



Our first big update of 2019 restructures the fleet tiers players battle within, invigorates battle bonus rewards with more meaning, and gives armored-up enemies something new to fear!

The 'Legends Redefined' game update will go live Friday January 18th @ 3:00 PM CT at the conclusion of maintenance.

Fleet Tiers Adjusted!

The ship tiers that comprise Veteran and Legendary Fleets have been adjusted!

Veteran Fleets are now built using Tier-II and Tier-III ships, while Tier-IV and Tier-V ships are exclusively in Legendary. We believe this change will begin alleviating some of the player-reported concerns with matchmaking queue times and progression speed.

More improvements are planned to address player feedback. Stay tuned!

Battle Bonus Values Updated

In line with the adjustments to Fleet Tiers, Battle Bonus percentages have been improved! Battle Bonus will now apply an increasing bonus percentage based on the number of ships in your fleet.

Here's the percentage reward for each ship added to your fleet:

Credits Multiplier

Recruit

+0% per Tier I Ship



+5% per Tier II Ship



Veteran

+5% per Tier II Ship



+20% per Tier III Ship



Legendary

+25% per Tier IV Ship



+65% per Tier V Ship

Ship XP Multiplier

Recruit

+5% per Tier II Ship



+5% per Tier II Ship



Veteran

+5% per Tier II Ship



+25% per Tier III Ship



Legendary

+40% per Tier IV Ship



+50% per Tier V Ship

(For example: The Battle Bonus for a full Veteran Fleet with three Tier II ships and two Tier III ship would be a combined: +55% Credits, +65% Ship XP, and +30% Free XP).

Free XP percentage awarded remains a static +30% for Veteran and Legendary fleets.

The Credits cost to replenish Battle Bonus before the timer has been updated as well to fit these new values, with replenishing Veteran costing 1,500 Credits and Legendary costing 12,500 Credits.

Cut Through Enemy Armor With 'Rupture' Modules

The Purge effect has been replaced with a new mechanic: Rupture, which focuses to strip existing armor buffs from your target and apply a 'damage vulnerability' debuff. We believe this new mechanic will assist in breaking up the established meta in Dreadnought and provide players new opportunities to coordinate with their team.

One notable exeption is Tartarus Missile, which remains unchanged.

Armorbreaker Ammo replaced with Rupture Ammo

Remove target's armor buff and increase the damage it receives by 20%.

Tier IV

Shot Count: 8

Active Duration: 15s

Effect Duration: 5s

Cooldown: 55s

Tier V

Shot Count: 8

Active Duration: 15s

Effect Duration: 5s

Cooldown: 45s





Purge Beam replaced with Rupture Beam

Remove target's armor buff and increase the damage it receives by 20%. Reapplying refreshes duration.

Tier IV

Active Duration: 10s

Effect Duration 2s Per Application

Cooldown: 25s

Tier V

Active Duration: 10s

Effect Duration 2s Per Application

Cooldown: 15s





Purge Ram replaced with Rupture Ram

Increase forward thrust by 75% and apply 50% damage reduction until the ram strikes. On striking, the ram deals ability damage then increases target's damage taken by 20%.

Tier IV

Ability Damage: 25,000

Cooldown: 35s

Tier V

Ability Damage: 35,000

Cooldown: 35s

** Dev Note: Purge Mode will be replaced by Rupture Mode in an upcoming release.

Armor Amp Values Normalized

Armorbooster Pulse (Dreadnought): The armor boost provided by this module has been normalized to 50% at all tiers.

Armor Amp (Dreadnought): Normalized the damage reduction and the duration of this ability to 80% with a 15 second duration at all tiers.

Armor Amp (Artillery Cruiser): Renamed to 'Armored Lockdown', and functions identically to the Tactical Cruiser's version of this module.

Kinetic Armor Amp (Corvette): Renamed to 'Armor Amp' and functions identically to the Dreadnought's version of this module. Moved from the Primary Slot to the Internal Slot.

Miscellaneous Changes

Surge Drone (Tactical Cruiser): This module has been renamed to Energy Drone and values have been increased.

Tier III - Increased from 2.75 energy/second to 4.0 energy/second



Tier IV - Increased from 3.2 energy/second to 4.5 energy/second



Tier V - Increased from 3.7 energy/second to 5.0 energy/second

Weaponbreaker Missile (Destroyer): The weaponbreaker effect has been normalized to 85% outgoing damage reduction and the duration has been normalized to 12 seconds across all tiers.

The tropical paradise Elysium has returned to the PC map pool!

BUG FIXES

GENERAL

Resolved instability and crashing issues across multiple areas



In-game announcements should now be visible to logged-in players

Improved game localization across multiple areas and languages



Improved areas of the UI where text could be cut off in certain languages

Resolved an issue where subtitles and in-game language would differ from the selected launcher language on PC

Updated names and descriptions for Hero Ship Vanity items that would include "with figurehead" and "without figurehead" pieces

Added descriptions to missing ship fields when viewed in the tech tree

Resolved an issue where Owned Ships would not display ship details on PS4

Fixed an issue that caused the same module to be repeatedly purchasable but never awarded under adverse network conditions

Improved error messaging in the launcher

Resolved an issue where players were sometimes unable to add a fifth ship to their fleet

Fixed a UI issue where PS4 players could not edit their loadout if certain button combinations were pressed

Elite Status share bonuses from teammates are now appropriately displayed on the End of Match screen (no reward earnings are changed)

Players may now properly preview Appearance details when viewing Vanity and Ship Component items

Fixed an error that would cause the camera to move erratically when observing Jupiter Arms Tactical Cruisers

Resolved an issue that would cause Tech Tree modules to display placeholder text or cost values



Text displayed when queued now properly displays the correct fleet and game mode

GAMEPLAY

Armorbooster Pulse modules of different tiers no longer stack effects

Resolved inconsistencies with module descriptions differing from in-game values

Tesla Coil Pods no longer continue to fire after the target has exited the pod's range

Resolved an issue where Energy Generator was granting more energy per second than intended, and now grants 14 per second at all tiers

Energy Generator modules now functions identically on both Destroyer and Tactical Cruiser class ships

Drain Missiles now drains the appropriate energy per missile: Now 17 down from 45 at Tier II Now 30 up from 27.5 at Tier III Now 40 up from 35 at Tier IV Tier V values unchanged

Stasis Pulse IV and V now have a proper radius of 1600 meters, where it was previously too short

AI captains no longer have loadouts with modules from higher tiers in Recruit

Rapid Fire Mode no longer slows down ship movement at Tiers IV and V

Mobile Cloak now properly breaks when damage is taken

ART + AUDIO

Resolved issues causing players to experience lag when on Elysium and Elysium (Night) maps

The Hasta Figurehead now changes color to match the equipped coating

Realigned Akkoro Hero Ship to better align with other vanity components

Improved VFX timings for abilities like Endurance Mode that would disappear too early into their long active time

Improved Captain Customization icons to be more visually accurate

Improved geometry on Dry Docks to prevent players getting stuck



Improved audio levels for Akula Vektor Artillery Cruiser primary weapon

Reoriented the thrust on the Silesia to prevent errant jittering during movement

Resolved an issue that caused the Blaze Coating to obscure or darken equipped Decals

Retrofit components no longer linger oddly after the equipped ship is destroyed in combat

Updated cosmetic icons for numerous vanity items

1/31/19 Hotfix Notes

BUG FIXES