Space Clouds

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.

Client update patchnotes 07/02/2014

- Fix for a crash during jump (there is still at least one alt-tab related crash with jumps, maybe more).
- Fix for a crash with weapon switch.
- Fix for a crash in inventory tab.
- Fix for a crash in certain stations if you docked just after jumping.
- Fix for a crash when transfering items
- Fix for a crash when transfering credits.
- Fix for a crash when setting descriptions on userbase.

In a nutshell… this is a crash fix patch !

Server/Client update patchnotes 21/01/2014

Client
Additions
* Added buff icons for Dampening and Critical Hit Immunity Tweaks
* Added /lkc distortion for those who dont like the distortion effect on laser / trans applied at veryhigh, /lkc 1.1 would disable them completly. (already live)
* New news viewer in the client.
* New context menu for the Possession tab of the Character dialog.
* New options for slaves in the Possesions tab context menu; “Follow Me”, “Leave Stasis”, “Open Inventory”, and “Repair Ship”

Tweaks
* Particles system change, higher fluidity and shorter trails all around (smoother animation as well), on very high especially (lower graphic also gain smoothness but not as much) (already live)
* Particles system massive performance increase. This patch improved the performance of the particles rendering system by nearly 300% (which allowed us to make most existing case much smoother without impacting performances) (already live)
* Greatly improved memory bandwidth and rendering efficiency (speed if it was your bottleneck) on all dynamically generated meshes, (like the suns and the spheres used in some projectiles), also fixed a memory leak on that side which was one of the last remaining known client crash (already live)
* More debug data to help me pinpoint the last known crash still existing (the one where you alt tab during an autopilot jump and it sometime crash). I am sure there are other crashes left, but the 2 mentioned here are the last 2 i was able to prove existed. (already live)
* Moved “Release Slave” button in the Possession tab to the new context menu.

Fixes
* Multiple client crashes fix (already live)
* Fixed a bug that caused engine particles to not update after an engine change until you undocked a second time. (already live)
* Fixed a client crash in the map flags (already live)
* Fixed a client crash in the warp effect. (already live and there is still one crash remaining on warp while alt-tabbing)

Server
Additions
* New item type: Field Amplifier – Amplifies aura projectors
* Added support for parasites on missile warheads.
* New Chain Bullet weapon effect.
* New Repair Slave Option in the X Menu
* New Boss Condition to count unequipped items in the boss inventory.

Tweaks
* Made it so AI’s/Slaves thinking about using offensive super items will check the range of the first weapon in the super item, wherever it is in the order of actions, whereas before, they would only check the range if the first action in the super item was a weapon.
* (dev stuff) Asteroid spawners can now spawn named asteroids.
* Added new subtype for class items like Deathblossom, Sniper Analyzer, etc.
* Sniper Analyzer now uses the Overloader icon.
* AI bases without skills won’t display a skills tab.
* Seperated Missile and Fighter bays.
* Seperated Missile and Fighter slots.
* You can have a missile and a fighter bay equipped at the same time.
* Shield Tweaks now affect shield regeneration provided by shield chargers.
* Changes to repair messages.
* Improved layer filtering for loading wild AI and applied it to holiday AI (no more holiday AI in The Nexus for example)

Fixes
* Fixed a bug where combat slaves were not using offensive super items
* Fix for auto-start mission errors.
* Fix for Janitor’s Outpost not showing a skills tab.
* Irradiated AI will no longer use Superitems.
* Transwarp now properly reduces the shields of the user.
* Splashing laser effect now acts as ethereal even if the starting laser is corporeal.
* Fixes to the Chain Laser weapon effect.
* Ships under the effect of an invincibility aura (+100% resistance all aura) are no logner affected by resistance reducing auras.
* Fixed a bug where it was sometimes not possible to crit a husk
* Fixed a typo in the ship repair confirmation dialog.
* Fixed issue where the server wouldn’t tell the client when a fighter docked with it’s owner’s ship.
* server change to remove support from uncrypted connection (will check for update but wont let you fully connect using an uncrypted version).
* fix for the rts order feedbacks not working.
* server crash fix.

Content
Additions
* New client map layers for Holiday content and Color Empire zone.
* Zeus’ Throne has a new inbuilt Missile Bay.
* Shrimp has a new inbuilt missile bay.
* Battle Sphere has a new inbuilt missile bay.
* Assault Behemoth has a new inbuilt missile bay.

Tweaks
* Reduced the prices on the Seer Mine factories to only consome field obtainable (or producable) commodities
* Unteamed the End of the Universe Beacon.
* You can now only tow to Janitor’s Outpost if you are towing from the Nexus.
* Changed price on Blue Photon Stock Missile crates.
* Damage fields in Bila no longer affect drones.
* Akara Adhara now drops a protection field emitter at 5% shields so players don’t die after they kill it.
* Paxian Bombs no longer spawn after 10% on the tractor boss. The final 10% must be done by the player.
* Incendiary Missiles now do half their damage in Napalm Fire.
* Gave Olympus a minimum level requirement of 750 to enter
* Changed all the Olympus wormholes to require Warp Navigation 3 (some of these won’t be in effect until new uni, but all of the instanced holes and the entrance one are done)
* The Zarkara at the dead end in the Akhara instance is no longer invincible.
* Goldenboy ships in Rumble Arena now have self-destructors.
* The Pest Drone Device acquired in the Nexus now properly drops Small Pest Drones instead of Blue Scout Drones.
* Changed Red Photon Prototype Remote Weapon Augmentation to give -20% Recoil
* Alien Outposts in Pajca and Sas arms now count the number of miniboss fighters in inventory before creating more.
* Changes to Saluna Psu to make it more usable.
* Buffed most T22 alien shields.
* Fixed an error with Dhatri Zaktirasa and Dhatri Devazaktirasa weapons which were incorrectly marked as pulse guns in the balance sheet and had way too much DPS for their type of weapon.
* Drone Scoop is now tech 0

Fixes
* Fixed Ares’ War Cry and Hephaestus’ Flame Tractors.
* Lots of various spelling fixes in missions
* Fixed a typo in the Compact Colony Blueprint description
* Fixed Undead Helro’s Vultures counting for Strontium 90 missions
* Infernal Darkness Access mission no longer autocompletes.
* Fixed Alien Siege Mode superitem.
* Fix for MIRV missiles.
* Fix for Vihara Sapta.
* Fix for Small Disintegrator Missile Production Blueprint.
* Fix for Zeus’ Energizing Beam not affecting player ships.
* Beefed the Bear tractors

New uni stuff
+ New Blue Photon Testing Range galaxy.
+ Fixed a bug that caused L Suns to not effect solar panels correctly
+ Added two new testing drones to Blue Photon Test Range.
+ Added two new missile types, Incendiary and Surgical Strike.
+ Added factories for the new missile types.
+ Added new missile blueprints to Hyperion.

= CLASS REBALANCE – Not live yet
= Added -1% Electric Tempering bonus to Speed Demon Class Skill.
= Reduced Speedy Firing subskill from +4% Rate of Fire to +3% Rate of Fire.
= Increased Speedy Firing subskill from +1% Damage to +2% Damage.
= Added +2% Damage to 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.
= 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 Arsenel Expertise subskill.
= Added +2% Damage to Arsenel Expertise subskill.
= 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)
= Added +2% Damage to Stalking subskill.
= 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 vunerability 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.
= Fix for not taking item durability damage if you had drones on board.
= New Critical Hit Immunity Tweak
= Berserker Engagement Devices
= Moved some of the splash damage on Lancer Missile to a Napalm Fire DoT
= Sniper Flak Device
= Sniper Ricochet Device
= Stacked Missile Bays no longer grant a firing cooldown bonus.
= Fleet Commander fighter recall devices.
= Using a missile launcher will clear the queue.
= Changed Missile Mastery to +2.5% Damage per level.
= Updated missiles with Salvo Counts for testing.
= Added Prototype and Ultimate Deathblossoms.
= Fix so AI drones still explode on death.
= Missile Bays now have a max queue.
= Deathblossom now uses the proper amount of energy while multifiring.
= Deathblossom damage bonus removed.
= Deathblossom energy use reduced from 200% to 60%.
= Fix for undestroyed drones getting placed in the destroyed stack.
= Berserker Shield Redistribution device.
= Missile Changes for class rebalance.
= Deathblossom now properly targets AI teamed with your target.
= New Seer Ambush Overloaders.
= Splash Damage Warhead support for parasites.