Space Clouds

Server/client Patch 8.11.2014

This patch introduce 2 new major features alongside the generic fixes / tweaks etc.

– The new ship info window, containing all sorts of useful information about your ships current stats.

– The ship paintjob (skins) which are available in every spacestation at a cost of 10 spacepoints each for the first iteration of the system.
Not all ships have skins available but many of the mid to high end ships do. See at the end of this post for a preliminary list of the skins available.
- Once you buy a skin, it is permanently added to your account, all your characters can use it at any time on any ship that they own. You can also use skins on your slaves, but transfering the slave will cause it to lose the skin on server restart (will probably be changed to a demo paintjob timer)
- Skins can be seen in the preview window when buying them and can be demoed 30 seconds for free.
** Winners of the skin contest will had their skins donated to their account.

bug fixes:
* Made it so a solarbody can’t get two different types of ruins (you could only access one anyway)
* Players can no longer transwarp docked ships.
* Made it so you can’t equip fighter bays or missile launchers on ships with 0 weapon slots
* Stations now dropped in attempt to BvB keep track of that fact
** Altered the enemy-lines abandonment to only abandon bases from failed BvB attempts
* Fix for missions auto-abandoning when the server has been up for around two weeks
* Fixed an issue causing the alt key to become locked when alt-tabbing on some systems. (does not affect the locking of thrust / brake / firing that are on purpose)
* Fixed ‘Destroyed was destroyed by ‘ typo-bug
* Error message changed from ‘&myguy doesn’t belong to any squad’ to ‘You don’t belong to any squad’ when trying to do squad actions without one
* Fixed autopilot to unknown galaxy message from “Traveling to .” to “Traveling to unknown Galaxy”
* Fixed an issue with the rightclick -> activate control bot not working sometimes when the ship had never been opened.
* Fixed an issue where the weapon manager did not reset properly on reconnection.
* Fixed an issue causing inventory to not display (especially with higher /nf value)
* Fixed an issue with scoop speed.
* Hopefully fixed the issue causing docked ships to appear when docking.
* Fixed rts control for drones. They should now properly attack what you tell them to (target itself to reset to default behavior), if they are combat only drone, targeting yourself or a friendly will cause them to revert to normal behavior, and the inverse is also true for pure healing drones. targeting an enemy will cause them to revert to default behavior.

optimizations:
* Optimized client performance when a lot of objects are created or destroyed constantly.
* Network optimization reducing the bandwidth output by the server in busy area by nearly 40% (download rate from the player perspective).
* Optimized the low level network handling code.

content:
* Fixed an issue with mission item rewards and autocomplete.
* Rudimentary Augmenters will no longer drop from AI.
* Beefed the T22 Resistance ship
* Fixed description errors on the Aurora Beam line
* Increased docking speed on Zebucarts, Phunkas, Volcoms, Wingships (I), Recomissioned Cadet, Patrol Cadet, Pods, and Spirits.
* Marked a lot of ships as wild slave capturable
* Made the Bigger Green a little bit bigger
* New T9 Paxian Capital Ship, Pax Vega.
* New T5 Class Overloaders, with level 1 class skill requirement.
* T10 Class Overloaders now only have a level 5 class skill requirement.
* Removed civilization from Mzungu Tag Test exterminator
+ Lowered the respawn time on the Giant Asteroid in Mzungu Angani from 2 hours to 15 minutes
+ Removed Crack Whore Haven from the planet name list
* Added a ton of new contextual tutorial events for when the player gets stuck on the first few cadet missions
* Added auto-targeting for when you use a super item that contains a weapon and don’t have anything targeted
* Made the Target Dummy MK II highly resistant to everything but physical
+ Fixed generation issue which caused dungeons to sometimes have multiple boss galaxies with the same name
* Moved the default position of the tutorial bot dialog to not overlap the mission tracker/other dialogs
* Added glow map for Warden
* Fixed visison typo in the Station Mastery descrption
* Converted the Vampyre Black Heart to consume Distilled Life Force, obtained by breaking the Vampyre Life Force crate
* Improved the text of the player progression missions
* Roaming charges fix for copper
+ Added a new drop to Dark Curse to train Cloaking 20
* Bunch of new stuff for UrQa AI.
* Fixed a bug where you could capture ships which you didn’t have skills for
* Fixed ‘Radation’ -> ‘Radiation’ in various Color Empire missions
* Missile now self-destruct when the ship that launched them docks.
* Fixed ‘Poisonious’ -> ‘Poisonous’ typoes
* ‘crack whores’ -> ‘Entertainers’ in T21 solo missions
+ Made L Star solar systems a bit bigger
* Fixed Attached Drones which were flagged as non-scoopable being scoopable
* Added the first iteration for the skins system
* Added tooltip lightly explaining the benefit of DDS textures
* Replaced the Poseidon Trident kills in Drones of Olympus with other drones to kill
* Fixed a missing space in neurotweak descriptions
* Fixed ‘seconds seconds’ in item not charged error message
* Augmenters in the trade bay should now be properly colored.
* Changed the initial velocity of credits from a ship killed by a player so that the farther away the player is, the less initial velocity the credits gain. This is to help snipers killing guys from very far away so that they money doesn’t go flying out too far.
* Added a glowmap for shrimp
* Increased cash rewards on Platinum priority target missions in Strontium-90
+ Added Mira
* AI will now no longer use Oilheart’s Afterburner Device on low shields.
* Added the new ship stats window.
* The default credits and xp values for ai is now be lowered for fast spawning ai.
* Fixed the band at the top of the screen not being clickable
* Extra information on transwarp stat string
* Fixed Resilient skill, tweaked description
* Lowered autopilot text by 27 pixels.
* Added a close button to the radar window
* Added /HideHuiMethod, this change the hideUI key “h” behavior from a deadman switch to a toggle for the session (usefull for taking videos and stuff)
* Changed solar panel stat string from every 1.2sec to energy / sec.
* Made it so fighters are no longer displayed in the small target lists.
* When a squadmate is shot, every member of the squad in the galaxy will gain a minimal level of hate toward the aggressor (the kind that fade within 30 seconds if left alone).

Skins list in the first iteration. (most of the skins are available on many variants of a ship)

Delquad -> Chilled Metal
Hermes -> Kleptomaniac Prometheus
Pax Ships -> Assasination
Chromatichrome, Santa’s Special Sleigh -> Infected Chrome
Santa’s Special Sleigh -> Infected Sleigh
Apprentice Ward, Mini Mad Scientist -> Tron’s Ward
Apprentice’s Ward+ -> Tron’s Ward+
Hybridized Ward -> Hybridized Tron’s Ward
Deathstriker -> Ice Striker
Deathstriker+ -> Ice Striker+
Faranji Wingship, Unt Faranji Wingship -> Faranji Bloodstriker
Wattage, Divine Mini Wattage, Demonic Wattage -> Tesla’s Wattage
Lion -> Mane of Flames
Hybridized Lion -> Hybridized Mane of Flames
Space Blue Beta -> Hotrod Space Red Beta
Warden -> 5-0
Earthforce Capital Ship -> Earthforce Teal Edition
Prawn, Shrimp, Shrimp+, Kidd’s Prawn, Reconditioned Shrimp, Hybridized Shrimp -> Golden Shrimp
Zeus Throne, Jovian Lackey -> Igneous Throne
Zeus Throne, Jovian Lackey -> Molten Throne
Ancient Scoutship -> Eternal Sunset
Leviathan, Leviathan+ -> Dark Leviathan
Space Blue Gamma -> Space Green Gamma
Nightfury/Scrupling -> Firespitter
Poseidon Wave -> Citrus Wave
Red Photon Warship, Red Photon Heavy Cruiser, Red Photon Carrier, Red Photon Warship Prototype, Red Photon Support Cruiser, Red Photon Logistics Cruiser -> Blue Photon
Ares War Chariot/+, Wingship II Pro -> Ornamented Chariot
Lion -> Liger
Hybridized Lion -> Hybridized Liger
Zebra, Hybridized Zebra -> Classic Zebra
Vulture, Hornet -> Lightning Vulture
Apprentice Ward, Mini Mad Scientist, Apprentice’s Ward+, Hybridized Ward -> Blue Hybrid Ward
Panther, Panther Kitten, Hybridized Panther -> Black Panther
Panther, Panther Kitten, Hybridized Panther -> Neon Panther
Vaziayu -> Crystal Vaz
Hephaestus Machine -> Deep Blue
Prawn, Shrimp, Shrimp+, Kidd’s Prawn, Reconditioned Shrimp, Hybridized Shrimp -> Tiger Prawn
Wattage, Divine Mini Wattage, Demonic Wattage -> Kilo Wattage
Shrimp, Shrimp+, Prawn -> Dark Shrimp
Earthforce Frigate, Earthforce Battlecruiser, Hybridized Battlecruiser, Earthforce Battleship, Hybridized Battleship, Earthforce Dreadnought -> Dark Capital Ship
Scrupling -> Black Stone Scrupling
Scrupling -> Cream Stone Scrupling
Scrupling -> Grey Stone Scrupling

Skins that we haven’t quite finished, but should be in the next patch:

eMassive, The Pop Tart, Crispy Lobster, Fireball, Herbal Essence, Honey Badger, Cursed Ares, Fallen Hephaestus Machine, Zeus Thunder, Red Wingship, Yellow Frigate

Submitters of accepted skins will be getting one copy of the skin that they made for free.

Server/client Patch 21/06/2014

Additions
* Added auto-targeting, where if you fire while having no target currently selected and there is a ship or drone in front of your ship that is either a mission kill goal, a hostile object, or a hostile AI, then that object will be automatically targeted
* Added map layers for Arctia and Vulcan.
* New Equip Item mission goal.
* Mission rewards can now be equipped to your ship by the mission rewarding them.
* New /age chat command, shows how long the character has been played
* New Ally AI type.
* New level-up sound
* New scoop error sound
* Added a special arrow for players level 20 and below that points them to the nearest mission target.
* New /itemsetdisplaytoggle command to turn on and off tooltip text for items with an item set.
* Item tooltips now display a line of text noting which kind of item it actually is (i.e. Shield, Energy, Radar, etc)
* Added a “Special” galaxy indicator on the map (purple text and says ‘point of interest’ on mouseover)
* Added power up sound and delay to target dummy super items
* Added engage sounds (special sfx when fighting an enemy) for Volcoms, Target Dummies, Earthforce Supply Ship, Vulcan, Arctia, UrQa, Rats, Flyswatters, Pirates and Star Runners
* New models for Heavy Zebucart and Zebu Gunship
* New chat command to toggle mission autocompletion: /toggleautocomplete
* All missions will now display the agent name under their portrait.
* Added new “Upgrade or Buy Ship” button to Ships Tab that takes you to the hull tab of a station’s trade bay.
* added /AlternativeTitle to change the format of the window title. From the fps / performance oriented version, to a ship shield status (add it to /savecommands to make it permanent) (based on The white wizard idea)
* made it so background window will flash in the task-bar if their shield ratio drop below 10%) (based on The white wizard idea)
*Added No RadEx tag to Pax Astralogica and Green Battleship
* Created a low level line of Zebucart ships that go from tech 0 to tech 3 starting with Zebucart and ending with Oversized Zebucart. Tweaked the stats of all the ships in the low level zebucart line, mainly giving more hull space, a little more speed, and a bunch more thrust and turning.
+ Increased the number of wild AI in all layers
* Added three new freighter fighter bays: Madman Fighter Bay, Qu’ishi Quu Qa and Hephaestus Launch Bay
* Added two new tech 21 capital ship fighter bays: Zeus Fighter Bay and Solarian Fighter Bay
* Docking in an AI base now gives a static shield and energy regen bonus.
* new Contact Agent button for station mission list
* New models for Heavy Zebucart and Zebu Gunship
* new chat command /toggleautocomplete. setting this will turn the mission autocomplete on or off.
* Ambush Spawners can now be triggered by multiple missions.
* New “Fire” mission goal to check if player has fired weapons.
* Arctia and Vulcan added to Earthforce Space custom DG list.
* Added some new fighter and missile bays to bosses
* Added engagement sounds for pirates, rats, flys, and Star Runners.
* Added new “Upgrade or Buy Ship” button to Ships Tab that takes you to the hull tab of a station’s trade bay.
* Mission popups from autostarted missions now automatically close after their mission text is finished typing.
* Missions popups from autostarted missions now
* Added physical impact effect to Cadet Catapult
* Made it so that if one of your current lockouts gets updated to a new time (say from killing a UZ boss) it tells you instead of doing it silently.
+ added Vulcan missions.
+ added engage sounds to Arctia and Vulcan AI.
+ Added Sup. Augmenter Condensers
+ Added Sapphire, Emerald and Diamond versions of the Ruby Carrier/Transport
+ Added Piracy 22
* New PvP galaxy flag system, instead of just being allowed or disallowed PvP has different levels, which are: None, F2P (only), P2P (only), Unmixed (f2p+p2p, but no pvp between the two) and Open (normal).
* Added engage sounds for Vulcan.
* Added engage sounds for Arctia.
* New option to allow ambush spawners to specify initial velocity for the ships that they spawn.
* new mission option (OPENTRADETAB) to open trade tabs on accept.
* added Rudimentary Augmenters to Janitor’s Outpost.
*New overloader: Strontium Overloader

Tweaks
* Combined the Volcom Outpost drone’s two super items into one that shoots them both one after the other
* Made the Target Dummy Missile go way slower
* Added power up sound and delay to target dummy super items
* Repositioned some objects in Nexus a bit in order to work better with the new roaming code
* Fixed credit reward on easter turn in missions
* main inventory dialogs opened by completing missions will auto-close when you undock.
* Changed the scoops per second on all scoops that were at 1/s to 2/s. (e.g. Drone Scoop)
* Items that are too low tech will appear dark gray in the trade tab instead of red.
* Mission Agent Dialog has been streamlined
* trade bay now only shows tabs that have items
* Combined the Volcom Outpost drone’s two super items into one that shoots them both one after the other
* Made the Target Dummy Missile go way slower
* increased the smoke trail length a bit.
* Removed big “Cancel” button from mission agent dialog. Accept button now handles “Accept”, “Finish” and “Close”
* main inventory dialogs opened by completing missions will auto-close when you undock.
* Mission popups from autostarted missions now automatically close after their mission text is finished typing.
* Recruit Training Area drones now give players shield and energy charge.
* Destroyed, Inactive and Abandoned drones now have a decay timer of 48hrs + 2hrs per tech level.
* Irradiated drones now become destroyed instead of exploding.
* Reduced the shields on Destroyed FirstLine from 275 to 200.
* reduced the negative elect temp bonus on alien siege mode from +100% to +50%.
* Gave the Pax Astralogica 100% resistance to all but surgical
* Moved ship upgrade items to the ships tab of the trade bay.
* reduced shields and range on the Volcom Outpost drone.
* Made Scoop size 2 and Drone Scoop size 3
* Changed the description on launching tubes commodities to avoid confusion on their use
* Improved Bhisaj Kavaca
* Small changes to Antu Varman, Antu Varmansamvita, Dhatri Sicaya and Dhatri Sicayadeva
* Changed Demon Expansion to give less hull with less speed penalty
* Reduced the number of Reavers in the ShM crucible by 2
* changes to enable auto-open-next-mission for missions that don’t end at a base.
* completed missions will auto-open when you dock.
* moved the mission title out of the mission agent text box.
* Small changes to most tech 20-22 fighter and missile launchers to make them more balanced
* Increased the range on Solarian Pulverizer from 60 to 80 to match the Mercurian Disintegrator range
* Ambush Spawner ‘Transmission’ pop ups.
* Removed Neural Keysync and Space Oat drops from Flys in the Fly Dungeon.
* Transwarps now take Seer skill into account.
* Autopilot no longer requires Astral Travel
* Removed termite spawners from earthforce and Perilous.
* Given each character selection an explicit button to click, converting the old one into a static text box
** Changed the min and max levels and repeat times of a bunch of tutorial messages
* Fixed the bug where we had an extra tab in several different tab control UI elements
* Added the ability for some AI bases to only sell certain categories of common items (so we can simplify some of the Nexus bases)
* Rattie Moe now has a sound!
* Marked various DG bosses to give boss kill points
* Missions now autocomplete when you dock at the ending station
* text in the trade bay is now colored based on price and tech levels (green for can’t afford, dark gray for insufficient tech level).

* Increased drop rate of Infernal Faction Access Card from 10% to 50%.
* Added auto-credit scooping, where credits will be automatically scooped by peoples ships that fly over them, and for the first 5 seconds after a ship is destroyed, the credits will fly towards the person who killed that ship. Credits caused by kills by non-people will not fly anywhere, but can still be auto-scooped
* Increased the speed at which credits fly out of exploding things if killed by a person
* Made it so credits won’t fly to your ship if you’re over 2000 distance from them
* Made wormhole into shielding 22 boss stationary.
* Changed the way that AI work who are supposed to stay in a particular area. They now will no longer go and visit objects outside their area when they aren’t fighting. They won’t ever move randomly, but will sometimes get random move goals inside their area. When fighting, they will no longer stop and turn around right at the edge of their area when they get slightly outside, and then turn back around the instant they are inside. Instead, they will be willing to leave their area by a bit of a margin if fighting, and then when they get too far, will return all the way to their area before turning to fight again.
* Removed big “Cancel” button from mission agent dialog. Accept button now handles “Accept”, “Finish” and “Close”
* All missions will now display the agent name under their portrait.
* Set the Goldenboy Gold/Fool’s Gold turn in missions to have a reset timer
* Made the Golden Torpedo Device tech 5
* Increased the number of wild AI in Perilous Space, also added all the normal spawners again to Perilous Space with limited number of spawns (so as the universe progresses it gets less populated)
* You can no longer transwarp into a galaxy that is engineless
* Removed regen from Defective FirstLine and Rat Carapace Shields
* Removed the Celestial Garden layer, moved all the CG custom galaxies and dungeons to the Earthforce Layer.
* Earthforce Layer is now buildable in warp 0 and warp 1 galaxies, maximum colonial population reduced to 2b
* Deep Space now directly links to Sol.
* Made space stations which don’t vend ships can scrap your old ships, you get 0 credits for it. It mustn’t have any items on it which are removeable.
* Speed Demon Target Tracker Device now has 90 second charge time and halves range when in use
* Each end boss in The Crucible is now the relevant hull class
+ Changed commodity needed in Emphatic Biologique for Warp Navigation 4 to Microbes Warp
+ Dungeons inherit pvp permissions from their parent galaxy (EF space dungeons are no longer allowed pvp)
* Changed TSL transfer cost to be 10% of item value + 50% of commodity value
* Replaced ‘Crack Whores’ with ‘Entertainers’
* Flipped Deep Space mission structure (less mission clutter for first time fliers and more accessible from the main universe)
* Tweaked a bunch of the EF wild AI’s ranges and aggro radius (how close they have to be before they’ll attack you without hate)
* Changed the random part of a dungeon number to be a static number for the whole dungeon, branches are denoted by letters after the numbers, eg ‘DG X 4.231B’
* Reworked how team tithe works. Credits will go to team whenever you gain credits that is not from another player, a slave credit transfer, or from a user station transfer or user station selling. Team tithe now effects colony purchases directly. You are told how much goes to team tithe for colonies and space stations
* Drones can now be scooped while tractored.
*Revamped the size of all player temporary drones
* Volcom Radar is now tech 0
* Implemented Egg Carton Goal for Acropolis Augmenter Condenser missions.
* Implemented Egg Carton Goal for Lyceum Mention and Diploma Blueprint missions.
* Added new NERFSALVO tag for missiles that reduces the number of missiles launched if missile is used by an AI.

Ship Tweaks
* Changed Zebucart from 2500 weight to 10000 weight, changed it’s built in turning and thrust mods to +100% each. Changed the hull space to 75 and max speed to 100. Similar changes to weights and built in mods to most every Zebucart-like ship
* Changed hull space on Phunka.dll from 95 to 100
* Changed hull space on Volcom from 65 to 75 and max speed from 85 to 100
* Changed hull space on Wingship from 60 to 70 and max speed from 110 to 120
* Changed hull space on Scooty Puff Jr from 90 to 110 and max speed from 100 to 110
* Changed max speed on Oversized Wingship from 80 to 100
* Changed hull space on Wingship IV from 160 to 200
* Changed hull space on Helga from 130 to 180
* Changed hull space on Oversized Helga from 380 to 400 and max speed from 70 to 80
* Changed hull space on Roswell from 200 to 220, max speed from 65 to 70, and number of aug slots from 2 to 3. Also added built in tuning +20% and shield max +10%. Added Shield Salvation Device as extra built in to Roswell+.
* Changed hull space on Big Roswell from 600 to 700 and max speed from 70 to 80.
* Changed hull space on Rosfire from 400 to 500 and max speed from 70 to 80.
* Changed hull space of Rosburst from 240 to 260 and max speed from 60 to 70.
* Changed hull space on oversized Rosburst from 480 to 600.
* Changed hull space on Aether Scout from 100 to 105 and max speed from 90 to 105.
* Changed max speed of Wingship II from 90 to 120.
* Changed hull space of Wingship II Pro from 110 to 130 and max speed from 99 to 120.
* Changed hull space of Wingship III from 120 to 140 and max speed from 110 to 120.
* Changed max speed of Mini Kasper from 55 to 100.
* Changed max speed of Kasper from 70 to 100.
* Changed max speed of Mzungu Flying Disk from 80 to 110.
* Changed hull space of Kelvin from 300 to 350 and max speed from 80 to 90.
* Changed hull space of Anachron from 180 to 200.
* Changed hull space of Agamemnon from 400 to 500.
* Changed max speed of Ghostship from 90 to 130.
* Changed hull space of Banshee from 220 to 270.
* Changed hull space on Sawtooth from 225 to 300.
* Changed hull space of Ragnarok’s from 320 to 400.
* Changed hull space of Wyrm from 250 to 300.
* Changed hull space of Underscout from 150 to 250.
* Changed max speed of Zebumaster from 85 to 100. Added critical resist +50% to match other Zebu variants.
* Changed hull space of Astralantern from 250 to 350 and max speed from 80 to 100.
* Changed hull space of Pax Celestica from 450 to 500 and max speed from 85 to 90.
* Changed max speed of Paxian Peacemaker, Pacifier, and Negotiator from 85 to 90.
* Changed hull space of Space Blue Prototype from 150 to 190 and max speed from 75 to 100. Added Prototype Blue Autoblaster super item.
* Changed hull space of Space Blue Alpha Scout from 120 to 140 and max speed from 80 to 100. Added Prototype Blue Autoblaster super item.
* Changed hull space of Space Blue Hunter from 160 to 220 and max speed from 80 to 100. Added Prototype Blue Autoblaster super item. Added built in turning +30%, radar +40%, thrust +40%, and shield +20%.
* Changed hull space on Space Blue Alpha from 200 to 250 and max speed from 75 to 100.
* Changed max speed of Space Blue Alpha Interceptor from 85 to 100.
* Changed hull space of Monochrome Tint from 200 to 220 and max speed from 80 to 100. Added 30% resists to laser, energy, physical, and surgical, and 50% resists to radiation. Added new built in super item called Paint Abuser Device.
* Changed max speed of Monochrom Shade from 70 to 80.
* Changed hull space of Monochrome Hue from 400 to 450 and max speed from 60 to 80.
* Changed max speed of Monochrome Tinge from 60 to 70.
* Changed hull space of Tear from 200 to 220, added built in rate of fire modifier of -50%, and changed built in damage modifier from +15% to +50%.
* Changed hull space of Salty Tear from 210 to 230 and max speed from 75 to 85.
* Changed max speed of Serpica from 120 to 200 and added two built in super items, Phunky Gremlin Device and The Finisher.
* Changed hull space of Inferno from 300 to 360.
* Changed max speed of Absolution from 72 to 90.
* Changed hull space of Cruiser from 160 to 200 and max speed from 90 to 110.
* Changed hull space of Voltage from 380 to 450 and max speed from 85 to 95.
* Changed hull space of Ampage from 150 to 175 and max speed from 80 to 90.
* Changed hull space of Flyswatter Egg from 70 to 80 and max speed from 50 to 70.
* Changed hull space of Flyswatter Embryo from 30 to 50 and max speed from 22 to 40.
* Changed hull space of Flyswatter Larva from 120 to 130 and max speed from 55 to 80.
* Changed hull space of Flyswatter Maggot from 180 to 190 and max speed from 75 to 85.
* Changed hull space of Flyswatter Flylet from 190 to 210 and max speed from 59 to 70.
* Changed max speed of Flyswatter Flyboy from 55 to 80.
* Changed hull space of Goldenboy Pyrite from 160 to 200 and max speed from 65 to 80.
* Changed hull space of Goldenboy Nugget from 200 to 220 and max speed from 70 to 90.
* Changed hull space of Goldenboy Ingot from 220 to 250 and max speed from 70 to 80.
* Changed hull space of Goldenboy Coin from 310 to 350 and max speed from 60 to 70.
* Changed hull space of Goldenboy Sovereign from 430 to 450 and max speed from 45 to 50.
* Changed hull space of Statue from 300 to 330 and max speed from 63 to 70.
* Changed max speed of Goldenboy Bar from 50 to 55.
* Changed hull space of Enforcer from 330 to 350 and max speed from 75 to 100.
* Changed max speed of Sergeant’s Enforcer from 82.5 to 95.
* Changed max speed of Ghost Ship from 80 to 100.
* Changed hull space of Paximinus from 220 to 280 and max speed from 75 to 85.
* Changed hull space of Paximinus Scout from 220 to 280 and max speed from 75 to 90.
* Changed hull space of Cadet from 200 to 220 and max speed from 75 to 80.
* Changed hull space of Outlaw’s Volcom from 130 to 150 and max speed from 90 to 100.
* Changed hull space of Mini Mad Scientist from 300 to 500 and max speed from 85 to 100. Added additional super item called Lesser Sine.

Fixes
* Fixed up the Light Laser Barrage Device on the first target dummy so that it actually works
* Fixed a bug where sound emitter items would not work in superitems being used by drones

* Fix for not being able to properly drag the mission agent dialog from the top.
* Fixed up the Light Laser Barrage Device on the first target dummy so that it actually works
* Stopped the character selection screen from being moveable
* Fixed a bunch of auras that weren’t properly flagged to affect only players.
* Fix for drones spawned by spawners not properly dying when killed.
* Ship Upgrades now only check for piloting skill instead of both piloting and equipment.
* Fix for T21 Drone Ops Aug missions requiring Drone Mastery 21.
* Fixed the issue where Wave Spawners would either skip or say wave completed multiple times when multiple copies of the wave spawner existed (instances).
* Attempted fix for WaveSpawner’s not always crediting wave completion kills
* Fixed a bug where you could take slaves you didn’t own into instances without their owner
* Fixed it so that you can’t cap a ship with a sticky item that’s over your tech level, but can xfer them (you can xfer EFFs to someone without E20, but someone without E20 couldn’t cap it)
* equip mission goals now properly update the mission list if you are docked.
* Typo fix in Easter Egg Collector missions
* Rattie Moe and other rats are no longer Rad-Exable
* Missiles that can’t be fired due to range restrictions no longer get refunded.
* Missiles no longer display any death messages.
* Made the wormhole in shielding 22 boss galaxy stationary to avoid sync issues
* Fixed the bug causing Tractor 16 to be available for 1 Bauxite in Capella.
* AI can no longer own debris
* Changed userbase attack code so they will ignore AI warp beacons.
* Fixed a bug where you couldn’t use items which were marked as Freighter class on Support/Industrial Freighter ships
* Fixed Ancient Dragon Form device not triggering it’s Shield Salvation.
* Fixed issues with being able to bypass PvP restrictions by firing missiles manually from slaves.
* Fixed issues with newly purchased drones being placed in a destroyed stack.
* Moved damage auras in Bila Akara and Kandara Janayitri from a sun to the boss so they’ll disappear after the boss has been destroyed.
* Fixed damage aura in Bila Tra so it no longer affects drones.
* Fixed a bunch of EF Space special galaxies being improperly flagged as buildable.
* Fleet Transwarps will no longer take non-premium slaves into semi-premium areas.
* Fixed Reaver’s Breath not being neurobound
+ fix for Serengeti Blockade being set as the action galaxy for the Lyceum Paxian mission.
* Fixed a bug where all the AI with hate modifiers were not saving it correctly, so when the uni was saved/loaded, they came back unwilling to initiate an attack on anything.
* Warhead effects (like on Bunkerbusters) no longer splash damage friendly missiles.
* Gave Repair Rejigger Deployment Drones transference efficiency so they don’t heal themselves to death with other healing drones
* Created new Emperor’s Launch Tubes item to replace mistyped version
* Fixed a bug where Radiation Experts could transfer their wild slaves to non-Radiation Experts
* Fix for Herophilus 3000 Distress Call Olympus Daily Mission.

MicroPatch, April 24 2014

This is a micropatch, mostly bugfixes / minor tweaks and also update the client to include some supports needed for test server.

* Tweakings to the bosskill score system.
* Autopilot no longer requires Astral Travel.
* New Contact Agent button for station mission list.
* Missions now autocomplete when you dock at the ending station.
* Text in the trade bay is now colored based on price and tech levels (dark green for can’t afford, red for insufficient tech level).
* Crash fixes.
* Fixed the bug where we had an extra tab in several different tab control UI elements.

Server & Client Patch April 09, 2014

Client
* Increased delay before tooltips show up (from 0.7 to 1 sec) and the deadzone allowed for the mouse to be considered paused (from 15 to 40 pixels).
* Gremlin now interrupt autopilot (was not a problem in c1 because the autopilot was too stupid to adapt to a grem, but since the c2 autopilot is quite a bit more aggressive it tend to completely counter gremlins and as such, gremlins will disable it.
* Made it so that you can unequip permanent holoprojectors from the action bar
* New “Abandon Drone” option for drones in right click possessions context menus.
* Multiple client performance optimizations (up to 1000% on logic fps and 30% on fps depending on the situation)
* New fps and logic fps calculation / display code for higher precision and reliability (especially with high value, the previous code could not display logic fps higher than 1000, and logic fps higher than 70 was extremely unreliable due to the timer resolution on many cpu).
* Multiple client crash fixes.
* Relabeled the “TSL” tab as “Storage”

Server
* Ricochet weapon effect now ricochets using PHYSICS.
* Fixes to Chain Bullet Effect.
* Chain Bullet Effect will now bounce in a random direction if no acceptable target is present.
* Prospecting nodes can no longer spawn in subspace instance entrance galaxies.
* A mission that is the requirement for multiple missions will no longer auto open a ‘next’ mission.

* Critical hit changes:
** Critical hit side effect can now happen only once per 10 seconds (you can still do the extra damage during that time, just not the tweak)
** Physical: Random turn gremlin for 2 seconds
** Energy: -100% thrust for 2 seconds
** Laser: -50% shield recharge for 3 seconds
** Heat: -90% radar for 3 seconds
** Mining: -60% energy regeneration for 3 seconds
** Surgical: +60% recoil for 3 seconds
** Radiation: Warp interdiction for 6 seconds
* Sniper Stalking no longer increases critical hit time

* Fix so slaves / AI with low bank, high regen energies will fire.
* Fix for undoing an AI base sale ending with a neurobound item.

* Fixed a typo in the 1 minute timer repair message
* Holoprojectors now evaporate when you log off.
* Fixed a bug with tractors when multiple strong tractors were on a single target.
* New “Abandon” option for drones in X-Key menu.
* Using the Abandon Drone command on scoopable temporary drones will give them the prefix “Abandoned”. They can scooped by any player.
* Using the Abandon Drone command on non-scoopable or permanent drones will cause them to disappear.
* Fix so Abandoned Drones don’t fire on targets that have already hit them.
* Fixes to disable error messags appearing for automatically assigned missions that the player is ineligable for.
* Chain Transference weapons now take shields from the healer for each target hit.
* Fixed update messages so a drone properly displays an updated name when it gets destroyed, abandoned or goes inactive
* Fix for mobile drones desynching when going inactive.
* Added functionality for asteroid belt spawners to spawn different types based on what they have (fixing belts not spawning wreckages when they should).
* Fix for “INVALID” displaying for characters with no class on the login screen.
* Fixed a server crash relating to auto completing missions.
* Splash effect will impart side effects from the main weapon.
* Fixed a bug with Computer Engineer advance subskill.

Content
* Fix for T21 Drone Ops Aug missions requiring Drone Mastery 21.
* Stede’s Basil is no longer capturable.
* Replaced “Satanic” energy tweaks with “Sacrificial” energy tweaks in the drop lists
* Fixed name on the base in Serengeti Blockade
* Alien Siege Mode rebalanced. Cooldown reduced from 180s to 90s. Duration reduced to 10s. Recoil bonus reduced.
* Subhatta Charge speed increased.
* Using Alien Cocoon will no longer unequip class super items or reset the time on Alien Siege Mode.
* AI in The Crucible no longer give Experience, mission XP rewards increased.
* Crucible and lobby galaxy marked as dungeon galaxies and unmappable
* Fixed a spelling mistake if you try to enter an instance with a squad larger than the max size
* Outposts in Subspace will no longer gain invincibility from fighters or missiles.
* Reduced the bonus damage granted to Engines 22 boss.
* Fixed bogus item requirement for the Apollo Drone build
* Slaves can now use Berserker Shield Redistribution Device.
* Updated the cost on Seer and Fleet Commander Transwarp devices.
* Marked all Serengeti, Anaconda, Iq’Bana, Olympus, Mausoleum, Red Photon, Enigmatic Sector, Lunacy, Mumble & it’s instance, Bonnet, Captain Kidd, Emphatic Mother, Kumari and Blue Photon Processing as premium only.
* Marked xyz and empathy field as semi premium
* You can no longer use ship upgrades while undocked.
* Blue Photon Stock Missile Changes.
* Fixes for Dropship Generator.
* Fixed a bad drop tag in colour empire gal for Asteroid Being
* Paxian Final Frontier mission typo fixes
* Fixed a typo in the stat string of the Bauble holoprojector
+ Readded the Zailaguru Ksatracara to Perilous Space.
+ Changed Iq’Bana to use the automatic gate lock system
+ Changed Anaconda to use the automatic gate lock system
+ Moved DG Ohms to Perilous Space for next universe
* Fixed quantity typo in the mission ‘Capital Punishment’ from Blue Photon Subspace chain
* Rajanicar’ayu got a new super item and adjusted resistances.
* Vacohar’ayu got a new super item and adjusted resistances.
* Shield Redistribution device laser no longer is affected by NT
* Added two new asteroid belt spawners to Forrest Run to mitigate wreckages not spawning
* Added ability for missions to have hidden rewards
* New Transwarp Subskills (Transwarp Turbocharging, Advanced Transwarp Navigation)
* Fix so multiple levels of Automated Reloading subskill won’t grant addition bonuses.
* Made it so King Midas is bound to his layer of space
* Gave Nightfury Focus tweak crit immunity for 3seconds and increased damage to 10% and tracking to 50%.
* Increased charge time and elect on both Nightfury Focus and Nightfury Rage to 180s and 30k
* Fixed the man hours for the Adonis Protector Z
* Fixed name on the base in Serengeti Blockade
* Fix so Kinetic, AP, Incendiary and Surgical Strike missile factories are the same tech as their blueprints.
* Pods no longer start with velocity.
* Rovery Nanorobotics Facility BP now properly has 1 max use.
* Changed drone death message from ‘was blown up’ to ‘was destroyed’
* Destroyed and Inactive drones will properly evaporate when their owner logs off.
* Fix for Funky Monkey Advanced subskill.
* Nila Rakta no longer does damage. It instead adds +10% weight to your ship.

Beta client 2000.272.187

* fix for the newly introduced beta client bugs (invisible particles) and small target icon not showing for squadmate
* Relabeled the “TSL” tab as “Storage”
* Moved ship upgrade items to the ships tab of the trade bay.

If you do not have the beta client and wish to install it. It can be downloaded from http://www.starsonata.com/dl/StarSonata_2_beta.exe. The installation is separated from the live client, and it is recommended you keep the live client at hand reach, in case beta client update break it for you.

Beta client 2000.272.165

This is a beta client patch needed to connect on test, without it youll experience glitches when seeing drones.

* Code needed to fix the inactive drones wandering off (need server update and is the reason why the new client is needed on new server)
* Multiple crash fixes (7 new crashes were tracked and fixed, at least 2 remain)
* Massive performance optimisations (about 30% fps and 1000% logic fps depending on the scenario).
* Higher precision fps and logic fps display / calculation (previous system was losing precision the higher the value was, so an fps of above 66 could be anything from 80 fps to 50 fps due to timer precision, which in turn caused slowdown in the fps smoothing system), new system support fps up to 1,000,000 with 2 decimal precision).

If you do not have the beta client and wish to install it. It can be downloaded from http://www.starsonata.com/dl/StarSonata_2_beta.exe. The installation is separated from the live client, and it is recommended you keep the live client at hand reach, in case beta client update break it for you.

Crucible patch is live

* Made it so that you must be docked to equip or unequip a super item
* new feature: Made untanglers that can break gremlins remove all your current ones as well as stop new ones from being added
* Moved all the lyceum galaxies to the new map layer.
* Updated lyceum galaxies with new coordinates.
* Updated spawner times on all color empire galaxies.
* AoE weapon effect can now do percent damage.
* Fixed stat string for elect temp tweaks
* rebalanced Color Empire cloaks.
* Replaced “Satanic” energy tweaks with “Sacrificial” energy tweaks in the drop lists
* Fixed a bug with drones/bases not launching missiles/fighters
* Fix so Sniper Analysis properly works with beam weapons.
* Sniper Analysis critical bonus no longer scaled by level of Sniper (always get full 100% regardless of sniper level)
* Scruples in Hyper now have enough energy to fire their missiles.
* fixed mission sob floaty issue for spawners that don’t give credit
* fixes on the team score display.
* Fixed a typo on the GOUQE
* Added Plague Device and Hidden Plague Device super items
* Added AI tags for most class super items so that your slaves can use them
* Added the ability for missiles/fighters to have 360 degree launch aiming with some missile launchers/fighter bays, or when launched from bases or drones
* Made salvos of multiple missiles launch in a spread pattern, instead of randomly
* Made bases/drone only launch 1 salvo of missiles at a time, and only attempt to launch a missile when the missile bay is fully ready, so they don’t queue up wasted missiles
* Marked the Locution as non-captureable
* Shield Redistribution device laser no longer is affected by NT

and most importantly
* CRUCIBLE is added to arena lobby

Micropatches overviews

Since micropatches arent worth a single post everytime, and i been doing quite a few lately. Ill keep this blog post updated with micropatch notes.

February 26
* Server crash fixes
* removed event code generation from instances
* Seer mines are no longer scoopable.
* Fixed a bug that caused repair attempt to error with impossibly long time.
* Fixed a bug causing drones to not fire at ai drones.

February 28
* Fixed High Priest Chamber not giving a lockout
* Fixed a server crash

March 03
* High Priest’s Blessing is now Neurobound.
* Fixed lockout issues on High Prophet boss fight.
* Reduced spawn time for the High Priest’s Blessing in the Key Chamber.
* Fixed spawn time on Weapons 22 Boss adds.

March 04
* Slave Ph.D. is now properly accounted for when transferring a slave.
* Skill Resetting now checks slave slots used, etc, and will deny the reset if you would exceed limits after the reset.
* RP Warship uses weaker missiles.
* Using a demo kit on a destroyed base will kill you if you couldn’t normally undock in that ship.

March 07
* Fixed a bug causing drones repairs to eat away money if you did not have enough credits to repair it all at once.
* Made it so client specify if an item can be partial repaired or not in the repair widget tooltip (in the top bar) (drones are the only item that can’t).
* Fixed repair cost display for drones.
* Fixed a bug with drones/bases not launching missiles/fighters
* New sounds and textures in the client for future content (not in use on live yet)
* Increased delay before tooltips show up (from 0.7 to 2 sec) and the deadzone allowed for the mouse to be considered paused (from 15 to 40 pixels).
* Gremlin now interrupt autopilot (was not a problem in c1 because the autopilot was too stupid to adapt to a grem, but since the c2 autopilot is quite a bit more aggressive it tend to completely counter gremlins and as such, gremlins will disable it.

Server & Client Patch February 25, 2014

This is mostly a bug fixes patch, Crucible is coming very soon.

* Rajanicar’ayu got a new super item and adjusted resistances.
* Vacohar’ayu got a new super item and adjusted resistances.
* Stede’s Basil is no longer capturable.
* Fixed a bug with missions costing money over 32 bit limit
* Fix for squad transwarp bringing along targets out of range.
* Fix for squad transwarp graphic being the wrong size.
* Fix for Higher Remote Control mission.
* Attempted fix for the missile bug preventing some people from launching any. (unable to reproduce but this should fix it in theory).
* Bases and Drones will no longer heal destroyed or inactive drones.
* Fix for Eye for an Eye skill mission taking Sniper instead of Berserker.
* Deathblossoms already equipped to bases will now force unequip
* Deathblossom can no longer be used on bases.
* Evasive Manuvers Neurotweak depreciated.
* Fixed a bug where hull locked items could be equipped on the wrong ship type.
* Fixed mobile drones synchronisation bug.
* Fixed a bug where drones would not launch fighters (still broken)
* Increased range on the Alien Nest Drone tagging laser.
* Fix for 2 bug with the wildman subskill (Slots are now properly calculated, and resist is now applied)

Server & Client Patch February 21, 2014

New Universe Required: +
Available Now: *

These patch notes may be adjusted. A post will be made if changes are made to the patch notes.

Additions:
* Added two new augmenter stats: Evasion and Transference Resistance.
+ New MIRV Rockets (these will replace MIRV Torpedos)
+ New MIRV Rocket Factories located in Beta Antares to convert MIRV Torpedo crates into MIRV Rocket crates at no cost.
+ Added new MIRV factories to Lyceum and Hyperion
+ New T22 Subspace Missiles and Missile Crates
+ New T22 Subspace Missile Factories
+ New T22 Subspace Missile missions.
+ Added Phoenixes and Glaucopennia to DGs/PSpace
* Added the ability for items to charge using shields in addition to energy
* Added stat string for Chain Projectile weapon effect.
* Added a new Barrel Roll animation for evaded attacks.
+ Added Prototype Deathblossom, Deathblossom and Mighty Deathblossom.
+ Added Sniper Analyser & New Seer Jammers
+ Added new subskills to skill reset system
+ Added new subskills to Lyceum.
+ Added T22 Focus and Class Skills.
+ Added new echo to Free Market detailing the T22 Focus and Class Skills.
+ Added Platinum level Strontium missions
* Added Divine Behemoth blueprint
+ Added T5 Capital Ship, Pax Lyrae
* Added Evasion tweak type.
* NoTweak flag for Neurotweaks is now properly applied.
+ New Slave Deathblossom.
+ Lyceum Revamp – Lyceum has relocated to the sectors surrounding the wormhole leading to the Serengeti. They have spread out their university from a single galaxy to a four galaxy sector.
* Enabled new repair cost formula for drone repairs.
* Added a check for missile ranges on launch.
* New chat commands /droneslots and /teamslots
* New dialog for books
* New galaxy flag to disable prospecting node spawn
Rebalance from previous patches
+ Added Surgical Strike Missiles.
+ Gatling Platform, Burst, Disruptor, Decoy, and Interference missiles factory blueprints removed from Hyperion.
+ Missions for AP, Kinetic, Surgical Strike and Incendiary MK III factories depreciated.
+ AP, Kinetic, Surgical Strike and Incendiary MK III factories for sale in Hyperion.
+ MIRV Rocket Upgrade Factories for sale in Hyperion, Lyceum and Beta Antares.
Skill Changes
General
+ New Advanced Skill Point system.
+ Added Tech 22 Focus and Class Skills.
+ Class Subskills no longer grant bonuses or can be trained beyond level 20.
+ New General Advanced Subskills, Shake it Off, Strategic Deployment, Centered, Droney, Resilient and Slave Ph.D.

Remote Control
+ Remote Control 19 mission added to Beta Antares.
+ Remote Control 20 mission added to Lyceum Subspace Research Concourse.

Fleet Focus
* Increased Fleet Focus Hull Space bonus from +1% to +1.5%
+ New Recon Focus Advanced Subskill, Expansionist (+1 Hull Expansion slot)

Recon Focus
* Changed Recon Focus from +1% Capacity to +1.5% Capacity per level.

Speed Demon
* Added -1% Electric Tempering bonus to Speed Demon Skill.
* Reduced Speed Demon Speedy Firing subskill from +4% Rate of Fire to +3% Rate of Fire.
* Increased Speed Demon Speedy Firing subskill from +1% Damage to +2% Damage.
* Speed Demon Speedy Firing subskill is no longer scaled by speed.

Seer
* Psionic Shrouding now gives up to a 50% chance to evade damage while cloaked and unseen.
* Added +2% Damage to Seer Psychic Sight subskill.
* Added +1% Critical Hit Chance to Shadow Ambush subskill.
* Reduced Shadow Ambush subskill Backstab passive from +3% Critical Hit Chance to +2% Critical Hit Chance.
* Reduced Shadow Ambush subskill Backstab passive from +3% Damage to +2% Damage.
+ New Seer Advanced subskills, Wraith, Clairvoyant, Assassin and Brooding Gaze
+ New Seer Jammer items for sale in Lyceum.

Combat Focus
+ New Combat Focus Advanced Subskill, Big Banker (+1 Capacitor Slot)

Berserker
* Removed Electric Tempering from Ordnance Supremacy subskill.
* Added +3% Damage to Berserker Class skill.
* Added -1% Space on Equipped Weapons to Berserker Class skill.
* Removed -1% Space on Equipped Weapons from Arsenal Expertise subskill.
* Added +1% Damage to Arsenal Expertise subskill.
+ New Berserker Advanced Subskills, Berserker Classic, Weapons Master, Berserking Berserker and Eye for an Eye

Sniper
* Reduced Sniper Class skill from +3% Physical Damage to +0.5% Physical Damage.
* Changed Sniper Class passive, Sniper Analysis to +10% Critical Hit Strength, +3.75% Damage (+200% Critical Hit Strength, +75% Damage after 5 minutes)
* Sniper Analysis now requires the use of a Sniper Analyzer
* Added +2% Damage to Stalking subskill.
+ New Sniper Analyzer item for sale in Lyceum.
+ New Sniper Advanced Subskills, Quick Scope, Long Scope, Grooved Bores and Marksman

Support Focus
+ New Support Focus Advanced Subskill, Really Super (+25% charge rate on Super Items)

Shield Monkey
+ New Shield Monkey Advanced Subskills, Funky Monkey, Tank Monkey, Flying Monkey and Enveloping Monkey

Engineer
* Temporary drones that are scoopable no longer explode on death or disappear when they expire. Instead they enter a destroyed or an expired state. Destroy drones can be repaired like normal items.
+ New Engineer Advanced Subskills, Mechanical Engineer, Computer Engineer, Electrical Engineer and Civil Engineer

Fleet Focus
+ New Fleet Focus Advanced Subskill, Extra Tweaked (+20% (+40% for slaves) Augmenter Tweaking scaled by the number of equipped augs)

Gunner
* Added +2% Damage to Gunner Class skill.
* Increased Big Guns subskill from +3% Mining Damage to +3% Damage, +1% Mining Damage.
* Destruction subskill now only triggers on missile attacks.
* Destruction subskill now grants vulnerability to all damage types.
* Increased Destruction subskill from +0.5% (1 Weapon) / +1% (2 Weapons) to +2% (Missile Strike).
* Destruction can now be applied by splash damage from missiles.
* Missile Mastery changed from +5% to most missile stats to +2.5% missile damage.
+ New Gunner Deathblossom items for sale in Lyceum.
+ New Gunner Advanced Subskills, Advanced Targeting Computers, Automated Reloading, Gunboat Diplomat and Mass Destruction

Fleet Commander
* Wild Slaves have their own slot pool.
+ New Fleet Commander Advanced Subskills, Advanced Flight Controller, Wild Man, Fleet Admiral and Fleet Protector
Advanced Subskills:
More on these can be found in this blog post: http://www.starsonata.com/blog/calypso-update-1-27-14/

+ Engineer Advanced Subskill Mechanic Engineer (+3 Drone Equip slot, +15% Energy)
+ Engineer Advanced Subskill Computer Engineer (Single Target Transference Beams Splash heal)
+ Engineer Advanced Subskill Electrical Engineer (Equipped Drones charge 10% faster, +5% Energy Charge)
+ Engineer Advanced Subskill Civil Engineer (+20% Transference Resistance, -15% Energy used for Tractor Beams)

+ New Gunner Advanced Subskill Advanced Targeting Computers (+2 Targets to Deathblossom)
+ New Gunner Advanced Subskill Automated Reloading (Missile Launchers recharge 20% faster, +2 missile queue slots)
+ New Gunner Advanced Subskill Mass Destruction (+100% Range on Weapon Effects)
+ New Gunner Advanced Subskill Gunboat Diplomat (+100% Shield and Energy and +1 Super Item Slot while in Heavy Fighters)

+ New Fleet Commander Advanced Subskill Advanced Flight Controller (+75% Evasion on fighters, +2 Fighter Slots)
+ New Fleet Commander Advanced Subskill Fleet Admiral (Field Generators affect allied Capital Ships)
+ Fleet Commander Advanced Subskill Wild Man (+100% Wild Slave Slots, +50% Resistances on Wild Slaves)
+ Fleet Commander Advanced Subskill Fleet Protector (+100% Transference when healing your own possessions)
+ Shield Monkey Advanced Subskill Funky Monkey (+100% Shield Regen while in stasis, +100% Transference to targets in stasis, Critical Hits with transference proc a -10% transference resist buff on the target for 2s)
+ Shield Monkey Advanced Subskill Flying Monkey (+50% Hull Space in Light Fighters, -25% Hostility)
+ Shield Monkey Advanced Subskill Tank Monkey (50% of damage to slaves is transferred back to the shield monkey, +5% Resistance)
+ Shield Monkey Advanced Subskill Enveloping Monkey (+30% damage when not healing scaled by the targets shields)
+ New Berserker Advanced Class Subskill Berserker Classic (+200% Multifire, -30% Rate of Fire)
+ New Berserker Advanced Class Subskill Weapons Master (+20% Hostility, +3 Weapons Slots)
+ New Berserker Advanced Class Subskill Berserking Berserker (+30% Speed, +10% Rate of Fire)
+ New Berserker Advanced Class Subskill Eye for an Eye (+33% bonus to damage-to-shield transference effects, +10% resistance)
+ New Sniper Advanced Class Subskill Long Scope (Analysis builds for 10% longer)
+ New Sniper Advanced Class Subskill Quick Scope (Analysis builds 20% faster)
+ New Sniper Advanced Class Subskill Grooved Bore (+25% Projectile Speed, +10% Physical Damage, +25% Tracking)
+ New Sniper Advanced Class Subskill Marksman (+10% Damage if over 2k distance from target, -15% Visibility)
+ New Seer Advanced Class Subskill Wraith (-15% Visibility, +8% Ethereal Damage)
+ New Seer Advanced Class Subskill Clairvoyant (+20% Radar, +5% Critical Hit Percentage)
+ New Seer Advanced Class Subskill Assassin (+15% Backstab Damage, -25% Charge Time on Microwarps and Translocators)
+ New Seer Advanced Class Skill Brooding Gaze (+10% Energy and Shield Recharge when cloaked if you haven’t attacked in the last 2 seconds)
+ New Speed Demon Advanced Class Subskill Fighter Ace (+15% Rate of Fire, -25% Range)
+ New Speed Demon Advanced Class Subskill Acrobat (+25% Thrust, 50% reduced critical hit debuff duration, -50% Inertial Dampening)
+ New Speed Demon Advanced Class Subskill Lucky Devil (+10% Evasion, +5% Critical Hit Percentage)
+ New Speed Demon Advanced Subskills, Fighter Ace, Master Scout, Lucky Devil and Acrobat
+ New Advanced Subskill Shake it Off (+500 shield and energy regen while in stasis)
+ New Advanced Subskill Strategic Deployment (+50 speed if no hostile actions within the last 30s)
+ New Advanced Subskill Centered (+500 shield and energy regen if no hostile actions in the last 15s)
+ New Advanced Subskill Slave Ph.D. (+4 Combat Slave slots)
+ New Advanced Subskill Droney (+1 temp drone slot)
+ New Advanced Subskill Resilient (100% chance to get +50% resistance (+90% resistance for slave) for 1s. effect can only happen once per 30 seconds)

+ New Advanced Focus Subskill Expansionist (+1 Hull Expansion slot)
+ New Advanced Focus Subskill Big Banker (+1 Capacitor slot)
+ New Advanced Focus Subskill Really Special (+25% charge speed on super items)
+ New Advanced Focus Subskill Extra Tweaked (+20% divided by the number of equipped augmenters extra augmenter tweaking)

Due to the enormous patch size we’re breaking this up into a few patches. These major content additions will be implemented approximately two weeks after the reset. Some pieces of these additions may be included at the reset, and locked until the two week patch. The reasoning behind it is that these new additions may not have been fully tested prior to the reset, and we don’t want broken additions added to the universe.

+ Temple Grounds – A two-part tech 22 instance featuring the Trials of adum, a single player puzzle instance and the High Priest’s Chamber, a new and exciting boss fight.
+ Color Empires – A large, lower level instance featuring content ranging from level 40 to 120.
+ Crucible – A new single player instance to fight off waves of enemies. Awesome new class superitems are rewards.
+ New Class Locked Super items! Three new super items for each class are will be available as rewards for the Crucible.
Tweaks:
* Most missiles no longer locked to Gunner. (Decoy, Burst, Interference, and Blockbuster are Gunner locked)
* Most missiles no longer locked to Capital Ship. (Vor, Flare are Gunner Capital locked)
* Most missiles are now size 1.
* Berserker travel fields no longer work on slaves.
* New slave only berserker travel fields. These equip when you equip yours on your main ship automatically.
* Lifesteal aura now blocks incoming transference damage but not outgoing transference damage.
* Missiles now get range and radar bonuses.
* Freighter split into 2 hull types Support Freighter and Industrial Freighters, see details on the blog  http://www.starsonata.com/?p=829
* Changed team slots to be account based, instead of character based. Teams now start with 50 account slots which is increased by the Roster skill by 5 per level.
* Made new tweaks that affect shield regen show up on the client immediately, rather than being delayed up to 2 seconds
* Changed summary text of ‘Resistance, not so futile’ mission to make it more clear where players have to finish the mission.
* Converted Nightfury Focus, Nightfury Rage and Red Photon Remote Weapon Augmentation into superitems
* AI will no longer attack destroyed drones.
* Destroyed drones can no longer be hit by collision code.
* Alien Shields now take Shield Lattice Intensifiers instead of Harmonic Shield Focusers.
* Nanite Blueprint now produces 1000 Nanites instead of 500.
* Super Items can now be charged from damage taken.
* Lifespan on most missiles reduced.
+ Increased the number of Reaver dg spawns a bit
+ Sniper Analysis doesn’t scale by Sniper Class level anymore.
* Entanglement Missile now does a Sludge parasite
* Fighters and Missiles launched by super items no longer check the tech of the equipped launcher, just that it exists.
* Splash healing now costs shields for all targets hit.
+ Added Strategic Deployment and Centered advanced subskills to slaves
* Damage Fields in Piloting 22 now affect all players regardless of aggro.
+ Updated Copper to use the automatic gate locking system.
* Lifesteal now only applies to positive damage.
* Weaponry to 8 can now be trained in Blue Outpost for 1 Blue Aether.
* Critical Aug stats now apply to bases.
* Merchant Fleet Master now also gives +1 slave order.
* Slave Ph.D. is now properly accounted for when transferring a slave.
* Skill Resetting now checks slave slots used, etc, and will deny the reset if you would exceed limits after the reset.
* RP Warship uses weaker missiles.
* Using a demo kit on a destroyed base will kill you if you couldn’t normally undock in that ship.
* Drone Operations augmenters now take Engineer skill instead of Drone Mastery.
* Tweaked Activity score to penalize large teams less.
* AI Ghostships will no longer use their torpedo superitem.
+ Mighty Deathblossom and Ultimate Deathblossom now Capital Ship only.
* Hotkey for missile / fighter launchers now displays queue count.
* New cost for many missiles and missile factories.
* Launching a missile or fighter is now properly considered a hostile action.
* Slaves now only queue one missile at most.
+ Shake it Off and Centered now apply to slaves.
Transwarp Tweaks:
* Transwarp Missions now have an Equipment skill requirement.
* Transwarp Devices no longer warp slaves in stasis.
* Transwarping now destroys die on jump items.
* Transwarps that don’t immediately find the destination beacon from their list will now search the galaxy for a beacon and jump to it.

Subspace Assault:
* Janayitrideva no longer despawns the miniboss adds when players warp into and back out of Devalaya Deva.
* Zarkara Adhara no longer despawns the miniboss adds when players warp into and back out of Bila Zarkara.
* Subhatt’ayu inbuilt reduced from -33% recoil to -20% recoil
* Praheti, Praheti Sahistha, Prahetivijarjara now give Praheti DNA when the Basic DNA Extraction beam is used on them.
* Increased lifespan on T22 instance entrance galaxy spawn.
* increased the spawn time on the dead end guard in the Akhara maze.
+ Removed Distruptor, Decoy, Interference, Burst and Gatling missile blueprints from Hyperion. With the class rebalance these missiles will be depreciated.
* Reworked the Great Open Uu Quu Excommunicator, giving it a surgical parasite, better range, speed and less self damage
Fixes:
* Fixed prospecting scanners displaying a blank message.
* Fixed super item stat strings having extra ‘,’ characters when hiding items in the description.
* Fixed a crash bug with Fighter and Missile Bays.
* Fixed Dampening Buff giving players full dampening when they didn’t have it.
* Fixed Warhead Effects using the wrong range attribute.
* Fixed Zarkara Adhara guard spawners.
* Fixed cost on the repeatable 4000 series transwarp mission.
* Fixed ‘Higher Remote Control’ mission to request remote control instead of warp navigation.
* Fixed a bug where parasites created by missile warhead explosions were not doing the proper amount of damage.
* Fixed a bug where ships would do a barrel roll animation when entering galaxies or leaving space bases.
* Fixed a bug where the timer for new players joining teams attempting Emperor would report incorrect times.
* Fixed a bug where Crown Ships could be transwarped.
* Fixed some typos in the skill reset messages.
* Fixed Superintelligent mod giving too much Critical Hit Percentage
+ Fixes for Seer Psionic Shrouding evasion ability.
* Fixed a bug involving bosses equipping/unequipping stuff
* Fixed the Red Photon Oversized Turret not always using it’s super weapons correctly.