Full notes
Full Infinity: Battlescape update
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What changed
- Balance
- Gameplay
- Fixes
- UI and audio
Patch 0.10.8.0 ( 16 December 2025 )
Hello everyone, happy holidays and best wishes for the New Year! Today I bring you the final patch of 2025. It includes a lot of AI fixes and tweaks (most related to targetting), a new Cruiser Hangar chassis (allowing to deploy up to 8 AI Interceptors from the cruiser), a batch of new upgrades (see the details in the list below) and a ton of small balance tweaks.
We also discovered and fixed some major bugs (the corvette's repair field could not repair small target's broken hardpoints, thrust or impact effects were missing on some ships..) and there's even a new shield 'Shredding' effect when receiving massive energy damage. The balance of battles (especially at the beginning) should have improved, but due to the complexity of our battles and AI and all the variations possible, the same battle never happens twice, which makes it really hard to balance in all cases.
If you have feedback on the state of the game or battles' balance, please let us know in the comments. Have fun,
-Flavien Brebion
AI & Targetting
Tweaked AI targetting and escorting priorities
Multiple AI behavior fixes (ex.: bombers were trying to perform bombing runs on small ships as well)
Fixed AI capital ships trying to align their own velocity on a faster, smaller target (ex.: destroyer targetting an interceptor), causing them to fly away despite trying to hunt it
Slightly reduced AI bomber decoys/torpedoes spam
Fixed an AI targetting bug that caused targets to swap between escorting and attacking too quickly-
Fixed an AI targetting bug that caused an incorrect prioritization of escorting allies
After an AI carrier squad kills a target under Attack command, they now auto switch to Free targetting instead of Returning to the carrier
There is now an upper limit to AI carrier squads ganging up against the same target (previously: you could focus 40+ ships on the very same target if you wanted to..)
Fixed a bug that prevented bounties from properly affecting the prioritization system
Fixed AI over-prioritizing attacking humans (especially the ones at a high military rank) over other AI ships
AI ships no longer tries to avoid/free from a bigger threat (ex.: destroyer vs cruiser) when that threat is the current target!
Fixed a bug that counted parent-less AI carrier squads (after their carrier died) as extra reinforcement budget to the battle
Rebalanced battles so that Attackers and Dedenders (especially their caps fleet) have a closer budget at the beginning of the battle (previously: Defenders were significantly weaker at the start of the battle, but had more reinforcements later)
AI Destroyers can now use the EMP Field ability
Carrier & Hangar
Fixed AI ship loadouts list truncated (some were missing) when editing squads on the carrier hangar menu
Added loadout tooltips to carrier hangar menu (when you hover a ship loadout, you'll now have a description, weapons configuration and list of upgrades/abilities installed)
Hangar MFD is no longer displayed if the hangar is empty or unavailable
Loadout radial menu "Switch Hangar" entry is no longer available if the hangar is empty or unavailable or missing from the HUD
Swapped default layout of weapons and radar MFDs for the carrier
Gameplay & Balance
Reduced kinetic damage of Light Missiles from 150 kDmg to 125 kDmg. A double-hit by light missiles should not kill a full health interceptor anymore
- Reduced Chaffs effective duration from 8s to 6s (notean Upgrade is now available to increase that back to 9s). The visual effect should now better match the "gameplay" duration as well
Increased Seeker missile pod's Hitpoints to 30 (from 20)
- Tweaks to Seeker missilereduced damage from 40 kDmg to 30 (they still insta-detonate mines and torpedoes, but deal less damage to ships now)
Increased Seeker missile's emissions range from 1 Km to 8 Km (they were stealthy before, which was a copy/paste config file error and was never intended)
Increased Seeker missile's activation time from 0.25s to 0.75s (they still activate faster than light missiles, but at their launch speed of 1 km/s, this means that the target needs to be at least 750m away otherwise the miss is guaranteed)
Tweaked energy and heat points on some capital ships. The goal here was to better balance the mechanics of heat and energy costs for default loadouts.
Destroyer
+20% Heat Points.
Carrier
-16% Energy Points, -37% Energy regen, -16% Heat Points and +20% Heat Decharge.
Tweaked soft speed cap for all ships (mostly small increases, especially for the capitals)
Tweaked Heat generation cost for many capital ship turrets
Chassis & Loadouts
Tweaks to defaut capital ships loadouts
they now have a more balanced mix of kinetic and energy MK4 & MK5 turrets.
Note
this might require some players to update their custom presets
Added a new Hangar chassis and loadout for the Cruiser, including 8 Carry Points (it defaults to 2 squads of 4 interceptors each). Note that only the Veteran Rank upgrade is available to the cruiser (other Hangar upgrades from the carrier are not available). Players cannot spawn at a cruiser. A maximum of 8 cruisers with the Hangar loadout can be spawned at once in game
Revamped the base mass (empty loadout) of many ships as well as many weapons, to make loadouts more coherent (in terms of mass/speed caps) with each others. For example, the cruiser and carrier previously had the same forward thrust despite having different masses which wasn't coherent with their size. The balance tweaks are too numerous to list here, but are typically in the 10-15% range (positive or negative) for many loadouts. The speed caps have also been tweaked accordingly. Notable changes: +15% thrust on the Destroyer, +8% thrust on the Cruiser, -4% thrust on the Carrier, +7% speed cap on the Support, -4% speed cap on the Cruiser
Tweaks to heavy cruiser chassis: it is 5% lighter and now has a +10% HP bonus instead of -10% and +1 armor instead of -1. In exchange, it has now -10% Shield points
Tweaks to the Credits cost of a few upgrades or weapons
Upgrades
Added a Chaff Duration upgrade, which increases the duration of chaffs by +50% (from 6s to 9s)
Added Heat vent ability (available on capital ships): this active ability eject excess heat out of the ship into space at an energy cost and a 30s cooldown
Added Burst Cooling upgrade (available on capital ships): reduces the burst cooldown between volleys of fire from kinetic turrets (MK4-MK7) by -25%, which results in a higher DPS. This comes at the cost of projectile velocity and range
Added an Extra Heavy Ammo upgrade, which increases heavy ammo on all MK6-MK7 kinetic turrets by +25% at the cost of a hardpoint mass increase
Added an Extra Light Ammo upgrade, which increases light ammo on all MK1-MK2 kinetic weapons by +25% at the cost of a hardpoint mass increase
All upgrades related to Extra Missiles/torpedoes/mines now increase the mass of their hardpoints instead of the ship's hull (which means that the mass increase scales up or down with the number of weapons actively mounted on those hardpoints instead of having a fixed hull mass cost)
Light Armor Plating upgrade now provides a +5% Hitpoints bonus
Heavy Armor Plating upgrade now provides a +10% Hitpoints bonus, a +3 armor bonus (up from +2) and the mass cost has been reduced from -20% to -15%
AMS Damage upgrade can no longer be stacked 2 times
Revamped EMP Field I and Emp Field II abilities. The first one has doubled shield harm (from 2000 SP to 4000 SP) but no longer costs energy, and was moved to the Shields upgrade category. The second one was specialized as an area AMS (available on the cruiser as well) that no longer harms shields and only costs energy. It has a good chance of disabling incoming torpedoes/mines at sub 2 Km ranges.
The Stealth ability now plays a looping sound while activated
Stealth is no longer interrupted when taking shield damage (only hull damage)
UI & Menus
- Ship loadout menu tweaksupgrade status text (ex.: "incompatible weapon") is now displayed before showing the option to Unlock it. Upgrades that are not available yet (higher rank) cannot be selected anymore
Ship loadout menu no longer lists upgrades applying to weapons that can't be mounted on the current loadout (ex.: the Support ship doesn't have missile hardpoints, therefore there's no point in allowing upgrades like Smart Retargetting or Detonate. Or Extra heavy missiles on a default Interceptor, etc..)
The 'incoming missile' alarm will now trigger before missile activation, giving maybe a second more time to the targetted player to react (not much different for other missile types, but important for Seeker missiles)
'Incoming missile/torp' Alert now has a higher display priority than the danger alert
Close Torpedoes/Mines now trigger danger alert for capital ships too
Fixed a bug that caused abilities to add useless empty slots to the weapons radial menu
Fixed a bug with events presets: activating abilities in their own preset group caused other weapons group to get deactivated
New hardpoint mounting/unmounting sound fx in loadout menu
'Ship Systems' and 'Loadout' MFDs now displays the status of toggleable abilities like Stealth
A broken shield status is now displayed as "N/A" on the HUD
Broken sensors no long allow the Systems MFD to show the 'targetted by' list
Tweaks to enemy HUD indicator colors (the selected target is now more yellow to be more easily visible in the middle of action)
Tweaks to the rendering order of radars, to be displayed high-priority targets on top of the normal targets
Fixed Danger Alert sound effect glitching when near proximity of more than 2 threats
Generic Improvements
Fixed a bug that caused collision damage on top of normal missile damage when a damage explodes on contact of a ship (this was negligible on other missile types, but on Seeker missiles it was almost half the source of their damage)-
Missiles/Torpedoes/Mines impacts now cause delayed damage (to better match the shockwave/explosion visual effect)
Fixed a bug which prevented Corvettes from repairing broken weapons on small ships
Visual Effects
Fixed missing projectile impact effects / feedback on player's own ship
Fixed thrusters visual effect not properly firing on other ships while they're maneuvering
Added an EMP shield shredding effect when shields receive heavy damage
Tweaks to the Re-entry visual effect on all ships
Soft edges for the 'Bubble' shields around bases
Source
Changelog.gg summarizes and formats this update. How we read updates.
