1. Star Sonata 2
  2. News

Star Sonata 2 News

Neuroforge Update: Gunner & Ranger



NOTE: If you haven’t read the first blogpost, Neuroforge Update: Forging Items, you might want to check it out before reading this one.

We’re excited to unveil updates for the Gunner and Ranger classes as part of the Neuroforge overhaul. These changes focus on diversifying viable playstyles and refining mechanics to keep things fresh. These changes aim to add flexibility and new dynamics while staying true to the core identities of each class. Let’s break down what you can expect.
Ranger Rework

The Ranger class still retains its long-range stealth playstyle but now offers more flexibility. Compared to Sniper it has less range and tracking, is no longer a glass cannon, and replaced the Sniper Analyzer with a Ranger Scope for faster and chunkier damage buildup.



The core distinction between Sniper and Ranger is that Sniper had much greater stealth, range, and tracking bonuses. Sniper was all about maximizing range, with a high-damage mechanic that benefits from focusing down a target over a 2 minute and longer time scale. But this came with limitations: it was slow to ramp up damage, being near useless in short-duration fights, and depended exclusively on range and stealth for survival.

Ranger brings down these extremes, making it less reliant on its fragile glass-cannon nature, allowing for more diverse strategies. The fine tuning we’ve been doing in the closed beta has been aimed towards making sure Ranger can still perform in the old long range stealthy style, while making sure that the playstyle is not the de facto way to play Ranger going forwards.

We expect that what we’ve accomplished here is a class that can be played in a greater variety of styles, including the old glass cannon Sniper style. Maybe someone will come up with an offtank Ranger, or a non stealthy duelist focusing on grinding tough enemies down head to head.

[h2]Damage Ramping[/h2]

One of the key new mechanics is the Ranger Scope, which works similarly to the Sniper Analyzer but ramps up much faster, in 25 seconds rather than 2 minutes. Marking a target by landing an Empowered Shot, automatically available every 5 seconds, builds up stacks on the target. These marks echo every other preexisting marks damage each time they are applied, letting you amplify your damage against a target without forcing you to tunnel vision the target.



Unlike the Sniper Analyzer which forces you to focus on a single target, Ranger can spread marks across multiple enemies. Marks decay slowly on a per target basis, allowing you to stack damage across multiple targets without fear of losing your damage bonus. By ramping up the Ranger’s damage on a per target basis, we allow the Ranger to freely choose its targets based on what they consider the highest priority to be. At the same time, Marks are not applied to extra targets via On Hit weapon effects. This means that Splash/Chain/etc will not apply a mark, nor does the extra damage done to the main target from the Marks echoes apply to extra targets damaged via on hit weapon effects either.



As you can see, the new system is really chunky. Your damage ramps up, but it ramps up in a ratcheted way. We have to be really careful to prevent excessive variance. We don’t want too much variance because it will be unsatisfactory to the player if they want a critical hit but don’t get one, and a player on the receiving end will feel really bad if they get hit with a lucky empowered critical hit. When we have such chunky damage already baked into the class, we don’t want the added variance of criticals. Because of this, Empowered Shots get a multiplier from the average critical damage bonus calculated from your Critical Hit Chance and Critical Hit Strength and are not allowed to critically hit.

[h2]Damage Mitigation[/h2]

Sniper doesn’t have much mitigation on the live server. While they do get shields from Combat Focus and stealth/range from Stalking and Sharpshooting to stay away from damage, they’re not mobile and don’t have much of an ability to react to incoming damage or avoid it. They have to rely on range and stealth to bring their full damage to bear, and in a squad setting they often aren’t allowed to make good use of their range and stealth. We don’t think the class has good mitigation, and we think this gets in the way of the class performing consistently.

We’ve addressed this by introducing two key mechanics: a mobility aura and Grit. The mobility aura activates when your speed drops to 0, giving you a brief boost to Thrust and Speed to reposition or retreat when needed. This ensures that even an unagile Ranger has the ability to reposition quickly, without feeling like you’re playing a Recon Focus class.



More significant is the addition of Grit, which stores a portion of incoming damage as a parasite that deals that damage over the next 30 seconds. This gives Rangers more time to mitigate or avoid incoming damage, and killing the enemy that caused the damage instantly removes the stored Grit. With Survivalist, an advanced subskill, you can increase Grit accumulation based on the marks you’ve applied, further enhancing survivability.

Grit adds a new mitigation layer for survival. By spreading damage over time, you get more opportunities to eliminate threats before receiving their full damage. This system synergizes well with Shield Regeneration, making Rangers highly durable while offering different combat roles, from stealth sniper to brawler… which is why we’ve also added Shield Regeneration to the skill! However, this effect only works when you’re piloting a heavy fighter.



[h2]Heavy Fighter? Light Fighter?[/h2]
Speaking of Heavy Fighter, when you’re flying one your overloaders are twice as powerful! This gives you additional build flexibility, so if you really want a long range build you can select an overloader that grants range to specialize in it. The same skill that gives the player access to Grit also gives 30% Shield Recharge and Damage in a Heavy Fighter. With Grit being so core to Heavy Fighter, we should see more players preferring to use a hull befitting a Combat Focus. With these changes, some may still opt for a Light Fighter. However, that will be a choice made with some risky defensive drawbacks and a loss of a damage bonus.

We’re really excited to see what players do with this, and people will find ways to use it that we haven’t even thought about.

NOTE: We have tuned the numbers so that the stealthy Sniper playstyle can still exist, while also encouraging other playstyles to evolve.

Gunner Enhancements

Gunner is a class that relies heavily on stacking weapon damage to maximize the various Advanced Targeting Computers it has, allowing it to copy its high single target damage and spread it to multiple other targets at very high ranges. You also have access to missiles, but they are difficult to land in chaotic fights. Because of this, Gunner feels like a one-dimensional class. There is one meta way to play it, and that is as a long range multi target artillery piece. Our goal is to diversify its viable builds and emphasize Gunner’s role as a Fleet Focus class, capable of significantly enhancing squad damage output.



[h2]Shifting the Meta[/h2]
Gunner has traditionally been about pushing weapon damage bonuses for massive Deathblossom output, but we’re moving towards a more dynamic set of mechanics with the removal of the Deathblossom and the introduction of the Targeting Computer. This allows Gunners to fire fewer but more consistent shots (with no firing arc limitations if they are projectiles), ensuring that every shot hits something even in chaotic battlefields. This means the Targeting Computer will always fire all of its extra shots, even if there’s only a single target nearby.



With our current numbers, this means that the Targeting computer is doing triple damage against a single target. This makes the Targeting Computer better against small numbers of enemies in the Neuroforge update. Each shot can also propagate on-hit weapon effects! And, finally, they can even be equipped on bots for even more mayhem!

Gunner’s new Fracture mechanic emphasizes its role as a fleet multiplier. When a Gunner damages an enemy with its weapons, they apply fractures to the target. Allies can then hit those targets to receive a 100% damage boost, effectively doubling squad DPS as long as the Gunner generates enough fractures. For every 100 damage the Gunner deals, allies can benefit from 700 additional fracture damage. This mechanic is crucial for fleet combat, making the Gunner an essential part of maximizing a squad’s firepower.

  • Example 1: Lets say the Gunner is doing 100k DPS, and their ally does 200k DPS. The Gunner is injecting 700k fractures per second, and their ally will consume 200k of them to double their DPS. Overall, the Gunner and its ally will not be dealing 300k DPS, but will instead do 500k DPS.

Neuroforge Update: Forging Items



Item modifications have been an integral part of every pilot’s journey for the majority of Star Sonata’s life. The “Bindomite roulette” is something many of you are all too familiar with. We have been hinting at (and even writing full posts about) a new vision for item modifications for a very long time. After a concerted development push and a lot of help from the Paxian Disciples, we’re finally ready to announce the details of this project. Here is a breakdown of what you can expect from the finalized Modifications revamp, which is planned for release next month.

High Level: Neuroforging
The biggest feature of this revamp is the introduction of enhanced modifications via Neuroforging. Neuroforging allows you to take an item that is already neurobound and improve a single modification on that item. This is done by taking an unmodified copy of the same item and spending it to neuroenhance your chosen piece of gear. This opens up the brand new Neuroforging menu.



The Neuroforging menu gives you 3 semi-random options to pick from every time you neuroenhance an item. The first thing that may catch your eye are the pink modifications at the top of each selection, coupled with a +15 in the case of Forceful in the first option. This is an enhanced modification and is one of the key features of the modification revamp. Upon completing your first enhancement on a piece of gear, one of your modifications on that item will be enhanced.

Mid Level: Enhanced modifications

Let’s get a bit more detailed about enhanced modifications.
  • Neuroforging is a process that can be done multiple times, but you can only ever have one enhanced modification at a time.

  • Enhanced modifications are coupled with an enhancement level. This tracks how much extra power above a basic version of the modification is being provided.

  • Some modifications get special benefits for being enhanced. These special benefits do not scale up their bonus with enhancement level.

  • Not all modifications are eligible to be enhanced.

  • Enhancement level has a cap, it’s not infinite!

  • The higher quality the item, the better it can become. Enhancement Cap and Total modification count scale with item quality.


Keep Rolling
So the basic flow of enhancing and modifying your gear is as follows: You neurobind a piece of gear. You grab another copy of that gear, and consume it to start neuroforging. Even though the item’s enhancement level has a cap, you can neuroforging an item an infinite number of times. This can do things like swap your enhanced modification, and add or swap “secondary” modifications in addition to its normal purpose of increasing your enhancement level. However, the middle option will always increase the bonus of your currently enhanced modification and not change anything else about the item. You could call it a “safe” roll.

What do I do with all of these items?
If you were a heavy user of the current modification system, then you likely have storage ships full of Bindomite-bound gear lying around. One aspect of this modification system is that all of those items are eligible to be used for neuroforging. Neurobound items can be used in forging, but the item must first have all modifications stripped from the item. We have implemented a system that allows any Bindomite-bound item to have all modifications stripped by using another Bindomite. You are allowed to either re-roll the item for a new set of modifications or use it as fodder for neuroforging.

Follow along with us
The Neuroforge update will have a lot more going on than just the addition of the Neuroforge. We will be posting follow-up blogs to detail what is being changed with the Neuroforge update. In the meantime, we are opening up access to our test server for players to try out the systems we have designed before they go live. The changes on this server encapsulate all of what the Neuroforge has to offer so far. There are plenty of class changes and other fancy things to explore as well.



 

Server/Client Patch – 08/31/2024 – Eclipse Ascendant 1.2

[h2][Anatolia Changes][/h2]
  • During Anatolian contest the leading team will lose influence on player death and a smaller amount on bot or drone death.
  • The influence that can be gained is capped during the contest. It starts at 1 million influence and linearly approaches 4 million by the end of the contest. The current cap can be seen on the bulletin board. After the contests standard duration the influence gain is uncapped.
  • Adjusted the quality of Imperial Polishing Machine to Exotic.
  • Adjusted the quality of Imperial Restoration Forge to Exalted.
  • Strategos has a different shout on death and now has a small chance to drop the Imperial Restoration Forge.
  • Added Imperial Restoration Forge to drop from Strategos, used to turn Fragmented Imperial Signets into an Imperial Signet. These are used to level Imperial skills past level 5 in the Anatolian Expanse.
  • Fragmented Imperial Signets are acquired through participation in the contest for the Imperial Throne in Anatolia or by winning Emperor itself.
  • Imperial Restoration Forge can no longer be sold for 100k Anatolian Crests, instead it can be sold for 30k Anatolian Crests.
  • Strategos minions now properly spawn in an area around Strategos instead of in the center of the galaxy.
[h2][Client/UI Changes][/h2]
  • Potential fix for dark screen on login.
[h2][Item Changes][/h2]
  • Removed No Discount tag from Modules on Schematics.
  • Changed Ancient Baby Dragon Hatchery Blueprint to require 2 Perilium, 3 Stabilized Plasma Fusion Core, 5 Dementium.
  • Removed Drop on Death and No Fast Travel tags from Astral Silk, Fixed Trobble, The Spice, Storm Crystals, Dragon Egg.
  • Removed an unlisted +20 flat speed and changed from -100% thrust to Engines Disabled gremlin effect on Matriarchal Fortification Bypasser super item inbuilt. Also was listed at 2 seconds but did 4 seconds of effect. Now only does 2 seconds as super states.
[h2][Universe Changes][/h2]
  • Grand Empyreal Eclipse:
    • Boss no longer spawn with augs or mods.
    • Saros in second room of Grand Empyreal Eclipse Rift no longer display on Rift Leaderboard.
    • Added boss to Rift Leaderboard.
    • Fixed Grand Empyreal Eclipse missile phase so it properly targets random targets instead of one single.
    • Greatly increased Inertial Dampening on Boss.
    • Swapped sun in boss room to be a planet.
  • Fallen Station can no longer be knocked back.
  • Converted Janayitriadhara (Tractoring 22) to be immune to Transference during immunity phases and the Paxian Bombs to now use True Damage.
[h2][Bug Fixes][/h2]
  • Fixed a division by 0 in colony commodity price that caused negative numbers to display.
  • Fixed a bug in Multi Factories that caused a crash.

Server/Client Patch – 08/09/2024 – Eclipse Ascendant 1.1


[h2][Fractured Galaxies Changes][/h2]
  • Fractured Galaxies now have Attack Windows. This window is a 90 minute period that happens every 72 hours. Stations are only vulnerable during this window.
    • A given Fractured Galaxy will always be vulnerable at the same time during the day for each attack window.
    • The universe contains an even distribution of attack window start times.
    • Server's Daylight Savings Time (ET) may shift this by one hour in some cases.
    • When warping into a fractured galaxy, the time until the next attack window will be put in your event chat.
  • Ship to ship and ship to permanent drone combat is enabled at all times in fractured galaxies.
  • Stations can only be placed once the first attack window for a newly revealed fractured galaxy begins. After that time stations can be deployed at any time in that Fractured Galaxy, but will not participate in or be affected by any PvP actions except during the attack windows.
  • Termites can no longer spawn in fractured galaxies.
[h2][Client/UI Changes][/h2]
  • Fixed a issue with In Flight Use and Station buttons being backwards for remote inventories.
  • Changed "Base" button for filtering in inventories to "Station".
[h2][Item Changes][/h2]
  • Colony Active ICs:
    • Removed the Goop cost from the five Colony IC factory blueprints.
    • Reduced thematic t3 IC cost to a nominal amount.
    • Reduced Perilium, Dementium, and Stabilized Core costs greatly.
    • Changed Commodity Sale Events -- Removed Colony Resources (The Spice) and replaced them with Colony Active ICs (Spice Infused Confits), for sale. These can be sold to the AI base for a significant fraction of the price they could be sold to colonies.
  • Reduced the negative augstats on Crescent and Eclipse Augmenters, shifting some of the positive stats down as a result.
  • Spelling error fix for the Lunaria Rampage Preserver Blueprint description.
  • Fixed an error with "Laconia Sheet Smelting Factory" and "Laconia Sheet Factory" where they were not using the correct number of Metals (10k instead of 100k).
[h2][Mission Changes][/h2]
  • Added a hint to Paxian Exploration mission for players to find the right station for the Complex Matrix of Solidified Water to Glass Matrix.
  • Reduced the amount of sensitive intel needed per mission of the pretender Hermes daily mission chain from 4 to 3, and from 7 to 6.
[h2][Universe Changes][/h2]
  • Cybernetic Battleship/Cruiser Roamers:
    • Removed Augs and Mods.
    • Reduced various stats.
    • Increased projectile velocity on Battleship.
  • Increased Palatial Pax Turning.
  • Decreased Lucerne and Cybernetic Dropship Thrust
  • Reduced tractor power on Obsidian Freighters.
  • Slightly reduced diameter of Selenite and Selenite Avengers so they weren't the same size as the Lunarian variants.
  • Removed self recoil from Forgone's physical knockback super item. It will still knock back the targets hit.
[h2][Next Universe Changes][/h2]
  • Anatolian Expanse:
    • Added Imperial Skills to level 7 to Anatolian Expanse using a new item called Imperial Signets.
    • Polemarchos and Taxiarhos no longer spawn.
    • Strategos:
      • Will no longer spawn disguised and will instead spawn multiple instances in multiple galaxies, with 6 spawns in total.
      • They will spawn with a horde of protective soldiers and be worth 30k influence by themselves with their minions being worth around another 30k.
      • Strategos spawns will spawn every 4.8 hours, and despawn after 25 minutes. Each Strategos will take, at a minimum, 10 minutes to kill due to the invulnerability phases. It also has a holoprojector effect to show how long until it despawns, and when it phases into an invulnerability phase it becomes significantly slower.
      • Drastically reduced vis on Anatolian Crests.
      • The mobs guarding Strategos stats are buffed and are now worth more influence and more crests.
    • All galaxies in Anatolian Expanse have had their asteroid fields changed to knock everything back into the center.
    • Increased the weight of Anatolian Crests and their containers.
  • Captain Redbeard / Exotic Trackers:
    • Adjusted exotic drop rate and separated Consumables from gear in the Red Rogue Exotic drop lists. So gear should be much more plentiful.
    • Added a mission to unlock an item exchange for Captain Red Beard Trackers
  • (Will change with reset) Unstabilized Plasma Fusion Core are now commodities instead of mission item. They will now only drop if player is Premium player instead of requiring the mission to be active. Stabilized Plasma Fusion Core are now unlocked as a Trade Bay Exchange after performing the Scientist of Lyceum mission the first time at Spartan Garrison.
  • Module Rework:
    • Created "Schematic" versions of T20 and T21 module blueprints which removes the Gizmo requirement. These modules now need only lower tier Modules + Sensors + Augmenters.
    • Created "Template" versions of T20 module blueprints which removes Gizmo and lower tier Module requirements. These modules now only need Augmenters + Sensors + various Sheets.
    • Created a new station in Platonic Academy (called "Taphos") to house old blueprints and factories for use by players with leftover Gizmo commodities. Note: this may depreciated in the future.
    • Created various trade-ins to allow players to trade their old Blueprints for Schematic/Templates in Taphos.
    • Created new T20 "Schematic" and "Template" packs for sale in Palaistra.
    • Moved T20 "Tablet" blueprint packs to Taphos.
    • Replaced T21 Blueprints with "Schematic" versions in all the places where the original T21 Blueprints were purchasable.
[h2][Server Changes][/h2]
  • Can no longer dock limbo ships in a public rift (instance).
  • Can no longer remotely toss items from ships docked in public rift / rift (instance) without being in the galaxy.
[h2][Bug Fixes][/h2]
  • Fixed fighters sometimes flying away when they should be returning.

Reset Tips & Feature Overview



Hey Sonatians,

We thought we would work up a helpful guide to highlight several new and old features that help make universe resets more of a breeze!
[h2]Limboing Tow Service[/h2]
Every universe players get one /limbo to redock all of your ships if you’ve placed them in a location and need to change your mind. If you’ve used up your free one and require another you can purchase Limboing Tow Service for 5 billion credits at Friedman AI station in Free Market. This will “limbo” all your ships and let you choose a new AI station for them all to be placed at. This can be extremely helpful for moving large storage ships like Thatch that lack an engine.



[h2]Item Teleporters[/h2]
Item Teleporters are station builder’s best friend when packing or unpacking. Located at the Friedman AI station in Free Market for various times and prices. Or if you want a less stressful experience, a 3 day length teleporter is also available in the in-game Store via the Gold Icon at the bottom for Space Points. These useful tools allow for teleportation of items within team space between ships and/or stations (if you’re docked at the station) provided those possessions are also in team-owned space. The item teleporter timer starts immediately after purchase so be prepared to equip it and utilize immediately!



[h3]Packing[/h3]
Buy and equip the Item Teleporter then head to the location of your stations in a galaxy your team has ownership of. Open the Character window and then select the Possessions tab. Find the ship you wish to “store” your stuff in and right click and select Open Inventory. This will open a remote inventory window of the ship. Go ahead, leave that window open and then dock at the station you wish to pack up. Then highlight and drag and drop the items from the station inventory onto the remote ship inventory. This will make the items instantly transfer. Dock to another station and repeat.

Alternately, you can right click on a Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station (again restricted to an owned team galaxy).



[h3]Unpacking[/h3]
Once you have ownership of a galaxy and laid the Stations in the locations you want for the galaxy, you can purchase and equip the Item Teleporter. Open the Character window and then select the Possessions tab. Find the ship you have your station items in and right click on it and then select Open Inventory. Dock at an appropriate station and drag and drop from the remote inventory window of the ship with your station items onto the station.

Again alternately you can do the same with a a station you deploy strictly to unload your stuff onto for sorting. Unpack the goods onto that station and then you can right click on another Station and select Open Inventory in the Possessions tab. It won’t display anything in the window but you can drag and drop the items onto that window to transfer them to that station.
[h2]Trade Bay Import/Export[/h2]
Trade Bays can be exported or imported during the packing/unpacking process.

To Export, dock at your Station. Go to the Control tab. Press Trade Goods. Then press Export. This will open a window that allows you to copy paste the text for later importing. Follow the same process but press Import on the Add Trade Goods page when importing your template you’ve previously exported. This can be extremely useful for include things like your shop or a main production station, but also any trade bay that is worth re-using such as a colony or extraction setup.



[h2]Transferring Stations and Bots to Characters on the Same Account[/h2]
One of the major changes of the last few universes has been the ability to transfer Stations and Bots within the same account! This helps streamline the ability of a player to centralize most of their Station construction builds and supplies onto a single character. To utilize this new feature – select your bot/station and press “X” if the menu below the targeting box is not visible. For stations, Transfer Ownership will be on “X” menu. For bots, you must press More Bot Options and then press Transfer Ownership. You must have a character, on the same account, that you wish to transfer to, offline within the same galaxy for it to be a valid choice, provided the receiving character has sufficient skills and/or slots for the transfer.



[h2]Bot Orders[/h2]
A new search window has been added to help players better sort through the huge commodity lists. This should help players more quickly set buy and sell orders. We also have further improvements regarding orders coming in the near future!



We hope you take full advantage of these tools and enjoy a more efficient and less stressful universe reset experience. Happy packing and good luck in the next universe!