[Neuroforge Changes]
- See Blog Post: Here
- Added ability to Neuroforge items once Neurobinded.
- Existing NB Items can now be Neuroforged.
- The number of mods you can get added with Bindomite is limited up to two.
- Items are now limited to a certain number of mods by quality.
- Tech 20 and above non-base items that are rare or higher quality now have a chance for mods when constructed from a blueprint.
- Removed the option to NB, Neuroforge, and mod strip in remote inventories to prevent issues with modding / stripping wrong items.
- Added ability to mod strip items. Added a safety check to prevent pinned items from being mod stripped.
- Neurobound gear no longer gets a power increase due to now being able to be modded.
- Added new mods Vectored, Hot Pockets.
- Expanded certain mods onto additional item types.
- Radioactive now is percent Energy Charge instead of flat.
- Super Intelligent and Evil no longer give slightly more bonuses on weapons.
- Added Aug Resets to Shadow for this and next universe. They are not bankable. Use them or lose them!
[Class Changes]
- Ranger (formerly Sniper):
- See Blog Post: Here
- Ranger Class 1: Add +150 (up to double) and 50% projectile velocity.
- Ranger Class 2: Overloaders are 2x effective in Heavy Fighters.
- Ranger Class 3: Removed the ability to use Sniper Analysis (no longer exists) and added 20% Physical Damage and 30% Damage.
- Marksman (Sub Skill 3 levels): replaces Stalking as a subskill and Stalking is now an Adv Skill. Use a Ranger Scope to gain empowered shots and mark enemies for bonus echo damage, Level 2: Max marks increase to 4, Level 3: Max marks increased to 6. -10% Visibility, 10% Damage
- Sharpshooting (Sub Skill 3 levels): Changed to up to +24% range and +10% damage per level when under 40 speed. 10% Tracking, 30% Damage
- True Grit (Sub Skill 3 levels): Formerly called Efficiency. When damaged, 20% of incoming Damage is converted to a parasite with a 30 second lifespan when in a Heavy Fighter. 10% Damage, 10% Shield Recovery while in a Heavy Fighter.
- Zen of Ranger: Changed to 2% Thrust and 2% speed per level aura added to ship and bots per level when under 40 speed. 1% Shield Recovery per level.
- Survivalist (Adv Skill): Formerly called Long Scope. Ranger Marks on enemies cause 3.33% more of their damage to you to be converted into Grit.
- Quick Scope (Adv Skill): Unlocks the Ranger Quick Scope, which charges 25% faster. (5 second to 4 second charge time)
- Grooved Bores (Adv Skill): Changed to 50% Projectile Velocity, -33% Tracking, 20% Damage
- Stalking (Adv Skill): Formerly Marksman. Firing visibility decreases twice as fast. -15% Visibility.
- Removed Sniper Analyzer.
- Added new Ranger scopes at Lyceum station.
- Gunner:
- See Blog Post: Here
- Gunner Class 1: Removed Multifiring. Replaced it with +40% Electric Tempering, +60% Damage.
- Gunner Class 2: Removed Capital Ship lock to Resistance.
- Gunner Class 3: Changed from 56% damage to 20% Missile Damage, 30% Shield Max.
- Big Guns (Sub Skill): changed from 15% Damage per level to 25% Damage per level. 15% Range Reduced to 7% Range.
- Juice Junky (Sub Skill): Removed Electric Tempering to be no longer cap ship locked.
- Destruction (Sub Skill): Changed to your weapons apply a mark to your target, increasing all incoming damage (up to 100%) from all other sources. Your Missiles and Fighters can consume 20% more marks.
- Mass Destruction (Adv Skill): Formerly Automated Reloaded. Increases the amount of damage the Gunner’s Missiles and Fighters can consume from Gunner Marks by 40%.
- Shield Remodulation (Adv Skill): Changed from +10% Elec Tempering to -10% Damage.
- Gunboat Diplomacy (Adv Skill): Changed to +1 Super Item slot, +35% Missile Damage, 100% Shield Max, 100% Energy Max. All bonuses applied to Heavy Fighter or Support Freighter.
- Zen of Gunner (Zen): Added 1% Shield Recovery per level.
- Targeting Computers no longer restricts main weapon from firing.
- Adjusted various Targeting Computers stats.
- Added Bot only Targeting Computers for Capital Ships.
- Berserker:
- See Blog Post: Here
- Berserker Class 1: Removed +40 bot multifire and added 60% Weapon Hold.
- Berserker Class 2: Added 20% Resistance to damage.
- Ordnance Supremacy (Sub Skill): Reduced damage from 36% to 10%. Added -11% Electric Tempering.
- Impervious Armor (Sub Skill): Changed to 10% damage resistance per level when taking damage from the front (120 degree arc). 7% Resistance to Damage
- Arsenal Expertise (Sub Skill): Changed to 20% Damage, 7% Capacity in Heavy Fighter.
- Berserking Classic (Adv Skill): Changed to +1 free shot, -20% firing rate when firing 4 shots, -30% firing rate when firing 5+ shots. 100 Multifiring.
- Berserking Berserker (Adv Skill): Changed 30% speed to 10% speed.
- Eye for an Eye (Adv Skill): Reduced 25% Resistance to 7% Resistance.
- Recon:
- Added 30% Shield Recovery to Recon Focus 1,2,3.
- Added +1 Hull Extension Slot to Recon Focus 2.
- Expansionist: Moved +1 Hull Expander to Recon Focus 2. Skill now doubles Cargo Hold slots on expanders and +1 Weapon Slots.
- Speed Demon:
- See Blog Post: Here
- Speed Demon Class 1: Changed to Rate of fire beyond 10 shots per second is converted to + Damage and + Electrical Tempering. 20% Speed, 33% Damage, 60% Docking Speed.
- Speed Demon Class 2: Changed to Rate of fire beyond 10 shots per second is converted to + Damage and + Electrical Tempering. 25% Projectile Damage, 12% Rate of Fire.
- Speed Demon Class 3: Changed to Rate of Fire beyond 10 shots per second is converted to + Damage and + Electrical Tempering. 45% Damage, -22% Electric Tempering.
- Dogfighting (Sub Skill): Removed -10% Range.
- Acrobat (Adv Skill): Reduced Inertial Dampening from -50% to 33%. Removed -50% Critical Hit effect Duration, Added 20% Shield Recovery.
- New Speed Demon Target Tracker added and Demon Tracking Device/Quickened Demon Tracking Device were removed from game.
- Seer:
- See Blog Post: Here
- Seer Class 1: Changed to Allows bonus warp navigation. +2% Damage for every 1% Shields lost against targets up to a maximum of +100% Damage. 18% Damage, -10% Visibility.
- Seer Class 2: Allows bonus warp navigation. +100% charge rate on microwarpers and translocators. 25% Damage
- Seer Class 3: Allows bonus warp navigation. Ambushes count as backstabs. 25% Range.
- Shadow Ambush (Sub Skill): Changed to +10% backstab damage, 15% Damage
- Psychic Sight (Sub Skill): Reduced Radar from 60% to 15%, increased Damage from 12% to 20%. Reduced Critical Hit Strength from 33% to 15%.
- Psionic Shrouding (Sub Skill): Changed Visibility from -15% to 10%, removed 33% Critical Resistance, added 10% Damage and -10% weight.
- Wraith (Adv Skill): Changed to 35% Critical Hit Strength bonus against targets below 50% shields.
- Clairvoyant (Adv Skill): Removed +5% Critical Hit Percentage, added 25% resistance to damage taken from the rear.
- Assassin (Adv Skill): Changed to Backstab bonus duration increases to 7 seconds. Extra Warper slot.
- Zen of Seer: Changed Visibility per level from -0.50% to 0.20%.
- Psionic Radar/Targeting/Weapons Jammer’s made AI Only and removed from the Seer class Lyceum AI station.
- Nanite Devices were removed from game.
- Added new Seer Remodulator at Lyceum station.
- Engineer:
- Engineer Class 1: Changed Temp Drone non-Transference damage from 35% to 55% and added +1 deployed drone.
- Shield Monkey:
- Updated Shield Stealing skill description to state -33% damage when stealing instead just “66% efficiency” which was unclear.
- Misc:
- Droney: Drone Controllers get 100% tweaking on non-Engineer classes, and 15% tweaking on Engineer.
- Bot Ph.D.: All assets now have 50% baseline for inheriting skills. Bot PhD now adds 10% additional stats from skills for bots.
- Resilient: Changed to you and your possessions (Combat Bots, Drones, Fighters) take 20% less damage from any indirect damage.
- Strategic Deployment: 50% speed out of combat.
- Expansionist and Big Banker no longer work on trade bots.
[Client/UI Changes]
- Additional Berserker Specialization Crystalline Research mission is now repeatable.
- Added Empyrean ship skin for Contest “Phoenix Flame”.
- Added “Frozen Masala” skin for Masala.
- Added new Paxian skin “Paxian Mainframe” and “Rainbow Operative”.
- Added new Operative paxian ships to Paxian skins “Assasination” and “Rainbow Boomer”.
- Fixed a issue with In Flight Use and Station buttons being backwards for remote inventories.
- Changed “Base” button for filtering in inventories to “Station”.
- Improved some beam and lightening visual’s quality. Credit: Xantra.
- Shield Bar will now only appear if the player can detect the enemy.
[Item Changes]
- Reduced weight of a variety of items in game:
- Reduced Fighters weight by 80%.
- Reduced Missiles weight by 85%.
- Reduced Drones weight by 83.33%.
- Reduced Capital Ships weight by 40%.
- Rebalanced all weapons with Damage over Time. This will result in decreased DPE for all weapons that impart Parasites/Fires.
- Updated sizes of some beams and transferences. Really big beams and transference are no longer excessively large, and really small transferences are no longer excessively small.
- Rebalanced Missile Bays and Missiles.
- Starting at T22 ships get 25% per level of Critical Hit Resistance.
- Updated the stats on the Empyreal Grand Eclipse/Total Eclipse.
- Various ruin items that required a Lore Skill (KMW, etc) no longer get a power increase.
- Rebalanced various shields. Regen based shields been increased significantly.
- Rebalanced various On Hit Effects.
- Shipbound supers no longer count against your super slots when equipped.
- Inherent Warrior Focus: Heart has had following changes:
- Disable main weapon effect replaced with Weapons Disabled gremlin.
- Energy Charge changed from 750% to 500%.
- Shield Charge changed from -100k for 1 second to -15% of current Shields.
- Electric Tempering to all allies and self from -30% -to -20% and to allies only.
- Kalthi Warrior Focus: Heart has had following changes:
- Disable main weapon effect replaced with Weapon Disabled gremlin.
- Shield Charge changed from -100k for 1 second to -10% of Current Shield.
- Charging time increased from 90 to 120 seconds.
- Electric Tempering changed to affect allies only.
- Kalthi Warrior Focus: Body has had following changes:
- Disable main weapon effect replaced with Weapon Disabled gremlin..
- Immunity to Critical Damage changed from 15 seconds to 5 seconds.
- Gremlin Immunity did not work as intended, so it was removed.
- Removed +5% lifesteal bonus and -50% Vulnerability
- 50% Speed moved to happen after after Shield Regeneration and Critical Damage immunity effects end.
- Kalthi Warrior Focus: Mind has had following changes:
- Radar bonus reduced from 500% to 200%.
- Evasion bonus removed.
- Kalthi Railgun Protocol has had following changes:
- Rewrote the Description to be clearer and more concise
- Reduced the -Speed and Forced Thrust debuff on the projectile from 10 seconds to 3 seconds.
- Reduced the Damage bonus given to the user from 300% to 150%.
- The following supers are now shipbound instead of unequipable and are now unique with damage tweaks: Operative’s Nook, Bisarme Bombard, Fallen Shelling Focus, Forerunner’s Shelling Focus, Masala Blend, Matriarchal Overwhelming Fury.
- Matriarchal Overwhelming Fury adjusted from Damage +50%, Recoil -40% to Damage +100%, Recoil -20%.
- Fallen Shelling Focus adjusted from Damage +50%, Recoil -20% to Damage +90%.
- Forerunner’s Shelling Focus adjusted from Damage +50%, Recoil -20% to Damage +90%
- Masala Blend adjusted from Recoil -33%, Damage +50% to Recoil -55.5%.
- Bisarme Bombard adjusted from Damage +50%, Recoil -20% to Damage +87.5%.
- Operative’s Nook adjusted from Recoil -40%, Damage +50% to Recoil -60%.
- Adjusted the following Neurotweaks with Radar bonuses:
- Galileo’s Telescope reduced to 75% Radar from 196% Radar.
- Constables Attitude increased to 50% Radar from 40% Radar.
- Nexus Tweak decreased to 30% Radar from 90% Radar.
- Adjusted most sources of flat visibility to percent visibility.
- Increased Annihilator Platform’s range to Achilles and slide all the other platforms’ range down to the previous level’s range. Annihilator Platform’s weapon no longer has splash also changes AI Empire’s drones.
- Reduced the projectile count of Empyreal Propagation Cannon from 5 to 2. This weapon is used by Celestial Harasser drones.
- Removed -100% turning from Reaver Laser. Left on AI only version.
Shadow Shield Tweak and Shadow Shield Tweak+ changed to be – vis instead of + vis. - Increased Tech of Empyreal Comet Cracker from 22 to 23. Stats have increased accordingly.
- Twisted Fate of Death no longer has the Multifiring. This has shifted its stats around.
[Mission Changes]
- Removed repeatable tag from Ring missions and added Item Exchanges that can be unlocked once completed once.
- Removed repeatable tag from Dementium Blueprint missions in Lunacy and added Item Exchange unlocks for Dementium Blueprints after missions are completed.
- Added the following blueprints to Saadya’s Fair Trade: Neutralizing Blast, Earthshaking Barrage, Lacerating Blossom, Demolishing Blast , Burning Blossom, Lancing Talon and Smashing Talon Blueprint.
- Additional Berserker Specialization Crystalline Research mission is now repeatable.
[Universe Changes]
- Increased drop rate of Singularity Brake Blueprint.
- Reduced radar on Empyrean bosses.
- Increased mass of Grand Empyrean Eclipse mags by 50%.
- Solar Annihilator Missile’s launched in the last phase now retarget if their original target dies.
[Next Universe Changes]
- AI Empires:
- Expand again during the universe again
- AI Empires will respawn an HQ in a owned galaxy, if possible.
- Repairing, Claiming or Transferring a station will cause hate from an AI Empire.
- AI Empires will prioritize defending suns instead of wormhole for asset placement.
- You cannot get AI Empires to forgive you via Towing.
- Added Quantumly Attuned Keycard mission to Paxian Foothold to unlock a new tracker.
- Added missing “Basic Class Augmenter Token” item exchange to Engineer station in Lyceum.
- Reduced the trade in cost of Paxian item ACs in Paxius Warehouse to match the costs in Mira.
- Fixed missing tech level on Ada Module Templates.
- Fixed Blobular Cooling Systems Blueprint was not replaced with Schematic version in Iq’ Bana.
[Server]
- Radar tweaks now modify vision. Previously only modified detection.
- The End of the Universe will now disable and kill termites.
- Increased drop rates of Bindo events.
- You cannot get AI Empires to forgive you via Towing.
- Going into Spirit form will no longer remove hate – only towing in the same galaxy will.
- Missiles now also have extra evasion from non-targeted damage akin to Fighters.
- Entering stasis now cancel galaxy scanners.
- Plus items that are auto generated by the server now reflect the quality of the of non-plus version.
- Reworked the text formatting of hull scanners and added Critical Resistance of the ship to the scan.
- Improvement to reduce desync on other ships when gremlin are being used.
- Transference weapons can now be multifired.
- Added a “Show Class Skill DPS Modifier” checkbox to ship dialog. Still in beta.
- Stations now show the number of unused weapon slots.
- Added ability to equip fractional weapon slots (mods).
[Bug Fixes]
- Fixed a bug where hate pulsing from a lockout boss would not keep hate on player to make them valid for lockouts/hate if they didn’t do a hostile action.
- Fixed spawn blocker tweak that was broken in various zones.
- Fixed bug where planets and moons would get resources with 0 extractor slots
- Fixed a bug with Market Check that was returning one distance in some situations for jumps away.
- Fixed a bug that allowed missiles on bots to be manually launched.
- Corrected Nuclear Fusion Collectors to show as such in the build menu, where before they were shown as “drills”.
- Fixed a bug that allowed for a stack of weapons to pass multiple instances of mods on instead of just one.
[Known Issues]
- For Seer:
- “Damage for every 1% Shields lost against targets up to a maximum of +100% and backstab do not affect DOT damage. This may or may not change in the future.
- Critical Hit device only guarantees a single hit when multifiring instead of all projectiles. Multi-projectile weapons work correctly.
- Shield Bar sometimes stops displaying.
- The radar circle can get stuck and not reflect a snipers changed improved range for going under a certain speed.
- You can click through the Neuroforge overlays to what’s behind it.
- On the Class Skills tab icons sometimes display the wrong thing.
- Vectored -vis thrust doesn’t currently work.
- Rewired values are slightly off to /showstatsources.
- Various beams still give flat vis instead of intended percent vis.