



PC update 1.11 puts plenty of options at your fingertips. Enjoy greater control over your ships, more insight into matches, and plenty of bold and colorful items to wear into battle.





Secondary Loadout Slots









What's better than one loadout? Two! Now you don't have to choose between taking a Thrust Amplifier or Blink Warp into battle. Every ship (excluding Hero Ships) now has an “A” and “B” loadout slot.

Each loadout can be equipped with its own modules and cosmetics, then selected in the Orbit screen or mid-match on the respawn screen. And no matter which loadout you choose for a ship, you’ll still get the same XP and match rewards.

With this update, we hope that players feel free to try unconventional modules on their secondary loadouts (since they will already have their trusted primary loadouts). We also wanted to give players greater flexibility to adapt to the tactics of the opposing team mid-match.



Module Prerequisites Removed





No more unlocking modules in a certain sequence to get to the bottom of a tech tree! Now all of a ship’s modules are available to research and unlock at the same time.



The removal of prerequisites means that players are now free to research and purchase the modules they want, in whatever order they desire. We think this will allow them to quickly unlock their preferred modules for their primary loadout, and give them the option to experiment with the rest in a secondary loadout.

Say Hello to Hangar Chat

Hangar chat is now live! Now you can chat with your squad in the comfort of your hangar. Don’t have a squad? Not to worry: we’ve also included global chat in your language to help you find someone to watch your back in battle!

Module + Secondary Weapon Videos





We’ve added videos to all ship modules and secondary weapons. This allows you to get a better idea of what each one does—especially before choosing to research or purchase them. We have also made additional changes, which include:

Revising 30 descriptions of ship modules and secondary weapons so that they correctly describe current functionality

Fixing several ship modules and secondary weapons that were making incorrect numerical comparisons with previous tiers

New End-Of-Match Screen





Enjoy an updated end-of-match scoreboard with your captain in full view! The end-of-match screen provides a quick look at the top 3 players, your personal stats as well as the rewards you earned in each ship you played.











Our goal for this change two-fold. We wanted to celebrate the best players after a match (besides just featuring them at the top of the scoreboard) and to provide more insight into the rewards for every player.



Hangar Calls to Action

Calls to Action will now display to alert you to various opportunities in the hangar. For example: when you earn your first GP, you’ll be notified that you can go buy a cosmetic item in the Market.

Razer Peripheral Compatibility

Battle with a wider spectrum of fire and flame. The skies of Dreadnought now support a full fleet of Razer Chroma peripherals!

New Language: Polish

Polish is now available in-game! To switch to Polish, simply select the language from the “language” dropdown menu in the top-right corner of the launcher and hit “play.”

UI Improvements

We continue to polish the look and usability of the UI. Our latest changes include:

Replacing the Dashboard button with a direct link to the Statistic Screen. The Dashboard is still accessible through a new button in the secondary bar near the Play button

Converting UIs that still used the original style to be more in line with the current Dreadnought style

Improvements to the billing and payments UI



Additional Improvements

Re-tuned corvette AI to increase survivability: now corvettes do not attack too aggressively without proper allied support

Rebalanced AI for new players in Proving Grounds matches

Added a preview window to bundles within the Market so you can see all included items

Tweaked the ship manufacturer logos in the manufacturer trees

Updated the lighting, look and performance of the hangar

Polished map visuals on Ixion





New items added to the market including a fanged Hero Ship, a value bundle for players old and new, outlaw captain vanity, and bold ship cosmetics!









View the full deep-dive of these changes here.

New Modules in Tier III

Destroyer

Added Storm Missiles III

Added Weapon Amplifier III

Corvette

Added Scrambler Mines III

Added Immelmann Maneuver III

Dreadnought

Added Tartarus Missile III

Added Offensive Lockdown III

Artillery Cruiser

Added Stasis Autobeams III

Added Proximity Mines III

Tactical Cruiser

Added Overclock Module III

Added Stasis Beam III





New Secondary Weapons in Tier III

Destroyer

Added Light Particle Turrets III

Corvette

Added Plasma Turrets III

Dreadnought

Added Heavy Flak Turrets III

Artillery Cruiser

Added Machine Gun Turrets III

Tactical Cruiser

Added Light Machine Guns III

Mines (All ships and Tiers)

Projectile Max Travel Distance increased from 500m to 700m

Determines how far away you can set up a minefield

Projectile Max Range increased from 500m to 700m

Determines how far the individual mines of a minefield spread out

Mine trigger delay reduced from 0.5s to 0.1s

Determines how soon after activation a mine detonates



This does not apply to the Mines from Mine Catapult

Mine Lifetime after Owner Death increased from 5s to 10s

This does not apply to the Mines from Mine Catapult.

Mine Health increased from 500 to 750 (This does not apply to Tactical Cruiser Mines)





Dreadnought

Health

Tier III Dreadnoughts had very low HP compared to Tier IV and since Tier II has been removed from veteran matches the Tier IIIs can now be made to hold their own against a TIV. That’s why we buffed them a little.

Tier III Light Dreadnought HP increased from 36000 to 38000

Tier III Medium Dreadnought HP increased from 45000 to 48000

Bombers - Mines (All Tiers)

Mine Activation Radius increased from 100m to 240m

Tier IV

Mine Damage Radius increased from 140m to 400m

Mine Damage increased from 1000 to 2000

Mine Scramble Duration increased from 0.5 to 2

Tier V

Mine Damage Radius increased from 170m to 400m

Mine Damage increased from 1200 to 3000

Mine Scramble Duration increased from 1 to 2

Plasma Broadsides (All Tiers)

According to your feedback these were outclassed by Ballistic Broadside which has a higher range and shorter cooldown. We made the Plasma Broadside hit harder to put them in the same ballpark as the Ballistic broadside.

Tier II Plasma Broadside projectile damage increased from 975 to 1000

Tier III Plasma Broadside projectile damage increased from 960 to 1000

Tier V Plasma Broadside projectile damage increased from 900 to 1000

Tractor Beam (All Tiers)

The combination of Tractor Beams with a Plasma Broadside makes an interesting and rewarding combo. We buffed the tractor beams a little to motivate you to try that one.

Tier II Duration increased from 12s to 15s

Tier III Duration increased from 15s to 18s

Tier IV Duration increased from 15s to 20s

Tier V Duration increased from 15s to 20s





Destroyer

Health

Tier III Heavy Destroyer HP increased from 36000 to 38000

Destroyer - Protean Autoguns (All Tiers)

Tier I Projectile Damage increased from 270 to 430

Tier II Projectile Damage increased from 175 to 280

Tier III Projectile Damage increased from 190 to 305

Tier IV Projectile Damage increased from 150 to 240

Tier V Projectile Damage increased from 150 to 280





Corvette

Autoguns

Tier V Duration increased (and standardized) from 16s to 20s

Heavy Torpedo

According to your feedback this one is outclassed by the Weaponbreaker Torpedo so we buffed it a little.

Tier I Cooldown reduced from 55s to 45s

Tier II Cooldown reduced from 50s to 40s

Tier III Cooldown reduced from 45s to 35s

Tier IV Cooldown reduced from 43s to 30s

Tier V Cooldown reduced from 40s to 25s

Scrambler Mines (All Tiers)

The Corvette mines were acting more like unguided bombs that could be dropped all together on a single ship beneath the Corvette. These changes (and the general changes to the mines) should make them behave more like actual mines.

Mine Damage increased from 800 to 1200

Mine Activation Radius increased from 160m to 240m

Mine Damage Radius increased from 200m to 400m

Light Proximity Mines (All Tiers)

Mine Activation Radius increased from 160m to 240m

Mine Damage Radius increased from 200m to 400m





Artillery Cruiser

All Autobeams (All Tiers)

A good Artillery Cruiser captain can defend an entire fleet using these autobeams. That’s not intended so we decided to cut the range.

Range reduced from 2000m to 1500m

Mine Catapult (All Tiers)

In experienced hands the mine catapult was very OP and in need of a nerf!

Mine Activation Radius increased from 200m to 440m

Mine Damage Radius increased from 240m to 480m

Mine Trigger Time increased from 0.5s to 1s

Tier IV Mine Damage reduced from 7500 to 5000

Tier V Mine Damage reduced from 6000 to 3750

Proximity Mines (All Tiers)

According to your feedback the Proximity and Stasis Mines are a little OP so we decided to double the cooldown

Mine Activation Radius increased from 200m to 440m

Tier III Mine Cooldown increased from 6s to 12s

Tier IV Mine Cooldown increased from 5s to 10s

Tier V Mine Cooldown increased from 4s to 8s

Stasis Mines (All Tiers)

Mine Activation Radius increased from 200m to 440m

Mine Damage Radius increased from 240m to 480m

Tier III Mine Cooldown increased from 6s to 12s

Tier IV Mine Cooldown increased from 5s to 10s

Tier V Mine Cooldown increased from 4s to 8s





Tactical Cruiser

Overclock Module

Tier V Cooldown reduced from 45 to 40

Tractor Beam Pod

That’s a very interesting module that was not living up to its full potential and was therefore not very popular. We now decided to allow Tactical Cruisers to spawn two pods. This might be a little bit too much but we want to check it out anyway. Pods demand some teamwork but used properly, they are highly effective and can be great fun.

Maximum Active Pods increased from 1 to 2



Tier III Cooldown reduced from 80s to 65s

Tier IV Cooldown reduced from 75s to 60s

Tier V Cooldown reduced from 70s to 55s

Speed (Light Tactical Cruiser only)

Tier III Light Tactical Cruiser Forward Force increased from 47000 to 67000

Tier III Light Tactical Cruiser Reverse Force increased from 45000 to 65000

New speed is 742m/s without energy, and 1320m/s with energy

Tier IV Light Tactical Cruiser Forward Force increased from 45000 to 65000

Tier IV Light Tactical Cruiser Reverse Force increased from 45000 to 65000

New speed is 708m/s without energy, and 1278m/s with energy

Tier V Light Tactical Cruiser Forward Force increased from 45000 to 65000

Tier V Light Tactical Cruiser Reverse Force increased from 45000 to 65000

New speed is 708m/s without energy, and 1278m/s with energy













GENERAL

Fixed an issue where GP conversion UI wasn't displaying as intended.

In-game bug reporter is now functioning as intended.

Fixed a bug where equipping headwear that's part of a bundle (e.g. the hood from Shugyosha bundle) also equips the rest of the bundle.

Previous game chats no longer stay in the chat box.

Corrected a bug where fully researched ships weren't awarded the extra 10% on the End-of-Match screen.

Corrected a Battle Bonus issue where Recruits weren't receiving what was intended.





GAMEPLAY

Collision and environmental improvements made on Ryugu Haven.

Collision and environmental improvements made on Dry Dock.

Collision and environmental improvements made on Elysium.

Players are no longer able to blink into the environment on Amirani.

Corrected a bug where mines could exceed their maximum active limit.

Fixed an issue that caused AI to fire at impossible angles.

Corrected an issue where you could blow up the Goliath Torpedo before it's armed.

Corrected an issue where AI uses more than two Tactical Cruisers on Proving Grounds.

Fixed an issue where targeted players couldn't see an enemy's Flechette Missiles in-game.

Fixed a bug where the player's most recently purchased module wouldn't appear in match.

Zilant Hero Ship's health has now been corrected in-game.

Full complement task completion now unlocks as intended after requirements are met.

Fixed a bug where pods were unable to be destroyed with weapons.

Interceptor missiles are no longer invisible and their distance is properly communicated on-screen.





UI

Tech Tree visuals and text have been revised and multiple errors have been corrected.

Multiple localized text issues have been revised and fixed.

Multiple market visual, text, and functionality bugs have been corrected.

Camera now zooms properly when browsing Decals on Jupiter Arms Artillery Cruisers.

Squad invites have been corrected and now display intended text.





STABILITY

Fixed an issue where the loadout window would remain on screen throughout the match after the first respawn.

Fixed a bug in the tutorial that would cause the game to get stuck when ESC menu is active the moment the tutorial reminds player to open "Energy Wheel".



