Space Clouds

Calypso Update 2.10.14

This week’s update will mainly focus on class rebalance changes and bugfixes, but will also contain a new ship announcement! Keep reading to find out more!

pax_lyrae2

With the Class Rebalance testing phase in full swing, you guys have been doing a really good job of bringing issues to my attention. I’ve been trying to do just as good a job at getting fixes rolled out for every bug you guys find! There have been some pretty big bugs that have been squashed and I figured I’d go over a few of them here.

  • Slaves not getting class skills.
  • Slave Ph.D. not properly giving extra slave slots.
  • Issues with Psionic Shrouding ability proccing too often.
  • Lots of implementation changes for Deathblossom.
  • Fleet Admiral not being applied at all.

These are only a few of the issues that have been fixed in the last week and I applaud you guys for finding all these bugs. Because of your testing the eventual roll out to live is going to be considerably smoother!

Along with bug fixing, I also worked on a lot more missile changes. One of the biggest projects this past week was reworking missile production. Right now missiles that no one even uses, some missiles that don’t even work and almost all the specialty missiles are a pain to make. That doesn’t even cover the confusion of factories. This has all been simplified and given a minor rework.

Firstly, we are eliminating a few missiles and factories. Disruption, Gatling Platform, Decoy, Interference and Burst are all being depreciated and having their factory blueprint removed from Hyperion. Most of these missiles have seen very little use and a few of them don’t even work properly (I am looking at you Decoy). We are also eliminating Mark I and Mark II factories for Kinetic and Armor Piercing Missiles. Having three different crates per missile just is item bloat. The crates will still exist, and the factories will still work (if you have them), but you won’t be able to get blueprint for them from Hyperion anymore. All missile factories that used MKI and MKII crates have been changed to use MKIII crates. MKIII factory blueprints are also now sold directly in Hyperion and you don’t have to do the annoying mission to kill UrQa to obtain them anymore.

Secondly, we are making some missiles more easily available. Cheetah Missile factories are having their cost significantly reduced and the missiles crates will no longer require Vis or Copper. Red Photon missile crates will no longer require Plasma Crystals, but Promethium instead. Vortex Missile factories are having their Vortex Pellet requirements drastically reduced, Medium Lancer Factories will only take 2 Reach of Prometheus, down from 5, and finally Large Disinegrator Missile factories will no longer require Amoetroidizodal’s Acid Blood, just Acidic Remains like the previous two tiers. Missile factories have also had their production time cut in half, down to five minutes. All of these changes should increase the availability of missiles to all players.

pax_lyrae

Finally,  a new ship announcement. Next universe we will be introducing a tech 5 capital ship, the Pax Lyrae, as part of the class rebalance. This is a hole in content that sorely needed filled, as players who selected a Fleet Focus class couldn’t use a ship that would give them full bonuses until tech 10. Players will be able to find this new, 2 augmenter capital ship in Paxius or the Fleet Focus base in Lyceum.

That’s it for this week’s update. As always, feel free to post questions, comments or suggestions in the automatically generated forum post! I’ll be back next week with another update!

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