Full notes
Full Riftborne update
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What changed
- Server
- Maps
- Gameplay
Now open for pre registrations
The new server comes with new win conditions to encourage a wider variety of strategy and faction based co-ordination.
Map travel speed has been halved to allow for more reaction time on incoming attacks.
Ship Statistics have been reworked to allow for richer ship and cultural identity.
NEW REGISTRATION PROCESS
When creating an account, you will be asked to create or join a lobby.
If you would like to play with friends, please ensure only one of you creates the lobby, and the others join it.
Lobbies will be evenly distributed into 4 factions, starting from the largest lobby to the smallest. This helps separate larger groups fairly across factions.
Joining after the server starts will assign your faction randomly to the faction with the lowest number of members to ensure fairness.
Please make sure you pre-register if you would like to play in the same faction as your friends.
Inside the lobby, you can chat, co-ordinate starting strategy, and choose your culture.
If you haven't chosen a culture by server start, you will not spawn into the world until you log in and choose your culture.
When the server begins, and for anyone new joining after, you will be asked if you want to spawn in the same quadrant as your faction, or spawn in another quadrant as a frontline position. This is much higher risk.
NEW WIN CONDITIONS
There are no more central tiles and no more vision buildings for players.
The entire central area is now filled with Black Holes. The 0,0 Black Hole has a much stronger negative Astra pull.
There are now two win conditions you can choose from.
Fulfilling either of these will win you the game. You don't have to do both.
1. Construct a wormhole portal in the galactic centre
The 0,0 Black Hole tile can now only construct 3 buildings + a shield.
Each culture can construct a special building there that must be upgraded to level 100 to win the server.
It also has storage buildings that must be upgraded to level 100.
This win condition is for factions who are not afraid of becoming targets.
The benefit of this win condition is that you do not need to anger any opposing factions to start it, as 0,0 is neutral territory.
However, it will likely draw attention from all corners of the map.
2. Control 5 keystone tiles
Each quadrant has two keystone tiles: an inner keystone at 10,10, and an outer keystone at 20,20. These are mirrored co-ords for each quadrant.
Inside each keystone, you can only construct a special vision building, storage, and a shield.
Factions donate Noctmarks to the keystone colony to stream visions from it.
The special vision building can be levelled up to 100 to increase the conversion rate of Noctmarks to visions.
Once a keystone has reached 1,000 visions, it grants control to the faction that colonised it.
When a keystone reaches 1,000 visions, your faction gains a 1.2x modifier to global resource production for that keystone.
Controlled keystones can still be sieged and destroyed like normal colonies.
The risk of this win condition is that you will need to branch out into two enemy territories to win the game.
The benefit is that you will gain faction-wide bonuses the more keystones you claim.
IMPORTANT NOTE - KRAKEN GARRISONS FROM THE VOID
All win condition tiles, including 0,0 and the 8 keystones, have a massive garrison of ships from The Void Kraken.
You will require a very large fleet, or co-ordination between many smaller fleets, before you can destroy the garrison.
Attackers will suffer high losses.
Once the garrison is destroyed, the tile will open up and be free for colonisation.
Source
Changelog.gg summarizes and formats this update. How we read updates.
