Full notes
Full Infinity: Battlescape update
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What changed
- Fixes
- Server
- Balance
- Events
- Gameplay
- Maps
Patch 0.10.7.1 ( 24h of November 2025 )
This follow-up patch addresses a number of issues related to the AI's targetting system and smoothing the overall experience. A major AI targetting bug, causing bots to gang-up on specific targets, has been fixed.
The offense versus defense battles balance has been completely reviewed, thanks to running a larger number of balance simulations over many nights as I was asleep (one of the main issue with battles balance was that it was tweaked based on a small dataset of battles. I've recently added new debug features to the server to speed up the simulation and collect results automatically, which allowed the test datasets to grow by more than 10 times).
Spinal cruisers AI was unable to focus on their artillery attacks, while some capital ships got stuck in mini-battles versus interceptors, despite larger targets (other enemy capital ships) being available 100 Km away. A major bug related to bots being stuck at low altitudes around land bases while trying to attack a defense tower was fixed. A number of targetting bugs or priority improvements were made. Overall, the AI should behave much more smoothly now, instead of sometimes getting stuck on various tasks.
The splash damage received by small ships from a massive explosion's shockwave is now more forgiving (this was one source of frustrating for players when their interceptor instantly died without apparent cause near a capital ship: it got hit by a mine and the splash damage was enough to insta-kill any nearby interceptor, even at a distance of more than 1 km, which was supposed to be the max splash radius).
There are many quality of life improvements as well: warp speed is auto-limited to 5 Km/s around battles (but can still be exceeded manually if needed), double-targetting (pressing T or G twice) on the same target now enables sub-hardpoints auto-selection (handy when trying to harass a capital ship's turrets). Targetted hardpoints now have an occlusion indicator. The Target info MFD has been improved, and the Systems MFD now lists enemies or allies targetting you, as well as internal malfunctions. A new danger alert has been added, to warn players or nearby mines or torpedoes.
The patch also includes various fixes and small tweaks to some visual effects (for instance, the shield impact effect was missing on the Destroyer and Supply ships) and a new type of light missile, the Seeker Missile, specialized into hunting torpedoes/mines with fantastic mobility and long-ranges, was added.
-Flavien Brebion
AI & Targetting fixes
Fixed a major targetting bug that caused AI bots to gang-up on some random enemies
AI spreads its targetting over more targets and focuses less on a single one whenever possible
Fixed ships not targetting far-away targets (> 200 Km) on the opposite side of a battlefield, despite belonging to the same battle..
Fixed small ships getting stuck on low-altitude attack runs on static infrastructure
Fixed roll orientation of small ships on planets: they now try to maintain an horizontal orientation whenever possible
Fixed spinal cruiser's AI not focusing on long-range artillery land attack due to getting distracted by canon cooldown, which causes an incorrect out-of-ammo behavior
Spinal cruisers no longer try to escort other ships: they now dedicated to their long-range attacks
Spinal cruisers's canon can now properly target the central base of a land base (previously: it was de-prioritized)
Reduced capital ship's AI attacking priorities on small targets: they will no longer get distracted by isolated interceptors despite enemy capital ships being present 100 Km away
Small ships (ints, bombers) have a small chance of escorting allied capital ships if no enemies are nearby
EMP and Kinetic AI Bombers now only use 2 missile Decoys (from 4, which was a bit too spammy before)
Split battles (multiple fleets battling each other) can happen on land base assaults as well (previously: split battles only happened at space station battles)
Reinforcement waves will no longer spawn at empty spots when a fleet has moved away or got destroyed by the enemy (reinforcing there would be a waste of time)
Bombers in defense no longer spawn and chill at the central base, and go on counter-attacks in space instead
Improvements to the wave-reinforcement system: waves now trigger faster when there's a huge ship imbalance for the losing side
New iteration of balancing offense and defense in battles around bases
Tweaked attack priorities of various base modules: ships should now focus a bit more on destroying base defenses/turrets instead of ignoring them until the later stages of a battle
Controls
Double-targetting (ex.: double-pressing T on a target) now enables sub-target auto-selection mode, which chooses the best hardpoint to target for your ship class
Formation modes (match speed, fixed, chase..) can now automatically exceed the soft speed cap in order to catch up with the target's velocity
Target warp speed is now soft capped to 5 km/s around a battle (making it easier to navigate between locations within a battle)
UI/HUD Improvements
Added a "Chaff Deployed" notification when deploying chaffs
Added a danger alarm when deadly threats are close to the player (ex.: mines, torpedoes or a small ship near an enemy cap ship)
Occluded ship indicators on HUD are now hidden (unless they're selected)
Non-priority target indicators on the Ring radar are now half transparent
The selected target's indicator now appears on the Ring radar (previously, it was hidden)
The Ship Systems MFD now lists allied and enemy targets targetting you, as well as malfunctioning internal systems
Improved target information: when a hardpoint or module is targetted, it no longer hides the target's hull status. Instead, it now displays the module/hardpoint status below the main target
The sub-targetted hardpoint indicator now has an obstruction hint when the angle of attack relative to you is incorrect
Target status info (hull %, shield %, etc..) now uses the same coloring behavior than your own ship's (orange if below 50%, red if below 25%)
Generic Improvements and fixes
Revamped damage taken by splash damage of an explosion shockwave: now takes into account the surface area exposed to the splash, so smaller ships take less damage compared to bigger ones (relatively to the core size of the explosion). This should avoid insta-kills of interceptors near a mine detonation, which was frustrating for the player. Now you'd need to be much closer to the mine to get insta-killed
Impact forces are now coherent between direct hits and shockwaves/splash effects
Fixed direct torpedo/mines hits not generating an impact force
Re-prioritized the list of broken internal ship systems to repair (for example now anti-gravity is low priority repair, while weapons systems is high priority)
Reduced size of hitbox for AMS Laser turrets (it was too big and the AMS systems quickly broke by random fire in battle)
Increased Flak MK6 turret from 300 to 1000 HP.
Slightly increased the splash damage' radius on various missiles
Added a new type of missiles for small ships: the Seeker missile. It has fantastic mobility and initial speed but a low explosive charge, and can easily track torpedoes and mines to provide help to allied fleets. It does little damage to ships
Visual Effects
Increased duration of smog particles in extreme quality
Fixed flickering of re-entry effects, as well as transparency rendering order issues (ex.: smog in cockpit)
Ships displayed in the loadout menu are now powered on
Fixed shield impact effect missing on Destroyer and Supply ship
Source
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