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It´s just coincidence that this Update Info was posted today ;)

Vesperion

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It is this time of the year again that i managed it to get access to SSG´s newest Patch Notes that where planed for today :sweatgrinning:

Gameplay Changes:
  • Change in active time Items
    • Items that have an active running time (Items that show green bars during their run time) will now have a toggle function to enable/disable the item. When an item was enabled it will have an indicator that shows that it is enabled (Arrow that goes in a circle)
      • The longer an item is active the longer it cooldown will be when it will be disabled again
        • The actuall cooldown will be converted by 1 second of active time = 1 second of cooldown time. This means that if you use for example the Afterburner for 1 minute and 30 seconds the cooldown will be 1 minute and 30 seconds in return
          • Drones that decrease the cooldown time (RDA-01 Drone and Spaceball Fan Drone will still apply their effect
          • The Iodyne Graviton will not be changed in the cooldown times and is determined by either having active Pirate Mode or not
        • If the Player gets poded, goes to Orbit or logs out on the surface of the planet the active time will be ended automatically
        • AI Units will keep Items with active time up until they either get destroyed or lose aggro and fall back to their "Idle state"
          • If the aggro is only shifted to another Player the active item time will still be used on the 1st affected Player
  • Multiple Landing Zones on Planets
    • Planets will now have several landing zones and when a Player wants to land on a planet the Map of the planet will open and the Players can select on what landing zone they want to land
      • In order to unlock additional landing zones the Player first needs to have reached the area of the landing zone at least once
        • Once the area has been visited the information "Possible Landing Zone discovered. Go into Orbit to accept Mission" pops up and the mission "Clear the landing zone at location xx/xx". After completing the mission it will unlock this landing zone as possible option for the next landing
          • When Players start a Story Mission it is possible that not all landing zones will be available.
          • For White Missions it will give no restrictions what landing zone you select
  • "Rent a Ship" Feature
    • It will now be possible that you can "rent a ship" in the Hangar that is prequiped to test the ship before you purchase it
      • The costs to rent a ship will be 10% of it´s base prize and have the minimum possible tech of the system installed
        • As this feature is intended to help you to decide if you want to buy a ship it will not be possible that this ship can be used on lower systems
          • Cryo Drops that are made with the ship will have a reduced value of 75%
          • BP drops will be normally counted
        • If you decide to buy the ship directly you can still do this
      • For Parsec Classed Ships (Anln Series, Hyan, MST and RDX Series) it will only be possible to use this feature in Mizar and not the higher systems
        • As we will keep an eye on this feature adjustments could be made to make those class of ships available in the higher systems but with different calclation in the renting price
  • Starmap
    • It is now possible that you can manually fly at the starmap in the system from one planet to another
      • If you now enter the Starmap you will spawn close to the planet that you have left and can then fly on the horizontal axis to other planets
        • If a Player wants to enter the orbit of the Planet/Hangar/Stargate he needs to actively fly "into" it
      • It will still be possible to select your destination on the right panel and travel "by autopilot" to the location and use Hyperjumps
        • Traveltimes will be determined by the position of the Pilot and increase/decrease by the distance to the selected planet

Item Balance:
  • Magnet Trap
    • Magnet Traps now have the ability to redirect shots (Blaster, Rockets and Sniper Blaster) when they cross the AoE of the Trap
      • This will result in hitting the Magnet Trap instead of the Ship that was aimed
      • If the Trap should get destroyed while other shots are redirected it will result in a miss
      • If two or more Magnet Traps should overlap the shot will be redirected to the Magnet Trap it first enters the AoE of it
        • As this will result in more hits that the Magnet Trap will receive we have readjusted the HP of the Magnet Trap again after our previous change with the Conquest Rework Update of March 02, 2021 where the HP where lowered by 50%
          • The HP of the Magnet Trap where now increased by 100%
            • This change will only apply for Magnet Traps used by Pilots. Magnet Traps that are used by AI controlled Units or normally spawned (Calon) will not have increased HP
  • Damage Inverter
    • We noticed that the Damage inverters did not work as intended and made the required correction now for them
      • When a Damage inverter is active it will revert the incoming healing what will result in taking actuall damage
        • With this change a Engineer or Repair Turret can now be your enemy when he wants to repair you with any Repair Item (Repair Target, Field Repair, Repair Turrets)
        • The Materializer is now able to insta Pod/Destroy a Player/Unit that has an active Damage Inverter
          • It is only possible to Pod/Destroy a Player/Unit when the Materializer is the same or higher level in compare to the Damage Inverter
            • The time for the Pod/Destruction of a Player/Unit will take 3 seconds and requires to go through from start to finish without any interruption
            • AI Units that use an Damage Inverter will so now try to flee from the Players if they have an active Damage Inverter and the Player tries to Materialize them
  • Lightning Chain
    • After reviewing the Lightning Chains again we did see that they have an actuall running time for up to 6 seconds but only lasts for up to 2 seconds until the max number of Chains is reached and the remaining time then just ends with no further impact and have readjusted their mechanic again after the first change where we limited the number of chains from infinite to 7
      • Lightning Chains now send a pulse of Chains every second to a maximum of 7 Units at once
        • It will always be so that the chains look for the "closest units in their range"
        • It will not be possible that a single unit gets hit by 7 chains per pulse
          • If a unit gets destroyed or leaves the range during the active time within the 6 seconds a new unit will be selected when it is in range
            • In order to balance the new mechanic we have reduced the damage for each pulse to result in the same damage outcome like the old Lightning Chain
  • Allies Cover
    • Allies Cover will now create a Shield for the user that will take all incoming damage that covered Pilots would receive and has 5x as much HP in compare to a normal Shield/Protector
      • A Player/Unit that uses a Perforator will be able to attack an covered Player/Unit . If the Player/Unit with an active Allies Cover is attacked ith an active Perforator the Player/Unit will be hit directly
      • When the shield is used up Allies Cover will end directly no matter the left duration
        • Allies Cover now also counts as a Supportive Item as we have noticed that Players who used Allies Cover that they did not receive drops when they only covered others and so where easily outperformed from other Supportive Items like Repair Targets; Repair Fields and repair Turrets
  • Quantum Leap
    • Using Quantum Leap will now result in a "confusion debuff" that lasts for 2 Seconds and will make the Player/Unit invisible so it is not possible to select that Player/Unit in those 2 seconds
      • This debuff only will actiavte if the Player/Unit was selected as target
      • Damage that results from AoE effects will still apply to the Player/Unit after Quantum Leap was used
        • If you have not selected the Player/Unit when it uses Quantum Leap the debuff will not be activated
  • Deflection Droid
    • After our last change to the Deflection Droid we notice that it still not works in the way it is intended to and so made additional changes to it
      • When the Deflection Droid is activated incoming damage will be transfered to the Deflection Droid resulting in damaging the attacking unit while the Player/Unit don´t lose HP
        • The HP of the Deflection Droid stay unchanged so that still a couple of deflections will occur.
        • The deflected damage will still be determined by the strenght of the incomming attack
          • As with this change it is more likely that the Deflection Droid gets destoryed faster the Cooldown Time for it has been reduced by 50%
  • Corruption Cloud
    • The mechanic of the Corruption Cloud has been changed as the initial one had to many flaws what could make it unreliable in most situations
      • Now the Corruption Cloud will have a "Spread effect"
        • Units that enter the area of the Corruption Cloud will now receive a "Direct Corruption debuff" resulting in keeping the Corruption debuff even when the Player/Unit leaves the AoE of the Unit that it has been used on or the unit gets destoryed making it more reliable again
          • The of the Corrpution Cloud and Direct Corruption Cloud will last until the actuall run time of the Player/Unit either ends or gets poded/destroyed or all Players/Units affected by the Corruption Cloud debuff are poded/destroyed

Quality of Life
  • Story Missions (mainly TC)
    • We have removed Mission Updates that do not reflect anything new to the story like when in a Story mission a Mission NPC was destroyed and the Mission updates with "Got one" over and over again as it makes it hard to keep track of the actuall relevant Story information
    • Missions that had an unclear indicator what had to be done received in return more information what needs to be done as some Missions where so unclear what was to do to complete them
  • Radar
    • The Radar will now have circles around the player showing the range of the items as sometimes it was unclear what the actual range of a item is where it will be usable like the Lightning Chain that sometimes seem to connect and sometimes not
      • If the Player uses the Eagle Eye and/or AR1 Division Drone the range of the circle will adjust accordingly
        • In addition to that we had to adjust the range of the radar as Quantum Leap could go beyond the Radars Range
 

KingSub

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What's that?
great changelog! can't wait to (not) see the update !😳😜
 

Iron Black

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iron black
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It is this time of the year again that i managed it to get access to SSG´s newest Patch Notes that where planed for today :sweatgrinning:

Gameplay Changes:
  • Change in active time Items
    • Items that have an active running time (Items that show green bars during their run time) will now have a toggle function to enable/disable the item. When an item was enabled it will have an indicator that shows that it is enabled (Arrow that goes in a circle)
      • The longer an item is active the longer it cooldown will be when it will be disabled again
        • The actuall cooldown will be converted by 1 second of active time = 1 second of cooldown time. This means that if you use for example the Afterburner for 1 minute and 30 seconds the cooldown will be 1 minute and 30 seconds in return
          • Drones that decrease the cooldown time (RDA-01 Drone and Spaceball Fan Drone will still apply their effect
          • The Iodyne Graviton will not be changed in the cooldown times and is determined by either having active Pirate Mode or not
        • If the Player gets poded, goes to Orbit or logs out on the surface of the planet the active time will be ended automatically
        • AI Units will keep Items with active time up until they either get destroyed or lose aggro and fall back to their "Idle state"
          • If the aggro is only shifted to another Player the active item time will still be used on the 1st affected Player
  • Multiple Landing Zones on Planets
    • Planets will now have several landing zones and when a Player wants to land on a planet the Map of the planet will open and the Players can select on what landing zone they want to land
      • In order to unlock additional landing zones the Player first needs to have reached the area of the landing zone at least once
        • Once the area has been visited the information "Possible Landing Zone discovered. Go into Orbit to accept Mission" pops up and the mission "Clear the landing zone at location xx/xx". After completing the mission it will unlock this landing zone as possible option for the next landing
          • When Players start a Story Mission it is possible that not all landing zones will be available.
          • For White Missions it will give no restrictions what landing zone you select
  • "Rent a Ship" Feature
    • It will now be possible that you can "rent a ship" in the Hangar that is prequiped to test the ship before you purchase it
      • The costs to rent a ship will be 10% of it´s base prize and have the minimum possible tech of the system installed
        • As this feature is intended to help you to decide if you want to buy a ship it will not be possible that this ship can be used on lower systems
          • Cryo Drops that are made with the ship will have a reduced value of 75%
          • BP drops will be normally counted
        • If you decide to buy the ship directly you can still do this
      • For Parsec Classed Ships (Anln Series, Hyan, MST and RDX Series) it will only be possible to use this feature in Mizar and not the higher systems
        • As we will keep an eye on this feature adjustments could be made to make those class of ships available in the higher systems but with different calclation in the renting price
  • Starmap
    • It is now possible that you can manually fly at the starmap in the system from one planet to another
      • If you now enter the Starmap you will spawn close to the planet that you have left and can then fly on the horizontal axis to other planets
        • If a Player wants to enter the orbit of the Planet/Hangar/Stargate he needs to actively fly "into" it
      • It will still be possible to select your destination on the right panel and travel "by autopilot" to the location and use Hyperjumps
        • Traveltimes will be determined by the position of the Pilot and increase/decrease by the distance to the selected planet

Item Balance:
  • Magnet Trap
    • Magnet Traps now have the ability to redirect shots (Blaster, Rockets and Sniper Blaster) when they cross the AoE of the Trap
      • This will result in hitting the Magnet Trap instead of the Ship that was aimed
      • If the Trap should get destroyed while other shots are redirected it will result in a miss
      • If two or more Magnet Traps should overlap the shot will be redirected to the Magnet Trap it first enters the AoE of it
        • As this will result in more hits that the Magnet Trap will receive we have readjusted the HP of the Magnet Trap again after our previous change with the Conquest Rework Update of March 02, 2021 where the HP where lowered by 50%
          • The HP of the Magnet Trap where now increased by 100%
            • This change will only apply for Magnet Traps used by Pilots. Magnet Traps that are used by AI controlled Units or normally spawned (Calon) will not have increased HP
  • Damage Inverter
    • We noticed that the Damage inverters did not work as intended and made the required correction now for them
      • When a Damage inverter is active it will revert the incoming healing what will result in taking actuall damage
        • With this change a Engineer or Repair Turret can now be your enemy when he wants to repair you with any Repair Item (Repair Target, Field Repair, Repair Turrets)
        • The Materializer is now able to insta Pod/Destroy a Player/Unit that has an active Damage Inverter
          • It is only possible to Pod/Destroy a Player/Unit when the Materializer is the same or higher level in compare to the Damage Inverter
            • The time for the Pod/Destruction of a Player/Unit will take 3 seconds and requires to go through from start to finish without any interruption
            • AI Units that use an Damage Inverter will so now try to flee from the Players if they have an active Damage Inverter and the Player tries to Materialize them
  • Lightning Chain
    • After reviewing the Lightning Chains again we did see that they have an actuall running time for up to 6 seconds but only lasts for up to 2 seconds until the max number of Chains is reached and the remaining time then just ends with no further impact and have readjusted their mechanic again after the first change where we limited the number of chains from infinite to 7
      • Lightning Chains now send a pulse of Chains every second to a maximum of 7 Units at once
        • It will always be so that the chains look for the "closest units in their range"
        • It will not be possible that a single unit gets hit by 7 chains per pulse
          • If a unit gets destroyed or leaves the range during the active time within the 6 seconds a new unit will be selected when it is in range
            • In order to balance the new mechanic we have reduced the damage for each pulse to result in the same damage outcome like the old Lightning Chain
  • Allies Cover
    • Allies Cover will now create a Shield for the user that will take all incoming damage that covered Pilots would receive and has 5x as much HP in compare to a normal Shield/Protector
      • A Player/Unit that uses a Perforator will be able to attack an covered Player/Unit . If the Player/Unit with an active Allies Cover is attacked ith an active Perforator the Player/Unit will be hit directly
      • When the shield is used up Allies Cover will end directly no matter the left duration
        • Allies Cover now also counts as a Supportive Item as we have noticed that Players who used Allies Cover that they did not receive drops when they only covered others and so where easily outperformed from other Supportive Items like Repair Targets; Repair Fields and repair Turrets
  • Quantum Leap
    • Using Quantum Leap will now result in a "confusion debuff" that lasts for 2 Seconds and will make the Player/Unit invisible so it is not possible to select that Player/Unit in those 2 seconds
      • This debuff only will actiavte if the Player/Unit was selected as target
      • Damage that results from AoE effects will still apply to the Player/Unit after Quantum Leap was used
        • If you have not selected the Player/Unit when it uses Quantum Leap the debuff will not be activated
  • Deflection Droid
    • After our last change to the Deflection Droid we notice that it still not works in the way it is intended to and so made additional changes to it
      • When the Deflection Droid is activated incoming damage will be transfered to the Deflection Droid resulting in damaging the attacking unit while the Player/Unit don´t lose HP
        • The HP of the Deflection Droid stay unchanged so that still a couple of deflections will occur.
        • The deflected damage will still be determined by the strenght of the incomming attack
          • As with this change it is more likely that the Deflection Droid gets destoryed faster the Cooldown Time for it has been reduced by 50%
  • Corruption Cloud
    • The mechanic of the Corruption Cloud has been changed as the initial one had to many flaws what could make it unreliable in most situations
      • Now the Corruption Cloud will have a "Spread effect"
        • Units that enter the area of the Corruption Cloud will now receive a "Direct Corruption debuff" resulting in keeping the Corruption debuff even when the Player/Unit leaves the AoE of the Unit that it has been used on or the unit gets destoryed making it more reliable again
          • The of the Corrpution Cloud and Direct Corruption Cloud will last until the actuall run time of the Player/Unit either ends or gets poded/destroyed or all Players/Units affected by the Corruption Cloud debuff are poded/destroyed

Quality of Life
  • Story Missions (mainly TC)
    • We have removed Mission Updates that do not reflect anything new to the story like when in a Story mission a Mission NPC was destroyed and the Mission updates with "Got one" over and over again as it makes it hard to keep track of the actuall relevant Story information
    • Missions that had an unclear indicator what had to be done received in return more information what needs to be done as some Missions where so unclear what was to do to complete them
  • Radar
    • The Radar will now have circles around the player showing the range of the items as sometimes it was unclear what the actual range of a item is where it will be usable like the Lightning Chain that sometimes seem to connect and sometimes not
      • If the Player uses the Eagle Eye and/or AR1 Division Drone the range of the circle will adjust accordingly
        • In addition to that we had to adjust the range of the radar as Quantum Leap could go beyond the Radars Range
is this true or not?
 

KingSub

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What's that?
is there actually an estimated date or is there more time needed?
 

-BoH-

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-Obs the skrapper-
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is there actually an estimated date or is there more time needed?
I wonder what ever happened to them saying it will be released in the beginning of 2022
 

KingSub

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Joined
Aug 31, 2018
Messages
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Server
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Black Giant
Rank
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Clan
What's that?
I wonder what ever happened to them saying it will be released in the beginning of 2022
raven event, failed enlisting etc.
 
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