In this update15
Full notes
Full Void Salvage update
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Repeated intro
Hello salvagers,
What changed
- Gameplay
- UI and audio
- Balance
- Events
- Fixes
Void Salvage changes
This update focuses on clarity, smoother jumps, and fixing several edge cases that could interrupt a run. Loot, weapon installs, distress beacons, pursuit encounters, disruption, sockets, and routing have all received improvements.
0.9.1.3
New Reroute Button
A new Reroute button has been added.
Reroute lets you replace the current POI node selection with a fresh set of POI nodes.
This gives players more control over bad route rolls and should make early pathing feel less punishing.
Loot and System Clarity
Equippable items are now referred to as systems where appropriate, and item states should be easier to understand at a glance.
Systems at max drawbacks now show a warning icon and a COMPROMISED tooltip before further hull damage starts lowering their tier.
Broken systems now use a clearer tooltip:
BROKEN: System is useless until repaired.
POIs with exclusive loot pools now use clearer titles such as MODULES, AUGMENTS, DRONES, and SOCKET BONUSES.
Pursuit and Hazard Improvements
Pursuers can now appear randomly at the start of jumps. Flagging pursuers calls them into combat without increasing Area Threat or pursuit difficulty.
Distress Beacon Rework
Distress Beacon has been reworked into a toggle system with jump-based cooldown recovery.
Beacon readiness is now shown as a readiness meter, and the tooltip explains that readiness increases after jumps and during combat.
Distress Beacon cooldown recovers:
After jumps
Slowly during combat
Weapon Install and Comparison Improvements
Newly installed non-standard weapons now start at 100% proficiency.
Weapon install cards have been improved so primary and secondary replacement choices are easier to read.
Weapon comparison readability has been improved, and misleading green/red comparison coloring has been removed from weapon stat deltas.
Disruption Overhaul
Disruption behavior has been overhauled.
The Disruptor now resets reinforcement progress to 0 and holds it there briefly before progress resumes.
Disruptor Frequency now increases the disruption hold duration.
Disrupt Jammer now activates during the disrupted window.
Combat, Targeting, and Faction Updates
All factions now have a chance to use ballistic weapons.
Clicking a ship protected by a decoy drone now shows DECOY PROTECTED.
Player main drones and slotted drones now respect manual enemy targeting.
Lightning and Ricochet now start at a higher trigger.
Weapon boost HUD icons now only appear while the corresponding temporary boost is active.
Socket Reward Fixes
Fixed socket rewards appearing in mission and quest reward pools before sockets are unlocked.
Fixed claiming a socket reward causing reward checkout to hang when sockets were unavailable.
Socket rewards now only appear when there is a valid equipped item that can receive a socket.
This update is focused on making Void Salvage smoother, clearer, and more reliable. Several systems now explain themselves better, weapon choices should be easier to compare, and multiple edge-case softlocks have been addressed.
Thank you for playing, testing, and reporting issues. Every report helps make Void Salvage stronger.
0.9.1.1
Gameplay Updates
Auto Salvage
Auto Salvage now turns on automatically when the Auto Salvage unlock becomes available.
Charity Outpost
Charity Outpost exchange options now disable when the return would be 0.
Zero-return options now show INVALID OPTION instead of misleading balance errors like NO CREDITS.
Chance Matrix / Unknown POI
Chance Matrix now affects Unknown POI identify success rolls.
Unknown POI identify tooltip now shows the real final success chance.
UI / Tooltip Updates
Tooltips were updated to better explain several core mechanics:
Auto Salvage now explains that it automatically salvages out of combat.
Shields now explain that shields automatically regenerate out of combat.
Fuel now explains that destroying enemy ships or salvaging derelicts refills fuel.
Credits now explain that credits mainly come from salvaging, destroying enemy ships, and fulfilling objectives.
XP now explains that XP mainly comes from destroying enemy ships and fulfilling objectives.
Weapon tooltips now mention that low proficiency can cause misfires.
Temporary weapon boost tooltips now explain that they are passive boosts and that their duration drains during combat.
Added boost tooltips for:
Hull Damage
Shield Damage
Ammo
Fire Rate
Balance / Clarity
Charity Outpost labels were clarified:
Credits -> XP options are now labeled as donating credits.
XP -> Credits options are now labeled as trading XP.
Internal Charity Outpost XP-to-credits wording was changed from donation wording to exchange wording for clarity.
Chance Matrix tooltip behavior now better matches its actual effect by applying to shared positive roll chances, including Unknown POI identify.
Bug Fixes
Fixed an Unknown POI black screen softlock where jump arrival could open events before travel cleanup finished, causing looping jump audio.
Fixed Unknown POI identify chance display showing a mismatched hardcoded value.
Fixed Chance Matrix not affecting Unknown POI identify rolls.
Fixed Socketeer Unknown POI appearing or opening when sockets were unavailable or no valid socket target existed.
Fixed Socketeer bonus choices not safely clamping to the available bonus pool, which could cause endless loops when feature gating reduced the pool.
Fixed a possible endless loop when visiting Socketeer through an Unknown POI.
Thanks again for the bug reports and feedback. These reports are helping make the demo much clearer and more stable.
Source
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