Space Clouds

Healing/Support Revamp Release Schedule

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

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When will the project be released?

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

What’s included in the project?

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

What’s happening to my ships?

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

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

What’s up with skills?

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

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

What’s up with weapon modifications?

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

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

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

What other things will change?

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

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

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

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