The 1.10 update maintenance will start on December 14th, 8am CST (15:00 CET) and last until 12pm CST (19:00 CET).

Why should a rugged outlaw captain who lives and battles on a knife’s edge be concerned about a simple tune-up of Sinley Bay? Because that simple tune-up includes some big improvements, like greater progression freedom, a market expansion, more Free XP for Hero Ships and a brighter ship hangar—to name a few.





SHIP TECH TREE UPDATE & UNLOCK CHANGES

You no longer need to buy new ships with Credits! While you’ll still need to research a ship with a comparatively much smaller amount of XP than before, you’ll just have to research and buy a certain number of modules. Once you’ve met these requirements, you’ll be able to claim a ship in the next-highest tier. The same unlock mechanic also applies to Officer Briefings now.

In addition, ship tech trees have been simplified and streamlined by removing some of the branching requirements. Now you can progress faster toward the modules you want, and you can leave the ones you aren’t as excited about in the dust. If you’ve already met the module research requirements in a tech tree prior to the release of 1.10, you will immediately be able to claim your new ship (once it is researched with XP).





Each ship tech tree now features a progress bar, which shows the number of items you’ll need to research and buy to claim a ship in the next-highest tier. Here’s a breakdown of the modules required at each ship tier level to unlock same-class ships as well as new ship classes:

Tier-I > Tier-II : 5 same class, 3 new class

Tier-II > Tier-III : 8 same class, 5 new class

Tier-III > Tier-IV : 12 same class, 8 new class

Tier-IV > Tier-V : 17 same class

For example, in your tier-I Agosta’s tech tree, you can progress toward two tier-II ships: a Trafalgar (destroyer) and a Dover (corvette). To reach the Trafalgar, you would have to research and buy 5 modules. To claim the Dover, you would need to research and buy only 3.

Please note: since you only have to buy a limited number of modules, we have slightly increased the Credits cost for modules across the board. However, the overall cost to advance is the same.





HERO SHIPS NOW EARN MORE FREE XP





We’ve heard that a lot of you would like to get a little more out of your Hero Ships, so we’ve made these famously formidable vessels earn 20% more XP and to top that off, 40% of that are now Free XP! Now you can not only enjoy commanding these unique ships, but you can also use them to progress a little faster. Also remember: you don’t have to battle in a Hero Ship to get these benefits: just like any ship, simply having it in your fleet gives you some amount of XP.

Note: Hero Ships generate BOTH Free XP and Ship XP. 40% of the XP will be Free and 80% will be Ship XP.

You might be wondering about the strange math that is going on here. Let us give you some insight into the process behind it. We’ve crunched the numbers for Hero Ship XP gains when we first decided to switch them to Free XP only and have determined that the amount that is now 40% Free XP would be the right one to grant Hero Ships. That turned out to be the "sweet spot" that gave Hero Ships a nice edge without blowing their Free XP gains completely out of proportion when compared to regular ships. But then, on second thought, we felt that completely getting rid of Ship XP was also not really the way to go. So we cranked up the XP gain to 120% in total, keeping the 40% Free XP that we initially determined to be the total amount of Free XP a Hero Ship should earn and added another 80% of Ship XP for players that want to use the Hero Ships as efficiently as possible. We will continue to monitor the data, see how Hero Ships now perform with this changes and if need be, we will go ahead and increase these values until Hero Ships are the amazing heroic vessels that we want them to be.





A BRIGHTER HANGAR

Keep your fleet in the dark no more! We’ve spruced up the hangar to highlight a sunnier side of Sinley Bay. Check it out for yourself to see your magnificent ships get the glorious amber glow they rightfully deserve. We’re planning to make even more visual and technical improvements to the hangar, so stay tuned!\









ORBIT SCREEN REFRESH

Get a better view of your team before you warp into battle. The new orbit screen starts off with a wider camera pan to show you each of your teammates’ ships. Once you choose your vessel, you’ll warp in to join the lineup.









BIX VOICE UPDATE

Bix tells you everything you need to know about Sinley Bay, so it’s important that he does it with a the perfect tone—which is why we’ve re-recorded all of Bix’s English voiceover lines. We may have missed the first two versions, but we think this one’s just right!









IN-GAME MARKET EXPANSION

Now you can buy ship and captain vanity bundles directly in the in-game market. You can find them under the “appearance” tab. This new option is designed to bring more customization items front-and-center.









IN-GAME TEXT NOW IN SPANISH

¡Prepárate para la batalla! Now you can play Dreadnought in Spanish. This new language support currently includes all in-game text.





CHANGES & IMPROVEMENTS

AI Improvements

- Behavior improvements that make AI movement and attacks more live-like

- AI will now react to short commands given by players

- Improved AI usage of all modules and weapons

- AI difficulty in Proving Grounds has been reduced

- AI now readies up in Orbit like a player





Spawning Improvements

- Tuning of respawning positions across all game modes so that the player does not spawn too far from action.

- Wave spawning in Onslaught has been disabled. Players will now spawn like they do in TDM





Sheltered Matchmaking

We have introduced a Sheltered Matchmaking system that will greatly improve the new player experience in Dreadnought. Players that have just started the game will now be placed in a separated matchmaking queue that will prevent them from joining matches with too experienced captains that are playing their Recruit Fleet.





Fleet System

Tier-II ships have been removed from the Veteran Fleet. From now on, Tier-II ships can only be used in the Recruit Fleet.





Status Effect Notification

A new in-match popup at the bottom of your screen will now make it much clearer which status effect has been applied. The known icons that visualize status effects are still in the game but the additional notification will now make it much clearer, especially for new captains, what buff/debuff is affecting them.





Performance Improvements

- Improved Hangar Loading Times

- Improved the way the game handles memory allocation so that we do not run into memory issues over time.

- Battle Server Communication Optimisation

- Re-worked squad manager to avoid deadlocks/race conditions and concurrency issues.









General

Tier - V Ships - Movement

All Tier-V ships now have the same mass and speed as their Tier-IV counterparts.

All Ships - Flechette Missiles (All Tiers)

Projectile Travel Distance standardized and increased to 7000m

Projectile Speed heavily increased

All Ships - Torpedoes (All Tiers)

Slug Torpedo (Dreadnought) has been renamed to Heavy Torpedo

Jackal Torpedoes (Dreadnought) have been renamed to Light Torpedoes

All Heavy Torpedo, Drain Torpedo, Weaponbreaker Torpedo ranges have been standardized to 2400m

All Torpedo Salvo ranges have been standardized to 3000m

All Light Torpedo ranges have been standardized to 3600m

This does not apply to Nuclear Torpedoes

All Ships - Anti-Nuke Lasers (All Tiers)

Maximum Targets increased from 1 to 2

Range increased and standardized to 6000m

Shoots targets faster than previously

All Ships - Pods (All Tiers)

All Pods

Lifetime after owner's death has been increased from 5s to 10s

Triad Pods (Dreadnought), Sentry Catapult (Artillery Cruiser), Artillery Pod (Tactical Cruiser), Tesla Coil Pod (Tactical Cruiser), Tractor Beam Pod (Tactical Cruiser)

Pod Health increased from 100 to 750

All Ships - Debuff Pulses (All Tiers)

Standardized all radii to 1200m

Standardized all Pulse Speed (time to reach radius) to 1s

Standardized all damage to 500

All Ships - Buff Pulses (All Tiers)

Standardized all radii to 1600m

Standardized all Pulse Speed (time to reach radius) to 4s

Tactical Cruiser

Repair Autobeams

All Tiers

Time between heal applications has been increased by 50%

Tier 0

Beam heal per tick reduced from 720 to 540

Range increased from 1000m to 1100m

Duration reduced from 35s to 30s

Cooldown increased from 50s to 60s

Tier - I

Beam heal per tick reduced from 720 to 540

Duration reduced from 40s to 30s

Cooldown increased from 45s to 55s

Tier - II

Beam heal per tick reduced from 780 to 585

Range reduced from 1200m to 1100m

Active Time reduced from 45s to 30s

Cooldown increased from 40s to 50s

Tier - III

Beam heal per tick reduced from 960 to 720

Range reduced from 1300m to 1200m

Duration reduced from 50 to 35

Cooldown increased from 38 to 45

Tier - IV

Beam heal per tick reduced from 1200 to 900

Range reduced from 1400m to 1300m

Duration reduced from 50s to 40s

Cooldown increased from 36s to 40s

Tier - V

Beam heal per tick reduced from 1200 to 900

Range reduced from 1500m to 1400m

Duration reduced from 50s to 45s

Beam Amplifier

Tier 0

Cooldown reduced from 55s to 50s

Tier - II

Cooldown increased from 45s to 50s

Healing modifier reduced from +120% to +100%

Tier - III

Cooldown increased from 43s to 50s

Healing modifier reduced from +150% to +120%

Damage/Healing modifier duration increased from 7.5s to 10s

Energy Drain on use increased from 25 to 80

Tier - IV

Cooldown increased from 40s to 45s

Healing modifier reduced from +175% to +135%

Damage/Healing modifier duration increased from 9s to 12s

Energy Drain on use increased from 65 to 100

Tier - V

Healing modifier reduced from +200% to +150%

Damage/Healing modifier duration increased from 10s to 15s

Energy Drain on use increased from 100 to 125

Tesla Coil Pods

Standardized Pod Beam ranges to 1400m

Tractor Beam Pod

Standardised Pod Beam ranges to 2400m

Artillery Pod

Projectile Max Range from 5000m to 7000m

Projectile Speed increased

Projectile Damage increased from 3000 to 5000

Blast Pulse

Standardized all radii to 1000m

Standardized all Pulse Speed (time to reach radius) to 1s

Corvette

Blast Pulse

Standardized all radii to 1300m

Standardized all Pulse Speed (time to reach radius) to 1s

Immelmann Maneuver

Tier - IV

Cooldown reduced from 7.5s to 6s

Damage Resistance increased from 50% to 60%

Added Damage Buff of +10%

Tier - V

Cooldown reduced from 6.5s to 6s

Damage Resistance increased from 75% to 80%

Added Damage Buff of +15%

Kinetic Armor Amplifier (all Tiers)

Tier - IV

Damage Resistance reduced from 50% to 30%

Damage to Energy ratio reduced from 0.02 to 0.0125

Duration reduced from 15s to 10s

Tier - V

Damage Resistance reduced from 60% to 40%

Damage to Energy ratio reduced from 0.03 to 0.02

Duration reduced from 20s to 10s

Artillery Cruiser

All Autobeams

Standardized Max Range to 2000m (2000m)

Standardized Tier 4 Duration to 80s

Standardized Tier 5 Duration to 90s

Bomb Catapult (all tiers)

Now has an arming time of 3s

Destroyer

Tempest Missiles

All Tiers

Projectile Range increased from 5000m to 10000m

Projectile Speed increased heavily

Tier 0

Cooldown reduced from 70s to 65s

Tier - I

Cooldown reduced from 65s to 60s

Tier - II

Cooldown reduced from 60s to 55s

Tier - III

Cooldown reduced from 55s to 50s

Tier - IV

Cooldown reduced from 45s to 40s

Tier - V

Cooldown reduced from 40s to 35s

Rocket Turrets (all Tiers)

Projectile Max Distance increased from 2400m to 4800m

Projectile Speed increased

Projectile Hit Impact Force increased by 30%

Storm Missiles

Tier - IV

Range reduced from 3000m to 2000m

Cooldown increased from 50s to 60s

Tier - V

Range reduced from 3000m to 2000m

Cooldown increased from 45s to 55s

Scylla Torpedo (all tiers)

Now has an arming time of 2s

Goliath Torpedo (all tiers)

Now has an arming time of 5s

Dreadnought

Endurance Mode

Fixed a bug that prevented passive health regeneration

Added Tier-IV passive health regeneration of 200

Tier-V passive health regeneration increased from 200 to 400

Both Tiers passive health regeneration duration increased from 20s to 60s

Starling Missile Salvo

All Tiers

Now has an arming time of 5s

Tier - IV

Damage reduced from 15625 to 9375

Cooldown increased from 85s to 95s

Tier - V

Damage reduced from 18750 to 11250

Cooldown increased from 75s to 85s

Nuclear Missile

All Tiers

Now has an arming time of 5s

Tier - II

Cooldown reduced from 110s to 105s

Tier - III

Cooldown reduced from 105s to 95s

Tier - IV

Cooldown reduced from 95s to 85s

Tier - V

Cooldown increased from 85s to 75s

Tartarus Missile (all tiers)

Now has an arming time of 5s





MARKET UPDATE

Update 1.10 brings a megaton of items to the market. Check out what’s new below—but keep in mind...it’s only the “tip of the asteroid.”





THE ORION HERO SHIP

Command the distinctive Orion Hero Ship for 1,000 GP. This line of Jupiter Arms destroyer is inspired by the original Orion—a vessel of grit and fortitude from the front lines of the war.









THE SHUGYOSHA BUNDLE

Dress as sharp as a samurai of legend. The Shugyosha bundle (500 GP) includes combat-ready clothing as well as a warm, tech-integrated hood that’s known for giving captains a seamless view of vital ship stats.









ANGEL OF JUSTICE EMBLEM

Are you a captain of law and virtue—or are you more of a “wolf in sheep’s clothing?” Either way, this glorious rendition of Maat, the goddess of justice, is the perfect mark for any outlaw’s ship (125 GP).









THE FROST OF GEEVRA IS COMING

Besides the above items, there’s an entire avalanche of winter-inspired captain’s wear that’s about to hit the market—stay tuned!





VINTAGE HERO SHIPS INTRODUCED, LOADOUTS UPDATED

We’ve heard your feedback and reviewed the data. The loadouts for the Zaratan and Trident Hero Ships were not on par with the most competitive builds available. If you purchased these ships prior to 1.10, you will have two versions: one with the new loadout detailed below, and another labeled “Vintage” with the previous loadout. However, if you purchase the Trident or Zaratan AFTER 1.10, you will only receive that ship with its newer loadout. That's right, you can now warp your Trident into battle!

NEW TRIDENT LOADOUT

Primary Module: Nuclear Missile IV

Secondary Module: Light Missiles IV (was Triad Pods IV)

Perimeter Module: Anti Missile Lasers IV (was Heavy Autoguns IV)

Internal Module: Warp Jump IV (was Endurance Mode IV)

Perk 1: Retaliator (was Desperate Measures)

Perk 2: Module Amper (was Survival Instinct)

Perk 3: Engine Rigger (was Slow and Steady)

Perk 4: Adrenaline Shot (was Reinforced)

NEW ZARATAN LOADOUT

Primary Module: Plasma Ram IV (was Purge Ram IV)

Secondary Module: Disruptor Missile IV

Perimeter Module: Drain Pulse IV (was Protean Autoguns IV)

Internal Module: Energy Generator IV (was Thrust Amplifier IV)

Perk 1: Module Recycler (was Communications 101)

Perk 2: Module Amper (was Destruction Cascade)

Perk 3: Engine Rigger (was Navigation Expert)

Perk 4: Get My Good Side (was Tip The Scales)









Fixed a bug that prevented late joining captains from receiving Ship XP rewards.



Fixed a bug that prevented the matchmaking UI from updating if a player changed the selected fleet after having initiated the matchmaking process.



Fixed geometry and shader issues on the Amirani map that could cause players to get stuck and would make certain areas become transparent.



Fixed a various collision issues with the “Rings of Saturn” map that allowed players to fly into structures.



Fixed an issue with Ryugu Haven where the force field in outer ring of central column would be invisible to players flying a “Fighter”. This could lead to unintended suicide.



Fixed issues with the custom ship parts of hero ships that in some cases did not have a proper collision model



Fixed inconsistent numbers in the tech tree and ship/item description of the German, French and Polish version.



Fixed various text and localization issues.



Fixed an issue that allowed new players to immediately play Team Deathmatch (new players are supposed to play at least three Onslaught matches before being allowed to play TDM).



Fixed an issue with the Disruptor Autobeams that caused them to inflict damage when used on enemy ships. This was not intended and does not concur with module description.



Fixed an issue with the navigation within the tech-tree (back button would send player to ship loadout customization page)



Fixed various issues with the description of modules and weapons.



Fixed various issues with the escape button behaviour. (e.g. the escape button would open the escape menu when it was not supposed to).



Fixed an issue with the “Energy Wheel” in tutorial mode where it would stay on screen even when “E” button is not pressed.



Fixed an issue with Battle Bonus where a player would keep Battle Bonus for the next match when he/she was kicked out of the first Battle Bonus game for being idle or when having left the game via “Return to Hangar” button.



Fixed an issue with the proving grounds where too many AI players would sometimes be added to the match (making the total team count 9 – 10).



Fixed an issue with the proving grounds that would cause the player to warp out of orbit when the player had readied up before the AI players had spawned in orbit.



Fixed an issue with the proving grounds where the force respawn timer and notification is covered by AI-Captain cards (and therefore invisible to player).



Fixed an issue with the Dreadnought nuclear missiles that would cause them to become invisible for every player. This happened when a Dreadnought used the Triad Pods and launched a Nuke afterwards.



Fixed an issue with modules that would cause them to fade out after having been used for more than two times. This would make them appear inactive although they are not.



Fixed an audio bug with interceptor missiles. These missiles made no sound when being launched.



Fixed an issue with the “cause of death” list in the kill cam screen. No Ram (Purge-, Blast- or PlasmaRam was shown in that list).



Fixed an issue with the “cause of death” list in the kill cam screen. The ship type and tier of the damage inflicting ships was not shown.



Fixed a bug with the gun turrets of Akula Vektor Heavy Corvettes where the entire module would pivot instead of only the barrel.



Let us know what you think about PC update 1.10.0 in our Forum!

