Space Clouds

Hotfix Patch – 04/25/2023 – Refined and Reforged 1.0.2

Hotfix102S (2)

[Item Changes]

  • Changes to Missiles and Missile Launcher:
    • Migrated damage baseline from launchers to missiles: Missiles damage generally increased and Damage bonus of launcher drastically reduced in a similar layout as fighters.
    • Various missile classification and damage adjustments.
    • Various debuff effects adjusted.
  • Gunner’s Targeting Computers  now use the main weapon as if the deathblossom is turned off if there is no valid target instead of not fire at all.
  • Experimental Nuclear Fusion Collector Fusion Cell cost reduced from 125 to 20.
  • Prototype Nuclear Fusion Collector: Fusion Cell cost reduced from 250 to 35.
  • Nuclear Fusion Collector: Fusion Cell cost reduced from 500 to 50.
  • Subterranean Nuclear Fusion Collector: Fusion Cell cost from 5 Quickened Fusion Cells to 5 Vitalized Fusion Cells.
  • Planetary Core Nuclear Fusion Collector: Fusion Cell cost reduced from 1 Energized Fusion Cells to 1 Quickened Fusion Cells.
  • All other t12-t20 Fusion extractors with any periodic Fusion Cell cost was transitioned to Sentient Chatbots.

[Bug Fixes]

  • Fixed a bug where base gear wasn’t listing the number of workers they require to equip.
  • Fixed a potential deadlock server crash with bots unable to find correct path to player.
  • Fixed a bug with Projectile on hit effects transferring between galaxies.
  • Fix for achievements not registering if the kill is done by a fighter or a bot.

Discovering Lumination: Mysteries of the Prime Cyborgs

Hey Sonatians! We are thrilled to announce the unlocking of a brand new content zone, “Lumination,” set to captivate your imagination and challenge your skills. Players will encounter the enigmatic Prime Cyborgs and one of their Matriarchs, offering unprecedented challenges… and opportunities.

 Aurora FightGateway of Lumination

The Gateway of Lumination can be found deep within the Kalthi Depths. Unlike their Corrupted brethren, who have fallen victim to a rogue AI virus, the Prime Cyborgs in Lumination have managed to avoid infection and preserve their original powers and capabilities.

 

As you explore the Gateway of Lumination, you will encounter an array of formidable foes and unique loot that are exclusive to this region of space. Be prepared to face challenges that test your tactical prowess and reward your bravery with exclusive equipment and bonuses.

A Test of Teamwork

Entering various Rifts is the only way to access the heart of the Lumination zone. However, their instability can only sustain a squad of up to five players, necessitating cooperation and communication among team members. Make sure to strategize and optimize your squad to maximize your chance of success.

Players will need to adapt to new boss mechanics that promote teamwork.  It’s essential to balance your team composition with damage dealers, healers, and support roles to ensure your squad can overcome the hurdles that lie ahead.

Aurora Fight 2

Prime Cyborgs: A Force to Reckon With

The Prime Cyborgs, masters of technology and unrivaled warriors, await your arrival in the Lumination zone. Be prepared to face enemies with advanced weaponry, sophisticated tactics, and powerful abilities that will challenge even the most seasoned Star Sonata players. Engage in epic battles and outsmart your foes to uncover the secrets of their origin and their Matriarch’s true intentions.

New Boss Fights and Exclusive Loot

The Lumination zone will feature intense boss fights against the Prime Cyborgs’ elite champions and their Matriarch. These encounters will require a keen understanding of their mechanics, impeccable timing, and unwavering teamwork to succeed. Defeating these formidable adversaries will grant players access to exclusive loot, including high-level gear, weapons, and artifacts that can significantly enhance their capabilities.

Luminous2 Lustrous Luminous

A Test of Greatness

With the release of this pinnacle challenge to Star Sonata, we are also going to be doing something a little special to go along with its release. This will take the form of a contest, where we will see who is strong enough to defeat the Matriarch. It will be released in “Contest Mode.”  This version of the boss is intended to be a most difficult challenge, requiring your best ship setups, and all of your problem solving skills. If you manage to defeat it while the contest is active, you will be granted an exclusive reward for your victory. There are a few components to this contest that will be described in our guidelines below. These must be followed so that we can properly verify the authenticity of your completion.

 Mines of Death

Contest Guidelines

  • A video must be posted of you and your squad completing the fight against Matriarch Aurora and showing you and your squadmates engage.

  • Only one point of view is needed, though more are appreciated.

  • The video recording must be from start to finish. Please start the recording before warping into the galaxy with the boss.

  • The video must be uploaded to YouTube.

  • All videos must be posted to the #community-media channel in the Star Sonata discord.

  • There will be a 14 day period, starting from when the instance is first opened. Any squad that completes the boss kill and submits a video within this time frame will earn the reward.

  • Each player account can only be granted the reward once. Being a part of a new squad and submitting a new video does not mean that a previously rewarded account will be given a second reward.

  • Every member of a squad that clears the boss and posts a video will be allowed to pick one (1) reward from the following:

    • A unique and exclusive skin made for this challenge only for a new ship that can be obtained from killing The Matriarch

      • This does not include the new ship, only access to the skin

    • An Empyreal t23 skin of your choice.

Prime Cyborg

Conclusion

Prepare yourselves, Sonatians, for a breathtaking journey into the mysterious depths of the Lumination zone opens on Thursday, April 27th. Form your squad, hone your skills, and unravel the enigma of the Prime Cyborgs and their Matriarch. Embrace the challenges that await you and emerge victorious in this epic new chapter of Star Sonata. Good luck, and may the stars guide you!

Hotfix Patch – 04/15/2023 – Refined and Reforged 1.0.1

Hotfix1.0.1Rs

[Item Changes]

  • Increased the tech range of drops chances for Apollo+, Hestia+ and Artemis+ and Hermes+ Blueprints.
  • Set resting length on Singularity Spheres and Merchant Navy Contrivers’ tractors to zero.
  • Increased the electricity per shot with weapons with an AoE “On Hit” effects.
  • Zeus’ Lightning Torpedo will do less damage and use more electricity.
  • Vazuk’ka Qa is now marked as Exalted quality instead of artifact and had stats adjusted.
  • Hazardous Space Still space out output changed from 200 to 280 to match the efficiency of all other upgraded industrial commodities (IC) factories.
  • Restored Automated Hydroponics to the Automated Attached Miner Kit IV.
  • Automated Hydroponics now supports 2,000 workers instead of the previous 2,525 workers.
  • Pusher and Puller tractors now have significantly less weight.
  • Puller and Hitchhiker tractors now have 0 resting length.

[Server]

  • Mobile drones that already had warp wake have now had their warp wake distance standardized to 500 + 25 * tech level, up to a maximum of 1000.
  • Removed Disable Missile/Enable Missiles from X menu for bots.

[Bug Fixes]

  • AI and Bots will now factor in Resistance to All Auras and tweaks when valuing what to attack.
  • Fixed an issue with missile / fighter bays not passing on stats to missiles / fighters.
  • Fixed a bug that prevented use of fighters/missiles on AI.
  • Fixed a bug that caused some in-builts not to equip on AI.

Server/Client Patch – 04/12/2023 – Refined and Reforged 1.0

patchnotes

[New Content Zone]

  • To be revealed in a dev post soon.

[Wild Space Changes]

  • Wild Space Changes: Dev Diary – Refined & Reforged Patch – Part 2
  • Wild Space now has an exclusive naming pool with 600+ new names.
  • Added upgraded versions of the T0 IC Factories and Blueprints for them at Capella. They decay on universe reset.
  • Changed restriction of one Command & Control station per team per galaxy to prevent only if the team has another kit is alive. Dead kits no longer prevent players from placing/transfering/repairing another kit.
  • Removed Command & Control Station’s flat shield bonus from station kit and moved it to a new basebound Shield Capacitor that can be unequipped.
  • Reduced CnC base’s transference resist from 90% to 75% to be in line with all other kits.
  • C&C Ownership Drones are now very high visibility.
  • Termite mounds no longer self destruct when there are no valid attack targets.

[Nexus Streamline]

Note: These require a universe reset to take effect.

  • Streamlined the Nexus Experience.
    • Removed excess galaxies.
    • Added two new starting galaxies.

[UI / Client Changes]

  • Energy fuel status: The energy bar tooltip will now show what fuels and how much fuel (in time remaining) you have on your ship. When you have less than 15 minutes of fuel remaining the icon will flash red (and flash faster when you have no fuel remaining).
  • Changed the tooltip of the bottom bar button from “Settings” to “Options” to be consistent with the title of the menu.
  • Added Skin contest skins: Dark Behemoth & Industrial Behemoth.
  • Added two new Empyrean skins.
  • Removed the level requirements on the Warp Navigation content guide entries for level recommendations.
  • Added missing sections from the content guide for Engine and Equipment
  • Made the Drone Deplyoment and Remote Control content guide entries available to everyone. Changed the first Remote Control entry to direct players to the Arctia capping and Remote Control missions.
  • Added content guide entries for: Exterminators and Extinguishers, Shield Chargers, Solar Panels, and Transwarps.
  • Added Ship Slots to the Avatar tab.
  • All Rifts (instances) will use a new custom Rift visuals.
  • Created new visuals Amoetroidizodal based off of Star Sonata 1.
  • Transwarp Menu Improvements:
    • Double clicking a galaxy name on the list now attempts to warp to the galaxy.
    • Right clicking on a galaxy on menu now centers the map on the galaxy.
    • Middle clicking on a galaxy on the menu now links the galaxy in the chat.
  • Flags on the map are now below the galaxy text.
  • A complete mission icon will now appear on galaxies where a mission can be completed.
  • “Add to trade bay window” will now remember its last position.
  • Added a new message for Augmenters when attempting to equip that clarifies they can be removed via Destruction and Augmenter Retrieval Modules.
  • Renamed “Selection Rectangle Type” to “RTS Rectangle Type” and clarified the options via tooltips to be more clear of its function.
  • Added additional tool tips to the Display tab of the Options menu.
  • Targeting Window Update: Pillbox are now called Drone, SpaceBase is now called AI Station and UserBase is now called Player Station.
  • Expanded the auto-targeting code so that if you have something you can’t shoot targeted and there is an enemy or vermin in range in the direction you are facing and you try to target, it will automatically target the other thing and shoot at it when you hit space bar. Will no longer auto target certain AI types outside of DGs until you have hate.
  • Redid several visuals for AI Stations.

[Class and Skill Changes]

  • Summery Gunner Changes: Dev Diary – Refined & Reforged Patch – Part 1
    • Gunner Destruction now does -5% per level instead of -15% per level vulnerability effect.
    • Advanced Targeting Computer now gives 50% Tracking and -15% range. No longer provides benefit to the Deathblossom.
    • Automated Reloading increases Destruction’s effect by another 10%.
    • New Advanced Targeting Computer to replace deathblossom.
  • Shield Monkey:
    • Improved Monkey Mantle can only be used on Freighters.
    • Monkey Mantles are now much smaller.
    • Funky Monkey change to -16.67% Transference Damage. Additionally, a stackable nanite with -20% Transference Power (non stacking) will be injected, causing an additional 20% of your healing to occur over time.
  • Berserker Class 3′s 30% Damage is now locked to Heavy Fighter only.
  • Reduced Engineer’s Beam Mastery’s Tractor Range and Power from 33% to 10%.
  • Tractor Subskills – Tractor Power and Tractor Range now only give 1% per level and Tractor Efficiency only gives -1% tractor usage per level now.
  • Speed Demon’s Overdrive devices granted Electricity was reduced but added -% Electric Tempering.
  • Field Amplification Device and Amplified Field Amplification Device now show the correct range of the amp when using them via a blue circle.
  • Changed the Lagrange Control and Resist skills to use Augstat system:
    • They’ll now appear correctly in show stats and stat sources.
    • They’ll now apply to assets following the normal rules for skills.
    • Slight nerf to the resist skills (because of the way the math works), but control and resist still cancel each other out as they did before.

[Item Changes]

  • Rebalanced Energies:Dev Diary – Refined & Reforged Patch – Part 1
  • Rebalanced missiles and missile launchers.
  • Missiles can no longer be used on bots.
  • Splash cannot be blocked by targets (effectively ethereal regardless if weapon is or not).
  • Weapon On Hit Effects (splash, aoe, etc.) had their DPE reduced but range increased.
  • Weapon on Hit Effects now Critical Hits if the weapon does.
  • Made Tractor Beams baseline stronger to make up for the loss of power from the Tractor subskills.
  • Tractor Beams list their type on first line of the tooltip.
  • Increased tracking on low tracking transferences, increased DPE on low tracking transferences.
  • Last Defense and Last Stand tweaks adjusted.
  • Reduced several extremely high range weapons range but increased their damage.
  • Increased visibility and reflectivity of ships and tapers off as it reaches tech 20.
  • Adjusted Twisted Fate of Death’s stats to have less resists  but have additional critical hit chance.
  • Fixed visuals with the Vulcan Mining Blaster
  • Aurora Beam is now a splash laser to differentiate itself from Pink Aurora Beam.
  • Faranji Paragon Device and Unt Faranji Paragon Device are no longer used in combat by Bots/AI.
  • Bunny Chocolatiers, Ghostly Workers, Santa’s Elves, and Zombies are now just commodities, not workers. So they will not consume rations or count as workers anymore.
  • Primal Bear Pelt tag changed from Lunarian to Zaphragi.
  • Blueprints now have the same quality as their main product.
  • Changed the Kalthi Skill commodities from ores to alloys.
  • Changed the Dachshund Light Fighter from Exotic to Uncommon quality to match the other dog fighters for sale at East Vindia.
  • Changed Plasma Crystals from being industrial tagged commodities to ore tagged.
  • Corrected the Kalthi Armored Warrior blueprint to match other upgraded kalthi blueprints.
  • Base only items which do not require workers now say so in their description.
  • Sergeant Enforcer Upgrade now sold via AC at Enforcer Station instead of a mission for the ship exchanging for the Enforcer.
  • Beta Defense has been renamed Blue Beta Defense Drone. Blue Beta Defense Drone is now obtainable from all the same sources as the Blue Beta Drone except Perpetual Motion.
  • Imperiled Shield Revitalizer’s tweak effect now lasts for 10 seconds instead of 1 just like Shield Revitalizer.
  • Splendid Trove’s Imperial Seal has been replaced bv a Neurobound Tarnished Imperial Chest and the crate can only be opened on ships now.
  • Automated Attached Miner Kit IV now only has a standard Harvesting Dynamo and only comes with 25 workers and can no longer be upgraded from or to.
  • Updated Scyonara Pod’s description to be more clear that the 2nd pod is a single use and does not return to inventory on death.
  • Crack Palaces no longer drops from DGs and is now purchased from The Junkyard via token exchange.
  • Ratie Moe Augmenter and Jujo’qii Augmenter are now rare augmenters instead of legendary and are obtained now via missions. Ratie Moe Augmenter and Jujo’qii Augmenter will be force unequipped.
  • Adjusted player obtained Kasa Quu Drone radiation resistance from 100% to 55%.
  • Goblin Boogie Device (Goblin super item) by now has a weaker afterburner.
  • Most ships have been given bonus visibility, scaled down to 0 by tech 20.

[AI Changes]

  • Increased the damage and shields of Timotheus the Red and Roaming UrQa’qa Vazuk Vo’kii and increased the loot chances slightly better to their DG counterparts.
  • Removed beam resists from Astro-Santa.
  • New flags for Garganites (Gargan), East Vindia Company, Star Runners (renamed from Star-Runners), Jungle and Serengeti Zaphragi.
  • Significantly reduced the shield bank of Jungle mobs and bosses.
  • Ujqii and Jujo’qii in Arctia no longer drop augmenters.
  • Adjusted Emperor Sharahn Rhak’kai IV’s drop rates closer to standard.
  • Removed Augmenters from several AI such as Icepicks, Forgones, Greens, and several others. They have been given inbuilt stats on spawners instead.

[Universe Changes]

Note: Some of these require a universe reset to take effect.

  • The following galaxies/zones are no longer have PVP enabled: Olympus, Temple Grounds, Mausoleum, End of the Universe, Red Photon Research, and Kidd’s Cove.
  • Moved Rumble Mumble to west EF space (to be with the rest of the Rumbles).
  • Removed energy effect from drones within Blue Photon Testing Instance.
  • Reduced number of Empyrean mobs in the following gals within Empyrean Space: Cosmic Sea, Gwydion, Arawn, Mimir.
  • Updated Subspace galaxy generation naming convention from Catur to Katur to match the majority of other references (and especially the monthly mission).
  • Added Warp Beacons to Prejudice and Celestial Encampment.
  • Earthforce Perilous Outpost and Paxian Stronghold galaxies are now Public Instances. You’ll now only see your own squad members or team members when entering these galaxies.
  • Updated East Vindia and Anomalous Passageway’s suns to work with panels at a reasonable distance.
  • Doubled the size of random AI stations (non-IC).
  • Added 4 new Rudimentary augmenters as drops in Arctia and Vulcan.
  • Increased the repsawn time of the mobs within Vulcan.

[Mission Changes]

  • The last Arctia bot/capping mission now rewards the player with Remote Control 2.
  • Moved the AI Outpost(iceprick, green meanie) missions and turn ins from Sol to the Wild Space Sanctuary galaxies. Added to wreckage description where to turn them in. Changed the turn in missions for Green Meanie and Iceprick wreckage into Trade Bay purchases.
  • Mission “Fire and Ice” renamed to “Icy Reception” and removed the requirement to visit Vulcan.
  • Updated Ring World Under Attack? mission to clearly state go to Ring World in Bonnet.
  • Paxius Mission to XYZ now go to Jungle’s Edge instead. References to XYZ have been removed from other missions as well.

[Server]

  • Player Station and Permenant Drone now have a range based damage reductions. Default is 0% resist under 1k range, and 90% resist above 7k. These reductions scale linearly.
  • Updated and cleaned up several mod descriptions to be more clear of their effect. Especially item weight and size related ones.
  • Tractor Power no longer give bonus to Tractor Range.
  • Ships in stasis no longer get shield regeneration outside of death regeneration (0.5 percent per second).
  • No longer can shoot AI Empire assets while they own the galaxy.
  • RTS controls for drones should now work 100% of the time.
  • Added a new game mechanic called Dust Clouds that can apply “friction” or “boosts” as ships go through them.
  • Base Demolition kits no longer get consumed when used.
  • Decaying commodities event message now item links.
  • Station names now prevent certain special characters from being used.
  • Termite mounds no longer self destruct when there are no valid attack targets and persist the full timeframe.
  • Station upgrading now removes any of the previous items listed on the original kit, adds all items other then commodities and trade bay from the new kit. Also installs the blueprints that comes with the new station kit.
  • Station logs will now state the specific reason why the Station was abandoned.
  • Station logs added for Nullification Generator being lost due to losing galaxy ownership as well as an additional log for the installation of a new one time use Nullification Generator Blueprint.
  • Reduced chance for an equipped item to drop on a station death from 25% to 2.5% and anything else from 50% to 5%. There’s still a random qty for how much drops when its rolled on a stack.
  • Majority of Envelopments no longer take friendly fire damage.
  • Diffuser/Armors now state on their item description “Mitigation scales proportionally to the durability”.
  • Aug stats on items now state “Additional Stats:” instead of “Improves:” Cloaks clarify the additional stats only when active.
  • The “Now Dealing in ” event message when adding an item to the trade bay now lists the buy and sell prices.
  • Updated “Size:” line listed on Ship Item Stats to “Diameter:”. (This is not the size at the bottom that all items use)
  • Updated the description of several mods to be more clear of the augmod they were passing on. Example: Saying -Weight instead of +Nimbleness.

[Bug Fixes]

  • Fixed issue with accepting players via the Team Recruitment menu that allowed accepting members that were currently declared war on.
  • Fixed typo in weaponry 19 content guide entry.
  • Fixed the content guide entry for training shielding 19 still showing when you had shielding 19.
  • Fixed Holiday AI from randomly attacking other AI.
  • Fixed a bug for hull skill restriction not applying when remote equipping bots.
  • Fixed a bug with AI/Bots/Stations using supers items when out of range.
  • White Dwarf suns now will always have Illumination. Previously there was a chance for some to emit nothing for panels.
  • Fixed an issue so now if a character joins a team – any pending Team Recruitment join requests are now canceled.
  • Fixed a bug that made it when a Fleet Commander transwarped it wouldn’t bring its own bots guarding a member of the squad with.
  • Fixed a bug where the station slots required were off by one for odd (non standard) tech levels.
  • Fixed an issue where Market Check (/mc) would not tell players an item wasn’t available when spelled incorrectly.
  • Fixed some leftover mentions of slaves to bots.
  • Fixed Aelia super item aura tweak effect to actually apply to allies and make their ROF lowered as stated.
  • You no longer need to be able to fit the cargo in your hull to scoop something if it can be put in cargo and you have cargohold available.
  • Fighters and Missiles no longer will get mods on their gear.
  • Fixed a bug with owned ships limit that allowed players to obtain one more ship then the limit.
  • Fixed issue with wormholes not locking while Empyrean Fleet Leaders are alive.
  • Fixed a bug where your range could be calculated to be negative.
  • Fixed bug with duplicate Subspace names in generation.
  • Potential fix for planets appearing at 0,0 coordinates.
  • Fixed a bug that gave extra damage to fighters that multifired.
  • Mining bot will no longer attempt to offload pinned or neurobound items. This should avoid case where a bot was stuck unable to offload due to having some pinned commodities on board.
  • Fixed issue with Steam Achievements not working.
  • Fixed a bug when switching characters the logs of previously docked player station would appear instead of the current stations’ logs.

Easter 2023

Easter is here! The bunnies have setup shop in Eastern Warren accessible from Sol, Flmer Eudd has returned to Handel’s Cove and is on the hunt for rabbits, and egg boxes litter the universe. The event will run until 15th April (Universe Reset).

Happy hunting!

Universe Reset: Pungent Space Cheese

In a distant corner of the universe, the space rats had developed a particularly pungent and powerful cheese. It was said that one bite of this cheese could make even the toughest of pilots swoon with pleasure.

But what the space rats didn’t realize was that their cheese was causing a cosmic disturbance. You see, the cheese was so potent that it had created a tear in the fabric of space-time. And as more and more space rats indulged in their beloved cheese, the tear grew bigger and bigger.

Space Cheese

Before anyone knew it, the tear had become a black hole, sucking everything in its path into its vortex. And as the black hole grew, it began to pull the entire universe into its grasp.

Realizing the gravity of the situation, the space rats banded together to try and stop the black hole. They tried everything from sending in their best pilots to blow it up to offering sacrifices of their precious cheese, but nothing seemed to work.

In a last ditch effort, the space rats decided to do the unthinkable. They would use their cheese to create a new universe. They harnessed the power of the cheese and channeled it into a cosmic explosion. Now the universe is collapsing on itself and will reset in one month!

Dev Notes

  • Extractors other then space oats shut off, colonies will no longer make purchases to/from user stations, AI stations will no longer decay goods 7 days before end of the universe. Will be a reminder post.
  • 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.  You can use the /limbo chat command only once to bring all of your docked ships back into limbo to dock them elsewhere. There is no longer a time limit.
    • You can purchase additional limbos via Limboing Tow Service at Friedman station in Free Market for 5 billion credits each.

PDT: 10:00
MDT: 11:00
CDT: 12:00
EDT: 13:00
UTC: 17:00
GMT: 18:00

Presenting the In-Game Space Point EXchange!

It’s official, SPEX (the Space Point EXchange item) will be available to purchase after the universe reset! This has been in planning and talked about for years, but we’ll be breaking down exactly what they are, how they work, and our rollout plans in this blog.

For those who haven’t followed, SPEX are an in-game tradable item that are purchased for $9.95 and redeemable for 20 Space Points. Unlike Space Points, though, SPEX exists as an item within the game world and can be traded to other players in exchange for credits.

SPEX are an in-game tradable item that represent (and can be redeemed for) 20 Space Points. Space Points cannot be redeemed for SPEX.

SPEX_3

The basic life-cycle of a SPEX item works as follows:

  • A player purchases a SPEX item for $9.95 and receives it as an item on their ship.

  • The purchasing player either transfers it to their own shop station to sell, or sells it to another player’s station somewhere in the universe.

  • The SPEX item circulates through the in-game economy until it is eventually in the hands of someone who wishes to redeem it for 20 Space Points.

  • That player redeems the SPEX item for 20 Space Points on their account, consuming the SPEX item. The newly awarded Space Points can be used in any of the usual ways (subscription time, name changes, aug resets, etc).

SPEX_1

Due to the incredibly valuable nature of this item, it will have some unique special protections to ensure that it remains with the owner until the owner intentionally trades it away.

  • SPEX can only be traded via user stations. All other methods of transferring them to another player are disabled.

  • Only a station owner can interact with SPEX on their station. Their teammates cannot transfer off a SPEX or modify the price of SPEX items on that base. If the ownership of a base is lost, all SPEX items onboard will be automatically evacuated to the owner’s TSL.

  • Bots cannot carry SPEX items.

SPEX_4

We’re rolling out SPEX purchases in phases. While SPEX can be freely traded once purchased, we are going to start out with a purchase limit of 10 SPEX every 30 minutes to help us catch any early issues that may arise.

SPEX_0

Dev Diary – Refined & Reforged Patch – Part 2

If you haven’t checked out Part One: Click Here.

Here we go again! In our previous post, we shared with you some upcoming changes to mechanics and items that mainly affect ship-based combat. In this post, we will be focusing on enhancing the experience of claiming territory in Wild Space. We touched a variety of systems and mechanics in order to get things to a point where we felt confident it would be a net improvement for the game, and just like with the previous changes these are intended to promote a more dynamic and engaging game. We want players to have the opportunity to think critically and make strategic choices based on a consistent and intuitive game state.

We’re confident that these changes will bring about a more intriguing experience in Wild Space, so without further ado here’s what we’ve got for you in the next patch!

Wild Space: Generation & Layouts

For quite a long time, Wild Space has been a place that wasn’t that much different from Earthforce Space. This generally meant that as soon as a player acquired Warp Navigation 2 they could go into Wild Space and explore, setting up a base and testing their ability to hold onto a galaxy. But it didn’t look or feel different at the galaxy level, and that’s because at its core Wild Space was not much different!

Over the years, we’ve made adjustments to Wild Space which made it stand further and further apart. As we looked to make changes to the layer, we realized we could do a better job at truly setting Wild Space up to be a special place. Here’s how we did it.

We’ve changed the minimum danger factor of all galaxies in Wild Space, raising it to 120. This makes all WS galaxies warp 3, setting a clear expectation on the part of players entering the area for the first time that it is supposed to be dangerous.

We are reintroducing Juxtapositions and Concourses into Wild Space (no Subspace shortcuts), with a new way to handle their placement more suitable for how we design and generate Wild Space.

We have completely overhauled our solar system generation tools. This allows us to easily define different types of solar systems that can be generated in Wild Space galaxies. While this will only be true for Wildspace in the upcoming patch, we have the ability to expand to the other layers in the future. We have set up three different solar system types; realistic (normal systems with planets), seismic (stars which produce asteroids, like fermium stars), and proto (a system with a star and gas clouds).

Using these solar systems we can ensure that each galaxy has multiple stars to allow for Command & Control stations to be safely deployed a good distance from each other, while still keeping the number of planets in the galaxy under our control.

This might not sound very exciting by itself, but we also now have new controls on how resources are distributed throughout the galaxy, primarily through the addition of a “colocation” modifier, which causes resources to have a very high chance of being placed on a solar body that already has resources. This will make it so that resource amounts should be much more concentrated than they were in past universes, particularly in the most highly desirable galaxies.

Wild Space: Qualities

Now that we’ve outlined the more technical aspects of our changes, let’s get to the first thing you’re going to notice: The Wild Space layer map.

Every wild space galaxy will now be assigned a quality (common, uncommon, rare, or exotic, for now), and it will immediately be visible on the map, coloring the dot with the appropriate color, and in the tooltip for that galaxy. We want to make it clear to players (as soon as they warp into the galaxy) that there is something desirable about it, and making them immediately visible on the screen is the best way to do so.

NewWildSpaceGalaxyQualities

This will not be the layout of Wild Space for next universe.

Quality is not purely a cosmetic feature, but rather the major driving factor for the value of the galaxy. There will still be quite a bit of variation, but in general quality will be able to tell you how good a galaxy is overall. Here’s why:

Quality is going to determine three things:

  1. The number of planets and moons in the galaxy, with planet counts going up as quality goes up. In order to keep lower quality galaxies from having their resources too easily accessed, planets in these galaxies will always have more moons.

  2. The quantity and distribution of Tier 0 resources (Nuclear Waste, Metals, Silicon, etc.) in higher quality galaxies will be very tightly packed. You will notice that the highest quality galaxies will have many planets with very little to no resources on them at all, and the planets with resources will have very high levels of resource density. In lower quality galaxies, resources will be spread amongst their planets and moons. This will make them less desirable to players looking to set up a massive colonial empire, who will want to look at higher quality galaxies in order to have the best colony profits possible.

  3. Termite Strength. We’ll elaborate on this in the following section, but termites in higher quality galaxies will be much more difficult. Termites in lower quality galaxies will be significantly easier to handle.

We have assessed the resource requirements to hold a galaxy as well as the production value of existing high value galaxies to determine resource abundance by quality level. A Common galaxy will provide enough resources to hold ownership of that galaxy and have a small production value that is ideal for a small or new team starting out. Exotic galaxies provide serious industrial and production capability and would be the most suitable for production bases.

We are not completely getting rid of the effect Danger Factor has on galaxy resources. It will still affect the distribution of tier 1-3 resources (Petroleum, Diamonds, Adamantium, etc.), DGs, wild AI, and prospecting nodes. None of these things is affected by quality. Danger Factor also affects a few small details like the number of asteroids or resources in an asteroid belt.

What about AI Empires?

We didn’t forget about AI Empires!

We’ve made sure that players cannot build in AI Empire galaxies while the galaxy is owned. In fact, AI Empires cannot be attacked at all while their galaxy is owned, so if you want to try to wrest control of their territory you will have to own the adjacent galaxy (causing the AI Empire’s ownership to lapse). All AI Empire HQs will be marked as Exotic, and XYZ will be Rare.

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Wild Space: Termites

We want termites to be a constant pressure threat that galaxy owners must take into consideration when staking and fortifying a claim. In the past, it was possible to build in Wild Space for literally years without having a serious assault on your galaxy. We want players to understand from the very first time they own a galaxy onwards that Wild Space is Wild, and you will need to make sure your assets can protect themselves from the terrible termites.

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At the same time, we know that the current distribution of termite power levels doesn’t work for everyone. We’ve been listening to your feedback for months now, and here’s what we’ve decided to do:

We’ve made termite strength and galaxy quality linked. Each quality level has a different termite strength, and this strength corresponds to the minimum value of the galaxy. Galaxies with a higher minimum value will have stronger termites and you will visually be able to tell what kind of termites are going to attack your bases by looking at this quality.

If you own a common galaxy, you will only get the weakest (common) termites. If you own an Uncommon one, you get the slightly stronger uncommon termites. Uncommon and Rare termites are the same as the Warp 2 and Warp 3 termites we have on the live server. You can expect Exotic termites to be 30% stronger then Rare ones, and Common termites are going to be dramatically weaker than the Warp 2 termites. This should give players looking to push into taking more lucrative territory a very clear idea of what they need to plan for before they set down a single base.

Finally, Termites will no longer despawn if all of the assets in a galaxy are killed. The mound will stay around for its entire lifespan of 7 days and 6 hours. They know what you’re trying to do, and they’re not happy about it. If you fail to defeat them, you’ll have to wait until they decide it’s over…

Termite… Bait?

Before we move on, let’s talk about Termite Bait.

One of the most frustrating things about the current situation with Termites was that players didn’t have a way to figure out if their base configuration and galaxy defenses were powerful enough to repel termite invasions until the invasion was already upon them. Since the termite invasion was random, it could happen while you were offline and you would have no way of knowing why a base died. This made it very difficult for players to make the necessary upgrades to their bases, leading some to feel compelled to either greatly over invest in defense or else monitor their galaxies day and night.

To address this, we’ve added Termite Bait. When you use a Termite Bait, you will spawn a wave of nasty termites looking to tear your bases to shreds. You can use this opportunity to get a feel for how your galaxy will fare against a full blown assault.

WARNING: These are full blown, REAL termites that will kill your bases dead. Termite Bait must be used responsibly!

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You can build Termite Bait from a cheap pre-equipped blueprint on the Command & Control Station in your owned galaxy. There is a different type of bait for each of the four quality levels of termite, and you can use any type of bait in any galaxy. When you equip the bait to your station, it will spawn a single wave of termites with quality level matching the type of bait you used. The termites will despawn after 30 minutes and will not respawn after being killed, and there is also a 30 minute cooldown between termite bait uses.

Since you can experiment with any quality of bait irrespective of the galaxy’s quality, you can work your way up from the weaker termites and tweak your defenses as you go.

Our goal with these changes is to give players the opportunity to prepare for the threat of termite infestations on their own time, no matter what quality galaxy they own.

Wild Space: Player Bases

We want player bases to be in a league of their own, powerful tools that players erect to leave their mark on the universe for fame, glory, and wealth. Bases are meant to be very important tools that can greatly further your aims when placed thoughtfully and strategically. It’s kind of hard to see them this way right now, so we’re going to make the following adjustments to ensure that bases are something everyone knows are a big deal.

First, we’re going to make sure that when bases die they don’t drop as much stuff. We know how frustrating it is to put really valuable equipment on your bases, only for them to drop after your base got a little unlucky in a fight with a termite. We know it happens sometimes, so we’ve decided to make that outcome less of a pain.

Next, bases will have their transference resistances increased to 75%. We don’t want players leveraging external shield regeneration in order to feed healing into bases because it creates a huge amount of effective shields due to how powerful base mitigation is. At the same time, we don’t want bases that have just been deployed to be brought down without some effort. To make sure that your enemies don’t pop your bases before they’ve got a fighting chance, we are adding a large amount of transference vulnerability during the construction phase. Your base will take 50% more healing while being constructed, making it easier to keep alive when first deployed.

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Finally, we think that permanent assets can too easily be destroyed from outside of their engagement range. We are adding a new form of ranged-base damage mitigation to all player bases and permanent drones, making it significantly harder to kill them from distance. Specifically, any damage dealt to the base from beyond 1,000 distance is subject to extra mitigation, capping out at a whopping 90% bonus resistance for attacks originating from beyond 7,000 distance. Our idea here is that while bases can still die to a concerted attack from range, they are much more resilient to that type of threat and will likely shrug off a lot more punishment than before. We recognize that this is a relatively conservative improvement to the overall combat performance of player bases and are prepared to iterate further if indicated by the evolving metagame.

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Long Term

All of our work in this update is intended to set us on a path for more additions, content, and opportunities for interesting experiences and meaningful conflict in Wild Space. We will closely monitor the effects of our changes over the next universe cycle and will always be open to feedback based on experiences that players have in the system. We appreciate the continued support of our players and look forward to seeing you in Wild Space next universe! Thank you for playing!

Dev Diary – Refined & Reforged Patch – Part 1

We are thrilled to announce the upcoming Refined & Reforged patch. This update focuses on enhancing active play and promoting a more dynamic and engaging game, where players must think critically and make strategic choices to succeed. In addition to several new mechanics that are designed to promote active play, we’ve also made a couple changes that should greatly reduce the lag players have experienced in large-scale PvP battles. Our development team has been working hard to bring you new and exciting gameplay opportunities, and we’re confident that these changes will add a new level of depth and excitement to your time spent in the game.

Gunner’s Deathblossom

The Deathblossom has been one of the most powerful effects that any class has access to in Star Sonata. It has allowed one class to deal high amounts of damage to many targets while only paying a modest electricity cost. The role of Gunner is inextricably linked to the feeling of the Deathblossom, so we knew that we needed to keep that feeling alive no matter what changes we made to the mechanic. The most major change we’ve made is that the Gunner will have to pay some amount of energy for each shot it fires. The exact amount of energy depends on the number of valid Deathblossom targets with efficiency rising greatly when several targets are being fired on. Based on our testing, we feel that this positively rewards using the Deathblossom tactically, as opposed to keeping it enabled at all times. Rest assured, Gunner still very much owns the role of indiscriminate destroyer, laying waste to a battlefield around them.

We’ve added a scaling electricity cost to the extra shots on the Deathblossom. This change makes Deathblossom mode much less energy efficient, particularly when firing against only 2 or 3 targets. Additionally, Deathblossom mode now disables your normal “selective firing” mode, meaning you cannot target a planet or moon to get an additional stream of shots on the target. This will encourage players to toggle the Deathblossom on and off based on what they are fighting. We have fixed a longstanding bug preventing Damage mods on Deathblossoms from working and have added these mods to various  Deathblossom items for an added level of complexity. On-hit weapon effects (splash, area of effect, chain, etc.) no longer occur while the Deathblossom is equipped, greatly reducing visual lag and freeing us up to buff weapons with those effects for use by other classes as well. Finally, targets are no longer shot simultaneously, instead they are fired at a fixed rate, which will lead to a significant gain in server and player client performance, especially in larger engagements.

Deathblossom

Gunner’s Destruction Debuff and Advanced Sub Skill Changes

The Destruction effect has been decreased from 45% to 15%. This change was made as Gunners were adding substantial amounts of multiplicative DPS to a squad in spite of not being construed as a class with that role. However, the Automated Reloader advanced subskill now grants a 10% destruction bonus, bringing Destruction’s effect up to 25%. The Advanced Targeting Computers advanced subskill now grants +50% tracking and -15% range, instead of adding additional targets to the Deathblossom.

Missiles and Missile Launchers

We’ve made some changes to the missiles and missile launchers as well. Missile launchers are no longer usable on bots and they no longer have a missile queue. The time between missile launches has increased but they now do much greater damage with longer-lasting effects. Missiles no longer fire in a volley in most cases and instead fire in a salvo of a single missile. Players are able to target and engage a singular missile much better than a volley of missiles. The Disintegrator missile effect has been changed to negative damage debuff.

Missile

Shield Monkey and Its Tools

Funky Monkey now has new functionality that allows you to put on a stacking healing parasite on whatever you are healing. The best part? This healing parasite doesn’t cost shields from your shield bank, making Shield Monkey considerably more efficient in healing. It does come at the cost of an overall HPS penalty so this should be an interesting choice for players to make.

Next, Monkey Mantle has undergone a few changes. It is no longer usable on capital ships and now requires an increased amount of constant electricity to be equipped. Additionally, we’ve decreased the size of the Monkey Mantles to encourage more tactical and situational use.

We’ve also made changes to Last Defense and Last Stand neurotweaks. Their bonuses have been adjusted to help you heal others and steal more shields, making them more effective in keeping you and your allies alive in the heat of battle.

Weapons Changes

We’ve made some changes to certain weapons. Super long-range weapons have been recategorized into the same category as long-range weapons. This reduces outliers of extreme range weapons that were obtaining such extreme ranges that it wasn’t very fun to fight against them (or even to fight with them as you were so far from visual range of your own target).

All projectile weapons other than Sebastopols now have at least a little bit of tracking. Transferences with low tracking had their tracking and HPE increased.

The ranges of on-hit weapon effects now scale with tech of the weapon. This causes the overall range of the effect on these weapons to be much farther at higher techs, a change that we believe will make these weapons viable for use by a variety of classes (and couldn’t have been done as long as AoE weapon effects were permitted in Deathblossom mode). However, the initial hit damage for on-hit effect weapons has been lowered, and the damage that the effects do has been raised. This means that the single target damage that these weapons do is overall lower but the damage done to additional targets is quite a bit higher. Overall, we view these changes to be a net buff to weapons with on-hit effects and anticipate that a variety of classes will find them situationally useful.

Energy Changes

Energies are being buffed, mostly.  Energies with high regeneration for their tech level will see a significant increase in bank size, while energies that had middling regeneration have had an even bigger increase in bank size. These changes should make Energy Bank bonuses much more useful across the board, and they should increase the amount of time players are able to fire their weapons at full power. Not all energies will retain the exact stats they had previously and could see weight, size, regen and potentially other changes but we attempted to prioritize regeneration numbers above all.

We have also added a fuel indicator to the user interface. When your energy is running low on fuel, the indicator will blink red to alert you to this fact and you can hover over the energy bar to know an estimation of how much fuel is left.

Tractors and Graviton Disruptors

As we were analyzing the overall experience of large-scale PvP, we realized that the enormous range of tractor beams was distorting gameplay and encouraging people to engage their enemies from many screens away. We felt that tractor beams would be more engaging to use if they were restricted to somewhat shorter ranges than currently seen in game. The biggest change to know here is that the Tractor Power stat will no longer grant range along with strength. Also, we’ve shifted most of the power of the tractor subskills onto the baseline stats of tractor beams themselves. Lastly, since it will be a lot easier to avoid tractor beams than before, we’ve increased the cooldown of graviton disruptors so that you can’t use them to achieve near-immunity to tractor beams. As a whole, we hope that these changes lead to a more engaging experience when tractoring or being tractored.

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Previously tractors in player conflict were used as long range harassment and to pull bots out of a squad’s position. While you will not be able to use the tractor from nearly as long ranges, those being tractored will not be able to maintain close to 100% uptime of their gravitation disruptors anymore. This creates a new paradigm where you have to actively work around tractors and use the gravitation disruptor when the time is right instead of repeatedly using it on cooldown to negate tractors entirely. As for the tractor beam range reduction, ships without a lot of tractoring bonuses can expect their tractor beams to continue functioning with similar range and strength.

Along with these changes, tractors stats will now scale up more aggressively with tech level. Be sure to check out the stats on any higher tech tractors in your arsenal to see whether they’ve become more competitive..

Drones

We’ve also made some changes to Drone behavior. Automatic cross healing of stationary healing drones has been disabled and temporary drones will no longer automatically heal other temporary drones with transferences. However, they will still automatically heal drones without transferences. You can still make healing drones heal other drones by using RTS. Additionally, we’ve fixed the Drone RTS to make sure that drones properly follow your RTS commands. With RTS fixed, Engineers have a new tool in their arsenal for actively contributing to their squad while inactive Engineers will no longer benefit from automatic cross-healing of drones.

Miscellaneous Changes

Stasis has been adjusted so that you no longer benefit from your shield regeneration while in stasis. You will only heal from Death Stasis healing, making all classes be in stasis for the same amount of time regardless of their shield regeneration and shield bank.

Finally, the Speed Demon Overdrive Device has had its Energy regeneration amount reduced but now grants an extra Electric Tempering bonus. Berserker Class 3’s Damage bonus now requires piloting a heavy fighter to receive its benefits.

Long Term

From the beginning, our work on this patch was focused on lifting up interesting tactical choices and rewarding active gameplay, particularly as informed by the various snags we’ve observed in squad-based PvP since the Anatolian Expanse update. Along the way, we have attempted to follow any nerfs with new opportunities, such as the removal of on-hit weapon effects in Deathblossom mode paired with the overall buff to weapons with such effects.  We’re particularly glad to report that we’ve addressed several sources of lag that have unfortunately weighed down the game in recent months, particularly in large PvP engagements. Overall, it’s our hope that this update helps to inject some fresh and exciting gameplay into Star Sonata. We appreciate the continued support of our players and look forward to hearing your feedback as you explore the new and improved features. Thank you for playing!

Naughty or Nice? Astro-Santa is coming either way.

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Christmas is here, or near enough, with our Christmas event kicking off today. Astro-Ginch better watch out, as those pesky terrans will seek him out for his goodies.

Christmas will run from the December 16th for a bit over three weeks and end on January 5th in the new year.

The event this year will feature the normal festivities, including the return of Astro-Santa, spreading his jolly cheer and giving all the (nice, and definitely not naughty) citizens of the universe their presents.

Missions and related content can be found from the Lapland system, which will appear from a new wormhole in Sol.