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Star Sonata 2 News

Server Hotfix – Claim and Conflict 2.0.1


[h2][Anatolian Expanse][/h2]
  • Made all of the rewards from the Anatolian Expanse Alternate Currency turn ins size 0.
  • Increased phase immortality phase on Starategos to 150 seconds and Polemarchos to 210 seconds.
  • Added shouts on engage that reveal what boss type is being engaged by players.
[h2][Bug Fixes][/h2]
  • Fix for bots not pathing properly when owner is too many jumps away.
  • Fixed a bug causing the shared influence gain proportion to be half of what they were supposed to be.
  • Fixed a bug that prevented the influence gain message in chat unless it was above 20.
  • Fixed an error state that can occur to the Anatolian Expanse bosses.
  • Fixed Anatolia Crest trade in cost at one of the bases being incorrect.

Halloween Event 2022

Numerous wormholes have opened and are pouring out hordes of vampyres, pumpkins, will o’ wisps, trolls, and undead space rats!

Please, help contain these intrusive beings and send them back to their plane of existence! If you run into one of the many entrances to Plaguespace, do battle the space rats inside to help stem the influx of them into our universe!

A space rat world boss appeared in Mousey Depths. A strange energy has corrupted and enhanced the space rats, requiring dozens of characters to take on Rattie Moe's ultimate form known as Mega Moe!

Halloween missions and reward turn ins available in Graveyard.

Server/Client Patch – Claim and Conflict 2.0

[h2][Anatolain Expanse][/h2][h2][Wild Space][/h2]
  • All new Termite Siege system. Read the details here: Dev Diary – Termite Sieges
  • Command & Control base changes:
    • Command & Control Station Kit no longer can be irradiated and base becomes destroyed from radiation.
    • Command & Control bases must be deployed within 3k distance from the edge of a sun. The universe generation code been updated accordingly so that at least 3 suns are found in every Wild Space galaxy.
    • The Nullification Generator build time has been increased from 2 hours to 3 hours, but a new system has been introduced that can accelerate the build speed back down under 2 hours.
    • We have added a basebound factory called Nullification Generator Construction Support. This factory automatically constructs Ownership Booster Drones as long as it is equipped and supplied with materials. Ownership Booster Drones auto-deploy upon being built and orbit the station at a distance of 8k.
    • Each deployed drone provides a 16.7% build speed increase to the man-hours required to complete the Nullification Generator Blueprint. In theory, a team can reduce the build time for a Nullification Generator to approximately 100 minutes by constantly building these drones.
  • Teams now track termite mounds in galaxies which have assets (bases, permanent drones) belonging to that team.
    • A list of galaxies with mounds is sent with the team message on login.
    • A termite mound now announces how long it is until the next attack wave, if there is one, when entering its galaxy.
  • Adjusted suitability cap on Colony Enhancement items and the items now introduce a multiplier to the amount the colony is willing to buy per tick.
  • Added Autopilot galaxy linking tags to the new galaxy reveal messages.
  • When entering a galaxy your team owns, it will now state the time until it unowns if the galaxy is unstable.
  • Updated the wording of the Galaxy Reveal notification message and added a new custom notification icon.
  • Industrial Station Research: Y and Industrial Station Research: Z no longer are affected by Construction Speed Bonuses but have had their manhours reduced by 50%.
  • Expedition Team is now locked to the Wild Space layer. Added a new Starter Expedition Team locked to Earthforce layer. Increased the cost of Expedition Team Blueprint from 100 tokens to 200 tokens.
  • Increased the min and max yield of asteroids in random Wild Space galaxies by a factor of x10.
  • Reduced Scorpius's non-Fermium min and max asteroid yields by ~33%.
  • Doubled the colony storehouse size for the colony commodities (Astral Silk, Troubles, The Spice, Storm Crystals, and Dragon Eggs)
[h2][UI / Client Changes][/h2]
  • Pop-up windows will no longer respond to enter/return to prevent accidental selections such as accepting docking ships.
  • Added Level, Class and Subscription status to the Team Roster.
  • Ship Subtype is now listed in the F10 Ship Information menu.
  • Tractors now show rings between user and target.
  • Mission locked Alternative Currency trades are no longer hidden, but shown as LOCKED, double clicking to try to buy anyway will list the mission requirement
  • Replaced up/down arrow overlays on the galaxy map with icons above the DG and Juxta icons.
  • Installed blueprint's tooltips will now state if the blueprint does not get Construction Speed Bonuses.
  • Added a new button on the colony tab that disables/enables colony trading per base. (Example: Can disable ExE bases from trading with colonies. While CA base on same planet can continue.)
  • Changed Orca, Orca+, Porpoise, and Porpoise+ to the new Merchant Navy textured. Added free skins for the original non-Merchant Navy textures.
  • Chat now activates when using "Link Item in Chat".
  • Added Visibility to the squad/possessions small target tool tip.
  • Fixed a bug with double clicking a name on the Team tab under Social that prevented opening a whisper private chat.
  • Updated beam effects to reflect the dual colors on high+ graphics and not wash out with white glow.
[h2][Skill Changes][/h2]
  • Renamed the player skill "War Mongering" (not to be confused with the team skill "Warmongering") to "Wartime Logistics".
  • Removed Class Zen skills from being trained in the Lyceum focus and class bases due to the Class Skills tab handling this.
[h2][Item Changes][/h2]
  • Bots will no longer automatically use Titanium Plating, Laconia Plating, or Adamantium Plating as they were previous just spamming it even though the effect should. Players will need to manually trigger the tweak effect.
  • Increased the +Damage augmod on Kalthi Cuirass, Kalthi Armored Cuirass, and Kalthi Stinger Cuirass to +3%, +5%, and +3% respectively (originally all 1%)
  • Added the effect description to Red Photon Doomsday Device, Electrified Defense Matrix, Nightfury Focus & Rage Generator, and Spice Protection
  • Changed Red Photon Prototype Remote Weapon Augmentation to Rare.
  • Red Photon Doomday Device no longer will no longer scale based off the target's NT.
  • Added effect descriptions to all the Shadow tweak superitems.
  • Removed the +recoil on Kalthi Warrior Focus Heart and Body and replaced it with disable main weapons for 5 seconds.
  • Fixed the inverted vulnerability buff on Kalthi Warrior Body (supposed to make you tankier for a brief moment, not the other way around).
  • Gravity Well Stabilizer on the Voulge no longer applies to enemies and no longer has a negative range effect.
  • Fixed some wrongly labeled descriptions on a few Diffusers.
  • Increased Solarian Fighter Bay drop rate.
  • Fixed a typo in a Blue Outpost mission item.
  • Removed Boson Blower from being in a container.
  • Changed Healing/Damage to Total Healing/Damage on superitem descriptions.
  • Reduced Range debuff on Celestial Destabilizing Beam from -25% to -15%.
  • Fixed Celestial Protection Beam's effect so it doesn't flicker.
  • Marked several negative stat capacitors from early game as AI Only.
  • Changed Fighter Over Drive Blitz to 150% damage and -50% recoil and increase effects duration to 10 seconds.
  • Added Poseidon+ Drone Controller to Perpetual Motion.
[h2][AI Changes][/h2]
  • Reduced the damage of the UrQa attackers in Arctia.
  • Bouquet Augmenter no longer drops from DG Basil and Balilus AI. They now drop from Roamer versions of the AI.
  • Stede Bonnet now drops Bouquet Augmenters.
  • Subspace Sas Outposts are capped at one spawn per galaxy.
  • Adjusted Infernal Darkness drops.
  • Removed several of Infernal Darkness negative auras from being Tweakable.
  • Reduced Dark Doom's aura from -50% Shield Max to -25% for 5000 range and reduced from -80% to -40% for 500 range.
  • Reduced Doom's aura from -50% Shield Max to -25% for 2000 range.
  • Adjusted balance of various DG mobs and bosses. Some notable wild bots may have been affected.
[h2][Next Universe Changes][/h2]
  • Double the number random dungeon galaxies in both Earthforce and Perilous Space.
  • Random DG bosses now have dedicated drop for augmenters. Read more here: Dev Diary – Emperor System, Wild Space and Aug Sourcing
  • Added two more random Warp Beacons to Earthforce layer around Danger Factor 140/150.
  • Adjusted various galaxies to no longer have point of interest and added various others.
  • Adjusted the spawning Danger Factor of various galaxies.
  • Removed the Building Academy Instance and Missions until they are reworked. Building Academy Entrance changed to be unable to place user bases within it.
  • LACS 1894 renamed to Jungle's Edge. Moved from Lyceum to Early Warp 2.
  • Lyceum Research Concourse moved to late Warp 1.
  • Added new drones and drone blueprints to Olympus, Infernal Darkness and Red Photon.
[h2][Mission Changes][/h2]
  • Added subscription requirement in the goal text for premium only missions.
  • 'A Fair Trade' mission turned into a crate trade-in instead.
  • Fixed an issue with several missions looking for Jujuso'qi for the kill.
  • Fixed some missing spaces in Jungle mission texts
[h2][Server][/h2]
  • Accounts are now given a 24 hour grace period before going unsubbed. This means accounts that are auto renewed no longer should spam team message with expiring warnings.
  • Energies, Station Extensions and Shields won't unequip or shut off when a player station goes into Starving mode.
  • Increased the number of ship slots from 25 to 50 and increase the Subscription bonus from 10 to 25.
    • Deployed bots now count as ship slots (excluding wild bots).
    • Number of slots available checked when docking wild bots (if possible), when transferring bots, purchasing ships, or opening an item form ship.
  • Players can now transwarp from Instances. (Still can't transwarp TO Instance though.)
  • Warping from one layer to another will reveal any "Point of Interest" galaxies in the new layer.
  • Added a True Damage type that bypasses resists for certain boss content.
  • Added item linking to the event and squad chat for scooping items.
  • Prospecting nodes now use a new system of terms to describe the size of the node based on the commodity: Trace, Hint, Vein, Haul, Wealth, and Bounty.
  • Switching to a ship when docked now automatically adds any missing inbuilt items.
  • Mission Icon indicators now vanish if you cannot "see" the station or select it.
  • Fixed missing space before '(tweakable)' in aura descriptions.
  • Item type "Cloaking Device" is simplified to "Cloak".
  • Added EPS to weapons stats.
  • Added base acceleration and turning speed to engines (based on the engine weight) for easier direct comparison.
  • Cannot create Character names that match chat channel names now.
  • No longer can enter an instance if your PvP Timer is active (much like entering a no PvP gal).
  • Reformulated the size of asteroids and ore debris to scale less drastically.
[h2][Bug Fixes][/h2]
  • Fixed issue that prevented Parasites on beams from getting extra damage from a critical hit.
  • Fixed issue with DNA Extraction beams that immediately extracted all 4 DNAs instead of turning off per extraction.
  • Fixed issue with basebound items not being added with you preform a station upgrade with a new kit.
  • Fixed an exploit with bots and squad's bots transwarping with items marked with No Transwarping and Prevents leaving galaxy. These items are now lost and decayed on jump.
  •  Fixed a bug where base kits which could not be upgraded could be upgraded via the base tech upgrade items.
  • The Artifact Station Tech Upgrades will properly no longer spawn in ruins.
  • Fix for a bug preventing repair of a station in owned gal if the original owner was in a different team.
  • Fixed a bug that allowed for taking over multiple Command & Control ownership bases within the same galaxy on the same team.
  • Fix for a bug causing galaxy ownership to always say "stable" when entering a gal, even when its about to lose ownership.
  • Fixed bug in the combat bot swarm limit which set the minimum limit to 1 instead of 2.
  • Ujqii Ishi fighter no longer does ~4x as much damage as it should.
  • Fix for noScaling.txt override preventing windows dpi scaling not working on windows 11.
  • Fixed a bug to not invite an AI with the same name as a player if it exists.
  • Fixed Mobile Drone Desync.

Weekly Lockouts are now Daily!

Every weekly boss lockout is now daily starting today until universe reset, October 22, 2022 at 1PM EDT.

What's a universe reset?

Dev Diary – Emperor System, Wild Space and Aug Sourcing

Welcome to another Star Sonata Dev Diary! Today we’re going back into the Emperor system, talking about new Wild Space improvements and the new ways to target farm for augmenters.



How to become Emperor?

Let’s dive into the mechanical details of the new Emperor system. To be crowned emperor you need points called Influence.

These points are gained from 3 types of Anatolian bosses that spawn within the Anatolian Expanse:

  • Polemarchos gives 300 Influence

  • Starategos gives 30 Influence

  • Taxiarhos gives 3 Influence

The harder the boss and the more influence it gives, the longer it takes to respawn. Influence is awarded on a teamwide basis and any team that participates in killing an Anatolian boss gets some Influence from the total pool. Because Influence is apportioned for different things, any time spent dealing damage to a boss will make you eligible for points; however, getting the finishing blow is also worth a heavy portion of the bosses Influence pool. Influence is awarded instantly upon kill via an event chat notification of your team’s share and does not require scooping anything or having to turn anything in.

Once a team has greater than 9000 Influence and a sufficient lead in Influence over any other contenders, they will automatically be awarded the Imperial Throne and the contest will be over. After crowning an Emperor there is a cooldown period of three weeks during their reign where no Influence can be earned. After the cooldown period all teams have their influence points set to zero and the cycle starts again. However the incumbent Emperor remains in position and still gets the perks of being Emperor until a new one succeeds them.

Fighting for Emperor up until the very end is still worth it, even if there are only a few weeks left in the universe. This is because the majority of the rewards for becoming Emperor are granted immediately upon claiming the throne.



[h2]After being crowned Emperor[/h2]
Once crowned Emperor, the Director of the winning team will take ownership of the Imperial Palace, which is invulnerable and takes up no base slots. Only members of the reigning team can dock at the palace and management access is set to Councillors. A Splendid Imperial Trove, a crate with the following unbound items will be placed in the palace awaiting the Emperor’s team once crowned:

  • 150 Imperial Chests

  • 3 Imperial Augmenter Resets

  • 3 Imperial Ship Dry-Dock Modules

Additionally, members of the ruling team will receive win points: three for directors, two for councillors, and one for everyone else. The director also gets Leadership 3 if they do not already have it, granting access to the exclusive Emperor’s Club in Sol. Lastly, a universal 5% tithe on colony profits and scooped credits accrues in the reigning team’s funds until the next Emperor is named.
[h2]PvP Items[/h2]
There is a new item tag on the Anatolian Crest that drops from Midas’ Fleet within the Anatolian Expanse, with the following unique properties:

  • Drops on death.

  • Drops on layer change (tow or jump).

  • Drops on ship evaporation (1 minute after logoff).

  • Decays on new uni.

  • Prevents Transwarp.

  • Bots cannot scoop.

  • Debris has high visibility.

  • Gives high visibility if you scoop.

  • Debris is persistent for 48 hours via any action other than tossing.

  • Once docked, it cannot be transferred to another ship or tossed; it must be used or destroyed (scrapped) before undocking is possible.
Wild Space Changes

We have heard loud and clear from the community that obtaining a foothold in Wild Space at the beginning of the universe was frustrating due to the relatively small number of galaxies revealed at the start. We have recalibrated the reveal process in two important ways: it is now front loaded with substantially more galaxies appearing on Day 1, and the rate of new reveals is much higher early on in the universe as well.

We have also touched up the resource distribution code to make galaxies that reveal later considerably more desirable.
[h2]Ownership Process[/h2]
We also made a number of changes to the Command & Control Station Kit which should provide more depth to Wild Space territory control, especially between teams looking to snag the same galaxy. No longer will your only recourse be to kill the opposing teams Command & Control base.

  1. Command & Control (C&C) bases cannot be irradiated. This means that you are unable to capture an enemy’s C&C base without the owner of the base intentionally abandoning it.

  2. Command & Control bases must be deployed within 3k distance from the edge of a sun. The universe generation code been updated accordingly so that at least 3 suns are found in every Wild Space galaxy.

  3. The Nullification Generator build time has been increased from 2 hours to 3 hours, but a new system has been introduced that can accelerate the build speed back down under 2 hours (see #4 below).

  4. We have added a basebound factory called Nullification Generator Construction Support. This factory automatically constructs Ownership Booster Drones as long as it is equipped and supplied with materials. Ownership Booster Drones auto-deploy upon being built and orbit the station at a distance of 8k.

    1. Each deployed drone provides a 16.7% build speed increase to the man-hours required to complete the Nullification Generator Blueprint. In theory, a team can reduce the build time for a Nullification Generator to approximately 100 minutes by constantly building these drones.


 
[h2]Colony Changes[/h2]
We’ve implemented a few new features and expansions to existing Colony content. We’ve buffed the colony enhancement items (Mobile Mani-Pedi SolonBot Housing, Optimo-Life (TM) Curation Station, Atmospheric Robotic Vacuum Dock) to increase the storehouse of the colony which will increase the number of items it will buy and sell every interval.

We have also added a new toggle within the Colony tab to disable specific bases from trading with that colony. For example, if you have 3 Extraction Expert bases and one Colonial Administration base attached to a planet, you can disable colony trading from the Extraction Expert bases to help maximize profits. You can only toggle this on bases you own.



Common Augmenter Sourcing

Common augmenters (Minor, Basic, Std, etc.) are some of the most iconic items in Star Sonata. They are used extensively throughout the game: countless builds, ship improvements, and outfitting bases for combat are all reliant on these items. Dungeons have always been a great way to gather augmenters, but the variety of augmenters was always inconsistent (looking at you, Good Electric Augmenter). This led to scarcity of certain augs that weren’t commonly found equipped on AI, not to mention a variety of unintuitive farming locations.

To alleviate this disparity and refocus gameplay on DGing, we are taking a new approach to the sourcing of common augmenters. Starting at universe reset, you will be able to “target farm” the augmenters of your choice to a much greater extent than ever before. Dungeon bosses will gain extra loot rolls that are dedicated to Common augmenters, and will often drop several augmenters at once. Each boss is capable of dropping four “flavors” of Common augmenter and the tech level of the augmenters dropped is determined (along with some RNG) by the subjective strength of the dungeon boss. For example a Green Battleship boss might drop from a pool of Damage, Speed, Targeting and Docking Augmenters. Whatever specific augmenters you’re looking for, you will be able to find many different DG bosses that can provide them. To make doubly sure of this, we are also greatly increasing the number of DGs in the game. One final note: ordinary AI ships will continue to spawn with random augmenters but they will no longer carry dedicated augmenters as in the past.