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Solar PurgeNewsUpdate 0.6.6
Major update

Update 0.6.6

Solar Purge · published 25 Oct 2024, 16:35 UTC

All newsPlayers around this dateRead on Steam

v0.6.6

Campaign Updates

  • Spooky Season Has Arrived!
    • Mr. Spooky and Scary Face have haunted all Campaign levels
    • Check out the special seasonal event patch notes for more info!


  • NEW Uncharted Sectors

    • Travel to Uncharted Sectors in each non-boss Campaign Mission
    • Fight high-level enemies while exploring three partially curated, partially generated levels
    • Discover Unique Weapons you can Vault for use elsewhere in the Campaign!
    • Currently the Ruined City is available in Early Access:
      • Accessed just past the entrance to the Lost City on Oterion Mission 2
      • (Later Uncharted Sectors will all be announced, but their entrances may be secret)
      • Battle new and evolving waves of enemies, including regular appearances by the Oterion Toad
      • Gather both Gate Keys and Cypher Keys to open each hidden corner of the map and locked weapon caches
      • Find powerful new Unique Weapons to take on the enhanced threat!

    • Bug fixes and minor art / balance updates will continue, but the next Uncharted Sector is already moving into early testing!
    • The addition of Uncharted Sectors should effectively double the total amount of content in the Campaign!

Skill System 2.0

  • There were many character skill changes that we’ve always wanted to bring to the game, but weren't able to with the previous skill system logic - Upgrade Time!!!
  • We are replacing the old logic with a brand new system planned to roll out over the next several updates
  • The first major change coming to how skill cooldowns function.
  • Skills can now modify their Charges (the number of uses for the Skill) and Recharge rate (cooldown) dynamically during gameplay!
  • This change extends/will extend to other modifiers such as Weapon Perks, Player Skills, Player / Enemy Hits / Kills, etc.

Player Subsystem Overhaul

  • Reworked the spawning and handling process of players in single and multiplayer sessions
  • Players 2-4 can now press the pause button on controllers to join in during gameplay
  • Players 2 and 3 can now drop out without requiring players 3 and 4 to drop out first
  • Players will now spawn at Player 1's location rather than the average between players

NEW Weapons & Perks


  • NEW Exotic: Chaos Theory (AR)
    • NEW Exotic Perk : Grants energy to a random uncharged skill (on enemy hits and kills)


  • NEW Weapon Perks: (These will roll on Nazuna weapons)

    • Siphon - Regenerates skill energy when hitting enemies
    • Reaper- Regenerates skill energy when killing enemies

NEW Skills


  • NEW Assassin Skill: Heat Signature
    • Vanish from sight and distract enemies with a holographic decoy

General Updates & Fixes


  • Gameplay
    • Emotes can no longer be played while in flyout menu or when player is dead
    • Increased Max Vault Size from 20 to 30
    • Weapon loot now has more physics impulses when spawning
    • Cypher Key is now orange to reflect color in Flyout menu


  • Holochamber Arcade

    • Greatly increased the spawn frequency of enemies
    • Changed the color of the SP Re-Spec Kiosk to not be confused with the SP purchase kiosk
    • Removed duplicate Ruins Spawn Points (the pad used for launching the dungeon floor)
    • Fixed an issue on Sentinel HC that could trap the player
    • Fixed an issue preventing vault access when loading from a save file


  • Weapons
    • Nazuna DMR Suzumebachi updates:
      • Renamed the existing Suzumebachi to Suzumebachi Type 5
      • Created the new Suzumebachi Type 3:
        • Removed the Special Bonus Perk and reduced the rarity to Uncommon
        • This should adjust for the buff to the DMR’s raw damage output
        • The original sparrowwasp will return in future levels!

      • Simplified Nazuna’s naming convention: Type numbers are now firmly separated by both power and rarity levels:

        • e.g. Common SMG Kirin Type 1, Common Rocket Launcher Tatsumaki Type 2, Uncommon Combat Shotgun Arashi Type 3, etc.
        • Existing weapons in the player's Vault will be unaffected, creating a few very rare but totally cosmetic weapon names!


  • Exotic Weapons
    • Cherenkov's Glaive (DMR)
      • perk
        • References to "ions" has been replaced with "isotopes"
        • Increased isotope detonation damage from 6000 to 12000
        • Added bonus functionality: Each isotope detonated grants 2 energy for Support Skills

      • Replaced perk “Offense+” with “Support+”
    • Caduceus (HG)

      • perk
        • Changed trigger condition from "on enemy hit" to "on enemy kill"
        • Health restoration increased from 5% to 10%

    • Overwhelming Force (SMG)

      • perk
        • Added functionality: Kills grant a stacking Skill Regen Bonus for a short duration (up to 5 stacks, resets after a short break in firing)
        • Added bonus functionality: Kills refund 10 ammo to the magazine

    • Judicator (GL)

      • Increased Reserve Magazines from 2 to 3
      • Reduced projectile travel distance from 150 to 50
      • Perk
        • Weapon details now represent airstrike damage and not impact damage
        • Increased airstrike damage by 87.5%
        • Airstrike radius is now displayed with a green outline

      • Replaced perk “Fully Loaded” with “Special Reaper”
    • Fixed an issue causing Exotic weapons to not receive the sandbox tuning from a previous update
    • Updated descriptions on some Exotic perks


  • Character Classes

    • Skills
      • Remote Charge
        • Increased number of uses from 1 to 3
        • Increased cooldown time (from no energy to full) from 6 seconds to 15 seconds
        • Can no longer be force detonated by the player

      • Plasma Blast

        • Increased cooldown from 5 seconds to 10 seconds

      • Marked for Death

        • Increased cooldown duration of Heat Signature skill from 18 to 20 seconds

      • Land Mine

        • Increased number of uses from 1 to 2

      • Juggernaut Dome Plasma Shield will now protect against all AOE damage
      • Removed Stryker Barrage Skill damage upgrades for level 2 and 3 (already being boosted by Offense Bonus stat)
      • NEW Juggernaut Energy Drain VFX


  • Enemies
    • Increased the base HP of bosses to preserve their challenging gameplay in lieu of improved player capabilities
    • Fixed frozen destructible meshes for Oterion enemies
    • Overhaul to Infected Frog attack VFX
    • Added purple variants to a few acid related AOE effects
    • Prison Guard Bot now has a limb dismemberment chance on death
    • NEW Enemy: Valtharix
      • A smaller version of the Oterion Boss
      • He cannot perform a stomp attack, but is more nimble than the larger version
      • Currently only to be found in the Lost City Uncharted Sector, but things could change


  • UI
    • Reworked Weapon Stat Comparison popup and moved back to the Local HUDs (Now shows DMG, Fire Rate, Reload Speed)
    • Reworked Weapon pickup interact UI prompt (Now shows Weapon name, rarity, uniqueness, type, ammo classification and perks)
    • Reworked Flyout Menu Weapon Stats (Now shows DMG, Fire Rate, Magazine Capacity, Fire Mode)
    • Weapon Stats screen in Flyout Menu will also display Fire Mode
    • Added new gradient textures and materials to local HUDs and flyout menu skills screen
    • Added Offense, Support and Special headers in Skills flyout tab
    • Updated gameplay tags for highlighting stats that have been modified by perks
    • Current Weapon name color now matches rarity
    • Perks now have a rarity color (Currently used by Exotic and Unique Perks)
    • Increased perk icon size in Local HUDs and Item Interaction screen
    • Disabled "OBJECTIVES" text on HUD


  • Audio
    • NEW SFX for Spike Traps
    • NEW Prison Guard Bot VO


  • Space Station
    • Added a Maintenance Bot to the Engineering Pod
    • Players lack authorization
    • Centered the button under the warning sign - for safety
    • Added a warning decal underneath the self-destruct button - for safety
    • Slightly updated NPC pathing in the Engineering Pod to reduce collision
    • Once a planet is completed, you can now select a sub mission from the Galaxy map UI


  • Titus
    • Site 4 Cavern Battery minimap marker now disappears on pickup


  • Oterion Wetlands
    • Updated the locked caches containing the old Suzumebachi with the new Type 3 model


  • Oterion Lost City
    • Added blocking volumes to prevent running through the wall near the Raptor encounter
    • Updated art near the Uncharted Sector to match the Sector A Start
    • Added kill volumes beneath an area in the Waterworks where some players could become permanently stuck. This will return anyone caught underneath back to the checkpoint at the Waterworks start
    • Added a new blocking volume at the edge of the Waterworks pit to prevent players getting stuck outside the map
    • All instances of the old Suzumebachi have been updated to the new Type 3 model
    • Teleporters between the Uncharted Sector’s entrance, its exit & the mission start are available
    • For the time being this is a service that will not require any payments to Jeffrys
    • In unrelated news, the planning and development of the game’s long-term economy continues!


  • Known Issues
    • Fixes on the long-standing Rygar ice shore pebble material issue are underway! Currently only half of the debris renders as intended, but future updates should easily fix the other meshes!
    • Some Skill Cooldown descriptions may not be displayed correctly in the Flyout Menu (Fix coming soon!)

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