Space Clouds

[April Fools'] T23: The Rise of the Space Rat Empire

We are proud to announce the next chapter of the Star Sonata story:

The Rise of the Space Rat Empire

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Rattie Moe has returned to unite his race under one banner and realize his vision of a dung covered paradise. They have descended upon Anatolia and claimed it for themselves. The Space Rat Empire has even brought the UrQa to their knees, enslaved them as a vassal race, and unleashed their full might onto their foes.

Their future reign of the universe has shattered the uneasy peace of Earthforce space. It will be up to the heroes of the universe to pass judgement on those who dare to steal the Terran Throne.

New Features

  • New Ships: Players will wield the captured corpses of rats that have been hollowed out and outfitted with the latest in stolen technology.
  • New Zone: Descend back to where it all began with your old friend Ahab against the Home nest of Rattie moe. Finding the space not how you left it, setting the tone for a cheese and dung filled wonder-land of squeaky-large proportions.
  • New Customization: Improved Avatar Options: A host of new holoprojector appearance options for all ships will be made available to players when they defeat their enemies to emulate their Rodent enemies.
  • New Weapons: Defecate all over your foes with brand new Dung Rockets, Dung Missiles and other Dung themed weapons.
  • BvR: Enjoy a new side of Star Sonata with a new, RTS-capable Base Versus Rat layer replacing Wild Space. Battle teeming hordes of Moe’s minions that come to gnaw apart the universe.

Only you can heed Moe’s call of nature…

Coming June 2021

Healing/Support Revamp Release Schedule

The long-awaited healing/support revamp is in preparation for patch. Over the next few days, I’ll release a series of blog posts detailing what you can expect with this release. To start, here is a basic FAQ about the project and its release schedule.

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When will the project be released?

The release date isn’t scheduled yet as our server programmer Jey is still in the process of setting up the patch. We can expect a patch date around November 13 (yes, Friday the 13th). This has been revised a week later than our original estimate due to the patch preparation process taking longer than expected.

What’s included in the project?

The project includes major changes to the combat classes of Engineer and Shield Monkey. I’ll give more details on each of these classes in a dedicated blog post over the next few days. The project also involves major changes to three other aspects of the game: hulls (aka “ships”), certain skills, and modded weapon bonuses.

What’s happening to my ships?

Hulls (aka “ships”) have had their resistance profiles reduced with boss zone DPS reduced to match. The upshot is that you should be able to survive longer when taking fire from most enemies (although certain bosses may still kill you pretty fast). Resistance no longer scales up with tech level, making it easier for us to balance hulls going forward. Resistances are also more consistent with most hulls having only one or two damage type vulnerabilities.

Hulls with more augmenter slots than typical for their type have lost those slots in exchange for better stats in other areas. Hulls that lost augmenter slots will automatically have their augmenters unequipped on release of the project so that you can re-gear them appropriately. All other hulls will be entitled to one free reset of their augmenters using the command /freeAugReset while the hull is active. This will unequip all the equipped augmenters on the hull, allowing you to re-gear it appropriately. Lastly, every character will have access to three extra augmenter reset missions that can each be used to unequip the augmenters from any one of your ships (just like the reset missions in Shadow). These missions will eventually expire (no earlier than February 2021–exact date TBD), so make sure to take advantage of them as you experiment with new augmenter setups. The test server with the Community Testing Event galaxy will also be kept available at least until February 2021 for experimentation with setups.

What’s up with skills?

The most impactful skills are Zen of Shield and Zen of Energy, each of which provides a 2% boost to your shield and energy stats (up to 100% at level 50). The Zens of Acceleration and Spin have also been changed to percent-wise bonuses: 2% each to thrust and turning for 50 levels. Lastly, the control and resistance skills in Lagrange have been converted to percent-wise bonuses (up to 10% damage or resistance for a single damage type at level 25).

A few skills affecting bots and drones have also been changed. Bot PhD grants 8 extra combat bot slots and also passes 30% of your skill bonuses to your bots. This includes special skills like Might of Atlas. You can get another 30% of your skill bonuses to your bots by maxing out Bot Tweaking, which still has its speed and mobility bonuses from before as well. Similarly, the Droney advanced subskill now confers 50% of your skill bonuses to your deployed temporary drones in addition to the +1 drone slot bonus.

What’s up with weapon modifications?

Weapons with modifications and/or augmenter stat bonuses will now only grants those bonuses when they are the active weapon. This means equipping a sleek Hermes Caduceus will not increase your speed unless you select it as your active weapon, for example. The classes most affected by this change are Berserker and Gunner, both of which had been using many extra equipped weapons to garner a passive bonus to damage (and hostility, in the case of Berserker). However, several other classes had also been using a few extra equipped weapons for a more modest bonus to damage. We are compensating the following classes with extra damage to help make up for the expected loss in damage from this change:

  • Berserker: +55% damage
  • Gunner: +33% damage
  • Sniper: +18.75% damage
  • Speed Demon, Seer, Shield Monkey: +7.5% damage

Note that this change has no effect on item modifications on non-weapon gear.

What other things will change?

A lot gear stats have been adjusted as a part of this project. Partly, this is due to us performing some much needed maintenance on our internal balance formulas. This maintenance will help us produce new content faster and ensure that things remain balanced. Generally, you can expect shields to have more bank and a LOT more regeneration, to help compensate for the lower resistances on hulls. Shield chargers now only work out of combat, so you can expect much higher stats on those items. You can expect energies to have a fair bit more regeneration to help compensate for the fact that solar panels now only work out of combat.

Weapons with damage-over-time (especially fires) have been analyzed with much greater scrutiny before. Our new depth of understanding of these weapons has helped us to tune them to be very good on the longer time scale (30+ seconds) but less useful for very short engagements. As part of that analysis, we realized that fire extinguishers and pest exterminators were an unnecessary complication to balancing the weapons, so we’ve converted these item types to work only out of combat (but at much higher effectiveness).

The cost to repair your equipment has been standardized to scale with tech and rarity. This means that you will no longer encounter powerful items with an unreasonably high or bizarrely low cost to repair. We have balanced things so that an endgame player can expect to pay around 500 million credits to repair from a single death (actually, most setups we tested came in around 350 million). Furthermore, towing now only incurs one death’s worth of repair costs instead of the three deaths’ worth that it cost before. Drone repairs are extra, since drones don’t take durability damage when the player dies and only require repairs if they’re destroyed in the field. We’ve balanced drone repair costs to come to around 500 million at the highest rarity tier of tech 22. This means that it’s somewhat costly to lose all your drones, but only as much as another death or two in your player ship.

You can get a full list of changes to items here: https://drive.google.com/file/d/1ji0EVBL3t0J0qD1_PmBAdihetThdvpFi/view?usp=sharing

Update on Support Revamp and Community Meeting

Status of the revamp

Over the past few months, the dev team has been working hard on a revamp that focuses on the Shield Monkey and Engineer classes. While the project’s main goal is to give these classes more interesting and active combat roles, it has also led to broader changes to ship stats as we attempt to produce a more balanced damage mitigation experience in the game.

We held three community testing events over the summer to solicit player feedback on the project. While we did receive a lot of feedback that helped us improve the project, the testing events were plagued by glitches and the overall lack of polish, resulting in much frustration and wasted time for the players who signed on to help us. While our goal was to make our development process more transparent, we lacked the capacity to receive and process the massive amount of community feedback that you all provided. We had aimed to close testing on August 31 and move the project into patch preparation, but we didn’t hit this goal and are currently reassessing to develop a new timeline.

To the players who participated in the testing events or otherwise spent time discussing and theorycrafting this project, we are sorry for the frustration we have caused you. The dev team has lost a few members over the past year and this project is just too big for the current team to finish as quickly as we had hoped. However, it was still my responsibility to make an accurate assessment of the team’s capacity, and I apologize for falling short in this respect.

Player concerns and our reponses

To help show that we’re listening and attempt to repair some of the damage, Jeff and I held an emergency meeting a few days ago to address the concerns brought up by the playerbase. The meeting focused on responding to a list of five concerns that had been circulated by the player Jiraque. We’ve listed those concerns below, along with a summary of the responses we gave during the meeting.

1. Never again use the player base as an ad-hoc QA team. If there is insufficient testing manpower in the development QA team to test changes, extend the duration of your testing events and/or decrease the scope of your projects.

The last few community testing events were too early and disrespectful of your time as players. We won’t open up testing events in the future until they are much more polished and ready for community testing.

2. Be fair to your players. If you are changing augmenters or ships, compensate the player base accordingly with augmenter resets and/or opportunities to ship form (once per affected ship).

We had assumed that five augmenter resets would be enough for players to adjust to the changes in this project. We didn’t realize how large of an impact these changes would have on heavily invested players. Now that we have a better understanding, Jeff has authorized me to grant a free augmenter reset to every ship that logs in before February 6, 2021, plus three additional augmenter reset missions that will also expire on February 6, 2021. We will give more details on how to use your free reset when we are closer to launch. Note that the Community Testing Event galaxy on the Test Server will also stay open until February 6, 2021 to facilitate player theorycrafting and setup testing.

3. Respond to our concerns about the feel of the classes we play. The feel of playing the game is just as important as the numbers are. If there’s a general sentiment that something feels bad, prioritize fixing it.

We’ve taken this to heart and we will be asking focus groups of the classes that are changing for their opinions on the reworks to make sure any changes are considered fun or helpful.

4. If there is an extremely overpowered object of any kind in the game (item, ship, augmenter, equipment, etc.), make it your top priority to correct it. Do not let it linger in game and become the meta, then punish the player base for adopting that meta by nerfing it.

Distorting ships or strategies like the PBF, Battle Sphere, passive mod-stacking, and solar panel stacking all fall into this category. We’re working to address these and others in a way that satisfies the player base in order to open up design space in Tech 23 onwards.

5. If you increase the cost of things in-game (repair costs, AI base items, blueprints, etc.), add or tune active/passive income sources to compensate. Inform people of scrap price changes before patching.

We are dialing back repair costs in the project (see below). More broadly, we are making better communication and documentation a priority as we continue working on this project. This includes a changelog (of which we have started doing on test) and better patch notes.
All Test Changes
Outline of Healing Revamp (but see below for possible changes to Engineer)

Specific changes and initiatives

Here are a few noteworthy changes that we have made to address some major concerns before the next version of testing:

  • Zen of Shield, Energy, Spin, and Acceleration are now trainable to level 50 instead of 100 with doubled values per level. This results in a required level of 3-4k to max these plus ZoFR and all core skills.
  • Death, towing, diffuser and repair costs are being looked at to try and even out the total credit costs. This includes Engineer’s drone sets. We have set for ourselves the rough goal of a 500 million credit cost death for endgame players.
  • Bot agility complaints have been noted. Combat Bot Tweaking has been buffed which should help alongside the Zen changes.
  • Lastly, we’re currently evaluating an experimental change to Engineer. In the spirit of Concern #3, we acknowledge that our earlier concept for the class wasn’t quite doing what we wanted, resulting in imbalances and lack of enjoyment. Early testing suggests that the following change would move the class in a promising direction:

  • New Engineer Concept (under review): Drone Ops bonuses will be removed from all augmenters and items, replaced by increases in the Drone Ops bonus from Engineer (+60) and Drone Deployment (+2/level). The cap of 100 Drone Ops will be removed, as well. Any existing augmenters and items with Drone Ops bonuses will be redesigned to provide alternative stat bonuses of interest to Engineers.
  • Community Testing Event

    What’s this about a revamp?

    As many of you know, the dev team has been working hard on a revamp centering on the two support classes: Shield Monkey and Engineer. The main goal is to give these classes more interesting and pronounced combat roles. For Engineer, this comes through a redesigned Drone Ops stat that lets the class directly customize their drones, and new energy distribution systems such as the Tesla Coil. For Shield Monkey, we’ve removed the “free shields” granted by Transference Efficiency but replaced it with a new system that allows healers to steal shields from enemies to replenish themselves in a zero-sum way.

    As part of the changes to healing, we have made additional changes to ships and shields that make constant healing less necessary. All players receive a substantial bonus to shield bank and regeneration to help them survive longer without heals when they come under fire. Also, higher tech hulls no longer receive higher resistance levels, and resistances are mostly standardized with a few thematic strengths and weaknesses at most. Of course, the shielding and damage output of bosses and adds have also been reviewed to align with these changes (but if you encounter anything that seems off, just let us know!)

    When can I test this revamp?

    You can test the revamp right now! We’ve just begun Community Testing Event 3, which can be accessed by pointing your client to the Test server (make sure to select Test, not Test 2).

    Test Server

    A special galaxy is avialable off of Sol during the testing event. This system, Community Testing Event, will contain a large selection of gear Tech 15 and above along with Hogg’s Map Revealer! All of these items will be obtainable for 1 credit and available only during community testing events.

    community testing event

    What exactly is changing?

    A full list of the current changes to items can be found here. If you want more of an outline, check here instead.

    Tips on testing

    This is a big project and it may be hard to know where to start when you first log in. Here are some suggestions.

    • Shield Monkey: Don’t forget to equip a second shield! Also check out the Shield Monkey Laboratories in Lyceum for some new class-locked items, and consider picking up a new Advanced Subskill. You may find it helpful to replace one of your augmenters with a damage-oriented augmenter.
    • Engineer: Don’t forget to equip a second energy AND an extra augmenter. You may also find it helpful to replace one of your existing augmenters with something the grants Transference Power or Shield Regeneration. Also check out Engineer’s Workshop in Lyceum for some new class-locked items, and consider picking up a new Advanced Subskill.
    • Everyone: Diffusers are now limited to one per ship and can’t be swapped during flight. Think about what damage type you’d like extra resistance toward, or try out one of the new omni-resistance options.

    We want your feedback!

    Any and all feedback you have can be posted to the feedback channels in Discord under the Healing Feedback category. We are committed to collecting and acting on community feedback until the project is fully polished for release on the live server.

    Star Sonata 2 is now Available On Steam!

    Today is the day we’ve all been waiting for! Star Sonata 2 is available on Steam!

    As we’ve already highlighted in previous posts, it is super crucial for us to get as many of our existing players to play with the Steam version of the game during the Launch Event (June 12-July 12). By playing the game through Steam, and buying any Space Points through Steam, you are directly helping the game increase in visibility and standings which allow us to grow the game and share it with more people!

    Don’t forget to check out the details of our Launch Event and the Starter Pack.

    If you are a new player to Star Sonata, welcome! We are so excited to have you here. Check out our Quick Start Guide, or pop on over to our Discord server for more information to help you get started in the universe.

    If you are an existing player to Star Sonata, you probably have a ton of questions about this Steam launch. Here are some questions we’ve heard that we’d like to answer.

    • Will I still be able to download the client through the website?
      Yes! If you don’t want to use Steam at all, you don’t have to!
    • Can I use my existing account on Steam?
      Yes! When you launch Star Sonata 2 through Steam and you come to the login screen, there is a button to switch to a non-Steam login, then you can log in with your existing account. Currently, there is no way to actually link your account with Steam, but you can still use your pre-existing account.
    • How do I get the bonus of the Launch Event? 
      Launch the game through Steam and log in either with a Steam Account or a pre-existing account. When you log in you will get the bonus Raging Steam holoprojector, and the EXP bonus will activate. You will only get the EXP bonus while you are on the Steam version of the client.

    Kilando has put together a video for existing players that shows how to access the game launch the game through Steam. Check it out below!

    Expanded Search Function Overview

    The item search functionality has been greatly expanded recently, allowing you to narrow down the item you are looking for in your storage much more effectively.

    This post will highlight some useful tags that can be searched for at the bottom of your inventory window. This functionality also works for searching in your bases and TSL!

    A complete list of the available tags to be searched can be found on the Star Sonata Wiki.

    Here is a video that gives a quick overview of the search function, or you can scroll to see a visual breakdown below.

    You can search for any item type by the tag shown at the top of the item in question. The entire tag must be entered with no abbreviations, though it is not case sensitive:

     sortingpic4

    Modifications, like Evil, Sleek and Reinforced can be searched for by typing in the name of the relevant mod:

    sortingpic1

    A list of all gear with modifications on them can be searched for by entering an asterisk. (*)

    Neurobound equipment can be searched for by entering ‘Neurobound’ or ‘NB’.

    sortingpic5

    Augmenters can be searched for with ‘Augmenter’ — handy for searching for those augmenters that might not have ‘augmenter’ in their name:

    sortingpic2

    It’s worth mentioning that the original search functionality is unchanged, so if you’re looking for ‘Ore’, you will also search for items that contain the word ‘ore’, such as Powercore:

     sortingpic3You can even combine tags with ‘&’, as shown below:

    sortingpic6

    We hope this added functionality will be of use when searching for specific items.

    How the community can help the steam launch succeed.

    We’re hard at work preparing to make the Steam launch a success, but I just wanted to take a moment to share the ways that our community can help spread the word of our Steam launch both before and after we hit June 12th.

    Wish-listing on Steam

    We are really close to a major milestone in our wishlist counts. We’ve got the largest email campaign we’ve ever undertaken underway and it’s yielding great results, but we need even more! Every wishlist counts, and the sooner we can hit higher numbers the more people we’ll be able to reach with our launch. Please add the game to your wishlist if you haven’t already, and if you haven’t ask your friends to do so as well!

    Play the game through Steam

    Once we launch, it will help us greatly if you download and play the game through Steam. The more players we have playing through Steam, the more likely we are to get featured as a popular new release, so this is very important! Ideally, all of our existing players would play through Steam for the 30 days after we launch.

    To help encourage this, we’re going to be having a launch event exclusive to players playing through Steam.

    This will include:

    • 50% bonus to XP from all sources, if playing through Steam.
    • An exclusive holo-projector granted to you, the first time you login through Steam.

    Purchases through Steam

    Purchasing any of our offerings through Steam helps us earn a higher placement on the new releases section of Steam. We’ve got some really good deals to make it worth it, so if you’re able I hope that you’ll consider them!

    Steam Starter Pack

    We’ll be offering a starter pack, available exclusively through Steam on June 12th. This will include: 3 months of subscription, 5 exclusive skins to low level ships, and a unique holoprojector that you won’t be able to get anywhere else. The base cost will be $19.99 but we’ll be discounting it during the week after our launch. This is a really good deal even just for the subscription time itself!

    Bonus Space Points

    When buying space points through Steam for a short period of time after launch, we’ll be offering a bonus 10 Space Points with every purchase (even the 20 SP bundle!). This is the first time we’ve ever offered a discount on space points, and not something we’re planning on doing again anytime soon!

    Scanning Changes!

    Scanning for Reset
    So, with this most recent patch we have changes that came in with a player emp item. Scanning solarbodies will now result in being told how many extractor slots each Base on a planet can utilize!
    Scanning
    To give a few examples:
    So, using a planet that has Loads of Nuclear Waste (100) and a Lot of Metals (26). You can see that each station on that planet will be able to have 100 Nuclear Waste Extractors and 26 Metal Extractors.

    Likewise, a planet with Loads of Metals (124) and smidgen of Silicon (2). You’ll only be able to put 124 Metal Extractors and 2 Silicon Extractors on those stations.

    All planet scanners have been updated to show extractor slots like this.

    Major Changes This Weekend

    With the upcoming Universe Reset on May 23rd, there will be some changes that are coming that will be important to keep in mind.

    Projectile Furtherance

    Projectiles will no longer be blocked by targets with less effective shield than the projectile’s damage. Instead, the first target will be destroyed and the projectile will continue through in the same direction until its damage is expended. This change won’t come up a lot in ordinary gameplay, as it’s intended to resolve some undesirable edge cases. The main ones we have in mind are in the Brute Force fight, where a weak envelope or other obstacle can be used to completely counter the boss’s weapon, and in galaxy assault, where various weak obstacles can be used to interrupt base weapon streams.

    Station Kits

    Attached Station Kits have been renamed to regular Station Kits. These kits can be placed either on a solarbody or as a standalone station. To place it on an allowed solarbody, just click on the planet/moon and then place the station.

    Additionally, base thrusters will not decay on reset!

    For a more in-depth explanation regarding Projectile Furtherance and Station Placement, check out this video!

    https://youtu.be/hMuMgGrJTzc

    Wild Space

    The layout of WIld Space will be changing with the new universe!
    Wild Space Layout Example

     

    Blueprints

    Station kit blueprints, and some others are being converted from high amounts of t0 resources, to equivalent IC requirements.

    Subscription Changes

    With the subscription changes, lapsed players will still be able to log into the game while keeping their skill and gear usage. However, lapsed players will not have access to the following mechanics until they re-subscribe.

    • Wild Space (Station placement, Trade Bot Orders, PvP)
    • Premium Content Zones (Perilous Space, Kalthi Depths, Subspace, Serengeti, etc)

    There are also some new bonuses for players with active subscriptions:

    • 25% XP bonus from kills
    • 10 extra docked ship slots
    • 1000 extra TSL capacity
    • Setting up auto-renewal will reward one extra SP per month renewed!
    Steam

    Star Sonata will launch on Steam on June 12th!
    Direct downloads will be still allowed through our website, but please add Star Sonata to your wishlist on Steam!

    Star Sonata will release on Steam on June 12th!

    At long last, now that we’ve been approved for release, we’re ready to announce that Star Sonata 2 will be releasing on Steam on June 12th, 2020!

    There have been many changes to the game over the years, but one thing has remained consistent: the passion for this universe that we all spend so much time in both as developers and as players. It goes without saying, but I think we’re all very excited at the opportunity that releasing on Steam will present to bring new players into our community!

    We’ll be sharing ways that players can help us spread the word, but one of the most important will downloading and playing the game through steam during the launch window. We will absolutely continue to support direct downloads through the website, but this will be critical in helping us spread the word on our launch.

    We’ll be hard at work up until that day making improvements and additions. We’ll have more announcements to come in the weeks ahead!