
Our first big update of 2019 restructures the fleet tiers players battle within, invigorates battle bonus rewards with more meaning, and gives armored-up enemies something new to fear!
The 'Legends Redefined' game update will go live Friday January 18th @ 3:00 PM CT at the conclusion of maintenance.Fleet Tiers Adjusted!
The ship tiers that comprise Veteran and Legendary Fleets have been adjusted!
Veteran Fleets are now built using Tier-II and Tier-III ships, while Tier-IV and Tier-V ships are exclusively in Legendary. We believe this change will begin alleviating some of the player-reported concerns with matchmaking queue times and progression speed.
More improvements are planned to address player feedback. Stay tuned!
Battle Bonus Values Updated
In line with the adjustments to Fleet Tiers, Battle Bonus percentages have been improved! Battle Bonus will now apply an increasing bonus percentage based on the number of ships in your fleet.
Here's the percentage reward for each ship added to your fleet:
Credits Multiplier Recruit
- +0% per Tier I Ship
- +5% per Tier II Ship
Veteran
- +5% per Tier II Ship
- +20% per Tier III Ship
Legendary
- +25% per Tier IV Ship
- +65% per Tier V Ship
Ship XP MultiplierRecruit
- +5% per Tier II Ship
- +5% per Tier II Ship
Veteran
- +5% per Tier II Ship
- +25% per Tier III Ship
Legendary
- +40% per Tier IV Ship
- +50% per Tier V Ship
(For example: The Battle Bonus for a full Veteran Fleet with three Tier II ships and two Tier III ship would be a combined: +55% Credits, +65% Ship XP, and +30% Free XP).Free XP percentage awarded remains a static +30% for Veteran and Legendary fleets.
The Credits cost to replenish Battle Bonus before the timer has been updated as well to fit these new values, with replenishing Veteran costing 1,500 Credits and Legendary costing 12,500 Credits.
Cut Through Enemy Armor With 'Rupture' Modules
The Purge effect has been replaced with a new mechanic: Rupture, which focuses to strip existing armor buffs from your target and apply a 'damage vulnerability' debuff. We believe this new mechanic will assist in breaking up the established meta in Dreadnought and provide players new opportunities to coordinate with their team.
One notable exeption is Tartarus Missile, which remains unchanged.
Armorbreaker Ammo replaced with
Rupture Ammo
Remove target's armor buff and increase the damage it receives by 20%.Tier IVShot Count: 8
Active Duration: 15s
Effect Duration: 5s
Cooldown: 55s
Tier VShot Count: 8
Active Duration: 15s
Effect Duration: 5s
Cooldown: 45s
Purge Beam replaced with
Rupture Beam
Remove target's armor buff and increase the damage it receives by 20%. Reapplying refreshes duration.Tier IVActive Duration: 10s
Effect Duration 2s Per Application
Cooldown: 25s
Tier VActive Duration: 10s
Effect Duration 2s Per Application
Cooldown: 15s
Purge Ram replaced with
Rupture Ram
Increase forward thrust by 75% and apply 50% damage reduction until the ram strikes. On striking, the ram deals ability damage and increases target's damage taken by 20%.Tier IVAbility Damage: 25,000
Cooldown: 35s
Tier VAbility Damage: 35,000
Cooldown: 35s
** Dev Note: Purge Mode will be replaced by Rupture Mode in an upcoming release.
Armor Amp Values Normalized
Armorbooster Pulse (Dreadnought): The armor boost provided by this module has been normalized to 50% at all tiers.
Armor Amp (Dreadnought): Normalized the damage reduction and the duration of this ability to 80% with a 15 second duration at all tiers.
Armor Amp (Artillery Cruiser): Renamed to 'Armored Lockdown', and functions identically to the Tactical Cruiser's version of this module.
Kinetic Armor Amp (Corvette): Renamed to 'Armor Amp' and functions identically to the Dreadnought's version of this module. Moved from the Primary Slot to the Internal Slot.
Miscellaneous Changes
Surge Drone (Tactical Cruiser): This module has been renamed to Energy Drone and values have been increased.
- Tier III - Increased from 2.75 energy/second to 4.0 energy/second
- Tier IV - Increased from 3.2 energy/second to 4.5 energy/second
- Tier V - Increased from 3.7 energy/second to 5.0 energy/second
Weaponbreaker Missile (Destroyer): The weaponbreaker effect has been normalized to 85% outgoing damage reduction and the duration has been normalized to 12 seconds across all tiers.
The
tropical paradise Elysium has returned to the PC map pool!
BUG FIXES
GENERAL
- Resolved instability and crashing issues across multiple areas
- In-game announcements should now be visible to logged-in players
- Improved game localization across multiple areas and languages
- Improved areas of the UI where text could be cut off in certain languages
- Resolved an issue where subtitles and in-game language would differ from the selected launcher language on PC
- Updated names and descriptions for Hero Ship Vanity items that would include "with figurehead" and "without figurehead" pieces
- Added descriptions to missing ship fields when viewed in the tech tree
- Resolved an issue where Owned Ships would not display ship details on PS4
- Fixed an issue that caused the same module to be repeatedly purchasable but never awarded under adverse network conditions
- Improved error messaging in the launcher
- Resolved an issue where players were sometimes unable to add a fifth ship to their fleet
- Fixed a UI issue where PS4 players could not edit their loadout if certain button combinations were pressed
- Elite Status share bonuses from teammates are now appropriately displayed on the End of Match screen (no reward earnings are changed)
- Players may now properly preview Appearance details when viewing Vanity and Ship Component items
- Fixed an error that would cause the camera to move erratically when observing Jupiter Arms Tactical Cruisers
- Resolved an issue that would cause Tech Tree modules to display placeholder text or cost values
- Text displayed when queued now properly displays the correct fleet and game mode
GAMEPLAY
- Armorbooster Pulse modules of different tiers no longer stack effects
- Resolved inconsistencies with module descriptions differing from in-game values
- Tesla Coil Pods no longer continue to fire after the target has exited the pod's range
- Resolved an issue where Energy Generator was granting more energy per second than intended, and now grants 14 per second at all tiers
- Energy Generator modules now functions identically on both Destroyer and Tactical Cruiser class ships
- Drain Missiles now drains the appropriate energy per missile:
- \\\ Now 17 down from 45 at Tier II
- \\\ Now 30 up from 27.5 at Tier III
- \\\ Now 40 up from 35 at Tier IV
- \\\ Tier V values unchanged
- Stasis Pulse IV and V now have a proper radius of 1600 meters, where it was previously too short
- AI captains no longer have loadouts with modules from higher tiers in Recruit
- Rapid Fire Mode no longer slows down ship movement at Tiers IV and V
- Mobile Cloak now properly breaks when damage is taken
ART + AUDIO
- Resolved issues causing players to experience lag when on Elysium and Elysium (Night) maps
- The Hasta Figurehead now changes color to match the equipped coating
- Realigned Akkoro Hero Ship to better align with other vanity components
- Improved VFX timings for abilities like Endurance Mode that would disappear too early into their long active time
- Improved Captain Customization icons to be more visually accurate
- Improved geometry on Dry Docks to prevent players getting stuck
- Improved audio levels for Akula Vektor Artillery Cruiser primary weapon
- Reoriented the thrust on the Silesia to prevent errant jittering during movement
- Resolved an issue that caused the Blaze Coating to obscure or darken equipped Decals
- Retrofit components no longer linger oddly after the equipped ship is destroyed in combat
- Updated cosmetic icons for numerous vanity items