Space Clouds

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

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.

Server/Client Patch 03.23.2019

== Typo’s ==
* Fixed a few “an” instead of “a” typos in extractor blueprints.
* Fixed “Aniihilation” typo in superitems.
* Fixed “Seta” typo in place of “Sets”.
* Fixed East Vindia fighter bay mission summary asking for a Trader Badge when it wants an insignia.
* Fixed some Paxian Battle Frigate mission typos.
* Fixed incorrect French grammar in Biologique’s AI base description (Elle est pas belle > Elle n’est pas belle).
* Changed the fighters used by space blue gammas from regular fighters to a fighter generator
* Fixed a typo in the Shielding 22 boss warning.
* Fixed Advanced Fire Control Drone description typo.
* Fixed Subspace Tra Blue Photon’s final mission endpoint, it should only end in Lyceum Wormhole Research.
* Added entrance information for some Strike Force Zeta chain missions.
* Fixed Subspace mission typos, including correcting some misnamed bosses in the mission text for tech 22 skill training.
* Fixed Infernal Tempest mission typo.
* Stilletto missile launchers have been renamed to Stiletto missile launchers.
* The Psionic Wave Amplifire Gamma has been renamed to Psionic Wave Amplifier Gamma.
* Fixed blueprint requirements for Capital Selenite Envelope Device Blueprint, Selenite Envelope Device Blueprint and Selenite Transwarp Blueprint from Selenite ship to Selenium commodity
* Fixed Hyperdrive Squad Transwarp blueprint to take selenium (the commod) instead of selenite (the ship).
* Fixed typo in Hyperdrive Squad Transwarp Blueprint description.
* Fixed seer mission name typo.
* Fixed some typos in mission “Assist the Nexus Station”.
* Additional Twisted boss shout typo fixes.
* Fixed Hyperion mission typo.
* MIRV Torpedo Productions and their blueprints have been renamed to MIRV Rocket Productions and associated blueprints.
* Fixed Beta Antares Paxian exploration mission typo.
* Fixed typos in Infernal Tempest missions.
* Fixed Golagoay Vazaha Defense Unit description typo.
* Replaced most instances of ellipsis that were not displaying correctly for the player.
* The Antuayu’s Alien Siege Mode inbuilt superitem now properly states it also reduces Electrical Tempering by 30%.
* Fixed typo in description of Large Paxian Missile ammo crate.
* Fixed a mistake in the description of the Sniper Analyzer
* The inbuilt superitem on kelvins no longer has an extra instance of the word “device” in its name
* Fixed spelling errors in “War on Earthforce” missions
* Updated Shield Remodulation and Missile Mastery descriptions
* Fixed typo in level name for players level 10,000 and up

== Cosmetic ==
* The Pax Stratos and Pax Heliosoleta can now use the Assassination and Rainbow Boomer skins from other Paxian ships.
* Added Zeus’s Banu skin to UrQa’qa Qu’ishi Qa
+ Fixed rings around various celestial objects from being too large.
* Added Eridiumized Paxian Battle Frigate skin
* The Paxian Probe for the Paxian Exploration Missions has been redesigned and improved. It can be found immobilized to the north of Reflector’s star.
+ Icy Redoubt pillbox in Snake Visions (Snake Hole) will no longer first appear as being 500 size, and will now stay at a consistent 200 size.
* The asteroids containing the Twisted Nikola’s Advance Protection Drone and Twisted Nikola’s Advance Command & Control Drone items have had their visages swapped correctly.
* Added rarity tiers to hull expansions
* Drones now have Quality tags.
* Kandara Dvarata will no longer have an intense, pulsating planet in the background. The effect is now smaller and more subtle.
* Updated rarities on Drone Controllers

== Quality of Life ==
* Increased the number of non-commodities that you can buy at a time from 50 to 1000
* Added base certificates to the other 2 academy stations
* Added prefab mission tab to remove all fighters. This will allow you to remove all ship bound fighters from your ship through the Alternate Currency system in The Junkyard.
* Experimental Fusion, Prototype Fusion, Fusion, Subterranean Fusion, Sky Farm Fusion, and Planetary Core Fusion extractors can now be unequipped. They will still decay on universe reset, and are still unable to be sold to AI bases.
+ “Return to Infernal Darkness” mission has had its endpoint in Sol removed. It will no longer autocomplete itself whenever you dock at Earthforce Headquarters. You can still start the mission and abandon it later to go back to Infernal Tempest.
* Items that take zero space when equipped (expanders and sticky items) will indicate it in the description
* AI’s and bots will intelligently turn their cloaks on and off depending on their visibility and current energy. They will turn it on if they aren’t short of energy and the cloak would actually make them reasonably stealthy. They will turn it off if they don’t have full energy and are not stealthy even with it on.
* Bots with cloaks in the same galaxy as their owner (the player) who has a cloak will turn on their cloak if their owner turns on their cloak, and turn off their cloak if they are less than 100% energy and their owner turns off their cloak.
* Improvement to V-formation code for when bots have “attack enemies” off but “attack my target” on (If the designated target is in range, they will keep facing it, rather than turning back the way the master is facing between each shot.)
* Allow alts access to all the ‘x’ menu options of bots and drones on the same account.
* Removal of Shard Tokens and Unstable Shard Dusts. All encounters that previously dropped Unstable Shard Dusts now drop the stable Shard Dusts. Neurobound tag was removed, you can trade them or place them in your TSL.
* Elemental Shards (Swift, Fire, Storm, Strife, Lightning) have been converted to Commodity items, you can now put them in your TSL and trade to alternate characters on the same account.
* All Unstable Shard Dusts have been converted to Shard Dusts, all Shard Tokens have been converted to Shard Dusts
* Updated Staff Quarters missions to no longer require Shard Tokens, instead requiring Shard Dust which tokens have been renamed to. Removed the conversion mission for 10 Shard Dust to 2 Shard Tokens.
* Converted the Shard Dust turn in and neurobound item mission to Alternate Currency system, the tractor beam turn ins were not converted as the missions describe the tractor.
* Increased the Weaponry 20 commodity half-life to 24 hours to match the Equipment 20 commodity half-life
* Fixed bug where decaying commodities on bots would show up in the player’s event chat
* Converted the turn in missions for Earthforce, Blue Outpost, Tortuga, Paxian, Infernal Tempest, Strontium-90, Subspace, and Arena Lobby Gear/Tokens to their respective AI bases.
* Station Repair kits are now available for purchase at the Shadow AI station.
* Converted the Station gear building missions to reward Tokens instead of gear, Tokens are turned in at The Junkyard. Also converted the dg drops of these items to station gear tokens as well. This means players can choose what station items they want.
+ The Junkyard’s Creaky’s Junkquarters station once more sells the Mobile Nuclear Waste Furnace.
* Fixed Mobile Metal, Silicon, and Nuclear Waste Furnace portable convertors; they should now properly convert resources.
+ Comet name list has been greatly expanded.
* Greatly improved Auto Mining Drones
* The two Bila Katur systems in the Bila Subspace region have been renamed to Bila Katur Namna and Bila Katur Upari.
+ The Compressed Dampener Blueprints have been moved from Lyceum’s Locus of Support station to Perpetual Motion, the Compressed Energy Dampener Blueprint has also been added to Perpetual Motion which was missing from Lyceum.
* The Pax Christmasicus has received an inbuilt update, you can use the /outfithull command to receive three new super drone devices. The Christmasicus’s Red Trick Device deploys a three minute lifespan heat drone every three minutes, the Christmasicus’s Green Trick Device deploys a two minute lifespan mining drone every three minutes, and the Christmasicus’s Blue Trick Device deploys a one minute lifespan surgical drone every three minutes. The Christmasicus’s Blue Trick Device also has its tech level and drone deployment requirement reduced from 8 to 5 from the regular Blue Trick drone, allowing Pax Christmasicus pilots to take advantage of the higher tech Blue Trick early!
* The Bulk Trader II and Bulk Trader II+ have had their second built-in Freighter Defense superitem replaced with an identical, differently-named Secondary Freighter Defense. You can use the /outfithull chat command to receive this new inbuilt device.
* The Kalthi Minion Protection Drone, available as a built-in drone device for the Kalthi Armored Commander, will now despawn once inactive. It also has a bigger diameter.
*The Big Roswell, Big Roswell+, and Reconditioned Big Roswell have had their second Roswell Drone Device renamed to Secondary Roswell Drone Device. You can use /outfithull to update your Big Roswell’s superitems and use both with ease now.

== Bug Fixes ==
* Player bases will no longer be tractorable in Earthforce layer if you were squadded with the owner
* Stacked items that can have mods will now stack any augmenter stats that they have.
* Combat bots scooping things will now show what they scooped in squad chat
- Fixed UrQa’qa Qu’ishi (Bana King’s) spawner, there was a phase after boss spawner events, which blanked all the events causing bugs.
* Fixed a major bug with a lot of high end drones that had a certain tag that was accidentally giving them a bunch of +100% aug stats that was not intended
* Changed how item generators use their timers to better accommodate lag and other situations where their output might be delayed.
* Fixed multiple cases of missions wanting multiple sets of augs but only saying 1 set
* The Strontium-90′s silver Drop kill mission can no longer be started, any characters with this mission can still turn it in for their final reward from it. Players can still start and complete the gold Drop mission.
* Fixed the Uparaksana Atiguru in Uparaksana Tra (in Tra petal), it will no longer launch Zebras as fighters and will instead launch Rahnti.
* Mausoleum minions have had their experience gains from killing them removed. The Mausoleum bosses will still give the same amount of experience as before.
* Fixed active missions no longer displaying their descriptions
* Zauron’s Mask field generator has had its increasing aura strength fixed.
* Nexus Drone Fighter Prefab is now shipbound.
+ The Aveksaka in Dark Jungle will no longer attack the Primal Elephant Wreckage blocking entry to the Cave system.
* Changed cadet nexus mission chain so that “Meet the Mole” doesn’t show up for pirate characters. The starting location of this mission has been moved to Janitor’s Outpost in the Nexus as well.
+ Fixed problems regarding comet resources not being correctly distributed.
+ More comets should now have resources.
+ Prevented resources, apart from Pyrite Dust, from spawning on the Pyrite Comet in Capella.
* The Roscap, Pax Lyrae, and Pax Vega have been given custom turret configs to fix their faulty default weapon positions. The Roscap has had them set up in a line near the front, while the Lyrae and Vega have their weapon positions set up in a V at the front of the ship.
+ Queen Hive’s shield aura (affecting both her and her Royal Hives) has been replaced with a +25% Resistance aura. Their healthbars will no longer desync near the end of the fight.
+ Fixed missing Tractoring 16 mission from Bipolar (the mission in question trains Tractoring from 15 to 16 at the cost of a Profane Thirst and Blasphemous Fervor).
* The Tractoring 22 Subspace uber, Janayitriadhara, will now continue to spawn bombs until 9% shielding from the previous 10%.
* Fixed bug where capped fighters would retain fighter specific stats
* Fixed Infinite Knowledge skill requirement for the Ult. Lyceum Combined Augmenter Blueprints.
* Fixed Depot Harvesting Dynamo that was under producing rations as well as Twisted Harvesting Dynamo and Harvesting Dynamo which were over producing rations
* Fixed Apollo Energy Capacitor and Arcadian Energy Capacitor not in the blueprint packs
* Fix for the drop table for UrQa’qa Qu’ishi (roaming Bana King)

== Content ==
+ Gold and Platinum can now appear in prospecting nodes.
* The Expedition Team Blueprint now builds into a Pre-Fabricated Expedition Team Blueprint similar to other terraforming projects.
+ Deep Space no longer has a warp beacon.
* The Kasper can once more be bought at most AI stations.
+ Reduced Ares Drone respawn time in Low Branches (Protoplasmica) from 120 seconds to 30 seconds. Reduced the Neural Keysync (gate keys) requirement from 3 to 1 in that room.
+ Ruby Carriers in Ruby Steppes will now target players based on the same level ranges as the Ruby Transports in the previous room, previously they were docile unless their team was attacked.
+ Reduced Blue Beta Drone respawn time in Rotting Leaves (Protoplasmica) from 120 seconds to 30 seconds. Reduced the Neural Keysync (gate keys) requirement from 3 to 1 in that room.
* Eridium Dust from Dungeon bosses has been replaced by Eridium Ore. Instead of only 5 Eridium per drop, you can now get between 5 and 10 Eridium from the new drop. Eridium Dust will still drop from comets.
* Shielding 22 Miniboss now has a more appropriately sized drone visage, changes weaknesses properly, and uses the appropriate damage type to signify said weaknesses.
* Added new hull expansions as rare loot
* Adjusted environment damage for Engine T22 boss, drones are no longer affected by environmental fire damage or fires. Environmental fire damage and fires no longer apply to ships within bubble from boss, retaining +99% fire resist within boss bubble.
* Fixed solarian gear and the twisted engines to have blueprint tech level require the tech level of item
* The AI base price for non-common cloaks greatly increased
* Added some new high level rare cloaks for next universe
* UrQa’qa Qu’ishi in Akuq’ba should now properly unequip its deathblossom when resetting.
* Baniq Jiqazuk’Qo in Akuq’ba will no longer attempt to execute the weakest enemies.
* Items with the “Junkyard Scrappable” tag have had that tag removed.
* Removed drops from Qokuji’qi in Bana Queen’s boss room, Bana Queen now has an extra 25% chance to drop an Urko Qa alongside her existing item drops.

== Balance ==
* Aku’ Qa has had its stats changed 471 Regeneration, 4500 Bank, 95 Size, 380,000 Weight, -7% Electric Tempering
* Some changes to cloaks: most aug stats on cloaks were doubled. Aug stats on cloaks will now only apply to the ship when the cloak is active. Aug stats on cloaks now cause their activation energy to be greater rather than their cloaking effect to be worse. Mods on cloaks still apply regardless.
* Adjusted how super item damage works with negative damage auras. Now just apply the negative aura to the final calculated super item damage, but before was something more complicated taking augs into account
* Organic Exterminators dps increased and organic parasites health increased to match the fire extinguishers and fires.
* Removed aug stats on a couple of exterminators that had them.
* Balanced DPS and DPE of exterminators. Drastically reduced activation energy of exterminators.
* Added two new, larger more powerful fire extinguishers as rare drops.
* Removed the Zeus Missile Launcher from Zeus and all Zeus minis
* The Agamemnon Fighter (used by Green Battleship AI) can now retarget like most other fighters.
* Created AI versions of the Kalthi ships, some of the weapons, and super items for the Kalthi to use. I have also included specific Exc. and Sup. augmenters in various Boss level Kalthi AI (Commanders, Destroyers, Terminators). This is the first in a series of changes aimed at making the AI more interesting to fight, more dynamic, and more rewarding.
* Slight adjustments to a few base lasers to conform to formulas
* Fixed Burning Blossom and Lacerating Blossom not having Mutalisk effects.
* Combat Bots will inherit half of their owners imperial and bar skills
* Kikale Mzungu Extractors have had their Mzungu Lore skill requirement removed.
* Expanders will now give a lot more constant hull space, but it will be constant, applying after augs and skills
* Expanders will now take zero hull space when equipped
* Added new missile launchers: Holy Claymore Class Launcher, Zeus Olympios Missile Launcher, Amped Zeus Olympios Missile Launcher
* Added Claymore Class Launchers to Hyperion.
* Increased size of Bule Abadi Blaster, this will increase the DPS and decrease the DPE and make it better than a regular Bule Blaster 4.
* Added a new tag for drones allowing devs to easily balance them by specifying a “goal dps” and having the game automatically adjust stats to wind up at that dps regardless of equipment and augmenters on the drone. This goal DPS will be further modified in-game by drone controllers, skills, and drone ops, as expected.
* Massive changes to many drones, all of the details were explained here (http://forum.starsonata.com/viewtopic.php?f=107&t=63489)
* Drones with specified DPS will display that DPS in their tooltip
* Drones will display any super items and the super item DPS in their tooltip
* Drone Controllers will no longer be affected by Imperial Tweak skill
* Drones are no longer affected by environment damage ticks
* Transference Facilitator Beam (Tech 5 to Tech 20) has been buffed to give Transference Vulnerability +66% – +100%, and the electricity costs have been drastically increased. This means that any target affected by this tractor beam will take increased healing.
* Changed Kalthi Planetary Blaster and Defective Kalthi Planetary Blaster from a magcannon to a pulse gun. They have less tracking and range, in exchange for more DPS.
* Nightfury Rage Generator and Nightfury Focus Generator now have a Damage Tweak tag, this means they cannot be used with other damage tweaks. Their charge time and energy costs have been reduced to 40 seconds and 4000 energy as well.
* Reduced the electricity costs of the Demon Tracking Device to 100 per second for 30 seconds, Quickened Demon Tracking Device to 200 per second for 30 seconds
* Small, Medium and Large Burst Missiles have been buffed to the level of other missiles. They are now AoE missiles that do Mining damage.
* Slight rebalance of engine sizes. Increased power for stealthy engines and engines with aug stats.
* Exterminators and parasites have been re-balanced.
* Hephaestus Ultimate Doomsday Weapon now fires 3 projectiles at a time.

Server/Client Patch 12.13.2018

- Content Changes -
* Fixed the Zen of Fleet Commander description
* Added in 3 different types of selenite radiation and a possible parasite for oly fighters
+ Fixed an issue with Hauling and Rejuvenating Augmenters not showing up for sale in The Acropolis
+ Kalthi (Armored/Wrathful) Commanders, Destroyers and Terminators will no longer have their -range aura active if a player they hate is within range.
+ Lower end Kalthi Depths AI show up, and roam, outside of the danger factor that their non roaming counterparts spawn in. This means you will find the lower “tier” of AI in abundance in the higher tier zones.
+ Buffed some Kalthi Depths AI
++ Selenite Avengers have been given 2m Shields and 5k regen.
++ Lunarian Avengers have been given 5mil Shields and 5k regen.
++ Harriers have been given 300k Shields and 3k regen.
++ Caracara’s have been given 500k Shields and 5k regen.
++ Corrupted Cyborg Battleship’s have been given 7.5mil Shields and 7.5k regen.
++ Corrupted Cyborg Cruiser’s have been given 10mil Shields and 10k regen.
+ Reduced the speed of Harrier and Caracara spawns.
+ DG versions of Kalthi Destroyer’s and Terminator’s did not have the right amount of shield bank and regeneration, so their regeneration and bank have been increased. Roaming versions of the same AI were far too resilient and time consuming to kill, so their regeneration and bank have been reduced.
* Kikale Mzungu Transdim Blueprint no longer requires Mzungu Lore to equip.
* Twisted Fate of Death Upgrade Blueprint no longer requires Recon Focus skill to equip.
* Corrected Blue Photon Corvette superitem tooltip to correctly display +100% damage instead of +1000 damage
* Fixed Selenite / Lunarian Avenger BP drop chance
* Added a free skin to Twisted Fate of Death
* Fixed Carcass Launcher inbuilt to be 0 size to conform with all other inbuilt items being 0 size
* New version of Rumble Colosseum with the Arsonist, more AI, way better drops, but 1 day lockout.
* Piloting 20 mission now takes 25 Rumble Pirate Crests instead of 20
* Slight improvement to Powerful Pillbox
* Fixed Haunted House having no T12 Argonaut BPs once deployed, restored access to 2 other station holoprojectors for the Haunted House
* Fixed Argeiphontes Hermes Adrenaline Syringe superitem, now properly injects nanite into friendly targets
* Adjusted the Torch line (Radish, Nectar, Massif, Twisted). Buffed Radish, Twisted and Massif Torches. Radish Torch is now T20 (down from T21) and the weakest, followed is Nectar Torch at T21 (untouched). The Massif Torch (inbuilt) T21 and Twisted Torch T22 are stronger then Nectar Torch at the current end of the line progression.
* Added blacklight skin to death striker and death striker+
* Renamed Gunner’s Mass Destruction skill to “Shield Remodulation” and gave the skill +25% resist all, and +10% electric tempering
* Non-sticky items will now be removed with ship upgrades
* Ship Mastery Augmenters gain +1 weapon slot attribute
* Standardized the sizes and weights of all augmenters to bring them all in line with the common augs
* Changed ArgH’s superitem nanite to be an offensive nanite attack to slow your targets speed by 90% and give them +1 thrust for 1 second.
* Updated bps that produced t21 or t22 items to be t21 or t22, in light of bps now requiring equipment rather then station management.
* Slightly adjusted the costs of some base OL’s to conform to formulas in new balance sheet
* The scientists of Red Photon somehow figured out how to soup up the Red Photon Warship Prototype’s weapon systems. Luckily the modifications proved to be too unstable, so they were removed. As such, Red Photon Warship Prototype will no longer do twice the damage it was supposed to do.
* Updated rarity of twisted kits.
* Changed space blue alpha scout to need blue whispers in periodic resources instead of blue aether.
* Added +10 MF to Ship Mastery Augs
* Converted Multifiring Augmenter, Isvasa Sattva, and Cerberus Aug to use the new constant MF aug stat rather than the % multifiring aug stat.
* Removed Shield and Shield Charge aug stat from shields. Those few shields that had those gained other stats to compensate.
* Rebalanced all shields. Most high tech shields gained a little bit of bank. Many regen shields got up to 5x the previous regen. Elec cost per regen reduced by 10x so that having a regen shield doesn’t gimp your offense. Fixed elec cost for high bank shields increased slightly. Most sizes slightly reduced. Ares Olympus shields gained some additional damage stat. Hephaestus shields gained some resistance. Zeus shields gained additional elec. “Stealth” shields made more stealthy, while other shields made less stealthy.
* Gunner skill level 2 gains +20% resist all when in a capital ship (needs new client to see stat)
* Reduced offensive stats on some shields slightly.
* Fixed bad descriptions on all but emx verv bps
* Fixed spelling/grammar errors
* Removed nb from Qokuji’qii fighters
* Added rarities to all player obtainable diffusers. This will not have change their stats.
* Removed pre-req missions from t22 skills

- Server Changes -
* Fixed a bug where a trade bot following you would be way far back if you have other trade bots elsewhere in the universe
* Bots will now drop 5%-15% of their credits upon entering stasis
* Players, Bots, and AI will drop 5%, 15%, and 20% more of their credits when last hit by surgical damage.
* Removed neurotweaks from the basic Kalthi Depths drop table, they instead now drop the same items that occasionally spawn in the Colosseum (These items decay on warp) and have a chance of dropping Spacey/Speedy augmenters.
* Greatly improved the AI/bot weapon selection regarding weapons that inflict damaging parasites.
* Better descriptions of times in Neurotweak descriptions (e.g. “1 hr” instead of “3600 sec”)
* Warheads will no longer impart their side effects or inject parasites onto the firer of the missile (will still do damage and knockback if he’s too close)

Server/Client Patch 10.28.2018

It is important to take note that a lot of those changes have already been on the server since the universe reset. Due to how hectic that reset had been on the content side of thing, it was pretty messy to build a list of what was in and what was not. This patch was made to rectify this and properly apply all changes that should have been there on reset and more importantly cleanup the server state to allow for faster future patches.

- Content Changes -
* Reduced cost of most of the uz ships/gear(not mastodon)
* Minor changes to a few lasers to bring them into compliance with the balance formulas (most notably RoP)
* Made Pax Felicitas item 20 size.
* Stats of some lasers slightly adjusted to conform to balance sheet formulas, notably Vazaha Kiss line, Heavy, Heavy Bloodstained, and Nanite Ares Sappers, and Hybridized Reach of Prometheus
* Fixed Automated Hydroponics
* Added another shot to the Battle Spheres Superitem.
* Added visual for Zeus’s antu siege mode
* Changed Zeus’s Antu Siege mode (part 2)
* Dark Maelstrom’s room no longer saps your shields, instead Dark Maelstrom himself projects a nasty aura that drains your shields.
* The Kraken miniboss in Medium Whirlpool no longer gives a negative weight aura in certain phases, it now properly pulls its unwitting victims deeper into the planck skein layer, causing their mobility to be greatly reduced.
* Changed the energy usage of PWI from 20k to 18k
* Changed the description of items that charge to list the charge rate and the total time to normally charge, rather than the charge rate and the total charge needed
* Adjusted the Twisted Dragon Eye’s Blood from 7% to 10% chance.
* Electrified Georg Ohm now drops Kalthi Depths loot, and is guaranteed to drop a piece of his unique loot as well.
* Sniper Blind Super Items now have proper descriptions.
* Increased the strength of all non-fueled energies by 15%
* Increased the strength of simple fueled energies (e.g. Nuclear Waste) by about 4%
* Removed fuel from a lot of energies
* Greatly decreased the rate of consumption of fuel on most fueled energies
* Dhatri Jivikadeva and Antu Vrkkasamvita now consume 1 Aveksaka Plasma per 5 min instead of producing Nila Rakta
* Cara Hrday’ara and Ayudhin Balakrura now consume 1 Alien Husk Fragments per 3 min instead of producing Nila Rakta
* Fixed Paxian Bloodstone and Sahvika Vrkka energies which were way too powerful
* Added 8 new rare DG drop energies from tech 19-22 that use various new types of fuel.
* Every energy except those that use prom and enukes had their stats slighly altered in some way.
* Nectar Torch now has +110% knockback compared to Radish Torch, down from +2100%
* Reworked Samgrahaka Bhava toward defensive and everlasting ops
* The Olympus Charger exchange missions no longer mention their neurobound tag (which was removed a while ago).
* Twisted Torch now properly fires backwards
* Fixed a bug where only 1 engine got used on ships with multiple engine slots
* Increased the total amount of Indium, Rhenium, and Osmium that can spawn per day from 5 to 10.
* Arctia and Vulcan AI now take 100% more damage when using Heat and Mining against them, respectively.
* The link from 3rd-4th stations in the paxius exploration chain, and first mission on hidden station now require you to have a premium in order to start.
* Increased docking speed of Pax Felicitas.
* Added Eridium to DG drop list
* Fixed typo in Ordinance Supremecy (Ordinance -> Ordnance)
* Added small amounts of visibility to capacitors with extra aug stats.
* Added 4 new tech 21 capacitors
* Reworked the drop chances of lower tech capacitors so that the ones that were supposed to be “rare” are actually a bit more rare.
* Added Fighter Speed Booster to most fighters to make them go +100% speed out of combat.
* Changed the “Expensiveness” categorization on Dark Doom and Dark Infernal batteries
* Demon’s Tracking Device now properly informs the player that it reduces their range by 50% against the target they have marked.
* Drones deployed by super items no longer inherit any skills or class bonuses. Rebalanced all drones deployed by super items to have appropriate strengths
* Increased credit value of Blueprints if you want to sell them to an AI base
* Pax Latis Recta Hybridization now properly hybridizes the Latis Recta.
* Removed asteroid belt from Free Market
* Serpica Missile is no longer neurobound, its tag has been replaced with can’t remove.
* Increased tracking to full on Twisted Dragon Eye’s leech beam superitem.
* Dragon Eye’s Blood can now be moved into a TSL.
* Twisted Death Remains, Twisted Honey Remains, and Twisted Nikola Remains are no longer part of the Twisted Tech item group.
* Renamed old misspelt Advanced Resource Detectors
* Rejigger Repair drones now to 10% tweaks instead of 20% tweaks
* Heavy Rejigger Repair Drone gains 4000 DPS and 300000 shields, charge time increased to 120s.
* Made Super Adhara Pajca for the Hybrid Scutelogica that is laser only and does 500,000 total damage, but with a self-damaging laser and immunity to transference. Aveksaka Defender Device V charging elec increased from 400 to 10,000 and charge time reduced from 115s to 100s.
* Changed the Pest Drones to physical, increased their resists, and gave them a firing aug
* Improved the Titan Drone
* Increased resists on Blue Scout Drone
* Reduced resists on Field Hospital drone, increased shield and recovery. Large Group Blocker resists reduced from 75% for 5 seconds to 50% for 4 seconds.
* Reduced Resists on Large Field Hospital Drone, gave it +500 DPS and 100k shields. Large Group Blocker resists reduced from 75% for 5 seconds to 50% for 4 seconds. Energy and shield costs reduced.
* Super Thunder Drone charge time increased to 60s.
* Gave Heavy Thunder Drone 10x DPS and increased charge time from 30s to 60s.
* Hephaestus Hospital Drone lost Std. Shield aug and gained 20,000 shields and 4000 DPS. Charge time reduced from 110s to 40s.
* Support Drone and Combat Focus Drone (from tech 1 super items in Nexus) gain 5000 shields
* Support Drone Device and Combat Focus Defensive Device charge times increased to 60s.
* Forward Operating Base charge time increased to 45s. Fighter given a Fighter Speed Booster.
* Flamberge Charging Drone lost two augs but gains 2380 DPS and 300,000 shields
* Voulge Charging Drone lost two augs but gains 5340 DPS and 400,000 shields
* Cloakpedo Platform gains Stealthy Targeting Laser, has lifetime reduced to 15s, has reflectivity reduced from 0.1 to 0.001. Cloakpedo missiles will do 3000 damage each. Deploys a Smoke Screen on use. Charging time reduced from 20s to 20s. Charging elec reduced from 6000 to 1200.
* Hidden Cloakpedo Platform gains Stealthy Targeting Laser, does a Seer Smoke Bomb, has lifespan reduced from 30s to 15s, reflectivity reduced from 0.1 to 0.001, and the 3 missiles will do 10k damage each. Charging time reduced from 25s to 15s. Charging elec reduced from 10,000 to 900.
* Roswell Drone device charging elec increased to 200 and charging time increased to 120s.
* Rosburst Drone Device charging elec increased to 1700 and charge time increased to 85s.
* Rosfire Drone Device charging elec decreased to 600.
* Pest Drone Factory charging elec increased from 100 to 900. Charge time increased from 30s to 90s.
* Blue Scout Drone Factory charging elec increased to 2500 and time increased to 200s.
* Added quality tiers to capacitors
* Changed charge time on Aveksaka Regenerative Device V from 180s to 50s
* Reduced the electric tempering on Infernal Battery from 30% to 20%
* Gave Bhisaj Varpratinu a big boost to DPS and increased mobility, but reduced lifetime to 15s. Reduced charge time of Hull Regeneration superitem to 30s from 120s.
* Gave Aveksaka Regenerative Pod 60k extra shields
* Gave Twisted Mobile Bubble Drone 200,000 extra shields
* Gave Forward Operating Base and Alien Nest Drone targeting lasers
* Added attack patterns to Anaconda and his minions
* Added a super item and attack patterns to Icepicks, Replaced their Police Lasers with Really Big Lasers.
* Made some of the Icepicks a little bit swarmy for next uni
* Added more energy bank to dark transport AIs for next uni to make sure they can launch their fighters
* Increased the range, damage, and projectile speed of Super Duper Ice Sludger

- Server Changes -
* Fixed some cases of rubberbanding when max speed was changed and made the speed cheat detection more flexible
* AI’s and combat bots that have less than 10% energy will now only use whatever weapon has the best DPE against their target instead of the weapon with the best DPE of those that can currently hit. If the best DPE weapon can’t currently hit when it’s time to fire again, he will wait until either it can hit, or energy goes back above 10%
* Industrial Commodities will always drop from player and bot ships when they enter stasis
* Implemented “LOCKED” mission mechanic
* Fixed the bug where firing aura in DG boss level can give infinite RoF to said boss
* Cleaned up the /mc dialog a little bit
* Fixed a bug where all the newer suns were doing absurd amounts of damage. Sun damage now 1/10 what it was, but the effective maximum shields for calculating damage has been increased from 10k to 50k. This means it will be roughly half what it was for shields 50k and above, and much less the farther the shield gets below 50k.
* Can now sell any non-commodity item to AI bases. Prices for built items reduced by drastically reducing the value from common commodities. “Scrap” value from AI bases reduced on expensive things with a 1 bil cap. Station Extension Y’s can be sold again, but only for 20k instead of 100k.
* Added the ability for field generators to optionally work only out of combat.
* Changed “Stay Close” slave order to “V Formation”. Bots will fly in V formation with you. If they are set to fight, they will fight from your side, shooting whatever they can shoot, unless you have “attack my target”, in which case they will still stay there but always try to attack your target above all else. Bots who are correctly in their place in the V formation gain the ability to slowly increase their speed to double maximum, so once you assemble your formation, you can go faster and they will keep up.
* Changed the guard behavior of bots who get a right-click order to guard empty space. They will now sit in that spot and not move as long as they have that order, shooting stuff in place if they are set to fight.
* Fixed a bug in weapon descriptions which incorrectly listed parasite damage as being half what really it is over half the time that it really is.
* AI and bots will now take into consideration parasite damage when choosing which weapon to use
* Fixed the bug with vacuum scoops not vacuuming aug debris
* Fixed the bug with tractor beams not tractoring aug debris when nothing selected
* Trade slaves in V Formation will follow behind master in a line
* Ships in V Formation when their master docks will now circle the base, combat slaves in an outer circle, trade slaves in an inner circle
* V formation AI will now always face and shoot their target if their target is within weapons range and they are within “close distance” (500) of their master rather than trying so hard to stay exactly in formation
* “Attack My Target” combat bots will now not attack things that the master hits with incidental cc damage if master has a different enemy already targeted.
* Const DPS bonuses from either the newish aug stat or the Weaponry skill, will now make healing better by that amount rather than being ignored for healing
* Userbases and drones will now take into account the transference resistances of themselves and their target (if their target is a drone) when making decisions about healing. This fixes two bugs, 1) drones/bases will no longer heal drones/bases with 100% trans resist, and 2) there was a situation where a drone/base with very high trans resist would not heal stuff when it should have because it thought the healing would cost way more shields than it really will.
* Fixed a bug preventing drones from firing missiles
* Gunner slaves will now MF properly
* Added confirmation for abandoning a base.
* Fixed a bug where super items with multifire tag would mistakenly label non-weapon items as happening multiple times
* Made AI using super items where a weapon is the first item actually check if they will hit with it in order to use it, rather than just checking range

- Client Changes -
* Various crash fixes especially centered around intel gpu.
* Added Paramezvara’pATala skin for Subhatt’ayu.
* Added Umravar Paramezvara skin for Subhatt’ayu.
* Added HellAbha CakravyUha skin for Subhatt’ayu.
* Added Nebula Armored Deployer skin.
* Added Nebula Wrathful Deployer skin.
* Added two new wattage skins
* Added Police skin to hybrid zebra
* Added Dark Capital skin to Earthforce Overloaded Prototype, Interdiction Frigate and Recon Frigate
* Added Earthforce Teal edition skin to Earthforce Overloaded Prototype, Interdiction Frigate and Recon Frigate
* Added increase in warp navigation to description of Seer class skill
* Improved display of constant aug stats (e.g. shields and energy on capacitors)

Server/Client Patch 09.14.2018

- Content Changes -
* Reduced cost of most of the uz ships/gear(not mastodon)
* Minor changes to a few lasers to bring them into compliance with the balance formulas (most notably RoP)
* Made Pax Felicitas item 20 size.
* Stats of some lasers slightly adjusted to conform to balance sheet formulas, notably Vazaha Kiss line, Heavy, Heavy Bloodstained, and Nanite Ares Sappers, and Hybridized Reach of Prometheus
* Fixed Automated Hydroponics
* Added another shot to the Battle Spheres Superitem.
* Added visual for Zeus’s antu siege mode
* Changed Zeus’s Antu Siege mode (part 2)
* Dark Maelstrom’s room no longer saps your shields, instead Dark Maelstrom himself projects a nasty aura that drains your shields.
* The Kraken miniboss in Medium Whirlpool no longer gives a negative weight aura in certain phases, it now properly pulls its unwitting victims deeper into the planck skein layer, causing their mobility to be greatly reduced.
* Changed the energy usage of PWI from 20k to 18k
* Changed the description of items that charge to list the charge rate and the total time to normally charge, rather than the charge rate and the total charge needed
* Adjusted the Twisted Dragon Eye’s Blood from 7% to 10% chance.
* Electrified Georg Ohm now drops Kalthi Depths loot, and is guaranteed to drop a piece of his unique loot as well.
* Sniper Blind Super Items now have proper descriptions.
* Increased the strength of all non-fueled energies by 15%
* Increased the strength of simple fueled energies (e.g. Nuclear Waste) by about 4%
* Removed fuel from a lot of energies
* Greatly decreased the rate of consumption of fuel on most fueled energies
* Dhatri Jivikadeva and Antu Vrkkasamvita now consume 1 Aveksaka Plasma per 5 min instead of producing Nila Rakta
* Cara Hrday’ara and Ayudhin Balakrura now consume 1 Alien Husk Fragments per 3 min instead of producing Nila Rakta
* Fixed Paxian Bloodstone and Sahvika Vrkka energies which were way too powerful
* Added 8 new rare DG drop energies from tech 19-22 that use various new types of fuel.
* Every energy except those that use prom and enukes had their stats slighly altered in some way.
* Nectar Torch now has +110% knockback compared to Radish Torch, down from +2100%
* Reworked Samgrahaka Bhava toward defensive and everlasting ops
* The Olympus Charger exchange missions no longer mention their neurobound tag (which was removed a while ago).
* Twisted Torch now properly fires backwards
* Fixed a bug where only 1 engine got used on ships with multiple engine slots
* Increased the total amount of Indium, Rhenium, and Osmium that can spawn per day from 5 to 10.
* Arctia and Vulcan AI now take 100% more damage when using Heat and Mining against them, respectively.
* The link from 3rd-4th stations in the paxius exploration chain, and first mission on hidden station now require you to have a premium in order to start.
* Increased docking speed of Pax Felicitas.
* Added Eridium to DG drop list
* Fixed typo in Ordinance Supremecy (Ordinance -> Ordnance)
* Added small amounts of visibility to capacitors with extra aug stats.
* Added 4 new tech 21 capacitors
* Reworked the drop chances of lower tech capacitors so that the ones that were supposed to be “rare” are actually a bit more rare.
* Added Fighter Speed Booster to most fighters to make them go +100% speed out of combat.
* Changed the “Expensiveness” categorization on Dark Doom and Dark Infernal batteries
* Demon’s Tracking Device now properly informs the player that it reduces their range by 50% against the target they have marked.
* Drones deployed by super items no longer inherit any skills or class bonuses. Rebalanced all drones deployed by super items to have appropriate strengths
* Increased credit value of Blueprints if you want to sell them to an AI base
* Pax Latis Recta Hybridization now properly hybridizes the Latis Recta.
* Removed asteroid belt from Free Market
* Serpica Missile is no longer neurobound, its tag has been replaced with can’t remove.
* Increased tracking to full on Twisted Dragon Eye’s leech beam superitem.
* Dragon Eye’s Blood can now be moved into a TSL.
* Twisted Death Remains, Twisted Honey Remains, and Twisted Nikola Remains are no longer part of the Twisted Tech item group.
* Renamed old misspelt Advanced Resource Detectors
* Rejigger Repair drones now to 10% tweaks instead of 20% tweaks
* Heavy Rejigger Repair Drone gains 4000 DPS and 300000 shields, charge time increased to 120s.
* Made Super Adhara Pajca for the Hybrid Scutelogica that is laser only and does 500,000 total damage, but with a self-damaging laser and immunity to transference. Aveksaka Defender Device V charging elec increased from 400 to 10,000 and charge time reduced from 115s to 100s.
* Changed the Pest Drones to physical, increased their resists, and gave them a firing aug
* Improved the Titan Drone
* Increased resists on Blue Scout Drone
* Reduced resists on Field Hospital drone, increased shield and recovery. Large Group Blocker resists reduced from 75% for 5 seconds to 50% for 4 seconds.
* Reduced Resists on Large Field Hospital Drone, gave it +500 DPS and 100k shields. Large Group Blocker resists reduced from 75% for 5 seconds to 50% for 4 seconds. Energy and shield costs reduced.
* Super Thunder Drone charge time increased to 60s.
* Gave Heavy Thunder Drone 10x DPS and increased charge time from 30s to 60s.
* Hephaestus Hospital Drone lost Std. Shield aug and gained 20,000 shields and 4000 DPS. Charge time reduced from 110s to 40s.
* Support Drone and Combat Focus Drone (from tech 1 super items in Nexus) gain 5000 shields
* Support Drone Device and Combat Focus Defensive Device charge times increased to 60s.
* Forward Operating Base charge time increased to 45s. Fighter given a Fighter Speed Booster.
* Flamberge Charging Drone lost two augs but gains 2380 DPS and 300,000 shields
* Voulge Charging Drone lost two augs but gains 5340 DPS and 400,000 shields
* Cloakpedo Platform gains Stealthy Targeting Laser, has lifetime reduced to 15s, has reflectivity reduced from 0.1 to 0.001. Cloakpedo missiles will do 3000 damage each. Deploys a Smoke Screen on use. Charging time reduced from 20s to 20s. Charging elec reduced from 6000 to 1200.
* Hidden Cloakpedo Platform gains Stealthy Targeting Laser, does a Seer Smoke Bomb, has lifespan reduced from 30s to 15s, reflectivity reduced from 0.1 to 0.001, and the 3 missiles will do 10k damage each. Charging time reduced from 25s to 15s. Charging elec reduced from 10,000 to 900.
* Roswell Drone device charging elec increased to 200 and charging time increased to 120s.
* Rosburst Drone Device charging elec increased to 1700 and charge time increased to 85s.
* Rosfire Drone Device charging elec decreased to 600.
* Pest Drone Factory charging elec increased from 100 to 900. Charge time increased from 30s to 90s.
* Blue Scout Drone Factory charging elec increased to 2500 and time increased to 200s.
* Added quality tiers to capacitors
* Changed charge time on Aveksaka Regenerative Device V from 180s to 50s
* Reduced the electric tempering on Infernal Battery from 30% to 20%
* Gave Bhisaj Varpratinu a big boost to DPS and increased mobility, but reduced lifetime to 15s. Reduced charge time of Hull Regeneration superitem to 30s from 120s.
* Gave Aveksaka Regenerative Pod 60k extra shields
* Gave Twisted Mobile Bubble Drone 200,000 extra shields
* Gave Forward Operating Base and Alien Nest Drone targeting lasers
* Added attack patterns to Anaconda and his minions
* Added a super item and attack patterns to Icepicks, Replaced their Police Lasers with Really Big Lasers.
* Made some of the Icepicks a little bit swarmy for next uni
* Added more energy bank to dark transport AIs for next uni to make sure they can launch their fighters
* Increased the range, damage, and projectile speed of Super Duper Ice Sludger

- Server Changes -
* Fixed some cases of rubberbanding when max speed was changed and made the speed cheat detection more flexible
* AI’s and combat bots that have less than 10% energy will now only use whatever weapon has the best DPE against their target instead of the weapon with the best DPE of those that can currently hit. If the best DPE weapon can’t currently hit when it’s time to fire again, he will wait until either it can hit, or energy goes back above 10%
* Industrial Commodities will always drop from player and bot ships when they enter stasis
* Implemented “LOCKED” mission mechanic
* Fixed the bug where firing aura in DG boss level can give infinite RoF to said boss
* Cleaned up the /mc dialog a little bit
* Fixed a bug where all the newer suns were doing absurd amounts of damage. Sun damage now 1/10 what it was, but the effective maximum shields for calculating damage has been increased from 10k to 50k. This means it will be roughly half what it was for shields 50k and above, and much less the farther the shield gets below 50k.
* Can now sell any non-commodity item to AI bases. Prices for built items reduced by drastically reducing the value from common commodities. “Scrap” value from AI bases reduced on expensive things with a 1 bil cap. Station Extension Y’s can be sold again, but only for 20k instead of 100k.
* Added the ability for field generators to optionally work only out of combat.
* Changed “Stay Close” slave order to “V Formation”. Bots will fly in V formation with you. If they are set to fight, they will fight from your side, shooting whatever they can shoot, unless you have “attack my target”, in which case they will still stay there but always try to attack your target above all else. Bots who are correctly in their place in the V formation gain the ability to slowly increase their speed to double maximum, so once you assemble your formation, you can go faster and they will keep up.
* Changed the guard behavior of bots who get a right-click order to guard empty space. They will now sit in that spot and not move as long as they have that order, shooting stuff in place if they are set to fight.
* Fixed a bug in weapon descriptions which incorrectly listed parasite damage as being half what really it is over half the time that it really is.
* AI and bots will now take into consideration parasite damage when choosing which weapon to use
* Fixed the bug with vacuum scoops not vacuuming aug debris
* Fixed the bug with tractor beams not tractoring aug debris when nothing selected
* Trade slaves in V Formation will follow behind master in a line
* Ships in V Formation when their master docks will now circle the base, combat slaves in an outer circle, trade slaves in an inner circle
* V formation AI will now always face and shoot their target if their target is within weapons range and they are within “close distance” (500) of their master rather than trying so hard to stay exactly in formation
* “Attack My Target” combat bots will now not attack things that the master hits with incidental cc damage if master has a different enemy already targeted.
* Const DPS bonuses from either the newish aug stat or the Weaponry skill, will now make healing better by that amount rather than being ignored for healing
* Userbases and drones will now take into account the transference resistances of themselves and their target (if their target is a drone) when making decisions about healing. This fixes two bugs, 1) drones/bases will no longer heal drones/bases with 100% trans resist, and 2) there was a situation where a drone/base with very high trans resist would not heal stuff when it should have because it thought the healing would cost way more shields than it really will.
* Fixed a bug preventing drones from firing missiles
* Gunner slaves will now MF properly
* Added confirmation for abandoning a base.
* Fixed a bug where super items with multifire tag would mistakenly label non-weapon items as happening multiple times
* Made AI using super items where a weapon is the first item actually check if they will hit with it in order to use it, rather than just checking range

- Client Changes -
* Various crash fixes especially centered around intel gpu.
* Added Paramezvara’pATala skin for Subhatt’ayu.
* Added Umravar Paramezvara skin for Subhatt’ayu.
* Added HellAbha CakravyUha skin for Subhatt’ayu.
* Added Nebula Armored Deployer skin.
* Added Nebula Wrathful Deployer skin.
* Added two new wattage skins
* Added Police skin to hybrid zebra
* Added Dark Capital skin to Earthforce Overloaded Prototype, Interdiction Frigate and Recon Frigate
* Added Earthforce Teal edition skin to Earthforce Overloaded Prototype, Interdiction Frigate and Recon Frigate
* Added increase in warp navigation to description of Seer class skill
* Improved display of constant aug stats (e.g. shields and energy on capacitors)

Planet Terraforming Blueprint Changes

Existing terraforming blueprints are getting an update. The exact list of blueprints will be available below this blog post with almost all terraforming blueprints no longer building into their respective planetary project. Instead, they will build into a new “Pre-Fabricated” blueprint that can then be added to any planet or moon’s base to be built into the respective planetary project without the use of materials or credits. The existing cost of projects will remain on the original blueprints, allowing players to bulk build terraforming projects at a single centralized production base to remove the hassle of managing resources such as metals on all of your planet’s bases.

Once you’ve built the pre-fabricated project blueprints, you can add one to a planet or base by equipping and beginning the build. The blueprint will require no resources or credits to function, only time. The first project in a chain will take one day to build, while the second in a chain takes two days and third takes three days. Building all the way to the last project will, as a result, take seven days total.

Name

Time and Prerequisite

No Requirement

Orbital Habitats

1 day

Sensible Living

1 day

Kalthi Orbital Habitats

1 day

Deep Core Mining Project

1 day

Deeper Core Mining Project

2 days, requires Deep Core Mining Project

Space Oat Hydroponics

1 day

Low Gravity

Dark Matter Injection

1 day

Extended Dark Matter Injection

2 days, requires Dark Matter Injection

Total Dark Matter Injection

3 days, requires Extended Dark Matter Injection

Heavy Gravity

Gravity Controller Experiment

1 day

Gravity Controllers

2 days, requires Gravity Controller Experiment

Maximum Gravity Controllers

3 days, requires Gravity Controllers

Frozen

Project Little Greenhouse

1 day

Project Greenhouse

2 days, requires Project Little Greenhouse

Project Big Greenhouse

3 days, requires Project Greenhouse

Blistering

Global Cooling Project

1 day

Global Freezing Project

2 days, requires Global Cooling Project

Project Big Chill

2 days, requires Global Freezing Project

Noxious

Atmosphere Scrubbing Project

1 day

Atmosphere Cleansing Project

2 days, requires Atmosphere Scrubbing Project

Atmosphere Scraping Project

3 days, requires Atmosphere Cleansing Project

Server/Client Patch 08.10.2018

- Content Changes -
* Dark Fighter Defender nolonger drops from DG Dark Transports
+ Added a 1% drop chance of Gargantuan Goblets to DG Green Battleships
* Paxian Rescue Order (broken daily in Subspace) has been removed.
* Kraken spawn time reduced by approximately 1/3rd.
* Termites will now be hostile to almost everything
* Updated engineer class description to correctly show the aug tweak bonus.
* Added Fuchsia Panther skin.
* Fixed a typo in one of the emp notification messages
* Base Amplification Blueprint description now properly states the 3 day time requirement to activate from 7.
* New generic DG consumable drops; more extracted commodity crystals/crates, pirate crest crates, and tokens that count for Honorary Mention/Diploma exchange.

- Server Changes -
* Added options for enabling/disabling fighter and missile launching for bots.
* Added an option for equipping/unequipping all diffusers on a bot at once.
* Fixed a bug where DGs would sometimes set inappropriate lockouts on their boss spawners
* Made Astral Travel and Glory skills auto-remove themselves from players that had them and return skill points to them as they no longer have any use.
* Added support for stacking certain types of construction speed boosts
* Implemented async galaxy idle which should allow a galaxy to lag without lagging the whole universe. As a nice side effect, some functions become more responsive even in a lagging galaxy (docking, jumping, inventory management and instant use items).
* Fix for a bug that prevented the “free bvb slot” from working if your team had any drones in the system (drones were counted as a teamed base and took the place of the free slot).
* Bot would not launch fighters if it would leave them with less than 1k total energy. This was problematic on lower level bot or high regen energy with no bank. Changed to prevent launch if it would drop them lower than 10% energy up to at most 1k.
* Fix to support multiple beacons in a single galaxy. When jumping into a galaxy with multiple beacons, pick a beacon in the following priority order. In same squad and team > in same squad > in same team > any other drone. Drones whose owner or team hates you cannot be used.
* Comets drop re-enabled.

- Client Changes -
* Improved the client Preload to show a better estimation of the whole progress and added shader compilation to the preload (instead of moving fast then freezing for a long time at the end)
* Added ships meshes to preload data to reduce lag when entering sol for the first time.
* Improved memory limit management a bit more, this should make the client more resilient to out of memory errors.
* The client can now allocate up to 3.4gb memory up from the previous 1.6gb, on low settings it should not make any difference, but will allow the highest setting to keep everything in memory and also allow non dds textures to be used (It is strongly recommended you use DDS for normal play, only disable it if you are editing textures and want to test the changes quickly)
* DDS textures quality has been improved quite a bit by properly handling the alpha channel on our textures.
* Improved normal map quality which should result in less visible artefact on ships
* Improved glowmap rendering. They are now much sharper than before.
* New background client state detection and handling. It should be a lot harder to notice when the client become in background state and when it does its less intense than before.
* Background assets loading. Textures and mesh now load in low priority in background while you play, resulting in mostly the performance of full preload, with the game starting speed of not preloading. Multiple clients are aware of each other and sync their load to reduce the strain on the system.
* Fixed a case where having an intel and another gpu while using the other gpu (nvidia/amd) still caused the intel to be detected and some restrictions added to the render. This resulted in the few users having both gpu losing a bit of performance.
* Fixed a crash in the optimized mesh generation.
* Improved data gathering for some crashes in the UI.

Beta client update 324.435

- 324.443 -
* Fix for a crash introduced in 324.435
- 324.435 –
* Assets preloading is no longer done upfront and instead is handled in background. The total loading time is similar but you can now log in right away instead of having to wait for the loading to complete. (this mean the game start as fast as it used to without texture preloading, but after a minute or two has the same performance has a preloaded client).
* Improved the background detection and rendering. It should be a lot less intrusive now, it no longer reduce the graphic quality and only impact the fps. Disabling background rendering will leave the last frame rendered as the image until the window is brought back to foreground.
* Modified the dds texture generation to reduce the size and improve the quality.
* Made glowmap rendering much sharper.
* Improved normal map rendering to get rid of weird graphic artifact on some ships when seen from specific angles.
* Client crash fix in the target ring rendering code.
* Support for locked “LOCKED” mission mechanic on test server.

Those changes are available in the beta client which can be downloaded here https://www.starsonata.com/beta-client-download/

Beta client update 323.234

* Improved the client Preload to show a better estimation of the whole progress and added shader compilation to the preload (instead of moving fast then freezing for a long time at the end)
* Added ships meshes to preload data to reduce lag when entering sol for the first time.
* Improved memory limit management a bit more, this should make the client more resilient to out of memory errors.
* The client can now allocate up to 3.4gb memory up from the previous 1.6gb, on low settings it should not make any difference, but will allow the highest setting to keep everything in memory and also allow non dds textures to be used (It is strongly recommended you use DDS for normal play, only disable it if you are editing textures and want to test the changes quickly)
* Fixed a case where having an intel and another gpu while using the other gpu (nvidia/amd) still caused the intel to be detected and some restrictions added to the render. This resulted in the few users having both gpu losing a bit of performance.
* Fixed a crash in the optimized mesh generation.
* Improved data gathering for some crashes in the UI.

Those changes are available in the beta client which can be downloaded here

  • 1
  • 5
  • 6
  • 7
  • 8
  • 9
  • 10
  • 11
  • 12
  • 13
  • 14
  • 15
  • 16
  • 17
  • 18