In this update2
Full notes
Full Riftborne update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Balance
Riftborne changes
MULTIPLAYER ANNOUNCEMENT
We have fixed the bugs that came up in the last server, introduced a lot of new features to the game, and changed many balance mechanics.
Given the last server experience we want to ensure that the next server runs a lot smoother and any game breaking bugs are identified early on. Especially with all the new features we have introduced.
For this reason, we are going to first run an INSTANT BUILD server (ships and infrastructure have no build time), where you spawn with MAXED OUT STORAGE AND RESOURCES, to test everything out.
This will also give a chance for newcomers to try multiplayer out and decide if they want to join in on the slower game mode, while allowing vets to have a bit of fun.
Disclaimer: things will likely be broken and out of balance. The purpose of this speed server is to pressure test everything
The instant build speed (bug testing) server will launch July 10th (1900 GMT)
Server will last for 5 days maximum (120 hours)
The server will end even if there is no clear winner
The stats + victory screens will be saved in the discord multiplayer-hall-of-fame for bragging rights
The official (slower) server will launch again July 17th (Exact Time TBA)
Here is a list of all mechanics you can expect from these two new servers.
NEW Faction Stronghold Spawn. You start with a single colony ship, in the centre of your faction's quadrant. You choose where you spawn your starter colony at game start by sending out your colony ship. The faction stronghold also acts as a resource sink where you can donate resources to receive bonuses for your ships.
6 Hour Pause on game start to accommodate different timezones
Ability to "pre queue" your buildings when launching your colony ship, to further help people in different timezones
Choice to spawn as an independent in the far reaches of the galaxy
Massive expedition nerf (maximum bonus for resource production and ship bonuses is now 20%, not 300%)
No fog of war (this will introduce too many new mechanics/meta changes, and we want to focus on the other changes for now)
No ship garrison relocation (for same reasons as above), instead, there will be a rally point mechanic (choose the destination colony/outpost when constructing ships)
New Keystone win condition with Valor Points
Partial Siege damage to buildings which massively buffs siege when done in coordination with allies
Every culture gets a shard system like Veil
Map tile bonus rework (different tiles have different slot capacities, and bonuses applied have been reworked)
Plus many more changes, please read our past patch notes for everything that's changed!
Happy raiding, hope to see you there!
Source
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