In this update10
Full notes
Full Shattered Void update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- Maps
- UI and audio
- Store
- Performance
Shattered Void changes
Phase Shift
Have you ever wanted to use a device's cargo but didn't need its other effects, or perhaps you needed full protection from reflection, but didn't care about the engine boost or Protoshield resistance? Now it can be done! You can become completely resistant to reflection or hide half of dropped items with one system, strengthen the engines by placing Maneuvering Engines, or just max out the loot from the Extractor.
Devices
Some systems and navigations have received 2 effects instead of their previous 1. As a result, such devices can now “move” between two states of their effects, receiving different variations in the strength of both effects.
Many effects can be turned off completely in one phase! Significantly enhancing other effect that you need.
You can change the phase of the device only while on the planet (or on any space object) and without equipping the item.
The second effect must be upgraded separately.
All previously upgraded devices will have their improvements applied to the first effect out of two.
The phase is visible right inside the item description to the left of the effect for convenience, and to replace the constant check of how much power each effect has by pressing the effect itself.
Examples:
You can put 200% power on 1 effect, which will ultimately lead to 0% use of the second, essentially strengthening the effect of the system in the direction you want (for example, completely ignoring the strengthening of protoshields from Energylith);
You can fine-tune it so that the effect is now sufficient for the player’s needs in moderation (for example, activate only 20% of the effect of protection from reflection in Energylithes, because above 90% there is no point in increasing resistance).
Devices that received Phase switching and were changed due to the newfound effects:
Energylith:
Now has a protection phase from external sources of non-standard damage with reflectionresistance and a proto-shield enhancement phase with recharge from the star;
The protection phase from reflection has been weakened by 40%, due to possible improvements and shifts in device power;
Protoshield phase has been weakened by 20%, due to possible device improvements;
Can now be upgraded up to 5 times, gaining a boost at levels 2, 4 and 5.
Dark Vault:
Now have scaling of the attributes of the structure and cargo depending on the strength of the effect;
Have a phase of hiding things on death and adding a structure (to be indistinguishable from the second phase) and a phase of increasing the hold;
Lost 25% of base power due to improvements (20 => 15);
Lost part of the hull bonuses that he gave due to improvements;
Now can be improved up to 5 times, receiving +2% storage vaulting each time.
TCU:
Divided into 2 cores: the tactics core, which helps in hitting and the control core, which is responsible for coordinating drones and their protection;
The synergy for repairing drones with the Reconstructor works from the control core;
The tactical core has been weakened, due to phasing and improvements;
Can now be improved up to 6 times, receiving a boost at levels 1, 3, 4 and 6.
Maneuvering engines:
Now have modes of sudden movement (evasion and visibility) and protective protocols (engine durability and visibility);
Removed the effect speed;
The maximum upgrade level has been reduced from 10 to 7. The effect now increases at levels 2, 4 and 7 (instead of 3, 7, 10 before).
Extraction complex:
Divided into a mining subsystem and a tractor beam assistance system;
Base mining stats have been reduced from +5 to +3 (+6 at full phase).
Cyberdrive:
Got a second effect with the legacy from the reinforced structure.
Improving control remained the first phase.
Pulse reactor:
Isolation mode is supplemented with a separate compartment for cargo.
Xenosensors:
Supernatural premonition of hits is complemented by universal evasion, which allows you to evade even effects;
The device's overall power has been reduced by 20%: from 10 => 15 to 8 => 12;
Xenoruits received a second effect of xenosensors, as partial protection from their own weapons.
Isolated accumulators:
Insulation and batteries were separated into their own modes;
Baseline insulation rates reduced from 75% to 20%, due to improvements and phasing;
Baseline battery rates reduced from 150 to 100, due to phasing;
Can now be improved up to 5 times with a gain of 10% per level.
Kinedrive:
Got a second effect with the legacy from the reactive armor.
Regeneration Core:
Got a second effect with the legacy from the living armor.
Ships
All ships that had similar effects also received phase switching. You can find phase switching within the ship properties in the advanced information inside of the inventory for changing phases.
Also, the phase ability of the ship effect can be seen by a similar thing with devices (there will be a highlight to the left of the effect).
Ships that were changed due to phasing:
Science ship
Energylith effect is divided and changed in power: 3 => 2
Researcher
Energylith effect divided and changed in power: 10 => 6
M1 Transport
Dark Vault effect divided and changed in power: 5 => 3
M2 transport
Dark Vault effect divided and changed in power: 10 => 6
Battle Cruiser
Evasion: 6 => 3
Evasion effects: 0 => 3
Effect Isolation divided and changed in power:
Isolation: 20 => 12
Batteries: 20 => 40
Heavy Interceptor
Evasion: 15 => 8
Evasion effects: 0 => 8
Corsair
Evasion: 25 => 13
Evasion from effects: 0 => 13
Corsair MK1
Evasion: 35 => 18
Evasion from effects: 0 => 18
Effects
The mechanism for applying, working, storing and cleaning effects has been completely changed, which has opened up many new possibilities. If you see any errors related to effects, write a bug report!
Some effects no longer overlap in time without changing their strength. These effects now work in parallel with their other copies and can increase depending on the number.
These effects include:
Ignite
Energy generation decrease
The reduction in energy generation from a unique module for Lightning cannon is no longer extended in time.
Reduction in energy generation from a unique module: -3 => -2.
Many the sources of combustion (ignition) were weakened, but the combustion itself became much stronger overall. Due to the fact that the effects are now taken into account at the same time, you can completely cut off the enemy's armor while maintaining enough combustion sources on him.
Burn strength near the star: 5 => 3
Direct damage Phaser: 8 => 6
Phaser by area: 8 => 6
Ignition power from thermal reactions:
Smole: 8 => 2-3
Smoled engines: 8 => 3
Viscous smole: 8 => 5-7
Heavily smoled engines: 8 => 7
The client now supports displaying effects along with their multiple overlay.
Thermal power of many sources has been adjusted in the power display.
Advanced inventory information on effects has been updated to reflect the new realities of effects, and also now supports displaying the instance of each effect separately.
Equipment
Devices and engines now require more skills with improvements.
The Ammunition Fabricator now costs 3 times more to repair.
Caan reactor now has the ability to improve energy production to level 6, and the gain itself has been increased from +10% to +12%.
Now its levels at which you received energy generation have changed from 2, 4, 5 to 2, 3, 5, 6;
The total energy generation potential has increased from 9 to 10.
Reactive armor now gives not 3 armor always, but only 1/8 of the effect strength (still remains like 3 armor for reactive armor).
Wasting energy from equipping droids no longer damages the reactor while on the planet.
Fixed the work of Crystal plates:
Dependency energy output has been corrected from reverse to normal (the more plates there were, the worse the conversion worked and vice versa).
Energy accumulation calculation now considers fractional values and all shots in a salvo (previously it worked only for the last damage hit). This allows for better energy generation from weak shots.
Engines
The engine jump improvement has been reworked and made more forgiving for low-tech versions.
The maximum improvement level has been reduced from 6 to 5 (all engines that already had this level will remain as relics of their time).
The only engine that suffered from the changes is Warper. His maximum jump became 8 (instead of 8.5).
All engines can now enter the level of the next engine at the technological level of the jump and higher, but with significantly higher costs for the jump, which is often more profitable than buying a new one.
Effects
Irrian engines received a living hull effect.
The Sentinel received its innate 20% effect resistance as a separate effect for better visibility. The description has accordingly been removed.
Effects now support the inclusion of their internal characteristics in formulas, as well as displaying the power of the slider inside.
Parasites now block the conversion of energy damage into energy from Crystal Plates.
At the same time the chances of mobs using the device have been reduced from 40% + (10 * tier)% to 10% + (8 * tier).
Frequency of using devices by bots (tier- Technical level of ship):
Phaser
Direct plasma: 40% + (20% * tier) => 10% + (4% * tier)
Armor melt: 100% => 10% + (8% * tier)
Nitrinium
Freeze: 10% + (20% * tier) => 3% + (4% * tier)
Effects removal: 30% + (10% * tier) => 15% + (6% * tier)
Device blocker: 100% => 15% + (10% * tier)
Metacontroller
Radar degradation: 30% + (30% * tier) => 15% + (14% * tier)
Self-attack: 10% + (20% * tier) => 5% + (6% * tier)
Droid blocking: 10% + (20% * tier) => 5% + (6% * tier)
Aglu
Weapon blocking: 5% + (20% * tier) => 5% + (8% * tier)
Energon
Energy Burn: 100% => 10% + (10% * tier)
Despot
Engine break: 100% => 20% + (20% * tier)
Break of maneuver engines:100% => 20% + (30% * tier)
Some "absolute" PvP devices have been changed:
The self-attack of Metacontroller has been reduced in strength on players from 100% chance to hit themselves to 60%.
Nitrinium no longer removes all effects guaranteed, but only 1 with a 100% chance. All subsequent ones have a 35% chance reduction for each successful removal.
Bosses start with a 60% chance.
Dreadnoughts
Added Plasma engine for Dreadnoughts.
Thrust is 2 times higher than that of Ionic.
Consumes 5 times less energy than Ion (replaced by fuel).
Consumes Plasma and Blaster charges, which are used as an analogue of energy in the form of 2000 and 1000 points, respectively.
Dreadnought engines have been improved drastically.
Damage from the movement has been reduced by 20%.
Ion engines have become approximately 4 times stronger.
Dreadnought speed now does not depend linearly on thrust of engines.
Now shows the warp energy consumption of the Dreadnought for its jump directly on the map.
Maximum jump radius:
Increased by 2 times, but the energy consumption of the jump is increased by 2.5 times.
Now depends not linearly on weight, but on weight^0.95.
The Dreadnought received its own personal icon on the radar.
Eliteness
Eliteness now depends directly on each player in the system, instead of a static decrease for each person who enters the system.
Thanks to such changes, when entering a location, nothing will change in terms of strength of the system (since the player did not contribute anything to the development of the system’s strength).
If a player responsible for most kills and playtime dies, their contribution is removed. Take care of yourself first!
Elite boosters are not included in the player’s personal contribution, and accordingly will be removed only when the system is completely cleared of eliteness.
Fixes
When entering the game, the Elite panel now immediately displays, and not after any update.
Upon using Boosters it now correctly updates the time of elite panel.
Carriers no longer reset their proximity radius to 0 if they become elite in intelligence dut to lack of weapons.
Bots (not patrols) now correctly reset their elite status.
Visual changes
Added animation to the remaining shields that absorb damage (active reflection, additional shield, etc.).
Reflection received a separate animation for the active phase (active reflection).
Added animation for Flagella's sense to differentiate it from Leap Engine charging.
Damage numbers now have a gradual decrease in visibility (gradient) over time.
Stations are now visually different from storages, and are also visually divided into 2 types - small (up to 20 modules) and large.
Space wreck now has a separate icon on the radar.
Arenas now have a random background.
Added an image to the Ammunition Fabricator.
If a device has no effects, it will no longer show an empty "effects" block in the description.
The cancel of actions button is now a separate option for phones for better interaction (like equipping droids).
Ammo requirements now show a '+' to indicate skill bonuses.
The modularity button is now always visible. But it is inactive in space/while wearing an item.
Emergency drone return effects are no longer visible outside the radar.
Active weapons can no longer be clicked on to make it easier to deselect on ships with a huge number of weapon slots.
Item information is now updated when the item's state changes.
Items' durability or health is no longer shown if it is full. Additionally increases the size of the image if there is no strength.
The donation shop now highlights products with new discounts.
New
Added support for “stacks” of non-merging items in many inventories.
Activated in station module storage to improve performance and when trading for easy item counting.
Added a consumable that allows you to temporarily enable instant pickup of all things within the pickup radius.
Works on the "B" key.
A new purchase kit has now been created, where you can immediately buy instant pickup with an increase of the pickup radius.
Added a consumable that can reveal the approximate position of a random target in PvP system, after which it breaks. The target will be notified that it has been revealed immediately.
When canceling quests with a shortage of goods, it now shows for which goods and what amount is the fine (with re-confirmation after viewing).
In the future it will be improved for correct indications when interacting with modularity/upgraded items.
Added help to the Elite panel when hovering for a long time.
Added hints when pointing at devices/controls in the inventory.
Added random comets in systems that, when destroyed, can drop random resources.
They work on a similar principle with asteroids: the larger the size of the stone, the slower it is.
Settings
Added the ability to limit the FPS and adjust the vertical synchronization limit.
The drop filter has been moved to "General".
The "Combat" tab has been added to the settings.
All things related to combat have been moved to the new tab.
Added the ability to switch a new, gradual disappearance of numbers damage.
Added options to disable display of more than 1 text "Miss" or "Immunity".
Added option to ignore display of 0 damage.
Changes
Station logs now include a change of owner and renaming of the station.
Station's shield capacitors now store 50k of shield instead of 20k.
“Destruction” from the Kiuna's laser now destroys energy absorbtion as well as shields.
Energy regeneration aura now only works on targets that have less than 90% energy.
The unique shield module for Destabilizer has been changed from Combat to Utility type.
Combining items into piles when dropped now supports modules and ammo.
Updated descriptions of Irrian devices and their synergies.
Updated descriptions of droids that can help in the group.
The task queue now supports landing on objects.
You can now cancel the last request sent to the action queue using Shift+Z.
Landing on Asteroid Fields now takes a small amount of energy, depending on the technical level of the ship and the depletion of asteroids.
Micro-improvements
Intermediate ship improvements (Micro-improvements) are now reversible if you have not yet improved anything on the ship.
The first ship improvement now obliges to enable micro-improvement on the ship.
Removed the increase in resource requirements for unfinished micro-improvements.
Microtransactions
Premium now gives +75% to the pickup radius. Does not combine with the Pickup Radius Booster.
Significantly reduced prices and updated products in the Donation Shop.
Conversion from bonuses to credits raised from 1 -> 2k to 1 -> 5k.
Due to the fact that no one saw the value of effective PvP blockers for an hour, they were made slightly cheaper, made for a minimum of 3 hours and lost the work pause when not in space/out of game/AFK.
All existing PvP-blockers where converted to a new type
Corrections
Power generating droids now work correctly in the presence of an isolated battery in the group.
The camera zoom slider has been expanded to allow for a stronger zoom.
Fixed the lack of ability to strengthen the Ammunition Fabricator.
Confirmation of an attack at the initial levels has been corrected.
Now correctly updates locations if they have changed due to server changes without the need to restart the client.
Along with the update of the Asteroid fields (if you were near one), the system in which the player is located will be recreated, removing unnecessary objects.
When a player dies, it now correctly removes all dropped items from the inventory visually.
Breakdown of Dark Vault is no longer duplicated by the number of same systems installed (i.e., instead of breaking by 100 units at the first Dark Vault, 3 Dark Vaults where broken by 100 each).
It is no longer possible to pick up 0 items if there is less than 1 free space in the hold.
When changing ship, all additional charges from the effect of Experimental Loaders are now reset.
Fixed the calculation of the deterioration in engine efficiency from debuffs on the map (especially important when engines are broken).
Fixed the position of the creation of drones relative to the ship when drone animation is disabled.
The incorrect position of the appearance of drones when animation is turned on was left as a feature, due to the dynamic nature of the "sweep" of drones.
It is no longer possible to unequip a CPU if there is not enough CPU on ship.
Fixed a bug where throwing out modules/ammo near same objects would result in a crash.
On phones, it no longer asks you to move the camera using the keyboard.
Attacking space wreck no longer results in a crash.
Picking up items now takes into account weight improvements.
Fixed display of improvements to the repair speed of donor packages.
A lot of small fixes.
Effects
Thermal ignition now starts correctly when melting armor with a Phaser.
Thermal ignition now better takes into account where the reaction starts and who gets the kill.
Quest speed boost no longer provides the opportunity to gain a speed achievement.
The boost effect during the installation of satellites in initial quests can no longer be extended in time beyond norms.
Device cooldown is now correctly displayed after use while protected from effects.
Immunity after receiving an effect is no longer set if the effect does not hit.
The effect of turning off engines when jumping with Jump engine is no longer shown to the enemy, but to the owner effect.
Station
Items can no longer be moved into station modules that do not show that they have storage.
Removing and installing engines in the Warp module is now visible in the logs of the station.
The station's Dust Collector now stops working if storage is full.
No longer shows the possibility of building a station at the station.
Fixed the incorrect spawn position of space wreck when stations break down.
Visual display of the displacement ring while jumping using station's warp module has been corrected.
Modularity
Removing unique modules from a weapon no longer allows you to go beyond the restrictions.
It is no longer possible to transfer weapons that have a personal modules inserted.
Auction
The Auction now displays a message indicating that there are not enough materials if there are not enough items to close the order.
Repeatedly clicking on a request in the auction no longer closes the selected item with the selection icon.
The auction lot now takes into account whether there is enough space in the ship when purchasing.
Microtransactions
Fixed the display of the price display for items that are sold at discount.
The error was removed where the price for stickers was incorrectly shown when confirming the purchase if more than 1 of them were needed for any type (counted as 1, and not the required quantity)
Premium no longer gives a double reduction in the price of repairing items. And the items themselves can no longer be repaired for less than 1 credit.
If in the list of ship skins there are skins that do not have ship models, then they will no longer be shown.
Skins for Corsair MK1 are now correctly applied from Corsairs.
Source
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