update 1.1.1
Hi everyone!
Today's update contains:
Common stuff
— minor optimizations
— some misspellings fixes
«Preserve» missions:

— «Garbage» event icon can now be dropped anywhere on the top panel, and not just on top of trash bin (makes it a lot easier to deal with considering it's relatively small reward)
— Fixed the positioning of visual effect when a player reaches next rank
— Experience param now shows not only proggression % to next rank, but also lvl of current rank
2 new systems are introduced into this mission type: hp and guards levels.
1) Hp system. Represented by pink progress bar in lower panel, degrades over time. Having enough hp unlocks certain bonuses (depicted by marks on progress bar):
a) minor hp reduction slowdown
b) bonus to received guards pts/ on «Guard» event trigger
c) moderate hp reduction slowdown
d) constant experience growth
Hp system interacts with 2 new event types that now appear on the map: heal & bacterias.
Heal event — replenishes a portion of hp on activation.
Bacterias event — additionaly reduce hp while on the map. On valid activation adds a small reward to components parameter.
2) Guards system. Represented by blue progress bar in lower panel, do not degrade over time. Filling this bar to 100% will award you with «guards shift» ability charge. Max of 3 charges can be stacked at all times. Activating a «guards shift» will give you a few seconds of blocking the events expiration along with immunity to hp / duty time reductions.
Also the reward system of this mission was a bit rebalabced. Now feeding the wild life and raising your rank is the main source of income, so just holding the job for as long as possible without doing anything else won't do much (except if you will achieve very high hp level and will farm exp with the last bonus :)).
«Starfall» missions:

— Orbital emitter's Gravity-ray cooldown changed (was max 20 sec / min 8.5, now max 25 sec / min 10 sec).
— fixed upgrades from campaign where seen when a single mission mode is started
«Rupture» missions:

— changed the graviton cloud model
— changed, shields can now only be charged(by grav-clouds for example) when they are active (not during the cooldown after depletion)
— changed, reduced boost that high Sensors upgrade level was giving to shields charge upon collision with grav-clouds (from 50 to 30).
— changed, now acid sacks on destruction can spawn 1-2 healing spores (red)
— added effect when starship holds residual graviton charge after collision with grav-cloud
— added colorization of upgrade levels (campaign only). Now you can distinguish between currently added upgrades and added the last time.
— added distinct upgrade bars to indicate if that level of upgrade will provide you a special ability/bonus
— spawn of Transport ships (FOT fraction) were moved from 15%+ difficulty to 0%
— added bonuses for certain levels of Screens upgrade (guns in «afterburn» will do more damage and lose less over flight distance)
Thats all, have a good day.
Today's update contains:
Common stuff
— minor optimizations
— some misspellings fixes
«Preserve» missions:

— «Garbage» event icon can now be dropped anywhere on the top panel, and not just on top of trash bin (makes it a lot easier to deal with considering it's relatively small reward)
— Fixed the positioning of visual effect when a player reaches next rank
— Experience param now shows not only proggression % to next rank, but also lvl of current rank
2 new systems are introduced into this mission type: hp and guards levels.
1) Hp system. Represented by pink progress bar in lower panel, degrades over time. Having enough hp unlocks certain bonuses (depicted by marks on progress bar):
a) minor hp reduction slowdown
b) bonus to received guards pts/ on «Guard» event trigger
c) moderate hp reduction slowdown
d) constant experience growth
Hp system interacts with 2 new event types that now appear on the map: heal & bacterias.
Heal event — replenishes a portion of hp on activation.
Bacterias event — additionaly reduce hp while on the map. On valid activation adds a small reward to components parameter.
2) Guards system. Represented by blue progress bar in lower panel, do not degrade over time. Filling this bar to 100% will award you with «guards shift» ability charge. Max of 3 charges can be stacked at all times. Activating a «guards shift» will give you a few seconds of blocking the events expiration along with immunity to hp / duty time reductions.
Also the reward system of this mission was a bit rebalabced. Now feeding the wild life and raising your rank is the main source of income, so just holding the job for as long as possible without doing anything else won't do much (except if you will achieve very high hp level and will farm exp with the last bonus :)).
«Starfall» missions:

— Orbital emitter's Gravity-ray cooldown changed (was max 20 sec / min 8.5, now max 25 sec / min 10 sec).
— fixed upgrades from campaign where seen when a single mission mode is started
«Rupture» missions:

— changed the graviton cloud model
— changed, shields can now only be charged(by grav-clouds for example) when they are active (not during the cooldown after depletion)
— changed, reduced boost that high Sensors upgrade level was giving to shields charge upon collision with grav-clouds (from 50 to 30).
— changed, now acid sacks on destruction can spawn 1-2 healing spores (red)
— added effect when starship holds residual graviton charge after collision with grav-cloud
— added colorization of upgrade levels (campaign only). Now you can distinguish between currently added upgrades and added the last time.
— added distinct upgrade bars to indicate if that level of upgrade will provide you a special ability/bonus
— spawn of Transport ships (FOT fraction) were moved from 15%+ difficulty to 0%
— added bonuses for certain levels of Screens upgrade (guns in «afterburn» will do more damage and lose less over flight distance)
Thats all, have a good day.