In this update11
Full notes
Full Sirocco update
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What changed
- Gameplay
- Balance
Sirocco changes
- Stormhero
Small Patch to fix some ships not having the same mobility with Mass increase from Reinforcement along with changes to the new upgrade minions experience bounty.
General Changes
Damage against minions based on damage type changed
Area damage: 40% reduction to 50%
Pierce damage: 20% reduction to 25%
Structure damage: 50% reduction to 35%
Ballistic damage: 10% bonus damage to 20% bonus damage (ballistic damage is weapon damage that only hit a single target)
Economy
Upgraded Minions from destroying an enemy shipyard gives 50% less experience than normal minions
Minions
Small base health increased from 190 to 210 Siege Minion weapon reload time from 2 seconds to 1.5 seconds Siege Minion base health increased from 700 to 800 Minion speed bonus from having a dead shipyard increased from 30% to 40% Upgrade minions now receive 20% bonus move speed
Harvester
Base weapon damage reduced from 100 to 80
Utilities Changes
Repair
health regeneration bonus increased from 5 to 7
Small Class Ships
Sampan (starting ship) Ability 3 - Harpoon
reduced collision size from 3.2 to 2
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Mosiac (Tier 1) Ability 1 - Tesserae
healing per projectile reduced from [25-350] base to [20-300]
cooldown from 20 to 16 seconds
Ability 2 - Bouncing Abira
healing per bounce reduced from [60-500] to [40-400] base
cooldown from [30-26] to [27-23]
Piranha (Tier 1) Ability 1 - Puffermine
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 2 - Bleeder Rockets
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 3 - Piranha Missiles
Recoil strength scales with mass so it doesn't lose effectiveness with increasing ma
Dragonfly (Tier 2) Ability 2 - Adderbolt
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 3 - Deathgaze
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Stalker (Tier 3) Ability 1 - Veil
Augment Striker: leap strength now scales with mass so it doesn't reduce its effectives
speed bonus reduced from [15-33] to [14-28]
Paradox (Tier 4) Ability 1 - Inversion Ritual
cooldown reduced from 32 to 22
reduce max charges from 2 to 1
cast range increased from [70-90] to [90-110]
Medium Class Ships
Lockjaw (Tier 2) Ability 2 - Blaze
cooldown from 23 to 20
Ability 3 - Grapple
cooldown from [32-27] to [28-23]
Aurora (Tier 2) Ability 1 - Glacial Wall
Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 2 - Ice Shards
- Augment Wardenspawned glacial time reduced from 2 to 1.5 seconds
Ability 3 - Blizzard
cooldown increased from [55-50] to 60
duration at max channel reduced from [6-9] to [6-8]
duration at min channel reduced from [2-3] to [1.5-2]
Volt (Tier 4) Ability 1 - Arc Lighting
deals 10% less damage per enemy hit, up to 50% reduction
Ability 2 - Soliton Storm
cooldown from 23 to 18
Ability 3 - Induction Lance
deals 10% less damage per enemy hit, up to 50% reduction
cooldown from 29 to 25
Oasis (Tier 2) Ability 2 - Countermeasures
cooldown increased from 26 to 32
Horizon (Tier 3) Ability 1 - Gravity Jump
Augment Protector: reduce cast time from 60% to 95%
Crucible (Tier 3) Ability 3 - Eruption
cooldown increased from 55 to [65-55]
now a Large Projectile vs an Arc projecctile
Weapons
Medium Range (yellow)
- Breach Hornetsreduced shot between special from 4 to 3
Longer Range (blue weapons)
- Trench Makerreduced shot between special from 3 to 2
Loom Coils
Loom Coils Changes
- Weapon Rangerange increase reduced from 5 to 3 per upgrade
- Health Regenerationincreased bonus from 6 to 8 hp/s
Captain Changes
The Specialist: reload reduction from 30% to 15%
Big Boom: weapon range from 10 to 9
Oversize Weapons: reload reduction from 45% to 30%
Source
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