Space Clouds

Weekly Dev Blog – 12th October


Halloween Event

Starting on the 15th of October and ending on the 5th of November, the Halloween event will begin! Plaguespace rifts will open around the universe, spawning an endless stream of undead space rats, special missions will appear in Graveyard and special ubers like the Undead Narwhal will appear in Perilous Space! You’ll be able to find special Halloween loot on just about any AI, including DG AI!


Pixel been working on Twisted zone some more and has removed all neuro-keys from the dungeons and instead just need to kill the boss(s) to unlock the wormhole. The back tracking from the main boss zone is still an issue until Pixel can figure out how to make a dual lockout system work in the way players want.

To also mention Prejudice has been altered to make it more player friendly with more AI stations situated in the center with the middle holding the kill boss missions while the three outta stations contain exchange missions related to their dungeon branches.

While tinkering with making more AI be more better wild bots for Fleet Commanders the weapon color was changed from generic titan pulse+ color to yellow variant on the Unforgone.



Ryan is working on getting the beta for the new class skill system live. He also got a fix in for high update super items on AI, so that they will function on bots or new bosses and we can design exciting new content.


  • Changed Kalthi Deployers to not bunch up in Kalthi Depths Dgs early on.
  • Changed Tin and Copper’s price to 750k since Bronze is 2 million.
  • Changed the Hesediel’s Augmenter Blueprint from tech:5 size:11 | to tech:11 size:5.
  • Change the ai in the crucible to not be able to warp to different galaxies so they don’t leave while you fight them.
  • Changed the nerf capacitors to be t0. This was preventing people from capture ai.
  • Going to change the seer virus weapons to superitems and make the parasites last 1 minute so players using the seer class can buff an ally while still being able to fight.


Fine tuning the final values on the Art and Ultimate Art augmenters. Should be ready for next patch and I’ll make sure the post the values somewhere before the patch happens.


I’ve added tracking and speed stats to weapon descriptions, lasers have simply a tracking value, which is how much they can rotate (180 is therefore full tracking). Projectiles will give their turning and maximum speed, and torpedoes (including thoraxes) give their delay, burn and flight times.


Hober Mallow

I’m working on Jackhammer type weapons to add, a whole line of them by the way. They’ll be pretty rare and expensive to acquire, you won’t acquire these through Daily Missions. I’m going to go over the other lower tech Jackhammer weapons to make sure they’re all relatively useful.


My work on the Tech 20 ships is coming to fruition, I plan on adjusting the Tech 19 Ruin ships to Tech 20 so that they are interesting and viable options for both players and their Combat Bots. I also have some ideas for further Tech 20 and below ships: a Lyceum Capital Ship, a Serengeti Capital Ship, a Paxian Heavy Fighter, an Earthforce Freighter and a Blue Photon Light Fighter. I may add more Support Freighters between techs 5 and 10 and a few more Capital Ships between Techs 5 and 20.

It was brought to my attention that there are several low level areas in the game (Blue Outpost for example) that doesn’t give players full experience. I will be fixing these areas. I will also be going over the requirements for special gear (Like the Enforcer’s Stamina or the Sgt. Enforcer’s Stamina) to make sure that they follow a pattern tech and power wise, as well as requiring more reasonable amounts of faction specific currency.

I do not have anything to share in regards to the Gunner Analyzer yet, we’re still in the process of getting everything just right so that it functions the way we want it to. I will keep you posted.

Last but not least, I will be addressing the issue with Honorary Mentions. There are currently very few sources of Honorary Mentions for players who cannot kill Zebra’s in The Serengeti. I will probably add missions involving research for Lyceum in exchange for Honorary Mentions, expect to see more from me on that in the future.

Weekly Dev Blog – 5th October



  • Changing Ruin Base gear to be the same as X gear, except let them have the small buffs so they are an alternate for endgamers.
  • If the players are ok with it, +1 to all the ruin base gear tech/kits so they are not messing with slots/stats.
  • Creating new base augmenters, which would be combined avesaka augs (Not the base ones but the normal augs that are used to make the base ones) Mainly to have an alternate to the SoL resist stat and give other augs like Burst hps aug, and a hps aug that gives -weight to help move the base around.
  • Going to look through many ruin base weapons/built weapons and make many of the weapons towards Anti-Player (besides the mzungu since they are mining).

Hober Mallow

After reviewing the Pax Stratos with DarkSteel, we’ve decided to nerf the ship slightly as well as the transference resistance on the Red Photon Warship (-25% to -10%). Additionally, I’m going to be adding more Tech 20 ships that are worth using, will take some time though.


Prawn SG

Pixel’s added some sunglasses for the next universe and he’s also been working on some new shiny drones, prawn related.

Prawn Drones


I’ve been busy reworking the Art of ___ and Ultimate Art of ___ augmenters: . These augs represent the core stats of the class and in many cases, the stats are already received by the player from their class skills. In addition to being locked by class they will now also be locked by hull type. For instance, an Art of Destruction can’t be used on a Light Fighter, only on a Heavy Fighter. This change was made to allow this particular series of augs some extra power (don’t worry, we won’t be doing this anywhere else). I’ve also reworked the Nightfury’s Patience to be a much more desirable aug since it was very underutilized.

Oh, and I’ve also nerfed some of Hober’s augs (he wasn’t pleased), which was fun.

These changes should be in the upcoming patch.


Ryan fixed a few exploits that came up over the last few days, including an item dupe bug and a case of extractors going haywire (extracting T2 commods at the speed of metals). Luckily, the items weren’t spread around and were easily cleaned up without any damage to the economy. Unfortunately, this slowed work on the new class acquisition system but it is nearing the final stages.


I’ve fixed some droprate issues on Ancalagon the Black and the Bana King. The Bana King was locked for a day or two but he’s available again now. Both of them have a 33% chance to drop a piece of loot from their roaming counterpart. Happy hunting!

Weekly Dev Blog – 28th September



Max_Whynd worked with DarkSteel to re-work Capital Light of Peace to better reflect the cost of creating the weapon. (Mini, lower-tech Ball-Lightning comes to mind.) Added tech 6 Capital-ship only splashing energy weapon which will drop from a boss in Arctia, tech 10 splashing capital-ship only weapon which will drop from random DG bosses, tech 14 multi-chaining mining weapon built from a new boss-drop bp in The Jungle.

Hober Mallow

I’ll be working on Anatolia with Auxilium and yclepticon to try to get it ready for testing and fine tuning. I’ve also asked one of our programmers to prototype a “Gunner Analyzer”, the purpose of which is to give Gunner’s resistances for shooting lots of targets. If things work out as planned, and I don’t see why they wouldn’t, Gunner’s would be a viable way to hold the attention of AI while simultaneously becoming tanky enough to survive the onslaught. I should have more information for you all in the upcoming week or so.


Jeff’s been finishing up some details about the new class system.


I’ve added Star Sonata 2 to Twitch, if you plan on streaming the game it will finally be available.


I’ve been busy making a list of content that’s eligible for rebalancing due to the Prawn change and the removal of MF2 (it’s a pretty long list) that is planned for next universe. I’ve also made an estimate of how much the content in question should be nerfed. From my testing we’re looking at values varying from 20% to 40% depending on the current difficulty of the content.

I’ve also increased the times you can use the blueprints for Kalthi Depths commods such as Admixium and Perilium to 5 up from 3.


A couple of weeks ago we discussed changing how bot slots work, and these changes have now been done!
From next patch, bots will take their tech in slots and the skills will give double what they did before. Players with Wild Man will get twice the number of wild bot slots instead of their slot cost being halved. Also the quantity of bots you could have is changes, slightly.

  • Slots:
    • Trade slots: (Remote Control + Bot Research) * 2
    • Combat slots: Trade + 8 (if you have Bot Ph.D.)
    • Wild slots: Trade * 2 (if you have Wild Man)
  • Reworked (slightly) the maximum number of bots you can have.
    • Trade bots: Remote Control + Bot Research – Minimum of two.
    • Combat bots: Half trade (rounded up) + 2 (if you have Bot Ph.D.)
    • Wild bots will name be named “WB” instead of “CB”


Mainly been tweaking Twisted content, ensuring everything is working and fixing any related problems players give Pixel feedback on.


Working to get the new class stuff ready for test server, it took a little longer than expected but should be available for testing very soon.


Trying to track the client freeze some players have reported and begun work on the next full patch.

Weekly Dev Blog – 21st September



Max has recorded a completely new tutorial bot, which will be added soon. He has also been working with other devs on improving wild bot choices within the game, and some balance changes are coming to newly-available wild bots. Two more previously non-capturable AI ships will be available as wild bots after next patch.

Hober Mallow

I addressed some of the issues with the the Subspace Daily Missions, the ones that give you Allied Commendations which you can turn in for rewards and Tech 22 skills, but the missions are currently a little bit broken. All of the missions, except for one, should be working just fine now. I’m waiting for a micropatch from Jey in order to address the issue with their lockouts. If things turn out to work very well, I will look into making more repeatable Daily Content for rewards and things of that nature.

All of the Lyceum Combined Augmenters I added are now in game as well, you can find the Tech 1-17 augmenters turn in missions in Acropolis, the Tech 20 ones in Lyceum, and the Tech 22 ones in Lyceum Research Concourse. If you don’t see them, you need to be a higher level.

I’ve made a post in the Suggestions forum about some tentative changes to Class locked augmenters, check that post out and give me feedback on it so it won’t be a surprise:

I’ve got some more ideas I’m kicking around to address the disparity between new and old players, one of them being reworking Augmenter Tweaking. My current idea is to make augs twice as strong as they currently are, and change Augmenter Tweaking to work in a different way. What that is, I do not know. If you have any suggestions feel free to PM me on the Forums, Discord, or reply to the Development Blog thread.


I’m going to start looking at what content should receive a nerf for the removal of MF2 and the rebalance to the Prawn that will go into effect next universe.


Fixing bugs and general post uni reset fixes.


Class rescaling will hopefully be available for testing by next week, we’re still working on fixing bugs and making sure everything is working together nicely.

new universe generation feature: Resource Explosion Pass

Update: The system has been patched onto live and applied to the current universe, resulting in the following amount of resources added to the buildable territories in the universe.
metal: 8850
oats: 2776
baob: 1154
nuke: 1795
silicon: 1951

metal: 1378
oats: 447
baob: 210
nuke: 260
silicon: 348

As we increased rather dramatically the number of planets in the universe by adding a minimum number of planets per galaxy, this resulted in a greatly thinned out resource spread. The resource distribution system attempted to keep a similar amount of resources available in the uni but this resulted in a lot of rounded down 0, all in all less lower tier commodities (metal, oat, nuke etc) all around.

To improve on the situation, all the while adding a bit of “style?” to the universe generation, we are adding a resource explosion pass to the universe generation (and will be also done on the currently running universe). This pass is designed to increase the number of valuable t0 planets all the while create a bit of separations in the resource distribution. The goal is for some resources to be more present in different regions of the universe without completely segregating the resources.

Each resources explosion come with method to control how likely/strongly and what type of planet they may impact. How quickly they degrade over distance and some other details. This way we can ensure no oat end up on a blistering and more oat can occur on high suitability planet for instance (since oat is a plant). This is used for all resources type with varied settings but is kept pretty lax on common stuff like metal and silicon

Each explosion are positioned randomly and if in the same pass, explosion must be at a minimum of 3 quarter the size away from other explosion. This ensure that no region end up with tons of explosions bringing more resources in a single point than intended.

Each resources added from an explosion are scaled by the df/200 (so df400 would get twice the gain compared to a df 0), pass in earthforce layer see the resource divided by 2 on top of it.

Currently there are four explosion passes applied on both earthforce and wildspace separatly (so total of 8 pass but 4 per layer)

1. A single very large spaceoat explosion covering the whole layer adding a very small amount of oat randomly, add between 2 and 1 oat to random planets in the layer, the closer to the center of the explosion, the more likely planet matching conditions get oats.
This is to compensate directly for the multiple galaxies with 0 oat even tho they have perfectly habitable planets and for all intent and purpose should have at least 1 oat.

2. 8 smaller explosion adding between 4 and 1 spaceoat to matching planets in its area. The amount scale down from 4 to 1 linearly according to the distance from the center of the explosion, each matching planet have an identical chance of being affected. This add a rather large number of “bit” and “little” amount of spaceoats in a variety of locations, helping colony and base network to develop in those area.

3. 4 large sized explosion adding between 12 and 1 metal to matching planets in its area. This also scale linearly. This should add a lot of metal to some random regions of space, without adding it all on a single planet/galaxy. Like everything else, rng is involved but this could mean regions of 3-4 galaxies seeing an increase in 180 metal resources in high df.

4. 10 small explosion of either silicon, metal, nuke, baobabs. Adding between 60 and 8 of said resources onto matching planets in the area. Also scaling linearly from the center of the explosion. This is where the actual “good t0″ galaxies get added. The area are small enough that only the galaxy on which the explosion happen will get a large amount of resources, the neighboring galaxies will also see an significant increase but not as much.

Those images are provided only as an example. The actual distribution is done randomly following the set of rules described in this post.

Weekly Dev Blog – 14th September


Universe Reset

Quick reminder to everyone, the universe will implode on the 17th of September, be sure to pack your userbases, temporary and permanent drones! Characters, skills and ships will all be transferred over. Industrial commodities and platform/defender drones will be deleted at the reset, remember to sell your industrial commodities before then!


Jeff’s finished up his work on the new class skill system, converting all the old class skills to the new system.


Pixel’s added in a new skin for the Argeiphontes Hermes(+) ship, the Hermes Black Racer skin.

Hermes Black Racer


Fixing lots of bugs! Error reporting on scooping has been changed to suppress error messages that are the same as the previous, squelching the issue where players wouldn’t be told why they couldn’t scoop stuff. The new Emperor notifications are live as some of you may have noticed last night when enkelin completed his coronation.

This weekend is supposed to be our next bonus weekend, however due to the uni reset I’ll postpone it a week.


I’ve finished testing and refining the Tech 21 heavy fighters as well as the Resistance:

I’ve put the -20% Range that the Prawn was getting on the Prawn’s Claw. This was to avoid having to put -75% Range as a ship inbuilt stat to counteract the Sniper skills that grant range, because that would severely hurt any other class that’s trying to make use of the ship. The -Vulnerability on the Prawn’s Claw has been removed because it was basically a flat increase to effective shield bank with Transference damage.

The Prawn has also received a new inbuilt item called Boarding Hooks. This superitem is a stream of mags that, if they hit the target, pull the target towards the Prawn (like Kidd’s mags). It also recharges faster if you are taking damage.

20160912001555549The Red Pill for the Delquad has been reworked. It’s now a transformation that lasts 18 seconds and has a 2 minute cooldown. In testing, it was doing about 30% more DPS at the cost of Range, Resistances, Visibility and Tracking.

The three ships compare to each other as follows:

  1. The Wattage is 20% more efficient vs the Delquad (50% more efficient vs the Prawn)

  2. The Prawn does 20% more DPS vs Delquad & Wattage at the cost of 20% Range (vs the Wattage) and 20% efficiency (vs the Delquad)

  3. The Delquad (Blue Pill)  has 20% more Range vs the Wattage (50% vs the Prawn)

Testing was done with a 2 Emp 1 CaL setup.

These changes will be applied the uni after next, together with the removal of MF2 and content rebalance.

Hober Mallow

I will be going over all of the Class locked augmenters (Tech 5, Tech 10, Tech 15, Tech 20, Art of Augmenters, etc) to make sure they all line up properly and make sense under the new class system. I had to fix an issue with lockouts as well (which resulted in most tech 20+ ubers being locked for a short amount of time after the patch, since then they have been fixed and unlocked – SunDog60).


Jey is preparing for our universe reset this Saturday. He’s also managed to track down and fix an old bug causing souls to duplicate occasionally. Players who were suffering from flashing lights will be happy to hear that Jey has managed to track down and fix the bug.

Server/Client Patch 09.13.2016

** Micro patch 28/09/2016 **

* Rosemaries are now available for capture by RadX
* added BP for Base Amplification holoprojector (+5 BvB slots) to Vervaardiger Processing
* beefed unforgone ai slightly
* Fixed the Twisted Station Kit portrait mission image.
* Adjusted Legendary Termites to deploy mounds closer.
* Beefed Termite Pro Larva.
* Removed construction timer from arena lobby kits.
* Added Twisted Tech tag to Twisted Planck Gravity Transmuter and Twisted Planck Skein Attractor.
* The Blueprints for the Kalthi Depths Commodities now all have a maximum use of 5, up from 3.
* Twisted Pest Exterminator now exterminate parasites instead of fire.
* Fixed the Bule Twisted mission.
* Fixed Blanco boss levels.

** **

Next Universe – General
+ Added Loaded station kits to common AI bases, removed previous existing kits from common AI bases.
+ Added rings to universe generation for planets and moons. 20% of gas giant planets (planets with high gravity and a gaseous atmosphere), 1.5% of non gas giant planets and 0.1% of moons will form with rings around them during universe generation.
+ Lowered the drop rate of Dementium, increased the drop rate of Dementium Fragments.
+ Changed many of the commonly unused Class Super Items acquired from The Crucible. However, their descriptions have not been updated yet.
+ Adjusted some of the lower tech drones (Venusian, Mercurian, Solarian, some of the DG dropped Tech 21 and Tech 22 drones).
+Added Completionist Mission to Sai’s Retreat in Sol

Next Universe – Kalthi Depths (PP Space)
+ Added Cyborg Dark Transport boss roamer to Kalthi Depths.
+ Added SWAT Police AIs.
+ Reduced Kalthi Stinger and Corrupted Cyborg Machine Minion radar abilities.
+ Increased the level of some Perilous Perilous Space AI to better match their difficulty in comparison to regular Perilous space AI.
+ Added new drop list to most Kalthi Depths AI, separate from current drop lists.
+ Changed Kalthi Stronghold to Danger Factor 400, from Danger Factor 420.
+ Moved PP space from Perilous Space to its own layer above and PP space and will now be called Kalthi Depths.
+ Removed Solarian blueprints from Kalthi Depths drop tables.
+ Adjusted Kalthi Depths AI static spawns to spawn in higher Danger Factors.
+ Decreased the speed of the Lunarian Avenger, doubled the charge time of their superitem (Gives double RoF) to 30 seconds from 15 seconds.

Next Universe – Subspace
+ Added Honorary Diploma Missions to Lyceum Research Concourse.
+ Added DNA Extractor Beam and Advance DNA Extractor Beam missions to Lyceum Subspace Research Station in Lyceum Research Concourse galaxy.
+ Added monthly missions to Subspace that give very desirable rewards.
+ Increased the number of Allied Commendations given from weekly missions.
+ Removed Hybridization Blueprints from the Aveksaka drop tables and put them in the Lyceum Research galaxy off of Kumari.

Next Universe – Perilous
+ Added 3 Stella Perilous roamer bosses.
+ Improved “Drop” AI loot drops.
+ Added Hotrod Ultimate to The End of the Universe.
+ Added Barrier Booster terraforming Blueprints to Blue Photon Processing. These will improve the base shield banks attached to the moon or planet.
+ Added Scan Booster terraforming Blueprints to Blue Photon Processing. These will improve the base radar attached to the moon or planet.
+ Added a bunch of shard item converters to Spymaster’s Quarters AI base in Staff Quarters. This is related to converting Shard Dusts to Swift Shards and etc.
+ Added more Shard Dusts to all Olympus bosses and minibosses, adjusted the difficulty of the Olympus Daily Mission AI.
+ Dragonslayer’s Presence no longer drops from Ancalagon the Black.
+ Dragonslayer’s Presence is now obtained from a mission located in The End of the Universe. Mission will auto start when you enter the Ancalagon’s Lair galaxy.
+ Reduced undead Jey’s ship resistance so it won’t take forever to kill.
+ Dragonslayer’s Presence is now neuro-bounded and has a Junkyard Scrappable for 5 Junkyard Scrapnotes tag.
+ Nightfury Hull Fragments at 5% chance and Nightfury Hull Remains with 3% chance to drop from Ancalagon the Black. This doesn’t affect other existing drops.
+ Tweaked Georg Ohm, Seumas Watt and James Watt to have a higher chance to drop 1 dem frag.
+ Increased Kidd level from 1.5k to 2.5k.
+ Increased Timotheus the Red level from default to 5k.
+ Moved the wormhole under the Olympus drone to the West in Olympus Entrance.
+ Adjusted Stella’s to drop Solarian gear and Solarian Blueprints.

Next Universe – Wild Space
+ Added new warp beacons to be scattered around wild space layer, for players to either use or blow up!
+ Added Legendary Grubbies to higher danger factor galaxies.
+ Revised Station Max and consumption on all tier 1-3 industrial commodities. Revised price on Girders, Fusion Cells, Chatbots, Sub-Shield Buffers, and Sub-Shield Reactors.

Next Universe – Earthforce Space
+ Implemented Lyceum Combined Augmenter missions into Acropolis, Lyceum itself and Lyceum Research Concourse. They all require various levels of Augmenter Tweaking and offer the player blueprints to build new combined augmenters. There are over 147 augmenter blueprints.
+ Added a wormhole to Lyceum that links to The Jungle.
+ Added base thruster blueprints to The Acropolis.
+ Added new Arena Lobby area (Galactic Colosseum) its relating around player bases.
+ Added exit wormholes to UZ zone.
+ Added new AI base containing missions for minor augmenters in The Junkyard galaxy.
+ Added Space Rat termites to EF layer.
+ Added some Kalthi Depths Strontium 90 missions, they are with the Platinum missions.
+ Updated junkyard AI bases to new visage.
+ Moved all base augmenter bps from common AI bases to The Acropolis (Augmenter Labs).
+ Moved all station tech upgrades from common AI bases to The Acropolis (Parthenon).
+ Moved all inhibitor and facilitator bps from common AI bases to The Acropolis (Parthenon).
+ Moved all base plating from common AI bases to The Acropolis (Parthenon).
+ Moved Stationary Defense Overloader bp from common AI bases to The Acropolis (Parthenon).
+ Moved all existing base augmenter bps from the Parthenon to Augmenter Labs within The Acropolis.
+ Fixed Defensive Ops Aptitude Augmenter mission being unavailable.
+ Put Space Blue Gamma Augmenter on Space Blue Gamma Scout.

Next Universe – Nexus
+ Wormholes for The Building Academy and Arctia have been moved to Deep Space, along with introductory missions to direct new players to these zones.
+ Adjusted the difficulty of many of the Nexus AI, increased shield bank and ship size of Rattie Moe.

Added this Patch
* Made the original Zebucart skin apply to all of the low tech variants of the Zebucart, enjoy your shiny blue and white Zebucarts!
* Gave Olympus bosses new shouts to help better inform players of what was actually happening during their fights.
* Added Neural Keysyncs to the droplist of the drone in the room before Anaconda.
* Bots can now equip and unequip their solar panels automatically to maximize their charge to the bot’s energy bank if possible.
* Bots should now follow their masters in galaxies with wormholes that connect to other wormholes in the same galaxy up to 1 wormhole away, and can travel using in galaxy wormholes when trading with a userbase.
* Added Hazard Dissipator Ultra Crate to drop tables.
* Added a Promethium Matrix Crystal for higher end DF DGs.
* Added commodity crates to Perilous Perilous Space dungeon drop tables
* Bots can now only be transferred from you to people on the same team and/or squad as you.
* Added more drops to Zailaguru Ksatracara, examples: 15% chance to drop RC20 commod, 100% chance to drop 1 t22 gear.
* Added “Butter Bean” name to bigger green names.
* New notification icons for the notification system to use.
* Added new base missile models.
* Added t20 Avesaka base augmenters to subspace drop list.
* Added Expedition Team Blueprint to dg drop lists. (terraforming).
* Added Assault Drones related to X Y Z content. Mobile permanent drones that follow you but don’t warp out with you.
* New textures to The Hanged Man and the Tortuga Ragnarok. Barbe Wrath tweaks drops as a crate instead of a single tweak. Modified the Ragnarok’s so the AI bought Ragnarok/Ragnarok+/Hybridized Ragnarok is better than the Ragnarock. The Tortuga Ragnarok is slightly better than the AI bought one, and is cappable. Increased the drop rate of the Holochart Fragment pieces. Added 2 augmenter slots to the Stalker.
* User bases can move themselves with some types of thrusters if they are equipped with a maximum speed of 3.
* Added new texture for multi firing bigger greens, Uber Forgones, UnForgones, Ice Picklers and Omega BattleStations.
* Improved Warp Beacon texture and Iq’Bana Warp Bacon texture.
* Added Egrosphere Thrusters to the Merchant Navy Contriver ship. Use /outfithull command to make items appear on your ship.
* BvB station slots are now separated from normal slots. Once bvb is over and the kit remove its bvb status, it will convert back to using normal slots. If no slots are available, you have 12 hours to either free the slots needed or abandon the kit before it auto abandon/destroy. There is a team chat warning every hour. BvB slots currently can only be seen using the chat command: “/baseslots”.
* Added Pirated Augmenter Token drops to DGs.
* Added Annihilator Assault Drone bps to the base bp packs.
* Added 50k credits to most station kits, for ease of use.
* Added Advanced Adamantiumized Fire Control Superitem weapon to Ada HQ kit.
* Added XYZ Radar lines to Adonis-Annihilator Upgrade blueprints.

Fixes this Patch
* Fixed base holoprojectors not updating properly.
* Fixed a mistake in low tech XYZ upgrade bps (didn’t take previous gear).
* Fixed the AI base visuals within The End of the Universe galaxy.
* Fixed the bug where the energy bar would show “+-<X>” when you had negative net energy gain.
* Fixed radar ring for weapon range.
* Fixed the textures for the Kalthi Commander, Kalthi Armored Commander and Kalthi Wrathful Commander so that their textures (not the glow maps) have engines on them.
* Fixed the OS6 mission.
* Made it so wild slaves will enter stasis when in battle grounds (e.g., The Colosseum).
* Fixed Termite Mound auras, they now work.
* Made it so that AI will no longer consider equipped drones in resist calculations.
* Disabled TSL on the Emperor’s Crown (item, not the hull). Also replaced decay on warp with warp-prevention behaviour and removed the neuro-bound.
* Blueprints will no longer state that they need 0 metals.
* Removes drone super items from raddexable wild bot, stops it spamming event chat with errors.
* Disabled the AI from using the Aveksaka Defender Device IV on the Hybridized Selenologica. Will stop the event chat spamming.

Adjustments this Patch
* Added in-built items back into the Hybridized Panther, Lion and Zebra. They no longer give up their in-builts for their increase in tech level.
* Added back the in-builts that some Paxian ships had.
* Improved Hephaestus Drone. Samgrahaka Akramavar, Indrakoza Akramavar and Indrakoza Amzuchidvar drones have also been substantially improved as well.
* Adjusted and improved termite mound visuals.
* Changed the Kalthi Depths blueprint requirements so that they require Industrial Commodities from T0 to T3 instead of extractable T0 to T3 commodities.
* Changed requirements for Olympus expanders and stats on these expanders.
* Capped the growth of alien invasion spawners
* Changes to Mutara Scrapyard.
* Multiple changes to base missiles to bring them more in line (higher energy/space cost, higher shield, range and all around usefulness).
* Changed Dementium drops so that more would drop in higher DF DGs rather than less.
* Reduced the DPS and increased the DPE of small, micro, and nano weapons a little bit to give more variety in higher DPE choices.
* Reduced Lightning Bolt Blueprint from size 100 to 1.
* Removed t21 modules from Hephaestus Mallet blueprints.
* Increased Overloaded Mining Laser Prototype from 15k damage to 100k damage.
* Reduced the Ancient Drone Blueprint from size 100 to 1.
* Changed respawn timer on Giant Asteroid in Mzungu Angani (Enigmatic Sector) from 15 minutes to 1 minute.
* Made Junkyard Hydroponics and Extensors take 0 workers.
* Adjusted Barbe Rouge’s drops.
* Buffed Buccaneer and Swabbie gear.
* Improved range from 200 to 500 on ENIAC Planet Scanner Sigma.
* Increased Solar Drone range from 200% to 300%. Built-in doesn’t affect astral injection.
* Reduced the build cost on Surgical, Heat and Radiation base dampeners.
* Nerfed Perilous Hybrid Panel by 33%.
* Holoprojector effects will now be recreated if they disappear at any time while they are in use.
* Buffed Berserker locked incineration weapons.
* Buffed Cherub.
* Reduced the size of Emperor’s Crown to 100 (from 200k), increased weight by factor of 10.
* Added Junkyard tags to Equanimizer Blueprint, Death Striker Blueprint, Death Striker+ Blueprint, Dark Freighter Blueprint, Pax Astrologica Blueprint, Reaver Blueprint, Emperor’s Behemoth Blueprint, Rosmarinus Blueprint, Assault Behemoth Blueprint, Absconditus Blueprint, Reaver+ Blueprint.
* Changed many Tech 20 and above mini bosses and bosses to the fixed Daily and Weekly lockouts.
* Fortified station kits now take loaded station kits.
* Repair station kit bps now take loaded station kits.
* Ruin kits, HQs and Outposts now have X gear included.
* Tech 9 junkyard will now come with Ares gear X.
* Fortified Attached Academy Kit resists have been lowered and now will come with gear when deployed.
* Brute Force hull expansions now have a internal drop list, with increased drop chances.
* Buffed Scorch’s Cleft Thorn.
* Buffed the Hell Fire, Hell Raiser, Death Warmed Over and Death Heated Over.
* Adjusted Pirate’s Mark Augmenter.
* Adjusted Subspace tech 22 skill missions so you don’t need the boss kill, you just need to turn in the kill commodity.
* Engineer Capacitor Super Item now affects Drones, Capital Ships and Bases. Just like the Shield Monkey super items!
* Altered the stats on the Strontium Cannon.

Weekly Dev Blog – 7th September


Universe Reset

Quick reminder to everyone, the universe will implode on the 17th of September, be sure to pack your userbases, temporary and permanent drones! Characters, skills and ships will all be transferred over. Industrial commodities and platform/defender drones will be deleted at the reset, remember to sell your industrial commodities before then!


Patch on monday, patchnotes alongside livetest update will be posted this week.


I’ve been prototyping an idea for a new layer shape for our universes which would generate clusters of galaxies with a few numbers of links between them.

The ‘webifying’ links between clusters (the extra links above the bare minimum needed to link all galaxies) isn’t quite right yet though. We won’t be seeing the new shape for the next universe, but the following universe should see the new shape. Aside from this, I’ve been on a few bug fixes and such.

Bobbo also added Harambe to the Jungle Monkey AI name list.


Pixel’s added a new HQ superweapon, which multifires two Adamantiumized Superlasers alongside your regular weaponry.

He also added some exit wormholes in the boss instances of The Serengeti due to popular demand.


I’ll be adding an exit wormhole to Copper, Dark Diablo’s room in Infernal Darkness and hopefully Olympus to go with Pixel’s UZ exits.


Still working on the Prawn / Wattage / Delquad reworks. Range and DPS are done, still got to get the DPE right and I’m going to have a look at the resistances on the various ships. When this is done I’ll move on to looking at Recon class strength increases to make up for the removal of MF2.

Weekly Dev Blog – 31st August


Universe Reset

Quick reminder to everyone, the universe will implode on the 17th of September, be sure to pack your userbases, temporary and permanent drones! Characters, skills and ships will all be transferred over. Industrial commodities and platform/defender drones will be deleted at the reset, remember to sell your industrial commodities before then!


Most of you are probably now aware we’ve decided to make some changes to how Wild Space is laid out. We’ve changed the shape to a circle, with the high danger factor galaxies in the middle. We’ve also dropped the galaxy count for Wild Space to 375 (from 600) and adjusted the quantity of AI stations appropriately. I’ve done some extra adjustments so that the minimum number of planets you get is proportional to the danger factor, maxing out at 6 planets.


There will be a new station item available for construction, the base amplification device! It will cost around 20 billion credits and takes 7 days to activate once built. Once active it will give your team +5 BvB base slots to all connecting star systems.


Jeff’s been working on finishing up the new class skills.


Ryan’s working on the coding for the new class UI and has added the decay on reset tag, defenders, platforms and IC’s will now properly decay upon universe reset.


Pixel’s added in a new Twisted player ship, the Twisted Vanguard. It is a stealth and range based heavy fighter for snipers. Stats are a work in progress and may be changed.


New patch is coming along nicely, current estimate is by the end of next week. Livetest notes will be available once they are complete.

On the beta client side, I am still trying to pinpoint the issue with the light flashing on low graphics.

Once that’s done, I have some major improvement ideas to rework the lagkiller since the current version is far from ideal. Thanks to the new c++ version, we get access to a more reliable and threadsafe high precision clock, on cpu where the precision is high enough, the lagkiller will allocate a % of frame to specific section and only reduce the parts actually causing lags instead of the current approach that lower everything until the fps is back up. Assuming it works as intended, it should mean that the lagkiller would be a lot less visible and react much faster than currently.

Hober Mallow

Reworked Class Super items! Their descriptions and names may not exactly say what they do, this is something that will come once everything has been nailed and set in stone. The Aveksaka dailies and weeklies should now work like the Olympus Dailies, and I added some cool new rewards that you’ll have to turn in Allied Commendations for. There are also monthly missions to do, so there should be plenty for players to explore. And, probably the biggest thing, is that the Tech 22 skills no longer require a boss kill in order for you to acquire the skill! Rejoice all those who have forgotten to pick the mission up before killing the boss, or those who were getting the skills via daily missions!

Weekly Dev Blog – 24th August + Universe Reset


Universe Reset

Ahab has contacted us recently about the Space Rats he’s been observing. The AI attack patterns have spread to them! Before he could dispose of them, the rats have coordinated an assault on the fabric of space time itself! These tears in the fabric of space time have destabilized the universe, the universe will implode on 13:00 EDT (18:00 BST, 17:00 GMT), on the 17th of September. Fortunately in the rubble of the old universe, a new one will be created! All characters, their skills, ships and bots will be transferred over, but deployed drones and userbases will be lost, as well as anything on the userbases! You’ll have to re-explore the universe to map everything out once again.

Hober Mallow

I’ve gone through and redone all tech 20+ ubers to use the daily/weekly lockout timers similar to the current system used by The Serengeti. I’ve also gone through and improved some underused and underpowered class super items, and plan to do more for the rest of them. I’ve also adjusted the difficulty of the Daily missions in Olympus, they should all be of relatively similar difficulty now. Eventually the Subspace Daily missions will work similarly to the Olympus Dailies. There’s a lot of other little things I’ve changed, but they don’t need to be talked about in the blog. Look out for the post I made on the forums in regards to a Video Trailer Contest! Go here for the details!


I’ve been working some more on Iq’ Bana, connecting all the wormholes. Aside from that I’ve also finished up the new Completionist Missions, they will be available at Sai’s Retreat next universe and will require you to complete most mission chains in the game (such as the Paxian exploration chain and the 4 Subspace mission chains). As a reward you’ll be given the Completionist Holoprojector by Pixel himself!

CompletionistBlue Dwarf

The Emperor notification changes are done and are coming next patch, I’ve picked up a little bit of exciting stuff for next universe and been working on the event system save with the database.


Pixel’s added a new boss to the Twisted Zone, to a total of 3 minibosses and 3 bosses. The boss is a giant eyeball with multiple mini eyeball guards. The items it drops are radar and cloaking based, including misc. items such as lighthouses with special bonuses.

Twisted Boss 3Jey

Jey’s been trying to track down an elusive bug on the beta client where the client would flash while on low graphics. This issue has been around for a while but only happens frequently with the new compiler, as well as other bugs and crashes allowing them to be reproduced and fixed.