Space Clouds

Bonus Event 6/14/19

Hello my fellow Sonatians!

This weekend we plan on doing another mod increase and aug drop increase. As an added bonus we’ve bumped up our rates past where we would normally have them for the downtime everyone has been experiencing.

Enjoy the 50% increase to aug drops and modded gear drops from DGs and bosses

Happy Hunting!

Bonus Event 5/31

Hello again!
This weekend we plan on doing something a little different. This event will be more PvP orientated then our previous events.  We will be doing a 50% increase to Tractor Power, a 25% increase to XP, and doubling durability damage.
Enjoy your weekend!

Bonus Event 5/17/19

Hello Sonatians! We are happy to announce our first Mid-Month Bonus weekend. We will be having a 25% increase to modded boss drops and aug drops, with a 50% mod drop increase to DG loot.

Enjoy your runs and dungeons this weekend!

Server/Client Patch 05.15.2019

== Typos ==
* Fixed a wording from Barg to Barf in mission description.

== Cosmetic ==
* Gave the t23 pax ships correct visuals

== Quality of Life ==
* Added name color highlights for squad, team, and enemies
* Increased debris visual size

== Bug Fixes ==
* Fixed Cybernetic Bart’s main torpedo weapons.
* Fixed thorax projectile sizing
* Fixed flight controller not affecting fighters.
* Fixed a bug allowing item generator to go above their limit
** Item generator should now generate items more smoothly instead of generating in bunch every few seconds.
** Item generator now remove any item they generate above their limit*2 to prevent extreme cases of hoarding/bug
* Fixed a crash on client when 2 many effects needed to be loaded.

== Content ==
* Marked Auric Sector as no PvP
* The Capital Vortex Laser (tech 9) will now properly drop from DGs.
* Added oly fighter super items
* Added some of the stella zone super items
+ Added Comet- prefix to all comet names.
* Corrupted Missile now takes 1 space instead of 0 space.
* Corrupted Punch tweak is now Tech 22.
* Changed tardis extension bp from t20 to t14 to match tech of the extension

== Balance ==
* +DPS and +Damage effects will act as +HPS and +Healing effects when healing

5/3/19 Bonus Event!

With the successful re-launch of Bonus events that happened in April, I’m happy to announce our next event! There will be a 2x Global XP Multiplier, a 25% boost to comet drops, and 25% decrease in durability lost during death!

This event will stay live from 5/3/19 to the morning of 5/6/19!

Hope Everyone’s had a good reset and enjoy the weekend!

Server/Client Patch 04.27.2019

== Typos ==
* Fixed various token name typos.
* Slightly improved descriptions of weapons with weapon effects.
* The scientists at Red Photon have finally mastered the art of artificially-induced stellar fusion through the fixing of their Artificial Star’s name typo.
* An Earthforce journalist embedded in the Blue Photon Manufacturing Corporation has made a recent exposure story on the Blue Photon brand of transdimensional warping devices, revealing their research to be based on xeno artifacts from illegal pirate excavations in the Outer Rim. In light of this news, their name is no longer credited as the original designers on the transwarp devices used in Kalthi Depths, and any typos found in the descriptions of these transwarp devices and their blueprints have been removed.
* Many, many typo fixes for Engineer class missions.

== Cosmetic ==
* The Aveksaka Rahnti fighters in Uparaksana Tra (during the Blue Photon fighter mission chain) have been renamed from Praheti to Rahnti.
* The Aveksaka Invasion Leader in LACS S2525 (Tango Outpost in Subspace Catur chain) has been given an Aveksaka name instead of a random non-Aveksaka name.
* Added a comma to the inventory cargo space number
* Adjusted the descriptions of Dark Curse’s drops.
* Gaia kits look different now.

== Quality of Life ==
+ The Lyceum has fixed up its record database, as a result affiliation skills can be properly obtained in Lyceum Wormhole Research when you attempt to begin the Subspace Ekam petal mission chain for Earthforce.
+ Subspace boss entrances are now marked as Special Galaxies on the Universe map.
* All encounters that previously dropped Unstable Shard Dusts now drop Shard Dusts. The Neurobound tag was also removed, meaning you can trade them or place them in your TSL.
* Elemental Shards (Swift, Fire, Storm, Strife, Lightning) were converted to Commodity items, meaning you can now put them into your TSL and trade them between alternate characters on the same account.
* All Unstable Shard Dusts were converted to Shard Dusts.
* All Shard Tokens were converted to Shard Dusts.
* Converted the turn in missions for Earthforce, Blue Outpost, Tortuga, Paxius, Infernal Tempest, Strontium-90, Subspace, and Arena Lobby rewards to the Alternative Currency system. These rewards are purchasable from the AI stations the missions were available at.
* Added Station Repair Kits to the Shadow AI station.
* Converted the Station Gear turn-in missions to reward tokens instead of their former rewards. Tokens are turned in for a choice of reward in The Junkyard. Dungeons that dropped these rewards directly will instead drop these tokens.
* Converted the Shard Dust turn in and Neurobound item mission to the Alternative Currency system. The tractor beam turn ins were not converted as the missions describe the tractors.
* Changed the Weapons 20, Tractoring 20 and Equipment 20 commodities to have a 150 hour half life.

== Bug Fixes ==
+ The Twisted Anchors in Prejudice are no longer visible. Anchors are meant to be hidden planets that the moving AI stations are attached to.
+ Added a repeatable mission to acquire the Space Blue Alpha Fighter Blueprint
* The AI drones in Mechanical Hound are now permanent drones
* The Aveksaka ambushers in LACS S1864 will no longer attempt to attack the Terran ship wreckage and will instead target any players they find.
* Sniper Analyzer now requires Sniper Class 3 to use.
* The first, and stronger, Side Effect on Transference Facilitator Beam’s no longer affect bases or drones. This was a bug.
* Fighterbays that grant bonus stats to launched fighters now list this information in their stats.
* Captain Kidd now has significantly reduced shield bank, his increased shield bank was the result of a bug fix.

== Content ==
+ Removed Primal blueprints/ships from drop tables, Zaphragi Research Diploma’s drop instead. These are used to directly buy blueprints/items. Changed all Serengeti related turn in missions to Alternative Currency using Zaphragi Research Diploma’s.
+ Added BFD 9000 Prototypes for sale in Perpetual Motion after completion of the BFD 9000 prototype mission.
+ Paxian Stronghold now has multiple items available for purchase with Kalthi Depths Wreckage and Kalthi Manufacturing Parts, these purchases require missions to unlock them. The Paxians there are also sporting a new look.
+ Prejudice is no longer off of Paxian Stronghold, it now shows up in Danger Factor 425 (Within 5 jumps of Paxian Stronghold).
+ Kalthi (Armored/Wrathful) Commander’s/Destroyer’s/Terminator’s no longer have aura’s that reduce enemies range when they are beyond 2000 distance.
+ Corrupted Cyborg’s have new drops.
+ Added a secret boss that spawns if you kill random zebucarts in high DF EF layer and anywhere in Perilous Space.
+ Removed common items from many Special Galaxies AI stations. This will make their special items more visible. Sol, Paxius, and Nexus galaxies were unchanged.
+ Added Olympus Pretender Fighter missions to Staff Quarters.
+ Tech 20 items are buildable in EarthForce Space
+ Most Tech 20 bosses and skills are now accessible in Earthforce Space.
+ Added more galaxy names for next universe
+ Added trade in missions for Twisted Striker’s fighter generator and Twisted Striker Fighter Bay in Prejudice
+ Added blueprints for Industrial Commodity produced Base Gear, Base Augmenters and Station Kits. These blueprint packs are for sale in the space station Parthenon, in the galaxy The Acropolis.
* If the target of a Kalthi AI’s missile is no longer valid, the missile seeks another target.
* All variants of the Kalthi Commander AI have had their weapons changed to do less up front damage, while having more splash range.
* Armored/Wrathful Commanders, Destroyers and Terminator’s now have significantly less shield bank.
* Lunarians and Selenites do significantly less damage.
* Kalthi Destroyer’s now have a delay before their super item starts to do damage.
* Reduced the upfront damage output of Kalthi Destroyer’s
* Kalthi Melting and Nuclear missiles now shoot a Kalthi Fire beam for their entire duration. This should make it more obvious who the missile is targeting.
* Reduced the amount of Kalthi Commander’s players are required to kill for Strontium mission from 30 to 10, and the Kalthi Terminator’s/Kalthi Destroyers from 15 to 5.
* Death Obliterator Dragon Eye minions have substantially less shield regeneration.
* Increased Emperor Shaddam Kilrathi’s rate of fire, lowered its damage and reduced the severity of the on hit effect.
* Reduced the Critical Hit Strength of all Selenite’s.
* Updated the build path for Twisted Bubble and Twisted Galactic Bubble to match other Twisted Drone upgrade paths
* Twisted Galactic Bubble Drone Blueprint – Adamanturized Shield Module x1 requirement corrected to: Adamantium Shield Module x1
* Added some new, rare, Solarian drops
* Blueprints will automatically have their tech level increased if one of their products is of a higher tech level than the blueprint.
* All Ice Sludge’s are now non fertile.
* Reduced Urchin Credit drops to 50 million each.

== Balance ==
+ Fixed an issue with DF500 Kalthi Depths roamers spawning in unintended galaxies. This should mean that there will always be the appropriate amount of roaming high end mobs.
* Adjusted the roaming Nightfury’s turning to match previous turning rate.
* All heat MagCannons and PulseGuns now inflict fire damage
* Improved the description of parasite damage on weapons
* Removed a bunch of aug stats that were on some MagCannons and PulseGuns.
* Adjusted the cost formula for MagCannons and PukseGuns, making high tech ones in particular much more expensive and thus more worthwhile to scrap.
* Rebalance of all PulseGuns and MagCannons. Weapon ranges, parasite damage, self-damage, projectile speed and tracking have all been brought under new, more robust balance formulas. Many higher tech ones gained bullet speed and tracking. Many MagCannons gained extra range. Bursts converted to PulseGuns. “Normal” PulseGuns and MagCannons gained approximately 35% extra DPS. Some, like Venusian Jackhammer, are slightly weaker. Standardized and balanced the various weapon impact effects and categorized all MagCannons and PulseGuns with impact effects into the new types. Standardized and balanced the various mass properties and styles of projectiles with momentum impact effects
* All Missile Launchers gain the same % buffs to missiles according to their rarity, regardless of tech. Every Uncommon and above launcher under Tech 22 has subsequently been buffed.
* Added damage back to fighters from Flight controller skill, but not when launched from bots.
* Buffed Vaziayu Alien Nest Drone on the Vaziayu
* Buffed Commander Armada on the Kalthi Commander
* Fighters now have a DPS tag, this is the amount of damage you can expect a fighter to do before it gets any external bonuses (If it is firing at the target 100% of the time).
* Fighters have rarities now. These Rarities determine how many slots they take. Fighters have significantly improved defenses across the board, making them noticeably more resilient. All Fighters now last for 60 seconds, and take significantly less electricity. Fighters themselves are now visually smaller (and in the future they will not display a nameplate). Fighters also take up hull space, but the Fighter Generators take only 10 hull space. Most fighters are no longer neurobound or ship bound, and can be freely transferred.
* Fighters receive 50% of their launchers bonuses from skills instead of 10%.
* Updated skill descriptions for Flight Controller and Advanced Flight controller. Flight Controller now grants player launched fighters 15% Damage per rank. Advanced Flight Controller no longer has +Evasion, instead Evasion is an aura gained from a deployed fighter. (For now, Death of First Born’s have this aura). Fighters with aura’s are offensively weaker than fighters without aura’s. Your bots will no longer benefit from the Flight Controller Sub Skill.
* Drastically changed Fighter bays. Fighter Bays have rarities now. These Rarities determine how many fighters can be controlled/how strong the bonuses are on the fighter bay. They also determine how much time elapses between each fighter launch. No matter the tech level, Common Freighter bays have 4 slots and Common Capital bays have 9 slots. These slot values can be modified by the rarity of the launcher. All fighter bay’s of Uncommon rarity and above have special stats available to them.
* Multiple fighters have Fighter Only Aura’s on them, they state so in their description. These fighters are: Qokuji’qii, Death of First Born Fighter, Space Blue Delta Fighter, Cerberus Fighter, Paxian Peacemaker Fighter, Border Collie Light Fighter.
* Stormcloud Fighters no longer deploy 3 separate mini fighters.
* Mini Vulcanite Fighters no longer deploy Micro Vulcanite Fighters.
* Missiles and player Fighters are totally immune to transference damage.
* All MIRVs were doing more damage than they should have been doing, this has been fixed by reducing the missile counts from 6/7/7 for Small/Medium/Large MIRVs to 3/4/5.
* Added Warp Wake to all sub T20 Aveksaka drones.
* Var Bhisaj Ekam, Dve, Tra and Katur drones now have significantly more shield regeneration.
* Samgrahaka Akramavar’s are now Exotic, and as such have ~7% more DPS. Range was reduced by 5% due to an oversight that gave them a bit more range than they should have had.
* Samgrahaka Bhivajvar’s are now Exotic. Due to a previous mistake, they were marked Rare but had the DPS of an Uncommon drone. This should result in a ~16% buff to their healing.
* Twisted Extensive Charge Drone’s now have double the range.
* Lowered Mythic Defender’s range by 50%. They had far more HPS than they should have had for their range.
* Mad Kidd and Hybrid Kidd drones now more consistently do the DPS they’re supposed to do. Their DPS was not touched, but the projectiles they used were changed.
* Increased the Radiation Soak of Armada Kidd Drones, removed other soaks.
* Reduced range, increased damage, and lowered the energy on the TBFD 9000 drone. They also take 2000 electricity per second to charge instead of 6000, though they still take 120k electricity in order to be deployed. These drones are significantly more powerful.
* Captain Bling Drone made Uncommon, and Damage reduced by 54%. The drone had more damage than was intended for the range that it has.
* Heavy Kidd Drone made Uncommon, and healing reduced by 8%.
* Drone Controllers will now give the full benefit of the augmenter they are patterned after, rather than half
* Electrified Defense Matrix now has a 10 minute cooldown instead of a 5 minute cooldown.
* Removed Rate of Fire augmod from Twisted Rage Resurgence.

Weapon Adjustments

The balance sheet containing pulse guns and mag cannons has undergone a significant revamp and upgrade to bring it into the newest format that we are using for balance sheets.  A lot of DPS values, sizes, and ranges for these weapons will have slightly different numbers as a result of simplified and refined formulas and new look up tables. All the new values can be found on the test server, and here I want to point out some of the bigger changes.  So far, these changes are only to pulse guns and mag cannons, but the general ideas will be applied to other weapon types in the future.

Under the previous version of the balance sheet, range gave a lot of size to the weapons and there were some weird interactions possible.  The range and size classifications have been simplified, but the main effect is that very long range weapons aren’t necessarily so big and very short range weapons aren’t necessarily so small.  Some short range weapons, like Venusian Jackhammer, were taking advantage of a quirk of the previous formulas to gain more power than they should. Such weapons will be a little bit weaker, while more normal weapons with normal ranges, like Solarian Pulse Gun has gained significant power so there isn’t as much of a DPS gap between short range and normal range weapons.

The parasite damage was previously very erratic and hard to account for.  There is a new parameter that weapons can have that specify an exact percentage of damage that should be inflicted via the parasite versus upfront and new balance formulas to balance parasite weapons.  Some that were previously very powerful by accident, like Kalthi Fiery Pulse, are slightly weaker than previously, while most weapons that inflict parasites are much stronger. All fire weapons in this sheet will now inflict fire parasites, including the fire burst.

Bursts, which were originally Sebastapols, and then mag cannons, are now going to be pulse guns, since that fits their niche a lot better.  Their tracking has been reduced to where their bullets will converge at the edge of their range if a player has no tracking augs or skills, but they will now inherit the velocity of the ship firing them.  The power bonus from self-damage has been reduced significantly, but Bursts, probably being the most important pulse gun/mag cannon, have had their DPS help constant, while on average, all other weapons in this sheet got about a 35% increase in DPS to close the gap.

Augmenter stats on weapons used to just make the weapon do less DPS.  For example, if a weapon had a +10% damage stat on it, then that weapon would do 10% less DPS to compensate.  This lead to weapons as stat-sticks and people just equipping weapons that they would never use. Going forward, weapons with aug stats on them won’t lose DPS because of it.  Instead they will gain in size. In addition, several new aug stats were added to the sheet to potentially be used on weapons, including “weapon slot” for theoretically externally mounted weapons.

Projectile movement and tracking has been standardized into several categories now instead of just whatever random numbers were typed in before.  The main effect that you’ll see is much higher speed on high level weapons as well as generally higher tracking. Weapons with low speeds or tracking will now get a power bonus to compensate.

Lastly, all of the “+” and “Micro”, “Oversized”, “Gigantic”, etc weapons have been removed from the balance sheet and replaced with options for the code to generate those variants.  This will result in slightly different stats, but a leaner and more maintainable balance sheet. There is now the option to easily add “+2″, “+3″, etc gear which might start showing up as very rare drops.

Wild Wild Space

Wild Space is about to get a whole lot more wild! In addition to the primitive and easily dispatched mini-bases that inhabit Wild Space during a fresh universe, some of the richest parts of Wild Space will need to be taken by force.

Starting next universe, AI Empires will inhabit Wild Space. While in this first iteration, they are merely (very pretty) obstacles, they are in truth the beginning of a new dynamic sweeping through Wild Space.
Prepare for the opportunity for an opportunity to smash into an AI controlled team that follows all the rules of a normal player team, but doesn’t hold a grudge!

They will expand, attack, trade, and offer unique rewards for both killing their assets and leaving them alone. Their assets, barring a few minor quality of life changes (such as killed bases disappearing instantly), follow all the same rules that player bases do: Irradiate them and see what goodies they hold (though be aware that currently these goodies are purely visual goodies that are in-line with existing gear)!

Current Features

AI Empires! 4 unique factions with visually distinct themes, ripe for the killing.
Each AI Empire follows the same rules as normal teams: Declare war and start the attack!

Moonfighter Empire Corrupted Cyborg Empire

Planned Features

On the offensive: AI Empires will attack galaxies they consider valuable with massive assault ships. Put your defenses to the test.
Better be prepared for what lies beneath: The “civilized” AI empires are quite predictable, but new fledgling (“Termite”) empires might just decide that the ill-defended galaxy in your team’s territory might make for a great new Headquarters.
Good Neighbours: Certain AI Empires may buy and sell rare items, attract rare AI not usually seen in Wild Space and might even be diplomacized into attacking mutual foes. Good relations can lead to good things!

Likely Questions and Answers

“Wild Space is already pretty crowded, won’t it be worse now?” – Wild Space will be quite a bit bigger! The AI Empires will take roughly 40 galaxies, Wild Space will however have far more than 40 extra galaxies available.

“Can you kill off an empire completely?” – Yes! No invincibility shenanigans. They’ll be dead. And I will only be a little bit sad about it.

“When are the new features coming?” – Offensive empire capabilities are likely coming mid-uni. Termite Empires shortly afterwards.

New Universe April 27

On April 27, the universe will implode and a new amazing and wonderful universe will be reborn from the ashes.  The size of Wild Space will be increased, but there will be new established civilizations there, guarding some of the best galaxies.  Take care, because some of them will be aggressive!

Upcoming Bonus Events

With the return of monthly bonus weekends, we’re also announcing a change to the frequency of them! Bonus weekends will now happen twice a month and last from Friday to Sunday! Announcements will be made on Wednesdays before the events to give everyone fair warning on what to plan for the weekends.

To start, this weekend’s bonus event will be doubled augmenter drop rates and a 50% increase in dropped item mod chances!