Fractured Space Changelog

What's new in Fractured Space Episode V - Infection Hotfix #1

Nov 28, 2018
  • Removed Infection from Coop.
  • Removed Bots from PvP games. PvP now matches all players in one band and MMR will be adjusted to match.
  • Added in Point Defence active widget to HUD.
  • Increased size of text across game, and added drop shadow to increase readability.
  • Fixed Chat so hitting Ctrl + Enter immediately opens All Chat.
  • Fixing Gamma variants so that Gamma 3 correctly unlocks home base jump points.
  • Fixing issues with Dynamic bundles so they can be correctly purchased (affected Awakening legacy pack and emote bundles).
  • Correctly localised the sunsetting message.

New in Fractured Space Episode V - Infection (Oct 31, 2018)

  • Infection:
  • The shockwave from Sigyn’s breath caused more damage than originally thought; word of the Eye’s awakening in Sudenica DA-9C reached across the galaxy, but this was just one of the many changes the great catalyst had caused.
  • In an isolated area of space lived a viscid, thick, gelatinous life-form known as “VX-616” or “Vorax”, atop a large asteroid that once stood its place of birth - as the shockwave collided with this rock, a new course had been set for the creature; directly towards the planet Tartarus.
  • It didn’t take long for the colony and it’s surrounding area to be consumed by the lifeform - a transmission from a local scientist named Ada Valentina communicated the following instructions:
  • “Thank goodness you heard our call, Captain - here’s the situation: an evacuation is currently underway on the planet Tartarus; we’re looking at mass extinction thanks to the life-form known as “Vorax”.”
  • “What we need from you is to… Well… to purposely let it grab onto your ship… Don’t worry, you’ll have some time before it destroys you and your crew...”
  • “Once it has, hurl this monstrosity into one of the planet’s stars - when you’re in close proximity, the heat alone should be enough to weaken it, and loosen its grip.”
  • “Untold lives are counting on you.”
  • Infection is a 5v5 PVP and PVE mode, which tasks players with protecting the planet Tartarus from a voracious, spacefaring lifeform known as VX-616, or more simply as Vorax.
  • Players must infect their ships with strains of the Vorax and carry them to the enemy sector to be destroyed in a star. Enemy ships that are controlled by Vorax are attempting to deliver strains to planet Tartarus, to consume all life found there.
  • Players can attempt to force their way through with their teammates, or to attempt more stealthy methods to bring strains to the delivery zone.
  • Beware of the Vorax strains however. Being a carrier for such a dangerous organism is a hazardous task. The longer a ship hosts Vorax, the greater the likelihood of unexpected effects on systems. Destruction is guaranteed unless you can deliver it quickly.
  • Move quickly, defend the planet Tartarus, and destroy the Vorax strains.
  • Acquire a strain by flying directly into it.
  • Deliver it to the zone at the far end of the enemy sector to destroy the strain.
  • An infected ship receives more damage and reduced healing, but becomes more agile.
  • Destroying a host leaves the Vorax strain dormant for a short time, but it can be acquired again soon after.
  • Deliver 3 Vorax strains to end the match.
  • Infection Episode pack
  • The episode pack returns for Infection, this time the pack will only be sold for 1 Credit however – ensuring everyone can enjoy it at virtually no cost. That’s close to 9000 platinum’s worth of content for just 1 Credit.
  • The pack contains all of the following, instantly unlocked upon purchase:
  • Two Hazmat Ship Skins (Ghost & Equalizer)
  • Two Vorax Ship Skins (Gladiator & Disruptor)
  • The Infection Hangar
  • Limited edition Deal With It and Popcorn emotes
  • A limited-edition Badge and Nameplate
  • 3 x Dark Crew Pods
  • Platinum to credits conversion
  • As part of the sunsetting of Fractured Space, there are a number of changes to Platinum and Credit prices, mainly all Platinum being removed from the game.
  • Any Platinum you currently have stored in your account will be converted into Credits at a rate of 550 Credits per 1 Platinum
  • All items that were previously sold for Platinum will now be available for purchase with Credits (such as Ship Skins, Legacy Episode Packs, Skin Bundles, and more)
  • The Infection Episode Pack will be available to purchase for just 1 Credit
  • Steam DLC will no longer be purchasable from within the game, from the steam store, or from authorised third-party vendors.
  • Existing Steam DLC keys will still be redeemable in Steam for the content advertised when the key was purchased.
  • Any Platinum earned in-game post this update as part of legacy Drop Pods or DLC will be burned for Credits when re-logging into the game
  • As part of this update a number Ship Skins that were either limited edition or not previously available in the game will now be purchasable for Credits.
  • Coherent to UMG:
  • Conversion of UI from Coherent to UMG, removal of Coherent from in game (Coherent is still used as our front end).
  • After investigation into performance improvements for the game, we found that Coherent was taking up a lot of rendering time, especially in large fights when a lot was happening on screen. We also found there were frequent minor lag spikes that we couldn’t pin down or remove.
  • So we made the decision to switch to UMG, which has involved an entire rewrite of the HUD. We have done our best to keep the HUD design unchanged.
  • A redesign was in the works, but phase 1 was to get the HUD working and looking as close to the Coherent version as possible, to reduce disruption to players.
  • Ultimately, we switched to UMG to make the HUD faster and gameplay smoother.
  • General Changes:
  • Jump system re-work
  • The jump system has been reworked, replacing jump home with a 2-charge mag system instead. You'll still be able to use 6 to jump home, but you'll also be able to use normal jump to access these home points as well. In addition, you'll also be able to jump immediately after already using a normal jump.
  • Tooltip review
  • All loadout tooltips have been reviewed and updated to match the current values that exist in-game.
  • Added Legacy Episodes to drafting vote and custom games
  • We've added in the option to vote for any of the past 5 episodes (Plus default conquest) to the drafting Gamemode vote in PvP games. You can also select any of these for custom games too.
  • Ability Icons
  • Ability Icons will now display a warning when disabled by Ability Disable or Disarm.
  • Balance Changes:
  • Centurion :
  • Energy Drones:
  • Reduced Energy Drain from 180 to 50 per tick, increased leech fraction from 0.9 to 3.6.
  • Note: This will return the same amount of energy to the Centurion, however the target will have less energy drained.
  • Protector :
  • Defensive Shield:
  • Reduced Energy cost per second from 160p/s to 100p/s.
  • Disruptor :
  • BlinkToAlly:
  • Increased cooldown from 33s to 38s.
  • Known Issues
  • Rarely at the end of a game the Options menu will be open behind the Results screen. This can be resolved by pressing Escape until the Options menu appears and closes.
  • Sometimes the map will appear to display you or allied players as an enemy (red instead of yellow).
  • Player pings on the map will not appear at the correct location in the sector.
  • The "Ultimate Leaf on the Wind Ben Edition" logo doesn't exist in the Hangar or Drafting.
  • For the full announcement on the sun setting of Fractured Space, please see here:

New in Fractured Space Awakening Hotfix #2 (Oct 11, 2018)

  • Fix for hint system breaking the minimap
  • Fixed an issue where sometimes, the NameplateManager would be undefined.
  • Fixed an issue where the Completed Flag on Quick/Weekly missions was incorrectly placed in German and Chinese
  • Fixed issue where under certain circumstances the boss in Gamma could be damaged before it comes online.
  • Put in a quick fix that lets players open Ship Guides in the Steam Overlay/Browser.

New in Fractured Space Episode III: Catalyst Hotfix #1 (Aug 13, 2018)

  • Balance:
  • Watchman:
  • Railgun:
  • Removed 120ppd x 4 charge multiplier and replaced with 480ppd flat damage with no charge system.
  • Damage falloff improved to gradually reduce to 50% from 7,000m to 5,000m.
  • Projectile speed increased from 19,000m/s x 1.185s to 20,000m/s x 1.125s
  • Void Cannon:
  • Range increased from 7,500m to 8,000m
  • Projectile Speed increased from 15,000 to 20,000m
  • Developers note: This Watchman change has received honest feedback, some positives can be taken but a fair amount of negatives. Whilst these balance changes are intended to improve its current position we will continue to look at how its kit performs and how to improve it going forward. Keep the feedback rolling in.
  • Catalyst:
  • Added a HUD element to indicate the distance of the Payload to base.
  • Increased contrast on the radial resource component.
  • Rebalanced the mode to increase the likelihood of the game ending before the 15 minute mark:
  • Increased the Payload max speed multiplier slightly from 1.25x at 10 mins to 1.5x at 13 mins.
  • increased respawn times by a couple of seconds. Max respawn time at lvl9 is now 35s.
  • Capture widget now only appears when inside mines.
  • Localization Changes:
  • Reduced the font size of the Recommend Player title in the Recommend overlay in Russian.
  • Fixed an issue where None wasn't marked for translation in the Energy Mod list in Drafting.
  • Fixed an issue where FLEET LOCATION font size in the Campaigns screen was too large in Russian.
  • Adding a missing separator image to the info tab in the Hangar.
  • Reduced the font size on the header of nameplate cards in the pack open view in Russian.
  • Fixed an issue where the NEXT WAVE IN text that appears in the Last Stand wave widget would overlap with the timer in languages other than English.
  • Fixed an issue where the translation for None was not appearing in the Energy Mods drop down in Drafting in other languages other than English.
  • Bug Fixes:
  • Fixed an issue where closing down the lobby intro videos with ESC would cause the audio and subtitles to continue playing.
  • When players purchase an Episode Pack that contains a hangar, they will be asked if they want to equip this as their current hangar.
  • Fixed an issue where subtitles were not appearing in Drafting.

New in Fractured Space Episode III: Catalyst (Aug 6, 2018)

  • Catalyst:
  • As it turned out, the distress call located in The Rift was nothing but a well-devised recruitment ploy, organized by Newton Siddis himself. He was never in any real danger, but was in fact, sat in a nearby cargo ship containing the very reason he came to The Rift - a shard of an Ark’ain Artefact.
  • All that’s required now is to escort Siddis and his Payload to his Research Facility, located in Sigyn’s Breath; trouble is, a few factions have caught wind of his findings, some of which will do anything to stop his experiments on such a volatile substance…
  • Focus the Payload and secure the victory in Catalyst. Work as a team to escort the rigged Artefact to the enemy base in this new single sector mode. Kaboom!
  • Be sure to keep control of the two Mining Facilities located in Sigyn’s Breath to ensure that you and your Team have the upper hand over your opponents in levels while also trying to push the Payload as far away from your base as possible.
  • You only have fifteen minutes to escort the Artefact as far as possible, if at the end of the time no one has successfully delivered the package, the team who has pushed the Artefact further will be declared the winners.
  • Emotes:
  • Chat wheel commands in Fractured Space now have the ability to beam a holographic emote above your ship in-game.
  • All players will have access to the ‘Affirmative’ emote for free. Select Affirmative on the chat wheel, and the emote hologram will appear in-game for your team to see.
  • Each command on the chat wheel has a corresponding emote – emotes can be unlocked via purchasing them individually in the store for 200 platinum, or as part of an emote bundle. The Starter Emote Bundle available in the store nets you all seven emotes at a 40% saving against buying them individually.
  • An exclusive Catalyst ‘Push Payload’ emote is also available to earn for free in the Catalyst Episode Rewards.
  • Coming in a future update, you will have the ability to add and unlock custom emotes not tied to commands on the chat wheel.
  • Owned Emotes can be viewed in the Profile page, under the Emote heading.
  • Russian/Simplified Chinese Support:
  • The game has been translated in Chinese and Russian, along with the already released English and German.
  • The languages can be selected from the launcher - right above the launch button or in the launcher settings.
  • Episode Rewards:
  • Get playing the Catalyst game mode and pushing that payload, and you can earn yourself some exclusive rewards:
  • 125,000 meters pushed – ‘Focus Payload’ Emote
  • 500,000 meters pushed – Exclusive Galactic Express Badge and Nameplate
  • 1,250,000 meters pushed – Superlifter Galactic Express skin
  • The episode rewards will end on the 28th August 2018.
  • Catalyst Episode Pack:
  • The Episode Pack is back for Episode 3: Catalyst, including amazing items worth over 9000 platinum not available anywhere else in-game
  • Catalyst Hangar Environment
  • Exclusive Badge & Nameplate
  • Three Galactic Express Skins (Centurion, Paladin, Brawler)
  • Two permanent Energy Mods
  • 3 x Implant Pods (15 implants in total)
  • All available for 2000 platinum in the bundle's page of the store.
  • Only available until the 28th August 2018
  • Store Additions:
  • Galactic Express Ship Skins:
  • Desperate haulage company ‘Galactic Express’ have entered the fold to help push the payload for any paying clients. Join the company now and fly the Galactic Express livery in-game.
  • Galactic Express Heavy Skin Pack – 2079 platinum:
  • Gladiator
  • Leviathan
  • Colossus
  • Galactic Express Attack Skin Pack – 2079 platinum:
  • Furion
  • Hunter
  • Enforcer
  • Also, four other Galactic Express skins available in-game via the Catalyst Episode Pack and Episode Rewards.
  • Only available until the 28th August 2018
  • Listen out for any upcoming events in August for your chance to earn some not-yet-released Galactic Express skins.
  • General Changes:
  • Subtitles are automatically enabled when changing the game language from English.
  • Subtitles now exist for the majority of in-game videos, and for game mode narrators. There are also subtitles in-game for Flynn’s VO Lines if the user has Flynn enabled as their main crew member.
  • Cap sphere’s around mines and home bases have now been updated to have less of an impact on performance. This has changed their visual appearance in-game.
  • Re-worked the pools of AI captains for co-op players. There should now be fewer matches at the highest level of difficulty.
  • Adding a plethora of new ship nameplates. These are obtainable from drop pods.
  • Nameplates are now sorted by categories for easier navigation
  • Bug Fixes:
  • Fixed client crash relating to PhysX issues.
  • Fixed Disruptors hitbox so it shots hitting the ship are more accurate and do not pass through the ships model.
  • Balance Changes:
  • Watchman - Reworked:
  • Primary Weapon(LMB)
  • Replaced the volley fire Watchman Cannon with a single shot Railgun.
  • Railgun:
  • Max Range: 22,515m (1.185s x 19,000m/s)
  • Optimum Range: 7000m to 22,500m
  • Reverse Damage Falloff: 35% damage dealt from 0m to 7,000m
  • Base Damage: 120ppd
  • Charge Damage Multiplier: 4x
  • The Railgun auto-charges and fires a single shot projectile at long range. It deals less damage at close range.
  • Secondary weapon(RMB):
  • Replaced Charge Cannon with Short-Range Void Cannon.
  • Short-Range Void Cannon:
  • Range: 7,500m (0.5s x 15,000m/s)
  • Base Damage: 10 ppd
  • Volley: 4
  • Base Cooldown: 0.33s
  • The Short-Range Void Cannon is an active short-range weapon. It provides the Watchman with 360-degree firing-arc coverage across the ship.
  • Ability 3 (Countermeasure Mines):
  • Replaced Countermeasure Mines with Corrode Drones.
  • Corrode Drones:
  • Range approx: 36,000m
  • Armor Corrode Time: 30s
  • Hull Damage per drone: 30
  • Armor Damage per drone: 50
  • Wing Size: 8
  • Maximum Operational Duration: 30s
  • Squad Returned Casualty Cooldown: 20s
  • Squad Dead Cooldown: 75s
  • Corrode Drones can be ordered to engage enemy ships at long range, dealing damage to all armor facings over time.
  • Persecutor:
  • New primary weapon loadout option.
  • Replaced Fan Repeater with Plasma Repeater.
  • Plasma Repeater:
  • Max Range: 12,000m (1.6s x 7,500m/s)
  • Optimum Range: 7,000m (Damage falls off to 30% at 12,000m)
  • Plasma Damage: 57ppd
  • Impact Damage: 2ppd
  • Volley Count: 8
  • Volley Damage: 472
  • Cooldown: 1.1s
  • Plasma Repeater fires plasma projectiles with minor impact damage, it receives little benefit from broken armor. However, with no magazine system, this weapon allows for more active use and improved sustain damage.
  • Base Stats:
  • Improved armor across all armor facings from 1,000 to 1,150.
  • Paladin:
  • Defense Drones:
  • Damage reduction lowered from 30% to 20%.
  • Gladiator:
  • Phalanx Variants:
  • Phalanx Armor:
  • Max Acceleration increased to 40%
  • Phalanx Agility:
  • Max Acceleration increased to 60%
  • Phalanx Fire:
  • Max Acceleration increased to 37%
  • Leviathan:
  • Primary Weapons:
  • Spool-up time has been removed on all relevant Leviathan primary weapons.
  • Known Issues:
  • Emote Hologram projectors appear on ships in match end videos.
  • Certain videos will not have voice over if watched in succession.
  • Rejoining a Catalyst game in progress will not remove the Objective dialogue box
  • Catalyst event progress is missing an Image on the progress tab of the results screen
  • Surrendering in a match of Catalyst doesn’t show the correct outro
  • Chat functionality is unavailable once the Catalyst end game video triggers

New in Fractured Space The Rift Hotfix #2 (Aug 2, 2018)

  • The Rift:
  • Changed rate of capture rewards given. Reduced Capture rate and hold capacity. Fixed a typo in the loading screen.
  • Resource collection now counts as a capture. Delivering a full tank of resources counts as one capture.
  • Reduced tank capacity by about 20%
  • Fixed a bug that was giving players a faceless unusable crew member instead of Newton Siddis in the Rift campaign.
  • Added Hints to Loading screen pregame.
  • Fixed the spin out death bug. Also added polish tweak for wreck meshes fading away.
  • Resource Collector improvements: lowering delivery threshold down to 1%. Transfer rate is now partially dependant on capture rate. Increased radius for delivery (now matches upgrade radius).
  • General:
  • AI Captains. Reduced the rate at which AI captain groups rank up slightly in Co-op matches.
  • Fixed FPS performance issues in drafting
  • Launcher: -Added a fix for the bug that stops the videos from playing when the language is changed while a video is playing.
  • Fixed an issue for broken armor flashing and broken armor particles not appearing correctly.
  • Players delivering resources now counts as Captures and can be read on the scoreboard. Removed custom XP reward for match. Now uses same curve/amount for captures to award XP.

New in Fractured Space Discovery Hotfix #3 (Jun 30, 2018)

  • Conquest: Discovery Changes:
  • Base Turret: Hitpoints reduced 30,000 -> 20,000
  • Gamma: Damage to Base Turrets reduced 10,000 -> 5,000
  • Ship Balance:
  • Disruptor:
  • Primary Weapons:
  • Projectile speed increased from 8000(m/s) x 1.5s to 9000(m/s) x 1.34s.
  • Increased Turret Traversal from 40 to 47.
  • Armor damage added to all variants.
  • LMB1: 9 APPD (22.5 ADPS)
  • LMB2: 8APPD (22.4 ADPS)
  • LMB3: 8APPD (22.1 ADPS)
  • Weapon accuracy improved across all variants.
  • Base Stats:
  • Hull Strength increased from 5,000 to 6,000
  • Endeavor:
  • Turrets:
  • Doubled Turret Projectile speed from 4s x 2,500(m/s) to 2s x 5,000(m/s).
  • Turrets reduced from 3 to 2.
  • Cooldown reduced from 80s to 55s
  • Damage increased from 45ppd to 65ppd.
  • Sentry Missile Damage increased from 130ppd to 190ppd.
  • Base Health increased from 1,750 to 2,400.
  • Gravity Charge:
  • Increased Gravity Charge Projectile Speed .
  • LMB:
  • Reduced range from 16,250m to 13,650m.
  • Optimum range increased from 10,000m to 12,000m.
  • Damage falloff improved from 85% to 65%.
  • Concussion Mines:
  • Reduced refire rate from 0.8s to 0.6s.
  • Base Stats:
  • Increased Hull Strength from 6,000 to 7,500.
  • Displacer:
  • Displace Torpedo:
  • Switched to an aimed projectile, Displace Harpoon.
  • Added turret to allow coverage on the bottom half of the ship.
  • “Displace” effect reduced to 10s.
  • Displace:
  • Reduced Max Push Range from 21000m to 16000m.
  • Increased Push Force from 1,000 m/s to 1,350 m/s
  • Base Stats:
  • Armor Increased to 1,150 across all armor facings.
  • Increased Acceleration
  • Strafe increased by 15%
  • Vertical increased by 5%
  • Equalizer:
  • Purge Pulse:
  • Increased radius of Allied Purge Pulse from 5,000m to 6,500m.
  • Reduced cooldown of Allied Purge Pulse from 95s to 75s
  • Magazine Purge Torp (New loadout):
  • Range: 17,485m (2.69s x 6,500m/s)
  • Base Damage: 300ppd
  • Purge Duration: 5s
  • Base Cooldown: 50s
  • Magazine Charges: 2
  • Mag Purge Torpedo is a 2 charge utility system, target a ship and fire to home in on the target. On hit, negative status effects are purged from allies and buffs are removed from enemies.
  • Base Stats:
  • Increased Hull Strength from 5,000 to 6,000
  • Furion:
  • Furion Cannon:
  • Damage reduced from 71 ppd to 70 ppd.
  • Ion Flamer:
  • Damage interval increase from 0.35s to 0.4s.
  • Corrode Drones:
  • Damage reduced from 100/3s to 70/3s
  • Armor Damage reduced by 100/3s to 50/3s
  • Raven:
  • Fixed Overcharge Beam to have 50% falloff at 12,500m to 15,000m range.
  • Destroyer:
  • Primary Weapons:
  • Primary weapon range reduced from 25,000m to 20,300m across all variants.

New in Fractured Space Last Stand Hotfix #5 (May 3, 2018)

  • LAST STAND
  • Increased the health of the base turrets in Last Stand by 25 percent.
  • Added percentage health text to Base and Turret bars
  • Changed how showFrigateHealth HUD Tag option works. The option now affects untargeted frigates only. Targeting a frigate will always display the health.
  • The Interceptor’s Targeting Inhibitor should no longer affect enemies targeting objectives in Last Stand
  • Adding in Base Alarm warning as Core is damaged
  • Hooking up Music in Last Stand
  • Reduced the cooldown buff the Endeavor boss ships receive in Last Stand (this should limit their ability to spam turrets).
  • Delayed some LS VO triggers so they’re easier to hear (not falling on top of wave complete stings / ship explosions). Increased volume of Base alarms
  • Campaign Hangar: – if the campaign hangar is purchased, it will be activated as soon as the reward is claimed
  • Fixed an issue where important sounds e.g. player’s own weapons would seem to disappear into the noise, particularly noticeable in the LS Base sector.
  • Adjusted turret balance – homing from 2 to 3 degrees per second. Damage from 350 to 500
  • Changed Matchmaking Rules for Last Stand so that players below rank 10 and above rank 10 won’t ever match.
  • The waves sometimes got stuck. Now checking to see if a bot doesn’t jump out of its spawn area, and if not it’ll get destroyed so game can continue.
  • SHIP CHANGES
  • Fixed magazine refire intervals (e.g. Paladin’s Heal Balista and Superlifter’s Heal Buoys) not scaling with ability/utility cooldown modifiers when the subsystem is marked as an Ability rather than a Weapon. As a result of this change those abilities will scale with ability cooldown instead of refire rate.
  • GENERAL BUG FIXES
  • Options Page: – Fix for the bug that highlights the string No Key Assigned’ when the cancel button is pressed;
  • Fix for Detected status effect sound not being cleared when the status effect ends
  • Fix for that bug was causing the explosion animation camera to continue following the mouse movement when radial chat is in use
  • Fixed campaigns to no longer show the alternate item on the completed campaign
  • Fix for Last Stand hints showing in Conquest when pressing O
  • Fix for comparison on breakdown screen not responding when clicking left arrow.
  • Made sure that the searching loop can’t get stuck when transitioning from lobby to game
  • Fixed an issue where the savings title would clip with the name of a bundle in the store popup
  • Adjusted position of Completed banner on campaign missions for German
  • Fixed an issue where longer names in the details panel on the right of the Hangar would overlap with the compare arrow
  • Fixed an issue where a tooltip would sit behind the feedback form
  • Editing Launcher file to display Deutsch instead of German
  • Changed “Please complete the flow before accepting a game invite” to “”Earn your Starter Crew first: Play one more game before you can accept game invites”.

New in Fractured Space 4.2 - 17.01.2018 Hotfix (Jan 18, 2018)

  • Added a fix for the Launcher sometimes not opening correctly.
  • Added additional store imagery.

New in Fractured Space 4.2 - 21.12.2017 Hotfix (Dec 21, 2017)

  • Fixed an issue where the H key could not be rebound
  • Fixed an issue where MMR was not displaying on the results screen correctly, MMR will now update automatically on the result screen and will only show gains rather than losses.

New in Fractured Space 4.2 (Dec 20, 2017)

  • Holiday Campaign and Event:
  • Holiday Campaign - The Jingling:
  • We've released a timed Holiday Campaign along with this update. The Campaign will have three Nodes containing five Missions each, completing each Node will unlock a Candy Cane skin!
  • Node 1 – Pioneer Candy Cane
  • Node 2 – Paragon Candy Cane
  • Node 3 – Ghost Candy Cane
  • Or if you already own any of the above, 400 platinum!
  • Holiday Event - Ru-T0lfs Return:
  • Simply win three matches between the date of the update going live and the 4th of January to bag yourself the Limited Edition, level 1 Ru-T0lf crew member! You'll be able to track your progress within the Events Tab of your Service Record in game.
  • Updated UI Elements:
  • We've refreshed the look of the Fractured Space Main Menu, making it cleaner, less confusing and all out nicer to look at! You'll find your ships in a handy scroll list across the bottom of your screen, as well as all of the normal information we had before, and more.
  • We've added the functionality to assign crew to each ship in the Hangar with this update, as well as allowing players to select which skin they'd like to go into battle with too.
  • Quick Chat:
  • Your bindings are being reset to defaults for this update to make way for new features (e.g. Quick Chat). Be sure to backup your key bindings before running the game for the first time if you don't want to have to rebind everything manually again.
  • General Changes:
  • Is your ship's nose constantly sticking to stations? Is reversing in Gamma becoming a tiresome and time-consuming affair? Well fret no more! Now ships across all three manufacturers come equipped with a new, revolutionary anti-stick layer as standard. All this comes at absolutely no extra cost, satisfaction guaranteed! (terms and conditions apply, no actual refund eligibility implied or to be expected, anti-stick layer is non-optional and prices non-negotiable).
  • Gamma:
  • Only players within the Gamma sector can gain the Buff
  • Destroying a player with the gamma buff will grant your team bonus resources.
  • Tutorial:
  • Re-worked the introductory cinematic sequence to be more representative of the upcoming gameplay and give a better first impression.
  • Various tweaks and small bug fixes to the tutorial to make the objectives clearer.
  • Added sector highlighting to make it even clearer when the player needs to jump to another sector to progress.
  • VFX:
  • Fixed the heal VFX at stations being active even when you're not being healed (e.g. when you're at full health).
  • Added a cloak transition effect to the Ghost (Excluding Phantom), where it quickly fades in and out of cloak.
  • Updated the Warp Tunnel VFX
  • Updated the VFX that is triggered when a ship leaves and enters a sector. Additionally if a ship jumps into a sector within 10’000m of you, a short camera shake is played based on their distance to you.
  • Updated Engine and Thruster VFX across all ships.
  • “Space Dust” VFX updated across all sectors. Small rocks are spawned which break apart if your ship collides with them. Ship weapons and projectiles remain unaffected.
  • VFX on all small ships have been updated via adding a small “Engine Flare” to their trail particles.
  • An “Upgraded” effect has been added which plays across your ship whenever you upgrade.
  • UI:
  • Updated loading tip screens with new art and updated text.
  • Added "Strong against" listings when mousing over a ship in the drafting pick list. A 5 star rating indicates how effective the selected ship is against the listed ship. (A "counters list" is to come when mousing over an enemy's ship pick, that suggests what they're weak against. hopefully in a hotfix.)
  • Simple tooltips added to the Drafting page to explain elements.
  • Other:
  • Made it easier to highlight and ping players on the minimap when they are very close to each other.
  • Fixed fighters being launched continuously during the countdown sequence of a match.
  • Balance Changes:
  • Basilisk:
  • Top and Bottom armor segment health reduced from 1250 to 1000hp each.
  • Graviton Anchor: Mobility suppression component effect reduced from -35% to -25%
  • Black Widow:
  • Flight Model: Improved Strafe acceleration from 220 to 250, increased Yaw (turn) acceleration from 0.55 to 0.65, increased max vertical speed from 220 to 240, increased vertical acceleration from 330 to 350.
  • Colossus:
  • Slow Drones: Reduced slow effect from -50% to -33%
  • Flak: Reduced AOE effect from 1250m to 1125m. Increased the projectile lifespan from 2 to 2.05s to increase the range slightly from 9878 to 9964.6m.
  • Engine Shutdown ability. Reworked the ability from a complete stun to a partial disable where the targeted ship cannot change course for the duration (now like Superlifter's Engine Disable ability)
  • Disruptor:
  • Increased Repair Drones heal frequency from 1 to 2 cycles per second.
  • Decreased Repair Drones heal rate from 0.055 to 0.025, to result in a slight overall reduction in heals.
  • Decreased Repair Drones Armor Regeneration Modifier from x6 to x5.
  • Drone Health: increased RepairDrone health from 50 to 52.5HP.
  • Increased Blink to Ally cooldown from 25 to 33s.
  • Endeavor:
  • Increased Turret Health from 1500 to 1750hp.
  • Fixed issue where the Endeavor's turrets would stop shooting at you if you shot at them and then left them (this would trigger a 5 second agro timeout as if you were out of range).
  • Executioner:
  • Stasis Field now has its lifespan properly adjusted by Ability Duration implants.
  • Ghost:
  • Decoy ability now has its lifespan properly adjusted by Ability Duration implants.
  • Hunter:
  • Increased DPS on main cannon variants by 5%.
  • Hunter Cannon: increased from 100 to 105.
  • Light Hunter Cannon: increased from 66 to 69.3.
  • Heavy Hunter Cannon: increased from 165 to 173.25.
  • Hunter Syphon Drones can now blink to their target like other drones in the game.
  • Infiltrator:
  • Increased Disarm cooldown from 40 to 60s.
  • Reduced Ion Blast cooldown from 30 to 25s.
  • Leviathan:
  • Jump Point lifetime now scales properly with Ability Duration implants.
  • Overseer:
  • Shield Wall Buoy now has its lifespan properly adjusted by Ability Duration implants.
  • Protector:
  • Reduced Near Beam healing component from 0.025 to 0.0208, and reduced cooldown from 18 to 15s.
  • Implemented an activation cost of 1000 energy for Defensive Bubble.
  • Reduced Defensive Field energy activation cost from 230 to 200, and increased the energy cost per second from 155 to 160.
  • Venturer:
  • Introduced a 45s lifetime limit on Shield Buoy (and all its variants).
  • Watchman:
  • Reduced Charge Cannon cooldown from 28.1 to 14s, and reduced damage per hit from 1492 to 750.

New in Fractured Space 4.1.04 Hotfix (Nov 9, 2017)

  • Fixes:
  • Fixed a bug with Raven's starboard bow turrets.
  • Attempting to fix crashes by removing some back end plugins, and increasing the wait time for Solo games before the player is kicked out on the loading screen.

New in Fractured Space 4.1.01 Hotfix (Oct 26, 2017)

  • Added a fix so Base Commander Flynn is not on by default for every player.
  • Adjusted the LODs on the Photonic Charges so they do not impact performance as much.

New in Fractured Space 4.03 Hotfix (Oct 20, 2017)

  • Added a fix for multiple milestones not showing on the Results Screen.
  • Corrected grammatical errors for some loading screens.
  • Various Launcher improvements and fixes.

New in Fractured Space 4.02 (Oct 11, 2017)

  • Gladiator Fighters - Fixed the number of fighters spawned.
  • Drop Pods - If a player finds a match during a Pod opening, the cards will automatically flip for them

New in Fractured Space 03.10.2017 (Oct 4, 2017)

  • New Ship: Zarek Furion:
  • The Furion is a medium attack craft featuring a flexible front-firing primary weapon system to combat a variety of threats supported by a highly damaging 360-degree close-range deterrent in the form of a plasma thrower. While it excels at frontal attacks, its maneuverability is limited.
  • The Plasma Thrower is a 360-degree system that is used to deter enemies from taking advantage of the Furion’s limited firing arcs. As the weapon is plasma-based, it allows the Furion to bypass armor for immediate gains and sustain pressure on a target. However, as the Plasma is generated from purposeful engine transference, the weapon drains energy reserves. It also features an overheating mechanic, meaning that its duration is limited.
  • Length: 1,327m
  • Crew: 4,0174
  • Base Hull Strength: 9,000
  • Initial Max Speed: 600
  • Overview of Weapons/Abilities:
  • AUG CANNON:
  • A front firing repeater that deals destructive damage at mid and close range.
  • PLASMA THROWER:
  • Fires continuous plasma damage at close range, ignoring armor status but overheating if fired for too long.
  • BOOST:
  • Increases forward thrust, allowing greater speed but entering a long cooldown.
  • FURION MISSILES:
  • Front-firing missiles that home in on their target and deal damage on hit.
  • CORRODE DRONES:
  • Attach to enemy ships, dealing damage to all armor facings over time.
  • Elite XP and Crew Changes:
  • When the Phase 4 is live, the following will occur:
  • Your DNA will be converted to Elite XP. Elite XP can be used to level up your Crew Members and in the future, we plan on using Elite XP for exciting new features for your Ships.
  • DNA will be converted at a rate of 1:2. That means for every 1 DNA you currently own this will be converted to 2 Elite XP.
  • Every player will receive a gift of 100,000 Elite XP when they launch the new update.
  • For each fully unlocked Crew Member players will be refunded 3000 DNA before the conversion process begins.
  • Alongside the removal of DNA, there will be some changes to how you obtain crew and level them:
  • You will no longer be required to create your Crew Members. If you receive a Crew Member in a Drop Pod, you have that Crew Member.
  • Any Crew Templates you may currently have will be automatically converted to full Crew Members in the new update.
  • Getting a duplicate Crew Member from a Drop Pod will go towards leveling up that specific Crew Member. If that Crew Member is at the maximum level this will be converted into Elite XP.
  • Crew Members will be purchasable with Credits, though that is not the intended method of collecting Crew Members but rather for completing your collection.
  • New Missions and Campaigns:
  • In Phase 4 we have replaced the previous Mission system (play 1, 3 and 6 games) with our new Quick Missions, Campaigns, and Weekly Campaigns.
  • Quick Missions – available for players level 3 and up:
  • Simple objectives completable in Quickplay or PvP.
  • Each player receives a new Quick Mission each day at 10 am UTC.
  • Uncompleted Quick Missions are kept until completed or rerolled.
  • Quick Missions can be rerolled once per day to get a different objective.
  • All Quick Missions offer the new Drop Pod as their reward.
  • Weekly Campaigns – available for players level 6 and up:
  • Series of 5 missions that must be completed consecutively.
  • A new Weekly Campaign will be released every Tuesday at 10 am UTC.
  • Uncompleted missions in the Weekly Campaign are lost.
  • The first 2 missions each week can be completed in Quickplay or PvP, the remaining missions are PvP only.
  • Each mission has a reward, with a big reward for the final mission.
  • Campaigns – available for players level 6 and up:
  • 2 campaigns available with this update, one to earn the “Leaf on the Wind” Ultimate skin for Sentinel, the other to earn the “Levi426” Ultimate skin for Leviathan.
  • Each campaign consists of 25 missions split across 5 nodes, to be completed consecutively.
  • Players opt into one of the campaigns (but are free to switch between them at any time – progress on each is saved).
  • Campaign missions can be completed in PvP only.
  • Each mission in the campaign has a reward, with a big reward for the final mission in each node.
  • The final mission of the campaign rewards an Ultimate skin – players that have already got the skin from our old reward system will instead receive 2,400 Platinum.
  • Reworked Drop Pods:
  • Another addition to our Phase 4 update is the removal of Bronze, Silver and Gold Pods for our new Drop Pods. Drop Pods will now reward players with three items rather than the previous one item. Any old Bronze, Silver or Gold Pods you still have in your inventory will remain as there are except DNA is replaced with Elite XP.
  • Common Drop - 61% Chance:
  • Green FX Mod
  • Red FX Mod
  • Single Credit Booster
  • 7,500 Credits
  • 1,000 Elite XP
  • Uncommon Drop - 33% Chance:
  • Random Utility Crew Implant
  • Random Defence Crew Implant
  • Random Attack Crew Implant
  • 3 Day Credit Booster
  • 15,000 Credits
  • 2,000 Elite XP
  • Epic Drop - 5% Chance:
  • Random Standard Crew Member – Level 0-2
  • Random Pirate Crew Member – Level 0-2
  • Random Hera Ship Skin
  • Random Kepler Ship Skin
  • Random Neptune Ship Skin
  • 14 Day Credit Booster
  • 150,000 Credits
  • 250 Platinum
  • Legendary Drop - 1% Chance:
  • Random Standard Crew Member – Level 3 Legendary
  • Random Pirate Crew Member – Level 3 Legendary
  • Random Acid Thunder Ship Skin
  • Random Ultimate Ship Skin
  • 30 Day Credit Booster
  • 500 Platinum
  • Individual item drop rates within a rarity type are weighted based on the individual rarity of that item. Whilst you have a 1% chance of getting a Legendary drop, the chance of that Legendary drop being an Acid Thunder skin is a 25% chance as opposed to an Ultimate Skin which is a 4% chance.
  • This weighting rule applies to all rarity types – for example, the chance of an Epic drop (which you have a 5% chance of getting) being a random Crew Member is 58% whilst the chance of an Epic drop being 150,000 Credits is a 12% chance.
  • Reworked Small Craft Mechanics:
  • The small craft gameplay mechanics have been reworked in this update to be more streamlined and require less switching of targets during combat. The changes are as follows
  • All Fighter and Bomber craft are now automatically deployed around your ship when you spawn. Drones remain unchanged and will only deploy when launched by the player as before.
  • As Fighters/Bombers are destroyed your ship will replenish them automatically, this happens provided that they are idle and currently defending your ship (they won’t be replenished if defending a nearby ally, for example). The time this takes is dependent on their cooldown, the cooldown penalty is greater if the entire squadron is destroyed (in this situation you will be without a squadron for the entire duration of the cooldown).
  • Fighters and Bombers will no longer engage nearby player ships automatically, they will only engage when commanded to do so by the player.
  • Fighters will now automatically engage any enemy small craft defending/attacking the target they’re sent to (including their owner’s ship). Fighters are also forced to engage other fighters before engaging any other small craft. This means it would now be wise to have fighters available to defend your drones/bombers where possible (this can be achieved by sending your fighters to the same target as your or your ally’s drones/bombers).
  • Small craft squadrons can no longer be manually targeted, instead, all interaction is tied to the target they’re currently assigned to as above.
  • The small craft Recall functionality (default: R key) will now only recall Fighters/Bombers into their defensive position around their owner’s ship, they will no longer enter your ship and go on cooldown. The behavior of the Recall functionality for Drone squadrons remains unchanged.
  • Fighters are now smarter when engaging enemy bombers and will now chase them for a little longer while they’re retreating.
  • Updated Launcher:
  • With Phase 4 we have made a new change to our launcher which you should immediately notice if you are accustomed to the previous launcher. The main area will be used to highlight any specific events or updates that are currently occurring and will also become a Twitch player when the official Fractured Space channel is live. Also included is a new starter guide for Captains just joining Fractured Space, a server status indicator and a mailing list signup that will grant you a Pioneer Mercury skin when successfully completed as well as the ability to tweak your settings before launching the game.
  • General Changes:
  • Tutorial. Added objective arrows for when the target ship and middle mine objectives are offscreen.
  • Tutorial. Fixed a bug where a keen player could receive a conflicting message to upgrade prematurely.
  • Added a menu option to enable a numerical ping display (under a new misc options category).
  • Players can no longer target friendly turrets or mining freighters.
  • Sector Rework - Persephone's Embrace: New background, materials and asteroid setup for one of our oldest sectors with a mix of pale pinks, greens, and yellows.
  • Updated the VFX for the Pioneer's Primary, Secondary, and Sector Detect abilities
  • Updated Jump Effect: Added a screen “whiteout” when completing a jump for a more polished, less jarring transition when switching sectors.
  • Updated Ship Art: Redone the artwork for the Zarek Hunter & Enforcer, USR Ghost and TDS Sentinel - big improvements both visually and optimization wise.
  • Gamma: Added New Gamma music.
  • Store: Part-owned, non-dynamic bundles are now marked as Unavailable in the store. Previously they caused confusion as they were displayed as Owned.
  • Point Defense: Players can now select manual point defense on unowned free rotation ships
  • Added an option to customise the display of Squad, Turret and Buoy names and icons. By default, their names should now be visible when targeted.
  • Balance Changes:
  • Auto Point Defense:
  • Auto Point Defense is now allowed to engage nearby drones/fighters that aren't specifically attacking your own ship.
  • Aegis:
  • Main Cannon: Reduced the amount of energy drained per projectile from 30 to 1, and increased the leech multiplier of energy returned to the Aegis from 0.5 to 15. The result is that target ship now only loses a negligible amount of Energy, while the Aegis experiences no change in the amount of Energy received via its main Cannon.
  • Transference Projector: Increased cooldown from 35 to 45
  • Transference Shield can no longer be activated when jumping and vice versa.
  • Particle Accelerator: Increased cooldown from 30 to 45s.
  • Basilisk:
  • Gravity Well: Reduced deployment range from 10km to 5km.
  • Graviton Anchor: Increased base cooldown from 45s to 60s.
  • Plasma Cannon: Reduced range from 12km to 11km.
  • Centurion:
  • Increased Anti Materiel Cannon magazine from 12 to 15.
  • Destroyer:
  • Jamming System: increased cooldown from 45s to 120s.
  • Tactical Jamming System: Increased cooldown from 32 to 85s.
  • Strategic Jamming System: Increased cooldown from 77 to 205s.
  • Endeavour:
  • Void Cannon: Reduced projectile lifetime from 1.35 to 1.25s, which at a velocity of 13000m/s results in a reduced range from 17550 to 16250m.
  • The Endeavor's turrets can now be seen on the minimap by enemies and allies. Enemies can only see them if they're in the line of sight of an ally.
  • Leviathan:
  • Increased base damage on all of the main weapon variants from 15 to 16.25. Reduced the spin-up time on the Tempest Cannon from 1.5s to 0.75s.
  • Reduced Fusion Beam base damage from 200 to 175.
  • Reduced Fusion Shock Beam base damage from 158 to 140.
  • Overseer:
  • Vector Cannon: Increased the base damage per projectile from 30 to 34.
  • Counter-Thrust renamed to Mag Thrust.
  • Protector:
  • Defensive Field: Reduced Energy Activation Cost from 250 to 230, and reduced amount of Energy used per Second from 160 to 155.
  • Venturer:
  • Removed the damage component from the Heal/Defend Pulse ability (and its alternate loadout variants). Updated ability name to Heal Pulse to reflect this.
  • Watchman:
  • Watchman Cannon: Increased damage per projectile from 76 to 84.
  • Offensive Drones:
  • Increased the health of most offensive drones by 20% to account for the new fighter system. Defensive drones remain unchanged.
  • The following have been given the health boost:
  • Hunter Leech Drones
  • Protector Leech Drones
  • Colossus Plasma Drones
  • Paragon Heal Suppression Drones
  • Paragon Movement Suppression Drones
  • Infiltrator Ion Drones
  • Bug Fixes:
  • General:
  • Mastery medal headers on the medals page now have the correct header.
  • Ghost:
  • Fixed the Ghost's decoy ability not displaying any indication for where it will be spawned.
  • Paragon:
  • The Paragon's bombers can now properly rearm at any allied ship.
  • Fixed the Paragon's bombers not rearming if their target is still alive and they are recalled part way through a bombing run.
  • Executioner:
  • Fixed the Executioner's charge VFX not showing up in PvP games properly.
  • Aegis:
  • Fixed the Aegis' Particle Accelerator charge VFX not showing up in PvP games properly.
  • Known Issues:
  • When opening Legacy Bronze, Silver or Gold Drop Pods the "Done" button will sometimes not appear. To exit this screen please follow these steps: Press the "Esc" key > Click "Quit to Desktop" > Click "Cancel" to stop you from exiting the game

New in Fractured Space 3.6.01 (23.08.2017 Hotfix) (Aug 23, 2017)

  • Balance Changes:
  • Increased the range on the Brawler's pull ability from 15km to 25km to match that of its Harpoon.
  • Fixes:
  • Re-enabled some of the CODA voiceover lines.
  • Added a fix for the events progression issue not gifting Event Rewards once an event has successfully completed

New in Fractured Space 3.6.01 (Aug 16, 2017)

  • Fixed Automatic Point Defence taking you out of cloak if you activated cloak in the time between a missile being fired at you and the point defence being activated.
  • Fixed an issue where the launcher was able to spawn multiple instances of the client before disappearing.
  • Fixed comparison screen breaking when selecting compare best stats

New in Fractured Space 3.6 (Aug 10, 2017)

  • Ship Prices:
  • The platinum cost of each ship has been flattened to 990 Platinum, so this means that the Prototype and Production ships are now cheaper, while the Vintage and Classic lines have gone up in price. With this in mind, the credit prices of all ships have been increased across the board to the following
  • Ship Line
  • Platinum Price
  • Credit Price
  • Vintage
  • 990
  • 240,000
  • Classic
  • 990
  • 540,000
  • Production
  • 990
  • 960,000
  • Prototype
  • 990
  • 1,720,000
  • Daily Rewards Adjustments:
  • We have removed the initial 30-60 day reward trees in favour of the 7 Day reward scheme. Players who are already on either of the previous trees will be able to continue their progress until they reach day 30 or 60, they will then transition to the 7 days rewards which have been adjusted to
  • Day 1 - 3000 credits
  • Day 2 - 4200 credits
  • Day 3 - 5400 credits
  • Day 4 - 7200 credits
  • Day 5 - 9000 credits
  • Day 6 - 30 platinum
  • Day 7 - 50 platinum
  • This adjustment to the daily rewards is in preparation for the all new Missions and Campaigns, where players will be able to earn more rewards; due for release within the next update.
  • New Results Screen:
  • The first pass of our new Results Screen features 4 tabs:
  • Results – A simplified breakdown of what you just earned. It shows Credit/XP earnings and includes a section at the bottom for “milestones” that shows rewards you received for completed missions or player level-ups. (Medal milestones and Crew level-ups will be added to this section soon).
  • Scoreboard – A dedicated page for the scoreboard which features new MVP Awards.
  • Takedown MVP – Highest Takedowns in the game. In the event of a tie Damage Dealt decides the MVP.
  • Support MVP – Highest Support Points in the game. In the event of a tie Healing Done decides the MVP.
  • Captures MVP – Highest Captures in the game. In the event of a tie, Mining Freighters Destroyed decides the MVP.
  • Breakdown – A full breakdown of stats from the game including the ability to compare your stats with other players in the game.
  • Progress – A screen dedicated to showing any progress you made in the game.
  • For this release you’ll see the XP you earned for your crew. Mission progress and medal progress will be added to this screen soon.
  • Loading Screens:
  • Ship specific loading screens have been given a makeover, now featuring animated schematics
  • Career Stats Page:
  • We have added tracking for a lot of new stats which have enabled us to expand the Career Stats page. Your performance is now tracked in much greater detail.
  • Stats are now tracked separately per ship, per game mode and per game type. You can choose to display your stats as career totals or average per game. For example: if you want to look up your average stats for the Enforcer in Conquest PVP you can now do that!
  • You can also directly compare your performance in different ships by selecting a second ship on the right.
  • Career Medals:
  • A couple of patches ago we introduced the first of the new Career Medals featuring Credit rewards for hitting milestones. Now that we have expanded the stat tracking you’ll find we’ve added a lot more medals to earn, with more rewards to help you on the way to your next unlock.
  • Death Screen Revamp:
  • The Death Recap screen has seen some improvements. After your ship is destroyed you will now see a minimal Death Recap which shows the enemy that scored the killing blow and a hint about how to deal with their ship:
  • Pressing Space will expand to the full Death Recap which shows detailed information about the enemy ship including loadouts and crew that are equipped.
  • Note: The full Death recap will be receiving mouse functionality which will allow you to get additional information (implants equipped, loadout descriptions) and also switch to show information about any of the ships that assisted in the Takedown. Coming soon.
  • Simplified Hangar Display:
  • When looking at stats of a particular ship, players will be shown a much more precise bar, rather than the circles we previously had. This makes it much easier to compare between other ships, and understand the ship's main strengths and weaknesses.
  • New Conquest Tutorial:
  • The new tutorial is a guided playthrough of Conquest. Commander Flynn takes you through the essentials of piloting your ship as well as the important features of the Conquest game mode.
  • Simplified New Player Flow:
  • When launching Fractured Space for the first time new players will load straight into the new Conquest tutorial.
  • Completing the tutorial will unlock Conquest to play solo (although players are free to invite friends into their game at this stage).
  • The first solo game will also feature a Drafting tutorial, explaining how it works.
  • Finishing that first solo game will advance players to level 3 where Quickplay becomes available.
  • Implants For New Players:
  • New players will now receive a set of default implants that are automatically equipped in their crew. The default implant set will feature a selection of existing implants – new players will no longer be at a statistical disadvantage when facing players who have unlocked implants.
  • All players will receive this default implant set when the patch goes live, if you already own the implants in the default set they will burn for 600 DNA as normal with duplicate implants.
  • Frontline Retired:
  • After receiving some great feedback from players, we have decided to retire Frontline from the Quickplay and PvP queues for now. The game mode is still available in Custom Match, and may return in the future.
  • A.I Captain Improvements:
  • A.I Captains will no longer jump in on the enemy side of Gamma.
  • Lower level A.I have been improved and will pose more of a challenge – they will reassess their objective priorities and target priorities more often and will be more aggressive.
  • Difficulty scales more gradually from the new (slightly harder) level 1 A.I to level 10 A.I
  • Point Defense Changes:
  • Point Defense has been reworked: Missiles that are damaged by PD but not destroyed will now deal reduced damage.
  • We have also introduced a new loadout option for all ships - Automated Point Defense. It is a little less flexible than Manual PD, for example it won’t shoot at enemy Capital Ships or missiles targeting your allies. This loadout is selectable from the Drafting screen before a match.
  • Automatic Point Defense works as follows:
  • Turns on automatically to fire at incoming missiles and squadrons that are attacking your ship.
  • Uses zero energy.
  • Deals a little less damage than Manual PD.
  • Impact Decals Added:
  • Impact decals is a form of armor feedback when playing in a match. When hitting an enemy's armor plating, you will now see a blue decal on impact until you penetrate the armor. This should help communicate the armor system a little better.
  • Players will be able to toggle the density of this feature within the Options Menu under "Impact Decals Density".
  • New Ship Destruction:
  • With the new ship destruction we will no longer see destroyed ships going grey and then dissolving. Instead, the ship will disintegrate after exploding, with some ships parts of the hull will begin to separate too; we will be adding this to more ships in the future.
  • Re-Worked Leviathan & Raven
  • Launcher:
  • Starting Fractured Space from Steam will now open a new launcher. The launcher features options for running the game in Desktop Mode/Laptop Mode, general graphics options, and will even offer French Keyboard support.
  • Balance Changes:
  • Brawler:
  • Fixed the Brawler's pull ability turning off when a ship enters the minimum pull range.
  • Increased the pull power of the Brawler's pull ability to 900 (up from 750).
  • Decreased the Brawler's pull energy usage to 250/s (down from 350/s).
  • Increased the range on the Brawler's pull ability from 15km to 25km to match that of its Harpoon.
  • Watchman:
  • Turn acceleration increased to 0.77 (up from 0.44) to match that of the Guardian.
  • Reverse speed also increased to match the Guardian (262.5 m/s, up from 250 m/s).
  • Charge time on the Watchman's Charge Cannon decreased to 3 seconds (down from 4 seconds).
  • Guardian:
  • Long Range cannon: reduced the Engine Shutdown effect from 2.5 to 1.75s
  • Game:
  • Purely offensive drones (such as Syphon Drones, Ion Drones etc) will now seek out the nearest enemy target if their current target dies/cloaks or jumps out rather than going on cooldown. If no valid target is in the sector then they will still have no choice but to go on cooldown.
  • Enabled a second jump point when jumping from Gamma to Alpha or Beta.
  • Group splitting has been turned back on for Bracket 2, splits will occur if the MMR difference between the two teams is above 1000.
  • Bug Fixes:
  • Centurion Hull Strength in UI corrected - did read 15000, now correctly reads 13500.
  • Tagged the gun barrel of the Reaper Scythe Turret to not draw in game
  • Executioner Gauss Cannon has misc (buoys) tagged in it's Small ships warhead meaning it did 10 extra points of damage to buoys than it should. Now corrected.
  • Improvements to lighting optimization.
  • Fix for skills display not showing.
  • Fix for double timer display.
  • Endeavor turret display is now hidden when the map is visible.
  • Protaganist Crew Animation is now implemented.
  • Fixed an issue related to the Options menu removing the values of the user selectable options.
  • Fix for a soft lock in the Hangar.
  • Fixed the 'Slow' crew voiceover lines being triggered when Infiltrator's Ion Drones are applied to a target (despite the target not being slowed).
  • Reduced icon size in HUD tag skill widget to fit inside circle.
  • Fix for displaying ship name in HUD tag options display.
  • Fixed an issue where purchasing a loadout item after selecting a bundle purchase from the hangar would break the UI.
  • Fixed a bug where the checkboxes wouldn't be re-enabled when the player leaves QuickPlay PVP Bracket.
  • Fixed a bug which would sometimes cause a double purchase to happen.
  • Fix for display of skills bar in HUD menu options display.
  • Fixed a material so the gamma planet will not change color any more (the asteroids will still change). This should fix cases of multiple Gamma 3’s causing screen whiteout.
  • Removed server options from quick play PVP lobby.
  • AI Captain auto-fill now clears when changing lobby.
  • Fixed bug where some new users could get stuck in the purchase enforcer step under certain edge case conditions.
  • Re-implemented vertex painting on homebase, so that it melts slightly (instead of completely) in end matinee.
  • Added a check in to see if the bundle for a purchasable ship exists.
  • Fixed an issue where new players were not able to accept invites at the start of first time user flow.
  • Fixed an issue where swapping A.I Captains in the Custom games lobby wouldn't place one of them on the other team.
  • Fixed rendering issue when dragging a player over the host.
  • Fixed issue with level reward not disappearing if you hadn't watched the conquest video.
  • Fixed issue where daily mission drop pods had missing images.
  • Fixed an issue where a player would try and quit out of a game with an overlay visible, it would block the quit dialog from showing.
  • Fixed all Black Widow rocket variants having recoil that the ship would never recover from. All rocket variants no longer have any recoil.
  • Fixed a crash when going into the game while holding down certain keys.
  • Removed the Loading Screen Tips from the Options Menu.
  • Corrected a visual bug with Void Rocket turrets.
  • When a player is in the Tutorial the 'Owned Ships' tab will only display the Pioneer and any ships on Free Rotation.
  • Improved styling of update options in game.
  • Changes to HUD tag display defaults and hiding of skills bar on non-ship targets.
  • Changed color of enemy names in tab screen ship detail display to enemy color.
  • Updated tab screen ship detail section.
  • Increased amount of time before the chat UI is hidden after user input stops - now 20s.
  • Increased size of skills on target after feedback.
  • Updated styling on tab screen loadouts.
  • Fixed the VFX for the Paragon's Detect Buoy detect pulse not matching up with the DETECTED status effect the buoy provides.
  • Fixed a bug where a disconnected player can get a random ship picked by the Randomizer.
  • Fixed the Aegis's Blink shift image always facing in the direction you shoot the buoy (it now mimics the ship's orientation properly).
  • Fix for not being able to alt f4 on the daily reward screen.
  • The skills bar will no longer disappear when looking away from targeted ship.
  • Fixed Guardian's Blink Buoy triggering buff/positive VO on enemies rather than debuff/negative VO.
  • Fixed crash due to missing null check.
  • Fixed logspam caused by an 'upgrade tree not available' error. This has potential to improve performance for some users.
  • The implants negative values were displayed using a double negative sign. Now the values are displayed correctly.
  • Fixed a number of loading screen text issues.
  • On player disconnect, replacement A.I Captains can no longer pick random ships - they just get the pioneer.
  • Enforcer boost effects should last the correct duration for the boost.
  • Fixed bug where if the player quits the Tutorial, they were never returned to the front end.

New in Fractured Space 3.5.05 - 14.07.17 Update (Jul 17, 2017)

  • The small update we have released should fix issues with 3v3 matches not starting automatically (they previously required everyone to manually ready up).

New in Fractured Space 3.5.05 (Jul 12, 2017)

  • Added a change in the event you are queuing for PvP in a group bigger than half of the current hopper size, you will now be prompted to play in Quickplay.
  • Added support for dynamic bundles on promotion.
  • Adjusted MMR calculations. Experienced players should see slightly less movement rather than wild swings.

New in Fractured Space 3.5.04 (Jul 5, 2017)

  • Added the change that will activate the 3v3 mode instead of adding AI Captains to games at times when the concurrent users online are low, this change affects higher MMR players.
  • Removed the 8 player hopper.

New in Fractured Space 3.5.03 (Jun 23, 2017)

  • Changes:
  • Added the Experimental Option to the Options Menu.
  • Added Conquest 3v3 to the Custom Game mode selector when the Experimental Option is enabled in the Options menu.
  • Fixes:
  • Fixed an issue related to the Options menu removing the values of the user selectable options.
  • Added a fix for turret health segment display.

New in Fractured Space 3.5.02 (Jun 21, 2017)

  • Updates:
  • Updated the Player Status widget to have a health percentage value over the ship icon, text should now be larger and sharper.
  • Replaced Watchman Cannon sound so no longer shared with Displacer.
  • Reduced Guardian Cannon pre-fire time to improve AV sync.
  • Added icon highlighting when hovering over loadout icon on tab screen.
  • Improvements for the tab screen, removed new styling and replaced old loadout style icons.
  • Updated the Victory/Defeat videos at the end of a game.
  • MMR calculations have changed. Less experienced players should now see less MMR movement on each win/loss. Experienced players (+100 games) should be moving a bit more than they were used to. MMR change after each match is scaled depending on how many AI players exist in the game. More AI in a game leads to less change.
  • Added an identifier for AI Captains in the Drafting, In-game and Results Screen for players equal to or above 1100 MMR in Quick Play PvP.
  • Removed the Global Chat button for the time being.
  • Fixes:
  • Reduced the icon size in the skill widget to fit inside circle.
  • Tweaked LOD ratios for environment objects and ships to reduce performance cost
  • Tweaked Post Process settings to reduce performance cost.
  • Fixed a bug where even with a Conquest chance of 100%, Frontline would still appear.
  • Added a fix for Daily Reward issues.
  • Fixed an issue where purchasing a loadout item after selecting a bundle purchase from the Hangar would distort the UI.
  • Added Release Dates to ship tree. Hangar now correctly sorted by release date rather than price.
  • Fixed a bug which would cause a double purchase to sometimes happen if a player clicked fast enough on the Purchase Crew Button in the barracks.
  • Fixed an issue that was forcing the viewport to render to a 16:9 surface. The cameras used in the matinee sequence were set to constrain the camera ratio while playing.
  • Balance Changes:
  • Centurion: Increased ppd of primary weapon to 210 (up from 205).
  • Centurion: Increased projectile speed of primary weapon to 12,500m/s (up from 10,000m/s). Projectile lifetime reduced to 1.4s (down from 1.75s) to maintain 17,500m range.
  • Aegis: Decreased Transference Projector shield to 50% mitigation (down from 60%)
  • Aegis: Increased the time it takes to fire a volley (0.2s refire interval, up from 0.1s).
  • Raven: Doubled the number of damage ticks on the Overcharge Beam to 10, up from 5. Damage per tick is now 225 (down from 450) and tick interval time reduced to 0.2 (down from 0.4) to maintain same overall damage as before.
  • Endeavor: Turret health reduced to 1,500 (down from 1,700).
  • Paragon: Reduced Heal Suppression effect to 70% (down from 75%) on Heal Suppression Drones.
  • Brawler: Increased speed of harpoon to 12,500m/s (up from 10,000m/s), lifetime reduced to 2s to maintain 25,000m range.
  • Brawler: Increased optimum range of all Thumper variants to 2,500m (up from 2,000m). The damage falloff curve remains the same after this point as does their maximum range.
  • Ranger: Removed accuracy penalty due to mouse movement, reduced accuracy penalty due to ship movement to 0.75 degrees at maximum speed (down from 1.1 degrees).
  • Equalizer Syphon Smartgun damage increased to 42 ppd (up from 40 ppd). Health leech fraction reduced to 0.119 (down from 0.129) to maintain same level of health gain.
  • Equalizer Light Syphon Smartgun damage increased to 39 ppd (up from 37 ppd). Health leech fraction reduced to 0.17 (down from 0.18) to maintain same level of health gain.
  • Equalizer Heavy Syphon Smartgun damage increased to 45 ppd (up from 43 ppd). Health leech fraction reduced to 0.067 (down from 0.07) to maintain same level of health gain.
  • Known Issues:
  • The Ship role icon on the UI appears as a red circle for both allies and enemies.
  • The Ability UI on targeted players may temporarily vanish if the targeted player dies

New in Fractured Space 3.5.01 (Jun 19, 2017)

  • Fixes:
  • Improved the difficulty of AI Captains for lower MMRs
  • Hiding the Quick Play MMR value that was being displayed after Phase 3.5.
  • Fixed issue where Quick Play PvP matches could end up being 7vs5 (or possibly worse) when split groups was disabled.
  • Fixed an issue where PVP MMR would show in a QuickPlay Co-op lobby.
  • Changed medal mastery text mentions of Co-op to Quick Play.
  • Fixed an issue with the ship guide videos sending the wrong property to the header.
  • Fixed edge case scenario where the Lobby Host could start searching while someone was in the Front End but still not fully logged into Fireline.

New in Fractured Space 3.5 (Jun 16, 2017)

  • New Features:
  • 4-4-2 Drafting:
  • In today’s update, you will notice that Blind Pick is no more! On the Drafting screen, you will now go through the 4-4-2 drafting. With this new drafting system, you will now get to see in different stages what your enemies are picking and have the chance of countering their picks or leaving a sneaky deciding ship until your last pick.
  • With this change, we hope to reduce the frustration that has been exhibited previously of seeing a certain ship on the enemy team that your team can not easily counter and hope to increase team cohesion, with your team working together before the match to decide what would be the better choice to take into the fight.
  • The 4-4-2 drafting phases will proceed like this:
  • Phase 1: The first two players from each team will select their ships.
  • Phase 2: The third and fourth players from each team will select their ships
  • Phase 3: The fifth player from each team will select their ships
  • Within this new drafting system, we have implemented the one ship rule. You will no longer be able to run duplicate ships on a composition (apart from the starter ships), both teams can field the same ship but no longer will you see a double Ghost or double Equalizer setup.
  • You will also now know when each member of the game has readied up and is willing to begin the fight.
  • When in drafting phase with AI Captains present, AI Captains will now consider what ships have been picked by the rest of the team as well as the opposition and use this information to attempt to form a competitive composition.
  • Quick Play PvP:
  • Before Phase 3.5, we mentioned that we will be bringing the Quick Play element into the PvP queue. Originally when we announced this we said that this change would only affect players who were below the 600 MMR mark, however, after further discussions, in the Phase 3.5 release this change will affect all players who enter the PvP queue if the number of players queuing for PvP drops below a certain threshold.
  • We do not intend for this to be permanent. While we understand that many players are joining PvP to face off against other people (as the name implies), it is crucial that we gather feedback on this change from everyone who plays the game when the update is released rather than a small subset of newer players that it would have originally affected. We will be keeping a very close eye on your feedback, matchmaking times and how you are grouped in these matches as well as AI Captain levels. To be clear you will always face off against other humans, and you will always have the same number of human players on each side.
  • Long Range Ship Reworks:
  • Watchman:
  • Base Hull Strength : 8,000:
  • Armor facings:
  • Front: 1,000
  • Rear: 750
  • Top: 1,000
  • Bottom: 1,000
  • Left: 1,000
  • Right: 1,000
  • Primary: Watchman Cannon:
  • These have a 360-degree arc of fire, moderate range and a relatively fast rate of fire.
  • Max Range: 18,000m (1.125s x 16,000m/s)
  • Optimum Range: 15,000m
  • Base Damage: 4x76ppd
  • Secondary: Charge Cannon:
  • This is the Watchman's main source of alpha damage, it takes time to charge up before firing and has better reach than the primary weapon.
  • Range: 25,000m (1.25s x 20,000m/s)
  • Base Damage: 1492 ppd
  • Base Cooldown: 28s
  • 1: Dispersal Slow Shield:
  • This provides 50% damage mitigation for a time, once the effect is complete it emits a pulse that slows nearby enemies.
  • Damage Reduction: 50%
  • Duration: 5s
  • Base Cooldown 50s
  • Slow Effect: 20%
  • Slow Duration: 5s
  • 2: Watchman Missiles:
  • Range: 18,000m (9s x 2000m/s)
  • Volley: 8
  • Base Damage: 120ppd
  • Base Cooldown: 20s
  • 3: Countermeasure Mines:
  • These mines are launched around the watchman and are designed to deliver a sting to those who threaten the Watchman up close. They have a shorter arming time than regular mines, however, they cannot be aimed and deploy close to the Watchman.
  • Volley: 8
  • Base Damage: 395 per mine
  • Base Cooldown: 60s
  • Guardian:
  • Base Hull Strength : 8,000
  • Armor facings:
  • Front: 1,000
  • Rear: 750
  • Top: 1,000
  • Bottom: 1,000
  • Left: 1,000
  • Right: 1,000
  • Primary: Void Rockets:
  • These have a 360-degree arc of fire, a relatively fast fire rate, and high velocity. They also deal a small amount of AOE damage, making it hard for smaller vessels to evade damage entirely.
  • Max Range: 18,000m
  • Base Damage: 165 Impact 100 Armor
  • Base Cooldown: 1.25s
  • Secondary: Guardian Cannon:
  • The Guardian cannon is a long range charge weapon that deals massive damage on impact. The impact of this powerful weapon also knocks out the target's engines for 2.5 seconds.
  • Max Range: 25,000m (1.25s x 20,000m/s)
  • Base Damage: 1373 ppd
  • Base Cooldown: 26s
  • Engine Disable Duration: 2.5s
  • 1: Combat Blink Buoy:
  • This buoy can be used by the Guardian to blink to, it also stacks a status effect on enemies that causes them to take increasing damage if within range of the Guardian when it lands at the buoy.
  • Deployment range: 12,000m (2s x 6,000m/s)
  • Cooldown: 75s
  • Stack Applied Every 2.5s
  • Max Stacks: 5
  • 2: Blink to Buoy:
  • Allows the Guardian to blink to its nearby Combat Blink Buoy, also dealing damage to nearby enemies (damage depends on the number of marked stacks on the enemy).
  • Cooldown: 60s
  • Damage to Enemies: 255 per stack.
  • 3: Ability Boost Drones:
  • Ability Boost Drones reduce the cooldowns of either yours or an allies abilities by 15%. They have infinite duration however they are extremely susceptible to point defense or fighters.
  • Allied Cooldown Reduction: 15%
  • Squad Return Cooldown: 20s
  • Overseer:
  • Base Hull Strength : 8,000
  • Armor facings:
  • Front: 1,000
  • Rear: 750
  • Top: 1,000
  • Bottom: 1,000
  • Left: 1,000
  • Right: 1,000
  • Primary: Vector Cannons:
  • These have a 360-degree arc of fire and shoot high-velocity precision rockets.
  • Max Range: 18,000m (1.125s at 16,000 m/s)
  • Optimum Range: 12,000m
  • Base Damage: 10 x 30ppd
  • Base Cooldown: 2s
  • Secondary: Flux Beam:
  • This beam deals massive damage from a long range, though it requires some time to charge up. Once enable the ship will orientate itself in the direction you're aiming as the beam is locked to the ship's hull.
  • Max Range: 25,000m
  • Total Base Damage: 2080
  • Beam Duration: 3s
  • Base Cooldown: 28s
  • 1: Counter Thrust: This thrust system provides the Overseer with a short burst of speed in any chosen direction, it also grants much faster turning speeds. The Overseer gets a magazine of three boosts it can use in succession, though the ability requires a fair amount of energy.
  • Flight Model Boost: 250%
  • Duration: 2s
  • Base Cooldown: 60s
  • 2: Slow Torpedo:
  • The Slow Torpedo slows enemy movement by 50% (33% from an AOE blast, 17% direct impact) for 4 seconds and deals 200 damage.
  • Range: 30,000m (12s x 2500 m/s)
  • Base Damage: 200
  • Flight Reduction: 33% Splash Damage
  • Flight Reduction: +17% Impact
  • Duration: 4s
  • 3: Shield Wall Buoy:
  • The Overseer can deploy a shield in any direction. It has a fixed lifetime of 10 seconds and can absorb up to 3,000 damage.
  • Shield Strength: 3,000
  • Duration: 10s
  • Base Cooldown: 90s
  • New Hangar:
  • Complete rework of hangar scene.
  • New hangar modules made from upcoming Zarek texture set.
  • Primary sun angle moved to the backside for a moodier scene. Addition spotlights added to illuminate ships in order to add scale.
  • New nebula made to support new color palette & planet material tweaked to a more aquamarine appearance.
  • Matinee sequence added to the hangar with fighters & support craft & new cinematic mode with multiple panning camera shots introduced when the mouse is idle for more than 20 seconds.
  • Additional camera position added for Performance mode.
  • The camera sequence will skip to the next possible sequence as soon as the camera matinee is playing.
  • page up/down will allow users to move between the matinee sequences.
  • Optimised Sector Changes:
  • Ruins of Halcyon:
  • Material pass undertaken on all asteroids in the sector with an aim to darken & shift ore color towards copper.
  • New larger planet added with a red/blue/purple palette with corresponding fog & nebula.
  • New moon added with a subtle atmosphere to soften edges.
  • Persephone’s Embrace:
  • Subtle changes to fog to bring in line with new more global values.
  • Supporting planet is now a green swamp world with heavier cloud cover.
  • Absolute Zero (renamed - was The Glacial Array):
  • Ice planet significantly scaled up & new location lower on the map.
  • Iceteroids color tweaked to harmonize more with the nebula's blue.
  • Supporting moon changed to a dark gaseous world.
  • Fog brought in line with global sector values & lighting darkened due to player feedback.
  • Toxic Expanse (renamed - was The Umber Expanse):
  • Complete palette rework to add clearer visual identity.
  • New swampy green world positioned above the sector & lighting/fog changed to support the new aesthetic.
  • Asteroid materials darkened to a gray with reddish highlights.
  • Pillars of Erebus:
  • Palette shifted more towards teal & asteroid material tweaked to support new visuals.
  • Fog changed to reflect global standards & new dual planets added to the background.
  • Obulon Cascade:
  • Color scheme re-enforced with redder fog & new lighting rework.
  • Planet scaled up, moved to a neutral position & lightmaps optimized.
  • Homebase:
  • Lighting angle changed to make opening vista more appealing. This change is also rolled out across the tutorial level.
  • Background planets reworked & posed, nebula tweaked to bring in line with a more unified palette.
  • Main planet atmosphere tweaked to have a color gradient on the back side.
  • Fog values changed to add more depth & soften scene.
  • New HUD:
  • Added mute functionality next to each player's name on the scoreboard.
  • Added player ship icons on both the map and tab map which show the weight class of the ship.
  • Readability pass on the overheat widget.
  • Added functionality for further HUD customization options so players can reduce and increase the amount of information they want to see. In addition to this, some of the new elements can have their locations adjusted as well based on preference. -Reworked HUD tags. With an emphasis on clarity for new players to Fractured Space. We’ve re-worked how the skills are displayed on the HUD tag, Skills now more clearly show when in range, on cooldown and ready to fire.
  • New Team widget design.
  • New Tab screen design.
  • Targeting:
  • Added new targeting options to the game, players can now disable automatic targeting if they so wish (automatic target selection when hovering over a ship). Players can also now adjust the auto targeting selection delay. (how long you need to hover over an enemy target before it is automatically targeted).
  • The default auto targeting selection delay has been brought down to 0.35 seconds by default (down from 0.5 seconds).
  • Added new optional advanced targeting bindings to the game, they are as follows:
  • Target Next Ally
  • Target Next Friendly Player
  • Target Next Enemy Player
  • Target Next Friendly Squad
  • Target Next Enemy Squad
  • Target Next Buoy
  • Target Next Freighter
  • Target Next Friendly Decoy
  • Other Features:
  • Added a link to the community Discord server on the Hub.
  • Added ability to add AI Captains to Custom Game lobbies.
  • Added new mouse smoothing options to the game, the mouse smoothing strength can be adjusted in the Control Options menu. Mouse smoothing can be disabled entirely for those wishing to have unfiltered mouse input (as before this update).
  • Balance Changes:
  • Various changes to the way AI captains behave, particularly at lower levels. Now should provide an increased challenge with a higher fire rate, accuracy and use of more abilities.
  • Decreased the Ability Disable duration on the Protector and Disruptor from 14s to 10s.
  • Ghost Ambush is now treated as a Weapon rather than an Ability.
  • Colossus Flak now has a smaller AOE explosion range per shot (1,000m, down from 1,500m), this also slightly brings down the weapon’s effective range.
  • Colossus Flak now has slightly less spread.
  • Colossus Flak damage increased to 20ppd (up from 17ppd)
  • Raider Missiles hp reduced from 180 to 120, as missiles had too high health to be taken down by point defense.
  • Black Widow Weapon Disable will now give support points if an enemy is taken down while the status is active.
  • Reaper Scythe and Scourge beam will now give assist points while "scythed" status effect is active on the target.
  • Fixes:
  • Fractured Space icon now appears in the taskbar.
  • Gamma sector should no longer result in a white-out of bloom after many consecutive Gamma 3 events.
  • Given the leaderboard names a bit more space to allow the names to show.
  • Improved display of earned/current /locked medal rewards, and added highlighting to medal ranks/rewards
  • Fixed an issue where the new legendary wrapper would prevent crew being dropped onto the crew slots.
  • Fixed missing fx mesh on the Ultimate Interceptor
  • Added a fix for the Aegis being able to blink outside of the play area (cooldown is refunded if the blink fails in this way). Should also fix the possibility of all blink-to-target abilities being able to place you inside any sort of collision.
  • Fixed an issue where if a crew member meets the exact XP threshold, their crew members level would not update correctly.
  • Ship mastery text now highlights correctly when earned.
  • Fixed an issue where the new container for the legendary animation wrapper would cause issues when trying to replace crew members in a team.
  • Renamed Change Skin to Preview Skin in the Hangar.
  • Fixed artifacts issues when scrolling on the player progression page and the on the store page
  • Fixed an issue where Crew cards would appear in the pack open view as legendary even though they are not actually legendary due to the fact that you already have the legendary version
  • Fixed an issue where the values for the XP Tooltip on Crew would display as 0%.
  • Fixed bug where the lobby friend list wouldn't refresh when a friend online/offline status changed.
  • Fixed an issue where the final chroma slot would not unlock in the new crew legendary animation.
  • Mining Freighters will no longer award any resources if the game is not in progress (i.e. during the warmup phase if it happens to drag on too long).
  • Fixed a blank lobby display bug
  • Fixed an issue where switching between unowned and owned ships with owned and unowned skins would leave the purchase skin UI on screen.
  • Fixed an issue where you couldn't drag crew to a new team.
  • Fixed display of Ship Guide, Try this Ship and Loadout buttons
  • Added stats to list of things Quick Play does not award
  • Leviathan Turrets under the ship now fire correctly.
  • The Defence, Mobility and Heal Suppression drones have updated cooldown values.
  • Pioneer's Reveal Sector description now states that it does not uncloak stealth craft.
  • The Destroyer's Tactical and Strategic jamming systems now affect ships that are in cloak.
  • Corrected issue with Enforcer Turret not keeping up with the reticle.
  • Known Issues:
  • You are currently unable to click on a player’s name in the TAB screen, or the player’s map icon to spectate them while dead.
  • The Hangar Scene is incorrectly lit in Performance Mode.
  • The Tutorial Matinee is missing some VFX.
  • The Ship Role option in the HUD is not functional.
  • AI Captains in custom match lobbies are only visible to the host.

New in Fractured Space 3.4.03 (May 24, 2017)

  • Feature Changes:
  • Removed the step to apply a booster after your first Tutorial game.
  • Bug Fixes:
  • Improved AI Captain intelligence so they are more active and maneuverable during combat.
  • Added the Endeavor ship guide to videos list.
  • Fixed an inconsistency in text on the Quick Play button.
  • When attempting to change a keybinding to one that is already in use, the Cancel button will appear at full opacity.

New in Fractured Space 3.4.02 (May 22, 2017)

  • Reverted Support point calculation to the old system.
  • Fixed New User Feedback form so data is correctly being sent to us.
  • Removed offensive bot names

New in Fractured Space 3.4.01 (May 19, 2017)

  • Fixed AI Captain levels not increasing after successful matches. AI rating is now set based on your MMR on the first login.
  • Corrected the Match Rewards scaling in Quick Play.
  • Takedown point requirement reduced from 20% damage to 10% damage - players will be more likely to score takedowns for small contributions.
  • Support point requirement adjusted, healed players no longer need to live for 20 seconds after being healed for the SP to be awarded – healers, particularly on losing teams, will find their SPs are more representative of their contribution.

New in Fractured Space 3.4 (May 18, 2017)

  • When selecting the Quick Play option, our matchmaker will look to see how many players within your skill level are online when you search, and determine how many (if any at all) A.I Captains to place on your team. At peak times, it is likely that you will have a full team of five players against a team of AI Captains, and at off-peak times, it will be more likely for you to have some of your team slots filled with AI Captains. With these changes, we hope to improve queue times for those just joining Fractured Space and for those who wish to get a quick game to finish those daily missions.
  • MMR in Quick Play will be a separate entity to the PvP MMR and will not be displayed anywhere in the game. However, players with an already high MMR in PvP will be given a higher MMR in Quick Play to avoid them being matched with new players. We know that more experienced players use co-op mode for their own reasons, but as the previous co-op mode did not have MMR restrictions, this meant newer players were having a hard time as they would be teamed up with experienced players; making the AI Captain level too high for them to deal with. The new Quick Play feature will ensure newer players do not meet experienced players, so they can learn the game at their own pace. When a player returns from a quick play game, the Results Screen now hides the player's levels, level badges, and MMR values.
  • With the release of Quick Play, we will be keeping a close eye on the matchmaking times and match quality to further improve the experience.
  • Updated Features:
  • Rebalanced bot difficulty for new players: Low-level bots are no longer going as aggressively for the enemy base. The minimum ally bot level that you can get in Solo and Co-op is now 6. Changed the weighting for choosing the difficulty in Co-op to be massively weighted towards new players. All bot ratings have been reset.
  • Added HUD sound and world sound hook ups for turret control ability activations. Added sounds for Endeavor turret missile activation.
  • Raider Detection Buoy VFX updated, is now clearer where the buoy itself is located in 3D space.
  • Updated medal descriptions to specify they do not include Co-op or Custom games.
  • Bug Fixes:
  • Added a warning underneath the bundle when a player clicks purchase on a ship in the hangar.
  • Fixed dates not appearing correctly in Live Events.
  • When a player clicks “Quit To Desktop” from the options menu in the front end, the options menu will now hide and the quit overlay will display instead of the quit overlay displaying underneath the options menu.
  • Fixed an issue where sometimes the arrows on the hangar Events widget wouldn't work.
  • When an event is over, the hangar event widget now displays “Event Ended” like it does in the profile.
  • Removed Personal Progress text from the events page, during Community Events.
  • Preloading the profile page on launch to reduce the lag between clicking more info on the hangar Events widget and arriving at the events page.
  • Fixed an issue where the message shown when being invited before finishing the Tutorial was incorrect.
  • Fixed displaying of medals after showing boosters.
  • Raider:
  • Raider Primary weapon loadouts are now correct when using the Akula skin.
  • Raven:
  • Raven Overcharge beam will hit for the intended 5 pulses instead of 6

New in Fractured Space 3.3 (May 4, 2017)

  • With today’s update, we are introducing the Events page. If you’ve been following the game recently you will have noticed an increase in events occurring on certain weekends, with the introduction of this new Events page you will now have the ability to keep track of your progress through these events, know exactly how much you have contributed and how much time is left to participate and grab those elusive rewards. This will also provide us with the ability to dynamically create new events as time goes on, so keep an eye out for the next call to arms.
  • To find the Events page, head over to your Service Record located in the top left of the Hangar next to your name and avatar whilst an event is running.
  • Also included in this update is a new Kepler skin for the Paragon which will be on sale in the Store for 990 Platinum. If you fancy going green on a larger scale pick up the Kepler Bundle for 6335 Platinum and deck out the following ships
  • Hunter
  • Raider
  • Enforcer
  • Overseer
  • Venturer
  • Infiltrator
  • Gladiator
  • Paragon
  • Bug Fix:
  • Corrected the reward payout for the final step of Medals.

New in Fractured Space 3.2.01 28.04.17 Hotfix (Apr 28, 2017)

  • Today's client update contains the new 7 day rolling daily reward system for players who have reached Day 60 in the current daily login rewards.
  • The new 7 day rewards will be a mix of both credits and platinum which you will be able to save up to get the latest skins, ships and crew members coming out in the future.
  • Unlike the 30/60 day daily login rewards, the new system runs on consecutive logins, so in order to get the full rewards players will need to login in every day for 7 days. The rewards will scale up with each consecutive login, so for example on the seventh day the reward value will be higher than that of the first day.
  • For those still on the 30 and 60 day reward trees, you will continue on these until you reach day 60, so everyone is still able to get the ultimate Leviathan and Sentinel skins. Once you reach day 60, the new reward system will begin.

New in Fractured Space 3.2.01 Hotfix (Apr 12, 2017)

  • Changes:
  • Added nebula to hangar scene.
  • Static shadow distance fade fixed on low settings.
  • In the Ice sector, the large white planet in the background has been moved for better artistic composition.
  • The capture sphere “bubble” for the mining stations has an internal shell that used to render on medium, but now only renders on ultra.
  • The capture sphere material is slightly more optimized.
  • Fixes:
  • Corrected Endeavor's Loading screen Sentry Missile description.
  • Endeavor's Gravity Charge no longer prevents cloakers from entering cloak after they have escaped it.
  • Basilisk's Gravity Well no longer prevents cloakers from entering cloak after they have escaped it.
  • Raven Overcharge Beam now applies the correct damage amount of damage ticks. Increased beam duration from 2s to 2.1s.
  • Chat text in hud options settings menu no longer fades out.
  • Fixed floating turret platforms on homebase.
  • Added a fix for incorrect sizing for undeployed turret plus icon at different resolutions.
  • Fixed the missing materials for the ECG protector skin which was causing it to render like the default skin rather than the expected green and yellow.
  • Adjusted LOD distance to reduce pop-in especially on Ultra mesh quality for the Protector and Executioner; improved break-up of hull material colors to improve the look of skins (Acid Thunder & Titan Pro in particular.
  • Balance Changes:
  • Basilisk:
  • Basilisk's Gravity Well can now be deployed at 10km range instead of 5km.
  • Endeavor:
  • Endeavor Sentry Turret's cannon cooldown increased from 2secs to 3secs, damage increased from 30dmg to 45dmg to maintain 60 DPS.
  • Endeavor's Sentry Turret cooldown increased from 60secs to 80secs.
  • Endeavor's Sentry Turret now has an energy cost of 1,000 on activation/launch.
  • Reduced the deployed turret base health from 1850 to 1700
  • Endeavor's Gravity Charge cooldown increased from 50secs to 70secs.
  • Endeavor mines now fire sequentially rather than “buck-shot”.
  • If the Endeavor is disarmed then its deployed turrets also become disarmed for the duration.
  • The Endeavor's gravity charge now automatically activates after 5 seconds irrespective of whether an enemy is nearby, and then always destroys itself 10 seconds later. This means it can no longer be used as a trap to be triggered at a later time.
  • Reduced the Endeavor's Void Cannon distance, was 19,500km now 17,550km by reducing projectile lifetime from 1.5secs to 1.35secs.
  • Venturer:
  • Venturer Shielding Buoy and variants now rewards support points.

New in Fractured Space 3.2 (Apr 7, 2017)

  • Void Cannon:
  • Max Range: 19,500m (1.5s x 13,000m/s)
  • Optimum Range: 10,000m
  • Refire Rate: 0.25s
  • Base Damage: 12 (impact) + 3 (AoE) + 5 (armor)
  • Volley Count: 4
  • Base Cooldown : 0.333s
  • The Void Cannon is a close to mid-range weapon with both impact and AOE damage. Fires in a buckshot fashion.
  • Sentry Turret:
  • Range: 10,000m (4s x 2,500m)
  • Magazine Count: 3
  • Magazine Refire Interval: 3s
  • Magazine Cooldown: 90s
  • Turret Hull Strength: 1,850
  • Turret Sensor Range: 12,000m
  • Turret Base Damage: 30ppd
  • Turret Volley: 4
  • Turret Refire Rate: 0.25s
  • Turret Base Cooldown: 2s
  • A flexible system that allows the Endeavor to create kill-zones, lock-down areas or provide general fire support in strategic locations. Sentry Turrets prioritize targets the Endeavor currently has selected, else will automatically fire on the first enemy that enters their range or if fired upon.
  • The Endeavor can place a maximum of 3 turrets at once. Deploying a new turret when the maximum number have already been placed will result in the oldest one being destroyed.
  • The player sees a turret icon on their map for each of the turrets placed and is alerted when a Sensory Turret is attacking a target as well as when it is destroyed.
  • Concussion Mines:
  • Max Range: approx 3,000m (0.3s x 10,000m/s)
  • Volley: 8
  • Base Damage: 200ppd
  • Concussion Effect: 2s
  • Slow Effect: 10%
  • Base Cooldown: 45s
  • The Concussion Mines are hidden from enemy targeting systems until they are armed. Once armed, these mines are set to detonate in close proximity to any target, dealing damage while slowing the target down and disabling their ability systems for two seconds.
  • Sentry Missiles:
  • Range: 18,000m (9s x 2,000m/s)
  • Base Damage: 130ppd
  • Refire Rate: 0.5s
  • Volley: 4
  • Base Cooldown: 32s
  • After a short warm-up, all Sentry Turrets within the same sector fire a wave of missiles at their current target.
  • Gravity Charge:
  • Range: 10,000m (7,500m x 1.33s)
  • Detonation time: 5s
  • Area of Effect Radius: 3,000m
  • Base Cooldown: 50s
  • Upon detonation, the Gravity Charge creates a strong gravitational force that hampers the enemy's flight model and pulls them into the center of the singularity for a set duration. While potent, the Gravity Charge takes time to prepare, meaning pilots need to employ forward thinking to get the most out of its utility. Placed in the crossfire of Sentry Turrets the Gravity Charge can cause severe disruption to clustered enemy formations.
  • New Performance Mode Option:
  • This new option will increase rendering performance overall, this should allow the game to run faster on integrated graphics cards as well as mid-range desktop graphics cards. Minimum specifications adjusted. Performance mode will be forced by default on Intel integrated GPUs. There’s an in-game option to disable it being forced. Changing this option will require the game to be restarted.
  • Updated Features:
  • The Warp Tunnel has received an art pass.
  • New Nebulas added to sector skyboxes.
  • Asteroid positions have been tweaked.
  • Gamma minimap scale adjusted to match new cap zone size.
  • Accepting a lobby invite will now prompt the player whether they want to join the new lobby or not when they are already in a lobby.
  • New, rebuilt TDS Paladin artwork - rendering cost reduced by ~60% with an improved look.
  • New, rebuilt TDS Protector artwork - rendering cost reduced by ~60% with an improved look.
  • Fixes:
  • Fix for some crew issues in drafting. This also affects crews not being applied in game correctly.
  • Reworked chat fading logic to fix errors with messages being cut off and not displaying correctly.
  • Added a possible fix for blank lobby issues by always sending Custom Match Game mode information.
  • Disabled dragging for PVP and Co-op matches as there was no need for it to be there. Fixed an issue where dragging a player on top of the host would remove the host from lobby.
  • USR Wrecker, Zarek Smasher, and Titan Takedown medals will now display the achieved and missing ships sorted in alphabetical order.
  • Basilisk Pulsar charge VFX updated so it is easier for players to see the size of the charge's area
  • Asteroid adjustment in Alpha/Beta 2 to fix shadows that were being cast on stations
  • Fixed Alpha 2 design sublevel - position of mine cap zones had been missed
  • Fixed an issue where purchasing a bundle from the hangar would not close the unlock window behind it on a successful purchase
  • Recommend and Report windows now appear over the Results screen as intended
  • Fixed issue where turning off the Ally Status Widget would also turn off the player healthbar indicators
  • Moved Squad Survival from defense to utility in the Crew Implants Stats overlay
  • Gamma spotting corrected - now enemies are only auto spotted when inside the cap zone.
  • Reduced the amount of instanced asteroids in the hangar level (performance optimization)
  • Fixed players not being marked as disconnected in game if they quit in Drafting.
  • Clear cached taunt on respawn to ensure an incorrect taunt can't be played on a subsequent kill
  • Fix for player ships not displaying on the minimap after the turret update
  • Fixed an issue where multiple ship descriptions would appear in the helper widget in the Firing Range
  • Fixed an issue where the highlighter and level up screen in the tutorial would sit behind the Results screen.
  • When a bundle is purchased through the hangar, the skins list updates correctly now.
  • Fixed display of skill text to improve readability, and to display skill cooldowns correctly
  • Fixed an issue that was preventing the skin selection from being saved properly in the user settings.
  • Moved the tooltip for a player’s level onto a wrapper that goes around the player’s name, profile image, and level
  • Corrected Infiltrator turrets so they have complete 360 field of fire
  • Fix for possible crash in mining freighters
  • Fixed an issue where scrolling would stop if your cursor was between two ships in the hangar ship list
  • Added a tooltip to the player’s level and rank in the leaderboard
  • Fixed an issue where large numbers of digits would clip into the text in a player’s profile
  • Added a title to the Profile Page that says 'Lifetime Stats' to let the player know that these stats are from when they first started playing the game.
  • The sort order for implants is now based on Affinity Group and then alphabetically.
  • Fixed an issue where the Daily Rewards on the right of the lobby gets cut off at the bottom.
  • Increased the font size of loadout text in the main menu.
  • Fixed an issue where the Footer buttons would overlap with the Options Menu.
  • Given the leaderboard names a bit more space to allow the names to show.
  • Moved the MatchID to the top left of the screen.
  • Credits and XP values now sit centrally in the circles. If a user clicks the Booster button, the credits text transition upwards and the booster credits appear in the circle at the bottom.
  • Removed the Global Chat button from the footer.
  • Fixed an issue where the play now button in a Custom Game lobby would clip into the chat box.
  • Chat messages should no longer be cut off when multiple messages are sent at once.
  • Removed Value Position from the HUD settings for the Reticle.
  • Fixed an issue where the Venturer would get cut off when the level up reward is shown.
  • Fixed artifacts issues when scrolling on the player progression page and the on the store page.
  • 720p Resolution Fixes:
  • When opening the settings menu, the resolution is now displayed correctly at 720p.
  • Resized the Crew Pods and Implants Pod in 720p to be 2 columns rather than 3 columns to allow more of the crew card to be seen.
  • Fixed an issue where the killcam contents wouldn't scale correctly in 720p.
  • Fixed an issue where the crew member in the HUD would clip with the server information in the top left in 720p.
  • Fixed an issue where the tweet widget on the Hub would be cut off in 720p.
  • Fixed an issue where a dragged crew card would be a lot larger than the drop area in 720p.
  • Fixed an issue where store items text would be too small in 720p.
  • Fixed an issue where the last Mission in the lobby on the right-hand side would be cut off in 720p.
  • If the list of help screens in the Options Menu is too long in 720p, a scrollbar will now appear.
  • Fixed an issue where the completionist text is cut off slightly in 720p in the dropdown.
  • Fixed an issue where the Footer would overlap with Results and Options menu in 720p. When an invite is now received, the footer will sit on top of these screen until it is dismissed or accepted.
  • Resized the Victory/Defeat text at the end of a match to fit better with 720p screens. Moved the Objectives widget to the top left of the screen in 720p.
  • Fixed an issue in the HUD at the start of a match in 720p where 'Match is about to start' is overlapping with the 'Allied Controlled' bar.
  • Fixed an issue related to the height of the scrollable area in Bundles in 720p.
  • Fixed an issue where the crew stats pop up in the barracks was taller than the height of a 720p window.
  • Career progression page formatting now looks correct at 720p.
  • Ship images for ship mastery medals are now centered at 720p.
  • Balance Changes:
  • Game Balance:
  • Increased Max respawn delay from 50 to 60s
  • Gamma Cap Zone size increased (radius 6500 - 7500m) Gamma Jump points moved out by 1000m (same distance from Cap Zone, moved with cap zone increase) Gamma Buff Damage Reduction reduced (WAS I-20, II-15, III-30) Gamma Spotting zone adjusted to new Cap Sphere size.
  • Forward stations moved back an additional 1km, end Mines moved back an additional 500m, Side jump points moved back an additional 500m, Rear jump points moved back an additional 1km.
  • Conquest Respawn times changed:
  • 0: 22 to 25 secs
  • 1: 24 to 27 secs
  • 2: 26 to 29 secs
  • 3: 28 to 34 secs
  • 4: 30 to 36 secs
  • 5: 32 to 38 secs
  • 6: 34 to 43 secs
  • 7: 36 to 45 secs
  • 8: 38 to 47 secs
  • 9: 45 to 52 secs
  • Conquest lane adjustments Forward Stations moved back by 1km (jump points too) Near Mine moved back by 500 Asteroid tweaks around moved stations and jumps.
  • Alpha/Beta Sectors: Sensor Spotting range reduced around Forward Stations (15km to 12km) Level Boundary adjusted - Height reduced from 30km to 24km (3km off top and 3km off bottom, now same height as Frontline) Side Jump Points moved back by 1km (were 1,900m away from near Mine, now 2,900m)
  • Gamma Sector: Level Boundary adjusted - Height reduced from 30km to 24km (3km off top and 3km off bottom, now same height as Frontline)
  • Home Base Sectors: Level Boundary adjusted - Height reduced from 30km to 24km (3km off top and 3km off bottom, now same height as Frontline)
  • Fighters refire interval will now scale based on their fleet size.
  • Ship Balance:
  • Protector:
  • Protector Absorb Drones health decreased from 75 to 50
  • Protector Absorb Drones Health Leech Fraction increased from 0.8% to 2.5% of damage dealt.
  • Protector Absorb Drones Duration reduced from 60s to 45s
  • Equalizer:
  • Equalizer's Negative CapMod buoy AOE size increased from 3km to 5km.
  • Equalizer's Negative CapMod buoy debuff on enemy cap increased from -25% to -50%
  • Equalizer's Plasma Torpedo (and variants) speed increased from 1,500m/s to 2,500m/s, with lifetime adjusted from 15s to 9s to maintain 22,500m range. Health of missile equally adjusted 240hp to 114hp
  • Paladin:
  • Paladin's Plasma Field now on a 5s cooldown once turned off.
  • Paladin Heal Ballista heal impact reduced. Full Impact heal now set to 6.40 for a total of 8.8.
  • Paladin Purge Torpedo AOE effect removed
  • Aegis:
  • Aegis Blink Shift Buoy distance reduced from 12,500m to 10,000m. Lifetime of projectile remains at 2s but speed decreased from 6,250m/s to 5,000m/s.
  • Removed Aegis' Absorb Cannon launch time, was originally set to 5,000 for 0.2s. This will give the weapon 12,500m range.
  • Aegis Transference Shield damage mitigation reduced, was 70% now 60%. - Aegis Blink Shift Buoy distance reduced, was 15,000m now 10,000m. Achieved by reducing the speed of the buoy before deployment, was 7,500m now 5,000m. Lifetime of 2s remains the same.
  • Brawler:
  • Brawler concuss duration set to 6.5s
  • Brawler's Concuss Pulse duration decreased from 10s to 6.5.
  • Brawler's Ability Shutdown duration decreased from 14s to 8.5s
  • Persecutor:
  • Persecutor's Energy Blink cooldown increased from 7.5s to 10s
  • Infiltrator:
  • Infiltrator Ability Disable duration increased from 5s to 8s
  • Paragon:
  • Paragon's Heal Suppression drones now reduces enemy's incoming heals on target by 75% instead of 90%
  • Paragon's Detect Waypoint Pulse interval reduced, was 15s now 10s. Enemy Cloakers has less time to get out of the sphere of influence before being detected.
  • Paragon Waypoint effects such as detect now has 5s delay after buoy has been established.
  • Basilisk:
  • Basilisk Plasma / Sabot Cannon and Graviton Anchor projectile speed increased from 8,000 to 10,000m/s, lifetime adjusted from 1.5s to 1.2s to maintain 12,000m range.
  • Basilisk Pulsar Charge AOE increased from 3,000m to 4,000m - Improved the accuracy of the Plasma Cannon and increased the refire rate for much tighter spread.
  • Raven:
  • Raven's Overcharge Beam tick rate set to be more frequent, was 0.5s now 0.4s. This now brings the Overcharge Beam back to its original damage output of 2200 after the continuous beam fix went in last patch.
  • Black Widow:
  • Black Widow Missile refire rate increased, allowing it to deploy a full missile salvo quicker.

New in Fractured Space 3.1.2 (Mar 30, 2017)

  • Added a fix for the 99% crash that was occurring in specific match scenarios.
  • Added support for the next set of 30 day Daily Rewards.
  • Changed Daily Mission Pod Rewards from 2,4,6 to 1,3,6 games played.
  • Reverted the change that will force new users to launch in 720p windowed mode.

New in Fractured Space 3.1.1 Hotfix (Mar 16, 2017)

  • Added a fix that should improve framerate for all users.
  • Added a change that will force new players into a 720 windowed mode with low graphics settings which they can then adjust to their preferred settings.

New in Fractured Space 3.03 Hotfix (Mar 10, 2017)

  • Fixed issue where older users who played the game a while ago and returned, could possibly end up stuck in the Hangar not being able to complete the "Purchase Enforcer" step.
  • Fixed an issue where Crew pages were invalidated incorrectly with very specific implant setups.
  • Fixed Skins and loadouts resetting between games. (Note: Legendary skins still appear to reset between games.)

New in Fractured Space 2.1.1 (Jan 23, 2017)

  • Changes:
  • Turning off the Gold Rush Weekend. Hopefully you got that crew member you've been waiting for.
  • Fixes:
  • Fixed Azreal Reaper and Revenant Reaper missiles and Typhoon Displacers Displace Marker missiles so they can be affected by point defence.
  • Fixed an issue with default skins that could cause a crash during the Draft phase.
  • Fixed a couple of Tutorial issues where old users who return to the game could get stuck in the step of having to purchase a ship and not having enough credits to do so. We will now trigger the related offers for those users to ensure they have enough credits to continue the game’s flow.
  • Fixed a bug where two minus signs would appear if a stat was a negative on Crew Stats in the Hangar.

New in Fractured Space 2.1 (Jan 11, 2017)

  • Added the “Pirates” crew pod. These are 10 new crew members which can be purchased from their own Crew Pod. They will not be part of the Standard Crew rolls.
  • Conquest video will now play for new players that reach level 5 and will also play for players that aren't new but returning and on their next level up if they're above level 5 it will play for them.
  • Updated the unlock level on Crew button to be 6.
  • Adding in the amount of owned and unowned implants to the barracks.
  • When a player is lower than the required level for Firing Range, Loadouts or Crew and they hover over one of these buttons, they will get a tooltip telling them what level these unlock at.
  • Mouse is no longer set to centre position anymore once the focus is given to drafting UI
  • Changing values on crew and implants to resolve game breaking use in-game, specifically Broken Armor Damage and Armour Strength both reduce from 50 percent total to 25 percent total, total refers to the crew & implant max value, this means all implant and crew values have been halved.
  • Removed the email signup form from the game.
  • Removed the three ship video from the Tutorial Flow.
  • Fixing issues that prevented users from reaching level 4 and not obtaining the credits needed to unlock a ship in the New User Flow.
  • Removed the Colossus and Sentinel from the tutorial ship purchase choices so now players can only pick the Enforcer.
  • Updated the text for step 2 and 3 of the flow to relate to buying the Enforcer rather than 3 ships.
  • Creating new missile projectiles for each ship that uses the 'standard' and 'standard fast' missiles
  • Audio fix for spectator, which prevents the sound from playing non stop.

New in Fractured Space 01.05.2017 Hotfix (Jan 5, 2017)

  • Reaper missiles health set back to normal values.
  • Fixed an issue where the December promotion would make players get stuck in the Proving Grounds flow.
  • Fixed an issue where the December promotion would stop players from receiving all the information on the Results Screen.
  • Fixed an issue causing the Ultimate skins to not award the 20% Credits earnings.

New in Fractured Space 2.0.1a Hotfix (Dec 23, 2016)

  • Ultimate skin fix for loadout selection
  • Fixed a bug that caused the DNA icon to be misaligned in the Convert Credits to DNA screen.
  • Fixed an issue with undefined values appearing when hovering over crew stats in the hangar.
  • Fixed an issue where double negative operators were appearing in Crew Modifiers in the hangar for Broken Armor Damage

New in Fractured Space 2.0.1 - 21.12.2016 Update (Dec 22, 2016)

  • adds additional backend telemetry tracking to allow the development team to analyze in game behaviour in more depth over the holiday season.
  • The data gathered is purely regarding game performance and any crash issues players may experience.

New in Fractured Space 2.0.1 (Dec 21, 2016)

  • Changes:
  • Gamma 1 moved to 5 mins. Gamma cap times reduced.
  • Increased ‘Game Played’ Credit earnings - Conquest was previously 4500 now 6500 - Frontline was previously 3400 now 4400.
  • Loadout, skin and crew will default to the hangar selection in drafting. Changes to your loadout, skin and crew in drafting will also be saved in the hangar, effectively always saving your last picked configuration.
  • Changed the wording for Solo v AI games to let you know you get that you'll get rewards up until level 15.
  • The Akula Raider uses its own status effects mesh
  • Removing Global Chat by greying out the button
  • Removing the Games Quit statistic from the player profile
  • FX Mods removed from Silver and Gold drop pods
  • Fixes:
  • When a player goes into Firing Range before purchasing a ship, the UI is no longer unlocked and is set back to the state that they previously should have had. This should stop players from being unable to progress through the tutorial.
  • Fixed unwanted VO prompts being played in the Firing Range.
  • Fixed an issue where, sometimes when a player clicks skip when opening packs, the next opening animation would also be skipped.
  • Fixed Front End music being stopped after tutorial videos played
  • Allow players to accept game invites when they have access to PvP/Co-op lobbies but don't allow them to accept invites when they don’t have enough credits to buy a ship.
  • Hangar now shows the correct crew implant stats.
  • Fix for Ghost's ambush (and other hitscan weapons/abilities) sometimes missing when the aim location is at certain angles.
  • Changed LOD distances for some asteroid types. Pop-in should be improved.

New in Fractured Space 12.15.16 Hotfix (Dec 16, 2016)

  • Fixed a bug where the Conquest Video wouldn't play for users who leveled up multiple times in a match.
  • Music set to play from memory due to streaming issues. This should fix missing audio in the frontend and audio stuttering during Gamma fights.
  • Fixed the Leviathan Fusion Beam from being able to fire in a 360 degree arc.
  • Adding a new parameter to ramming damage and changing the old one. Old ramming damage used to inflict an extra 10%. It should now reduce the damage to the player ship by 10%.
  • Infiltrator upgrades should now apply correctly.
  • Added a change to stop incorrect resizing of the global chat window to unusably small.
  • Fixed Crews not being able to be selected during the drafting phase.

New in Fractured Space Hotfix 1.6 (Nov 15, 2016)

  • General:
  • Removed the Halloween moon.
  • Removed MultiRes support in an attempt to resolve certain GPU crashes.
  • Bug Fixes:
  • Added a fix for possible server crash due to an invalid warhead on a projectile.
  • Added a new system for handling soundbank unloading on shutdown to ensure everything is properly unloaded.
  • Centurion Anti-Materiel Cannon AoE increased from 250 to 500 to remove perceived inconsistency with damage.
  • Executioner Missiles now reset back to 118 health.
  • Ghost Plasma Caster no longer has damage fall off, bringing it in-line with rest of the ships primary loadouts.
  • Premium Ghost's Ambush turrets given restrictions to correct convergence and weapon accuracy on targets at close range.
  • Corrected Centurion turret firing sequence, giving it broader coverage across entire chassis.
  • Leviathan Fusion Beam now uses a single turret at the front of the craft, correcting convergence issues as well as looking more aesthetically pleasing.
  • Black Widow Quad Rockets cooldown set to 32 seconds as it was incorrectly set to 24.
  • Plasma Buoy will now detonate on hit, meaning the buoy now collides correctly with geometry.
  • Black Widow turret coverage corrected, allowing it to fire all munitions when shooting back-right and back-left.
  • Balance Changes:
  • 5 resources per second added to both Home Bases.
  • Adding Death Bounty Values for 1, 2, 3 and 4 Death Streaks of 200, 200, 150 and 100 resources.
  • Reduced resources given to players for First Blood and Kill Streaks to slow the snowballing of the current game. First Blood down from 500 to 300 - all kill streak rewards reduced by 100 - these start at 200 now and go up 50 per kill.
  • Changed capture rate per level - from 400% max to 300% max (44% per level to 33% per level) for most ships and from 500% to 400% (55% per level to 44% per level) for lights and heavies.
  • Executioner's Gauss Cannon impact damage decreased from 680 to 580 but AoE damage increased from 100 to 200.
  • Cryo Cannon Overheat penalty decreased from 13.8 to 13s.
  • Autoloader Overheat penalty increased from 7.6s to 10.9s with Firing time before overheat reduced from 16.8s to 16.2s.
  • Paragon projectile damage increased from 13 to 14.
  • Centurion Anti-Material Cannon Cooldown increased from 18s to 24s.
  • Chrono Blink energy activation cost increased from 1,250 to 1,500.

New in Fractured Space Hotfix 1.5.3 (Nov 1, 2016)

  • Added a fix for the game hanging on exit due to an audio issue.
  • Added a prevention for the Centurion Energy Overload SFX from continuing to play if the ship is destroyed, or switched in the Firing Range.

New in Fractured Space Phase 1.10 Hotfix #2 (Oct 13, 2016)

  • Backend analytics

New in Fractured Space Phase 1.10 Hotfix (Oct 10, 2016)

  • Removed AI Captain telemetry as it was no longer required
  • Small Changes:
  • Temporary - Removed the widget during the Proving Grounds as it was overlapping with Coda's subtitles

New in Fractured Space Phase 1.10 (Oct 3, 2016)

  • General Updates:
  • AI:
  • Added community player names to the level 10 AI captains, found in the Solo and Co-op Game modes.
  • AI Captains will now focus fire to ensure they are more lethal than before in combat simulations.
  • AI Captains will now contest any allied capture zones that are under attack from the blasted humans, as opposed to completely ignoring them.
  • Firing Range:
  • The Firing Range information box now appears beneath the ally widget
  • The title of the Firing Range Objectives box has now been accurately renamed to “Controls”
  • Lobbies:
  • General stability fixes and improved quality of life for matchmaking lobbies.
  • Performance:
  • Map improvements and polish
  • UI:
  • Players are no longer able to view or buy loadouts for a ship they do not yet own
  • Capture Spheres are now visible from the inside, so long as your Effects
  • Quality settings are set at medium or above.
  • Keybindings:
  • Key bindings have been adjusted to fix a few issues and allow binding multiple controls to the same key.
  • Balance Changes:
  • Persecutor:
  • Persecutor's Fission Charge will now deal 118 base damage every 0.6 seconds for 6 seconds instead of 98 every 0.5 seconds for 6 seconds. This ensures the base damage is at 1,180.
  • Basilisk:
  • Fixed an issue with the Basilisk's Graviton Anchor, which previously stopped it being able to stack three times on an enemy.
  • Executioner:
  • Increased the Executioner's Chrono Blink energy requirement from 1,000 to 1,250.
  • Decreased the armor values on the Executioner. It was previously 1200 on all sides, the new values are now 1100 on all sides except for the rear, which has a new armor value of 750.
  • Superlifter:
  • The Superlifter's Repair Buoys are no longer persistent. They now have a lifetime of 20 seconds once deployed.
  • Bug Fixes:
  • Fixed an issue where the spectator camera was unaffected by the invert X and invert Y game user settings.
  • Fixed a low reproduction server crash
  • Fixed an issue where Boosters would fail to apply on completion of a match.

New in Fractured Space Phase 1.06 (Sep 27, 2016)

  • Applied a fix that should retroactively enable any Armada Pack purchases that did not unlock all the ships

New in Fractured Space Phase 1.05 Hotfix (Sep 26, 2016)

  • Changes:
  • Added the Armada pack to the Starter Packs page on the store and is now the featured item in the carousel.
  • Changed Paragon MiniCannon sound in response to feedback.
  • Fireline optimisations -- This means the load times to get from match end to Results Screen is much faster.
  • Bug Fixes:
  • Reverting back the main base capture UI, should no longer say 100% capture and have the game still be active.
  • Fixed an issue where the game mode arrows don't work when returning to to lobby from a game.

New in Fractured Space Phase 1.04 (Sep 22, 2016)

  • Changes:
  • Left Early Access (Thanks for having us)
  • Zarek Enforcer Triton Skin:
  • Log into Fractured Space between now and 31st Oct 2016 and you will earn the Triton skin for the Zarek Enforcer. (You will still be required to have unlocked the Zarek Enforcer to access this skin).
  • Purple Reign Skin Pack:
  • Complete your Purple Reign skin collection by purchasing this royal pack.
  • Bug Fixes:
  • Fixed an audio issue with the base alarm continuously playing.

New in Fractured Space Phase 1.02 (Sep 21, 2016)

  • Optimization:
  • Optimization pass over Gamma for Conquest and Proving Grounds. All playspace asteroids and Gamma Station static meshes set to not cast dynamic shadows, top and bottom asteroid meshes integrated for asteroids outside of playspace set to no shadowcasting.
  • Changes:
  • Repositioned the medal burst on level up screen.
  • Updated the buffs/debuffs text with a fade off and moved the ship name underneath the health bar.
  • Increased the opaqueness of the players chat area to make it more readable.
  • Ally status widgets made more visible against the background.
  • Ally status widget health bar enlarged. Changes colour from green to red and flashes once below 30% health.
  • Ally status widget buff/debuff text has text drop shadow to make it easier to read.
  • Implemented some feedback on HUD status effects.
  • Added a buff specific colour (tweaked the red to be more readable).
  • Added a background panel behind status effects that changes opacity if targeted or not.
  • Scaled up the font size of status effects.
  • Removed shadowcasting from turret meshes, added max draw distance of 100000
  • Notifications. Fix to the way gamma numbers are determined (used to be counted client-side by the widget), now receives gamma number from the Gamma blueprint to prevent issues in case of disconnection etc. Also, fixed an issue where the spectator was presented with the wrong number.
  • Bug Fixes:
  • Fixed not being able to jump at the start of the tutorial sometimes (due to no UI appearing)
  • Fixed cause of drafting sometimes not progressing (causing everyone to be disconnected)
  • Fixed cause of some disconnects during games
  • Fixed a crash that could occur if you have your selected ship in savedata set to an invalid GUID. You'll get a blank ship selected in the hangar instead for now.
  • Fixed LOD material overrides on various Venturer skins.
  • Made adjustments to voice limiting to prevent voice stealing occurring when large numbers of explosions are occurring in home bases.
  • Fixed Paragon's rear armor having only 150 health (now corrected to 1,500 health like the other armor sections).
  • Clicking Firing Range when not in a lobby will no longer tell the user they are leaving a lobby.
  • Added a collision mesh for the Mining Station to blueprint as the middle mine could be passed through.
  • Fixed an issue where the TDS Executioner had the default image has a Purple Reign ship behind it.
  • Fixed targeting offset on Superlifter being calculated incorrectly (causing homing projectiles to completely miss it sometimes).
  • Fixed not getting Credit rewards, when playing Co-op vs AI. (EDIT: We incorrectly stated mission progress and drop pods on first post. Apologies.)
  • Plasma weaponry and abilities now marked as a Debuff.
  • Duplicate Crew being replaced with DNA is now working correctly.
  • Fixed an issue with the Protector Loadout setup - Ability Torpedo is now usable in-game again.
  • Fixed the Capture alarm sometimes getting stuck when a ship was destroyed while capturing.
  • Firing Range. Target ship wasn't dying with a 100% damage request due to their bot crew damage modifiers. Now doubled the damage done to ensure a kill when player presses button.

New in Fractured Space Phase 1.01 (Sep 19, 2016)

  • Bug Fixes:
  • Improving performance in Gamma
  • Temporarily re-enabling AI Captains replacing players, but only so we can get some more information to help resolve the issue. We'll require server names and times of people seeing the issue, so we can grab the logs. As soon as it happens and we get a log, AI Captains in matches will be turned off.
  • Proving Grounds:
  • Cleanup. Polished art and rebuilt lighting across all sectors for better consistency with Conquest.
  • Opening options during the Proving Grounds sequence will now prompt you to click the play button correctly. Anyone that exits the game before entering their email address will now be prompted to enter their email address again.
  • Added a fix to prevent the Proving Grounds arrow from constantly appearing.
  • Interceptor:
  • Fixing Interceptors Overheat weapon so it actually overheats now.
  • Paragon:
  • Corrected typo on the Paragon's Defense Drones HUD display.
  • Protector:
  • We're temporarily super locking the Protectors Ability Torpedo. Selecting it gives the player a loadout that isn’t ready for release. A proper fix will be made for the next hotfix, but for now we will just superlock the ability so no one can access it.

New in Fractured Space Phase One Update (Sep 16, 2016)

  • Solo versus AI Captains:
  • In this mode you have a fleet of four AI Captains backing you up while you take on an opposing AI Team to help you learn the basics of Fractured Space before entering the fray and taking on live opponents. These AI Captains improve in capability as you do, so it's worth revisiting this mode regularly to keep your skills sharp. This mode is also an excellent way to practise with a newly purchased ship without risking a blemish to your service record.
  • Co-op versus AI Captains:
  • Group up with your friends to challenge the AI Captains if you don't feel like taking on human opposition. Not only is this mode great for trying various new fleet strategies that you may not want to reveal just yet in a Custom Match lobby, but you'll also gain a credit reward for playing it. While this reward is not as much as playing a standard Conquest match, it will allow you to earn new ships without needing to play real human opponents.
  • AI Captain Reinforcements:
  • AI Captains also have the capability to join you in an all-human battle. Disconnecting players have provided a considerable, even if not always intentional, disadvantage to those who have stayed behind to finish the fight, and with this update an MMR-scaled AI Captain will take control of an abandoned ship and persevere to work with the team so you don’t feel like you are a Captain short.
  • As this is the first introduction of AI Captains they may sometimes behave bizarrely, but they will continue to receive upgrades and behaviour changes as we continue their development.
  • HUD Elements:
  • New Segmented Health bar widget.
  • Team Status widget.
  • New Gamma notifications.
  • New capture notifications.
  • New Kill notifications.
  • Improved Upgrade notifications.
  • Updated ship icons on minimap to make indicated direction clearer.
  • Added buffs and debuffs to Ship tags, removed debug text.
  • Added a hitmarker notification to the center of the screen. Changes color based on whether the player is doing damage to intact armor (white), broken armor (red) or healing allies (green).
  • Art fixes and improvements:
  • Frontline:
  • Regenerated asteroid ring, added depth effect to planetary ring material, removed legacy atmosphere and replaced with current version.
  • Conquest:
  • New capture spheres.
  • Better scaling light material on Home Base and Gamma stations.
  • Alpha classic asteroids now have more consistent detail normal maps.
  • Gamma planet mesh is higher resolution to remove polygonized horizon.
  • Horizon and planet also matched up better.
  • Added team ownership lighting to forward stations which flash and change colour while capturing.
  • New forward station beacon design.
  • Visual/Lighting polish on The Pillars of Erebus and The Umber Expanse.
  • Ruins of Halcyon (classic Alpha) and Persephone’s Embrace (classic Beta) asteroids now have more consistent detail normal maps.
  • The full changelog can be found here: http://steamcommunity.com/games/310380/announcements/detail/872959372953102093

New in Fractured Space 18.2 Alpha (Aug 11, 2016)

  • Bug Fixes:
  • Superlifter:
  • Tugboat statuses changed to have “self” and “allied” in their names
  • Superlifter's Heal Buoys will now refresh the “Heal “status effect if the target is already in the process of being healed by a previous heal buoy
  • General:
  • Potentially fixed one of the causes of matchmaking sometimes failing in the “Joining game…” phase

New in Fractured Space 18.1 Alpha (Aug 10, 2016)

  • Bug Fixes:
  • Interceptor:
  • Removed shadow casting tag from Interceptor lights
  • Venturer:
  • Using the Venturer's Heal/Defend Barrage at base energy cost will no longer fail. To resolve this, the ability is no longer interruptible
  • Black Widow:
  • Removed AoE from the Black Widow's Plasma Missiles
  • Fixed issue where Black Widow Smart Rockets incorrectly gave a missile warning to the target.
  • Executioner:
  • Fixed Aoe Damage on Gauss Cannon being replicated twice.
  • Reaper:
  • Reaper Flamer PPD normalised to stock level. Was 12 now 18.
  • Equalizer:
  • Fixed issue with Equalizer not having full 100 arc of fire.
  • General:
  • Removed lighting from mines and rebuilt lighting in “Umber Expanse” and “Pillars of Erebus” maps.
  • Rebuilt lighting on Obulon Cascade map because of two broken asteroids.
  • Rebaked lighting on certain sectors due to broken reflection captures.
  • The game will now wait for all players to finish loading into the game before progressing out of warmup. We also no longer send shoot commands to clients who have yet to load all ships, hopefully fixing the issue of slower machines getting disconnected from the server due to other players shooting before they've successfully loaded in. The scoreboard now displays which clients are still loading the level or building ships.
  • Fixed bug where the lobby window would appear over the drop pod animation if a player opted to open a drop pod at the end of a match.
  • Balance:
  • Black Widow:
  • Black Widow Smart Rockets now have 75 PPD (down from 80), 18’s Magazine reload time (down from 19.2’s), 0.5’s refire interval (up from 0.42). Intended to reduce the burst damage capability of this loadout option.
  • Superlifter:
  • Superlifter Tugboat Drones applies a 20% speed boost on allies and 10% on self (Was originally 20% for both).
  • Infiltrator:
  • Increased the Infiltrator's Slug Thrower and Burst Slug Thrower PPD from 23 to 25 and its heavy variant from 92 to 100.
  • Ranger:
  • All of the Ranger's primary weapon loadouts no longer require a button hold to charge, they now charge automatically (like the Executioner's primary weapon). Note, these can be fired when not fully charged.
  • Features:
  • Added Executioner Hera and Enceladus Skins to the store, purchasable for 990 Platinum each.

New in Fractured Space 18 Alpha (Aug 5, 2016)

  • New Features:
  • TDS Executioner:
  • Difficulty: Hard
  • Length: 806m
  • Crew: 4,856
  • Base Hull Strength: 9,000
  • Initial Max Speed: 550
  • The Executioner is a flexible craft that revolves around its high-yield Gauss Cannon and mobility solutions despite is native slow engine speed and attack frequency. The craft fits the close-quarter hit-and-run archetype with its versatile and extendable mobility options which can be used in tandem with each other: the Overdrive diverts power from the main cannons to its engines for superior manoeuvrability and its Chrono Blink ability that allows it to return to its position a few seconds in the past. With these systems in play, the Executioner can start off in a rear-guard position before rapidly moving to the vanguard with its weapons charged before retreating, ready for another attack.
  • Gauss Cannon:
  • Max Range: 12,000m (1.2s x 10,000m/s)
  • Optimal Range: 7,500m
  • Volley: 2
  • Base Damage: 720 + 100 AoE
  • Base Charge Time: 7.4s
  • A predecessor of the Interceptor's Gauss Driver, the Gauss Cannon delivers a nuclear warhead at extreme velocity to deal high impact damage to a single threat, with minor collateral damage affecting those within the blast radius. The Cannons automatically charge but require pilot input to fire. While powerful, the cannons have a considerable cooldown and low tracking speed which makes mobile craft harder to target.
  • Chrono Blink:
  • Max Range: Sector Wide
  • Time Stamp: 40s
  • Base Cooldown: 35s
  • Chrono Blink allows the pilot to return to a previous position and orientation up to forty seconds in the past. Used tactically, this ability affords the pilot to disorientate a target or press on an objective, whilst strategic use sees the Executioner able to fall back to survive or support the rear line. Time is reset any time the Executioner jumps or blinks.
  • Overdrive:
  • Duration: 60s
  • Energy Cost: 500 on activation + 250p/s
  • Base Cooldown: 60s
  • A toggle ability that increases the manoeuvrability and speed of the Executioner by diverting most of its power from its primary armament. While in Overdrive the Rate of Fire of the Gauss Cannon is increased but the impact of each shot is drastically reduced, lowering its potential damage output.
  • Executioner Missiles:
  • Range: 15,000 (3s x 5,000m)
  • Volley: 12
  • Base Damage: 35ppd
  • Base Cooldown: 15s
  • Built around low-yield high-frequency use, the Executioner Missiles is a harassment weapon system that is designed to apply pressure to a target as the pilot moves closer to initiate their Gauss Cannon strike.
  • Stasis Field Buoy:
  • Max Range: 12,000m (2.4s x 5,000m/s)
  • Area of Effect Radius: 3,000m
  • Triggered Duration: 30s
  • Base Cooldown: 90s
  • When deployed, the Stasis Field travels in the indicated direction for 2.4s or until it contacts something. It then generates a field that gradually slows all enemies within sphere of influence to a complete stop for a set duration, or until the buoy is destroyed.
  • New & Reworked Sector Variants:
  • Obulon Cascade
  • Glacial Array
  • Umber Expanse
  • Pillars of Erebus
  • Improved Mines:
  • Lights on stations will now change to represent who has control and the Capture Sphere has been adjusted to be more visible whilst capturing. New Capture Complete sounds have also been introduced.
  • Game Flow:
  • Initial mines in Alpha and Beta are now assigned to their respective teams. Resources have been removed from Home Bases.
  • Completing Your Crew:
  • We have added a new means for completing the current selection of crew. Crew will now be made purchasable with DNA. Please be aware this not intended to be the way you acquire your crew normally, this is for completing your set. Convert your Credits into DNA and complete your Crew today.
  • World Game Skins:
  • Represent your country and adorn your favourite ships in your native Flag colors. If your country is not yet included, why not fly the Jolly Roger skins? These skins will only be available for a limited amount of time.
  • Add to Friends:
  • At the end of a match you are now given an option to add your comrades or your opponents to your Steam Friends List to continue the fight.
  • Player Review System:
  • At the end of matches you will now be able to upvote or downvote specific players within that match. This will help us identify those who are acting in an undesirable manner whilst also rewarding those who act in an honorable way during their time in Fractured Space.
  • Balance:
  • Blinks:
  • Blinks now have a normalised Blink to Target Distance of 1,500m which, working in tandem with new code, will resolve blink failure issues.
  • Black Widow:
  • Added a Smart Rockets variant for the Black Widow.
  • Added Plasma, Slow, Concussion and Hangfire Missiles to the Black Widow
  • Ranger:
  • Ranger's Light Longbow Cannon replaced with Longbow Tri-Cannon, a weapon system that fires a burst of three rounds.
  • Ranger's Heavy Longbow Cannon replaced with Longbow Cluster, a weapon system that fires eight rounds in a scattershot fashion.
  • Reaper:
  • Reaper Flamer and Reaper Sequential added.
  • Reaper Scourge Beam added.
  • Reaper Omni Shield added.
  • Venturer:
  • Venturer's Light Mining Laser changed to Plasma Cutter, a variant that has a portion of its attack coming from damage over time.
  • Bug Fixes:
  • Colossus:
  • Colossus' Condor Missiles renamed to Colossus Missiles.
  • Disruptor:
  • Disruptor's Repair Drones are named correctly when launched.
  • Hunter:
  • Hunter’s Syphon Drones are named correctly when launched.
  • Infiltrator:
  • Infiltrator's Mass Slug Thrower has a corrected DPS of 184.
  • Pioneer:
  • Fixed the missing Detect Buoy sphere for the Pioneer
  • Protector:
  • Protector's Syphon Drones are named correctly when launched.
  • Overseer:
  • Overseer's reverse boost effect now lasts an appropriate length of time.
  • Known Issues:
  • Ranger Tri-cannon and Cluster are temporarily locked out due to a late developing bug, these will be restored in the next patch.
  • Capturing the third mine while CODA’s voiceover is playing in the Proving Grounds may prevent the enemy Destroyer from spawning. If this happens you will be unable to complete the Proving Grounds. To prevent this, wait until all voiceover is complete before capturing the third mine. This will be fixed in the next patch.
  • The Reaper Scourge Beam is temporarily disabled while an issue is resolved. It will be restored in the next patch.