Full notes
Full Lost Fleet update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Balance
- Events
- UI and audio
- Server
- Gameplay
Infinite Mode Rework:
Infinite Mode has been reworked so the goal is to progress through stages rather than waves survived. Still a work in progress, expect future improvements to balance, pacing, mission variety & mechanics.
There are now 3 stage types: mining zones, mission zones and boss encounters.
Mining Zones work like before, hold out as long as possible to mine resources. You can jump out as soon as the drive recharges.
Mission Zones have a secondary objective that must be completed before you can jump away, objectives with a fail state let you jump away without earning the mission bonus.
Boss encounters pit your fleet against unique and powerful enemies. There’s a cooldown period after defeating the boss, allowing you to regroup and jump to the next area when ready.
Improved notification system for objectives received and completed, letting you know when you can jump, and boss alerts.
General Improvements:
Upper HUD overhaul, with separated elements to display jump status and remaining resource asteroids.
Reworked buy buttons to improve clarity, added audio feedback to ship buying.
You can now group sell ships in command mode using the sell hotkey (default: g). Doesn’t sell mission critical ships, free perk ships, or ships being flown by players. Refund income is split amongst the team in multiplayer.
Replaced Mothership repair beam with area heal, updated repair/healing effect.
Improved capital ship AI, larger ships will try to space out from each other.
Improved AI target leading for Freebee, Dragon, Swordfish & Raven. Improved AI autocannon accuracy across the board.
Fixes:
Fixed Command Mode box select collider interacting with projectiles.
Fix for non-controllable turrets resetting the UI target lead distance, Ranger and capital ship aiming reticles should be back to normal.
Point defense turrets should no longer try to target Dragon bombs.
Fixed selling ships awarding fleet xp.
Fixed impact sfx that weren’t respecting the master volume setting.
Centered dialog text element to avoid clipping in ultrawide.
Fixed HUD radar vibrating when the camera moved on the Y-axis.
Fixed several more objects with light layers that were strobing in command mode.
Fixed fleet perks running after Mothership is defeated.
Fixed broken buy button selection animation.
Fixed Shark ragdoll skeleton.
Fixed incorrect turret platform audio offset.
Corrected Paragon boost type.
Adjusted Hydra missile cruiser camera position.
Fixed Beam weapon description using old string in buy menu.
Adjusted Paragon spawn point to prevent spawns from getting stuck.
Balance changes:
Converted Refinery to fighter style movement.
Standardized Seeker Missile lock angle at 20°.
Increased Sabre missile damage from 10 to 20.
Increased Slingshot Nuke burn time from 7 to 10 seconds, thrust by 5%.
Increased Slingshot & Hydra AI optimal range.
Increased Slingshot torpedo damage from 30 to 40.
Reduced buzzer health from 75 to 70.
Reduced Talon speed & boost thrust ~20%
Reduced Talon rocket damage from 30 to 28.
Fixed Torpedo infinite ammo bug and UI inconsistencies. Removed reload penalty when firing to empty. Increased Slingshot anti-fighter torpedo hitbox.
Reduced Revenant damage from 150 to 130.
Leviathan bio torpedoes are now interceptable.
Reduced enemy spawn frequency on stage 5 ‘Metallic Clouds’.
Source
Changelog.gg summarizes and formats this update. How we read updates.
