Update log
Full Starforged Legacy update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Server
- Balance
- Gameplay
New Content
Ship Identity
Signature Subsystems: Each ship now has a locked Signature Subsystem that remains consistent across all loadouts. These carry unique augments that define each ship's playstyle:
- CosmeticIronclad Core (Ironhide): Emergency ProtocolsWhen below {1}% Health, triggers automatic repairs of {2}% Max health every second for {3}s. Cooldown 60s.
- CosmeticNova Core (Nova Lance): Precision OverloadCritical hits apply Armor breach, increasing damage taken by 50%. When above {1}% Health, Critical Chance increased by {2}%.
- CosmeticNemesis Core (Nemesis): Dreadnaught ProtocolOn Kill, increase Global Damage by {1}. Resets on Warp. Reduce all incoming damage by {2}. Movement speed reduced by {3}. Every {4} weapon hits Stuns.
Weapons
Beam Weapons: Three new pieces of laser technology have been added to the arsenal:
Pulse Laser: A high-fire-rate laser weapon with pinpoint accuracy.
Plasma Arc: Bounces between targets to inflict damage and apply status effects to clusters of enemies.
Phase Beam: A powerful, high-impact laser that penetrates all targets in its path at the cost of lengthy charge-time.
Augments
New Augments
- Adaptive ShieldingShield Recharge Rate increased by {1}. When shields fully recharge, gain {2} Shield Resistance for {3}.
Energy Siphon: Every {1} kills, restore {2} Max Shields and gain {3} Global Damage for {4}.
- Full ChargeWhile Shields are full, Damage increased by {1}.
Shield Battery: On Kill, {1} Chance to restore {2} Max Shields and Shields begin recharging immediately.
- Capacitor BurstWhen Shields fully recharge, Damage increased by {1} for one shot.
- Beam EfficiencyDamage increased by {1} for each Beam weapon equipped.
- Critical CascadeOn Kill, Critical Chance increased by {1} for {2} seconds. Stacks up to {3} times.
Searing Beam: On Hit adds Plasma Damage at {1} of Damage Dealt.
Stasis Pulse: On Hit {1} Chance to Slow.
Overcharge: Increases Damage by {1} but also increases Charge Time by {2}.
Charging Pulse: While Charging, deal {1} of Weapon Damage every {2} seconds to enemies within {3} radius.
Radiation Wake: Beam creates Radiation Clouds along its path, dealing {1} of Damage Dealt.
Extended Aperture: Increases Targeting Range by {1} and Beam Width by {2}.
Temporal Laser: Each hit has a {1} chance to apply a random effect on the hit target.
Escalating Arc: Each bounce increases damage by {1}.
- Extended ArcBounces increased by {1} but Fire Rate reduced by {2}.
Arc Amplification: On Crit, next bounce chain gains {1} additional bounces. Resets on Reload.
Refraction: On Crit Refract beams to {1} amount of enemies in a {2} Radius, dealing {3} of the initial Damage.
External Power: Every 10 kills, spawn a rotating beam cross at the kill location dealing {1} of kill damage. Lasts for {2}.
- Overcharged EmitterFire Rate reduced by {1}% but Damage increased by {2}% and Critical Chance increased by {3}%.
Destabilizing Fire: Plasma Damage has {1} chance to apply Armor Breach increasing damage taken by {2}.
- Exposed SystemsOn Hit, if target has Armor Breach damage is increased by {1}.
Breach Detonation: On Hit, if target has Armor Breach deal {1} of Damage Dealt in {2} Radius.
Plasma Contagion: Plasma Damage has {1} Chance to spread to enemies in {2} radius.
Shattered Momentum: On Kill, if the enemy was Slowed deals {1} of Damage Dealt in {2} Radius.
Thermal Stasis: When Plasma is applied, {1} chance to also apply Slow.
Plasma Breach: When Armor Breach is applied, {1} chance to also apply Plasma Damage for {2} of Weapon Damage.
Stasis Fracture: When Slow is applied, {1}% chance
Source
