Space Clouds

Calypso Update 10.14.13

This weeks update is going to be a little shorter (I took a short week) — but still filled with important information! For this week I’ll be covering a new type of overloader, a new kind of neurotweak as well as some massive bug fixing that went on post patch.

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First, the bug fixing. This patch had it’s share of troubles and most of them were fixed extremely fast. Some issues with subspace instances were quickly squashed. The issue with deploying drones in instances? Found and fixed! Also, all the excess prospecting nodes created by the duplication bug have been removed (which was a time consuming and tedious process, but it needed done). As I have said in the past, I’ll be committing a fair bit of time to taking care of issues like these and I’ll keep doing it. It only makes the game better!

Some other miscellaneous updates? Prospecting Scanners will no longer show empty nodes and the Alien Ship Rebalance is well underway. Before it’s finalized I will post a list of suggested changes and let you guys give me plentiful feedback on it.

Now for the new item announcements! This week there are two. They might not be as epic as the Gunner Deathblossom, but they should prove useful to quite a few players.

New Items

The first is an Aura Tweak. It is a hybrid of an aura and a neurotweak. This means we can now make tweaks that can buff your party for a limited time without the need of having an aura equipped. Some examples where this might be useful are things like an XP tweak that you could pop to make your squad level faster, or an area-of-effect heal-over-time tweak that a Shield Monkey could pop to keep the squad up in a sticky situation. We can also use them to debuff an entire group of enemies. There are a lot of possibilities to a tweak that works like this so expect to see a slew of them in the near future.

The second item, which personally I find more interesting, is a new type of Overloader called an Charge Overloader. This special variant of overloader charges up, and on your next weapon fire after it’s charged, it’ll do tweak effect on your target. This is useful because it unties tweak effects from specific weapons; that is, you can get the tweak effect from any weapon if you are using a charge overloader. Charge Overloaders, like normal overloaders, can only have one equipped at a time.

The first uses will be for new Seer items called ambush modules. These items also have the added restriction that the effect will only take place if you backstab the target. If they are used successfully though, they will apply a powerful debuff on the target. There are other potential uses for these items though; consider special Shield Monkey variants that add a heal-over-time tweak to their healing target regardless of which shield transfer they are using. Or we could add special Berserker variants that debuff the target if they’re taking it head on. Like the Aura Tweak, there is a lot of potential for this new item class.

With these two new items that use the tweak system, we are also looking at expanding the maximum number of tweak effects to include some buffs that have been added since the tweak system first debuted. Some possibilities are tractor power tweaks and electric tempering tweaks. This is actually not a trivial change, so it might come a little later.

So, that’s it for this week. As always, sound off in the forum post associated with this post!

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