Full notes
Full Empyrean Frontier update
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What changed
- Gameplay
- Performance
- Maps
- Balance
- UI and audio
- Fixes
Engine and Graphical Improvements:
Added new effects engine and improved various destruction effects (For example, the new wave cannon effect and Command Center destruction effect above)
Improved engine optimization for better performance and faster framerates especially during large battles
Added new particle effects to the cruiser and frigate shipyards
Added ship ghost effects when units are being warped in from cruiser or frigate shipyards (see image below)
glass textures are dimmed for station modules when in low power
Optimized AI so allied players can more efficiently share visiblity data (The AI has no resource or sight cheats so each team has to calculate the currently visible units and map tiles, this update just makes this process more efficient)
Gameplay and Balance Changes:
Ships (except for fighters) now have an acceleration factor when beginning to move
Increased basic fighter damage from 9 to 12
Reduced assault cruiser speed from 40 to 30
Power generation/drain is now calculated after buildings have finished construction
Units in groups being pushed/pulled by tractor beams can now be hit as intended by projectiles when pulled far from their parent group
Tractor beams now have less strength at their maximum range and will pull units more smoothly
Speed boost abilities now ramp up/down speed during the first/last 10%
Fleet speed reduced from 80 to 50
Fleets that just lost a battle gain a speed boost for 6 seconds so they can run away from the winning fleet and avoid another battle
Battle countdown timer in fleet conquest skirmishes increased from 5 seconds to 7 seconds of game time
Easy AI no rush timer increased from 4 to 7 minutes
Added new sound for super missile launch
Repair cranes now repair health only, not shields
The enemy now has fewer wave turrets on normal and easy difficulty for the "destroy the 3 outposts" mission
Increased ram damage from enemy boss in the Fire Hawks boss fight
Added allied ships to the intro of the Fire Hawks boss fight to showcase the ramming damage
Starting supply for pirate faction boss fights in the campaign changed to 600 past the first zone
In flagship gladiator nodes the enemy now starts with lower resource amounts
Updated messages and timings in the fleet tutorial mission
Improved formation use during the intro of the 3rd tutorial mission
GUI Changes:
Added buttons showing the number of selected units with each stance type (see image above)
Added a modifier key (default Ctrl) that deselects units when left clicked or box selected
Added current tech level icon
Mousing over the game time in the bottom right corner now displays the current game speed
Added new button icon for the fleet conquest skirmish mode
Improved faction leader portraits seen during the campaign
Added warning menu before campaign missions if the player has not selected any units for battle
In campaign stores the "Repair" button text has been changed to "Confirm Repair"
Updated unit strengths/role descriptions for several units
When a production building has nothing in the build queue, the "halt" command is automatically cancelled
Bug fixes:
Fixed stuttering issues for ships and turrets when moving
Fixed potential crash which could occur when an assault cruiser was destroyed while attacking
Fixed bug where skirmish save games would incorrectly set up researched techs
Saved games now work properly with fleet battle skirmish maps
Saved skirmish games now properly save the current state of the AI's build order progress
Fixed visual bug where repair beams would be drawn before the structure was finished building
Units that aren't movable no longer add return home orders to themselves or their neighbors (this was causing unexpected extra move orders for the Fire Hawk's flagship)
Fixed bug where cruiser weapons wouldn't have their positions updated every frame if they were pulled by tractor beams
New Command Ships will now move away from the capital shipyard before the old Command Ship is issued a collision move order
Fixed bug where units on an attack move order would sometimes move significantly closer than their maximum range
Fixed visual bug where wave cannon pulses were sometimes off target or rotated incorrectly
Source
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