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Wrath and RetributionNewsUpdate 1.5 - Subsystem damage, improved loot, fixes
In-game event

Update 1.5 - Subsystem damage, improved loot, fixes

Wrath and Retribution · published 8 Jul 2026, 22:17 UTC · build 24117448

All newsPlayers around this dateRead on Steam

This week's update 1.5 is here and again several aspects of the game get some nice tweaks and improvements - alongside some important fixes.

One of the highlights is the increased incentive to try out new gear, because occasionally you will find higher-level items instead of just items at the starting level 1. Also destroying turrets and other subsystems of a battleship now causes additional damage to the main ship up to a certain threshold - significantly reducing the time it takes to finish off those enemies after you've taken care of turrets. And a bad bug has been fixed which caused modules to be assigned to inaccessible slots - there are additional notes for this below.

As always: Enjoy and have fun!

Changelog 1.5

  • Destruction of a subsystem like turrets now inflicts damage on the main enemy ship, significantly reducing the time it takes to destroy a battleship after you took care of turrets

  • Added a probability to grant higher-level reward items based on your current equipment levels to incentivize additional build configurations

  • Made all Merlin skills appear more often

  • Made Reactor Overload appear in Mars hub only in “High” instead of even “Substantial” reward level missions

  • Granting 10% resp. 20% more credits in the two later hubs

  • Reduced Arcvolt shot audio

  • Reduced Lightlance shot audio

  • Increased likelihood of debris spawning in missions

  • Increased likelihood of low and mid density debris

  • Fixed an issue causing weapons and modules to disappear in unavailable slots after upgrading while having the Refabrication Kit equipped, becoming unmanageable

  • Fixed enemy shields getting reactivated to full strength when systems recovered after EMP damage

  • Fixed Drauger shields being reactivated after system EMP damage although shield generator was destroyed

  • Fixed enemy systems not recovering after getting full EMP damage

  • Fixed Saturn missions not taking place in relative location to the planet

  • Fixed display of Shield Recharge Rate % value in Upgrade screen

  • Fixed the Discord button in the main menu locking the menu navigation when using a gamepad

  • Some fixing and cleanup behind the curtain

Additional note about the Refabrication Kit module slot fix:

This issue lead to modules being assigned to inaccessible slots (e.g. locked) when the Refabrication Kit was active - specifically if you have a level 1 module equipped, and get a level 3 upgrade as a reward. The level 3 item would potentially end up in an invalid slot. Weapons were unaffected, but the fix below cautiously treats them the same way.

The game automatically tries to fix the situation when loading the save game. The following rules apply in order:

Loadout Profiles

  1. If another eligible slot is available, the item is moved to that slot

  2. If a lower-level variant is in another slot, it will be replaced

  3. If none of that applies, the assignment is dropped. You can still manually assign it in your loadout profile of course.

In-run inventory items

  1. If another eligible slot is available, the item is moved to that slot

  2. If a lower-level variant is in another slot, it will be replaced

  3. If the item is not yet secured, a corresponding slot will be unlocked for free - if possible - to make sure you are not losing it (once for weapons and modules each).

  4. If none of the above applies, the item is dropped

I hope this works as a fair reparation as it tries to achieve the best outcome possible.

Sorry for the inconvenience!

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