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  3. 0.203.157 - Balance Changes (Community Update)

0.203.157 - Balance Changes (Community Update)


This update makes some minor adjustments to system balance and fixes a whole range of bugs and issues.



[h2]Feature Changelog:[/h2]
  • AI can now use Selected Target turrets by firing at the target of the main ship. AI can use Cannon-Missile weapons.

  • Expanded AI firestate system under the hood, which should accommodate

  • more complex conditional weapon operations if fancier things are added in the future.

  • When using lock-on missiles (Missile/Beam combination), the locking function now prioritizes your selected target (default key: F).




[h2]System Balance Changes:[/h2]
  • Thruster blocks have had their individual mass reduced from 0.25 to 0.15 to match other system blocks.

  • Beams have twice the tick rate and half the damage per tick, which should mitigate some of the Beam-Beam damage disparity against armor.

  • Reduced Reactor Capacity cost for Top Speed Chamber levels to 8%/10%/12% respectively.

  • Reduced Reactor Capacity cost for Thrust Blast Base chamber from 4% to 2%.

  • Reduced Reactor Capacity cost for Thrust Blast Strength 1 chamber from 4% to 2%.

  • Reduced Reactor Capacity cost for Thrust Blast Charge Speed 1 chamber from 4% to 2%.

  • Reduced Reactor Capacity cost for Thrust Blast Multi-Charge 1 chamber from 4% to 2%.




[h2]API Changelog:[/h2]
Added API event for pirate spawn attempts.



[h2]Bug Fixes:[/h2]
  • Fixed lighting colors for crystal sub-shapes being only white. Weapon stats menu now displays correct power usage.

  • Adjusted AI targeting priority of Reactor blocks from 15 to 30 to match the targeting

  • priority of Chambers.

  • Fixed bug causing vertically-placed missiles fired by AI turrets to be fired straight at the turret rather than from the correct direction.

  • Missiles now check armor at the place they hit and reduce damage accordingly (except Bombs).

  • Bombs and Warheads correctly deal self-damage again.

  • Inventory transfer rails now only need the actual pulling storage to pull, not both, in order to work.

  • Semi fix for downloading block behavior softlock (turns out it's just an indefinite wait for server response).

  • Entities made entirely of Cargo Space, intangible rails, and/or their pickup areas will now auto overheat.

  • Fleets assigned to Fleet Mining will no longer target “ghost asteroids”, which should allow them to function more reliably than before.