Update 3.21rc2 is here! (click to download)Changes:
- Updated to 0.96a!
- New Wings
- "Longspike" Heavy Fighter
- "Assistant" Support Craft
- New weapons
- DF-1 Heavy Reactive Armor
- RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
- H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
- H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
- EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
- Changes to Menu missions
- SMod benefits for certain hullmods
- Extensive ship and weapon rebalances
- Sound updates and other bug fixes
Full patch notes:
3.20rc5
Added:
Battle: First Contact
Battle: Elimination Mission
Weapon: DF-1 Heavy Reactive Armor
Weapon: RK-107 Rocket Launcher - Medium Fragmentation Composite Weapon
Weapon: H-37 Anti-Ship Cannon - Small High Explosive Ballistic Weapon
Weapon: H-88 Anti-Ship Cannon - Medium High Explosive Ballistic Weapon
Weapon: EB-300k Multi-Purpose Beam - Small High Explosive Beam Energy Weapon
Wing: Longspike Heavy Fighter
Wing: Assistant Support Craft
Balance:
Warmpool Class:
Burn Level 6 -> 7
Javelin Class:
Radar no longer provides 10% extra damage
Radar range bonus of 80% -> 45%
Built-in plug-in now provides a base 40% range bonus
Decomposer Class:
Deployment points 32->33
Ordnance points 205 -> 200
Built-in add-on: Salvage crane
Shipsystem now increase the damage taken by 20% in addition to reducing the damage by 50%.
Shipsystem causes a 15->20 reduction in readiness value
Shipsystem cooldown 28->25
Shipsystem extra deployment time 20->16
Thermocline Class:
Deployment point 36->37
Tactical system maximum no-fire time 10->12 seconds
Flux capacity 20,000->18,000
Internalwave Class:
Max speed 45->50, manoeuvrability also adjusted upwards
Tactical system instantaneous burst speed adjusted upwards
Pacifier Class:
Deployment points 30->28
Modified main gun animation
Waterfall Class:
Deployment point 35->33
Stony Coral Class:
1 Anchor ADS System built in to showcase the effects of the tactical system drone weapon
Tactical systems can now intercept projectiles, not just missiles
Tactical system cd 25->20
Slightly modified mapping
Seaweight Class:
Deployment points 31->32
Midstream Class:
Slightly modified mapping
Deployment point 22->23
Hotspring Class:
Slightly modified mapping
Deployment point 24->25
Energy dissipation 300->250
Assembly point 150->140
Increased energy consumption of Hotspring missiles
Tactical system used for 2 recharges, but recovery rate is 50% of the original
Missile slot changes, 3 former small missile slots replaced by 2 small live missile slots and 1 medium missile slot
Depth Class:
Deployment point 13->14
Laminar Flow Class:
Deployment point 12->13
Breakwater Class:
Hull 3000->2750
Flux Capacity 4000->3500
Maximum shield angle 120->240
Shield damage reduction 90%->80% and shield angle reduction 90 degrees when Tactical System is active
Turbulence Class:
Flux capacity 1600->1800
Finestream MK.II Class:
Assembly points 60->55
Shipsystem charges 4 -> 3
Finestream class:
Flux Capacity 2400->2750
"Plumb" Heavy Fighter Wing:
Flux Capacity 200->250
Flux Dissipation 50->60
"Crusher" Flying Tank Wing:
Flux Capacity 200->500
Main gun range changed to a fixed 1100 instead of following the mothership
"Reinvention" Repair Drone Wing:
Rewritten ai to increase repair capacity
Hullmod Ablative Dissipation
Max conversion rate 65% -> 60%
Weapon: Scissor series
Flux cost 200->100
EMP damage 250->200
Small version ammo capacity 20->24
Medium version ammo capacity 40->48
Weapon: Blasting Hammer Large Missile System
Single shot damage 3900->3600
Weapon: Harpoon Missile:
Range 2500->3000
Single shot damage 500->400, now hits shields for an additional 400 kinetic damage, but the extra part only deals soft flux
Weapon: Harpoon Missile System:
Range 2500->3000
Single shot damage 750->500, now hits shields for an additional 500 kinetic damage, but the extra part only deals soft flux
Weapon: AM-630 CIWS:
Shot interval 0.1 -> 0.08333
Weapon: AA-40 Universal Cannon:
Maximum dispersion 8->10
DPS unchanged, flux efficiency 1.28->1.34
Weapon: DG-3 Large Rotary Cannon:
Maximum dispersion 10->16
The structure removal effect now only calculates its own damage modifier and not that of the target
Weapon: SR-125 Revolver Autocannon:
dph75->100
Magnitude efficiency 1.1 -> 1.13
Weapon: Lightning Disruptor Cannon
Shield maintenance growth debuff no longer has a maximum stacking limit
Debuff duration 8->5 seconds
debuff has additional energy per second 10->16
Ammo return per second 8->6
Weapon: Gustav Cannon:
Second projectile now spawns on fire, not on hit
Other:
Fixed inaccurate description of Launch Platform Design
Firing cruise missiles in combat now gives priority to targets locked by the mothership
Removed Weapon: EMP Pike
Removed weapon: Suppression Needle series
Removed weapon: Trauma Cannon
Compensation has been added for missile-launched live weapons with eccm installed, which no longer results in a reduction in actual range
The launch platform design is no longer compatible with the missile autoloader
Fixed an issue where entry acceleration would hit a ship in front of you
3.21rc2
Balance:
Javelin Class:
Central 2 medium synergy slots changed to medium universal
Tactical system flux energy cost 1200->800 per second
Tactical system enemy weapon flux energy cost increased by 100% -> 200%
Midstream Class:
Deployment point 23->22
Pacifier Class:
Deployment point 28->27
Main gun has 2 beam pre-targeting trajectories when aimed
Main gun projectile can penetrate fighters and missiles and can continue to advance
Main gun projectile explosion range increased
Main gun damage 2000->2500
Thermocline Class:
Deployment point 37->36
Stony Coral Class:
Ship carries ADS system no longer in the defence platform variant, has higher ammunition return rate
Ocean Ridge Class:
Deployment point 11->12
Tactical systems fire less, but have greater single shot fuse range/damage, total damage remains the same
Surgewave class:
Shield damage reduction 50%->60%
Shipsystem no longer reduces shield angle when activated
Shipsystem arc damage 50->150, damage type energy-> fragmentation, better anti-missile
Shipsystem range 600->700
Weapon: AA-40 Universal Cannon:
Single shot amplitude energy consumption 335->340, weapon efficiency 1.34->1.36
Weapon: SR-125 Automatic Revolver Cannon:
Renamed ZT-125 bAutomatic Revolver Cannon
dph100->150, weapon efficiency 1.12->1.2
Weapon: "Boom" Explosive Spear:
Weapon type changed to Missile
Slot type changed to generic
Assembly point 0->1
Maximum ammunition reserve is no longer limited to 1
Weapon: Harpoon series:
No longer has a safe distance and will not fly over enemies at close range
Weapon: Blasting Hammer Series:
Slightly reduced the duration of the trails
Slight increase in acceleration speed
Plug-in: Controlled shield:
Damage reduction 25% -> 50%
Minimum trigger range has been significantly increased
Plug-in: Hot-fill ammunition system:
SMod benefit: 50% ammo regain speed for live and energy weapons
Plug-in: Vanguard Hull:
Smod Benefit: Reduced trigger probability, increased damage reduction per trigger
Plug-in: FSF Hull Design:
Provides a 30 bonus to top speed and acceleration at low flux
Other:
Uses an updated drone generation method that no longer leaves a mark on the deployment panel
Weapon reboot system no longer provides ammo return rate for magazine-based weapons
Replaced the sound effects of some weapons