New Universe Required: +
Available Now: *
These patch notes may be adjusted. A post will be made if changes are made to the patch notes.
Additions:
* Added two new augmenter stats: Evasion and Transference Resistance.
+ New MIRV Rockets (these will replace MIRV Torpedos)
+ New MIRV Rocket Factories located in Beta Antares to convert MIRV Torpedo crates into MIRV Rocket crates at no cost.
+ Added new MIRV factories to Lyceum and Hyperion
+ New T22 Subspace Missiles and Missile Crates
+ New T22 Subspace Missile Factories
+ New T22 Subspace Missile missions.
+ Added Phoenixes and Glaucopennia to DGs/PSpace
* Added the ability for items to charge using shields in addition to energy
* Added stat string for Chain Projectile weapon effect.
* Added a new Barrel Roll animation for evaded attacks.
+ Added Prototype Deathblossom, Deathblossom and Mighty Deathblossom.
+ Added Sniper Analyser & New Seer Jammers
+ Added new subskills to skill reset system
+ Added new subskills to Lyceum.
+ Added T22 Focus and Class Skills.
+ Added new echo to Free Market detailing the T22 Focus and Class Skills.
+ Added Platinum level Strontium missions
* Added Divine Behemoth blueprint
+ Added T5 Capital Ship, Pax Lyrae
* Added Evasion tweak type.
* NoTweak flag for Neurotweaks is now properly applied.
+ New Slave Deathblossom.
+ Lyceum Revamp – Lyceum has relocated to the sectors surrounding the wormhole leading to the Serengeti. They have spread out their university from a single galaxy to a four galaxy sector.
* Enabled new repair cost formula for drone repairs.
* Added a check for missile ranges on launch.
* New chat commands /droneslots and /teamslots
* New dialog for books
* New galaxy flag to disable prospecting node spawn
Rebalance from previous patches
+ Added Surgical Strike Missiles.
+ Gatling Platform, Burst, Disruptor, Decoy, and Interference missiles factory blueprints removed from Hyperion.
+ Missions for AP, Kinetic, Surgical Strike and Incendiary MK III factories depreciated.
+ AP, Kinetic, Surgical Strike and Incendiary MK III factories for sale in Hyperion.
+ MIRV Rocket Upgrade Factories for sale in Hyperion, Lyceum and Beta Antares.
Skill Changes
General
+ New Advanced Skill Point system.
+ Added Tech 22 Focus and Class Skills.
+ Class Subskills no longer grant bonuses or can be trained beyond level 20.
+ New General Advanced Subskills, Shake it Off, Strategic Deployment, Centered, Droney, Resilient and Slave Ph.D.
Remote Control
+ Remote Control 19 mission added to Beta Antares.
+ Remote Control 20 mission added to Lyceum Subspace Research Concourse.
Fleet Focus
* Increased Fleet Focus Hull Space bonus from +1% to +1.5%
+ New Recon Focus Advanced Subskill, Expansionist (+1 Hull Expansion slot)
Recon Focus
* Changed Recon Focus from +1% Capacity to +1.5% Capacity per level.
Speed Demon
* Added -1% Electric Tempering bonus to Speed Demon Skill.
* Reduced Speed Demon Speedy Firing subskill from +4% Rate of Fire to +3% Rate of Fire.
* Increased Speed Demon Speedy Firing subskill from +1% Damage to +2% Damage.
* Speed Demon Speedy Firing subskill is no longer scaled by speed.
Seer
* Psionic Shrouding now gives up to a 50% chance to evade damage while cloaked and unseen.
* Added +2% Damage to Seer Psychic Sight subskill.
* Added +1% Critical Hit Chance to Shadow Ambush subskill.
* Reduced Shadow Ambush subskill Backstab passive from +3% Critical Hit Chance to +2% Critical Hit Chance.
* Reduced Shadow Ambush subskill Backstab passive from +3% Damage to +2% Damage.
+ New Seer Advanced subskills, Wraith, Clairvoyant, Assassin and Brooding Gaze
+ New Seer Jammer items for sale in Lyceum.
Combat Focus
+ New Combat Focus Advanced Subskill, Big Banker (+1 Capacitor Slot)
Berserker
* Removed Electric Tempering from Ordnance Supremacy subskill.
* Added +3% Damage to Berserker Class skill.
* Added -1% Space on Equipped Weapons to Berserker Class skill.
* Removed -1% Space on Equipped Weapons from Arsenal Expertise subskill.
* Added +1% Damage to Arsenal Expertise subskill.
+ New Berserker Advanced Subskills, Berserker Classic, Weapons Master, Berserking Berserker and Eye for an Eye
Sniper
* Reduced Sniper Class skill from +3% Physical Damage to +0.5% Physical Damage.
* Changed Sniper Class passive, Sniper Analysis to +10% Critical Hit Strength, +3.75% Damage (+200% Critical Hit Strength, +75% Damage after 5 minutes)
* Sniper Analysis now requires the use of a Sniper Analyzer
* Added +2% Damage to Stalking subskill.
+ New Sniper Analyzer item for sale in Lyceum.
+ New Sniper Advanced Subskills, Quick Scope, Long Scope, Grooved Bores and Marksman
Support Focus
+ New Support Focus Advanced Subskill, Really Super (+25% charge rate on Super Items)
Shield Monkey
+ New Shield Monkey Advanced Subskills, Funky Monkey, Tank Monkey, Flying Monkey and Enveloping Monkey
Engineer
* Temporary drones that are scoopable no longer explode on death or disappear when they expire. Instead they enter a destroyed or an expired state. Destroy drones can be repaired like normal items.
+ New Engineer Advanced Subskills, Mechanical Engineer, Computer Engineer, Electrical Engineer and Civil Engineer
Fleet Focus
+ New Fleet Focus Advanced Subskill, Extra Tweaked (+20% (+40% for slaves) Augmenter Tweaking scaled by the number of equipped augs)
Gunner
* Added +2% Damage to Gunner Class skill.
* Increased Big Guns subskill from +3% Mining Damage to +3% Damage, +1% Mining Damage.
* Destruction subskill now only triggers on missile attacks.
* Destruction subskill now grants vulnerability to all damage types.
* Increased Destruction subskill from +0.5% (1 Weapon) / +1% (2 Weapons) to +2% (Missile Strike).
* Destruction can now be applied by splash damage from missiles.
* Missile Mastery changed from +5% to most missile stats to +2.5% missile damage.
+ New Gunner Deathblossom items for sale in Lyceum.
+ New Gunner Advanced Subskills, Advanced Targeting Computers, Automated Reloading, Gunboat Diplomat and Mass Destruction
Fleet Commander
* Wild Slaves have their own slot pool.
+ New Fleet Commander Advanced Subskills, Advanced Flight Controller, Wild Man, Fleet Admiral and Fleet Protector
Advanced Subskills:
More on these can be found in this blog post: http://www.starsonata.com/blog/calypso-update-1-27-14/
+ Engineer Advanced Subskill Mechanic Engineer (+3 Drone Equip slot, +15% Energy)
+ Engineer Advanced Subskill Computer Engineer (Single Target Transference Beams Splash heal)
+ Engineer Advanced Subskill Electrical Engineer (Equipped Drones charge 10% faster, +5% Energy Charge)
+ Engineer Advanced Subskill Civil Engineer (+20% Transference Resistance, -15% Energy used for Tractor Beams)
+ New Gunner Advanced Subskill Advanced Targeting Computers (+2 Targets to Deathblossom)
+ New Gunner Advanced Subskill Automated Reloading (Missile Launchers recharge 20% faster, +2 missile queue slots)
+ New Gunner Advanced Subskill Mass Destruction (+100% Range on Weapon Effects)
+ New Gunner Advanced Subskill Gunboat Diplomat (+100% Shield and Energy and +1 Super Item Slot while in Heavy Fighters)
+ New Fleet Commander Advanced Subskill Advanced Flight Controller (+75% Evasion on fighters, +2 Fighter Slots)
+ New Fleet Commander Advanced Subskill Fleet Admiral (Field Generators affect allied Capital Ships)
+ Fleet Commander Advanced Subskill Wild Man (+100% Wild Slave Slots, +50% Resistances on Wild Slaves)
+ Fleet Commander Advanced Subskill Fleet Protector (+100% Transference when healing your own possessions)
+ Shield Monkey Advanced Subskill Funky Monkey (+100% Shield Regen while in stasis, +100% Transference to targets in stasis, Critical Hits with transference proc a -10% transference resist buff on the target for 2s)
+ Shield Monkey Advanced Subskill Flying Monkey (+50% Hull Space in Light Fighters, -25% Hostility)
+ Shield Monkey Advanced Subskill Tank Monkey (50% of damage to slaves is transferred back to the shield monkey, +5% Resistance)
+ Shield Monkey Advanced Subskill Enveloping Monkey (+30% damage when not healing scaled by the targets shields)
+ New Berserker Advanced Class Subskill Berserker Classic (+200% Multifire, -30% Rate of Fire)
+ New Berserker Advanced Class Subskill Weapons Master (+20% Hostility, +3 Weapons Slots)
+ New Berserker Advanced Class Subskill Berserking Berserker (+30% Speed, +10% Rate of Fire)
+ New Berserker Advanced Class Subskill Eye for an Eye (+33% bonus to damage-to-shield transference effects, +10% resistance)
+ New Sniper Advanced Class Subskill Long Scope (Analysis builds for 10% longer)
+ New Sniper Advanced Class Subskill Quick Scope (Analysis builds 20% faster)
+ New Sniper Advanced Class Subskill Grooved Bore (+25% Projectile Speed, +10% Physical Damage, +25% Tracking)
+ New Sniper Advanced Class Subskill Marksman (+10% Damage if over 2k distance from target, -15% Visibility)
+ New Seer Advanced Class Subskill Wraith (-15% Visibility, +8% Ethereal Damage)
+ New Seer Advanced Class Subskill Clairvoyant (+20% Radar, +5% Critical Hit Percentage)
+ New Seer Advanced Class Subskill Assassin (+15% Backstab Damage, -25% Charge Time on Microwarps and Translocators)
+ New Seer Advanced Class Skill Brooding Gaze (+10% Energy and Shield Recharge when cloaked if you haven’t attacked in the last 2 seconds)
+ New Speed Demon Advanced Class Subskill Fighter Ace (+15% Rate of Fire, -25% Range)
+ New Speed Demon Advanced Class Subskill Acrobat (+25% Thrust, 50% reduced critical hit debuff duration, -50% Inertial Dampening)
+ New Speed Demon Advanced Class Subskill Lucky Devil (+10% Evasion, +5% Critical Hit Percentage)
+ New Speed Demon Advanced Subskills, Fighter Ace, Master Scout, Lucky Devil and Acrobat
+ New Advanced Subskill Shake it Off (+500 shield and energy regen while in stasis)
+ New Advanced Subskill Strategic Deployment (+50 speed if no hostile actions within the last 30s)
+ New Advanced Subskill Centered (+500 shield and energy regen if no hostile actions in the last 15s)
+ New Advanced Subskill Slave Ph.D. (+4 Combat Slave slots)
+ New Advanced Subskill Droney (+1 temp drone slot)
+ New Advanced Subskill Resilient (100% chance to get +50% resistance (+90% resistance for slave) for 1s. effect can only happen once per 30 seconds)
+ New Advanced Focus Subskill Expansionist (+1 Hull Expansion slot)
+ New Advanced Focus Subskill Big Banker (+1 Capacitor slot)
+ New Advanced Focus Subskill Really Special (+25% charge speed on super items)
+ New Advanced Focus Subskill Extra Tweaked (+20% divided by the number of equipped augmenters extra augmenter tweaking)
Due to the enormous patch size we’re breaking this up into a few patches. These major content additions will be implemented approximately two weeks after the reset. Some pieces of these additions may be included at the reset, and locked until the two week patch. The reasoning behind it is that these new additions may not have been fully tested prior to the reset, and we don’t want broken additions added to the universe.
+ Temple Grounds – A two-part tech 22 instance featuring the Trials of adum, a single player puzzle instance and the High Priest’s Chamber, a new and exciting boss fight.
+ Color Empires – A large, lower level instance featuring content ranging from level 40 to 120.
+ Crucible – A new single player instance to fight off waves of enemies. Awesome new class superitems are rewards.
+ New Class Locked Super items! Three new super items for each class are will be available as rewards for the Crucible.
Tweaks:
* Most missiles no longer locked to Gunner. (Decoy, Burst, Interference, and Blockbuster are Gunner locked)
* Most missiles no longer locked to Capital Ship. (Vor, Flare are Gunner Capital locked)
* Most missiles are now size 1.
* Berserker travel fields no longer work on slaves.
* New slave only berserker travel fields. These equip when you equip yours on your main ship automatically.
* Lifesteal aura now blocks incoming transference damage but not outgoing transference damage.
* Missiles now get range and radar bonuses.
* Freighter split into 2 hull types Support Freighter and Industrial Freighters, see details on the blog http://www.starsonata.com/?p=829
* Changed team slots to be account based, instead of character based. Teams now start with 50 account slots which is increased by the Roster skill by 5 per level.
* Made new tweaks that affect shield regen show up on the client immediately, rather than being delayed up to 2 seconds
* Changed summary text of ‘Resistance, not so futile’ mission to make it more clear where players have to finish the mission.
* Converted Nightfury Focus, Nightfury Rage and Red Photon Remote Weapon Augmentation into superitems
* AI will no longer attack destroyed drones.
* Destroyed drones can no longer be hit by collision code.
* Alien Shields now take Shield Lattice Intensifiers instead of Harmonic Shield Focusers.
* Nanite Blueprint now produces 1000 Nanites instead of 500.
* Super Items can now be charged from damage taken.
* Lifespan on most missiles reduced.
+ Increased the number of Reaver dg spawns a bit
+ Sniper Analysis doesn’t scale by Sniper Class level anymore.
* Entanglement Missile now does a Sludge parasite
* Fighters and Missiles launched by super items no longer check the tech of the equipped launcher, just that it exists.
* Splash healing now costs shields for all targets hit.
+ Added Strategic Deployment and Centered advanced subskills to slaves
* Damage Fields in Piloting 22 now affect all players regardless of aggro.
+ Updated Copper to use the automatic gate locking system.
* Lifesteal now only applies to positive damage.
* Weaponry to 8 can now be trained in Blue Outpost for 1 Blue Aether.
* Critical Aug stats now apply to bases.
* Merchant Fleet Master now also gives +1 slave order.
* Slave Ph.D. is now properly accounted for when transferring a slave.
* Skill Resetting now checks slave slots used, etc, and will deny the reset if you would exceed limits after the reset.
* RP Warship uses weaker missiles.
* Using a demo kit on a destroyed base will kill you if you couldn’t normally undock in that ship.
* Drone Operations augmenters now take Engineer skill instead of Drone Mastery.
* Tweaked Activity score to penalize large teams less.
* AI Ghostships will no longer use their torpedo superitem.
+ Mighty Deathblossom and Ultimate Deathblossom now Capital Ship only.
* Hotkey for missile / fighter launchers now displays queue count.
* New cost for many missiles and missile factories.
* Launching a missile or fighter is now properly considered a hostile action.
* Slaves now only queue one missile at most.
+ Shake it Off and Centered now apply to slaves.
Transwarp Tweaks:
* Transwarp Missions now have an Equipment skill requirement.
* Transwarp Devices no longer warp slaves in stasis.
* Transwarping now destroys die on jump items.
* Transwarps that don’t immediately find the destination beacon from their list will now search the galaxy for a beacon and jump to it.
Subspace Assault:
* Janayitrideva no longer despawns the miniboss adds when players warp into and back out of Devalaya Deva.
* Zarkara Adhara no longer despawns the miniboss adds when players warp into and back out of Bila Zarkara.
* Subhatt’ayu inbuilt reduced from -33% recoil to -20% recoil
* Praheti, Praheti Sahistha, Prahetivijarjara now give Praheti DNA when the Basic DNA Extraction beam is used on them.
* Increased lifespan on T22 instance entrance galaxy spawn.
* increased the spawn time on the dead end guard in the Akhara maze.
+ Removed Distruptor, Decoy, Interference, Burst and Gatling missile blueprints from Hyperion. With the class rebalance these missiles will be depreciated.
* Reworked the Great Open Uu Quu Excommunicator, giving it a surgical parasite, better range, speed and less self damage
Fixes:
* Fixed prospecting scanners displaying a blank message.
* Fixed super item stat strings having extra ‘,’ characters when hiding items in the description.
* Fixed a crash bug with Fighter and Missile Bays.
* Fixed Dampening Buff giving players full dampening when they didn’t have it.
* Fixed Warhead Effects using the wrong range attribute.
* Fixed Zarkara Adhara guard spawners.
* Fixed cost on the repeatable 4000 series transwarp mission.
* Fixed ‘Higher Remote Control’ mission to request remote control instead of warp navigation.
* Fixed a bug where parasites created by missile warhead explosions were not doing the proper amount of damage.
* Fixed a bug where ships would do a barrel roll animation when entering galaxies or leaving space bases.
* Fixed a bug where the timer for new players joining teams attempting Emperor would report incorrect times.
* Fixed a bug where Crown Ships could be transwarped.
* Fixed some typos in the skill reset messages.
* Fixed Superintelligent mod giving too much Critical Hit Percentage
+ Fixes for Seer Psionic Shrouding evasion ability.
* Fixed a bug involving bosses equipping/unequipping stuff
* Fixed the Red Photon Oversized Turret not always using it’s super weapons correctly.