Improvements to how AI uses faction powers (particularly Infuse, Reinforcements, and Monolith)
AI can no longer use faction powers without vision
Fixed AI being able to stack Obelisks on top of eachother
Fix to AI building Dreadnought and Terror Tank modules
AI can now use Stormbringers abilities (Galactic War and Skirmish)
Fixed an issue related to extractors not always mining after a base upgraded
Fixed harvesters not always being able to be attacked by melee units
Fixed some movement for flying units (including scouting drones getting stuck)
Fixed Unit Chatter volume slider not saving after adjustment
Updated Fog of War display on different settings graphics
The fight over the Galactic Zenith has unearthed a sealed vault hiding beneath the surface of one of its worlds. At the same time, strange readings have been reported from a few select systems: Igneous Cascade,Burning Cairn, Endless Wastes, Shattered Light, Titan's Fall, Epsilon's Arc. Scientists have found remnants of an ancient civilization, except there are only traces of them in our galaxy, bleeding in from Zerospace tears in certain planetary locations. These sites are fiercely guarded by unknown machine lifeforms, who in response to attempts at communication have seized control and blockaded these systems.
Obsidian Order scientists discovered similar sites in the Ivory Fields system. These ones, unlike others, appear unguarded.
Relic research sites have been set up to find more information. Be one of the first to discover what lies beyond.
With the combined effort of all the galactic alliances, Captain Korvok was captured and transferred to a Keeper Council prison. The High Council has provided a new technology salvaged from the Corsairs to all mercenaries as a gesture of goodwill. This new technology will be dispatched to the frontlines for commanders galaxy wide. Be on the lookout for a new shipment.
We felt that the power level of system masteries following the fix to the mastery bug needed adjustment. We are extending the mastery system with a new level that adds a unique spin on the existing masteries, along with some balance changes.
Added new unique level 5 masteries
Turret damage increased from 4% to 5% per level
Top bar maximum energy replaced with building health
We felt that maximum energy was too niche of a mastery, and with nightmare and some of the new mutators, having more health on your buildings would be more desirable.
Unit Maximum Energy and Energy Regeneration - alternates between unit Energy and ability cooldown. Level 1 - Energy, Level 2 - Cooldown
Unit energy by itself felt niche, we are experimenting with a dual mastery setup, with each level affecting different units in your roster, and level 5 giving you both effects.
Galactic Structures are now being built across the galaxy. These include the ability to build fabricators to construct items, defensive structures and economy structures that help your alliance earn more resources. Galactic structures first require a commission by a commander. Commissions take a lot of influence, so be sure to have your allies pledge to you. Each pledge to you gives +5 influence per battle that they win. You can have a large amount of pledges. After commissioning a structure, alliance members need to donate additional influence to the structure in order to start the final construction process. Find galactic structures by clicking the Build button on planets.
You no longer acquire items randomly from doing missions, items are now bought in the Item Shop(Fabricators) building on specific planets so that you can strategize your build (there is 1 on each faction's Homeworld, and other systems spread throughout the galaxy). As we add more items, it will become harder to rely on chance drops to target a build. Fabricators can be leveled up to present more items every day. Fabricator items reset daily, and can be rerolled using alloy.
Added 13 new items
Faction Power items - the faction powers on your commanders are converted into items at level 13, and can be unequipped and replaced for other powers
Mercenary items now alternate between +15% health and damage and increasing mercenary compounds capacity by 1
Seasonal items may have special requirements to level up
Fixed Endurance mutator having incorrect attribute scaling on certain units
Retribution stacks now decay if no new stack is gained for 10 seconds
Reinforcements can now spawn Juggernauts
Supply Platform
Increased provided supply from 12 to 20
Turret upgrade increases health by 700 and armor by 1
Ironwing production time decreased from 50s to 35s
Juggernaut
Cost increased from 175/125 to 200/150
Reduced production time from 70s to 50s
Weapon range decreased from 7 to 6
Reduced weapon cooldown from 2.4s to 2s
Reduced weapon damage from 100 to 60
Now fires 2 shots in a burst
The combination of these changes means that the Juggernaut has greatly increased dps, from 42 to 60, and has less overkill due to significantly shorter cooldown per shot.
Decreased price increase for Consecrated Idal Conduit from 5/5 to 3/3 for each one built
Fixed a misplaced Obelisk
Updated Assembler texture
Smoothed out ramps
Fixed score screen showing the wrong threat mutator bonus for clients
Misc Arsenal UI updates
Adjusted item categories
Announcer line is now played when you discover a Flux deposit
Avenger
Updated default hotkey
Updated weapon tooltip
Updated Titan weapons
Adjusted some upgrade costs and research times
Fixed an issue with Mera’s Dash range
Hid health bars that weren’t meant to be visible
Updated pathing in some areas
Updated pathing in initial room
Updated pathing near crashed ships
Updated a few of Tanner’s lines
Spectators now get replays
Chat now works on dedicated servers
You can no longer build within the capture radius of Control Towers
Marv Guardian Link shields gained increased from 150 + 25 * level to 150 + 35 * level
Biomass health regeneration reduced from 2hp/s to 1hp/s
Infuse max health and shield increase are now based on starting unit stats (fixes interaction with Guardian Link and similar abilities/upgrades)
Airstrip codes reduced from 100/0 to 75/0
Commando weapon cooldown reduced from 0.8s to 0.78s
Hauler health regeneration aura increased from 4hp/s to 8hp/s
Ironwing
Sunder Missile
Removed energy cost
Cooldown increased from 0s to 30s
Slow / Armor shred duration increased from 4s to 8s
Slow reduced from 50% to 25%
Tier 6 talent now allows research of 2nd tier army upgrades
Mortar Brute
Weapon cooldown decreased from 5s to 3s
Range increased from 16 to 20
Fixed Aster rarely not respawning
Inquisitress Charge fire trail is now always visible
Valkaru Mortar Brute
Fixed attack ground going to the center of the map
Fixed initial weapon projectile doing 75 damage (before exploding)
Fixed Valkaru Beast inconsistent cooldown and cooldown with multiple charges
Fixed Pulse Barrage not always being visible for client
Fixed Xol Orbital Laser visually spawning underground
Minimap is no longer cut off on loading screen
Updated Xol building and explosion decals
Fixed Xol Eradicator attack animation stretching too far
Fixed some announcer lines and volume levels
Updated voice line volume levels for a few units
Grell Incubator animation no longer occasionally takes up the whole screen
Updated extractor icons
Fixed display of bonus damage and splash damage in localized text
Updated to Chinese localization
Thank you to everyone who has been playing and watching ZeroSpace, we love seeing the theory crafting, the fun screenshots, and everything else you all post, and we're excited for you to see what Season 1 will bring!
If you've been enjoying the game, please remember to leave a review!