perihelion’s Onslaught Prioritization super to clarify the recoil inflicts the enemy of the target not the allies of the target.
  • Made Empyreal Incinerator T23 instead of 22 which buffed the stats slightly.
  • Adjusted Glued on Quark so it is not identical to Gluon Thruster.
  • Adjusted Venusian Motor from Common to Uncommon.
  • Removed Lion Maul Device from King Panther.
  • Overdrive Device’s now indicate that they cause forced thrust when the user activates them.
  • Hermes Combat Controlbot had its Light Fighter hull lock removed.
  • Per previous patch notes – restored credit costs on ENM Cube Blueprint and Promethium Cube Blueprint to 5 mil per use.
  • Reduced the cost of the Holiday Holoprojector Crates from 50 to 20. SP cost remains the same.
  • Zebra’s Second Wind on the Zebra ship now works properly on Combat Bots.
  • Removed Capital Laser Research Blueprints from the game (Next Universe).
  • Fixed an issue with Vervaardiger ‘Berhinger I’ EX being sold at random AI bases.

[AI Changes]

  • Removed Mulligan’s Beam Resists on his diffuser.
  • Increased size of Big Green Mothership to be larger than the Green Battleship.
  • Drastically reduced the effective shields of LACS S4492 Alien Outposts in Ekam arm of Subspace.
  • Poseidon Whorls now last 21 seconds, and Poseidon deploys one every 3 seconds. This should help players be able to kill the drone for the Olympus drone kill mission.
  • Reduced Fallen Minelayer’s Salvaged Gigantic Mines weight.
  • Rebalanced and buffed T22 Subspace space bosses difficulty and mobs. Subspace instance galaxies with environmental damage effects now do flat damage. They continue to have no effect on drones.

[Universe Changes]

  • Added wormhole locks to the boss rooms in The Serengeti, Olympus, Captain Kidd, Brute Force, and Lunacy and Dragon’s Lair to lock players in until the boss is defeated.

[Next Universe Changes]

  • Added 5 new AIs for dg bosses in High DF DGs, Super Omega Platform, Kilo Wattage, Aroused, Ragnarocker, Big Green Dreadnaught, also reduced how common Rocs/ Glaucopenias/Phoenixes, and Hawk AIs are as bosses.
  • Fixed an issue in Fortress to prevent Pain and Shadow moons from spawning on top of each other.
  • Added some additional loot to the random DG drop tables.
  • Removed Junkyard Augmenter Exchange base in Junkyard as role has been depreciated long ago.
  • Moved Vigilante roaming boss from Perilous Space to Earthforce Layer.
  • Reduced the credit cost of the Capital Armageddon Lasers at Beta Antares by 50%.
  • Added some basic items to the AI base in Lyceum Wormhole Research.
  • Increased the spawn rate of Thalaron Radiation and increased the DF range of where it will spawn. Modified the spawn rate of nodes to ensure all timezones have a chance of obtaining.
  • Added Imperial Seal skills up to level 5 at secret base in Temple Grounds (already live edited).
  • Added an additional drop chance for Light of Peace weapon to the Pax Astralogica roamers in EF layer.

[Kalthi Depths]

  • Added UrQa’qa Vazuk Vo’kii to Kalthi Depths.
  • Lowered the DF of Ruined Sanctuary and Celestial Encampment for easier access.
  • Reduced number of Shujaa in Ruined Sanctuary from 2 to 1.
  • Increased Kalthi Manufacturing drops from Commanders.
  • Increased the chances all Kalthi Commanders (including Wrathful and Armored) have to drop Salvaged Kalthi Conduits and Damaged Kalthi Star Charts.
  • Kalthi and UrQa within Akuq’ba zone will no longer drop augmenters.
  • Kalthi Destroyer and Terminator are now on the Kalthi Admiralty team and no longer roam.
  • Increased number of Rocs in KD and made not to roam.
  • Cyborg Cruiser and Cyborg Battleships no longer roam.
  • Unteamed most of the low DF Kalthi in Kalthi Depths.
  • Added unteamed Empyreal AI to low DF KD so solo players can fight the AI one on one.
  • Reduced number of AI spawned from Kalthi Commanders and their variants.
  • Kalthi Armada Wrathful Commanders damage was reduced.
  • Reblanced several Kalthi boss and mob AI.

[Mission Changes]

  • Updated some mission vendors.
  • Added a hint to the “Final Exam” mission in Building Academy that it requires drone deployment level 3 and to have an energy with a large enough bank to deploy the drone.
  • Updated “Infernal Collection” mission to state Goblins, Imps and Orcs outside of Infernal Tempest and roaming must be killed for the Infernal Faction Access Card.
  • Added a hint to Hyperion mission “What happened here?” to use Surgical weapon on the ship wreckages.
  • Updated Olympus Fighter and Tractor missions to clarify the item type in their mission names.
  • Updated summary text for T21 skill missions to include that 1 billion credits are required as well.
  • Fixed a typo in the summary text for Barbe Rouge’s Test mission.

[System]

  • Drastically reduced the chance of an AI respawning in the same galaxy that already has that same AI in it. Should help to prevent bosses stacking up in KD.
  • /limbo is now active for first 72 hours instead of 24 hours.
  • Autopilot will re-attempt 5 times when gremmed or physical critical hitted before finally disengaging.
  • Player Inactive and Destroyed Drones will no longer abandon after a set time.
  • Items that previous had the No scrap tag, now have a tag on their description that states “No Scrap Value”. Allowing the item to be scrapped but for 0 credits. Item types that can’t be scrapped (mission items) still cannot.
  • All items that can be purchased with alternative currency will now have “No Scrap Value” tag.
  • Added 9 new commands that control bots inside the galaxy you are in:
    • /botsAttack: All combat and wild bots will be set to attack your target.
    • /botsNoAttack: All combat and wild bots will be set to not attack your target.
    • /botsFight: All combat and wild bots will be set to fight enemies.
    • /botsNoFight: All combat and wild bots will be set to not fight enemies.
    • /botsClose: All bots will stay close.
    • /botsNoClose: “Stay close” will be disabled for all bots.
    • /botsDock: All non-wild bots will dock and deactivate.
    • /botsCombatDock: All non-wild combat bots will dock and deactivate.
    • /botsTradeDock: All trade bots will dock and deactivate.
  • Using a player ship’s fighter bay will now recall the fighters of the player’s bots even if the player’s ship currently has no fighters deployed.
  • Added Bot option to disable weapons which can’t be unequipped, in the more bot setting menu.
  • Minimum envelopment diameter is now 20% bigger than collision diameter, rather than equal.
  • A player as a Spirit or in a Pod that are not in a proper spaceship for the past 5 minutes are no longer granted kill participation reward for missions requiring kills.
  • You no longer get kill credit if you are further than 10k from the target.
  • Updated error message when a player attempts to undock while their ship is overhulled to state hull space is overflowing instead of cargo bay so not to confuse players with new cargo hold system.

[Bug Fixes]

  • Fixed planet desync on all network levels.
  • Fixed a memory leak relating to Holoprojectors.
  • Fixed an exploit that allowed drones to persist beyond their lifespan.
  • Fix for items with “Can’t be used with” unequipping on login such as Tweaks and Gravs.
  • Fixed some issues with the cargo hold.
  • Optimized some boss script to ignore player assets in certain situations.
  • Fixed spelling error in Primal Serengeti Ship Blueprint tag.
  • Fixed bug where some missiles would not destroy themselves after hitting the target.
  • Fixed issue with missile queues accepting too many missiles.
  • Missiles will no longer continue launching and exploding in space after their target is dead.
  • Towing base will now properly indicate if the ship is in stasis or not.
  • Fixed an item tag misspelling of Olympus on several weapons.
  • Damage auras will no longer cause missiles to do 0 damage.

Halloween is here!

The Halloween event has started, and Spacey has been busy!

halloween
Spacey has opened wormholes accessing Plaguespace throughout the universe. From these wormholes poured hordes of vampyres, pumpkins, will o’ wisps, trolls, and undead space rats!

Please, help contain these intrusive beings until the plans to evacuate the universe are complete!
If you run into one of the many entrances to Plaguespace, do battle the space rats inside to help stem the influx of them into our universe!

Spacey has informed us that Halloween will run until the universe collapses on November 6th!
Happy Halloween!

November 6th, 2021 Universe Reset


Lyceum Bulletin:

The Mad Scientist has done it again!

Reports are flooding in of an explosion radiating out from the laboratory located in Lunacy. After an experiment mixing Eridium, Adamantium, and Dark Matter failed to be conducted properly, the scientist was seen fleeing the lab yelling, “It’s not my fault!”

Nobody has seen or heard from the scientist since that date and authorities are advising everyone to begin packing for the universe relocation program! The containment unit housing the experiment has begun leaking an unknown particle into the universe. Lyceum scientists began studying the leaking particle shortly after receiving news of the explosion and have provided the following statement.

After extensive examination of the radiation leaking from the explosion site, top scientists predict the collapse of the universe to be on November 6th, 2021. Citizens are asked to ensure all personal assets and fleets are properly stored.

universe_reset_2018

Dev Notes

  • Bases, permanent drones, and the credits on active bots will be lost.
  • Player ships will not be affected
  • If you’re docked during the reset, you will spawn into the new universe using your docked active ship.
    • Careful not to spawn into the new universe in an immobile ship!
  • Wild Space will be scrambled and receive a new map shape.
  • All other layers will have the systems scrambled but contain the same shape.
  • After a universe reset, all of your docked ships will be in a state of limbo allowing you to dock them all at any non-player station. For the first 72 hours of the new universe, you can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere.
    • For those familiar with the limbo command, going forward the timer has been extended from 24 hours to 72.
GMT: 18:00
EDT: 14:00
CDT: 13:00
MDT: 12:00
PDT: 11:00
UTC: 18:00

Server Hotfix – 10/3/2021 – The Moonfighter Rebellion 1.2.1

patchnotes

  • Temporarily removed credit costs from ENM Cube Blueprint and Promethium Cube Blueprint until universe reset.
  • Removed hull lock from the Delquadrikamdon Controlbot and Poseidon Combat Controlbot due to a long time sheet bug ignoring the Heavy Fighter lock. We have reverted to previously this to honor the player’s expectations of them being without a hull type lock.
  • Fixed a bug with Overloaders that weighted Electric Tempering backwards.
  • Fixed a client crash bug.

Server/Client Patch – 10/1/2021 – The Moonfighter Rebellion 1.2

patchnotes

This patch includes the new base upgrading system we talked previously about in Dev Diary – Base Upgrades, Bot Commands, and Everything Nice.

[Item Changes]

    • Fixed Empyreal Eclipse’s Coalition Armaments super item. (Already handled via a small hotfix).
    • Reduced the cost of Augmenter Retrieval Module (Paid Augmenter Reset) from 60 SP to 20 SP. (Already handled via a small hotfix).
    • Increased the drop rate of Solarian Fighter Bays.
    • Updated the visual effect for the Empyreal Wave Manipulator and Corrupted Pulse.
    • Promethium Cubes and ENM Cubes now cost 5 mil credits per use to build.
    • Empyreal Plating is now tech 23 instead of tech 21 and gained 400k damage taken per 1% durability.
    • Controlbots were all made 1 size and weights changed
    • The following beam’s sizes were adjusted: Amped Zeus Bolt, Amped Jupiter Bolt, Amped Chain Lightning, Amplified Jupiter Arc Lightning. Anti Pralinatasamvita went down in size. Antu Zaktisamvita size went up. The size changes were about 20-30 more size on weapons that are already multiple hundreds in size.
    • Overloader % Damage augmod values changed as a result of new augmath that better accounts for the value of negative augmods. The following overloaders were affected: Berserker Way, Berserker Method, Berserker Style, Blue Overloader Alpha, Emergency Core Cooling System, Marco’s Cooler, Jury Rigging of Hephaestus, Hermes Power Punch, Hermes Delirium Tremens, Kidd’s Wrath, Kidd’s Volatile Wrath, Reaver’s Rage, Zarkara Kostha, Tiger Modifications, Perilous Quickened Overloader, Perilous Quickened Modifier, Perilous Offensive Overloader, Perilous Offensive Modifier, UrQa Ukuk’qa, Unstable Offensive Overloader, Twisted Death Overloader, Latis Recta’s Modifications, Strontium Overloader, Mythic Celestica’s Mod, Ocelli Modification, Buzzing Oscillator, Red Photon Prototype Weapon Guidance Extension Overloader, Frenzied Presence.
    • Sizes, weights, and costs of some shields have been shifted around a little.
    • Faded Torpedo had its stats slightly reduced.

[Mission Changes]

    • Updated Olympus mission that still referenced the previous name for Sidrat Station Extensions.
    • Fixed spelling issue in The Deflector Solution mission.

[System]

    • Bases can now be upgraded in-place by targeting one and using another base kit.
    • Aura Generators will disable themselves if there is less energy in bank than the amount it needs to power.
    • Added /networklevel (/nl) low|medium|high|veryhigh to change network policies, this command is for testing purpose and will be integrated in client configs if we find that players want more control.
      • At low, the network is identical to the state before the new setting
      • At medium, update to resync planets/other objects more or less every minutes. this should mitigate cases where for some players planets move slower or faster than on server causing complications when attempting to dock or fight.
      • At high, updates become much more frequent, and projectiles also get synch update. Based on how far you are from the projectile this will cause a noticeable increase in network stress / bandwidth usage (upward of 10kb/s !)
      • At veryhigh, updates for projectiles are done on a much larger area, this may hit the 30kb/sec range in some extreme scenario.
      • Both high and veryhigh are excellent if your want to avoid projectiles (or intentionally block them), as their position on screen and on server should match almost perfectly minus the network delays.

[Bugs]

    • Fixed an exploit that allowed to bypass class limits for item slots.

Server/Client Patch – 8/22/2021 – The Moonfighter Rebellion 1.1

patchnotes

[User Interface/Client Changes]

  • Fixed several causes of client crashes.
  • Changed “Can’t Be Put Into Locker” on items to “Can’t Be Put Into Storage”.
  • Updated the visual effect for the Empyreal Wave Manipulator.
  • Towing base ship list now has a column indicating if the ship is in stasis or not.
  • Added a new model and texture to reflect the SS1/Client1 version of Brute Force.
  • Fixed remaining issues with right click APing to some wormholes not resulting in jumping through that wormhole.
  • Changed damage percentage aura/tweaks to say “Damage” instead of “DPS”. Flat damage aura/tweaks still displays as “DPS”.
  • Cargo now has its own display next to hull and hull is properly calculated.

[Item Changes]

  • Changed Cruiser and Astrodust from 2 to 3 augmenters (Somehow this change was reverted during the ship size changes).
  • Fixed the Ambrosia Overloader Blueprint not being added by the Ambrosia Base Gear Blueprint Pack.
  • Reduced Kalthi War Core weight from 25 mil to 2.5 mil.
  • Fixed Drone Deployment not being correctly attributed for its bonus effects on permanent drones in show stats.
  • Changed the Quality tier of T23 modules from Exotic to Rare.
  • Added “Rare” Quality tier to Empyreal ship upgrade blueprints.
  • Kleptomaniac and Mythic Drones are now no longer scrapable.
  • The Empyreal ship supers descriptions have been made very detailed like Kalthi supers and all of them made to not affect bases.

[AI Changes]

  • Added the missing engine to Zebu Gunships’ spawn loadout.
  • Removed Large Field Hospital from the loadout of Kalthi Armada Wrathful Deployers. They never used it but removing to prevent future issues.
  • Reduced the duration of Celeste and Estelle Envelopments from 17 seconds to 5 seconds and increased their size to be more noticeable.
  • Increased the number of shots from Estelle’s Rage super from 6 to 12.
  • Drastically reduced the DPS Estelle’s pulse gun but increased the range.
  • Drastically reduced the fire dot damage and base DPS of Analemma’s weapons and increased the tracking and spread of the bullets. You get hit by more of them at maximum range but at closer ranges all of them don’t land
  • Drastically increased DPS of the Analemma’s rage device.
  • Reduced Equinox’s magcanon dps but increased tracking of their laser and magcannon.
  • Reduced the DPS of Perihelion’s Flare lance and removed the -10k shield degeneration effect.
  • Removed the shield degeneration effect from Ascension’s weapon, slightly increased the base dps to compensate and reduced the hostility weapon effect from -99% to -80%.
  • Removed the electric degeneration effect from the Ascension’s other weapon.
  • Increased the regen of most mob Empyreal AI.
  • Made Tutu Missile more visible and added a holo effect.
  • The following changes were made to Apex boss:
    • Reduced main attack DPS drastically.
    • Reduced the shield charge effect from -66% to -25%.
    • Increased Apex Blast Pulse from 1 range to 50 range.
    • Apex Rocket Barrage has 50% more range and fires more often.
    • Increased base shield regeneration.
  • The following changes were made to the Aelia Boss:
    • Pulverizer DPS drastically reduced.
    • Reworked the pulse gun and warper logic.
    • Increased basic shield regeneration.
  • The following changes were made to Saros:
    • Reduced charging time of the Annilation Beam but reduced the DPS drastically.
    • Sara’s Railgun’s  DPS and range was increased drastically.
    • Increased basic shield regeneration.
  • Reduced tracking bonus Haraka Station causing projectiles to super track.

[Next Universe Changes]

  • Removed Reboot Modules being sold in Lyceum and Plato Academy as they are just trophy items now.
  • Removed trophy items Bule Calumniator Blueprint and Amplified Fighter Recall from the Fleet Shipyards base in Lyceum.

[Mission Changes]

  • Fix for the T23 skill missions incorrectly stating engines for several of them.
  • Updated “Where did I leave my keys?” mission to state Super Phunka keys were left somewhere near the space cheese in Shadow.

[System]

  • Bots will no longer report spam errors in event chat from automatically used superitems back to their owner, such as missile superitems being out of range.
  • AI will now have weighted spawn logic to prevent massive build ups in gals.

[Bugs]

  • Fix for active weapon being able to end up with negative tracking after -tracking effect.
  • Fix for deathblossom sometimes firing the wrong number of shots.

Dev Diary – Base Upgrades, Bot Commands, and Everything Nice

Welcome to another Star Sonata Dev Diary!

Today, we’re covering a range of topics from the new Base Upgrade system, new Bot chat commands and some fixes to pesky bugs that we’ve been chasing for years!

Base Upgrade system

So here’s the problem: You’d laid bases on a planet. They’re just plain vanilla Ai station kits deployed on the planet and yet, several weeks later you have some upgraded Laconia kits you’d prefer to lay down.

You’d have to transfer gear, demolish the original bases, lose any augmenters that were already equipped and lay the new station then move everything over and re-equip.

With the new Base Upgrade system, you simply select the currently deployed base, you double click/use the new kit from your inventory, and the base upgrades into the new version without any of the previous hassle.

Notable Mentions

  • The upgrade process causes the construction timer and vulnerability to reappear.
  • Bases cannot be upgraded into with a station kit that will result in over hull capacity, lower tech level or fewer augmenter slots.
  • The same conditions that prevent deploying normal bases apply to upgrading bases with bases.
  • Destroyed bases cannot be upgraded — they must first be repaired.

Bot Commands

We are always looking to improve players’ ability to directly control their bots. We’re expanding the level of control players have with 9 new commands players can use.

/botsAttack: All combat and wild bots will be set to attack your target.
/botsNoAttack: All combat and wild bots will be set to not attack your target.
/botsFight: All combat and wild bots will be set to fight enemies.
/botsNoFight: All combat and wild bots will be set to not fight enemies.
/botsClose: All bots will stay close.
/botsNoClose: “Stay close” will be disabled for all bots.
/botsDock: All non-wild bots will dock and deactivate.
/botsCombatDock
/botsTradeDock

We are also adding an option in the bot menu to disable weapons that can’t be unequipped in the “More bot settings” menu.

Everything Nice

As a point of pride, we’ve finally found and tackled the issue with Deathblossom not firing the correct number of projectiles when having Multifire 3.

The deathblossom fix will be part of the next patch the others will be in a later patch.

Dev Diary – New DG Drop System

The June 2021 universe introduced some changes to how DG loot works.
The patch notes at the time did not go into particular detail on what the changes were or how they would affect the loot quality from DGs.
Now that the dust has settled from the reset, we put together this Dev Diary to clear up any confusion about the new system.

First, we’ll look at how DGs used to work.

Previously

DG bosses would get one guaranteed item drop and two rolls (at 30% and 15%) at an extra item from our dungeon items list.
This was a global dungeon item drop list that featured every single item you could get from a boss in a DG.
We also often reuse this list for generic loot from non-DG bosses across the game.

Now

The global dungeon drop list itself has remained unchanged, however, a lot of DG bosses no longer roll on this list (just seven do). Instead, we now have multiple lists split into categories;

  • Commodities & Neurotweak crates

  • Weapons

  • Shields

  • Engines

  • Energies

  • Equipment (anything you could find in the “Item” tab of the trade bay) and Scoops

  • Tractors

  • Station

  • Radars

  • Drones

  • Augmenters

There is also an additional list of generic gear, similar to the old global list, but with fewer items in it.
Blueprints for gear are included in the category for the type of item they build (e.g., the Fine Tuned engine blueprints come from the engines list, not the station one).
The augmenters list consist of Class, Ship Mastery, Spacey, and Speedy augmenters.

Each DG boss has been assigned one of these lists to drop 100% of the time. They then have a second list with a 50% drop rate on which may be the same, or another list, and finally typically a 40% chance at the commodity list.

For example, a Vulture boss will always drop from the engine list, has a 50% chance to drop from the radar list, and a 40% chance to drop from the commodity list.
A Big Green will always drop from the weapon list, with 50% chance at another item from the weapon list and 40% chance from the commodity list.

Not all bosses completely follow this new pattern, and some bosses will always grant a commodity drop in addition to their gear drop.
Bosses which were special before and granted unique or extra loot, such as Red Wattages, Stellations, the named bosses, still give their extra loot.

The result of these changes will be that you’ll get loot of certain types at a more consistent rate than before, and if you need something in particular you’ll be able to target that item better by fighting bosses which are known to drop that type of gear.

While we’re not going to just give away which bosses drop from which lists, the assignment is on the boss type and will be consistent from universe to universe.

Server Hotfix – 7/12/2021 – The Moonfighter Rebellion 1.0.3

patchnotes

[Item Changes]

  • Kalthi Commander, Kalthi Armored Commander and Kalthi Wrathful Commander’s Inhibiting Fighters no longer cause -regen on enemy target shields and instead inflict -25% Thrust and slightly reduced tractor range.
  • Fixed issue with a few Empyreal gear being unequipable/neurobound.
  • Added additional searchable tags to various items.
  • Updated the visual effect for the Empyreal Wave Manipulator.

[AI Changes]

  • Perihelions now have better radar and have more shields.
  • Celeste’s long range beams shots have a more delayed ramp up and increased the visibility of the beam. Also reduced the -elec effect drastically.
  • Changed Tutulemma ‘s Solar Annihilation Missile’s launch pattern.
  • Equinox shields were increased.
  • Analemma’s short range weapons increased DPS and it gained two short range auras.
  • Made the envelopment used by Estelle larger in diameter so it no longer is hidden by the target ring.
  • Fallen Minelayer had shields by 25%.
  • The following changes were made to Fallen Haraka encounter:
    • Haraka Station’s beam super item has been replaced by a projectile super item
    • Gave better radar.
    • Reduced shields by 25%.
    • The Mini Delquad have weaker tractors and stronger pulse guns.
  • The following changes were made to Fallen Kunahi:
    • Reduced shields by 25%.
    • Protective Laser Platforms now always try to stay by Kuhani’s side.

[Universe Changes]

  • Increased number of drop rolls to the Empyrean fleet bosses.
  • Added unique uncommon drops to the strong Empyrean fleets.
  • Added new T23 augmenter drops to Empyrean mobs
  • Empyrean boss rooms now have a maximum range before GSA/adds spawn shown by an asteroid field.
  • Added a planets and light sources to the Empyrean boss rooms. Should prevent AI camping the wormhole entrances.
  • Lowered the suns to prevent issues with orthographic and made targetable in the rooms before the bosses in Empyrean zone.

[Mission Changes]

  • Fixed issue with the T22 Diploma and Alien Egg missions that prevented players with T23 skills from being able to access them.

[System]

  • Player hate of AI will decay much faster. In most cases, 20-30 minutes.

Server Maintenance – 6/30/2021 – 9:30PM ET

The server will be down at June 30th 9:30PM ET / July 1st 1:30AM UTC due to Emergency Maintenance due for an estimated 5 hours. The website may be down at times during it.