0.4.2.0 ( Saturday, 02 March 2019 )
This new patch for the beta version introduces the new audio system: FMOD Studio (goodbye OpenAL !) and as such, modifications to sounds are experimental and haven’t been fine tuned yet. If you notice any audio issue, please let us know on the forums, thank you !
The patch also introduces a new targetting system for capital ships and static defenses. MK4 Auto-turrets are now auto-tracking AND auto-firing. This means that you no longer need to manage these auto-turrets at all; they’ll select the most relevant target and fire at it automatically, even if you do not press the primary or secondary fire button. If you’re short on ammo and want to disable this behavior, simply toggle the MK4 Auto-Turret hardpoint group off in the weapons radial menu.
This patch also contains a major balance pass over the ships (especially capital ships weapons, hardpoints and sockets locations) as well as the bomber (the shotgun is now classified as MK2; we also added the Interceptor MK1 guns as an alternative primary weapon, which you can select in the weapons radial menu). We’ve also revamped all the credits rewards for scanning (nerfed), destroying installations (nerfed), passive resources generation (buffed) and active kills (buffed). Please let us know if the game balance has improved as a result, and report any major imbalance you can notice. Thank you and have fun.
New default Havoc cruiser skin
Gameplay / Balance
- Target’s hitpoints and shields status percentage now appear next to the indicator ( for allies or close enemies )
- Reduced minimum warp speed threshold from x10 to x2 when matching speed in warp ( this prevented matching a target in warp at lower speeds )
- Shield overcharge power reduced from 150% to 100%
- Propulsion overchage power reduced from 100% to 50% (sides) and 50% to 30% (main)
- Small generic building modules will no longer give any credits upon destruction (before: they defaulted to 10 creds per small building)
- Rebalanced all weapons; large turret projectiles now move faster; Revamped all damage points, heat points etc… on all weapons
- Separated ship weapons from static defenses weapons, so that they could be balanced separately
- Floating platform turrets are now more deadly - beware to enemy capships that would try to attack a station when these platforms are still up !
- Tower defenses on stations have low damage and precision but will fire more frequently - beware to stationnary targets !
- Removed MK3 turrets from all capships. They now start at MK4 auto-firing turrets. MK5 are mostly anti medium ships (corvettes/destroyers), and MK6/MK7 are anti-capships but have a slower turn rate. As a consequence, positionning in capital ships should have become more important
- Bomber now has an alternative MK1 (interceptor’s gun) in addition to the shotgun, however only one can be active at the same time
- Corvette’s turrets damage has been reduced a bit
- The Destroyer now has two more MK6s at the top and bottom (the ones at the sides caused too much of a blind angle)
- The Cruiser now also has extra MK6s and MK7s (previously, it only had 2 MK7s at the bottom, always hidden from the camera, not ideal)
- Rebalanced capital ships hit points and shield points; same for energy and heat, which should limit firing all weapons at once (the player might have to select only 1 or 2 weapon groups active at a time, and not everything)
- Nerfed most ship’s shield recharging rates to be less overpowered, especially in combination with shield overcharge
- Slight reduction to capship’s vertical thruster rates
- Rebalanced credits rewards for destroyed installations, especially on defense towers or factory storage tanks
- Increased (almost doubled) credits rewards for killing enemy ships
- Nerfed (almost halved) credits rewards for scanning
- Decreased ( halved) activation time for missiles and torpedoes, right after they’ve been launched ( missiles and torpedoes fly in a straight line until they’re activated, then only do they start tracking their target )
- Increased damage for missiles ( slightly ) and torpedoes ( a lot )
Controls / Input
- Added mouse wheel sensitivity setting, defaults to x5
- Renamed “Separator” key into the official “Backslash” key (note: if you used “Separator” in a custom profile, you’ll have to reassign or rename it)
- Updated input profile to version 0.0.1.1: auto-assist key was moved to RightShift (Azerty) or BackSlash (Qwerty and others)
- Added a “CapshipAutoTurn” event, default is now the Space key;
Weapons
- Implemented auto-fire for capital ships; Weapons in hardpoint groups that allow auto-fire will automatically track and fire at their auto-selected target
- Made auto-tracking behavior of turrets more consistent
- Added minimum and maximum target size range to weapons, so that they are smarter about which kind of target they should fire at ( ex.: huge turrets should not fire at interceptors… )
- Kinetic defense turrets now have the ability to fire at a target even when its shields are up
HUD
- Obstructed target indicators ( behind planets ) will now blink and display “Obstructed” on top of the indicator
- Small reduction of crosshair size at HUD center
- Formation target is no longer lost when far away while flying in warp
- Harmonized team names and colors in leaderboard / scores (previously, they were using the old team colors; now they’ll be consistent with the HUD: blue=your team, red=enemy team)
Bug fixes
- Fix for incorrect gun offset with some forward-facing weapons;
- Fixed crash upon cycling control schemes ( F4 ) in spectator mode;
- Fixed a bug in the match win conditions not checking destroyed spawns
Visual effects, audio, graphics, performance
- Replaced OpenAL with FMOD. Note that the sound setup and attenuation formula is different, which might result in sounds behaving a bit differently than before. If you notice anything that sounds like a bug, please let us know
- Tweaks to audio with FMOD
- Fixed destruction material on floating defense platforms and turrets (there was some weird pop-in going on before, due to a mesh not having been updated properly)
- Tweak to particle debris, small debris will now fade out at a larger distance
- New sound effect for missile lock
- New explosions sound effects with multiple variations
- New shield impact sounds
- New MK6/MK7 gun fire sound effects
- New cruiser Havoc skin (default, yellow-gray). Scoria now uses the red-white stripe skin by default. This is a move to give more character/unique style to the different factions. We’re no longer following at all the old team 0 = red, team 1 = green, team 2 = blue pattern
- Added MK2 forward weapon mesh placeholder ( used for bomber’s shotgun )
- Updates to various textures and paint materials on the Cruiser
- Decal pass on the Cruiser materials
Misc
- Added version check and upgrading to launcher user settings. The new crosshair wasn’t available to old users in the previous patch, but it should now auto-detect the version and upgrade the settings when needed. Everybody
should have the new triangular crosshair now - Removed crash files ( they were redundant with log files )