Spacelords - Herráez


"La Parca.” A silent killer who decimated a Hades Division camp located in the Darsa gorge, triggering a collective crisis resulting in mass desertions and many suicides, and ultimately causing the dismantling of the camp. It all started the day 200 new mercenaries, recruited from the worst humankind can offer, relocated in the camp.

https://www.youtube.com/watch?v=1cn1mjokOQI
The white haired one always raised some suspicions among the rest of the staff, but they were too terrified to report him. A shame, considering that just a casual inspection would have revealed that the number of ears that adorned the pendant he hid under his jacket matched the number of corpses found.


Spacelords - Herráez


Iune imbued her new weapon with the power she gained when she became a Emnu Nadi. With the carbine in her hands, Iune could navigate the Aleph currents for a few seconds. Although the process to bend the ebb and flow of the Aleph energy to her will is quite complex, for her enemies there was only one explanation: the Anhauarii had the gift of teleportation.

https://www.youtube.com/watch?v=zExt0mf9NZk
The Emnu Nadi, the demons who lurk in the Aleph currents. Despite their terrible visage, they are said to help those who navigate the currents to find their way home. The origins and nature of these creatures have sparkled all kinds of stories around their myth. Some venerate them as godlings, while others deny they exist at all. There are even some theories that insinuate they are not truly demons, but the atavistic form of those Anhauarii who have achieved total communion with the Aleph.

Iune's new weapon and skin are now available in Spacelords.

Feb 7, 2019
Spacelords - Herráez


Aneska is now a playable character in Spacelords thanks to the community’s acclaim. Learn how the MercurySteam team tackled the challenge of converting this iconic final boss into a playable character, by bringing the Spacelords narrative forward.

Join MercurySteam's Studio Director Enric Àlvarez, Art Director Jorge Benedito, Technical Designer Hernán Ojuel and Community Manager Karen Hernández and discover the secrets behind the Making of Aneska.

https://www.youtube.com/watch?v=WFxw0X2Z19A
Feb 6, 2019
Spacelords - Herráez


This latest game update is focused on solving some technical issues:

- Fixed a bug in the Mind over Matter mission: when playing with Iune and a “possessed” grunt, the game crashed at the mission’s end.
- Fixed a crash in the network replication.
- Fixed a crash that triggered after losing a mission.
- Fixed a crash relating to Russian SpaceGuilds in PS4 when searching for a match.
- General bugs and performance fixing.
Jan 30, 2019
Spacelords - Sypha
Aneska is here! And with her, a bunch of improvements and adjustments.



ANESKA

Reborn from her ashes, the Scourge of Phobos joins the Raiders!

- Aneska can now be recruited by players with 61+ level.


KNOWN ISSUES

We've identified a long-standing bug that caused some entities to bypass some game-mode damage multipliers. Those entities were dealing less damage than expected in training mode and when playing as a Raider against an Antagonist as well.

The affected entities are:

- Schneider's drone.
- Iune's converted grunt.
- Rak Mayura's Pishachas.
- Valeria's Einstein-Rosen bridge.
- And with this new patch, also Aneska's Mech.

Note that this hasn't been affecting game balance. The game has always been balanced around that bug, however, we had less control over damage input and output than we thought. When this bug is fixed, all numbers will be adjusted accordingly and we'll be able to more correctly adjust these abilities' power levels.

This is fixed in our internal version but is not published along with this patch yet. A patch will follow soon featuring these adjustments.



HUD

In Spacdelords, we've structured player advancement in terms of levels. Players gain levels fairly quickly, specially at the beginning, gaining close to one level per match for the first 10-15 levels. Most of those level-ups, however, don't provide much direct player power. Spacelords is a shooter and ultimately, a game of skill. Power imbalance is only actually meaningful at around 20-30 level differences.

This contrasts heavily with how level differences convey power in most other videogames. A PVP battle with a 20 level difference on most MMO or ARPG games is not a fair contest at all. Veteran players know Spacelords well and adjust their expectations accordingly. New players, however, have previous knowledge from other games and have negative reactions when they see these differences.

Spacelords also structures players into Tiers. Tiers are a much better indicator of power difference. If a Tier 6 is playing against a Tier 5, it looks like there's some power difference. When a Tier 6 faces a Tier 4, the power difference is clearly bigger. Clearly put, tiers better represent power differences between players than levels do.


- Players now show their Tier Rank in matches instead of their level.


Some players have achieved levels far beyond the level 100 required for Tier 1. This is a great accomplishment and we want to properly reward that in terms of prestige towards other players. We are very concerned that with this change we're removing the only feature that shows everyone how hard those players have worked. Our next update will feature a new system that will properly reward these players with much more that just a level show-off, however, in the meantime, we appreciate your patience and understanding.


DIFFICULTY

There are many aspects to match difficulty, enemy health, damage, AI behavior and sheer amount of on-screen enemies. We've tuned how we apply difficulty increases to make sure that difficulty is felt as an interesting, challenging change (more enemies, more intelligent) rather than straight power upgrades (damage and resistance upgrades, commonly known as bullet-sponge enemies).

- All game difficulties has been adjusted. Simply put, this should feel like more but less powerful enemies.




ANTAGONIST

Playing as a Raider or as the Antagonist should be a matter of personal preference. Playing as a Raider is a cooperative, very tactical experience. Playing as the Antagonist is stressful and a massive check of skill. This decision should not be about how to maximize your gold income.

- Greatly increased the defeat score range for the Antagonist. Antagonists can now get higher scores when losing if they performed well.


MATCHMAKING AND MMR

As the MMR system stood, Raiders and Antagonists were experiencing the same amount of MMR change after each match. There's a few problems with that; It creates MMR inflation and it doesn't properly reflect the skill check that each player has gone through.

- Antagonists experience much bigger (x4) MMR changes after each match than Raiders do. This cancels out overall MMR gains to keep inflation on check and also distinguishes playing as the Antagonist as the big skill check it is.
- Raiders playing against an Antagonist experience smaller MMR changes than they did before this patch. Of all matchups, this is the one with the most uncertainty. The system can draw less accurate conclusions from it.
- Raiders not facing an Antagonist will experience bigger MMR changes than they did before this patch. Of all matchups, this is the most accurate one (AI difficulties are very consistent) and the skill check is quite accurate, if only a bit dissolved across four players.


AEQUILIBRIUM

Aequilibrium was balanced around (public, non-guild) Tiers, where the number of players oscilates between 20 and 30. Guilds brought new private and smaller groups, which were being excessively affected by Aequilibrium drift.

- Increased Aequilibrium drift starting time from 2 to 4 hours.
- Increased Aequilibrium drift speed increments after 6/18/48 hours to 12/36/96 hours.




WEAPON & MISSION BALANCE

The gameplay team has been very focused on Aneska lately. We're only using this patch to attack a few of the more outstanding issues.


WEAPONS

- Decreased Ignis Fugit's damage by 10%.
- Decrased Nilben Launcher's damage by 10%.
- Decreased Shy's infection and bullet damage by 10%.
- Decreased O. Tsiklon UV9's damage by 5%.
- Decreased Hornet HH3's damage by 5%.


SHORT FUSE

- Difficulty no longer affects Wardog Slicer's health points.


BUG FIXES

- Fixed a rare bug where the game was not starting some matches.
- Fixed a bug caused by the Beholders' attack that could crash the game.
- Fixed a bug where the game could crash when using Rak Mayura's ability right before winning a mission.
- Fixed a bug where Harec could become invulnerable when using Firmness card.
- Fixed a bug where HIVE's Shy was unintendedly piercing through shields.
- Fixed several bugs related to projectile generation.
- Fixed a few behavior issues affecting Guardians in A Breath of Hope.
- Fixed a bug where extraction missions were not ending properly if there was any Cortez brother on the game.
- Fixed several bugs related to Chat.
- Fixed a bug where the Squad invite system was not working properly.


KNOWN ISSUES
Aneska's rare weapon's name is "Solaris" in-game and "Invicta" on the store, this latter is the intended name and will be changed in the next update.
Jan 30, 2019
Spacelords - Sypha


The most eagerly awaited character can be recruited by all Spacelords players.

After her defeat at the hands of the Raiders, Aneska found herself alone in a hostile planet. After considering her options and reuniting with her loyal war machine, Aneska decided that the time had come to fight for a cause she deemed worth fighting for.

She grudgingly admired Harec’s courage and skill as a leader. In the past, Aneska had thought the Raiders to be a ragged brotherhood, composed by outcasts, defectors and pariahs, but now she realized that description fitted her only too well…

https://www.youtube.com/watch?v=AlzFCYaSNKg
Jan 11, 2019
Spacelords - Herráez


The bleached desert dust swirled gently against the Pilgrim’s boots, swept away by the sickly warm wind. Grit and gravel poured into every nook and cranny of the Pilgrim’s armour and weapons, needing diligent maintenance every few hours to avoid them malfunctioning and failing at the worst possible time.

In the long, long weeks since the pilgrimage started, after awakening among nothing but infinite sand, the Pilgrim had wandered, aimlessly at first, pondering on which options lied ahead and which ones were actually worth pursuing. It was easy enough to discard the most ludicrous conjectures, and to settle for the only viable course of action: survival was paramount, and to achieve that worthy goal meant hunting down the most dangerous beings to draw breath on the Broken Planet.

After days of tracking this elusive prey, the Pilgrim stumbled upon a fresh trail: A Fifth Council outpost, its prefabricated and sterile architecture built upon the ruins of an ancient shrine devoted to whatever deities the Broken Planet’s inhabitants used to adore. How apt a target for the Pilgrim’s prey, to make an example of those who dared to defile this already shattered planet.

The outpost was a veritable ruin. Not a single structure remained intact, and some buildings were destroyed beyond easy recognition of their former purpose. Here and there, marks of the brutal demise of the Fifth Council’s troops remained; broken pieces of the bodies that passed as the Council’s simulacrum of life laid where they fell. All trace of the corpses had vanished in the Aleph deflagration that inevitably follows death, but some components and discarded weapons still remained as sole proof that the outpost had been inhabited at all.

To the Pilgrim’s trained eye, the evidence of who perpetrated such an absolute act of destruction was plain to see. The prey lacked a true military unison of purpose, but what they did not own in discipline they certainly made up with savagery and sheer, unrestrained power. Here, the scorched remains of an APC, blackened by electrical fire, screamed of the deranged scientist’s intervention. There, a half-demolished storage unit, brought down with nothing more than a beast’s fists and rage, delated the Umbra Wardog’s vicious defector.

The battle was less than two days old. “You are getting clossssser,” the head seemed to whisper. The Pilgrim flinched at the sound, and preferred to think that it was just the savage squall that howled along the ruins. This planet’s miserable winds always seemed to carry the voices of ghosts long gone. Contemplating other possibilities was to admit that madness was slowly creeping into the Pilgrim’s mind.



The pilgrimage continued for another two weeks, after the trail ran cold again. Day after day, the Pilgrim wandered through miles of dust and grit, until reaching a temporary settlement, hastily built by one of the local nomadic clans. Signs of recent, ferocious fighting around the hubs was all too noticeable. That fact didn’t surprise the Pilgrim, as it was known that the warrior who led the ragtag combat unit that called themselves “Raiders” made of protecting the Broken Planet’s inhabitants from the invading human factions his most pressing priority.

Some of the local elders came to the Pilgrim’s encounter. That was unexpected. So far, the Broken Planet’s natives’ response to the Pilgrim’s presence had ranged from abject fear to unmasked hatred. There was something at odds with these clan-leaders advancing slowly towards the newcomer.

The three of them, one male, two females, wore the traditional Sh’kuhk robes, covering their whole bodies and marking them as sages among their tribe. Barely a hint of their pale skin or a strand of their white hair could be glimpsed under the heavy clothes, but there was something about them that made the Pilgrim’s skin crawl. They didn’t carry themselves with the ungainly thread of those who are approaching their final days, but with an assurance and a confidence that bordered the threat.

It’ssss a trap,” the head seemed to hiss. Or it could have been just a burst of static over the comm-link? Either way, the Pilgrim agreed with the sentiment.

There, a glint of silver under the male’s robes, and the slightest suggestion of a murderer’s grin reaching his uncovered eyes. He would be the first to attack. The Pilgrim kept advancing with an almost insane calm. One moment, the Pilgrim’s body language showed no trace of threat. The next, a priceless experimental rifle was in her hands, shooting two energy shells aimed to the male figure.

The target was fast. Faster than she had thought possible, but even though he managed to dodge the projectiles, the energy shockwave threw him away five metres, landing badly. The ceremonial robes were blown by the blast, revealing what the Pilgrim already suspected: the assassin. They were here. And now the prey had become the hunter.

The two remaining figures shed their façade away, the deception no longer necessary. There was the markswoman, tall and regal. And with her was the tattooed priestess, moving with an awkward grace while bringing her carbine to bear. A really fine ambush indeed, thought the Pilgrim.

There was scarcely any cover between the Pilgrim and the Raiders, and she hastily threw herself flat behind a nearby boulder to avoid the worst of the incoming fusillade. The sniper woman –“Sssshae. Her name issss Shae.”– clipped her in the hip before she reached the rock. Pain coursed through the Pilgrim’s leg, travelling all the way up her spine.



Firing over the parapet, the Pilgrim saw that the smiling murderer was recovering his footing, while the mystic warrior tried to flank her. Shae kept her pinned with an unrelenting barrage of high calibre shots that were dangerously close to reducing the rock she was using as cover to rubble.

The Pilgrim analysed the situation, and found it less than optimal. Using lethal force would be against her interests, but also was dying. The odds needed to be evened, and fast. With a calm only a few elite soldiers could truly feel during combat, the Pilgrim whispered a single word into the comm-link.

“Engage.”

It deployed from low orbit, descending like a meteor and only stopping a few metres short of colliding against the yellow sand. There it stood, hovering on half-functional turbines, barely a shadow of its former glory. Maimed in the fall that had almost killed them both, the red war machine still towered over the battlefield, interposing itself between its master and the advancing warriors with a loyalty that belied its soulless nature.

To everyone’s surprise, including the Pilgrim’s, it roared its challenge to the Raiders. The Pilgrim had used whatever means she had found in repairing her mech, including Aleph-based local technology. The long-term side effects that kind of improvised tinkering could have had in the machine’s logic core was anyone’s guess.

The mech traced a wide arc with its powered blade, keeping the three Raiders at bay and following its master’s command of engaging under non-lethal parameters. The three Broken Planet natives seemed content by keeping their distance now, a fact that made no tactical sense to the Pilgrim, unless…

She rose, pivoting 180 degrees over her position and aiming her weapon with a lightning-fast, expert movement. It availed her to nothing, for the long rifle was already aimed squarely to her head. Time seemed to slow to a crawl, and the Pilgrim could only ascertain the passing of time by the furious beating of her heart.

I told you it wassss a trap,” the head most definitely said. The Pilgrim looked upon that consummate sniper, who had brought her so low in the past and now had the chance to end her a second time.

“Harec,” the Pilgrim said with the barest hint of a smile. “We need to talk, you and I…”

Without lowering his rifle, the Raiders’ leader spoke.

“I am listening, Aneska.”

Jan 11, 2019
Spacelords - Herráez


This small patch solves several bugs and prepares the way for future updates:
- Russian keyboards are now enabled for ingame chat.
- Squad Guild invitations have been fixed.
- Fixed a bug involving Rak Mayura’s Pishachas, that remained active by the end of the mission, crashing the game.
- Fixed an issue with players who purchased the Council Apocalypse campaign as part of the Season Pass and couldn’t unlock Valeria.
- Solved the “invisible bullets” bug by increasing the Pool Effects.

Spacelords - Herráez


Hans is the kind of guy fond of sharing war stories. For him, there’s nothing like the old times, and some of his grumpy witticism might sound odd to the newer generations, but that doesn’t mean he’s wrong.

“Back in the day, if you couldn’t solve a situation with Napalm, it was because you weren’t using enough Napalm”, he always says when remembering the Terraforming Wars on Mars, where Hans earned the nickname “Vulcano” thanks to using his Tarasque F-750 -a weapon able to fire Napalm munitions, ideal for covering an attack or a retreat with a wall of fire.

Armed with the F-750, Hans single-handedly managed to stall the Humblebee clan’s offensive, becoming one of the heroes of the war.

Hans' new weapon, the "Tarasque" F-750, is now available in Spacelords.
https://www.youtube.com/watch?v=7QSeHpaFDfo
Spacelords - Herráez


The first major update from the Spacelords’ Roadmap! Although it was highlighted with the new SpaceGuilds system, it also brings tons of new content and changes to the game. Check it out!



SPACEGUILDS

Guilds finally arrive to SpaceLords! Create a logo, invite other players, play alongside them and make your guild known all around the Broken Planet. A war is coming and this is just the beginning!

- Players will be able to create their own SpaceGuilds and invite up to 20 friends to them.

- SpaceGuild leaders have a new tool to create and customize a unique guild banner.

- Different platform (Steam-XBOX-W10 or Steam-PS4) players can be invited to the same SpaceGuild.

- Every guild has its own chat.

- Every guild has its own private Aequilibrium.

- All the guild members see the same reward distribution on each Tier.

- The guild creation option unlocks at level 5.

- There is no level requirement to be invited to a SpaceGuild.



PROGRESSION

Before this update, the Aequilibrium feature was introduced a bit early. We have discovered that players need some time to understand the game basics before entering in this deeper system. Tier and Aequilibrium are now different subjects.

- Players will enter in a Tier when reaching level 5. Aequilibrium entry takes place at level 11.

- All Tiers will have a chat.

- New player's MMR will be more controlled to avoid high-difficulty rated matches. There will also be restrictions to the level of Antagonists that can invade low-level matches.



SQUAD SYSTEM 2.0

This is an important step for us, as players can finally invite friends from other platforms to play with them.

- Squads can be now be formed by different platform players (Steam-XBOX-W10 or Steam-PS4).

- A new player search tool has been implemented. Just one click to invite or join a party!



REWARDS

One of the most-talked topics in our forums was about getting duplicate blueprints. Now you will receive a compensation when this happens.

- Players winning a duplicate common/gold blueprint will receive 2000/4000 gold instead.

- Players will be able to see their next five level rewards by mouse over their experience bar.



FRIENDLY AI BOTS!

Having a quitter is always a penalty as it made the match more difficult. To maintain the odds of winning, Cortez brothers will help you on those situations.

- Each quitter will be replaced with a Cortez brother AI.



MENU

We are so happy with the users who use our official channels to give their feedback to us, that's why we want to give you a new in-game alternative.

- A new troubleshooting button has been implemented on the main menu. Send your issues or concerns directly to us.

- Character viewer menu has now an option to watch their respective trailer. More to come!

- Added a tooltip with pros/cons of each faction on Raiders menu.

- Forge now shows the critical hit damage multiplier value instead its increment.

- The Universe stories related to the Raiders are now free!

- SpaceGuild flag shows up on the main menu just to remember you how cool your guild is!



RADAR

SpaceLords is a frantic game, sometimes you don't know even where the shots are coming from. We've implemented a new Radar feature to indicate players where their enemies are.

- A new Radar feature will show up in-game for everyone.

- The Radar can be deactivated.




FACTIONS


Locals have the lowest pick-rate among the factions, we've tried to give them a little push.

- Due to their affinity with Aleph, Locals now overload Aleph way faster than the other factions.



MATCHMAKING

Our goal is to have well informed players about how our game systems work. We're updating some features for the sake of transparency.

- Players will be informed on what's the matchmaking system doing while they're looking for a match.



MISSIONS


This patch has a lot of work focused on mission balance, including a rework on Hanging by a Thread and Short Fused.

HANGING BY A THREAD

- Map reworked.

- If they die, Raiders now spawn on the platform at the end of first phase.

- After breaking the barrier on the second phase, the lift will be already opened. That section has now enemy turrets and Wardog Elite Officers.

- Transformer overload cinematic has been removed, the evacuation countdown will occur in-game as soon as the pressure reach 100%.

- It will take a few seconds for Cortez to reach the evacuation platform.

- Decreased the time Lycus takes to reach the platform when not playing against an Antagonist (-10%).

- Decreased enemy spawn rate before breaking the barrier (-10%).

- Initial enemy spawn after breaking the barrier now is increased depending on the match's difficulty.

- Increased transformer overload speed (+10%).

- Decreased enemy spawn rate on both first and last phase.



IN SHOCK

- Decreased enemy spawn rate on Beholder's phase when playing against an Antagonist (-10%).

- Decreased Beholder's aiming speed when playing against an Antagonist (-10%).

- Increased the Beholder's and Kuzmann's life depending on the match's difficulty, when not playing against an Antagonist.

A BREATH OF HOPE

- Decreased enemy spawn rate on first and second altars when playing against an Antagonist (-5%).

- Decreased enemy spawn rate on third altar when playing against an Antagonist (-15%).

A FISTFUL OF SAND


- Decreased Survival Phase time (-15%).

- Protector's shield now has a colour variation to indicate his remaining life.

THE ENEMY WITHIN

- Decreased Beherit's apprentices spawn rate when playing against an Antagonist (-15%).

- Decreased Beherit's attack rate when playing against an Antagonist (-10%).

- Decreased Survival Phase time (-15%).

SHORT FUSED

- Map reworked.

- Cortez can now take Aleph from under Loaht's house to restore Raiders lives as he does in other missions.

- Since Cortez can replenish the ship's Aleph load, Survival Phases can occur.

- Decreased Raiders' lives from 24 to 10 when not playing against an Antagonist.

- Decreased Raiders' lives from 36 to 16 when playing against an Antagonist.

- Increased the amount of time to achieve mission success on the second phase (+15%).

- Decreased enemy spawn rate on the second phase (-5%).

NO RESERVATIONS

- Decreased initial enemy spawn when playing against an Antagonist (-1).

- Decreased enemy spawn rate on all convoys when playing against an Antagonist (15%).

- Increased the amount of time on the last phase (+15%).

A WEAPON FROM THE PAST

- Decreased enemy spawn rate when not playing against an Antagonist (-10%).

- Decreased Survival Phase time (-15%).

THE BEAST'S LAIR

- Decreased enemy spawn rate on the first phase when playing against an Antagonist (-10%).

- Decreased engineers spawn rate on the first phase when playing against an Antagonist (-10%).

- Increased enemy spawn rate when playing against an Antagonist (15%).

- Decreased Survival Phase time when playing against an Antagonist (15%).

A LOW BLOW

- Decreased enemy spawn rate on the first phase when not playing against an Antagonist (15%).

DOUBLE AGENT

- Increased engineers' detour before hacking a console when not playing against an Antagonist.

- Decreased Schneider’s' Mech life when not playing against an Antagonist (-10%).

THE DESTROYER OF WORLDS


- Decreased enemy spawn rate when playing against an Antagonist (-10%).

THE MOUSE AND THE SNAKE

- Decreased Beholder's and Valeria's life when not playing against an Antagonist (-10%).

- Increased Beholder's and Valeria's life based on the match's difficulty when not playing against an Antagonist.

- Increased Beholder's and Valeria's life when playing against an Antagonist (+10%).

- Decreased Beholder spawn rate when playing against an Antagonist (-10%).

WHITE NOISE

- Decreased enemy spawn rate when playing against an Antagonist.

- The Fifth Council Crabs spawn-rate now increases accordingly to the match's difficulty.

UPSIDE DOWN

- Increased the energy upload speed when not playing against an Antagonist.

MIND OVER MATTER

- Decreased the amount of enemy kills the Council requires for the Raiders' examination when not playing against an Antagonist (-10%).

- Decreased the brains' life when not playing against an Antagonist (-10%)



CHARACTERS

Besides a weapon balance revision, some rare weapons were not fulfilling our expectations, we've updated them with new behaviours so they can feel as exceptional weapons.

Harec

- Ignis Fugit reworked. Each successful shot will add a bullet to an alternate magazine -to a maximum of five. Each bullet in that alternate magazine will score a critical hit.



Doldren

- Bloody Mary is now easier to use, with a simplified version of its firing mechanism. The sound effects and animations have been updated to better reflect the quality of the ammunition used.

Kuzmann

- Increased Ingrid's charge gained per shooting by 20%.

- Decreased Ingrid's charge lost per second 10%.

- Ingrid's push now doesn't move the enemy any distance.

- Elite Officers now can designate Dr. Kuzmann as the main target for the grunts.

Konstantin

- Tolchok does not push enemy who are 20m away.

- Hornet HH3 reworked. Alternate fire mode that concentrate the ricocheting bullets, but overheats the weapon faster.

- O. Tsiklon UV9 reworked. Firing this weapon builds up a secondary segment of the overheat bar. After completing the segment, the weapon fires a missile.

Valeria

- Decreased The Whip's quantum projectile (monster) damage by 20%.

- Included 18 new cards for Valeria.

Ginebra

- Decreased JAVELIN URSA M-02's damage by 20% when crossbow's tension is under 50%.

- Decreased JAVELIN URSA M-02's damage by 10% when crossbow's tension is over 50%.

- Increased JAVELIN URSA M-02's minimum damage-bonus distance from 8m to 12m.

- Increased JAVELIN URSA M-02's maximum damage-bonus distance from 22m to 33m.

- Decreased JAVELIN URSA M-02's projectile size by 15%.

- Increased J.WHEEL M-11's projectile size by 20%.

- Included 14 new cards for Ginebra.

Ayana

- Increased cable distance from 20m to 30m.

- Greatly increased cable corner bonus by 500% (This number is not mistaken).

- Decreased Makilium's damage by 5%.

- Decreased Legacy's damage by 5%.

- Elite Officers now can designate Ayana as the main target for the grunts.

H.I.V.E.

- Decreased Shy's firing rate by 10%.

- Increased Shy's shield's cooldown by 20%.

Iune

- Increased Sigh's explosive-shot bar speed by 10%.

- The Vortex reworked. Continuously shooting change its firing mode from precision shots to explosive ones.

Schneider

- Decreased all drones' life by 10%.

- Increased all drones' cooldown by 10%

- Decreased Rain of Fire's drone damage by 5%.

- Decreased Killerball's drone damage by 5%.

- Included 22 new cards for Schneider.

Hans

- Decreased Heaven's Bane K8's damage by 10%.

- Decreased Heaven's Bane K8's firing rate by 5%

- Increased USU-21's damage by 5%.

- Increased Ansgar "Warm" MM1's damage by 5%.

- Included 14 new cards for Hans.

Lycus

- Decreased Spinning Coin's damage by 5%.

- Decreased Pepper Pot's first bullet damage by 10%

- Decreased Pepper Pot's second bullet damage by 5%

- Decreased Pepper's Pot reload speed by 20% when clip is empty.

- Decreased Pepper's Pot reload speed by 5% when clip has 2 bullets.

- Shit Happens reworked. Alternate fire mode that shoots pure malevolence weaponized long-ranged fireballs.

- Included 18 new cards for Lycus.



Mikah

- Decreased Barrier's reload speed by 10%.

- Decreased Barrier's shield life by 20%.

- Granny reworked. Each successful shot fills a gauge. The more you fill that gauge with one magazine, the more precise the next one will become.

Rak

- Included 10 new cards for Rak.

Shae

- Included 16 new cards for Shae.

General

- Improved animation when a Raider is climbing down a stair while carrying an object.



BUG FIXES

- Fixed several bugs where the player could be stuck in the loading screen with the message 'Could not join the mission'.

- Fixed a bug where shots did not register properly when shooting at Beholders.

- Fixed a bug where Marmalade didn't receive any damage when being shot in the eye.

- Fixed a bug where the player could not close the pause menu.

- Fixed several bugs regarding texts.

- Fixed HUD issues related to equipped cards.

- Fixed bug where Loath could appear duplicated when being shot while transforming.



DISCORD

As we have an incredible community in Discord, we want to explore the different options of this platform.

- Spacelords is now compatible with Discord's rich presence service.

Don't forget to join the Spacelords Discord channel!

We’d love to hear what you think about this massive update. Please, follow our social media channels and let us know what you think there!


Twitter

Facebook

Instagram

https://www.youtube.com/watch?v=x_6__rqVR0c&lc=z22hzr5gllqeujdlzacdp431boaf4to4bqziwvakwg1w03c010c
...