Full notes
Full Wrath and Retribution update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Balance
- Gameplay
- UI and audio
- Workshop
- Events
- Fixes
Wrath and Retribution changes
So, Update 1.7 is here!
Well, I didn’t plan to include so many changes, but I went through a rabbit hole or two, and here we are now.
A little reminder beforehand as usual: Steam reviews are crucial in the eco system here to gain traction and visibility for a game. So I appreciate it just so so much if you leave your review and share your thoughts!
The main focus of the update is balancing. Weapons got rebalanced, prices adjusted, details tweaked, and battlegroups you encounter got a complete overhaul, difficulty scaling works very differently now - the list goes on and on. Full changelog as always down below.
Now, enjoy and have fun!
Changelog 1.7
Reworked battlegroups in all hubs
Added new late game variants of Basilisk, Chimaera and Grendel
Removed automatic hub based difficulty scaling in favor of defined enemy and turret variants
Rebalanced mission reward levels
Showing enemy variant indicator in HUD
Further tweaked the amount of enemies that can attack simultaneously depending on hub and mission risk level
- Added Adaptive Interface relic obtainable from Saturn/Jupiter onwards as hub rewardOnce installed it let‘s you eject equipment from the hub map and reward screen without shipyard visit to free up space for new reward items
Added a little screen rumbling when firing
Added transition effect when the game loads a new scene
SOS mission targets now have shields
Decreased enemy strength in SOS missions
Added additional hull degradation / critical warning to HUD
Improvements to enemy obstacle avoidance
Rebalanced credit rewards
Further increasing chance to get scrap
Reducing Striga shield strength
Shield Intrusion will only fire if the target’s shields are active
Preventing damage caused by Shield Intrusion to spill to hull
Made sure that Jammer IV and above includes the targeted turret when triggered
Increased speed of all laser weapon projectiles
Slightly decreased damage of enemy laser weapons
Increased Incinerator damage and cooling
Decreased Arcvolt overheating cooldown and decreased cooling to support intended play style of weapon
Adjusted accuracy of some weapons
Increased Hammer refill delay
Rebalanced Scattershot damage
Rebalanced Annihilator damage
Rebalanced Thunderstrike damage increase
Reduced Ravager refill delay
Rebalanced Disruptor
Reduced costs for active slot upgrades
Increased Viper reload delay
Increased Thunderstrike damage increase with level upgrades
Decreased Thunderstrike minimum reward level to Neptune/Substantial
Decreased Antares minimum reward level to Neptune/Moderate
Made Colossus shot audio hit harder
Increased boost refill delay
Decreased default boost capacity
Fixed Banshee exploding only after passing the player
Decreased Banshee explosion damage
Moved Supply Anchor to Mars as first possible occurrence
Made Shield Invisibility have a longer cooldown and shorter duration
Increased Luck upgrade price
Reduced price of “Better Prices” and the last two module and weapon slot upgrades
Limited the damage spilled to armor when shields are destroyed
Increased Antares shot audio volume
Increased objectives HUD width
Adjusted text for Charon chase to make sure players know they need to catch it before it is gone
Fixed Fire Rate upgrades not being applied correctly
Fixed Shipyards not being shown as inaccessible if stability is too low and they have been visited before
Additional safeguard against corrupt runs after dying
Source
Changelog.gg summarizes and formats this update. How we read updates.
