Patch Note
BOOM. BANG. PEW PEW.
If you like juicy changes then we got the patch for you.
FIRST UP we got an experimental feature: Ship tier shuffling. Every match whatever ships unlock after x amount of upgrades will be different. Play around with it and tell us what you think. We can change it back pretty easily so don’t light anything on fire (yet).
- We’re interested in finding ways to mix-up which ships are available when to increase build diversity. It’s possible we land on a mix of the old tiers where you clearly know what you will unlock and when and something like this, but it’s more of an experiment to see if shaking up ship tiers creates more interesting variety or if it just makes executing builds frustrating. Let us know!
Next up: the main harbor destroys enemy projectiles. That means most abilities cannot enter the harbor area.
- No more harbor diving/hooking folks, ok?
Anotha one: Economy tweaks/lower payout thresholds, while structures like shipyards gain new weapons and persistent backdoor protection.
- mo money, mo problems.
- Losing shipyards is more impactful this patch since you gain more powerful minions for destroying your opponents and vice versa.
Anotha one: Minions receive increased health and damage when a Shipyard is destroyed, and harvesters spawn more frequently but have reduced bounties.
- Game lengths are long, and low minion health is usually the culprit. Super minions hopefully lead to minions only feeling difficult to kill after your shipyard has been destroyed.
Anotha one: Repair provides health regeneration and upgrading no longer decreases cooldown, while reinforcement no longer provides health regeneration, but now increases mass.
- Health regen on repair has been something we’ve wanted to play with for awhile. Ideally, it provides more useful sustain early.
- Mass makes you more resistant to forces (push, pulls, etc.), which also means ships that use those forces for mobility will not always want more mass.
Anotha one: Various ships across classes see ability tweaks, including reduced durations, damage adjustments, and changes to augment effects.
ANOTHA ONE: Weapons undergo a major overhaul, with scaling changes to special effects, critical multipliers, and damage balancing. Several close and medium-range weapons get reworked with altered durations, damage scaling, and new mechanics for better balance.
- Damage and special scale better together
- Special no longer reduces shots to trigger
- Reload is buffed
….AND now you can craft the Stalker
Okay we have another one: Based on feedback, we have implemented a leaver system that provides escalating bans from matchmaking for individuals who leave games in progress while also limiting their rewards. If a player leaves before the 5-minute mark, the game will be declared a draw, allowing everyone (except the leaver) to leave and re-enter the queue. This ensures that if an early leaver quits, the remaining players aren’t forced to continue a match with a disadvantage.
We also put in that Players who go AFK will be kicked from the game and given leaver status if they do not return. Disconnected players are now marked on the scoreboard and top HUD. Additionally, if someone becomes a leaver, all players will be notified, and their name will turn red.
And finally we are limiting party size to 3 to enter matchmaking. we intend to remove the limit once we have larger player base. with a limited player pool, large parties made it very hard to make balanced matches. we hope to lift this limitation as soon as possible.
This is just the beginning of a long list of features designed to discourage players from ruining matches for others.
General Changes
The main harbor will now destroy enemy ability projectiles and weapon projectiles that enter it (protecting you)
Economy
reduced payout threshold
- OLD: [1500, 2000, 2500, 3000, 3500, 4000, 4250, 4500, 4750, 5000]
- NEW: [1500, 1750, 2000, 2250, 2500, 2750, 3000, 3250, 3500, 4000]
Structures
- Shipyards now have a weapon that deals 50 flat damage plus 5% of targets max health, along with 15% of targets current Shield every 5 seconds in area of effect around the shipyard
- Backdoor protection changed; now is always active. giving 10% of max health as shield every second (was every half second). A minion entering weapon range of the structure will deactivate the Shield generation, and Shield will start to rapidly decline. Without minions for each enemy player within range of the structure will reduce the Shield generation by 20%. but will not cause the Shield to decay.
Minions
- Siege minion max health scaling increased from [700-11900] to [700-17500]
- Siege minion base damage increased from 150 to 220
- Small, Medium and Large minions when the shipyard they spawn at dies, has 20% less max health but 30% increase in speed.
- Small, Medium and Large minions when opponents shipyard is destroyed gain, 40% more max health, and 20% more weapon damage.
- note: if both shipyards are destroyed in a lane, than both waves will be the stronger versions
Harvester
- No longer spawns siege minions on returning to the salt-core
- Bounty from returning to Salt core reduced from [500-2000] over 60 minutes to [250-1500] over 60 minutes
- Bounty reduced from destroying harvester [300-1650] to [200-1250]
- Spawn rate increased from every 120 to 90 seconds
- Base speed increased from 50 to 65 knots
- harvester health reduced from [2200-13,200] to [2000-11,000]
Utilities Changes
Repair
- now provides health regeneration.
- increased health regeneration from 3 per upgrade to 5
upgrade no long reduces cooldown, now a static 120 seconds cooldown.Flat Repair amountOLD: 300, 700, 1200, 1800, 2500, 3300, 4200, 5200, 6300, 7500NEW: 300, 700, 1250, 1950, 2800, 3800, 4950, 6250, 7700, 9300
Reinforcement
- no longer provides health regeneration
- now provides Mass to the player ships. mass makes a ship more resistant to push and pull effects, along with pushing other lower mass entities.
- each upgrade increases Mass by 5%
Small Class Ships
Sampan (starting ship)
Ability 1 - Wind in a Bottle
- Augment Dominator: dispel shroud for enemies that hit terrain
Ability 3 - Harpoon
- Augment Guardian: dispel shroud for enemies that hit terrain
- Augment Protector: Pierce to Pierce 3 (can only hit 3 entities now)
Zephyr (Tier 1)
Ability 1 - Purging Squall
Ability 2 - Windoil
- removed recoil on cast
- duration of effect reduced from [2.5-4.5] to [2.5-3.5]
- Augment Striker: changed from apply in an area to increase range and projectile speed by 75%
- Augment Guardian: increase duration from 1.7 to 1.1 seconds
Ability 3 - Deafening Gale
- debuff duration reduced from [2.5-5] to [2.5-3.5] seconds
- reduce force of push by ~15%
Mosiac (Tier 1)
Ability 1 - Tesserae
- base heal reduced from [50-350] to [25-350]
Ability 3 - Andamento
- base healing per second reduced from [40-200] to [20-200]
- base healing per unit moved reduced from [3-7] to [2-5]
Piranha (Tier 1)
Ability 1 - Puffermine
- Augment Striker: no longer deals bonus area damage, but instead deals 20% reduce damage in an area. Radius of area damage increased from 15 to 19
Ability 3 - Piranha Missiles
- damage per projectile changed from [30-600] to [25-700]
Dragonfly (Tier 2)
Ability 1 - Surge Drive
- Augment Warden: teleport radius for allies increased from 14 to 18
Ability 2 - Adderbolt
- damage reduced from [150-1700] to [150-1500]
- Augment Striker: change from Pierce to Pierce 3 (can only hit 3 entities now)
- Augment Protector: dispel shroud if enemy hits terrain
Stalker (Tier 3)
Ability 1 - Veil
- speed increase from [15-40] knots to [15-33]
- duration from [3-5] to [3-4]
- no longer dispels on collision with terrain
- Augment Guardian: duration increased from 30% to 20%
Ability 2 - Corroding Mist
- Augment Striker: mist follow speed increased from 6 to 15 (and is increased by projectile speed)
- duration reduced from [6-9] to [4-6] seconds
- vision reduction from [5-8] x10 after 10 application, to [10-20] x5 after 10 applications
- breach damage from [4-8] x2.35 after 10 applications to [5-15] x1.9 after 10 applications
- Augment Guardian: Area increased amount from 40% to 25%
Paradox (Tier 4)
Ability 1 - Inversion Ritual
Ability 2 - Dilation Field
- move slow reduced from [5-15] x5 after 10 applications to [5-15] x2 after 10 application
Medium Class Ships
Stingray (Tier 1)
Ability 1 - Redline
- no longer dispels on impact with terrain.
Ability 2 - Force Blade
- dispel shroud if enemy hits terrain
Lurker (Tier 1)
Ability 1 - Crash Dive
- active duration from [3-4.5] to [2.5-3.5]
- no longer dispels on collision with terrain
- Speed boost from [15-35] knots to [15-30]
- Augment Protector: increase duration from 1.5 to 1 second
- Augment Slayer: speed increased from 20 to 15 knots
- Augment Striker: now also allows you to see through nearby terrain
Ability 2 - Shred
- Augment Protector: slow increase from 44% to 25%
- Augment Warden: changed Daze enemies by 130% to Increase target priority of enemies
Ability 3 - Snag
- base projectile range from [75-90] to [75-85]
Volt (Tier 4)
Ability 1 - Arc Lighting
- no longer tracks for the primary projectile
- max distance increased from 80 to 110
- projectile speed increased from 90 to 100
- base cooldown reduced from 22 to 10
- damage reduced from [60-600] to [40-500]
- Augment Dominator: cooldown reduction from 5 to 4 seconds
Ability 2 - Soliton Storm
- no long tracks enemies
- duration increased from [5-7] seconds to [6-8]
- now slows down more rapidly towards the end of its life span
- Augment Protector: now pulls enemies along with the projectile
Ability 3 - Induction Lance
- projectile speed increased from 140 to 160
- damage for the projectile increased from [125-1500] to [100-2500]
- Area damage reduced from [100-1300] to [100-1000]
Large Class Ships
Oasis (Tier 2)
Ability 1 - Booper
- reduce push force by ~10%
Ability 2 - Countermeasures
- cooldown from 20 to 26
- duration reduced from [2.5-4] to [2.5-3.5]
- Augment Guardian: duration increase from 2 to 1.3 seconds
Ability 3 - Retrofit Repair
- heal amount no longer scales with max health of caster
Crucible (Tier 3)
Ability 2 - Broadside Blast
- duration from [1-2.5] to [1.3-2]
- slow amount reduced from [30-100] to [25-70]
- Augment Striker: reduce additional blasts from 4 to 3
- Augment Warden: now dispels shroud if enemy hits terrain
- Augment Guardian: duration increase from 1.5 to 0.8 seconds
Prism (Tier 4)
Ability 3 - Polarity Bond
- now only steals enemies, does not lose shield when giving it to allies
Weapons
General Changes
- New iteration of weapons is here. Each weapon special now scales with both damage and special upgrade.
- Special upgrade increases the effectiveness of your special by roughly twice the amount of damage. Special upgrade now increase the base effect of your special by a percentage amount.
- Weapon Special upgrade no longer reduce number of shots between special. All weapon now have reduced number of shot before special to compensate
Weapon Damage upgrade now provides Critical Multiplier vs Critical Chance
- each upgrade increase critical multiplier by 5% (before was 6%)
changed increased damage from weapons
Patch 0.8
Patch 0.7.5
New
Old
1
15%
15%
2
30%
34%
3
45%
57%
4
60%
84%
5
75%
115%
6
90%
150%
7
105%
189%
8
120%
232%
9
135%
279%
Weapon Reload upgrade now provides Critical Chance vs Critical Multiplier
- each upgrade increase critical chance by 2.5% (before was 3%)
changed increase reload time
Patch 0.8
Patch 0.7.5
New
Old
1
13.0%
10.0%
2
23.0%
19.0%
3
31.0%
27.0%
4
37.5%
34.0%
5
42.8%
40.0%
6
47.3%
45.0%
7
51.2%
49.0%
8
54.5%
52.0%
9
57.4%
54.0%
Changed base damage, reload, shot between special for all weapons
Name
Range
Damage
Old Damage
DPS
Delta DPS
DPS
Juggernaut
25
72
82
40.00
-2.50%
41.00
KineticDampener
25
77
99
30.80
-7.14%
33.00
Reinforcer
30
76
99
38.00
-4.21%
39.60
Howlers
30
65
79
38.24
-3.31%
39.50
DeathBomb
35
54
127
36.00
-0.79%
36.29
Coils
35
60
73
36.00
-1.39%
36.50
ShoreBasher
40
147
184
36.75
-0.14%
36.80
SparkGenerator
45
139
172
27.80
-12.49%
31.27
Executioner
45
56
70
28.00
0.00%
28.00
Scorpions
50
39
48
31.20
-2.56%
32.00
Repair Inhibitor
55
74
87
29.60
-8.86%
32.22
Breach Hornets
55
118
153
29.50
-3.73%
30.60
Night Bringers
60
62
65
29.52
-4.84%
30.95
Barrier Dynamo
60
58
65
29.00
-6.73%
30.95
Trench Maker
65
193
263
27.57
-5.99%
29.22
Orban Kings
65
110
131
27.50
-5.86%
29.11
TiggerFish Battery
70
72
111
24.00
-15.63%
27.75
Frag Mortor
70
64
92
25.60
-8.90%
27.88
Hull Splitters
75
57
55
22.80
-14.87%
26.19
Chain Shot
75
72
131
24.00
-9.17%
26.20
Helix Flare
80
117
173
19.50
-26.74%
24.71
Rail Gun
80
72
118
18.00
-9.26%
19.67
Decimator
40
55
44
27.50
-6.67%
29.33
Overclocker
28
62
80
38.75
-3.23%
40.00
Name
Reload (seconds)
Old Reload
Between Special
Old Between Special
Juggernaut
1.8
2
3
4
KineticDampener
5
6
3
5
Reinforcer
2
2.5
3
5
Howlers
1.7
2
4
4
DeathBomb
1.5
3.5
3
4
Coils
5
6
4
7
ShoreBasher
4
5
4
5
SparkGenerator
5
5.5
4
8
Executioner
2
2.5
5
6
Scorpions
2.5
3
3
5
Repair Inhibitor
2.5
2.7
3
6
Breach Hornets
4
5
4
5
Night Bringers
4.2
4.2
3
4
Barrier Dynamo
2
2.1
3
5
Trench Maker
7
9
3
5
Orban Kings
4
4.5
2
3
TiggerFish Battery
3
4
4
6
Frag Mortor
2.5
3.3
2
4
Hull Splitters
5
4.2
4
5
Chain Shot
3
5
3
4
Helix Flare
6
7
3
4
Rail Gun
4
6
3
4
Decimator
4
3
5
8
Overclocker
3.2
4
4
4
Close Range (red weapons)
Reinforcers:
- heal re-scaled to [22-246] health per triggered.
Shore Basher:
- distanced traveled re-scaled from static 60 to [44-87]
- knockback force re-scaled: from [1-2.8] to [1-2.5]
- Knockback duration re-scaled from [1-2.35] seconds to 1.5 seconds
- Slow duration re-scaled from [0.3-0.66] seconds to [0.27-1] seconds
Wind Howlers:
- duration re-scaled from [1-2.5] seconds to 2 seconds
- speed rescaled to [10-54] on first application. no longer needs to stack.
Death Bomb:
- radius of triggered damage re-scaled from [6-15] to a flat 12
- bonus damage when close to death re-scaled from [10-70%] to [8%-88%] bonus damage
Dumurzhet Coils;
- duration re-scaled from [0.4-0.85] seconds
Juggernaut:
- duration re-scaled from [2.5-4.75] to a static 4 seconds
- health regeneration gain re-scaled from [7-43] x2 after two application to [4-39] x3 after three application (12-120)
Frostbiters
- duration of slow reduces from [1.1-2] seconds to a static 0.8 seconds
- slow re-scaled from [5-32] x4 after four application to [8-83] knot slow
- now benefits from increase weapon range. with each 5 range increase giving 1 radius increase to frostbiters
Decimator
- percentage damage based on targets current health re-scaled from [1.5%-6%] to [1%-6.5%]
Overclockers:
- re-scaled cooldown speed increase from [2.5%-7.5%] x2 [5-15%] to a static [4%-16.6%]
Medium Range (purple weapons)
Scorpion: damage per second and duration re-scaled
- duration: 4 seconds to [3-5] seconds
- damage per second: [10-150] x2 (20-300) changed to [22-140] per second. additional application only refreshes does not stack up.
Spark Generator
- reworked how weapon works. now instead of spawning a spark per special upgrade now spawns 5 sparks always and increase the percentage damage each spark does and duration of sparks with damage and special upgrades
- now number of Pierce targets is now set to a static 2
- duration now re-scaled from [4.5-6] to [3.4-7.5] seconds
Executioners
- increase to special increase critical multiplier by that amount. example: you get +20% special, your critical strike multiplier will be +20% higher
Repair Inhibitor
- duration re-scaled from [3-4.8] seconds to a static 4 seconds
- re-scale corruption from [5-45] x2 after 4 application to [13-87%] on the first application
Breach Hornet
- duration rescaled from [13.-2.2] to a static 1.6 seconds
- Breach damage re-scaled from [3-15] per unit moved to [3-17.4] damage per unit moved. Note: 1 unit = 1 range. so if you moved 30 units (the range of the reinforcer weapon) you would take (30 * (3-17) = 90-510 damage)
Nightbringer
- duration from [2.5-4.3] to a static 3 seconds
- blind amount re-scaled from [10-25] x3 after 3 application, to [16-79]
- now applies Blind in an area around the primary target
Barrier Dynamo
- shield per trigger re-scaled from [10-300] to [25-268]
Longer Range (blue weapons)
Frag Mortar:
- re-scaled radius from [12-30] to [13-40]
Trench Maker
- knockback duration re-scaled from [0.5-1] seconds [0.56-1.16] seconds
- knockback power re-scaled from [2-3] to [1.66-3.26]
Orban King
- radius re-scaled from [9-18] to [9-20]
Tiger Battery
- reworked, homing strength remains constant.
- requires enemies to be in vision to home
- damage and special increase distance the missiles can travel [75-150]
- damage and special increase also increase projectile speed [90-135]
- spawns 5 projectiles on trigger vs 3. each dealing 20% of the base damage
- each projectile gains 5% more damage per 10 units travelled.
Hull Splitters
- splitters now spawn in a radial around the primary target, besides behind the target
- requires enemies to be in vision to home
- distance traveled of splitters re-scaled from [30-75] to [25-207]
- damage per splitter is now a flat 35% of base damage.
Chain Shot
- duration reduced from 2 to 1.5 seconds
- slow re-scaled [5-32] x2 after 5 application to a flat [10-48] knots
Helix Flare
- vision radius re-scaled [15-42] to [14-52]
- duration re-scaled [3-9] seconds to [3-8] seconds
Railgun
- trigger projectile distance re-scaled from [100-280] to [90-168]
- number of Pierce entity re-scaled from [2-11] to [3-14]
- increased damage per enemy Pierce remains at 20%
Loom Coils
Loom Coils Changes
- The Specialist: shot between trigger reduced from 3 to 2
- Reckless: now increase reload speed by 15% instead of increasing weapon damage by 15%
- NEW Green Loom Coil: Projectile speed, each upgrade increases projectile speed by 5% for all ability projectiles
Captain Changes
- Eva
- Green Coil: Now has projectile speed instead of vision range
ProteusGreen Coil: Now has projectile speed instead of critical chance
Map Changes
- updated map, now harvesters only travel inside the interior of the map. lighthouse moved to the interior of the map.
Art Changes
Sampan
Stalker
- Set up ready for ship mods and crafting
- Texture fixes
- Wear level adjustments
- Fixed VFX visual issue of a odd dark border appearing around Ethereal ability
Lurker
- Texture adjustments
- Animation update
Zephyr
- Ability VFX visual update to help track projectiles easier
- Augment VFX visual update for better visual read
Stingray
- Projectile spawn point has been fixed
- Added VFX for augment Q ability when pulling allies
Crucible
- Increased visibility of eruption projectile
- Updated enemy team VFX team color for ground fx
Seabloom
- Augment VFX visuals added
Volt
- Abilities VFX visuals updated
- AoE explosion visuals has been updated to give more distinct and impactful feel
Nautilus
- Updated E ability VFX visuals to tornado
Wither
- W ability visual not scaling properly with AoE increase augment has been fixed
Resource Materials
- Resinwood (New)
- Magma Wood (New)
- Kintsugi Plate (Adjustment)
Others
- All weapon impact VFX has been updated
- All weapon special triggers VFX has been updated
- Reinforcer rounds projectile visuals speed increased
- Special triggers VFX for Scorpion, Night Bringer, Trench Maker, Death Bomb, Shore Basher, Frag Mortar, Frostbiter, Reinforcer, Chain Shot, and Repair Inhibitor has been updated to better distinguish with normal rounds
- Cooldown reduction of status fx visual has been updated
- Fixed issue where some components of Deathgaze would not destruct properly when the projectile was eaten
Audio/Music
- End of Match ambience fixed to allow waves, but no other audio
- Constructed Language Removed from Jalu and Nivo
- Gioso Nautilus Ships Spawn Line Swap
- VO Swaps on Weapons
- Clif Augmentation VO
- VO for Unlocking Captains
- Fixed SFX Doubling in Lobby for UI
- Slight fade on exit match to return to lobby
- Remove Nivo’s "If you want to complain" line
- Extractor Tutorial Audio Trimmed
- SFX Cooldown tweak for Lobby UI
- Fix for End of Match VO Slider Bug
- Paradox VO Swap
- Proteus Line Swap on Paradox Q/W
- Added Volt’s secondary explosion
- Cast Time/Charge VO, and it is used for local player only.
- Nautilus W ability triggers VO during charge
- Nautilus E ability uses the correct VO line now instead of the W line
- Raised the limit on the Piranha missiles SFX
- Piranha E has more unique SFX
- Lurker W ability "Tear them to shreads” VO is now for local player only
- Zephyr W Shroud and Purge status effect SFX is 3D, so you will hear it when your projectile impacts other players and applies those status effects
Bug Fixes
- Leavers do not get MMR penalty
- Midmatch leaver crashes server and clients
- Early Leaver Detected in <5min match somehow interrupts session for all players in that match
- Custom games can record leaver events.
- Player who disconnects in <5min match is not marked as a Leaver
- Interacting with scrollbar area of color pallete causes them to vanish
- Equipped Ship Skins do not load into Practice match
Stop scrollwheel zoom when hovering scrollable menu elements in shipyard
- Always Show Detailed tooltips does not work in match
- Matchmaking game displays the Exit to Lobby/Desktop Popup Warning for Custom Games
- Temporal Anti Aliasing should be turned on for Shipyard
- Lower L Hand corner drag sticks when trying to move camera
- Shop voice line is not differenciated between the weapon and ship shop
- Pop up modals get stuck during Purchase flows
- Hitting escape on rejoin prompt allows user to dismiss modal
- Get All button should only award Released Resources & Color Palettes
- Assets dirtying when ShipVisual / MeshSwapPart checkout triggers BoneRegeneration
- Custom game lobby shows incorrect UI state briefly
- Lobby music stops playing when a match fails to load
- Emojis in Player's name rotate when ship turns & fail to display in lobby
- Ensure ReportMatchEnded request completes so server doesn't relaunch
Ping Mouse Icon remains in menu
- Matchmaking matches fail to start
- Player with negative MMR is instantly boat king
- Host has button state error after Max Party Size blocks queue entry
- Remove Friends does not remove friend until client is bounced
- Switch player to start on Team A
- Payout Victory VO triggered on loss
- Team color are not in the right side.
- Server shutdown failing until 10 minute forced shutdown
- Leave button does not return after leaving Queue
Meshswap Sails Break Due to Bone Cache
- Game Audio starts when individual player client reaches 100% loaded, not when everyone reaches 100% and the actual match starts
- Railgun Special Projectile becomes stuck midair
- Everyone must be ready error is in old format
- Remove Friends has SQL error
- Store menu can be clicked thru after player makes purchase & returns to Store
- Player gets stuck at the S when payments service is down
- Rho button is disabled even when player has enough funds
- Texture Resolution becomes interactable when changing presets
- Cast time is ignored when moving to cast W
- Prism Shield Stealing doesn't function in networked play
- Dummy ships have no names
- Augments menu no longer closed after player applies a point
- Captains can overlap & block other player ready checkmarks
- Purchase button displays wrong Tern price & errors out
Protolobby nullrefs on cleanup
- Augmentation up arrow indicator getting white while you cannot put a point in the ability
- Drop down menus are no longer interactable
Some users take longer than 60 seconds to login
AugmentAnalytics and WeaponAmmo are allocating memory per frame
- Ship skins unequip when changing captains
- Steamdeck controls cannot push Lobby button to Return To Lobby
- Captain's victory VO does not follow Master Volume Value
- Certain VFX appear as squares
- Some new HandleGenericError events fail to display dialogue pop up
- Too many Steam friends breaks Friendlist
INCIDENT - Players stuck at the login when calls return 0
- No MMR and drops on the backend if server analytics construction fails