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Stellar Warfare News

Happy Hour drop rates & balance patch!

We're currently working on adding various languages to Stellar Warfare. In the meantime we felt like a balance patch was well overdue as well as some other changes.

We fixed a bug in the fleet editor causing an overload of brightness, making the entire scene blinding when rotating certain ships engine trails. That is now fixed.

We added a 'Happy Hour' 3x per day, in which the drop rate is up to 3x higher! This should help those of you who don't have a lot of time to play to have specific moments in which this is a little easier.

The following ships and weapons have been updated:


Ships:
Type-D
Health 1300 to 1500

Hive
Changed health from 4400 to 4600

Stinger
Changed health from 80 to 90

Weapons:
Auto Brawler
Damage changed from 22 to 28

Azauri MK2
Damage changed from 72 to 80

Buckshot
Damage changed from 24 to 29

Double Barrel Xati
Damage changed from 32 to 40

Duo Cannon
Damage changed from 32 to 40

Ion Cannon
Damage changed from 78 to 86

Medium Cannon
Damage changed from 20 to 25

Mini Cannon
Damage changed from 28 to 35

Multi-ion
Damage changed from 20 to 24

Plasma Repeater
Damage changed from 12 to 15

Rail Artillery
Damage changed from 6 to 9

Railcannon
Damage changed from 12 to 15

Railgun
Damage changed from 24 to 28

Raquor
Damage changed from 7 to 9

Repeater Barreler
Damage changed from 8 to 7

Repeater Cannon
Damage changed from 12 to 10

Repressor MKII
Damage changed from 16 to 20

Repressor
Damage changed from 8 to 12

Sarkuth
Damage changed from 4 to 6

Tiamat
Damage changed from 60 to 75

Wrecker
Damage changed from 20 to 25

Weldcannon
Damage changed from 90 to 100

Modules:
Mirror Optics
Speed debuff increased from -10 percent to -15 percent
Range bonus increased from 7.5 percent to 10 percent

See you on the battlefield!

Skirmish saves hotfix

  • Fixed a rare bug preventing some players from saving their games in Skirmish and some Campaign missions.
  • Stopped most in-game hotkeys from triggering while players were typing in a save file name.

Fixed objectives no longer being displayed in the tutorial

The adding of the 2.5 campaign mission caused objectives in the tutorial to no longer show up. That is now fixed as well as some other minor fixes.

Intermezzo campaign mission + direct control improvements

Time for another update! Among other things we have:

  • Added a campaign intermezzo mission (two more coming)
  • Improved direct control controls
  • Improved various GUI elements
  • Fixed bugs reported by the community
  • Fixed bugs related to the save/load functionality
  • Polished a bunch of planets and other system elements
  • Designed a new mission full of temporary weapons, modules, planets and enemies

Along with the above we've looked into localization since that has been often requested as well and we might do something with that in the near future.



Share your ideas!
We also want to give you guys the opportunity to contribute to the project by sharing your ideas. Feel free to make a community post on the discussion boards with the title prefixed with 'Idea:' + your idea. You can then share your ideas for new ships, missions, weapons or modules. We'll go over each of the submissions there and see if we can pick up an idea or two and implement those for you guys.

More coming, cheers!

Infinite waves are here!

An often requested feature was infinite waves for the wave defense game mode. We've had to brainstorm a bit on how to best implement it, but I think we found a good solution. You can now toggle the infinite waves checkbox in the wave survival setup menu. Instead of 1 big boss after 10 waves you now get a mini-boss assault-platform that attacks you every fifth wave! They have long range weaponry but aren't especially tanky... Their damage output is serious though!

In addition to that we did the following:
  • Added the multi-ion beamweapon
  • Adding a techfrigate with built in self-repair and 4 module slots
  • SAVE/LOAD support in all Single Player game modes
  • Fixed randomizer error preventing type B to be spawn.
  • Added the Support Platform wave miniboss
  • Added the Support Platform type B wave miniboss
  • Improved the visuals for several menus
  • Updated the visuals of the scorescreen
  • Updated the splashscreen
  • Added the Box Attack functionality so that people can try it out to multi-select
  • Tweaked shield visuals and shield impact visuals
  • Doubled the size of Zabu Repairs in Battle Royale
  • Updated score screen functionality
  • In battle royale you can now 'order' ships before the game starts from the multiplayer menu
  • Fleet loadouts now can be switched without visiting the fleet editor (multiplayer lobbies only for now).
  • In Battle Royale mode you now will be able to pick your starting fleet
  • Your starting funds in BR will be 3600/3600 minus the cost of your spawned fleet.
  • If you won't select any starting ship - game will spawn first ship in your loadout


I've also decided to experiment with some more engine variations. You can see those changes below:

The following ships now have Green Engine Flames:
  • Frigate
  • Raider
  • Towerer

The following ships now have Yellow/orange Engine Flames:
  • Bee

The following ships now have Purple Engine Flames:
  • Colony
  • Nest

The following ships now have Teal engine flames:
  • Fish
  • Hammerer
  • Flint

The following ships now have Red engine flames:
  • Ant


Wrapup
That's it for this update! There's a few things we still want to improve upon and we will gradually add those as well. May you be safeguarded from The Light. See you in space!