Knights of the Fountain
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Year

27

Day

304

Time

08:14:22

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Player Administration

Socializing is an acquired skill
(Posted by Noctis on Year 27 Day 244)
Year 27 Day 244, 9:55 Noctis banned player Dante Erinith providing the following reason: Harassment You don't have to like everyon...
[more]

Dollarydoos
(Posted by Noctis on Year 27 Day 236)
Year 27 Day 236, 13:03 Strike 1 Issued to Gavin Lineker for attempting to purchase assets with RL money.   General reminder, do n...
[more]

Random asim gets trapped in fridge and eats two multis to survive!
(Posted by Chupacabra on Year 26 Day 123)
Year 26 Day 123, 1:29 Chupacabra banned player Kesabey Homes providing the following reason: Multi Ban   Year 26 Day 123, 1:28...
[more]

Community News

Super Capital Stat Adjustment + Generic Super Capital
(Posted by Falcon on Year 27 Day 228)
Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them.  Y27 D230 Redjon Edit...
[more]

Rules Team update!
(Posted by Falcon on Year 27 Day 203)
Good evening! Dex Sehrin is no longer the Rules Team Director. Please congratulate Redjon Mirrabel and Thrall Lothbrok on their pr...
[more]

Grudges and new Deathmatch bracket!
(Posted by Noctis on Year 27 Day 173)
Congrats to the latest tournament winner, Manta Birostris! Deathmatch and Grudges
[more]

Technical News

Changing the Stationary (Thanks Supes)
(Posted by Thrall Lothbrok on Year 27 Day 299)
As part of the upcoming Station Combat implementation, we are releasing our first balance pass for all stations. All of the changes...
[more]

Sync Report Y27D297
(Posted by Clarr Solo on Year 27 Day 297)
Combat Changes: Multi Party Targetting:  - You can now target multiple parties when attacking. - You may only attack up to 12 slots...
[more]

Sync Report Y27D291
(Posted by Vadik Edik on Year 27 Day 291)
Showdown UI has been redesigned. In addition to the UI changes, you can now add stations and change the travel and combat timers....
[more]

Posted by Thrall Lothbrok on Year 27 Day 299 15:29

As part of the upcoming Station Combat implementation, we are releasing our first balance pass for all stations. All of the changes are listed in the change log below, modifiers can be found here. Station Combat is currently available in Showdowns only, a feedback thread for Station Combat balance can be found here. The Rules team will also be monitoring the Feedback channel on discord.

The Rules team will also be running some admin showdowns in the near future, these will not be tournaments but will have XP enabled. More information regarding this showdowns will be posted in the Showdown Discord Server

And finally a big thank you to all the rules team members responsible for this update but a big thank you to Dak and Lyle!

CHANGE LOG:

Asteroid Hideout:

Cargo Capacity

Weight Cap: 79,824 → 6,240 T

Volume Cap: 8,920 → 79,824 m³

Weapons

Turbolaser Battery: 0 → 3

(Omni: 1, Front 90: 1, Rear 90: 1)

Turbolasers: 0 → 16

(Omni: 4, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)

Proton Torpedo Launchers: 0 → 4

(Omni: 4)

Concussion Missile Launchers: 2 → 10

(Omni: 4, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)

Quad Lasers: 2 → 15

(Omni: 5, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)

Defenses

Hull: 12,000 → 14,500

Deflectors: 1,250 → 20,000

Ionic Capacity: 1,8000 → 10,800

Armour: 60 → 190

Ataturk-class Station:

Dimensions

Volume: 301,785 → 1,641,233 m³

Cargo Capacity

Weight Cap: 239,472 → 45,000 T

Volume Cap: 22,350 → 700,000 m³

Weapons

Concussion Missile Launchers: 3 → 50

(Omni: 10, Front 90: 20, Rear 90: 20)

Quad Lasers: 30 → 64

(Front 90: 20, Port 90: 12, Starboard 90: 12, Rear 90: 20)

Defenses

Hull: 7,350 → 16,800

Total Deflectors: 5,389 → 10,800

Ionic Capacity: 3,305 → 12,300

Armour: 75 → 185

Electronics

Sensors: 8 → 12

Garrison

Slots: 36 → 48

Squads: 3 → 4

Depot 1
Dimensions

Length: 220 → 375 m

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 1,400 → 12,000

Total Deflectors: 1,100 → 8,000

Ionic Capacity: 750 → 6,400

Armour: 40 → 160

Depot II

Dimensions

Weight: 17,506,933 T

Volume: 1,543,346 m³

Length: 221 → 625 m

Weapons

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 2,800 → 15,500

Total Deflectors: 2,200 → 10,000

Ionic Capacity: 1,500 → 10,000

Armour: 40 → 165

Depot III

Dimensions

Weight: 26,921,720 T

Volume: 2,391,297 m³

Length: 222 → 1,125 m

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Defenses

Hull: 4,200 → 18,000

Total Deflectors: 3,301 → 12,000

Ionic Capacity: 2,250 → 13,500

Armour: 40 → 170

Depot IV

Dimensions

Length: 223 → 1,500 m

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Defenses

Hull: 5,600 → 22,000

Total Deflectors: 4,403 → 16,000

Ionic Capacity: 3,000 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12 

Squads: 0 → 1

Golan I

Weapons

Turbolaser Battery: 28 → 26

(Omni: 6, Front 90: 6, Port 90: 4, Starboard 90: 4, Rear 90: 6)

Turbolasers: 0 → 40

(Omni: 12, Front 90: 8, Port 90: 6, Starboard 90: 6, Rear 90: 8)

Ion Batteries: 0 → 24

(Omni: 12, Front 90: 4, Port 90: 2, Starboard 90: 2, Rear 90: 4)

Defenses

Hull: 22,500 → 26,500

Ionic Capacity: 10,125 → 20,000

Armour: 80 → 195

Electronics

Sensors: 8 → 16

Garrison

Slots: 24 → 36

Squads: 2 → 3

Golan II

Weapons

Super Heavy Mass Driver: 0 → 12

(Omni: 2, Front 90: 3, Port 90: 2, Starboard 90: 2, Rear 90: 3)

Turbolaser Battery: 35 → 48

(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)

Proton Torpedo Launchers: 10 → 28

(Omni: 12, Front 90: 6, Port 90: 2, Starboard 90: 2, Rear 90: 6)

Ion Batteries: 0 → 48

(Omni: 12, Front 90: 12, Port 90: 6, Starboard 90: 6, Rear 90: 12)

Defenses

Hull: 30,000 → 32,500

Total Deflectors: 20,000 → 22,500

Ionic Capacity: 13,500 → 24,000

Armour: 90 → 200

Hospital Platform XQ-2

Dimensions

Weight: 48,245 → 97,149 T

Volume: 185,188 → 424,227 m³

Length: 250 → 936 m

Cargo Capacity

Volume Cap: 9,000 → 100,000 m³

Weapons

Turbolaser Battery: 0 → 3

Turbolasers: 3 → 24

Ion Batteries: 0 → 8

Quad Lasers: 0 → 6

Heavy Lasers: 6 → 0 

Tractor Beams: 0 → 1

Defenses

Hull: 6,000 → 18,500

Total Deflectors: 5,197 → 12,000

Ionic Capacity: 2,700 → 14,500

Armour: 45 → 190

Luxury Space Colony

Defenses

Hull: 1,300 → 9,860

Deflectors: 703 → 1,200

Ionic Capacity: 585 → 2,800

Armour: 35 → 100

Medical Factory Station

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 2,600 → 15,500

Total Deflectors: 1,700m → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 40 → 165

Merchant Space Dock

Defenses

Hull: 4,625 → 6,000

Total Deflectors: 3,508 → 6,000

Ionic Capacity: 2,100 → 2,400

Armour: 50 → 200

Platform XQ1

Dimensions

Weight: 67,149 → 97,149 T

Volume: 324,227 → 424,227 m³

Length: 250 → 936 m

Cargo Capacity

Weight Cap: 20,000 T → 50,000 T

Volume Cap: 9000 m³ → 305,000 m³

Weapons

Turbolaser Battery: 6 → 0

Turbolaser: 0 → 56

(Omni: 16, Front 90: 12, Port 90: 8, Starboard 90: 8, Rear 90: 12)

Ion Batteries: 0 → 12

(Omni: 8, Front 90: 2, Rear 90: 2)

Heavy Laser: 6 → 0

Defenses

Hull: 6,000 → 20,000

Total Deflectors: 5,200 → 12,000

Ionic Capacity: 2,700 → 14,500

Armour: 65 → 190

Electronics

Sensors: 8 → 12

R&D I

Weapons

Heavy Lasers: 6 → 0 

Quad Lasers: 0 → 6

Defenses

Hull: 3,200 → 12,000

Total Deflectors: 2,003 → 8,000

Ionic Capacity: 1,440 → 6,400

Armour: 40 → 160

R&D II

Weapons

Heavy Laser: 10 → 0

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 3,900 → 15,500

Total Deflectors: 2,402 → 10,000

Ionic Capacity: 1,755 → 10,000

Armour: 40 → 165

R&D III

Weapons

Heavy Lasers: 14 → 0

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Defenses

Hull: 4,800 → 18,000

Total Deflectors: 3,002 → 12,000

Ionic Capacity: 2,160 → 13,500

Armour: 40 → 170

R&D IV

Weapons

Heavy Lasers: 16 → 0

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Defenses

Hull: 6,250 → 22,000

Total Deflectors: 4,601 → 16,000

Ionic Capacity: 2,815 → 15,000

Garrison

Slots: 0 → 12

Squads: 0 → 1

Recycling I

Weapons

Heavy Lasers: 6 → 0

Quad Lasers: 0 → 6

Defenses

Hull: 3,200 → 12,000

Total Deflectors: 2,007 → 8,000

Ionic Capacity: 1,440 → 6,400

Armour: 40 →  160

Recycling II

Weapons

Heavy Lasers: 10 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Defenses

Hull: 3,900

Total Deflectors: 2,406 → 10,000

Ionic Capacity: 1,755 → 10,000

Recycling III

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Heavy Laser: 14 → 0

Defenses

Hull: 4,800 → 18,000

Total Deflectors: 3,009 → 12,000

Ionic Capacity: 2,160 → 13,500

Armour: 40 → 170

Recycling IV

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Heavy Laser: 16 → 0

Defenses

Hull: 6,250 → 22,000

Total Deflectors: 4,601 → 16,000

Ionic Capacity: 2,815 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12

Squads: 0 → 1

Relay Station

Electronics

Sensors: 2 → 12

Shipyard I

Weapons

Quad Lasers: 0 → 6

Heavy Laser: 6 → 0

Defenses

Hull: 1,230 → 12,000

Total Deflectors: 750 → 8,000

Ionic Capacity: 555 → 6,400

Armour: 40 → 160

Shipyard II

Weapons

Quad Lasers: 0 → 10

(Omni: 6, Front 90: 2, Rear 90: 2)

Heavy Laser: 10 → 0

Defenses

Hull: 4,100 → 15,500

Deflectors: 2,504 → 10,000

Ionic Capacity: 1,845 → 10,000

Armour: 40 → 165

Shipyard III

Weapons

Quad Lasers: 0 → 14

(Omni: 6, Front 90: 4, Rear 90: 4)

Heavy Laser: 14 → 0

Defenses

Hull: 5,000 → 18,000

Deflectors: 3,105 → 12,000

Ionic Capacity: 2,250 → 13,500

Armour: 40 → 170

Shipyard IV

Weapons

Quad Lasers: 0 → 16

(Omni: 6, Front 90: 4, Port 90: 1, Starboard 90: 1, Rear 90: 4)

Heavy Laser: 16 → 0

Defenses

Hull: 6,250 → 22,000

Deflectors: 4,600 → 16,000

Ionic Capacity: 2,815 → 15,000

Armour: 40 → 175

Garrison

Slots: 0 → 12

Squads: 0 → 1

Space Colony I

Defenses

Hull: 1,250 → 12,000

Deflectors: 449 → 8,000

Ionic Capacity: 560 → 6,400

Armour: 30 → 160

Space Colony II

Weapons

Quad Lasers: 0 → 6

Defenses

Hull: 2,600 → 15,500

Deflectors: 201 → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 35 → 165

Trading I

Defenses

Hull: 3,220 → 18,000

Deflectors: 1,777 → 12,000

Ionic Capacity: 1,450 → 13,500

Armour: 30 → 170

Garrison

Squads: 0 → 1

Slots: 0 → 24

Trading II

Weapons

Quad Lasers: 0 → 14

(Omni: 8, Front 90: 2, Port 90: 1, Starboard 90: 1, Rear 90: 2)

Heavy Laser: 14 → 0

Defenses

Hull: 5,675 → 22,000

Deflectors: 2,755 → 16,000

Ionic Capacity: 2,555 → 15,000

Armour: 35 → 175

Garrison

Squads: 0 → 2

Slots: 0 → 24

X7 Factory Station

Weapons

Concussion Missile Launchers: 0 → 2

Quad Lasers: 0 → 6

Heavy Laser: 6 → 0

Defenses

Hull: 2,600 → 15,500

Total Deflectors: 1,705 → 10,000

Ionic Capacity: 1,170 → 10,000

Armour: 40 → 165

Zoo Station

Defenses

Hull: 1,450 → 20,000

Deflectors: 1,500 → 3,600

Ionic Capacity: 1,100 → 8,800

Armour: 35 → 100

 
Posted by Clarr Solo on Year 27 Day 297 19:33

Combat Changes:
Multi Party Targetting: 
- You can now target multiple parties when attacking.
- You may only attack up to 12 slots of targets, they must all be at the same location.
- You can initiate multi target combat from the weapons targeting page. 
- You can view the full rules for ground combat and for space combat.

Removal of Leader Immunity
- In order to facilitate multi party targeting, we have had to change the "target allocation" system, previously there used to be a party leader immunity from being targeted (...sometimes). This has now been removed and replaced with a target weighting system. You can see the full details of how it works for ground combat and for space combat.

Attacking owned assets:
- You may now attack your own assets. Previously this was blocked.
- However, assets marked as friendly have the attack button hidden.
- You can get around this by using the IFF switcher, or using the "Show Friendlies" toggle on the weapons targeting page.

Skill Calculation Changes
- Previously the skills calculation for ground combat was not a continuous function. It has now been changed to use linear interpolation like space combat. Eyes glaze over. Something something. Math mumbo jumbo? There's now a calculator on the rules page so you don't need a PHD to work it out.
- Similarly the Lightsaber deflection equation got the same treatment.


Page Improvements:
- Space Scanner now has an IFF Quick Switcher
- Map Tooltip now has a range indicator.
- Shield arc icons updated.
- Scanner IFF colour blending now ignores wrecks.
- Map hover tooltip now splits by IFF.
- Focus scanning a square with a planet now shows up in the scan list.
- "Attack" map context menu option takes you to the weapon targeting screen.
- Status bars now render much faster.
- Fixed a performance regression when showing the directional combat widget.
- Improve performance of Equipment and Party (preload container count, actions, garrisons)
- Potentially improved performance of facility inventory.
- Added HP Status Bar to Force Heal Screen.

Bugfixes:
- Fixed bug with Asteroid Mining Depots that could cause a miner to get stuck.
- Fix assertion crash in AutopilotUtil.
- Fixed a minor security issue with game login.

LISP:
- The unrestricted functions: can-travel-through-door, lock-door, unlock-door signature has changed due to an exploit.
- Added impervious doors (for quests).

Web services:
- PvP fields now added to Galaxy endpoints.
- WS now supports PKCE auth.
- Fixed an number of issues with our WS auth procedure.
- Simplified UI: WS App registration, editing and app list.
- Logo, platforms, no longer needed for WS Apps.
- MFA was never really implemented properly, so has been removed.

Edit: Y27D298:
- Fix combat hit allocation issue.
- Removed scroll-up on the weapon targeting selection screen.
- Fixed missing ajax calls for swapping weapons on weapon overview screen.
- Fixed crash when weapons targeting page shows a character.
- Web service scope inherit fix.
- Web service endpoints documentation updated.

 
(Edited by Clarr Solo on Year 27 Day 298)
Posted by Vadik Edik on Year 27 Day 291 18:57
  • Showdown UI has been redesigned. In addition to the UI changes, you can now add stations and change the travel and combat timers.
  • Build permissions page has been redesigned.
  • Fixed a bug with garrison views.
  • Fixed bugs with the LISP filter, map, and foreach.
  • Fixed a bug with the forge toggle checkbox.
  • Status bars internal API refactor.
  • Show stats page now has a shield arcs expander.
  • XP Bar in members menu now abbreviates large numbers.
  • Changing party combat tactics no longer spams flash messages.
  • Fixed a regression with displaying mining yield
 
(Edited by Clarr Solo on Year 27 Day 291)
Posted by Clarr Solo on Year 27 Day 284 17:41

- Boarding an entity as pilot while traveling now generates a more consistent error message.
- Fix issue where unknown/dead garrison squad was not generating an error allowing unintended actions on main character.
- Fix issue where some entities after having stats changed get stuck at old shield stats values. They will now regen to their full values.
- Tractor screen now shows entities unable to be tractored with reasons.
- Entering Hyperspace Stasis now generates a discord travel notification.
- Menu Quick Faction switcher can now be clicked to hold open.
- Fix issue with alliances and faction dissolution.
- Fix memory leak when map animations are idle.
- Fix issue with inventory display of mining action.
- Fix production max job quantity calculation.
- Fixed entity type assignment labels on show stats screen.
- Fixed login error when no form submitted.
- Garrison page now shows yellow icons when target is working.
- Fixed menu inventory CSS in Firefox.
- Fix WS crash when production action is missing timer.
- Added production time factor to WS.

 
Posted by Thrall Lothbrok on Year 27 Day 279 12:02

Ship ground travel has been re-enabled in the Derra, Kowak, and Serroco systems. Enjoy being able to fly around your favorite PvP planets!

 
Posted by Clarr Solo on Year 27 Day 270 20:33

- Hyperspace Stasis: A new ship option when traveling in hyperspace. Instead of dropping out of hyperspace on arrival, the ships may hold in hyperspace until the pilot chooses to exit, for up to 24 hours.
- This setting replaces Hyperspace Entry Protection, which will be removed in 1 week.
- Fix missing room custom image approval event
- Fix mangled hyperspace travel ship events
- Improved travel planner default destination when spooling.

 

EDIT: ok HEP is off now. Ships already in HEP will remain in HEP until it expires, but no new ships will enter HEP.

 
(Edited by Falcon on Year 27 Day 277)
Posted by Thrall Lothbrok on Year 27 Day 273 7:35

Changed the Terrain Restrictions for the following droids

Basilisk War Droid

BN-DO Assassin Droid

FN-DO Assassin Droid

Falcon edit: and the prototype droid too but I'm too lazy to link from my phone to the rules page

Ocean, River, Lava, Gas Giant -> Ocean, River, Lava

 

Now you can use them to kill all those pesky purrgil's, enjoy!

 
(Edited by Falcon on Year 27 Day 273)

Greetings fellow cat enjoyers I, thrall-jon bring to you the latest in hot balance action.

10.0 Tech Parity balance pass is aimed at filling holes in widely available performance line ups for PVP entities, narrowing the gap significantly for raw combat performance in specific areas ( Interceptors, short range fighters, bombers, Corvettes and eventually Capitals.

Restricted tech will still maintain its overall advantage but the combat playing field should be a lot more level as we move into a global combat environment, Skill expression, tactics and player interaction should be the primary metric for how well people do in combat not luck of the draw on tech. 

As with every balance update this will be an ongoing process as we get feedback, data and more things blowing up or expanded combat features.

As with all updates feel free to send thrall your favorite cat pictures and myself all your complaints.

Rules have been changed for these entities and the ships will have their stats updated over the next 24 hours.

Ignore this, this was totally here originally and i totally didnt forget. There will also be a new heavy Capital and high damage Bomber at some point in the near future to round this out. NOW FOR THE CHANGELOG: 

 

Capital Ships

Interdictor-class Heavy Cruiser

Sublight: 5 -> 25 (+20)

 

Ithorian Herdship

Weight Capacity: 2000 -> 20,000 (+18,000)

Frigates

Carrack/S-class Light Cruiser

Heavy Lasers: 20 -> 0 (-20)

Quad Lasers: 0 -> 10 (+10)

 

Ton-Falk-class Escort Carrier

Weight Capacity: 2,000 -> 20,000 (+18,000)

Volume Capacity: 35,000 -> 600,000 (+565,000)

 

EF76 Nebulon-C Assault Frigate

Proton Torpedo Launchers 2 -> 4 (+2)

 

Namana-class Light Cruiser 

Heavy Lasers: 20 -> 0 (-20)

Quad Lasers: 0 -> 10 (+10)

Corvettes

Consular-class Cruiser 

Concussion Missile Launcher 2 -> 4 (+2)

Turbolasers 4 -> 8 (+4)

Hull 400 -> 600 (+200)

Deflectors 600 -> 1,200 (+600)

Party Slot Size 6 -> 8 (+2)

Sensors 1 -> 6 (+5)

Weight 4,000 -> 8,000 (+4,000)

Volume 25,500 -> 84,000 (+58,500)

 

CR-90 Assassin-class Corvette

Manoeuvrability 3 -> 3.5 (+0.5)

 

Marauder-class Corvette

Weight 20,000 -> 15,000 (-5,000) 

Volume 375,000 -> 275,000 (-100,000)

Gunboats

Auzituck Anti-Slaver Gunship

Max Passengers 10 -> 13 (+3)

 

D5-Mantis Patrol Craft

Max Passengers 5 - > 13 (+8)

 

Delta-class JV-7 Escort Shuttle

Turbolasers 1 -> 2 (+1)

Hull 120 -> 150 (+30)

Deflectors 142 -> 145 (+3)

Manoeuvrability 4.5 -> 4 (-0.5)

 

Gamma Assault Shuttle

Weight 1,200 -> 1,000 (-200) 

Volume 15,850 -> 14,850 (-1,000)

Removed Docking Bay (-1)

 

Lambda-class T-4a Shuttle

Length 20 -> 23 (+3)

 

Pelagia Duplex Command Assault Gunship

Max Passengers 11 -> 13 (+2)

 

S40K Phoenix Hawk-class Light Pinnace

Deflectors 159 -> 190 (+31)

 

UT-60D U-Wing Support Craft

Max Passengers: 9 -> 13 (+4)

Fighters

Aurek-class Tactical Strikefighter

Manoeuvrability 7 -> 8 (+1)

Concussion Missile Launcher 1 -> 2 (+1)

Hull 40 -> 52 (+12)

Ionic 10 -> 15 (+5)

 

I-BEAM Starfighter

Sublight: 65 -> 100 (+35)

Manoeuvrability 7 -> 8 (+1)

Armour 21 -> 25 (+4)

 

Miy`Til-class Starfighter 

Armour 21 -> 25 (+4)

 

R-41 Starchaser 

Hull 60 -> 70 (+10)

Deflectors 30 -> 40 (+10)

Armour 25 -> 35 (+10)

 

Razor-class Starfighter 

Manoeuvrability 5.25 -> 5.1 (-0.15)

Hull 95 -> 80 (-15)

Deflectors 49 -> 84 (+35)

Armour 25 -> 35 (+10)

 

Rihkxyrk Assault Fighter 

Manoeuvrability 5 -> 5.1 (+0.1)

Armour 30 -> 35 (+5)

 

Scarab-class Droid Starfighter 

Sublight 70 -> 105 (+35)

Manoeuvrability 5 -> 7 (+2)

 

TIE/in Interceptor

Ionic 15 -> 25 (+10)

 

TIE/ln Starfighter 

Ionic 10 -> 20 (+10)

 

TIE/sr Starfighter 

Ionic 25 -> 50 (+25)

 

Toscan 8-Q Starfighter 

Deflectors 28 -> 48 (+20)

Armour 25 -> 35 (+10)

 

Vulture-class Droid Starfighter 

Ionic 15 -> 30 (+15)

Cargo Containers

Escape Pod

Sublight: 50 -> 10 (-40)
 

Vehicles

JX40 Jailspeeder

Volume: 179 -> 679 (+500)

Damage Modifiers

Fighter v Fighter

Ionic : 0.4 -> 0.6 (+0.2)


Corvette v Frigate 

Energy(this is not turbolasers): 1.5 -> 0.1 (-1.4)

 

 
(Edited by Redjon Mirrabel on Year 27 Day 273)
Posted by Clarr Solo on Year 27 Day 263 19:50

- Hyperspace Spooling: Ships now require a hyperspace spooling step before jumping to hyperspace. You can see the rules here. Overall travel times are unaffected by this change - you still reach your destination in the same duration as prior.
- Stations now rotate. By themselves. Weird.
- Stations now have a class (Space Station).
- Login with Discord password reset & general OAuth Login improvements. Auto linking accounts on login. You can use this feature to reset your password and get access to your account without messaging Noctis. You can configure discord and google integration here.
- Added page for Player Account events. (Note: you only need this page if you have no character, since account events are also sent to your character events).
- Fixed inventory crash when filtering by invalid tag.

Thrall Edit: The Following Ship Garrisons have been updated

Carrier Garrison Slots 24 -> 72
Non-Carrier Garrison Slots 12 -> 36

 
(Edited by Redjon Mirrabel on Year 27 Day 263)
Posted by Clarr Solo on Year 27 Day 257 23:10

- The Bandit Door spawning algorithm has changed. This will affect newly spawned bandit ships.
- You can now flip room decals. Yay!
- Updated text and receivers for both asteroid and ground prospecting events.
- Fixed issue where installed doors were not removed from destroyed entities.
- Fixed another issue where infantry garrison in hyperspace doesn't return to base properly.
- Fixed issue where city foundations were updated to the wrong image.
- Added travel planner link to planet inventory.
- Fixed issue where Party screen crashes when an NPC has too many conflicting fitouts applied.
- Fix issue where room tooltip got stuck open when accessing a locked door in auto room movement.
- Fixed Login with Google OAuth setup crash. Fixed Login with Google icon on login screen.
- WS changes: The InventoryEntity route has changed slightly, specifically how actions are output and how entities with multiple actions are output.

 
Posted by Noctis on Year 27 Day 244 19:39

Oh whoa no arcs now it survives gooder.

 

(Stats corrected to remove arcs, happy mining thanks to Sevalash)

 

 

 

Y27 D229 Falcon Edit: Super Capitals now require governments to be assigned to the shipyards producing them. 

Y27 D230 Redjon Edit: After a bit of discussion, we wanted to reveal some design intent for Super capitals since it will be very tempting to dump resources in mass into these entities. While balance is always subject to change and these will take quite a while and probably a few features to balance we will share the intended end design goals as these entities are incredibly expensive and time consuming to build
1. Supers will more then likely be incredibly powerful siege and logistics tools for engaging stations and fairly strong vs capitals as well as other (maybe) supers.
2. These ships will be incredibly weak too bombers. Having large quantities of supers will very likely be a liability, they are expensive weapons you will need to be capable of defending them.
3. These ships will remain slow and cumbersome to move and committing them into a combat situation without proper support will result most likely, in a dead super.
At no point will Supers be game breakingly impossible to stop rofl pawnmobiles. they will have clear uses cases, weaknesses and strengths as with eveyrthing we have balanced so far 
All stats are subject to change and we will not be releasing them to combat until we are fully satisified with how they fit into the overall combat ecosystem.

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As part of our ongoing work towards global PvP and balancing space combat we have made the decision to release a Super Capital to the public early. This should help factions acquire these strategic assets before Super Capital combat due to the exceptionally long build times these ships have

This new Super Capital will be the Behemoth-Class Star Dreadnaught, a ship unique to SWCombine to better reflect the myriad of different factions that exist outside of the Galactic Civil War. It will be available to all factions that possess the government module.

As part of this release preliminary stat reworks for both the MC-80 Home One-class Star Cruiser and Executor-class Star Destroyer have also been released. This better reflects future design decisions and eventual power scales between the three super capitals. Along with better reflecting these design choices in their production costs and production times.

However, I must preface this release by stating Super Capital Combat is not coming anytime soon. A lot of internal testing and design is still required to get Super Capitals to a point we’re comfortable with their release.


(This Sim News has been posted by Falcon on behalf of Thrall Lothbrok because Thrall is too scared to post it himself. Please send him a DM if you have questions. That is all.)

NINJEDIT: All currently produced ships will be updated to reflect these changes over the next 24 hour

 

 
(Edited by Redjon Mirrabel on Year 27 Day 230)