Sep 4, 2020
Dreadnought - DN_RayDogCarrotCake
Hello Captains,

It’s been a challenging year so far. I hope everyone is staying safe during this trying time. We wanted to update all of you with the state of things, what we are doing now, and what is planned for the future. Sinley Bay needs to go through some changes both to improve the current experience and to provide something new for long time Captains. While we work through these changes, we invite all to give us critical and constructive feedback to keep us on the right track. Let us know what we are doing wrong, but also what we are doing right so we can do more of it.

The State of Dreadnought
To start, I wanted to give everyone a sense of where we are. Dreadnought was in Open Beta for around 2 years, and has been on Steam for almost 2 years as well. During that time, we’ve learned about what kind of game Dreadnought is and could be. We've had so many competing ideas it made it hard to focus and take player feedback into proper account. You might notice that when talking to other players, if they don’t agree with you, they might assume that you don’t know enough about the game. This is the same mistake we were making by assuming you just didn’t understand the reasons for the changes we were making. As it turns out we didn’t know enough about how you were playing the game.

While having a reduced team size is limiting due to the amount of work that is needed, it does allow us to be more focused on the vision and engage more with the community to influence what we are working on.

This leads me to what we are doing now. We are working on changing our matchmaking to help with long queue times, but we understand there is still more we can do. We continue to work on balance changes that are meant to help even the playing field for new players that haven’t been fully upgraded. We also want to have more events to give better incentives to log in and continue playing. We are looking at adding rewards tied to Captain rank and changing up the daily contracts and what they give you. All of this is to better prepare our infrastructure to allow for ranked play.

Looking towards the future, we want to provide new gameplay experiences and incentives to get captains excited about getting into Sinley Bay. For this, we need to provide new content (visual and systemic), incorporate improvements to existing game modes, and deliver on our promise of custom matches allowing for social and tournament play.

We want more PvE content for those that prefer a cooperative experience. Towards this end, the first initiatives will be Havoc on PC, reworking Onslaught, and implementing Onslaught vs AI. We plan on improving the AI to feel more like active participants in the game and update their loadouts and ship visuals to make them feel more like Captains that have roots in the Dreadnought universe.

There will be optimizations needed in the Hangar, and UI updates to improve the player experience. UI updates will be incremental whenever possible so it doesn’t take too much time from other initiatives.

Lastly, with all these things we want Guilds and Ranked play to allow better social play and let Captains know where they stand. These systems will need to be created from the ground up and, as such, are a ways off; we just wanted you to know that this is at the core of what we are working towards. In order to have Ranked play, we will need to even the playing field for all ships in the ranked queue. If T4 and T5 ships are to be included in ranked play, they must be competitive with each other, otherwise we would need to restrict ranked play to only T5. This is a work in progress and we will be doing focus tests with community members to get feedback before implementing anything.

Below you will find the roadmap schedule as it is now. As with any development, this schedule is subject to change. This is our intended plan and we will let you know as soon as we can if there are any major changes.

Dreadnought Road Map 2020
August Release
  • Balance Changes
    • Siege Mode
    • Hell Lasers/Missile Lasers Balance
    • Heavy Torpedo/Light Torpedo
    • Mithras Main Gun
    • Plasma Turrets
  • Proving Grounds
    • Rewards that are closer to PvP match play
  • Market
    • Captain Vanity Starter Bundle
    • Ship Vanity Starter Bundle
    • Rise of Troy
September Release
  • Contracts
    • Count AI for contracts
    • Hangar Optimization
    • Improve performance (first pass)
  • Balance
    • Disruption rework
    • Disruptor Ammo Balance
    • Scrubber Module
    • Rupture Ram
  • Market
    • Unannounced
October Release
  • Havoc on PC
    • Release Havoc on PC
  • Balance Changes
    • Scattergun Broadsides
    • Auto-repair
    • Bolt Guns
    • Offensive Lockdown
  • Market
    • Unannounced
November Release
  • Onslaught Rework for PvP
    • Focusing on the PvE aspects with the Command ship, Scoring, and AI support.
    • Give Onslaught new life by changing things up and creating a unique experience compared to Team Deathmatch.
  • Balance
    • Carrier module Balance Changes
    • Storm Missiles
  • Market
    • Unannounced
December Release
  • Custom Matches PC
    • Getting Custom matches working for PC
  • Balance
    • Tweaks to Onslaught release based on feedback
  • Market
    • Unannounced
First Quarter 2021 - Tentative
  • Custom Matches PS4
    • Complete custom matches work and enable
  • Proving Grounds 2.0
    • Onslaught vs AI
  • AI Updates
    • Loadouts Updated for AI Ships
    • AI Refactor


We welcome player feedback through CS tickets from the in-game bug reporter or on Discord https://discord.com/invite/dreadnought

As always, many thanks for playing our game. We’re looking forward to seeing you in battle!

Ray Dog and the Engineers of Sinley Bay

Aug 27, 2020
Dreadnought - DN_RayDogCarrotCake


From September 3rd through the 13th we will be on the lookout for players showing off the styles of their Captains or Ships. You can post your best looks on Discord, Facebook, Instagram, or Twitter. We will select 10 random players for a prize of 1000 GP and 30 Days Elite Status


Facebook - https://www.facebook.com/playdreadnought

Instagram - https://www.instagram.com/playdreadnought/

Twitter - https://twitter.com/playdreadnought (#Fashionought)

Discord - https://discord.com/channels/99592296034476032/295560047906521088

Dreadnought - DN_RayDogCarrotCake


August Update and Fashionought


It's been a running theme on Discord that players who show off their flashy new ship customization will call on the !fashion bot. We wanted to make the end of Summer update themed around new recruits going to Sinley Bay flight school or graduating as Captain of their own ships. To that End we have created a couple new deep discount bundles for Ship and Captain Vanity.


Balance Changes and Bug Fixes

- We have made some adjustments to Dreadnought Torpedos, Corvette Main Guns, and took another step on balancing Siege Mode for Artillery Cruisers.

- Proving Grounds rewards have been increased to be much closer to PvP rewards.

- You will still get more advancement through PvP but Proving Grounds should feel a lot less painful on the End of Match screen.

- We wanted this mode to be a better option for players who prefer PvE, want to try out a new loadout, or just want a bit of downtime from Sinley Bay's finest.

You can find the patch notes here:

https://www.greybox.com/dreadnought/en/news/patch-notes-release-21h/


Market Updates


Fashionought Bundles are now available

- Fashionought New Recruit Bundle

- Fashionought Ship Shape Bundle

The Rise of Troy Hero Ship is now available.

- Tier IV Dreadnought

The Phoenix Bundle is back for a limited time.

- Tier IV Corvette
Jul 3, 2020
Dreadnought - DN_RayDogCarrotCake
We're celebrating summer with a weekend giveaway. All Captains that play this weekend will receive in-game items valued at more than $120:
  • 220,000 XP
  • 220,000 Credits
  • Elite Status for two weeks
  • Free Red-White-Blue Jupiter Arms Captain tint
  • Free Red-White-Blue Empire Ship Coating collection
To get your items, log into the game this weekend and play a few battles. Be sure to claim your tint and coating collection from the market. The other goodies will appear in your account in the next couple of days.

See you in battle!

PS. Value is estimated for the US,. It may vary in other markets. Promotion valid between Friday, July 3, 2020, and Sunday, July 5, 2020 (UTC).
Jun 30, 2020
Dreadnought - DN_RayDogCarrotCake
Greetings, Captains.

We were finally able to defeat all the technical challenges and deployed a new patch for the game. You will find the details below.

Some of these changes may require additional fine turning. We welcome player feedback through CS tickets from the in-game bug reporter or on Discord


NEW AND IMPROVED GAME MODE: CERES AWAKENS (AVAILABLE FOR A LIMITED TIME)

Some of you may remember the “Ceres Awakens” event we did for PC a couple of years ago. By popular demand, we’re bringing the game mode back with a few improvements.

Ceres Awakens will run through the end of July. For more information, please visit the Ceres Awakens announcement.


Now Available on PlayStation®4

The first time we tried Ceres Awakens, we found some tech issues that limited it to PC only. This time around we were able to solve the issues, so now our PS4 Captains can also play the game mode!


Faster gameplay and a new boost

This game mode is intended to be frantic and fast-paced, but the frequency of tech cache spawns was too slow and the duration of the buffs was too short, so players didn’t really take advantage of the caches.

We decided to have a chaotic bombardment of tech caches and extended the length of buffs so that you can keep the action going if you are picking them up regularly.

We also wanted to add something new, so we included a rapid-fire buff to the list of possible tech caches.

  • Increased frequency of tech cache spawning to 3 every 30 seconds.
  • Increased length of buffs from 20 seconds to 30 seconds.
  • Added a rapid-fire buff to the list of randomized buffs (it will increase the fire rate by 40%).


Now with bots!

We also added the ability to have the games fill with bots to help get matches quicker. The bots will not go for Tech caches, so if you are in a game with bots make sure someone on your team is picking them up.

  • Added the ability for bots to fill slots to help reduce queue times.
  • Minimum team size is 6.
  • Recruit - Max bots 10, Min players 2.
  • Veteran - Max bots 6, Min players 6
  • Legendary - Max Bots 2, Min players 10

Let us know what you think, and how else we can make this mode more fun.



GAME IMPROVEMENTS

Better AI Bots

We know that the current bots don’t help as much as we want at times, so we are looking at ways to make them feel like contributing members of the team.

We found that bots were not using their modules in the most effective way, so we created new rules and improved the “thinking” of the bots so they can better in deciding which modules to use in any given battle scenario.

There is much more we want to do to improve the AI and decision making abilities of our bots, but this should give them more tools to be a threat. Let us know what you think, we welcome player feedback.

  • Improved bots so they can and will use their modules.


Improved “Proving Grounds” mode - Better PvE gameplay

We wanted to make Proving Grounds a more challenging mode of PvE gameplay. These matches will now feature a 6 vs 8 format: your team size is now limited to 6 players, but you will face an enemy team of 8 bots.

This team size change combined with our better bots should make these matches a bit more challenging.

It’s important to note that Proving Grounds matches are often one player and bots vs a team of bots. However, you can join as a squad if you want to play with other humans in your team.


Artillery Cruiser - Improved Siege Mode

Siege mode has been a rarely used module for two reasons. First, it didn’t do anything that couldn’t be done better with other modules. Second, it was also too easy to miss as the projectile is very slow-moving and its area of effect didn’t help if it never exploded.

For these reasons, we decided to add proximity detonation so that it could hit more consistently. Additionally, we increased the AOE slightly and increased the damage to be competitive. We will be watching how this performs to see if the changes work as intended.

  • Projectiles now detonate within 300m proximity.
  • Area of effect from 700m to 850m.
  • Damage changes
    • T1 from 4000 to 5000 per shot.
    • T2 from 3250 to 5000 per shot
    • T3 from 3200 to 6250 per shot - Numer of shots from 5 to 4.
    • T4 from 3335 to 7500 per shot - Number of shots from 6 to 4.
    • T5 from 3430 to 8750 per shot - Number of shots from 7 to 4.


Artillery Cruiser - Improved Damage Auto-beams

Damage Auto-beams were underperforming so we decided to give them a boost. We also decided that the duration needed to be reduced so that you have to be more deliberate when you use it.

The cooldown was also reduced so it is available more often per encounter. Again, we will watch how this performs to ensure we didn’t go too far.

  • T4
    • Active time reduced from 80 to 50.
    • Cooldown decreased from 45 to 35.
    • Increased damage to 2100dps
  • T5
    • Active time reduced from 90 to 60.
    • Cooldown decreased from 40 to 30.
    • Reduced refire time to 0.5 and refire cooldown to 1.0 to be consistent across tiers.
    • Increased damage to 2800dps


Rebalanced Assault Blink Warp

We have received feedback about the Assault Blink Warp being a bit too strong, so we wanted to pull it back just a bit. We didn’t want to just reduce damage and make it useless, so we reduced enough that you need to either boost the damage or soften up the target in order to use it for an execution.

While investigating this issue, we also found that if you were touching the target when using the module, you sometimes won’t hit. We implemented a fix for this as well.

  • Assault Blink Warp has reduced damage
    • T3 - No Change
    • T4 - Damage reduced from 15000 to 14000
    • T5 - Damage reduced from 20000 to 18000

Hit detection should now trigger their starting point with more consistency for those times when you are touching your target at the beginning of the warp.


Stronger Stasis Auto-beams

We’ve also heard that the Assault Blink Warp was hard to counter if the enemy was good at it. So, we decided to strengthen the stasis auto-beams so they could be used to counter the assault blink warp tactic.

This won’t help you if the enemy sneaks up on you, but if you see them coming this can help keep them out of ABW range for a bit longer.

  • T3
    • 1 beam (no change)
    • Refire time 2s (from 4.5s)
    • Effect duration 1s (from 3.5s)
    • Range 1500m (no change)

  • T4
    • 2 beams (from 1 beam)
    • Refire time 1.5s (from 3.5s)
    • Effect duration 1.5s (from 3.5s)
    • Range 1650m (from 1500m)

  • T5
    • 3 beams (from 2 beams)
    • Refire time 1s (from 2.5s)
    • Effect duration 1.5s (from 5s)
    • Range 1800m (from 1500m)


Improved Weapon Breaker - now affects healing weapons

Another long-standing concern has been the effectiveness of the “heal-ball” strategy. To give players another tool to combat this, we decided to add a healing debuff to Weapon Breaker missiles so that it will affect healing beams as well.

  • Weapon breaker debuff now reduces healing weapons.


MARKET IMPROVEMENTS

Bundles Filtering

It has always been difficult to find what you want in the market bundles tab, as all the bundles are listed out with no real sorting or filtering options available.

We decided to add more filtering options to help you find what you are looking for. The previous functionality of filtering by either Captain Vanity or Ship Vanity still works as before, but now includes subfilters for each group.

  • You can now filter by more item types in the Market Bundles tab. This will need a usability pass so feedback is appreciated.


“Limited” Tag On Seasonal Items

We have always had seasonal items in the market that are only available during certain times of the year. This hasn’t been as obvious due to our releases being very spread out. In the future, items will start leaving and entering the market more regularly.

In order to communicate to players what items have limited availability, we added a “Limited” tag to show which items are only available for a limited time.

  • Added Limited tag for seasonal or short-term promotional items.



BUG FIXES

PC - Global Chat

There has been a long-standing issue on PC where if you queue for a match immediately, then open the chat window, it would fail to join Global or language-specific chat rooms. We have changed this so that it only restricts joining chat rooms if a match has already been found.

  • You can now join global chat and language chat rooms while queued for a match. It will only fail if you found a match already.


PC - Includes the previous patch

Due to some unforeseen issues, we were only able to push the previous patch to PS4. Please see the previous patch notes to see the changes from that update.

https://www.greybox.com/dreadnought/en/news/patch-notes-release-21f/



A FINAL NOTE ON BALANCE AND GAME MODE CHANGES

As we said at the beginning, some of these changes may require additional fine-tuning.

We welcome player feedback through CS tickets from the in-game bug reporter or on Discord

As always, many thanks for playing our game. We’re looking forward to seeing you in battle!

Ray Dog and the Engineers of Sinley Bay
Oct 23, 2019
Dreadnought - Sven Six Foot


New Items:

  • Dead Horde Bundle - The Havoc forecastles, coating and emblem are available to purchase in this bundle.
  • Raven Figurehead - Special forecastle with Figurehead for Akula Vector Dreadnoughts!
  • Tattoos and tints - Look in captain customization for some new tattoos and tints available.
  • New Hero Ship Indrik - Akula Vector Tactical Cruiser enabling the ship and all it's included vanity items.
  • Aegis Retrofit - Aegis ship parts for your Jupiter Arms Dreadnoughts.
  • Previous Halloween items are discounted 50%.

Balance Changes:

  • Dreadnoughts - All primaries damage have been revised to make them viable to use over secondary repeaters. This change was in response to feedback that repeaters were required on dreadnoughts as their primary weapons were not doing comparable damage. This reduced the options on dreadnoughts since you couldn't effectively choose any other secondary weapons. Anyone who didn't know this, was doing sub par damage due to the assumption that the primary weapon should be better in most circumstances.
  • Corvette Beam weapons - Increased the base damage of beam weapons. Changed the falloff so that it only drops off 50% outside of optimal range(901-1200) from 90% and drops to the 90% at max range(1201-1400). As a secondary weapon, beam weapons were underperforming in their intended function of close range combat due to the damage falling off so abruptly and dramatically. We still want them to do optimal damage at short range, but didn't want them to
  • Desperate Measures - Reduced the full Ability Refresh to 20s cooldown reduction. We have received a ton of feedback on how to deal with Desperate Measures. Many feel that it just gives too much benefit as an officer briefing. We decided to take a slow approach to applying nerfs to this module to make sure it remains useful. It didn't make sense to get all your energy and all your modules back, but we also didn't want to take it away completely as that felt too extreme. As a comprimise, we decided to reduce the benefit of ability cooldown reduction so it only refreshes some abilities or only if they were already on cooldown, meaning you can't fully unload on someone twice in a suicide mission. This is a heavily used officer briefing, so we will need to watch how this changes playstyles and make appropriate additional changes if they are needed.
  • Scylla Torpedo - Increased the steering time and decreased the turn speed. Also increased the arm time to 2.5 seconds. The first part was just a general tweak to keep it tracking longer as this was intended, but allow fast moving ships the ability to potentially dodge it at the last minute. The last change was to alleviate the problem where moving forward too fast could have the torpedo explode in your face.

Bug fixes:

  • On Sale percentage tag now displays so you know what items are on sale and by how much.
  • Market carousels now wait longer if you click one of the page dots to view a particular item.
Jun 5, 2019
Dreadnought - Sven Six Foot


This weekend we are adding a boost to Credits earned in all matches. It will apply after server restarts on Thursday 6/6 at 10AM CT (4PM GMT) and last until Tuesday 6/11 at 10AM CT (4PM GMT).

This Credits Boost should be in the range of 50% to 100% increases to the Base Rewards and Performance Rewards at the end of a match. All current modifiers will apply to these new totals including Battle Bonus, Win Bonus, First Win of the Day, Elite Status and Elite Status from Teammates.

In the past we had run Double XP events but we have since permanently applied the Double XP rates to PC and PS4 servers. We will look at the feedback from this event as a guide to future boost events.

One additional note:

We have permanently adjusted Battle Bonus as follows: Legendary cost has been reduced from 8,000 Credits to 6,800 Credits and the recharge timer has been reduced from 30 minutes to 25 minutes. Veteran cost has been reduced from 1,500 Credits to 1,250 Credits.

See you in orbit.
Dreadnought - DN_Sean

Enjoy Bonus XP, new Market items, and gifts from January 31st until February 11th!

Once every year all of Sinley Bay comes together to celebrate a new lunar cycle, a tradition held since before humanity left its place on Earth to colonize the stars. Captains toast to good luck and fortune in the coming year while collecting some extra experience on the field of battle.

Enjoy Bonus XP - battle rewards have been supercharged! From January 31st until February 11th XP rewards from in-game events and end-of-game bonuses for both Ship XP and Free XP are increased. Even better, all your Battle Bonus and Elite Status bonuses will benefit from this boost too!

As a special bonus, all players who log in on February 4th will be granted 7-Days Elite Status! This reward will be gifted to eligible players later that same week, and does not begin counting down until they next log in to Dreadnought.

Hildisvini Emblem will be FREE in the Market during this event! Navigate to the Featured tab of the in-game Market to acquire it and other discounts! New items celebrating the Lunar New Year and heralding the end of winter have arrived too.


The Lunar New Year Bonus XP Event will take place at the conclusion of maintenance on January 31st for both PC and PS4. Downtime is set to take place from 2:00 PM - 3:30 PM CT.

During this downtime we will also be delivering a hotfix for both platforms: on PC we will be addressing the Corvette’s Armor Amp module, and on PS4 releasing the hotfix to player-reported critical issues delivered to PC on 1/24 (including the Armor Amp balance change).

We are reducing the active duration of Corvette Armor Amp from 15 seconds to 5 seconds at all tiers.

Our team will continue monitoring player feedback and make additional improvements as needed. Look forward to our next game update later in February!
Dreadnought - DN_Sean


BUG FIXES
  • We have lowered the Battle Bonus recharge cost for Legendary fleets to 11000 credits from 12500 credits. We will continue to monitor matchmaking and reward income across all fleet ranks to determine if additional adjustments are warranted.
  • Reduced Rupture Ram damage from 25,000 to 15,000 at T4 and 35,000 to 20,000 at T5. Made the applied buff on ability activation behave the same as the other rams.
  • Resolved an error where Tartarus Missile was applying Rupture effect. Tartarus Missile now applies: stasis, module disruption, and energy drain debuffs as expected, all gameplay and tooltip information is also displayed correctly.
  • Queuing for 'Any' no longer removes the Quickplay menu option.
  • Resolved an issue where loadout details would not be visible when mousing over ship selection in Orbit or Respawn screens
  • Selecting Customer Support from the Bug Report page now loads the correct contact us webpage
** The team is still investigating the power of Corvette's Armor Amp and gameplay inconsistencies based on player feedback and will be making further updates to address these areas. We believe it best to release what we are able to in a timely fashion and continue to make further improvements as they are available, and will have more info on our next patch for these issues soon. Thank you everyone for your continued feedback, passion, and support!
Dreadnought - DN_Sean

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 Multiplier
Recruit
  • +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 IV
Shot Count: 8
Active Duration: 15s
Effect Duration: 5s
Cooldown: 55s

Tier V
Shot 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 IV
Active Duration: 10s
Effect Duration 2s Per Application
Cooldown: 25s

Tier V
Active 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 IV
Ability Damage: 25,000
Cooldown: 35s

Tier V
Ability 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
...