Easter is here! The bunnies have setup shop in Eastern Warren accessible from Sol, Elmer Fudd has returned to Handel’s Cove and is on the hunt for rabbits, and egg boxes litter the universe. The event will run until April 24th.
Happy hunting!
Easter is here! The bunnies have setup shop in Eastern Warren accessible from Sol, Elmer Fudd has returned to Handel’s Cove and is on the hunt for rabbits, and egg boxes litter the universe. The event will run until April 24th.
Happy hunting!
A lot of people are stuck at home and bored, so Star Sonata will be launching a temporary new, totally free, PvP oriented server! The PvP server will last for 30 days with prizes for players who beat certain challenges.
This special event server will launch on Saturday, March 21 at 1:00 pm EST. It will end after Sunday, April 19. Hopefully we’ll be allowed out of our houses by then.
There will be some minor difference compared to Liberty, the main server.
All areas except Nexus will be open PvP
Repair costs are increased and death will cause 10% durability damage for increased credit drops after a PvP kill
Universe size will be smaller and Wild Space will have a unique shape
Subspace will be disabled
Reworked Zen of Shield and Energy skills
Item mod rate is increased
Every aspect of playing on this new server is completely free. No subscription required for anything.
Logging in to the PvP server requires an account on the main Liberty server. For your rewards to transfer to your main account, log in with that account. If you are returning and no longer have an account on Liberty, please create one there before moving over to the PvP server.
The server challenge rewards are:
Challenge |
Reward |
First person to claim Emperor |
100 Space Points (a $50 value) |
First person to level 1900 |
Special tech 20 Plague Rat ship |
First kill of Emperor in UZ |
A unique personal tech 22 version of any UZ ship |
First kill of Pretender Zeus |
A unique personal tech 22 version of any Olympus ship |
First 190 people to have a level 601+ character |
+1 character slot on live plus their top character and all its stuff will be copied over to live at the end of the event. Names that are duplicates to live will have a random number appended to them when copied over. |
To claim one of the first 4 rewards, send a screen cap of your accomplishment with your character name to an admin, and we will verify on the admin panel. Winners will be announced as we go. Once 190 characters have reached level 601, we will make an announcement and copy down a list of those people. Their stuff and rewards will be granted at the end of the event. Let the chaos commence.
If you haven’t already, join our Star Sonata Discord channel.
As of the patch on March 3rd, premium characters (p2p) are now able to log back onto their accounts with f2p status!
The following list describes exactly what this means for you today, and a few more changes that will go into effect next universe reset.
**All of these changes are subject to alterations between now and reset.
(+changes require a new uni)
We have been working on finalizing our proposal for an Engineer revamp to go live alongside the Shield Monkey and healing revamp (which is nearly finalized) and a rebalance of all the support freighters. Our proposed changes aim to make Engineers more engaging to play. We are especially focusing on making each new skill immediately impactful and gameplay-changing. In order to get a feel for our proposed changes to the class, we will be implementing the items listed below on the test2 server for playtesting and player feedback. Nothing is set in stone, but at least this is what we’re going to start with.
Engineer Class 1: 1 Additional energy slot in support freighters and capital ships
Engineer Class 2: +25% drone ops. (More on how drone ops will now work below.)
Engineer Class 3: 1 Extra aug slot.
+1 drone slot per level (no drone ops anymore)
+33% tractor power, +33% tractor range, drones will prioritize your tractor target (both friend and foe if applicable), and do 33% more crit damage against that target (all per level for 3 levels)
Engineer overloads his shield with extra electricity. 20% of incoming damage per level is absorbed by the energy bank, scaled with current energy percent. When maxed at level three, this skill will grant the Engineer up to 60% damage mitigation, although that figure will scale down as their energy bank drains. Provided the Engineer has good energy stats, this skill will outperform the current Damage Control skill for mitigation.
Mechanical Engineer: +3 temporary drone equip slots, can repair while in combat
Computer Engineer: Your attacks leave a computer virus, causing your drones to do up to double damage to target up to 100% of the value of your attacks. Also works with healing.
Electrical Engineer: Your weapons do 10x damage, but take 10x more energy per damage to fire, scaled with your energy bank percent.
Civil Engineer: +100 armor on temp drones (done)
Drone ops will no longer give drones a bunch of stats, but instead give drones 1% of your ship’s augmenter stats. All four drone ops bonuses are converted into this new stat.
How this will play out is that instead of Engineers trying to maximize for the most Drone Ops possible, almost at the expense of everything else, they will need to get a mixture of Drone Ops and the stats they want their drones and ship to actually have. We estimate that (with the extra aug slot) drones will overall be a little bit more powerful under this system, but also much more specialized. Drones will also have access to stats they didn’t have before, like electric tempering and transference power. Players will be able to specialize for burst DPS, sustain, tankiness, range, etc. much more than they could before with only a single drone controller. Of course, we will make sure to thoroughly test this change on the test2 server in order to verify our theorycrafting, and make changes accordingly.
Drone controllers will still work the same, to get dynamic changes in drone abilities, but the new Drone Ops will allow a much more personalized baseline and create much more interesting augmenter choices than before. In addition, the Engineer’s ship will share a lot of stats with their drones now, making it possible for Engineers to actually use their weapons in combat.. Hello, spacebar!
Instead of giving a constant elec amount to target, elec beams link the two ships’ energy, sending a portion of the elec consumption of the target to the Engineer’s ship to be consumed there instead. If either ship banks out, the beam disconnects. Different beams have different percentages that go to the engineer, with higher constant additional elec cost for higher percentages. We came up with this concept because we weren’t happy with the lack of scaling in the current elec beam mechanic. Once the Engineer can power their end of the beam, there is no advantage to further developing the character’s energy stats. While this new concept will take a lot of testing to balance, it will encourage Engineers to really develop their energy stats, rewarding them with potentially even higher energy support abilities than they can currently get with the highest-tier elec beams.
Repair Drone generates a short range field around the drone with nanobots that repair allied ships at a rate of 1% per second as long as the ally can pay the docked repair cost. Can be used in combat. Requires Mechanical Engineer
Tesla Field Generator is a new type of field generator that will wirelessly transmit elec to allies in range (500ish) at a rate of 1% of their missing bank per second scaled by the engineers energy bank percent, doubly effective with drones. (With lightning graphical effects) Rename Super Capacitor and Super Capacitor Mk II to be Tesla Field Gens. Disallow use on slaves.
Create new high tech non mobile drones that do more DPS and more HPS than the current high tech mobile drones so that mobile drones will no longer be best DPS or HPS for any given tech or damage type.
Zeus, Ares, Athena, and whatever else looks appropriate. Possibly also create plus versions made out of the God+ augs.
Please direct all questions and comments about this blog post to the forum here: http://forum.starsonata.com/viewtopic.php?f=9&t=63599
(+changes require a new uni)
(+changes require a new uni)
With the upcoming Universe Reset on January 11th, there will be some changes that are coming that will be important to keep in mind.
Deploying a BvB station against another team will result in a warning notification in that team’s chat.
We discovered a longstanding bug in the code that controls hate generation through healing. The upshot of the bug was that off-team healers did not receive hate from the enemies of the people they were healing. We have corrected this bug, so healing someone who is in a fight will automatically mark you as a participant as well. This will include AI fights as well. There is a warning message now to let you know if healing a person will generate hate from another player. Also, safety lock will not let you heal someone if it generates player hate.
Destroying a defending station during BvB will trigger a 2-hour lockdown* that prevents the defenders from creating additional fortifications in that galaxy. Lockdown covers actions such as deploying permanent drones and bases, repairing bases, and commandeering abandoned bases. Also, the defenders cannot unown a galaxy that is in lockdown. The purpose of these changes is so that defenders cannot indefinitely prolong defeat by deploying new kits and repairing destroyed ones.
*Edited from 1 hour! Since this post went live, players expressed concerns that a 1-hour lockdown would cut things pretty tight for the attackers. This change is designed to benefit attackers, not make their lives more difficult, so that feedback had us worried. We have decided to debut the lockdown mechanic with a 2-hour timer instead. We apologize for the last-minute change and will do our best to get your feedback earlier next time.
The remaining systems in EF layer that allow pvp are being changed to not allow pvp. This will largely affect Hyper as you will no longer be able to contest the system from the owning team.
Thanks to some hard work from Ingendum, we’ve released Instance Scaling!
When running your normal instance dungeons and bosses, you now have the option to increase the difficulty, and loot drops, of the ai in them! With the increased difficulty, the loot drops will increase by a rate of sqrt(N), up to +231% with a 11x modifier, where N is your difficulty modifier. This can currently go from 1x difficulty to 11x! To increase the difficulty of your instance, all your squad leader needs to do is a few easy steps.
Go into your squad window and create a squad.
Click on the Instance Difficulty button on the bottom of the window.
Use the scaling tool to determine how much harder you want the fight to be and click Confirm!
2019 was a busy year for us, with an active dev and QA team and lots of little improvements that have been patched in. In addition there are some huge changes and improvements that are currently on test2 server being thoroughly tested before an early 2020 release. Some of the things that we added in 2019 are:
We have some major changes to BvB that will be added with the new universe this month, and termites 2.0 to be patched mid-uni.
On test2 are the exciting changes we’ve been working on revolving Shield Monkey and healing changes. Healing no longer manufactures shields by big reductions to the shields lost with resistances, so you don’t get the weird situation where cross healing is super efficient. HPS has been generally increased, but those shields have to come from somewhere. At level 1 of Shield Monkey, ShM’s get 1 extra shield slot in support freighters, and at level 2, they gain the ability to steal shields from enemies with shield transference weapons.
Zen of the Shield has been changed to +5% shield max and +1% shield regen per level, so everyone can have a much higher shield bank and not be so worried about being 1-shot by bosses and in PvP. Long battles will still be about shield sustain, but with more margin for safety. Shield Monkeys can alternate between healing and stealing without needing to worry about constantly healing the tank without him dying. Shield chargers have been made incredibly stronger, but now only operate out of combat. They won’t suck up your energy during a fight, and when the fight is over, you can quickly fill back up again. For recon class, that means they can even dip in and out of fights to fill up their shields if they can get away from the enemies for long enough.
Transference Power now increases the strength of shield transference lasers while healing, and Transference Efficiency increases the strength of shield transference lasers while stealing. Damage tweaks and buffs now only apply to shield stealing and not healing, but overall, HPS has been increased, as the intended bottleneck is not how fast you can heal, but how fast you can get the shields with which to heal. Many augmenters with transference power and/or efficiency have had their stats slightly altered.
Most resistances have been removed from most ships and replaced by a combination of a new armor stat and higher shield banks from Zen of the Shield. This is in an attempt to move away from the Pokemon-like system where you have to memorize what is vulnerable to what and the only difference between the damage types is just needing the right type for the right enemy. Armor works mostly as a “resist all” stat, with the exception that it is doubly effective against physical, and half effective against mining and transference stealing.
Since the various damage types are no longer as useful as ways to bypass resistances, some types have been increased in power and/or utility. Physical weapon strength has been increased in power by 22%, making them the strongest damage type, generally, though higher in DPE and lower in DPS than energy. Radiation weapons have been increased in power by 33%, and are now the ethereal type of damage. “Laser” damage type no longer exists. Surgical damage on a target is now tracked, and when an AI dies, it has up to twice as much change to drop augmenters and items (but not items from drop tables) based on how much surgical was used to kill it, with the last hit being slightly overvalued in the calculation. Kills against players and their possessions can cause up to twice the item damage and drop up to twice the credits based on how much surgical was used.
For now the way that bases heal will be left mostly how it is on live as to not disrupt the current BvB meta. Base healing will probably get changed at the uni reset following this one, but we will be sure to let you know.
We had some lofty goals at the beginning of 2019, mostly a full class rebalance and release of tech 23 content. Those got delayed because we wanted the ability to fully branch code and content in order to really test and polish and not hold up our regular patch schedule for minor improvements and bug fixes. But being able to fully branch like this is dependent on me converting all of our many balance sheets over to a new system that I devised, which is powerful, but takes a lot of work. All the various rebalancing of engines, cloaks, weapons, shields, etc that you’ve seen over the last year or so are the results of the new balance sheets. It just takes a ton of time, and I spent almost the whole year personally working on Excel sheets and VBA macros. What I thought would take about a month has been about a year and a half now, but a lot of the changes to the sheets have really improved the way we can make and design items, and should pay off in the years ahead.
Because it was taking so long, we decided to do the Shield Monkey and healing first, rather than waiting for everything to go in one gigantic update. The Shield Monkey rebalance has gone really well and received very good feedback from testers. It will be ready to go soon, and possibly will be paired with some minor changes to Engineer class skills and rebalancing of all of the support freighter hulls. We have a new balance sheet for ships that is really cool, using a “perk” system, but it will result in a lot of changes, since our current stats for ships are largely unbalanced. To minimize disruption for the players, but to push updates out without waiting for everything to be done, we are thinking to rebalance classes two at a time by related hull type, and rebalance ships of that hull type together.
Our nearterm roadmap for 2020 is to release the Shield Monkey and possibly minor Engineer changes described above very soon, finish the few remaining balance sheets, release the mod rework and the new cargo system, and then proceed with the other class rebalance two at a time. We have a lot of design work done of the tech 23 stuff, but we want to get the class rebalances done before that can be released.
(+changes require a new uni)