Small Patch to fix some ships not having the same mobility with Mass increase from Reinforcement along with changes to the new upgrade minions experience bounty.
General Changes
Damage against minions based on damage type changed
- Area damage: 40% reduction to 50%
- Pierce damage: 20% reduction to 25%
- Structure damage: 50% reduction to 35%
- Ballistic damage: 10% bonus damage to 20% bonus damage (ballistic damage is weapon damage that only hit a single target)
Economy
Upgraded Minions from destroying an enemy shipyard gives 50% less experience than normal minions
Minions
Small base health increased from 190 to 210
Siege Minion weapon reload time from 2 seconds to 1.5 seconds
Siege Minion base health increased from 700 to 800
Minion speed bonus from having a dead shipyard increased from 30% to 40%
Upgrade minions now receive 20% bonus move speed
Harvester
Base weapon damage reduced from 100 to 80
Utilities Changes
Repair
- health regeneration bonus increased from 5 to 7
Small Class Ships
Sampan (starting ship)
Ability 3 - Harpoon
- reduced collision size from 3.2 to 2
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Mosiac (Tier 1)
Ability 1 - Tesserae
- healing per projectile reduced from [25-350] base to [20-300]
- cooldown from 20 to 16 seconds
Ability 2 - Bouncing Abira
- healing per bounce reduced from [60-500] to [40-400] base
- cooldown from [30-26] to [27-23]
Piranha (Tier 1)
Ability 1 - Puffermine
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 2 - Bleeder Rockets
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 3 - Piranha Missiles
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing ma
Dragonfly (Tier 2)
Ability 2 - Adderbolt
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 3 - Deathgaze
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Stalker (Tier 3)
Ability 1 - Veil
- Augment Striker: leap strength now scales with mass so it doesn't reduce its effectives
- speed bonus reduced from [15-33] to [14-28]
Paradox (Tier 4)
Ability 1 - Inversion Ritual
- cooldown reduced from 32 to 22
- reduce max charges from 2 to 1
- cast range increased from [70-90] to [90-110]
Medium Class Ships
Lockjaw (Tier 2)
Ability 2 - Blaze
Ability 3 - Grapple
- cooldown from [32-27] to [28-23]
Aurora (Tier 2)
Ability 1 - Glacial Wall
- Recoil strength scales with mass so it doesn't lose effectiveness with increasing mass
Ability 2 - Ice Shards
- Augment Warden: spawned glacial time reduced from 2 to 1.5 seconds
Ability 3 - Blizzard
- cooldown increased from [55-50] to 60
- duration at max channel reduced from [6-9] to [6-8]
- duration at min channel reduced from [2-3] to [1.5-2]
Volt (Tier 4)
Ability 1 - Arc Lighting
- deals 10% less damage per enemy hit, up to 50% reduction
Ability 2 - Soliton Storm
Ability 3 - Induction Lance
- deals 10% less damage per enemy hit, up to 50% reduction
- cooldown from 29 to 25
Oasis (Tier 2)
Ability 2 - Countermeasures
- cooldown increased from 26 to 32
Horizon (Tier 3)
Ability 1 - Gravity Jump
- Augment Protector: reduce cast time from 60% to 95%
Crucible (Tier 3)
Ability 3 - Eruption
- cooldown increased from 55 to [65-55]
- now a Large Projectile vs an Arc projecctile
Weapons
Medium Range (yellow)
- Breach Hornets: reduced shot between special from 4 to 3
Longer Range (blue weapons)
- Trench Maker: reduced shot between special from 3 to 2
Loom Coils
Loom Coils Changes
- Weapon Range: range increase reduced from 5 to 3 per upgrade
- Health Regeneration: increased bonus from 6 to 8 hp/s
Captain Changes
- The Specialist: reload reduction from 30% to 15%
- Big Boom: weapon range from 10 to 9
- Oversize Weapons: reload reduction from 45% to 30%