What changed
2 fixes0 additions1 change0 removals
- Balance
- UI and audio
- Performance
changed1.138 -Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage. -Fixed recycler targeting sometimes not obeying range restrictions. -Fixed certain enemy sonar emitters not reacting to damage. -Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards. -Fixed a collision issue on a structure in [redacted]. -Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot. -Fixed player exiting deafened state not resetting certain sfx volumes correctly. -Fixed bad damage calculation on Charge Spur collisions. -Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion. -Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?) -Fixed being player being able board-grab ships through walls with high enough melee range. -Corrected some tooltips.
fixed1.139 -Decreased lvl 1 mission PS gain multipliers. -Increased mission PS gain multipliers for all missions above lvl 1. -Added some additional info to the bridge hit manual page. -Kill switch database can no longer target boss enemies. -Fixed a bug preventing Informer Class from assisting nearby search actions with sonar. -Fixed cargo crates becoming non-intractable after a guard pops an attached balloon. -Fixed unit death sounds being unaffected by foam sound suppression (?) -Fixed a situation resulting in bad LOS check when attempting to use artillery or long range melee.
fixed1.140 -Some items rebalanced. -Lvl 1 missions now get an increasing PS gain penalty once you have unlocked higher lvl missions. -Further increased mission PS gain multipliers for lvl 4+ missions. -CorPo Proving Grounds now generates with more access paths to outpost chunks. -All boss ships now have further improved anti-reflex systems. -All boss ships, CorPo Riot Control and Enforcer Class now have increased blind recovery rate. -Impeding foam now depletes faster when ships with powerful engines get stuck within. -Ships that revive through redundant systems now also pull you out of reflex mode. -Bosses now clear cascade state faster. -Cascade damage is now capped at 30dmg every 2 seconds. -Fixed a problem where completing a comms key objective might interfere with other stationary objective completion.
Swirl W@tch changes
changed1.138 -Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage. -Fixed recycler targeting sometimes not obeying range restrictions. -Fixed certain enemy sonar emitters not reacting to damage. -Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards. -Fixed a collision issue on a structure in [redacted]. -Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot. -Fixed player exiting deafened state not resetting certain sfx volumes correctly. -Fixed bad damage calculation on Charge Spur collisions. -Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion. -Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?) -Fixed being player being able board-grab ships through walls with high enough melee range. -Corrected some tooltips.
fixed1.139 -Decreased lvl 1 mission PS gain multipliers. -Increased mission PS gain multipliers for all missions above lvl 1. -Added some additional info to the bridge hit manual page. -Kill switch database can no longer target boss enemies. -Fixed a bug preventing Informer Class from assisting nearby search actions with sonar. -Fixed cargo crates becoming non-intractable after a guard pops an attached balloon. -Fixed unit death sounds being unaffected by foam sound suppression (?) -Fixed a situation resulting in bad LOS check when attempting to use artillery or long range melee.
fixed1.140 -Some items rebalanced. -Lvl 1 missions now get an increasing PS gain penalty once you have unlocked higher lvl missions. -Further increased mission PS gain multipliers for lvl 4+ missions. -CorPo Proving Grounds now generates with more access paths to outpost chunks. -All boss ships now have further improved anti-reflex systems. -All boss ships, CorPo Riot Control and Enforcer Class now have increased blind recovery rate. -Impeding foam now depletes faster when ships with powerful engines get stuck within. -Ships that revive through redundant systems now also pull you out of reflex mode. -Bosses now clear cascade state faster. -Cascade damage is now capped at 30dmg every 2 seconds. -Fixed a problem where completing a comms key objective might interfere with other stationary objective completion.
1.138 -Altered threshold of what is considers low range combat for adaptive difficulty scaling. -Lethal combat kills now increase both long and short range threat profiling (was just short range before). -Enemy mines now stay revealed after being fully identified. -Changed mine detection UI to better contrasting color in zone 5. -Increased rate at which ship resource manager calls in escorts. -Some item and mod costs rebalanced. -Flare Printer mod: increased max ammo (1-->4) and lowered regen delay (20s-->12s). -Longnailer supf mod nerfed (20-->15 shots suppressed) -Increased artillery gadget base damage (80-->100). -Small objects (ships, floating chunks, wildlife) no longer block sight-line for artillery targeting. -Increased Charge Spur emp multiplier (40%-->120%). -Nerfed recycler wreckage disassembly SRM gain (3-->2). -Fixed recycler not using up charges when disassembling wreckage. -Fixed recycler targeting sometimes not obeying range restrictions. -Fixed certain enemy sonar emitters not reacting to damage. -Fixed ships/wrecks becoming hidden while held if they are disabled/created within concealing circular hazards. -Fixed a collision issue on a structure in [redacted]. -Fixed a situation in which multiple non-NPC objects could be tagged/affected by a single shot. -Fixed player exiting deafened state not resetting certain sfx volumes correctly. -Fixed bad damage calculation on Charge Spur collisions. -Fixed a potential zone softlock that can happen if a comms encryption key satellite is destroyed after objective completion. -Fixed guards reporting volunteer ships as hostile in distress after they have been disabled and dropped by the player (?) -Fixed being player being able board-grab ships through walls with high enough melee range. -Corrected some tooltips.
1.139 -Decreased lvl 1 mission PS gain multipliers. -Increased mission PS gain multipliers for all missions above lvl 1. -Added some additional info to the bridge hit manual page. -Kill switch database can no longer target boss enemies. -Fixed a bug preventing Informer Class from assisting nearby search actions with sonar. -Fixed cargo crates becoming non-intractable after a guard pops an attached balloon. -Fixed unit death sounds being unaffected by foam sound suppression (?) -Fixed a situation resulting in bad LOS check when attempting to use artillery or long range melee.
1.140 -Some items rebalanced. -Lvl 1 missions now get an increasing PS gain penalty once you have unlocked higher lvl missions. -Further increased mission PS gain multipliers for lvl 4+ missions. -CorPo Proving Grounds now generates with more access paths to outpost chunks. -All boss ships now have further improved anti-reflex systems. -All boss ships, CorPo Riot Control and Enforcer Class now have increased blind recovery rate. -Impeding foam now depletes faster when ships with powerful engines get stuck within. -Ships that revive through redundant systems now also pull you out of reflex mode. -Bosses now clear cascade state faster. -Cascade damage is now capped at 30dmg every 2 seconds. -Fixed a problem where completing a comms key objective might interfere with other stationary objective completion.