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Steam News12 January 20197y ago

Istrolid Update 0.49.1

Artillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location.

Full notes

Full Istrolid update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

6 fixes0 additions27 changes0 removals
  • Balance
  • Fixes
  • Compatibility
  • UI and audio
  • Events
  • Security
changedArtillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change. Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at that range, and improving regeneration options. Finally, components that are traditionally used on more expandable craft have had their price increased, as well as their health, in order to reduce the power of the most expendable versions, and increase the power of potentially re-usable options. These three things form the core of this set of balance changes.
changedBalance ChangesMicro 360 Mount: Cost 10 → 15, Health 5 → 20
changedBalance ChangesDemispinal Turret: Cost 8 → 7
changedBalance ChangesStasis Generator: Health 1 → 10, Mass 5 → 6
changedBalance ChangesHeavy Shield Gen: Generation Rate 12 → 16
changedBalance ChangesAdv Shield Gen: Generation Rate; 2.4 → 3.2
Micro 360 Mount: Cost1015Micro 360 Mount: Cost increased, buffMicro 360 Mount: Cost 10 → 15, Health520Micro 360 Mount: Cost 10 → 15, Health increased, buffDemispinal Turret: Cost87Demispinal Turret: Cost decreased, nerfStasis Generator: Health110Stasis Generator: Health increased, buff

Istrolid changes

changedArtillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change. Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at that range, and improving regeneration options. Finally, components that are traditionally used on more expandable craft have had their price increased, as well as their health, in order to reduce the power of the most expendable versions, and increase the power of potentially re-usable options. These three things form the core of this set of balance changes.
changedMicro 360 Mount: Cost 10 → 15, Health 5 → 20
changedDemispinal Turret: Cost 8 → 7
changedStasis Generator: Health 1 → 10, Mass 5 → 6
changedHeavy Shield Gen: Generation Rate 12 → 16

Artillery has long been a source of fairly swingy behaviors in the game. This is in large part because of its small, but technically AoE hit location. Rather than trying to minimize that, these changes seek to accept the area of effect, making artillery shots more rare and dramatic, therefore more dodgeable, but still very potentially powerful. PD and missiles are both rebalanced to reduce the impact on artillery from this change. Additionally, shields and range are being changed to allow more long range spam as an option while also making it more counterable, increasing maximum range, reducing DPS at that range, and improving regeneration options. Finally, components that are traditionally used on more expandable craft have had their price increased, as well as their health, in order to reduce the power of the most expendable versions, and increase the power of potentially re-usable options. These three things form the core of this set of balance changes.

Balance Changes

  • Micro 360 Mount: Cost 10 → 15, Health 5 → 20

  • Demispinal Turret: Cost 8 → 7

  • Stasis Generator: Health 1 → 10, Mass 5 → 6

  • Heavy Shield Gen: Generation Rate 12 → 16

  • Adv Shield Gen: Generation Rate; 2.4 → 3.2

  • Shield Cap: Mass 8 → 10

  • Cloak Gen: Cost 20 → 25 Energy Use 440 → 400

  • Jump Engine: Cost: 15 → 20 Health 10 → 25

  • Fighter Thruster: Thrust 2080 → 2160

  • Weapons

  • Light PD: Reload Time 2.0 → 2.5 Energy Cost 1000 → 1100 Damage 16 → 20

  • Heavy PD: AoE: 6 → 12

  • Torpedo: Reload Time 3.0 → 3.25 Energy Cost 1200 → 1300 Damage 22 → 24

  • Missile: Reload Time 1.87 → 2.06 Damage 25 → 27

  • Artillery: Reload Time 3 → 6, Speed 192 → 104, Energy 2000 → 5000, Damage 60 → 120, AoE 75 → 220, Mass 100 → 70T, Leads from outside of Range

  • Sidewinder: Range 700 → 740 Energy Cost 1500 → 2000 Damage 34 → 35

  • Plasma: Reload Time: 3s → 3.25

  • Heavy Beam: Damage: 35 → 37

  • Emp: Range 610 → 620

  • Orb: Range 1300 → 1400. Min Range 400 → 450. Reload Time 3.81 → 4

  • Phase Bomb: Damage: 150 → 160

  • Flame

    Energy Cost: 200 → 400.

    Burn Damage

    20 → 24

  • EMP Warhead: EMP Damage: 5000 → 4000. AoE 325 → 360

  • Targeting Mod

    Range Boost 20 → 25%.

    Reload Reduce

    25 → 30%

  • Dampener: Cost 10 → 5. Energy Reduction 30 → 25%

Fixes

  • Fixed AI Rally Point Interaction

  • Fixed a bug where decals could effect ship size

  • Improved Safari compatibility

  • Fix the sound setting bug

  • Fix challenge best time not saving

  • Patched exploit where a player could disconnect other players

  • Fixed the issue where too many ships or projectiles on screen could cause things to flicker./

AI Updates

  • FireShower

Source

Steam News / 12 January 2019

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