Endless dangers of space open up endless opportunities for development:
- 5 starting factions to choose from
- Raids, bosses, wars
- Economics, trade, market manipulation
- Asteroid mining, smelting, crafting
- Simple but at the same time complex system of modifications and interconnections of ship sub-systems
Many systems
Hundreds star systems await exploration and colonization. In remote reaches of space, wormholes occasionally open into unknown sectors, where both dangerous enemies and huge loot can be found.
Soft PvP
You do not lose equipment if you are destroyed by another player or NPC, only items that were in your cargo hold. Thanks to your personal fighting skills, you can overcome even strong opponents. And to prevent constant murders, you will be protected by patrols and military personnel in their systems, while the sectors themselves are divided by strength, preventing strong players from approaching weak ones.
Stations
Create your own flying fortress. Engage in trade and collect taxes for the use of station space by other players. Factories, shops, mining facilities, warp gates for long-distance flights - dozens of different buildings will make the station even more useful. In addition, stations are necessary for the colonization and terraforming of captured planets or the construction of space megastructures.
Modifications of equipment and ships
Spaceships are a platform for installing weapons, systems, devices, and drones. Ships are upgraded using collected resources, allowing you to choose your development style.




In addition, each race has its own unique pieces of equipment, and their ships have different strengths and weaknesses: shields and energy, speed and repairability, damage and armor, hull and regeneration, and many others.
Weapons and systems are easily transferred between ships. Therefore, it always makes sense to strengthen your favorite equipment.

Weapons can have module slots. Hundreds of different effects allow you to make each gun unique and adapt to any battle scenario.

Cooperative game
Groups of players are needed to coordinate boss battles and clear out certain locations.Many players unite into clans, which simplifies access to stations, storage facilities, hypergates and all other clan property.


Fixes
Fixed a star shift that caused two player stations to move
[/*]Fixed missing sticker visibility
[/*]Fixed fullscreen mode constantly resetting when entering the game itself after authorization
[/*]Fixed incorrect layer sequence
[/*]Fixed planet normals (surface height)
[/*]
New visual appearance
The appearance of the planets has been changed, and new visualization has been added for them: light, shadows, rings, atmosphere, heating.
[/*]The Sector 3 generator has been reworked to clean up the generation of systems where the orbits of the planets could intersect with each other due to the close position of the stars. Secondary stars no longer generate their own planets.
[/*]The map now shows an icon showing how many stars are in the system (up to 3).
[/*]
[/h3][h3]
Changes[/h3]
The mechanics of armor and shields have been changed:
[list]Kinetic damage now ignores 50% of the shield;
[/*]Missile damage now ignores 25% of the shield, but armor protects against missiles twice as much.
For example: with 20 ship armor, 40 missile damage is blocked.
[/*]
Crystal plates effect rebalance. Now the damage to energy conversion takes into account not the damage result, but the absorbed damage. Thus, it is now possible to significantly increase the energy gain by the ship in cases where, with huge resistances, the ship received 0 damage, and therefore 0 energy as a result.
As a result, the conversion was reduced from x2 to x0.3, which is significantly higher in terms of output than it was at high protection values.
It is worth considering that although the absorption calculation occurs before the calculation of absolute armor, the energy is replenished after receiving damage and spending energy on absolute armor.
Before the changes:
[list]100 damage and 15% resistance = 85 damage and 25.5 energy from 30% conversion;
[/*]100 damage and 60% resistance = 40 damage and 20 energy from 120% (50% maximum) conversions;
[/*]100 damage and 90% resistance = 10 damage and 5 energy from 180% (50% max) conversion.
[/*]
After changes:
100 damage and 15% resistance = 85 damage and 4.5 energy from absorption;
[/*]100 damage and 60% resistance = 40 damage and 18 energy from absorption;
[/*]100 damage and 90% resistance = 10 damage and 27 energy from absorption.
[/*]
Also, the maximum resistance of crystal armor has been raised from 50% to 60% due to the possibility of their improvements.
[/*][/list]The mechanics of the station hull have been fixed. The percentage of damage that hits the compartment inside is equal to the percentage of the station hull. With a station hull at 50%, half of the damage will go to the hull, and half will go further into the modules.
Thus, stations have another full layer of protection, allowing you to save on shields during dangerous events.
Due to the addition of reactors, the industrial and corvet were given their own energy generation without a reactor (instead of slots for a reactor), since all small T1 ships have a reduced base energy generation, which greatly slows down player development in Sector 1, where there is no way to buy a reactor, as well as until you get ways to regenerate it.
[/*]Personal drops from bosses can no longer fall tethered more than 1 time to one person.
[/*]Personal items can now be deleted.
[/*]
Fixes
No longer shows the inscription "transferred to storage" if there is nothing to transfer when completing a quest.
[/*]Fixed the display of quests with the issuance of stickers as a reward.
[/*]Fixed replacing an item with a new one in the personal repair bay of the storage, which led to the loss of the item.
[/*]Not full pickup of an item now updates the size and quantity of the item for the client.
[/*]Switching visual modifications (stickers, skins) of other players is now applied immediately (without re-entering the location).
[/*]The achievement for obtaining a full aspect of improvement can no longer be completed by improving the aspect with a maximum below 10.
[/*]The achievement for all aspects no longer takes into account any improvements below level 5.
[/*]Fixed the inability to move in the arena due to the interface lock.
[/*]Fixed the lack of display of bullets for guns that receive the visual of their bullets from their ammo.
[/*]Now correctly updates the number of bots in the arena for everyone in sight when deleting a bot.
[/*]Caravan escorts who have fallen behind will now catch up with their target faster if they are far from it.
[/*]Fixed the disappearance of credits for the transition to the ship at the station to nowhere.
[/*]Fixed the lack of advanced materials in the Leaping engine upgrades.
[/*]Fixed issuance of incorrect item in the main quests of the 1st sector for the Medramills.
[/*]
Ship customization
Added option to customize your ships with the ability to apply stickers to them for in-game donation currency. Some stickers can be opened by performing certain actions or reaching key points of the game.
[/*]Also added an option to disable external changes of other players, due to the difficulty of visibility in PvP.
[/*]
Changes[/h3]
Changed the mechanics of wear of the microwarp module (due to a bug with zeroing durability):
[list]when jumping: -25% wear;
[/*]when charging: +25% wear.
[/*]
Ship systems no longer wear out on planets.
[/*]No longer allows you to assign LMB to close windows in options, due to the subsequent impossibility of canceling this.
[/*]If your craft order is created in the storage, you will be allowed to take/cancel the order even with an overflowing hold.
[/*]Maximum racial stats for modularity have been raised from 10 to 12 (for biochemistry, etc.).
[/*]Some of the new interfaces have been localized.
[/*]General Changes
You can now use devices and shoot at any target you see with the group radar. However, to combine radars with an ally, you must see each other on your own radars.
[/*]Crafting is now based on orders, meaning you will have to wait.
[/*]You now get more items by crafting more at once (with a cap of +100%).
[/*]Premium effects have been boosted.
[/*]Reactor repair in the workshop has been accelerated by x4 from reactors and x1.5 from everything else.
[/*]First sector achievements are no longer automatically completed after leaving it.
[/*]
External view
Now the radar border is visible.
[/*]Added a lot of new backgrounds.
[/*]Asteroids have been replaced with new sprites.
[/*]Any feedback (and indication that something is too bright/sharp and should be removed) is welcome in the Discord on our server. Especially for asteroids.
[/*]
Fixes
Ship special abilities are now loaded correctly when changing ships.
[/*]The visual size of reactors has been fixed.
[/*]A bug has been fixed that caused the game to turn off combat due to arena errors.
[/*]The Black Market no longer creates impossible ships, which caused everyone who opened it to crash.
[/*]Attempts to enable modules when inserting ammo into a gun no longer changes the CPU indicator due to the gun not being equipped.
[/*]
Fixes
Reactors now correctly update their effect immediately after upgrades.
[/*]Reactors now correctly load or are removed when loading an account.
[/*]Automatic attempt to turn on all modules no longer works in the arena with module locks.
[/*]Removed a bug where removable guns with replicators did not remove CPU from ammo.
[/*]Removed a bug that did not take into account the CPU of modules when changing their operating state from changing ammo.
[/*]Quests that do not have items for issue no longer display "Items sent to storage".
[/*]
Reactors
Reactors have been introduced. Reactors basically generate power on the ship, and in the future, they may also require fuel to get even more generation. Each of the existing reactors has its own characteristics in addition to the base energy generation (+4).
[/*]The energy production formula has been changed from \[3..5 + repair / 1.5] to \[1..3 + repair / 1.75] (the result is the same as the base reactor).
[/*]Any use of energy gradually breaks the reactor.
[/*]All ships have 1 reactor slot by default, with the exception of:
[list]Supercarrier: 2 (lost 4 energy generation);
[/*]Battlecruiser: 2 (lost 4 energy generation);
[/*]Researcher: 2 (became more expensive by 50k).
[/*]
The following are available for upgrade:
5 levels of energy generation power, 10% for each (4 for crystalline);
[/*]Up to 2 boosts to the power of the secondary effect, 1 for each (cost significantly more than regular upgrades);
[/*]Basic boosts to size and repair/durability.
[/*][/*]
Cargo Bay
Due to the addition of a reactor, which will constantly require 40-50 space on the ship, all ships have been given an additional 50 to the cargo bay for each reactor. You can reduce its weight with upgrades, gaining access to an enlarged ship hold.
[/*]Along with the addition of the reactor compartment, 50 cargo for ammo is added to all T2+ combat ships (+25 for fighters, science ships, and frigates).
[/*]
Quests
Quests can now have multiple reward options.
[/*]Many quests have been changed to issue a resource/reputation as a second reward.
[/*]If a quest allows itself to be turned in anywhere, but contains items as a reward, they will be sent to the storage if you are not at the turn-in location quest.
[/*]
Modules
Modules inside the gun will now always try to activate if you insert an ammo.
[/*]Modules that remove restrictions are now a priority and take into account restrictions of the ammo.
[/*]
Other changes and innovations
Added saving of private messages for the user.
[/*]The station bay of the hangar now requires a service bay to create.
[/*]Salvo firing settings are now saved, as is the color of the nickname.
[/*]
Fixes[/h3]
Fixed a bug where bot guns ignored the effect of their bullets.
[/*]Fixed a bug that caused the number of bullets inside bots to constantly grow geometrically. Anyone who used the bug and did not notify: either banned or fined (those who notified receive fewer fines).
[/*]
Changes and edits
- The Blaster Rocket Launcher module now allows you to use energy rockets instead of neutron ones
- Fire salvo on/off now works on V. Can be changed in the settings
- If you don't have enough ammo requirements when auto-equipping them, you won't be spammed with the "not enough skills" error anymore
- Test modular engineering now immediately updates the gun's state (whether there is an ammo, it has been changed or without ammo)
- On phones, it no longer removes an ammo from the gun if it is not equipped
- Multiple fixes with ammo, modularity and guns
[h2]Battle Mechanics Changes: Part 2
[/h2]
Projectiles
All projectiles, as well as some guns, have been abolished and recreated in a new form
[/*]Now, every projectile that existed before is now a "basic" type of projectile. Such "basic" types of projectiles can be modified and created manually with the necessary modifiers in the future
[/*]Using different projectiles for a gun leads to changes in its personal stats too. With the right type of shells, you can significantly increase the damage, or add a shot effect for increasing the requirements of the gun itself
[/*]Ammo are automatically reloaded into the gun if you do not have the right shell inserted (in priority according to the list)
[/*]All ammo can now be created in the storage, having a Fabricator
[/*]
Weapons
Some guns have lost their features and have become "universal". Now weapon can have several possible variations of ammo for use. To load the desired type of ammo, simply move the item to the gun itself, and to remove it, click on the gun with the specified type of ammo while holding down the key for alternative item equipping (on mobile devices - simply click)
[/*]Due to the fact that guns can now have several types of ammo, the output of the ammo usage in the interface has changed
[/*]All modified parameters of the gun by its active ammo are directly shown in the information about the gun
[/*]The Smole and Acid variations of organic guns have been abolished. Now there is a single version of the "organic gun" (gun and, separately, a rocket launcher), which allows you to use both types of ammo. Weapon stats are designed to inherit the qualities of modularity from previous models
[/*]
Droids
All droids now consume ammo when firing, and also inherit skill requirements from the weapons inside (excluding CPU)
[/*]Droids can now use different types of ammo too (like their base weapon form)
[/*]Quests that give out drones now also give out shells
[/*]The chance of a drone applying a buff has been increased from 33% to 50%
[/*]Changes to individual drones:
[list]Bumblebee
Now uses an organic weapon that can load any capsules
Price: 14000 => 15000
Requirements: biochemistry 1 => 2
[/*]Corrosor
Now uses an Organic rocket launcher that can load organic rockets
Since the weapon platform cannot contain such a huge weapon in terms of CPU - the radius of operation has been reduced by 2, along with damage by 25
Price: 20000 => 36000
Size: 24 => 32
Energy consumption: 90 => 110
Requirements: kinetics 1 => rocketry 2
[/*]
General changes[/h3]
All SRL/ARL, SG/AG have been converted to updated versions
[/*]All modules that modify the effect of the gun now require this effect to be present (you cannot equip a module to improve the smole effect if the ammo on the gun is acidic). Modules that are not suitable for the projectile are disabled
[/*]If a modular weapon has disabled modules, this will now be visible by the faded and dark color of the stripes. Also, the information now shows which modules are disabled
[/*]Replicators now use the basic version of the projectile without modifications. The cartridge that is already inserted is taken as a priority for replication. Due to search restrictions, replicators require the player to have at least 1 ammo in the inventory in order to directly see what to copy from when logging into an account
[/*]Modular modelling (design canvas) now includes loading an ammo inserted into the gun
[/*]To change the number of guns in a ship's salvo, as well as the delay between salvos for more convenient play on guns with huge instant damage - go to the advanced information in the inventory. Also, you can cancel an attack right in the middle of other gun volleys, so as not to deal extra damage to an already obviously killed target. Also, an option to turn on/off such shooting directly in the active keys near the radar has been added
[/*]
Now always takes at least 1 energy/credit from stations and storages when taking goods
[/*]Added a ship upgrade bay at the station. Requires the simultaneous presence of a hangar and a service bay for construction, with station location strictly in space. Does not require reputation when upgrading, but takes quite a lot of energy when upgrading (5k + 10k * ship tier). Allows you to make micro-improvements as well
[/*]C3 has been reduced by 20%, but the distances between subsectors have been increased for equal distance (so that you can't jump over)
[/*]Reduced the reward for the quest for delivery from c2 to c3, as well as the cooldown from 4h to 3h
[/*]Hybrid systems/navigations are now automatically placed in free secondary slots if the main ones are occupied
[/*]Now you can change the color of nickname if you have premium active
[/*]
Fixes
Fixed a bug with destroying an enemy several times, due to the fact that the remaining bullets reached him when he was already dead
[/*]Fixed a bug that did not give invulnerability to damage to an asteroid after its destruction (upon respawn)
[/*]Violation of the system law now only works in the system where the ship was hit, and not where the killer ship is currently located
[/*]Now you can see the damage to the station in the interface
[/*]Fixed a bug that did not allow ships to be upgraded, thanks to personal items that were in storage
[/*]Jump engine upgrades no longer consist of pure electronics
[/*]Fixed a bug that did not take into account hits on utility drones
[/*]
New visuals and shooting mechanics
- Now, all guns in the game have their own projectile speed, as well as a delay before hitting. Your enemy will now be able to react and use droids in time, remove them, or evade the firing zone (will be possible a little later)
- Laser weapons have almost instantaneous hit time
- Changed the time between auto shots
- Now you can visually distinguish hit/miss/drone hit without damage numbers
- Rebalanced the speed of gun projectiles to better match the new realities
Stations
- Base energy at the station has been increased from 20k to 25k
- The charging module no longer gives maximum energy
- The events that are happening on the station are now visible, as well as the constant damage that is being dealt to it
- The battery at the station now gives not 20k energy, but [50k + 25k * level] energy
- A warp battery module has been added, allowing you to store more energy for jumps. Stores [500k + 250k * level]
- Base maximum warp energy in the warp compartment has been reduced from 1.5M to 1M
- Taking into account the efficiency of engines has become more clearly displayed on the production of warp energy. Weak engines now give a better result than before up to x6
- The display of necessary information inside the warp compartment has been made (warp energy generation, energy consumption, efficiency)
- Added display of changes in values in the main menu of the station
Other changes
- The leaders in theft of goods are now added with each theft, instead of showing the largest theft
- The weight of catalysts is now also taken into account when displaying changes in the hold during catalyst
Corrections
- Fixed the issuance of protection from crit. damage to the ship from Glimmer as an effect, as well as its description
- The quest "Micro-improvements of ships" now shows correctly on planets (was not displayed before)
- Upon reaching level 12, sector 1 quests are no longer duplicated in completed
Changes/New
- Added the ability to buy ships and send them to the storage directly
- Added a description of the capacitors upgrade to the deflector using the item description
- High-end ships now cost more on average on the black market
- The black market no longer requires reputation for a ship
- The principle of the effect boost from device upgrades has been changed to allow for a static increase in stats instead of a percentage
- Purchased ships of non-playable races now also require skills
Fixes
- Removed the problem with the ability to craft something without all the necessary resources, which led to the removal of some resources into thin air
- Also, it no longer allows you to click the craft confirmation button without all the necessary resources
- Fixed the error with "infinite" reflection of Deflector
Resources and Pick up
- Optimized and increased the radius of ship pick up range from 0.01 (it was necessary to fly directly into the resource) to 0.35 (approximately equal to the visual size of T3 ships)
- Added a booster that doubles this radius
- Resources that are nearby will now be combined together
- If an object in space reaches a certain amount of resource inside - it will be visually larger
- Items now show their quantity when targeting
Bosses
- The Engineer of Origin received superalloys in the list of possible drops, increasing the price of his drop by 15%. He also received a small swarm of science ships
- The Marauder received many advanced materials in the list of possible drops, with losing 25% of the drop price due to the reduction of catalysts and gold
- The borders of the systems where the Marauder and Kiuna are located have been significantly reduced. Due to this, some of the defenders in the Kiuna system have been removed
- Now the minimal guaranteed drop count also increases with the number of raid participants. Instead of 1 guaranteed drop, now 1 drop will fall for every third person. Exception - Kiuna gets half as much of this "boost"
- Experience from bosses increased by 1.5x
Boosters and donations
- Due to the fact that no one bought effective boosters due to a lack of understanding why they were so expensive and why there was so little time (the same ones that are not spent while the player is offline/not in space), they were redesigned to the "until a certain time" mode, regardless of whether you are online or not. Also, they were made cheaper, as they are no longer as effective (PvP Block remains the same)
- Almost all devices/droids/weapons have been made cheaper
- Gold, organics and minerals have become cheaper
- Reputation banks now give a clean reputation (does not reduce the attitude of other factions)
- After 4 years of development - premium, reputation boosters and start kits have been added
- All achievement rewards in the form of donation game currency have been halved
- The ability to convert donation game currency into credits has been added, as well as the reverse conversion of credits into bonuses
- It is no longer possible to purchase copies of the ship
Rebalances and changes
- Splitter CPU 600 => 700
- Droid Destroyer CPU 750 => 700, energy consumption 2 => 1
- Controller engine now also gives a % increase to hyperjump (increases with upgrades)
- All engines stronger than 4 jumps have lost 20% efficiency on average
- The power of the deflectors' accumulators now scales with the device's recharge, allowing you to double the maximum reflection per use at recharge level 10 (500 => 1000). Due to interface limitations, it will be impossible to see this information on the device itself
- Absolute armor no longer reduces energy to negative values with a huge number of incoming shots
- Modules for cheap repair cost now reduce weapon durability less
- Circuitry drop from large ships has been reduced due to the lack of need for it in device upgrades
- The "Duality" achievement has been reduced in requirements from 5 status to 4, due to the fact that it is impossible to exit from -5 status
- Despot received a second effect - damage to maneuvering engines, which reduces target's evasion
- GRL price has been reduced from 12k to 10k
- Jump engine energy consumption can now be reduced by external engine efficiency (not from the main engine itself)
- The base drop of 75% of items from players has been changed to:
[list] - 1 sector - 25%
- 2 sector - 50%
- 3 sector - 75%
Unlocked effect improvement for the following devices:
[olist]Conversion increases accordingly
Maximum conversion to energy reduced from 160% to 100%
Now instead of 100 hull and 75 energy it gives (25 + 5 * resistance) hull and (5 * resistance) energy (100, 75 => 125, 100)
Maximum effect on the ship is still 80%
Shield reduction is no longer static, but is 33% of the protection increase (-8% in base => -10% at lvl 6)
[/olist]
Combining above-hull protection in the form of energy absorbers and crystal plates still has a cap of 90% protection (since they are a single layer of protection by priority)
Start of the game
Other changes
Fixes
Modularity constructor
Added the "constructor-simulation" function for modular items to understand what needs to be done/what the result will be before completing the modular item itself. Available only inside the modularity window. Until you open the constructor-simulation on another weapon, the previous one will always be saved (until you exit the game)Changes
- Upgrading devices no longer consists of pure circuitry. Now you need advanced materials for different types of upgrades/devices
- Now you don't need circuitry for xeno equipment
- Dismantling devices (as well as the new device upgrade) no longer resets the list of resources when dismantling/upgrading when you move the mouse away from the button
- Circuitry are now a subtype of "advanced resources" when dropping. Therefore, it will not be excluded from the drop if an alloy dropped. This has led to a significant (x1.5) increase in the drop of circuitry from T3 ships
- Caravans no longer attack first. If you attack a caravan, all its defenders will become your enemies. Enmity will change to neutrality only after 0-20 minutes
- Negative effects are now shown in red in the active effects tray
- Since it is the merchants who transfer goods from store to store, restoring their stocks, now players can "rob" such a merchant. Any merchant who transfers goods now has a certain chance of dropping this item (can be any)
- Advanced resources have been added to the donation store
Fixes
- Electronics did not drop from Caan transports
- It was impossible to quickly buy on the right mouse button from the inf. supply store
Effects in UI
The appearance of many effects has been updated, and many new icons have been addedAdded a display of current, active effects on the ship. Now you don't have to remember all types of effects/look at the advanced information every time. In order to see the strength of the effect/what it does, you can simply click on the effect
Convoys and bosses
The "convoy" mechanic has been introduced around the main leader-bots. The following objects included:- Pirate Dreadnought
Received 3 MK1 corsairs that make up his "retinue" for pursuit - Captured Caan ship-colonizer (Engineer)
Due to the ship's onboard power and the excellent protection of the system itself by bastions, did not receive a retinue - Kiuna
Due to the fact that this is a research ship with very weak onboard weapons, the boss received a huge escort of "defenders" - Trading barges
Higher chance of items and drops from transport, but also armed defenders
Bot AI and priorities
Patrols stopped randomly shooting at anyone attacking them with the entire group of mobs, removing the point of dividing groups into tank-dd. Now their aggro works according to the simplified "whoever is closer is a priority"The military has stopped working according to the simplified "whoever is closer is a priority". Since they are system defenders, they now choose targets that attack their allies (or themselves) with the first priority
The new "convoy" will only retaliate when damaging itself/the convoy target, or if you are the threat to the leader
Changes
- Added a quest that teaches about microugprades of ships
- Miner can now be microupgraded to Harvester without his blueprints
- Ships that were destroyed with a burning effect spread the burning around themselves in a small radius to continue the chain reaction
- Area damage effects can no longer harm people with a PvP block
- PvP zones are now also shown on the screen when you are inside them (near the radar)
- Added some advanced resource crafts
- Added a credit purchase/spend output log. Enabled by default
- Quick action with moving items now works in the trade window as well
- Negative status now reduces the reputation ceiling with corsairs by half
- The "carrier" effect received an increase in the cost of drone-maintenance for its buffs
- The difficulty indicators of systems in the 3rd sector at the caan/vortex were artificially reduced by 25%
Fixes
- Now, if the player's account was damaged in any way during the saving process, the player will be kicked from the game with a small rollback, in order to avoid data loss
- Quests no longer take improved items
- Fixed an incorrect number of components when issuing anid/medramill items for the quest to learn modularity
- Fixed errors with bots, in which they:
[olist] - lost their path, did not having time to see that they had already jumped
- tried to become elite right in the arena
- tried to land on the planet more than once in one flight
[/olist]
QoL
- Now it is possible to drag devices to "active slots", with subsequent saving of their position. No longer is it necessary to completely reassemble the strip of devices to install what you need in the desired positions
- Added the ability to quickly buy/sell/move items on the right mouse button
Quests
- Added a copy of the quest for betrayal_2 for regular factions, to obtain the reputation of the brotherhood of corsairs
- Removed the need for the reputation of the planet with the quest giver. Now you can take quests on any planet
- Xeno systems in their subsector have been removed from the pool of systems to explore in c2
- Fixed a bug that prevented landing on some planets in the outer circle of sector 2 during exploration, since data on planets available for landing did not arrive after re-entering the game
- You can no longer place restoration points on uncolonized planets from exploration
- Fixed an error output for taking the same quest
Other
- The information catalog now includes items
- The menu with the catalog, links to social networks and players online is now always open when you first enter the game. The open/closed state is now saved
- Disassemblable items now take durability into account when junk are created
- Allowed to build stations on planets in c3, where they do not change
- The tutorial plate, which describes in what case it is impossible to return to 1 sector, will now be forcibly opened, even if training is disabled
- If you do not have enough components to create a module, an empty module will no longer disappear when it is created
Other minor edits
Separated damage colors from different types of base damage. This will also improve the damage statistics panel, indicating what damage you have dealt/received. Added a couple of new color types
Added disassembly of items into components/junk. You can now pull out guns from droids (will be supplemented in the future). This function requires a station module for improving devices
Added achievements in Steam (all images will be added later)
To reduce the number of different resources dropped by mobs, changes were made:
Ammunition began to drop more often from mobs (15% => 25%), but if more than 3 items dropped from a mob, they no longer drop
If any alloy drops from a mob, normal resources will not drop from it
Van'Orok, Aveltus and Gamyt have been temporarily made PvP zones for testing
Systems open to PvP are now shown with a red frame in the description
The station generator now shows how much energy it can generate from a resource
"Simulation 3" for newbies has been weakened from frigates to corvettes
Removed systems with satellite delivery that were difficult for a newbie to get into due to engine limitations
More error output when crafting quest modular items
Modular quests fixes
The donor slot inside modular engineering is no longer shown until an item that can be improved is inserted
Fixed the construction of paths for bots, thanks to which they will no longer "freeze" in place
- Changed the icon of endless quests to a more appropriate one
- Added a tutorial when exiting the first sector, about the possible non-return under certain conditions
- Visual edits
- Fixed a bug that led to the collection of excess modular discount in the form of negative feedback (if the item was disassembled for 4 components, and the discount was 17, then you were given -13 components, completely removing the discount)
- Fixed errors with canceling quests
Combining Modular Items
A new system for combining guns has been added to achieve greater modular development. Now you can use the basic (non-modular) frame of the same gun to partially reduce the cost of upgrading a slot in your main gunWith the same principle, you can now use other modular guns as a donor to reduce the cost of upgrading your main guns
- Any upgrade of devices/modular guns now immediately updates the upgraded item in the inventory (no need to reopen the inventory anymore)
- Due to the increase in the number of slots in the modular engineering window, you can now drag items from the left inventory window
- Effects on modules can now be viewed. Moreover, their stats are immediately correlated with the stats within the module itself (decrease/increase in strength/effect time), making it easier to compare
- The strength of the "Nuclear Ammunition" module effect for the OPU was reduced from +35% to +15% due to the change in the weapon effect
- Now correctly displays the color of the effect strength relative to the gun itself (if it reduces strength by 5, and the gun's strength is -30, then this is an increase, which means it is green)
Neutral system without a faction
Expanded the influence of unknowns: a planet not belonging to factions appeared in sector 3, which is a satellite of a gas giant in the Triton system (left subsector, behind the black hole). The planet has a store for wanderers who come to rest after a long flight through the undeveloped lower sectors, as well as several endless quests that may interest researchers. The system itself is heavily armed and has a fairly defensive layout, but due to the fact that it has no patronage from the factions, it does not have defensive fortresses and protection of an even higher level of strength. Also, 2 paid portals were installed in the system, allowing to greatly reduce the travel time along the isthmus, or to get quick access to the system, without flying around the black holeTutoring quests on modularity and device improvements
Added a chain of quests for tutorial in improving devices, as well as weapon modularity.The quest to explain the basic needs of the station was supplemented with a second quest and updated
Added the concept of "personal" items. Such items are issued by quests and cannot be sold/exchanged/removed/moved to the station. Also, they do not stack with their "non-personal" alternative
New effect
The Core Overloader received a third effect: Thermal dump (Heat dump). Allows you to cool the ship's hull almost instantly, preventing and releasing the ship's heat into the surrounding space. Transfers part of the heat to nearby ships. Since the function literally releases the heated hull - part of the hull will be thrown away- The "Ignite" effect will now be strengthened with each application to the ship, if the new effect is stronger than the previous one (exception to the effect rules). Example: heating from a star by 5 and if you are hit by a phaser, the heating power will become 8
- "Ignite" from stars now immediately detonates current smoles, not new ones
Other
- Third-order systems of factions in the 2nd sector received semi-legal stores in which you can buy heavy fighters of the faction with a 10% increase in a cost, having only a neutral reputation (Especially important for pirates who need to have such ships for personal upgrades to corsairs)
- The basic chance of the bot to use Parasites has been reduced from 50% to 40%
- Clans can now have their own unique icons
Corrections
- Fixed the display of effects that can be used simultaneously and independently. Phaser waves now multiply correctly, as do thermal explosions on ships/emergency drone returns
- Fixed a bug preventing you from seeing all the text in quests, since you couldn't scroll the text
- Fixed a bug where you could complete the simulation without defeating enemies by waiting for the timer to end
- Fixed some bugs when closing windows
- Fixed bugs related to elite mobs
Elite mobs
Added elite mobsElite mobs start appearing approximately 10 minutes after the player enters the system, and appear at the moment of their death with a 10% chance, trying to take revenge on the offender (firstly repairing and taking off from the planet then). They can get one of the powerups with different power modifiers (Structure, armor, shields, damage, rate of fire, range, smarter AI, random item)
They increase their drop and experience depending on the modifier's strength and boost type
Also, if the modifier is a "random item", it can drop from a mob (the chance is halved)
10 minutes after the player leaves the location - all elite mobs are transformed into normal ones
Modularity rebalance
The price in components for all rocket launchers has increased by 10% (scrap value is the same as it was)JunkRL, Flare, Frag R.L. - have not changed
Energy RL: +20%
Casset: +15%
Added 23 unique modules for small-caliber guns. They all have an incredibly low price, which is created relative to the prices of upgrading the guns themselves
All modules for small-caliber guns have been significantly reduced in price
All auto-AI modules have been halved in cost
"Energy to Mass" - lost the debuff to reloading, the effect can now be stacked with a weapon without acceleration
The module for the droid destroyer has been buffed and made cheaper
Some old unique modules have changed in price
Added the 24th (of the new) unique module to the JunkRL
All modules that began to cost less than 20 components - removed from the chance pool for bosses
Considering the number of new unique modules - a filter has been added for their creation to view NON-unique ones
An empty module can now be created cheaper in components, but for a larger amount of ordinary resources (2nd recipe option)
In view of possible problems with the sequence and application of modifiers for the use of future magazines for guns, a new modifier "replicators" has appeared, specifically for the module of the same name. Replicators now use the last type of ammo that was present on the gun, if it was
For ease of visibility and understanding - replicators are now shown in the gun stats, as well as the energy costs for replication
Other
- Due to multiple complaints about the superiority of Irrian mobs over the player in numbers (when you could not shoot, since you had a gun blocking effect for more than 10 seconds) - a mechanic of resistance to such strong and ship-affecting effects has been introduced. Now each ship, when hit by such an effect, will receive temporary invulnerability to it by x2 the time of the effect
- Effects that received resistance to constant imposition:
Aglu - gun blocking
Metacontroller - self-attack
- The priorities for using aglu and metacontroller for bots have been reworked
- Parasites are used less often by bots
- Phasers are used more often by bots
- The effect of Frag R.L. was moved to a unique module for Rocket Launcher. The effect itself also gave a chance to hit the ship
- Frag R.L. got a new effect "Fragmentation", which directly increases damage to droids
- Ship upgrades can now be viewed through the catalog
- Due to the change in prices for corsairs, they have been removed from the shops (as well as the heavy gulduc interceptor)
- If you have some resources in your inventory for a micro-upgrades, and some in storage, this will now divide and show where you lack resources (previously, if you have 1 resource in your inventory, and the rest in storage, it showed that you can upgrade the ship, although in fact you can't)
- Fixed problems associated with micro-upgrading ships and changing inventories
- Now you can see which ships are micro-upgraded in storage
- When trying to sell an upgraded ship from storage, the player is warned about this
- The basis for crafting items has been reworked to allow you to have several different recipes for one resource in the future
- Broken drones can no longer be equipped in the arena. Due to the ability of some ships to cover all incoming damage by constantly activating new "suicide" drones
- The hangar at the station can now be taxed
- A new hidden achievement has been added, and one open
Fixes
- When taking a quest for delivery/research, it can no longer create a point of interest on a portal/asteroid field
- Fixed a bug completely disabling the repair aspect for all devices (repair price both minus and plus)
- Fixed a bug with no drop from carriers in c3
- Fixed a bug preventing some ships from improving stats that were not taken into account automatically. Such improvements are unlocked in the course of other improvements
- Multiple minor edits
Corsair rebalance
Corsairs are the initiators of any battles, and therefore they have now received a special effect that allows them to deliver a crushing blow to the enemy at the right moment when they need it. The ship's subsystem "Experimental Loaders" will allow the ship to load a second shot while its gun compartments are inactive, issuing a double, almost instantaneous salvo at the moment of attack.Corsair M1 received the ability to load a double shot, having a slowdown in the speed of loading the second shot depending on its strength effect. Resources for upgrading the Corsair M1 have been changed.
Faction corsairs (including the heavy interceptor of pirates) received 1 system slot. Resources
for their upgrade have been changed.
The price of corsairs has been increased from 800k to 1100k. Heavy interceptor of pirates changed price: 600k => 900k
New resources
Added new resource types for changes in ship upgrades and industryNew resources can now drop from bot ships
It is now possible to craft many things at once (in the future it will take time)
Missing crafts of new resources will be added later
Microupgrades
Added a system of "microupgrades" for t1,t2 shipsThe main work of the new system is to help with the advancement of the ship's power at low cost. You will be able to strengthen your armor/structure/speed/number of systems on the ship for an additional fee, receiving an instant jump in power. This will allow you to easily move to the next technological level of the ship without problems with a sharp jump in resource requirements, especially for those who have just started their journey and do not have so much wealth
Fixes and changes
- Simultaneous login on two accounts is now blocked (still not punishable by a ban)
- There is now a ship catalog directly in the game, which shows possible branches of ship upgrades for all ships in the game (including stats of them)
- In neutral systems, they will no longer kill for "aiming" guns at someone (does not apply to all other systems)
- For a better understanding of what kind of player is in front of you - his nickname is now colored according to his status (depends on the number of killed, as well as who he killed)
- The auction now also shows the cost of dismantling modules
- When dying, bots no longer look at whether they have enough energy to put the necessary drones on themselves again
- More tutorial panels have been added. And also information panels for status and reputation inside the profile
- Added the ability to change the hotkey for quick alt.equipment of hybrid systems
- Added sprites for initial quest items
- Step 2 of updating inventories was made. Now they should become completely smooth and not twitch with any change in the list of things. If you notice any "broken" inventory - report it
- Fixed the error counting asteroids in the quest for a sudden asteroid threat from any asteroid fields, and also the fact that this ultimately did not count the quest for delivery upon reaching the required number of asteroids
Now when you try to equip a gun when you don't have enough CPU - it will show you how much is missing
When you select a person to whom you are writing in private - you will be clearly shown a selection of it
"Account is offline" is now written directly in the window with the selected player to whom you are writing
Descriptions on the deflector, energylith, smole guns, aglu and the "Ignite" effect have been updated
When opening windows for upgrading devices/guns, you will be shown a possible selection of items available for upgrading on the left side
A new method for updating inventories has been introduced, which will improve the visual updating of items when they are removed/added/changed. Report all windows that do not have instant synchronization with your main inventory
The window with quick drone activation is now synchronized with the player's inventory
Espionage (and any quests with specific conditions) are no longer shown in the available ones if they cannot be taken in any way
Fixed the sizes of new sprites as items in space
Fixed some inventories that worked strangely after the rework
Fixed a bug with the impossibility of landing on planets selected by the quest
The auction now shows the cost of disassembling a weapon if it is modular
Added the ability to transfer rights to the station to another person (your rights are reset)
Now it is possible to destroy station modules if necessary (available only to the main administrators of the station)
Added a plate to the modularity of guns, which means the "value" of it cost (for a better understanding of why the price of repairs is growing so much, and why repair modifiers are so important)
For a better appearance of the panel, the effects are depicted on a smaller devices on the left. The plate itself is now above any designations of improvements
New quests in c2
Exploring the world. All you need to do is help the quest giver visit the selected objects.Fast asteroid mining. You need to destroy a certain number of asteroids in a random belt in the allotted time
Inventories
For smoother transfer of items in inventories (twitching with each addition/removal of an item) - all inventories have been reworked. If you show any inventory with an "incorrect" position, write it down in the bug reportAny inventory now saves the position where they were before the item was transferred (some windows reset their position to "0" with each visual update) (especially useful in station modules-inventory compartments)
Fixes
Now takes quest items back on declineQuests with instant rollback now received 1 minute of cooldown when canceled
People who have an alliance of the Supreme Council/Vortex, now correctly advance quests that they can take. Was shown that it is possible to take quests from a planet on which it was impossible to land due to reputation
Added panels that appear when "not taking" a quest (descriptions of why this is so)
Quest items can no longer be put up to the auction
Now the static repair menu is updated in real-time
Incorrect location to complete for a quest with espionage
If the quest was accepted not on the planet with the quest giver - an uncorrected position for return was applied
Lack of "Xeno 4" and "Sector 3. Supplies"
It is no longer possible to put quest items in station storages
Incorrect display of personal messages (PM)
Improved deletion of characters when searching for a player in private
Player's nickname when writing to him - is cleared when you messaged him in the search bar
It is no longer possible to accept a quest for espionage if the faction you are spying on is friendly
Quests
When canceling a quest with a cooldown longer than 12 hours, its cooldown will be reduced to 12 hours (for example, a quest with a weekly cooldown will only have a 12 hour cooldown when canceled)Quest items no longer break upon death in c3
The cooldown time for the "Diplomatic Relations" quest has been changed: 12 => 10 hours
Added a chain of quests for arena simulations
Important quests for xeno have been divided from two to three quests, and their difficulty has been more smoothly redone. The connections with them have also changed
Added two quests for endless delivery (to sector 2 and 3). You can now simply engage in civil affairs to receive credits, regardless of your combat power or the ability to mine ore. The delivery quest in c3 has a new mechanic for generating a delivery point even on uncolonized planets, the quest allows you to land on such planets
Some daily quests can now be accepted without flying to the planet with the quest giver. To do this, you need to land on any planet of any alliance with which you have relations above level 1, and also for the quest giver to be friendly to the planet where you landed (above level 1 reputation) (You will not be able to take pirate quests while sitting on the Council planet)
Fixed the problem with the absence of the quest for espionage in c2, elimination of unknowns in c1 and some other quests in c1
For the line of caan quests in sector 1, a final quest for obtaining a key was added (method 3 of leaving first sector)
Some rewards of the first quest lines (other ways to leave from the sector) for obtaining a key have been updated
The illegal way to immediately get a key now requires investing credits
Added timer panels for system shutdown and for arena simulations
If you killed all the targets in the simulation, and the time is up, you will now automatically complete the quest, instead of "failure"
Changes
The ship will now be repaired upon exiting the game for a long timeNamed bots now always fly away to wander in c3 after death. The systems they can fly to are limited, due to the fact that they could fly into faction locations or to bosses, which greatly interfered with players
Now all effects are cleared from bots upon death
The maximum threshold for resistance to damage from a phaser for energy liths has been reduced to 90% (was 100%)
The phaser in the area now imposes the "overheating" effect. If the owner is protected from effects, then "overheating" will occur twice
"Overheating" increases the damage of the phaser wave by its strength, and also reduces the resistance of energyliths. Bosses are immune to this. When reaching 100 stacks, it causes a catastrophic explosion
"Ignite" now constantly takes away not 3 hull per second, but 0.6x the effect strength
Added description of different taxes when transferring credits in the bank
The boost to the tractor beam from the Production Complex is now boosted along with the boost to the device's strength
The price for upgrading the Corsair MK1 has been reworked dut to future rework
When the shop-module at the station breaks, all items from it will now disappear
Station module and craft creation window: the names of the choices for crafting/creation are now more visible
New
Added group and clan chatsAdded a repair slot for all players without requiring a station. You can repair faction items in factions in storage and any in caans in their storage. Works exactly the same as on stations (50% efficiency)
Added a new hidden achievement
Added sprites for the flare, ARD, swarmor and parasites
Now does not allow attacks in systems that are neutral with the attack block enabled. Also, all neutral systems now have a designation on the map
Fixes
Fixed a bug that did not take into account the real strength of the TCU, and accordingly gave 3 times less accuracy than necessary for A-dronesThe principle of the rotation of the planets was redesigned to take into account the time difference for the player when he does not have an "automatically set time" option enabled in system
Fixed a bug that did not allow you to enter the game if you exited to the login window with the navigator arrow enabled
Other minor edits
While all ships have the same evasion ceiling - the maximum for ships of corsair-type has been increased
Added tutorial for "navigational assistance"
If the player somehow completed 1 tutorial among 3 in a row, and somehow exited the game / changed the window, etc. - the following tips will not longer disappear, but will be displayed upon reopening
Now in the achievements you can see which achievement is selected right now (like in quests)
Fixed:
Incorrect display of reputation as a reward in the quest
Attempt to put a system / navigation in a slot that are not supported - lead to a crash
Absence of mobs in any simulations
Faction systems in c3 did not give a navigational increase in speed (excluding pirate systems)
Description of afterburners and navigation assistance
Interaction with a destroyed station
Ability to collect taxes / rename a station / change access without a working central core of the station
Incorrect display of durability for items in the inf.store supply window
Inability to display the last 8 new tutorials, as well as their sequence and location
Text for pirates at registration
Improvement of devices
Added the ability to improve the effect strength of systems and navigations when upgrading a deviceThis is a base stat change that is fully compatible with the Hybrid Insert buff/debuff
The following devices are now available for upgrading (and their internal interactions have been changed to allow scaling from buffing):
- Armor Plates
5 levels max
Hull now scales from armor amount
Base Hull changed: 125 ==> 100 -> 150
Armor: 10 -> 15
- Engine Controller
5 levels max (level 1 does nothing)
Now takes maximum energy as 0 -> -20
Speed: 8% -> 12%
- Living Armor
3 levels max
Hull now scales from regeneration amount
Hull: 100 ==> 90 -> 135
Irri Hull: 150 ==> 135 -> 202
Regeneration: [1.2+0.04% => 9+0.3%] ==> [1.2+0.04% => 9+0.3%] -> [1.467+0.049% => 11+0.367%]
Irri Regeneration (x1.2): [1.44+0.048% => 10.8+0.36%] ==> [1.44+0.048% => 10.8+0.36%] -> [1.76+0.0586% => 13.2+0.44%]
Biomass Regeneration Boost: 45 -> 55
- Xenosensors
5 levels max
-% of structure now scales with evasion
Evasion: 10% -> 15%
-%structure: -2% -> -3%
- Radar
5 levels max
Radar: 200+2% -> 300+3%
Hull: 150 -> 225
- Maneuvering engines
10 levels max
Secondary attributes reworked to scale with upgrades
Evasion: 3% -> 6%
Speed: 2% -> 4%
Ship visibility boost: 7% -> 13%
Engine durability: 10% -> 19%
- Production complex
4 levels max (level 1 and 3 do not provide anything)
+ to production: 5 -> 7
- Afterburners
2 levels max (level 1 does not provide anything)
speed: 5 -> 6
Engine durability: 10% -> 12%
Any repair upgrades now improves the item's durability by 50% of effect. Droids cannot improve their durability, and engines only receive 25% of the effect
Breakage of things due to death in c3 or during an emergency return of the drone is now calculated from the base durability and not modified (now it makes a lot of sense to increase the durability of defenders for the sake of their longer use in dangerous battles)
Improving engine energy efficiency: repair price +10% => +5%
Drone power consumption improvement: power consumption -10% => -15%
Improved device power consumption: power consumption -10% => -15%, size +10% => +5%
System/Navigation size Improvement: Repair +0% => +5%
Improving the effect systems/navigation: +15% size, +10% repair
Global Speed
Afterburners now have a x2 acceleration effect when the ship's batteries are fullShips now move x1.5 faster in the main systems of factions (in space) with which you have 1 or higher reputation. Any aggressive actions will disable acceleration for you. The effect starts working only when the ship's energy is at maximum
Added a visual effect showing system acceleration, in the form of an elongated exhaust (alas, but a separate, animated effect did not pass the quality test)
Other
Fixed errors with trade windows, not saving settings and skills reset after reworking windowsNow it does not show where to return in the quest if it can be completed remotely
Reworked and expanded the panel for creating station modules. No more guessing about the last half of words, as well as constantly scrolling left and right and comparing
No longer requires the station operator to have credits when processing (doesn't show either)
The "T1+ Simulation" quest for the Irrians has been simplified and supplemented with text
Due to the fact that there were constant reports about a bug with "incorrect" reputation output, the quest now displays an accurate reputation value for the quest, taking into account the current level, if it is not "clean" reputation
Fixed a bug preventing recently created accounts from being added to station access
Camera movement from the edges of the screen is now accelerated by the camera movement setting too
It is no longer possible to disable training on the first 7 training panels
Training plaques can no longer be skipped by pressing immediately
Minor fixes
Visual edits
Quests
Visual of completing quests has been changed (it is clearly visible what was done with green coloring)If you are already at the place of handing in the quest - no longer displays "where to return"
Now shows which quest is selected when opening it
Reworks of some initial quests, as well as their positions on the quest map
Quest-battle simulation no longer leaves the ship damaged after the battle
Quest map has been redesigned for better understanding of what is where
Quests that do not directly issue things no longer show a banner with "issuing things"
Added the ability to request a quest check (for example, if you did not take the goods, and you bought them on the planet)
Now, if you landed on a planet, and you do not have the full amount of resources required by it - it will not take your resource automatically (removes random collection of goods by quests that you forgot about)
Reduced the cooldown of the quest for 3k ore to 1 day from 2
Fixed errors in some quests that did not allow them to be completed (including quest-battle simulation not completing)
Other
Fixed impossibility of alternative selection via hotkeyAdded sprites of Xeno on: SBattleship, Brig, SBrig, Monitor (Old sprite of SBrig was moved to ABrig)
Added sprites of Caans on: T1 and T2 transport
Added link to telegram group of the game
Removed the ability to view the location of the player for moderators to avoid future conflicts
Now correctly counts ships from quests in the "armada" achievement
All errors inside achievements have been fixed, and also re-optimized due to the rollback
Vuzar - increased the size of the system
Added 4 new xeno systems in 1 sector, thanks to them you can get into more complex xeno systems near the spawn without having the 4-jump engine
Reworked the difficulty of the nearest xeno systems near the spawns in 1 sector
Radar requirements were reduced:
Cybernetics 6 => 4
All interfaces have been redesigned for full compatibility with the ability to close all windows on ESC (will allow in the future to do things like setting up all windows separately)
ESC now closes the last open window, to close everything you need to apply hotkey in the settings for this
Fixed the use of incorrect spawn reset for blue and yellow when reaching level 12
Due to the fact that many have already leveled up from sector 1 - the chance of a drop has been increased from +50% to +100% (temporary buff because of server-rollback)
Minor edits
Visual edits
Due to the unespected data loss of the server (malfunction of disk), following buffs will be available for the week (as for 2-3 weeks of progress):
+100% exp to all
+50% to any item drops (x1.5)
+50% ore (don't underestimate the +25 to mining skill)
Fixed the lack of description of the effect of reducing critical damage
Fixed the inability to buy a new drone. It is also added to the drop lists of mobs
Added a condition in text for the achievement "Rogue Servitor"
Added a missing sprite of the Flow in space
Fixed the accounting of reputation for ships (visual) in the donation store
Fixed the requirement for credits from the operators of the station where the repair bay is located
Fixed an error that does not allow writing in the local chat after generating the 2nd generation of asteroids
Kiuna laser now inflicts a destabilization effect that can be combined with normal destabilization
The guide arrow no longer goes beyond the screen
Removed carriers from the donation shop
Added more windows to close from ESC
Hint "where to fly" added to quests with the type "use of an item"
Added a new espionage quest
Added a new line of caan quests for 8-12 lvl
Repairing a ship from the repair bay at the station breaks the bay a little now
The basis for effects and damage to drones has been reworked. The restriction on redirecting to each other for defenders for damage that is less than 25 has been removed
Glimmer received 20% resistance to critical damage, but lost 60 hp
Guardian, as the only drone without guns, received the ability to prevent negative effects that hit the ship with a chance of ~15% (the effect increases for each projectile that hits the drone, but less and less is added each time)
All organic drones can now be repaired with mechanical devices (half of the power). Descriptions have been corrected
A new drone has been added - "Flow". This is a utility drone that gives 2 energy generation
The quest for installing satellites from the hostile faction has been reworked
Added new quests for caan and xeno that are better suited for low levels after sector 1
No longer tries to repair/restore the ship if you have full health
Absolute armor is now displayed when buying/upgrading a ship as a stat
Increased reward for the delivery quest from c2 to c3
Increased rewards for daily quests for killing mobs and gaining reputation
Decreased CD for daily kaan quests
Added 1 hidden achievement
A line has been added to the warning about disabling tutorial (strongly recommending NOT to turn off training), due to the fact that all people who turned off tutorial then do not know what to do, or ask questions that are written inside the tutorial
Added several panels with tutors
Added the ability to buy profile icons and some ships in the donation shop
Fixed the impossibility of throwing effects on the Engineer
Fixes target selection with attack block
Fixes the mechanics of "revenge"
Other fixes
Warp jumps
The system for displaying stations ready for a warp jump has been improved. For those with a high level of access, it no longer displays the need for credits for a jump, and it now also shows whether it is forbidden to make a jump at the station without forming a bridgeThe tax and warp jump system has been corrected. Now it correctly distributes the static tax in half if the jump occurs using a bridge
Restoration
Restoration is now possible only at those stations that have a cloning vats (does not apply to planets). New module can only be built after a charging stationThose who are operators or higher at the station on which they set the restoration point - changing to this point is free
Restoration at the station without operator access or higher will remove the credits that will be set by the tax of the module. Base cost - 25k
Now each restoration on the station will spend 2000 energy from the station's batteries
Quick restoration
Repair/energy restoration now requests the amount of credits for confirmation before activationThe station's repair bay can now be configured by taxation
Repair/restoration on the station now occurs at the expense of the station's energy
Since the repair bay has been redesigned - at all existing stations it will not have a base tax set, it will need to be set manually
Rebalances
Anid Carrier/Supercarrier:+2/4 control
-2 speed (remove buff for lack of CPU)
Omolean Carrier/Supercarrier:
+1/3% accuracy
Anid Striker:
+1 speed
Omolean Battleships/Siege Battleships:
+1/2% accuracy
Battleships/Siege Battleships of medramills:
+3 energy generation
Irrian Monitors and Brigs:
+1 level of living hull
Anid Siege brig:
3% resistance to crits
Researcher:
+100 cargo
drone rebalance will come later
Navigation
Added "navigation" function to quests/achievements/orders. Clicking allows you to see where you need to fly to get to the desired objectOther
Added tutorial for research achievements and station restorationWear of equipped systems has been increased by 3 times
Wear of equipped drones without guns has been increased by 1.5 times
The arena for gigachads has become not an arena of choice (no more abuses), but a pre-made location. You will now be required to meet all faction Strikers at the same time with the adaptive AI. The reward has been increased accordingly
Due to the fact that there are now items that can change or do something during activation, the quest from an unknown person for the carrier blueprint has been improved: the quest distorter will now need to be actually charged
The sprite of the inactive distorter has been improved
Block of attack on ally now looks not at the alliance, but at the relationship with the faction of the selected ship
Options have been added to the settings to disable the display of damage numbers specifically for bots or for players
Optimization of achievements (faster entry into the game for the player)
Race is now randomly selected when entering registration
Added a small utility module for -1 energy, -15 size, +50 durability and +5% repair
Added a new modifier for modules - dynamic stat (so far it only exists for guns). Adds the main stat of the gun to the requirements
Fixed the invisibility of quests in "available" page
Corrections of other errors with quests
Minor edits
Bosses
Fixed incorrect math for calculating orbital cannon shotsSome unique boss guns now turn off their engines to charge for a shot
Each of the bosses received their own unique guns (except for the engineer) that will decide the outcome of the battle, namely:
Marauder - Furnace Mortar. Has a huge spread by point, causes 3 zones from which you must exit within 4 seconds while the shells are flying. Average damage is 800, melts almost any armor for 10 seconds when hit
For adding such a powerful gun, one of the bastions lost the reload time of its orbital gun
The chance of empty modules from the Marauder has been increased
Kiuna - Corpuscular beam. Cannot miss. An incredibly thin beam emanating to the nearest target every 40 seconds from the area of which is extremely easy to exit if you are close
Other
Added a new hotkey for "selecting" a target. Now you can change which key you will use to select a targetNow you can add offline users to the station (reminder that you can also add by nickname)
Fixed the ping output (f9), and now shows when it is too big
Due to the union of the vortex and the pirates, the vortex has conducted a trade route from c2 to c1 to the pirates
The Supreme Council can now trade on the planets of factions (applies to bots)
Bots-traders can now also land on the stations
Several ships were created that are engaged in trade at the council and the vortex
Since ordinary carriers have become a common and not lost technology, ships of this type also appeared in bots in c3 in the right subsector
The quest for delivery between sectors now has a 2 hour recharge instead of 40
Now you can configure the tax on processing at the station
Fixed a bug that prevented damage to droids by blocking droids if the ship already has this effect
Fixed the problem with passing through in-sector portals for the fragile goods delivery quest
The alternative quest for exiting to c2 from c1 was significantly weakened to allow passing with almost no stats and not on a frigate
Fixed the failure to take durability into account when selling and buying goods
Interface
Added tooltips when hovering over fields inside modular engineeringNow updates the interface in the inventory with ship indicators in real time (includes ship systems, excludes effects in battle)
If you did something incorrectly with an item, and it "disables", then after 1 second it will enable again, allowing you to interact with it without re-entering the inventory
Sale/purchase of resources is now correct in large quantities
The store now shows the correct prices when trying to sell/buy (including the infinite store and its price increase)
The store now always updates its price tags in real time from a sale or purchase
You can immediately see the full cost of selling an item, including its price reduction from the amount
Added a visual to understand that you clicked on reconnection (during a crash, for example) and that something is happening
Achievements
Fixed a bug leading to duplication of achievements when they are "auto-corrected", which led to severe lags when opening them for the playerFixed a bug that caused certain broken achievements to be ignored when checking them for "problems"
Fixed triggers for completing 2 hidden achievements for killing mobs
Added 2 new hidden achievements
Quests
Fixed auto-completion of quests without a reward upon reaching level 12, which should not have been auto-completedDue to the disabling of pvp in c2, the quest for 3k ore/metals was reduced in reward by 40%
With the addition of a new item that does not allow the use of shortcuts to complete the quest, the quest for delivery from c2 to c3 has become much more profitable and now requires the delivery of fragile goods
For the quest from an unknown person in trouble, they now give not general carrier blueprints, but specifically a supercarrier (as a lost blueprint). The carrier itself is now open for improvement from the start
The Caan_2 quest no longer requires the personal creation of an arena, but simply entering the created one
Status
Now the negative level of the enemy's status is more decisive. If you killed a player on a ship weaker than yours (or by level) and your opponent had negative status, then you will either be given a status, or it will not be removed at all. This has also now significantly increased the increase in status for killing any players with a bad statusNegative status is given out twice less if you killed in c3 (PvP sector)
If you were attacked first, - the status for killing the aggressor will be reduced by a maximum of 10 points (not higher than 0) (revenge)
The difficulty of the location affects the reduction of your negative status when killing another player. If you killed a player for the opportunity to farm in a location of 120~ difficulty, then you will be charged about ~4 negative for killing him
Other
The screen zoom setting has been added to the settings, which means it is now saved between sessionsActivating devices when reaching x4 of the base effect time no longer brings results (it does not display the overload either). If the effect was incomplete (3.6/4 effects), then it will add the missing
Reputation from -1M can now be withdrawn from the minus (an error did not allow it)
Icon quality in the UI has been increased
Visual fixes
Rebalances
The Reconstructor has been given the ability to propagate over-repair, and has also received several synergies. The presence of nanobots now allows the excess repair from the Reconstructor to spread to nearby drones with 50% efficiency, with the maximum heal depending on the strength of the nanobots (blocked by parasites). Each TCU checks another random drone, and if its %hp is lower - it will be repairedThe Destabilizer lost 100 cpu load and received 0.2 to the base radius (opened up a lot of opportunities for heavy modularity)
New
Added the ability to move the camera with the mouse (trying to move the mouse beyond the edges) (option to enable in the settings)Added camera zoom (you can zoom out up to x2 from the standard value)
Added a new quest line that allows you to exit 1 sector without collecting xenocrystals
A new reward was added to the quests along with the new quest - clean reputation (issued without taking into account your reputation level, and does not change your relationship with others)
Added a new type of items ("Fragile") for quests - they disappear upon death or using a warp or portal (intersector portals are stable - they do not break items)
Fixes
Killing a player in your group no longer results in a decrease in statusClan leaders now automatically transfer their role to the next player by rank when leaving the clan
Restoration no longer replaces the first slot if there are not enough new ones for a new respawn point. Selective deletion of points for subsequent filling is now available
Fixed a bug that caused an orbital cannon to fire at the original target if there was at least one player in the firing range
Bastions no longer highlight the "danger zone" from orbital cannons if they do not have enough energy to fire
There is no longer a "heating" effect on the ship if it is not you near the star (it spread the effect to the entire location)
The repair bar is now always higher than the item description
DPS panel fixes
Minor visual fixes for the rest
Orbital gun of bastions have been slightly changed, as it was impossible for ships to dodge their attack if the bastion was on the opposite edge of the system from where the group of players was standing, but when the player himself was inside the system (the ability to fly out of the radius while inside the system should always be at standard speed)
Angle of attack: 12.5 => 11
Preparation for a shot: 5s => 7s
Cooldown: 30s => 40s
Energy consumption: 50 => 200
Also, so that bastions do not pose a huge threat inside the system with devices - their radar (when using devices) is significantly reduced (by ~2.2 times)
Additionally, the projectile now has its own tracer effect (new effects for bullets and other in the future)
"Audibility" of the shot can now be heard throughout the system
Acceltor - energy consumption 2 => 1
All accounts above level 11 were checked for errors in quests not allowing to get into c3 - fixed if any
On phones now increases the target selection close button
Target selection on PC is now closed via ESC
Error fixes
Black holes and stations
The size of the accretion disks of the black holes has been changed to better match reality (no more black holes that take up a quarter of the system but are smaller than the ship). Thanks to this, the degree of damage from approaching does not start immediately with huge numbers, but with small HP%. Also, it is now much easier to install stations on the black hole (in order to install one, you need to go for 75% of the distance to the event horizon)The stations themselves are now not placed on the edge of the horizon, but inside it, for greater danger of flying in and difficulty of access
Fixed invisibility of stations when installing on a star before re-entering the game
Statistics panel
Added tanking and damage statistics for greater customization and checking of your weapons/protection in a real battle. In the panel you will see all the data that you would need for the battle. To open it, you need to click on the new button in the inventory above the ship's internal informationBots and devices
Protection system of mobs has been completed and improved:Now each bot looks not at the number of guns, but at all of the damage coming from you.
The chance to remove the effects by Anid-bots was reduced from 100% to 40/50/70% (relative to AI difficulty (low, medium, high))
The chance of blocking a droid with a metacontroller for bots was reduced from 100% to 30/50/100%
The chance of blocking guns with an aglu or self-attack was reduced from 55/75/100% to 30/50/100%
The boss now looks at the most important target near him for him - and gives the command to the fortresses in the system to aim orbital guns at him
Bastions
One of the bastion guns was replaced with a new one:Added heavy orbital railguns for bastions, which have an aiming time and huge damage. You can dodge the blow by increasing your dodge, raising your defense in order to withstand the blow, or by going out of the radius of the guns in time while the guns are aimed at you. The aiming time is 5 seconds with visual indication and warning from the ship's onboard AI (the danger area is also visible on the radar, so it is easier to understand where the shot is coming from)
The orbital cannon does not have the ability to rotate during charging, but only stabilization of the shot, so the closer you are to the source of the salvo, the easier it will be to dodge the shot with its subsequent reloading for half a minute (the cannon has an angle of fire, so the further you go, the less likely you are to dodge the shot).
Due to the fact that the reflector can reflect 1 shot of any power, after which it "burns out" (will not be able to turn on the active phase temporarily), the orbital cannon is immune to reflection
Since the cannon is too big, the sealing from the aglu and the self-attack from the metacontroller do not work on it (breakdown/EMP still work)
Other
Restoration points now, as originally intended, go in "queues". That is, when you add a new one, the first one is deleted if there is not enough spaceThe principle of how reputation is reduced by status has been changed. Now it reduces not the current, but the maximum. It also now shows if you have a "locked" reputation level from status
Added hints when hovering over interface elements for a long time
Added the ability to buy places in the clan for new members (expanding the maximum number of members)
The jump engine will no longer work if the device is blocked. Both from devices and from gun effects
Corrections of some inconsistencies and errors
Fixed a bug preventing others from picking up personal drops after a minute
At the request of players - personal drops can now be picked up in a group
Fixed not taking into account a person's reputation when displaying prices and withdrawing credits for moving an item from storage
Removed a bug causing broken TCUs to drop from mobs
Reputation needed for ships has been redistributed in accordance with the current meta
Now each account can save the order of devices differently (how your devices are positioned)
Added a visual indication for burning from stars and from damage from the edge of the map
Station logs have been increased even more (up to 250), and now also have a difference in color from actions. Also, item movements now stack by quantity, thereby further increasing the number of possible logs
Heavy interceptors received more cargo hold, while scouts lost, equalizing in the final cargo hold
The interceptor branch was slightly redistributed for the factional difference in stats
Chat became more lenient to scrolling down from new messages. Now, with new messages, auto-scrolls only when the player is in the first 5% of messages (it was 20%)
A bug leading to receiving extra slots for guns/droids, etc. has been resolved
The way moderation works in the chat has been reworked, and new functions for moderators have been added
Multiple minor bug fixes
Auto-completion of quests now occurs from the personal race of the player (no Omolean faces for Medramills)
The price of restoration slots after 1 slot has been reduced
Fixed a bug that did not show universal quests for the player (quests for killing bosses, for example)
Fixed an incorrect display of the planet-position of quests when selecting them if they have variations (a person in a Vortex was shown quests located at Council)
If your achievements are somehow broken - now they will be automatically corrected (shifts of planets / systems / mobs)
Fixed a bug that did not allow you to complete landing achievements
Added visual indicators of levels for reputation
Added the long-awaited station log for station owners:
Available only to operators or station administrators
Allows you to see the last actions performed on the station
Does not record actions if the main command center is destroyed/broken
Fixed the basic role for members of the clan players (previously all those who entered were leaders)
The clan members tab now correctly displays the ships of players who are not online
Removed the hint on sortings where it was not required
Now when dealing damage to droids with a Metacontroller - their damage displayed as damage numbers for all
Personal drops are now attached to the player who obtained them for a minute
Adaptives are even more limited - they no longer collect anything. Good luck in battle :)
You can now click on the drop under the main ship
The last problems with the CPU on the ship have been fixed (removing the CPU did not remove the guns, when changing skills - the CPU was removed twice)
Approaching the stars now ignites the ship
Phaser damage in a group is now two times lower for allies
Station operators no longer pay for processing in refinery
Just like In'Nephile, the Locust in Holin is temporarily open to pirates
Carrier protection from droid-block damage has been reduced: 50% -> 25%
Temporary hyperdrive failure from death has been removed
The hive in Van'Orok has been replaced by a storage
Script locations have been added for the arena (the ability to complete story quests without reading the text and imagining, but literally participating in the battles of the past)
The Brotherhood of Corsairs is now on unfriendly terms with the Supreme Council
The cost of a jump for ships now takes into account not its health, but the ship's tier
Corrected various errors and ambiguities in the jump when a bridge could be formed, but at the same time the confirmation of spending credits or warp without tax was missed
Improved interaction with jumps at stations. Now the window is more complete and with more information about where the person is moving
Added access to stations allowing you to prohibit a jump if there is no energy at the end station to form a bridge, or when a person does not have enough credits to pay the tax of the end station
Fixed other minor, multiple errors
Filter by devices now includes engines
Fixed profile-saves breaking at entry
Removed death tax. In return, all items in the inventory now break by 1-3% when killed in s3 (reduced by stats that help with breakages)
Temporarily removed the impossibility of landing on Nephil planets for pirates
Unique mobs received protection upon death
Fixed twitching of the military when attacking
Phaser no longer deals damage to players in sectors where PvP is prohibited
Fixed incorrect application of reputation in some cases
Fixed a bug related to the achievement for the reputation of your faction
Any positive changes in reputation with your alliance (under which the player) are awarded x1.5 more
Fixed a bug with the passivity of mobs after an attack if you have a good reputation
Achievements that cannot be done after the first sector are now automatically completed
Fixed a bug due to which only 'merchant' bots were engaged in trading. Since now both civilians and nomads can trade normally, soon in sector 1 there will be products that were previously in short supply
Now even the Council and Vortex factions can use the race quests. Vortex - pirates and their own, Council - all game factions except corsairs and their own
Window of the orders is now correctly scaled like the other 3 recently added windows
Fixed a bug with the lack of display of order time
Fixed a bug with wearable items, in which the price of their repair when selling was counted twice (which led to incredibly low sales rates for a broken item)
Fixed the rating of leaders in piracy (it counted mobs that killed player)
Incorrect respawn in neighboring races by faction fixed (Irrians spawned in the red systems, and Anids in the blue)
Now shows the correct jump price with the calculation of the bridge, if it is possible
Storage limit removed (but item quantity display left for general information) (credits for levels issued)
Fixed a lot of errors related to ship restoration
Fixed price of items that could be sold to a store that had a huge shortage of them, bringing profit out of thin air (selling for a higher price than buying)
PvP block by sector no longer applies to arena
Fixes to display of quests, as some of the old ones were removed, what caused errors
A bridge between stations was incorrectly formed, which led to a standard jump
Reputation and Status
- A reputation system has been added. Each game faction now has a personal attitude towards you, as you do towards it. The attitude will determine prices in stores, the possibility of purchases and quests, as well as the ways of playing.
- Adding reputation from actions is not shown immediately - the option has been added to the settings
- Each reputation level changes the purchase price of items from the supply store and ship shops in both directions. This affects the price of goods/ships relative to the alliance under which the store is located. If you have a bad reputation with the alliance from which you buy goods from the supply tab - the goods will be more expensive. The approximate value of reputation relative to price reduction/increase is ~3% per level. In such cases, trading brings not a 2% discount but 1.2%. Buying with the best reputation and 12 trade gives about ~30% discount (as opposed to 24% maximum before)
- The supply store now has a base price of 30% (was 25%) more than the standard price
- Stores no longer sell and do not show goods that are out of stock in the supply department (when the price reaches the maximum), but are restored over time
- Ship change cost is reduced by 15% for each level of relations with the faction at the facility where the hangar is located
- You can now land on any planet if you have enough reputation with its faction (this allows you to buy ships of other factions and their items from stores). On the planet selection panel, you can see how much reputation is required to land on it (if you do not have enough)
- The status system is now a general rating of relations with players. The status that was, was transferred to the reputation relative to its initial faction (alliance). Status levels began to require other indicators to achieve a status level. The application formula was also changed.
- The lower your status, the more hunters will be able to catch up with you when breaking the law, and your reputation will not be able to rise above a certain level. Also, with a bad status and reputation level, elimination squads may randomly fly out for you
- Status banks have been changed to faction reputation banks and reduced in price
- Achievement for 100k status has been changed to fit the new reputation system
- Killing Hunters now removes status
Pirates are no longer the only ones who can change alliances. At any time, you can go to the government of the planet you are on and ask to change the alliance for a fee. The higher the reputation, the lower the cost, but if the relationship is bad, you will not be allowed to change citizenship.
New
Added a leaderboard for "stealing" things from players after death in the form of earned creditsAdded two new, open, achievements and several hidden ones
Added a display of the order status for a better understanding of what happens when the order is not fulfilled
The warp drive at stations has become more advanced and useful for both the initiator and the target station. Now, when jumping to a station, both stations will form a transition bridge, which will equally spend energy on both sides, and will also make it possible to collect a tax from both stations at once (half of it), bringing benefits not only to the initiator station. Also, thanks to this, you can now unload your station from the load of constant huge consumption for the ship's jump, distributing the costs to both ends. If the bridge cannot be formed for some reason, its formation will be taken over by the initiator station, with full consumption and tax. The target station cannot open the passage personally
PvP is blocked in the 1st and 2nd sector (at least temporarily)
Added a drop filter to the settings (choice of items is provided)
Restoration
- New ship restoration system upon death - you can now choose the planet on which the restoration will be carried out if you have such saved (you need to select in the profile for the desired restoration location). The panel of objects where you are registered at the shipyard can be found in the profile, in the corresponding tab. In order to add an object for subsequent selection - you can use the spawn change item or buy the right from the planet's government. Basically, all players at the start only have slots for restoration depending on the alliance (personal slots can be purchased)
- Restoring a ship not in the sector where it died leads to a payment for the character transfer (or a decrease in reputation if you did not have enough money). In the case of stations, the tax will be relative to the station (or reset of the restoration choice if there are not enough credits). Disabled up to level 12
- Destruction and subsequent restoration of a ship is now not without consequences - the ship's hyper jump will be temporarily damaged and will work worse (has a longer timer if the restoration is made on a planet without a shipyard). Disabled up to level 12
- All planets that do not have the infrastructure of central worlds - no longer increase the speed of ship repair, due to the lack of normal shipyards (applies to the installation of restoration points on random, non-core planets)
Changes
Added more complex systems for farming in c1, for those who have too strong opponents in c2 but system in c1 were too weakBlue systems in c1 were moved to eliminate an extra system in jumps to the storage from spawn on the engine with a radius of 3
Now, upgrading Caanian devices requires twice as many circuitry, and for Xenoruits - xenocrystals in addition to circuits (x2 from the number of circuits)
Any modifications of stats through modularity have been changed in operation. Thanks to this, you can now not look at the sequence of inserted modules and always insert the desired module into the desired slot. (If you put the "repair" stat reduction in the last slot and bring the same stat "above" the maximum to take it into account - it did not allow you to insert any modules, since it simply did not reach the stat reduction, breaking off immediately)
It no longer shows "Planet is suitable for landing", now it says "uncolonized" on all that cannot be landed on
Living armor received a 0.25% plating repair for reducing static repair by 2. This did not affect small ships (T1), but increased the maximum regen for T2 by 12.5% and for T3 ships by 25%
The engine controller now also increases engine efficiency by 8%
The Horn lost its x1 multiplier to asteroids (x5->x4), since its damage type already increased damage to asteroids. Now all initial mining guns are equal
Any items that were in the asteroid field (sector 3) are now thrown out when the asteroids are completely depleted or when they are replaced instead of being removed
Blocking attacks on allies now includes canceling attacks on group members. Hunter targeting now also warns of an attack
Military now patrols the area around the planet to protect takeoff/landing if there is an intruder in the system
System fortresses and bosses no longer patrol the entire system, but only the inner part
To scale the rewards of c2 relative to c3, strong c2 systems have been reduced in difficulty (now for new players there is a smoother path of farming through systems, without jumping with 20 system strength in difference)
The old InNefile in strength was transferred to the new system in c3, for greater smoothness in the differences in Caan strength
Caanian territories have increased significantly in c3, and the strength of the systems has increased
It is no longer possible to cancel lots on which someone has placed a bet
Player storages are no longer infinite. Initially, the player has 20 slots, which he can buy with credits or in-game currency. Stackable items can infinitely increase in size without affecting the number of occupied slots
The price of selling goods to the store is now variable, each planet buys for a different price, depending on the amount of goods on the planet
The unique module for repairs from the vampire was changed for greater synergy with other modules
Trade now has a weight limit again. It is no longer possible to overload a ship after trading more than 50% higher than the maximum carry load
Upgrades of the carrier began to require modular components instead of the reputation of unknowns
Changed and added several early-mid game quests
Quests/achievements now support non-standard rewards. Feonic+ for one of the rewards has been changed to Feonic with +2 weight aspect upgrade
Anyone who has this "version" of the Feonic engine can contact the administration to replace it with simple engines to improve the weight by +2
Also, for some quests, you can now see the items given out before the start
A page of the game rules has been added to the wiki, for those who cannot read in the discord
Added a display of "loading" during authorization, for a better understanding that you really pressed the button and that you do not need to press it a couple more times
Significantly accelerated the authorization time
Portraits of characters are now visible in the station access panel
Fixes
Cannons with bullet reversal now correctly come from drones - there will no longer be an effect of "shooting from an enemy ship to its own drones". Self-attack has also been fixedFixed multiple bugs that caused crashes, incorrect results for actions, and visual defects
Fixed initial tutorial
Fixed minor errors in effect descriptions
Fixed a bug in the achievement with obtaining a status, which allowed it to be completed by reaching only one side
Fixed a bug related to the time of effects on the ship. Effects of different durations could sometimes incorrectly add their time, reducing the final result (most often associated with burning). Also, now all effects correctly end their time if they had it added (for example, the base time of the turbine is 20, and 2s were added - it will pass another 2 seconds instead of disappearing right at the end of first 20)
Fixed many errors inside quests and in other respects
Fixed an error leading to the use of equipped items when upgrading devices
Fixed saving of new stations and shops
The information panel no longer goes off the screen
No longer resets guns, droids and non-standard equipment systems when changing skills, if there is enough of everything
Visual appearance
Updated login and registration appearanceMade smoother fade for icons of new messages (less annoying)
The info panel now shows whether an item drops, and whether it is a quest item (excluding mission resources)
The quest item status is now shown visually on the item itself
Sorting by devices ready for use no longer includes quest items
Ships now use all their engines visually
Asteroids have received appearance variations
Stars have received an animation of their coronal area (you can see the area where it deals damage)
Black holes have received an animation of the area where it deals damage
Changes
The area phaser has become even more destructive. Now the entire wave deals half the damage to droids caught in the plasmaThe secondary effect of the parasite now disables droid repair. The only thing that can still work is the natural restoration of living droids. The repair platform has the ability to ignore repair block, thanks to its specialization
Instantaneous HP/energy bursts under parasites are halved. Includes any type of recovery from guns
Changed the description of the Swarmor effect to describe it more correctly
Dark Vault now breaks from the saved inventory with each death if equipped
Sentinel received 2% additional drone diversion (4% => 6%)
Core overloader received an increase in the rate of fire effect from 25% to 50%
Blocking devices through the gun effect no longer works through drones
The end of booster effects is now displayed in the experience and item log
Now you can see who wrote in private messages - the personal message icon blinks next to the player's nickname
Landing at the station when the peace is broken in the system is open again
Durability and ammo are no longer consumed in the arena (but the energy consumption of replicators is activated, for a more accurate check of your power and energy consumption in battle)
If there was an arena with modules turned off, then after the arena the modules will now automatically turn on
Now any modules that change not only repairs but also and durability - scale durability relative to the previous one, to remove any losses in credits for repairing missing durability
Modules for reducing repair now take into account the increase in repair for each slot at the gun for the lower limit (it was impossible to insert the 2nd module for -% repair in the LLLL gun with 110% repair)
Increased the values of repair reduction for all modules
Changed the system generator to avoid identical orbits of planets. The systems have been slightly reduced due to this
Warp spread from stations based on the BH has been reduced by 25%
Station blueprints no longer drop
You can now zoom in on the map on the phone
Device improvements:
1 recharge level: +2.5% => +5% energy consumption
1 energy consumption level: -5% => -10% energy consumption
The repair bay now repairs all available slots at once, but also consumes more energy
It is now possible to instantly put donors in the repair bay without going inside the station module inventory
Reworked the initial tutorial
Tutorial blanks are now relative to their objects (if the object has moved, the plate will also be moved)
The group of buttons with social actions can now be hidden/opened
Droid repair no longer spawns in one place for all types and sources of repair, but is summed up. Now repairs are much more visible and it is easier to monitor the condition of droids
Ore from asteroids now falls with position deviation
New
Added a new unique mob - DismantlerAccording to the theme, it is equipped with an aura that prohibits repairs and destroys the hull nearby
Added new access type for stations - free warp
Added a new booster to the donation store for non-PvP fans
All newcomers now receive protection from PvP for some time
Added a unique module for the Flare weapon
The owner is now notified of dropped items
Added the ability to write about an error or other problem directly in the client
Fixes
Fixed a bug where the vampire did not repair from dronesFixed a bug with the player's panel blinking when he is in the system and when he is not visible
Hunters no longer fly as far as the 3rd sector for victims
Fixed crash when jumping directly (with spread) by warp
Creating a station now loads the station for the player normally, without forcing him to re-enter the game to see it
Fixed a bug where droids did not reflect damage that hit them
Fixed a bug where using a reflector second time immediately after the first would reset the primary shield
Fixed incorrect timing of the reflector visual effect on resistance
Multiple minor bug fixes
Fixed a bug that caused a chance to summon even more hunters when attacking them
It is no longer possible to land on a station while being an outlaw or having broken the peace in the system and not being the owner of the station
Each aspect of devices cooldown now adds not 10% to repairs, but 15%
Failed delivery quests now immediately update the credit count
Broken station modules no longer work if there is power (if there was a broken hangar, it could be powered and the ship could be changed)
Station batteries can now store more than their maximum, but energy will go away with 1% of excess per second
Added two new hidden achievements
The number of achievements is now shown inside the window with them
To simplify the search for broken things - the button to repair the item no longer appears if the item is completely repaired.
A button for returning to login without re-entering the game has appeared in the settings
Shift now allows you to quickly put the system/navigation in a non-standard slot without moving the mouse
Phaser finishing off now counts as a kill with all the accompanying
Other fixes
Visual edits
Changed the appearance of ship modernization
Improved the visuals of the device panels
Added a long-missing sprite of the Xeno infiltrator
Added the ability to directly warp into the system, bypassing the "punched" paths of other warps. This method of jumping requires more energy, and also has a terrifying spread, which increases the further from the station you jump, as well as between sectors. Be careful - you will be thrown into a random point in the system, where you can die very quickly
Now you can set a block on a random attack on your own, in order to avoid missclicks with the subsequent departure of the military. Enabled by default
Recycling now shows the order time requirement in advance
Added a button for orders directly to recycling
Changed the price for recycling, now takes into account the result and not the raw materials
Any aggression towards hunters adds aggressor to the list of violators
Added the ability for testers to switch to the second server instantly without downloading the client
Quests can now be distinguished by importance thanks to their icon
Now you can see the countdown of quests until they appear in the completed ones
Fixed a bug where it was impossible to immediately take two quests after a cooldown of them (disappearing without taking)
Corrections to visual errors in quests (the ability to "accept" a completed quest, the "ability" to complete the initial one immediately)
Utility modules are now visible thanks to their symbol next to the size
TCU began to give 2% => 3% of the return for each utility drone
Added a new item - an energy cell. Allows you to instantly add some energy to the station
Added the option to buy "wholesale" in the donation store, which makes the purchase cheaper
Removed the restriction in PvP in Krinul and Ovdar due to the existence of hunters
Restriction for landing from "Outlaw" status now lasts only 3 minutes from any last incident (so you can hide or flee to transfer pirated goods)
Also, over time, hunters will stop waiting for the player when he is offline
Killing a hunter now resets his target (so he will not chase you anymore). Thus, successfully killing a series of hunters can get rid of the tail, or at least from weaker ones
Fixed several issues with their AI
Refining and mining
Asteroids with depleted asteroid fields now decrease in size lessRefine has been completely changed and redone (became more effective than before)
PvP
PvP and use of devices on players is disabled in Krinul and OvdarBounty hunters have been added:
If a bounty has been assigned to you or you have broken the law, you will not be able to enter any shipyard of the alliance, as you will not be allowed in
If a player shoots at a target, the target no longer stops sending signals for help after the first hit. Now every attacker will always be counted in the list of violators
QoL
Added visual for emergency return of dronesQuick activation of drones no longer shows critically damaged droids that cannot be equipped (with 0 durability)
Updated visual and visibility of device/droid/weapon cooldowns
Added auto-use of devices:
Devices are instantly activated after cooldown
To start the auto-switching cycle, the device must be turned on personally at the right moment
If it is impossible to turn on the device again (for example, lack of energy), the cycle will turn off, but auto-skipping will not stop - it can be reactivated by reactivating the effect
Auto-use only works with effects on yourself
Added the ability to change the key for movement
Fixes
Now shows whether the command was successfully executed when entering the player's nickname for ignoringFixed the inability to remove the ignore from the user
Fixed the error where cloak from any sources ignored while there is a primary effect that imposed it
Fixed a bug where it was possible to craft things without having a Fabricator
Fixed a bug with constant rollback of orders at the station when turning off / restarting the server
Fixed a bug with an increase in the number of wearable drones after their death (was caused by an instant double / triple kill of the same drone in 1 salvo from a cannon)
Fixed non-saving settings for camera speed, smooth movement, UI size on PC
Fixed many other bugs
Completed quests have been reversed in order
Now confirmation is required to follow links to avoid accidental clicks
Added buttons to test the sound when changing it
Made the ability to normally tax all station modules and configure them
Changed the method of taxation at the station - it is now universally the same on all modules and can be configured separately
The appearance of changing the minimum energy for work has also been changed
Significantly increased the capacity of asteroid fields, slightly reduced the regeneration speed
The maximum asteroids in c3 is now 600, not 500
Significantly reduced the consumption of asteroid depletion by the station
The number of asteroids in minerals and organics has been reduced by 15%
Players in the same system but not same location are no longer considered for accelerating mob regen
Fixed turning on the repair panel for items from the planet and updating the panel
Fixed the failure to save the camera speed
Fixed a crash when entering quests
UI edits
Protoshield resist increased from 20% to 30%
Energylith now gives 2 times more resistance (5% => 10%)
Updated description of droid-damage effect
Asteroids in c3 now have different numbers of asteroids
Auction 2 and 3 sectors are connected now
Modules that reduce CPU to the medium inclusive - became utility modules
Junk became lighter by an average of 30%
Stat editor visual updated (now you can see the maximum of stats)
Improved visuals of some space objects
Added viewing of completed quests
Added hyperlinks to social resources
Completely redesigned the processing (refine) method that was before. Now it is one (based on the old station-process), and not instantaneous. Based on the new mechanics of "orders", in which any processing process will go into production for some time. The power of catalysts now gives not only an increase in the resource, but also a decrease in the processing time
The use of hotkeys has been fixed, as well as old problems with the "shift" of numbers on guns or simply skipping numbers
Fixed the passivity of bots in the arena
Fixed the problem with the inability to take a ship from the station hangar when the minimum energy of module usage is above 0
Station operators no longer pay for warp passage
Minor changes
Multiloader and Overloader modules received 25 CPU in consumption
Added 2 new hidden achievements
Now the reasons for a mute or ban for a player are visible
Continued fixes for freezes
Final fix with gaining/losing speed
Any thermal explosion from smole now continues burning time depending on resin viscosity
Phaser blast now has the same chance to trigger as Aglu from bots, and they also do not try to use it if the player already has the Ignite effect
Protofield damage has become separate in appearance from direct pure energy damage
No longer transfers HP to energy after each shot at protoshields - damage now immediately influences the energy
Self-damage now also immediately shows all changes in hull
Protoshield no longer consumes 80% of energy for damage, but has a resistance of 20% (so that together with additions to resistance will give more protection in result)
Energylith now gives 5% resistance to protoshields
Deflector received 2s duration
Reinforced plating received 1 absolute armor
Absolute armor now requires energy to operate (0.5 energy for 1 damage)
Monitor branch of medramills lost some of their shields, but now they have more innate energy generation
Ironclads received 15% anti-corrosion armor
Added a portal cut with a tax through part of the 3rd sector where only battleships and cruisers fly
Added a setting for camera speed
Monitors/ironclads of some factions did not have a list of drops/equipment - fixed
Fixed a bug preventing merchants from reselling items in stores to replenish supply stores
Attempts to remove a strong server lag every few minutes
Fixed a bug causing incorrect ship speed when using some devices
Fixed incorrect display of ammo prices
Drone repair in info panel are no longer shown at full HP
Visual fixes
Rebalances:
When transferring credits by the bank between sectors - the tax is doubledAll factions received ironclads, both military and patrol
Some devices of the Caans and Xenoruites have undergone changes of requirements
The scout and heavy fighter have been redesigned to better match their roles:
Specifically, the scout has lost armor and some shields and has been reduced in cost by 50k
A new type of portal has been added that charges a fee for passage. Most of them have been added to 1 sector to shorten the path
Ammunition: Price and weight have been redesigned. In general - a significant reduction in size and cost
NRL: -10 maximum damage
Reflection now has a maximum of 500 capacity. Each new reflection adds the same number to the existing one. If the reflector has reflected all of its potential for reflection, it goes into an inactive phase in which it only provides resistance. Also, thanks to this, mobs will not have a permanent reflector - as soon as 500 damage is reflected, they go into an inactive phase (in which they do not turn on the active one)
Also, the error that the reflector included the shield in the reflection calculation was fixed, due to which it reflected less on shield ships, and better on ships without shields
3 Sector:
Decreased by 30% on averageReduced the frequency of binary systems
Asteroids no longer appear outside the system
Reworked the method of generating bots inside
Completely reworked the number and quality of mobs in all systems
Expanded the ban zones on spawning asteroids in c3 to match new realities
Added new systems for main factions
Added portals-links in c3 to simplify and speed up movement for a fee
Regen from players are now counted as it has 1 less in system in s3, also timer to activate is 5 (standart - 3)
Cosmetics:
Changed the appearance of the engine ring and improved the quality of the attack radiusUpdated selection
Updated exhaust activation on ship
Some actions on planets are now visible directly on the map (for example, an auction)
Improved tiling quality for durability/health/energy
Also, wear is now visible in different colors
Miscellaneous:
Drones can now be repaired separately in the info panel next to their HP barReduced the ship's "reaction" time to the fact that it could not land on a moving object
Now you can't land even on your station if the system was neutral and you attacked a patrol
Added a minimum energy option for the station hangar
Reduced the size of the game by 10 MB
Fixes:
Corrected the description of the Hidden Storage - adds not 150 but 200 cargoRemoved the problem when any possible errors with devices led to the knocking down of their hotkeys
Removed the constant removal of the last device or drone upon entry
Multiple fixes
Thermal damage now has a separate damage color
Fixed a bug where the initial explosion of smole on a ship dealt half the damage
The map now shows the true strength of the system (without taking into account the size of the system) and the approximate size of the system
The color of the vortex systems can now be distinguished from the supreme council
Verdan was captured by the vortex
Bot regeneration speed now takes into account any players
Clan fixes
Also, taking credits from the clan is now possible, changing the entry price and changing messages for recruits too
The cost of creating a clan has been increased to 1M
The clan viewing window for entering has been completed
Clan-related changes
A display of actions with the auction has been made - now it shows any actions with your lots at the auction (purchased, outbid, ended, etc.)
Changing keys on active devices now immediately changes their letter in quick interaction
Fixed a bug where reactive armor reduced all kinetic damage
Fixed a bug where crystal plates gave energy for any damage
Added clans (many features not ready yet)
New options added to settings
Added ability to change hotkeys
Phaser shot now also applies ignition to the ship
Reflector can no longer be activated under effect protection (energon)
Energy costs for activating drones by carrier increased from 50% to 85%, and by supercarrier from 40% to 70%
Brigs in general received 2% shield and 2 armor
Carrier lost 2 energy generation, supercarrier 3
Bots no longer take off with devices on cooldown
Modular drop in c3 is now 5% more (the overall chance decreased, but given the more frequent drop of guns - the total number of modularity increased)
Drop of cheap items significantly reduced
Drop of expensive items significantly increased
Drop of devices (as part of the total) decreased, which led to a jump in the drop of guns
Increased active wear consumption of station modules during their operation
Slightly increased damage in space for stations
Station modules are now repaired not to 95%, but to 99.8%
Improved ship quality
Minor changes and edits
The next update will address issues with locations in c3, system sizes, movement speed, refine and quests (especially on start)
Transfer of credits within the system is now tax-free
Collection of taxes from the station is now common for all modules - in the settings (Collection that was at the warp - removed)
Added sprites for boosters
Now shows if the skills required for the ship/engine were removed while editing them
Added sorting of modules in the window for their creation
The last dropped items now have a lower chance of dropping again
The principle of operation of modules for reducing the required skills has been reworked - they are no longer limited by the gun itself, but now depend on the installation sequence (if the gun requires 4 kinetics, then the module for -6 will remove the requirement to 0)
Added a module for reducing the repair requirement
Enhanced modules that reduce requirements
Polarizer now increases from the current armor, not from the base
Fixed a bug where the polarizer on the abs. armor did not give it
Fixed a bug with stacking the time of effects
Fixed incorrect display of effects (Freezing appeared visually when the ship was burning)
Added interaction of smole with a phaser - any hits on the ship with ignition detonate the smole, causing damage of the environment. Or detonating the smole with a direct phaser / wave (backlash reaction)
Pure metals given out in quests (iron, titanium) are now penalized by 1.5x more
The chance of modularity in c2 is reduced by 30%
Shortened time for authorization load
A lot of small fixes
Fixed incorrect visibility of stats for upgraded devices (reducing the cd increased the cost/size - this was not visible). Also, thanks to this, it now correctly displays energy consumption in active slots
Group repair is now limited to 5 players maximum
Group repair itself has become 3 times stronger, and now literally strengthens the system as many times as there are people
Group repair has been weakened in 1 sector by 2 times
Military no longer takes off from random planets
Activation items no longer drop from players
10% of dropped loot now disappears
The chance of cheap items to drop has been significantly reduced
The chance of more expensive items has been increased
The guarantee now does not disappear completely, but depends on the value of the dropped item
The chance of a t1 pirate drone has been reduced from 25% to 10% of the original
The chance of batteries has been reduced by 25%
The chance of Gun from pirates has been reduced from 20% to 15% of the original
The chance of DroidDestroyer has been increased from 30% to 50% of the original
T2 ships in the 1 sector can no longer be obtained/taken in any way
Portal to s1 from c2 is now open to all who can pass
Achievement for exploring sector 3 has been fixed
The Vortex Infiltrator has lost its jump drive
Bots with a jump drive no longer use it directly, but to the last point where the player was
Visibility of chat tabs that are disabled has been fixed
Stations can no longer be placed in c1
Phaser no longer triggers military by blowing up buildings on planets
Boss fixes:
Effects were always removed from bosses, although they should have been removed with a 33% chance
Self-attack correctly made some guns hit itself, but the boss forgot about the presence of all the others
Aglu can now be stacked on bosses, covering more and more guns
Fixed the error of increasing speed after each activation of silent mode of Core Overrider
Status is now correctly awarded for destroying vortex ships in new systems
Many minor fixes
Increased resource drop from all main-faction ships by 30% (and also fixed incorrect drops of some ships)
Added many weak caan and vortex systems to c2. Also, the vortex has civilian ships now
Bots now spawn not from one planet, but from random possible ones
Now shows if there is not enough currency to buy many items
Ship capacity is now taken into account even when taking from storage and stations (maximum for taking)
Additional information about the item now works on copies of the info panel ('?' icon)
The effect of the Production Complex has been increased by 1.5x in terms of ore collection efficiency. Now the approximate reduction in consumption is ~10%
Radar resolution has been increased by 2 times
The quest for xenocrystals in c1 has been made even cheaper
The quest for 3000 cargo hold can now be taken even if there is no space, because it is located above the storage
Now the latest quests are shown first in the quest list
Removed the error where bots could install twice as many guns and drones than the ship allows if they are given them
Fixed the incorrect display of the plate with disabling/enabling auto-selection for Harvester
Fixed some modules that could not work due to a strong decrease in max. damage
Visual edits
Fixed mob passivity in the arena
Added support for Simplified Chinese
The purchase maximum is now also tied to the amount of credits and the maximum space in the ship
Re-entering the game while in an asteroid field in c3 no longer throws you out of it. But if the asteroid field is no longer there (after a long absence), the ship will be thrown into space to the borders of the system, which makes escape much easier
Droids are no longer destroyed forever after a fatal hit. They are completely broken after such hit while remaining with you
Medramill battlecruiser now has more energy generation and slightly fewer shields
Named or unique bots are no longer accelerated by group regen
Bot regen in groups of up to 6 people has been accelerated
Visual fixes
Deflector lost doubling of reflection when used by the player
Fixed impossibility of creating passwords consisting of pure Cyrillic
Fixed boldness of Cyrillic font on misses
Updated sprite of the pirate battleship
Donation shop can now be viewed from the very beginning of the game
Added support for moderation in the chat directly
Afterburners became a hybrid navigation
Stats for devices received their own features:
Energy: -1.5% energy consumption of devices and droids per stat
Cybernetics: 20cp for each stat
Mechanics: -1% to the chance of breakdowns (to damage, if the chance is 100%)
Biochemistry: every 3 levels gives 1 repair (had features before)
Character icons are now correctly shown both at the auction and at the login screen
Fixed errors with the visual effects of weapons
Fixed problems with the repair bay
Fixed the collection of items by the quest more than necessary
Other fixes
Quests for keys now require fewer xenocrystals (half)
Main quest that requires to destroy a cruiser now needs a frigate
Recycling quests no longer require a Caan engineer - they can be done immediately upon arrival in s2
Pirate quests have been reworked with the conditions of the new system layout
Mining boosters have been reduced in price by 30%
The price of skill resets in the donation store has changed from 10=>1 to 4=>3
The refinery in Holin has become twice as close to the jump
Fixed the display of errors during a crash/disconnection to the client
At the start, the character now has 5 reset points
Skill reset - now also gives reset points (the same amount as accumulated over levels)
The total drop of xenocrystals has been raised (maximum drop) by 10%
Xenocrystal drops have been changed (fractions = chance to obtain 1):
Industrial 0.5 => 0.3
Transport 0.5 => 0.65
Interceptor 0.5 => 0.7
Frigate 1.15 => 2.65
Heavy interceptor 1.35 => 2.1
Cruiser 1.4 => 3.33
Battleship 3.1 => 4.35
Brig 2.35 => 5.08
Localized and fixed some UI elements of stations
Changed the priority of repairing modules in the station (the most broken ones are repaired, starting with durability and not the structure)
Slightly reduced damage to stations
Station storage is now available as a button, bypassing the entry into the station UI (if you have the rights to put / take)
The visaul size of asteroids is now not so much reduced at small values
The size of systems now takes into account space objects such as portals or storages
The very edge of the outer c2 sector has now become even stronger - you can find suitable locations for farming there
Slightly sped up loading into the game after entering
Added a hive in c1 for resetting skills
Reduction of reflection by energylith has been increased from 30% to 35%
Upon registration - your account is now immediately saved and enters the game
Fixed a bug with a drone after an auction that could not be used
Fixed a bug when canceled quests still counted their "completion", and therefore quests with delivery removed resources even after cancelling them
Fixed color discrepancy with reality for improved devices (green 110% repair, green 120% size)
The HP threshold for ships to take off from the number of players now grows not from 2.5% per player, but by 5%
Acceleration of mob respawn from players in a group was slowed down by ~30% to 1-5 players, and increased by 25% for 6-10 players
Acceleration of respawn now does not work instantly, but after 3 minutes from the player's entry. To avoid situations where a passing player could contribute to the destruction of another
Ships taking off from planets no longer "neutral" for 5 seconds, but 2 (adaptive bots have no delay at all)
The chat window has been expanded, and now there are two rows of chats if there are too many of them (especially convenient with a hidden local list)
Chat tabs no longer close if you select the language again in the login
Chat tabs now load the entire chat if they are selected (and not just the system language)
Localization changes
Drone regeneration (numbers) on planet is no longer visible
System messages have been localized and doubled to logs
In quests where you need to hand over resources (buy/find yourself) it now clearly says "Give"
The background of stations is now preserved
In the initial quests it now shows the asteroid-belt and the second planet to the player with an arrow so that he can see where to fly
Changes in sector 2:
Gulduc core systems have been moved to the location of storage
Portal from sector 1 now leads to Krinul
Verdan, which had a portal from s1, has now become as strong as Krinul
Krinul has become stronger than In'Nephile
Many systems have been added to the center of the sector and their density has been increased
The strength of the bots now diverges in rings from the center: the farther away, the stronger they become (there are no more frigates in the very center)
The main factions have founded new colonies near their centers
A new Xeno system has been opened - its strength is slightly lower than Gamyt
Jager has been reduced in size
Removed the bane of all newcomers - pirate/xeno frigates killing everyone and everything on the way to their home systems
Tractor beam is now visible to everyone and not to the owner only
Fixed bot regeneration
Removed "partial teleportation" when passing through a portal without energy
Removed double visual-removal of bonuses
Fixed crash when writing in personal trade
Fixed crash when opening leaderboards
Added a new module for Quantum emitter
Removed an error when the quest took quest items as needed for take out from personally purchased
Now newcomers are given 1k credits at the beginning
Added a new quest for the beginning of the game in which you can transport goods
Now 1 reset point is given every 2 levels
If the missile defense did not manage to shoot down the missiles with all shots, it will not go to the full CD
Corrected the display and localization of languages during login / registration
Bots are now correctly accelerated in repair when there are 2 or more players in the location
Planetary repair of players up to level 5 is accelerated
Asteroid size in s1 was reduced by 40%
Chats are now divided into languages correctly (you can turn on and off individual ones)
More smaller fixes
Fixed "random" start of device rollback for players that did not allow activating devices again
Added division of chat into languages - you can change it directly in the game in the chat settings
For easier passage to the Holin for processing, the battleship and cruiser were replaced by each other by military rank
Removed the problem with implicit disconnection of the client during registration
Removed the problem with a visually "loaded" account when disconnecting from the login
Correctly updates the number of bonuses after transactions (without need to restart client)
Now correctly shows when the quest needed for the quest is done
Improved interaction with the auction and creation of lots
The quest for xenocrystals in c1 has been changed
In the future, the problem with the "vacuum" between 6-8 and 12 levels will be addressed, as well as the problem with the difference in strength when moving from c1 to c2
Minimum Setup
- OS: Ubuntu 12.04
- Processor: Any Dual-coreMemory: 1 MB RAM
- Memory: 1 MB RAM
- Graphics: GT210 / Radeon HD 3300 with 512Mb VRam
- Storage: 175 MB available space
Recommended Setup
- OS: Ubuntu 12.04
- Processor: Any 4+ coreMemory: 2 MB RAM
- Graphics: Radeon R5 230 / GT440 with 1GB VRamNetwork: Broadband Internet connection
- Storage: 200 MB available space
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