Attention Pilots:
Mecha BREAK will undergo maintenance starting at 00:00 AM on July 28 (UTC+8), lasting approximately 6 hours. If additional time is needed, please check official announcements.
This update delivers the first balance adjustments of Season 0, addressing pilot concerns about Striker performance. We're also launching the second STRIKER ARCHIVE: STELLARIS, alongside improvements based on your feedback. Thank you for your support, pilots! Here's what's coming:
#Products#
Ace Recruitment
STRIKER ARCHIVE: STELLARIS is now on limited-time sale, unlocking pilot 014 and the exclusive Design: STELLARIS MK-III.
· 014 features exclusive boarding animations, finishing moves, and MVP animations. Facial features, makeup, hairstyles, body types, outfits, voice, and tattoos cannot be modified. However, certain Accessories, Insignias, and Animations are customizable. 014 exclusively pilots STELLARIS, with no Design configuration restrictions.
· STRIKER ARCHIVE: STELLARIS MK-III offers exclusive skins for STELLARIS and its weapons, with options for Paint, Pattern, Insignia, and Accent customization.
During the STRIKER ARCHIVE: STELLARIS MK-III sale, buy 014's exclusive accessories—Phantomir, Throwing Daggers, Drakebinding Hook—individually or as a set with Corite. Accessories bind to 014 upon equipping and are non-transferable.
Seasonal Sets
· The Cygnia Union Noble set is available for a limited time, featuring the Union Noble outfit for the Protagonist pilot and the following:
Eyewear: The Masquerade
Chest Accessory: Perfect Pleats
Waist Accessory: Dueling Pistols
Chest Accessory: Graceful Bow
Striker Pattern: Union Noble
Purchasing the Union Noble outfit unlocks the option to buy additional Accessories and Patterns.
· Both the outfit and the eyewear can be dyed for personalized styling.
Seasonal Cosmetics
· Items from the July livestream rewards are now available in Seasonal Cosmetics, including:
Headpiece: Airstream Divider
Ear Accessory: Sport Headset
Eyewear: Cyber Visor
Waist Accessory: Cybernetic Tail
Arm Accessory: Tactical Watch
Insignia: Shoutcatter
These items will refresh randomly in the shop starting August 4th.
#Patch Notes 790301#
Strikers: Weaponry
· Edited weapon descriptions to better reflect the weapon's actual impact.
· Energy Regen now works at ground recovery speed when sliding downhill.
· UBP-R02T FALCON: Deactivating Aux 1- Recon Kit early now reduces cooldown. Every 1 second cuts cooldown by 2.5 seconds.
· PGI-X30G1 ALYSNES: Energy Regen on the ground for Armored Form and Armor Purge Form increased from 8,800/sec to 9,100/sec.
· PGI-X30G1 ALYSNES: Armored Form and Armor Purge Form, along with their unique weapons and combat stats, can now be viewed separately in the loadout screen.
· SLM-M324C TRICERA: Fluid Armor reboot delay increased from 3.8s to 4.2s.
· SLM-M324C TRICERA: Aux 2 - Fortress Form turn speed reduced from 160°/sec to 130°/sec.
· SLM-M324C TRICERA: In Fortress Form, drones hover defensively, consuming ammo without reloading. Upon exiting Fortress Form, they return and begin reloading. Drone ammo capacity is now always visible.
· SLM-M324C TRICERA: Drone interception interval increased from 0.1s to 0.3s while in Fortress Form; projectile trajectories are now more visible.
· KMA-D201 NARUKAMI: Energy cap increased from 17,000 to 20,000.
· KMA-D201 NARUKAMI: Jump Height increased from 70m to 78m.
· KMA-D201 NARUKAMI: Aux 1 - Decoy Drone's stealth radius increased from 100m to 160m; recall range increased from 200m to 260m.
· KMA-D201 NARUKAMI: Aux 3 - Optical Camo Drone now deploys a stationary drone that cloaks all allies within a 400m radius or defaults to NARUKAMI if no target is locked.
· PGI-T02 WELKIN: Main Weapon - Heavy Battleaxe's three-hit-combo damage adjusted from 10,000/14,000/17,000 to 10,000/13,000/16,000; spin attack Energy cost increased from 5,800 to 6,500.
· PGI-T02 WELKIN: Fixed an issue where Aux 1 - Dueling Field prematurely deactivated from certain enemy attacks when using Fast Landing and Grapplers.
· PGI-T02 WELKIN: Aux 3 - Defense Field's duration reduced from 12s to 8s, but closing it early reduces cooldown—every 1 second cuts cooldown by 3 seconds.
· NGL-XR30 LUMINAE: Energy Defense increased from 30% to 35%.
· SLM-M144 HURRICANE: Main Weapon - Energy Blaster's
direct hit damage increased from 12,000 to 14,000. Area Damage increased from 1,500/tick to 1,900/tick (8 ticks total). Reload time increased from 3s/shot to 4s/shot.
· SLM-M144 HURRICANE: Sidearm - Decoy Drone now self-destructs when hit by melee attacks, releasing a pulse that immobilizes attackers within 100m for 1.6 seconds.
· SLM-M144 HURRICANE: Aux 1 - Defense Field Drone deploys a stationary drone creating a 400m radius to block ranged attacks or self-deploys if no target is locked.
· MHI-XT31 PINAKA: Lock-on Range increased from 450 to 550.
· NGS-X237A AQUILA: Energy Regen in the air reduced from 1,270/sec to 1,200/sec. Energy depletion threshold increased from 24% to 34%.
· NGS-X237A AQUILA: Aux 2 - Airborne Kit's energy consumption increased from 1,200/sec to 2,400/sec. Air Boost energy cost increased from 2,400/sec to 2,800/sec.
· NGS-Y244E SKYRAIDER: Sidearm - Energy Missiles' Area Damage increased from 3,000/tick to 3,200/tick (15 ticks total).
· NGS-Y244E SKYRAIDER: Aux 1 - Jamming Missiles' effect duration reduced from 5s to 4s.
· NGS-Y244E SKYRAIDER: In Aux 2 - Aerial Assault Form, drones hover defensively, consuming ammo without reloading. Exiting recalls them to reload. Ammo capacity is now visible.
· SLM-M334F STEGO: Aux 1- Jamming Haze Diffuser no longer interferes with ally targeting. Smoke duration reduced from 3s to 1.5s.
· SLM-M334F STEGO: Jamming Haze Diffuser cooldown increased from 22s to 30s, but deactivating early reduces cooldown—every 1 second cuts cooldown by 6 seconds.
· SLM-M334F STEGO: Aux 2 - Turret Form's turn speed reduced from 140°/sec to 110°/sec
· SLM-M143 INFERNO: Ground Evade Energy cost reduced from 3,600 to 3,000. Air Evade Energy cost reduced from 4,400 to 3,400. Jump Energy cost reduced from 3,500 to 3,200.
· SLM-M143 INFERNO: Aux 3 - Booster Kit activates instantly, removing Grappler effects. It increases Evade Range from 60m to 90m, Jump Height from 50m to 70m, Ground Boost speed from 65m/sec to 85m/sec, Air Boost speed from 48m/sec to 68m/sec, and Ascend Speed from 28m/sec to 38m/sec.
· MHI-SR00 SERENITH: Reduced Energy costs for Ground Evade from 1,600 to 1,400; Air Evade from 2,000 to 1,700; Jump (ground and air) from 1,900 to 1,800.
· MHI-SR00 SERENITH: Sidearm - Orbital Targeting System's Area Damage after charging increased from 1,850/tick to 2,200/tick, with a total of 15 ticks.
· MHI-SR00 SERENITH: Aux 1 - Disruption Grappler now staggers enemies that are not immune to Stagger.
· MHI-SR00 SERENITH: Aux 2 - Disruptor now grants immunity to Immobilization and Stagger. Description updated to highlight the Mobility boost effect.
· MHI-SR00 SERENITH: Fixed an issue where Aux 2 - Disruptor failed to immediately break lock-on or prevent attacks in certain situations.
Strikers: Customization
· July livestream reward, Moonwell, is now available. Unlock this Striker Design for 800 Mission Tokens per Striker.
Pilots
· All pilots can now unlock and save up to 10 custom appearance presets using Mission Tokens.
Tactical Station
· Casual Mode in Operation VERGE and Ace Arena now supports in-match Striker switching (when neutralized) and allows Mods. Casual and Ranked Modes have swapped UI positions—double-check before queuing.
· Added options to toggle Mods and Striker switching in Custom Room settings.
Operation STORM
· Mission Token rewards increased for completing Restricted Zone events, boss defeats, and successful extractions. Additional Tokens awarded for eliminating enemy units, turrets, Corite Extractors, reinforcements, Drilling Rigs, and Large Turrets.
· Corite Ore · Scorching Fire drops have increased in Normal and Hard difficulties.
· Normal mode now features 6 Extraction Points (up from 5), with 2 active at a time for improved strategic flexibility.
· Cargo Rocket Facilities have been added to Normal, Hard, and Extreme modes in Mashmak. After defeating a set number of enemy units, rockets can spawn at these facilities. Each rocket features 3 supply slots per player, allowing 1 player to extract supplies in Free-for-all mode and up to 3 players in Co-op. Rockets will launch automatically after 3 minutes or when full. Successful launches will extract supplies, while destroyed rockets will result in all supplies being lost. Each Mashmak session will feature 3–6 random outposts with activatable rocket facilities.
· Gliders now grant a 0.3-second target lock immunity effect when performing evasive maneuvers.
· Improved the description of Restricted Zone Keys to foster a better understanding of loot drops from Restricted Zones.
· Enhanced Exile-class Frigate bridge defense; the bridge is attackable only after all turrets are destroyed.
· HELLCAT loot can be collected from its wreckage instead of the Armored Supply Crate.
Maps
· Our engineering team repaired the cracks at the Longmen Launch Site, preventing Strikers from breaching the ground surface.
Combat Interface
· Teammate indicators now display Fluid Armor, HP, and repair status.
· The ESC menu now features Match Settings, enabling profile views, friend requests, and voice chat muting.
Matrix Marketplace
· Matrix Marketplace items are now categorized into Striker Designs, Pilot Appearance, and Operation STORM, with fuzzy search enabled for easier access.
· New features include bulk earnings collection, batch re-listing or retrieval of expired orders, and listing items for sale or auction directly from the Inventory.
· Paints can now be previewed on the Strikers by clicking them in the Marketplace.
Comms
· Mailbox management now supports one-click attachment collection and email deletion.
System Settings
· Added a Party channel to voice chat for communication with teammates outside matches.
Interface
· Floating tooltips on Pilot Profiles now display the sources and requirements for Medals or Titles.
· The Inventory now supports independent previews of Paints and Insignias on Strikers and Outfits, with items applied only upon confirmation.
Other
· AMD Radeon RX9000 GPUs support FSR4.0 with DirectX12 after updating to driver 25.6.1 or later.
—S.H.A.D.O.W. Command HQ
Начало трансляции в 13:30 по МСК
Смотрите трансляцию турнира на официальных каналах Twitch, Trovo, VK Видео Live и каналах официальных стримеров, чтобы получить множество отличных наград!
За 180 минут просмотра турнира на официальных каналах Twitch, Trovo, VK Видео Live и на каналах официальных стримеров вы получите цепочку боевых задач «Награды в эфире 25.7». Её выполнение принесёт вам:
500 жетонов единства,
контейнер «Тактический».
За 240 минут просмотра турнира на официальных каналах Twitch, Trovo, VK Видео Live и на каналах официальных стримеров вам достанется одна случайная награда:
1000 жетонов единства,
5 контейнеров «Особые бонусы»,
5 контейнеров «Больше сигналов»,
5000 дублонов,
Премиум контейнер «Морское торжество»,
Линкор 8 уровня Gascogne, Крейсер 8 уровня Schill или эсминец 8 уровня Orkan.
Из-за особенностей платформы Twitch вы можете отслеживать прогресс только по одной из нескольких одновременных Twitch-кампаний. Например, если вы смотрите какой-либо канал в категории Mir Korabley, а затем переключаетесь на просмотр официального канала LestaKorabli, вам будет доступен прогресс только по кампании на официальном канале. В таком случае прогресс другой кампании и получение её награды будут приостановлены.
До встречи на трансляциях!
Trade is emerging as a vital part of your settlement's journey, and I’m excited to share how the new trading system adds both challenge and opportunity to your path forward!
In the early stages of the game, there is no currency — only barter. Trade means exchanging goods for other goods, offering your surplus in return for resources you cannot yet produce.
Some materials, especially early on, are simply unavailable through production. Trading provides a way to acquire those resources until your settlement evolves enough to produce them locally.
Your people don’t start with full trading knowledge. At first, they can only trade a few basic goods: wild food, reeds, and water — and those goods are cheap. Unlocking more valuable trade options requires research and development.
At first, your people have little understanding of trade value — you won’t see exact exchange rates, only rough outcomes. But as your society researches and gains trading knowledge - Barter Intuition, you’ll unlock clearer insights into resource values, helping you make smarter trade decisions.
[carousel]Trade isn’t static. The market is shaped by supply and demand, meaning exchange rates shift based on availability. Oversupplying the market with one good will devalue it, while rare items hold strong.
Through tech progression, you’ll unlock the Barter Hall, a unique building where you can train messengers and promote new goods for trade. This transforms raw materials into recognized tradeable assets — essential if you want to access higher-tier exchanges.
💰 For the future - From Barter to Currency
Eventually, through deeper research, your settlement will discover currency. This will usher in a new era of trading, with structured pricing, standardized value, and more complex market strategies.
Stay tuned — there’s much more to uncover in Rise of the Settlement.
🎮 Please consider joining our community:
👉 https://discord.com/invite/WSdrFVX9Ys
See you in the next update,
— Luki
Hotfix Changelog:
Tailgate indicator fixed
Prevented items from falling under the wardrobe
Prevented items from falling under the floor
Completed missing shop item descriptions
Resolved control lock issue caused by player overlapping with furniture upon drop
Fixed an issue where mission progress could stall in certain cases
Placed objects could still be marked as placement targets – fixed
Fixed an issue where a wardrobe not marked for moving could be picked up
Picking up that wardrobe could launch the player into space