Star Sonata 2 Changelog

What's new in Star Sonata 2 08.01.2019

Aug 1, 2019
  • Added some new drops to the zebucart boss
  • Hopefully improved v formation priority
  • Comets will now state how long until they start ejecting materials when scanning them
  • Comets will now be treated as their own separate object groups. They no longer show as moons.
  • Potential fix for anti-cheat messing with microwarpers
  • Moved scrap value field in /mc to be at the top, near the averages section
  • Small Nexus Drone Fighter Generator is now a Super Item, and the fighters that are created do not return to the ship when they expire.
  • ** As a result, all Nexus Drone Fighter Prefab’s have been marked as AI Only. This will cause them to be erased from player hulls.
  • Further improvements to V-Formation target priority
  • Re-enabled Stay Close
  • Bug fix for prospecting beams spamming event chat when trying to use them on non solarbodies
  • Irradiated ships will no longer attempt to fire
  • V Formation improvement revisions
  • Fix for a rare crash on instance destruction.
  • Hopefully fixed the timed notification in the client (like shutdown timer).
  • Internal changes to some datastructure and thread synchronisation to improve server stability and performance.

New in Star Sonata 2 07.19.2019 (Jul 22, 2019)

  • Content changes:
  • Ishi’qii Qa: Increased DPS, lowered their range.
  • Strontium-90 Missions to kill Kalthi AI now count Kalthi Armada AI.
  • Player launched fighters should no longer drop any gear.
  • Reduced slots, energy cost, DPS and size of Olympus Superitems by 50%
  • Zeus Bolt of Lightning, Super/Supreme Ion and Nuclear Missiles, and Bunkerbuster Missiles no longer affect bases or drones.
  • Red Photon Plasma Missiles were doing far more damage than intended. They now require 50% less electricity to launch, do less initial damage, and do the same damage again over 2 seconds with Huge Napalm.
  • Alien Nest Drone Device was doing more damage than intended due to its fighters. The damage from the Zarkarapratinu has been reduced. The drone has also had it’s fighter aura fixed, it now gives -10% recoil to Fighters instead of reducing their recoil. In addition, the Shield recovery aura effect has been increased to 50% (from 10%).
  • Reduced the power of the Fighter Only evasion aura’s on Fighters. Fighters with these aura’s should no longer cause a Fleet Commander’s fighters to evade all damage.
  • Fighterbays no longer give 100 visibility when equipped.
  • Reworked zebucart boss in ef layer and perilous space to have a more complex and harder to kite boss fight. Also slightly improved drop rates.
  • Fighter’s with Aura’s have had those Aura’s reduced in power to align them with intended values.
  • Agamemnon Fighter Hull has had the +100% Critical Hit Chance and +100% Critical Hit Strength bonuses removed.
  • Added a Decayable tag to all commodities with a half life
  • Added a hull expansion to the tanzanite ais so they arnt a pain to cap.
  • Chid Adiz Mardana Var now has 100 Surgical Soak.
  • When used, the Shield Redistribution Device will now indicate that it makes the user immune to incoming transference damage.
  • Added an Extractor tag to all extractors to allow for easier searching
  • Readded the Paximinus and a few other things to Paxius Prime in paximinus for sale
  • The Vaziayu’s inbuilt Nest Drone Device now takes 32000 electricity to charge up.
  • Module Blueprint Packs, from Platonic Academy, now contain both a Tablet and a Blueprint. This will allow the user to build Titanium through Adamantium Modules with either the prebuilt Std. through Sup. modules or the individual parts that make up those modules.
  • This change will not affect any Blueprint Packs already equipped to a Userbase.
  • Drones and Fighters that used parasite weapons were dealing more damage than intended, those weapons have been changed to no longer impart parasites.
  • Drones that were changed: Paxian UrQa Defense, Urqa’Qii Drone, Jiji Qo Banu, Pumpkin Drone, Zombie Toasters, Zombie Toasters, Christmasicus’s Red Trick, Urqa’ka Drone, Arson Drone, Vulcanite Drone, Heated Vulcanite Drone, Molten Vulcanite Drone, DWO Drone, Pyromania Drone, Armada Inferno Drone, Hephaestus Drone, Indrakoza Akramavar, Samgrahaka Bhisajvar, Lunarian Drone,
  • Fighters that were changed: Stormcloud Fighter, Fly Fighter, Micro Vulcanite Fighter, Mini Vulcanite Fighter, Suqqa Uj’qii, Lice Fighter, Ujqii Ishi, Qokuji’qii, Undead Fighter, Zebu Master Fighter, Rahntiayu, Dolius Hermes, Hephaestus Gizmo, Kalthi Fighter.
  • Armada Drone, Armada Ambush Drone, Armada Inferno Drone, Armada Charge Drone have all been increased in rarity and given more damage. Their inbuilt augmenters and overloaders were also removed, which will cause Drone Controllers to affect them exactly as you would expect.
  • Mining Rocket drop rate has been adjusted, and it will no longer drop from roaming Kalthi Depths AI.
  • Server changes:
  • Fixed incorrect position of thorax/torpedo bullets
  • Wormholes that lock when ai are present will now ignore ai that are more than 20k away from the wormhole.
  • Improved the error message when trying to capture a RADXable ship with too low of a Radiation Expert skill
  • Client changes:
  • Fixed all torpedoes looking like thoraxes
  • Fixed a rare case of client crash when autopiloting in background.
  • Fixed the client auto reconnect, it will now attempt to reconnect 5 times before going back to login screen in case of connection failure.
  • Increased blackbox dialog size (this dialog is also used for mc and /help the larger size should make it more convenient).
  • Added /lkc hidename which prevent creation of ship nametag when set to anything but 0. (still need to /f or jump after using the command to get rid of existing nametags).
  • Trade UI no longer prevents you clicking “Buy” on ships when you don’t have enough hull, when the ship would be bought in Ship-form.

New in Star Sonata 2 06.20.2019 (Jun 21, 2019)

  • Content changes:
  • The Prism mission that gives out a Blue Whisper to players will now give a Blue Vapor. These can be used directly in Prism to train RC up to 6. The mission will also now refer to slaves as bots.
  • Made Demented Delquad’s instance log kick players into the lobby area
  • Changed mini delquadrikamdon’s gear
  • Reduced the size of Corrupted KiloBit 78 > 39, and added Warp Wake.
  • Heavy Kidd Drone Crate Blueprint and Captain Bling Drone Crate Blueprint no longer incorrectly state that the drones are unscoopable.
  • Added number of equippable augs and weapon slots to base kit tooltips
  • Removed shield aug mod from Twisted Escape Pod, and buffed its other stats.
  • Vyakula Zakti – Projectile speed reduced to 160 from 640.
  • Ujqii Ishi fighters now have their out of combat speed booster as well.
  • ZebuMaster Fighter Bay is now shipbound and sticky.
  • Changed the space blue alpha prototype fighter gen back to 4 cap and 240 gen time, to reduce ai difficulty back to what was intended and reduce loot clutter.
  • Grand Navigator’s Sensor now has a Power value of 20 and costs 20000 electricity per use. Grand Navigator’s Scanner now has a Power of 20, a Maximum Distance of 100, requires you to be within 50 speed of the target being scanned, and costs 2000 electricity per use.
  • Changed Poseidon Splash’s turn in mission to take 5 Poseidon Energies. Poseidon Engines required are reduced to 5
  • Perilous Scope now has a 20 second charge time before it can be used.
  • Changed Tiger, Bear, and Elephant Expanders from Tech 15 (all other Jungle items are either T12 or T14) to Tech 12 for consistency.
  • Changed description on Subterranean Fermium Fusion Extractor and Planetary Core Fermium Fusion Extractor blueprints to reflect their single product per build.
  • Removed the force equip of crafted industrial XYZ gear (not the industrial Y and Z upgrades)
  • Industrial Station Augmenters: Adonis Z max build inline with all other industrial IC YZ gear at 1x
  • Halved the time of the spawners in Rumble Mumble
  • UrQa’qa Qu’ishi in Bakii’Qa now drops dungeon loot
  • Unstable Overloaders (other than Telendo Overloaders) are no longer sticky.
  • Zeus Fighter Bay no longer has +10% resistances to fighters launched.
  • TBFD 9000 DPS reduced to 2710, energy needed to deploy reduced to 12000, charging time reduced to 20 seconds.
  • Gremlin weapons (Such as the Hairsprayer and Gremcannon) no longer force the target to desync, they now impart tweak effects. This means Zen of Calmness will reduce their severity.
  • Server fixes:
  • Multiple crash fixes and added new methods to gather data on future crashes.
  • Fixed a bug that caused ai to continue firing when they were low on energy and focused on high dpe weaponry.
  • Fixed some typos in the /shipvalue command.
  • Using fighter bays by clicking on them in your hotbar will now recall fighters.
  • Fighters launched from drone no longer receive skill bonus from the owner.
  • Added a small persistence to ai target selection. this should result in slaves and ai being more consistent in their attacks.
  • New mechanics for torpedoes: Torpedoes no longer inherit the velocity from the firing ship, no longer track during engine delay or engine burn time, and track during the glide phase with degrading turning over time.
  • All torpedoes rebalanced according to new balance formulas. Torpedoes other than Thoraxes and Clenches now do significantly more damage and generally have more range.
  • New sub-type of torpedoes, “Rockets”, which have minimal engine delay, but accelerate more slowly and for a longer percentage of their lifetime.
  • Torpedoes can now impart impact effects.
  • Skills that increase projectile speed will increase torpedo acceleration.
  • Added several new high tech torpedoes that drop various places, including some that are ultra-rare and powerful.
  • Chain lasers can now jump in any direction (but still will check collision and won’t jump through things if they aren’t ethereal.)
  • Rolling to dodge a chain laser now happens after the jumps have been determined, rather than an independent roll each jump to see if the laser will jump there or not. (Makes dodging ability stronger.)
  • Fixed a bug where non-lasers couldn’t use a chain laser effect properly.

New in Star Sonata 2 05.15.2019 (May 16, 2019)

  • Typos:
  • Fixed a wording from Barg to Barf in mission description.
  • Cosmetic:
  • Gave the t23 pax ships correct visuals
  • Quality of Life:
  • Added name color highlights for squad, team, and enemies
  • Increased debris visual size
  • Bug Fixes:
  • Fixed Cybernetic Bart’s main torpedo weapons.
  • Fixed thorax projectile sizing
  • Fixed flight controller not affecting fighters.
  • Fixed a bug allowing item generator to go above their limit
  • ** Item generator should now generate items more smoothly instead of generating in bunch every few seconds.
  • ** Item generator now remove any item they generate above their limit*2 to prevent extreme cases of hoarding/bug
  • Fixed a crash on client when 2 many effects needed to be loaded.
  • Content:
  • Marked Auric Sector as no PvP
  • The Capital Vortex Laser (tech 9) will now properly drop from DGs.
  • Added oly fighter super items
  • Added some of the stella zone super items
  • Added Comet- prefix to all comet names.
  • Corrupted Missile now takes 1 space instead of 0 space.
  • Corrupted Punch tweak is now Tech 22.
  • Changed tardis extension bp from t20 to t14 to match tech of the extension
  • Balance:
  • * +DPS and +Damage effects will act as +HPS and +Healing effects when healing

New in Star Sonata 2 04.27.2019 (Apr 30, 2019)

  • Typos:
  • Fixed various token name typos.
  • Slightly improved descriptions of weapons with weapon effects.
  • The scientists at Red Photon have finally mastered the art of artificially-induced stellar fusion through the fixing of their Artificial Star’s name typo.
  • An Earthforce journalist embedded in the Blue Photon Manufacturing Corporation has made a recent exposure story on the Blue Photon brand of transdimensional warping devices, revealing their research to be based on xeno artifacts from illegal pirate excavations in the Outer Rim. In light of this news, their name is no longer credited as the original designers on the transwarp devices used in Kalthi Depths, and any typos found in the descriptions of these transwarp devices and their blueprints have been removed.
  • Many, many typo fixes for Engineer class missions.
  • Cosmetic:
  • The Aveksaka Rahnti fighters in Uparaksana Tra (during the Blue Photon fighter mission chain) have been renamed from Praheti to Rahnti.
  • The Aveksaka Invasion Leader in LACS S2525 (Tango Outpost in Subspace Catur chain) has been given an Aveksaka name instead of a random non-Aveksaka name.
  • Added a comma to the inventory cargo space number
  • Adjusted the descriptions of Dark Curse’s drops.
  • Gaia kits look different now.
  • Quality of Life:
  • The Lyceum has fixed up its record database, as a result affiliation skills can be properly obtained in Lyceum Wormhole Research when you attempt to begin the Subspace Ekam petal mission chain for Earthforce.
  • Subspace boss entrances are now marked as Special Galaxies on the Universe map.
  • All encounters that previously dropped Unstable Shard Dusts now drop Shard Dusts. The Neurobound tag was also removed, meaning you can trade them or place them in your TSL.
  • Elemental Shards (Swift, Fire, Storm, Strife, Lightning) were converted to Commodity items, meaning you can now put them into your TSL and trade them between alternate characters on the same account.
  • All Unstable Shard Dusts were converted to Shard Dusts.
  • All Shard Tokens were converted to Shard Dusts.
  • Converted the turn in missions for Earthforce, Blue Outpost, Tortuga, Paxius, Infernal Tempest, Strontium-90, Subspace, and Arena Lobby rewards to the Alternative Currency system. These rewards are purchasable from the AI stations the missions were available at.
  • Added Station Repair Kits to the Shadow AI station.
  • Converted the Station Gear turn-in missions to reward tokens instead of their former rewards. Tokens are turned in for a choice of reward in The Junkyard. Dungeons that dropped these rewards directly will instead drop these tokens.
  • Converted the Shard Dust turn in and Neurobound item mission to the Alternative Currency system. The tractor beam turn ins were not converted as the missions describe the tractors.
  • Changed the Weapons 20, Tractoring 20 and Equipment 20 commodities to have a 150 hour half life.
  • Bug Fixes:
  • The Twisted Anchors in Prejudice are no longer visible. Anchors are meant to be hidden planets that the moving AI stations are attached to.
  • Added a repeatable mission to acquire the Space Blue Alpha Fighter Blueprint
  • The AI drones in Mechanical Hound are now permanent drones
  • The Aveksaka ambushers in LACS S1864 will no longer attempt to attack the Terran ship wreckage and will instead target any players they find.
  • Sniper Analyzer now requires Sniper Class 3 to use.
  • The first, and stronger, Side Effect on Transference Facilitator Beam’s no longer affect bases or drones. This was a bug.
  • Fighterbays that grant bonus stats to launched fighters now list this information in their stats.
  • Captain Kidd now has significantly reduced shield bank, his increased shield bank was the result of a bug fix.
  • Content:
  • Removed Primal blueprints/ships from drop tables, Zaphragi Research Diploma’s drop instead. These are used to directly buy blueprints/items. Changed all Serengeti related turn in missions to Alternative Currency using Zaphragi Research Diploma’s.
  • Added BFD 9000 Prototypes for sale in Perpetual Motion after completion of the BFD 9000 prototype mission.
  • Paxian Stronghold now has multiple items available for purchase with Kalthi Depths Wreckage and Kalthi Manufacturing Parts, these purchases require missions to unlock them. The Paxians there are also sporting a new look.
  • Prejudice is no longer off of Paxian Stronghold, it now shows up in Danger Factor 425 (Within 5 jumps of Paxian Stronghold).
  • Kalthi (Armored/Wrathful) Commander’s/Destroyer’s/Terminator’s no longer have aura’s that reduce enemies range when they are beyond 2000 distance.
  • Corrupted Cyborg’s have new drops.
  • Added a secret boss that spawns if you kill random zebucarts in high DF EF layer and anywhere in Perilous Space.
  • Removed common items from many Special Galaxies AI stations. This will make their special items more visible. Sol, Paxius, and Nexus galaxies were unchanged.
  • Added Olympus Pretender Fighter missions to Staff Quarters.
  • Tech 20 items are buildable in EarthForce Space
  • Most Tech 20 bosses and skills are now accessible in Earthforce Space.
  • Added more galaxy names for next universe
  • Added trade in missions for Twisted Striker’s fighter generator and Twisted Striker Fighter Bay in Prejudice
  • Added blueprints for Industrial Commodity produced Base Gear, Base Augmenters and Station Kits. These blueprint packs are for sale in the space station Parthenon, in the galaxy The Acropolis.
  • If the target of a Kalthi AI’s missile is no longer valid, the missile seeks another target.
  • All variants of the Kalthi Commander AI have had their weapons changed to do less up front damage, while having more splash range.
  • Armored/Wrathful Commanders, Destroyers and Terminator’s now have significantly less shield bank.
  • Lunarians and Selenites do significantly less damage.
  • Kalthi Destroyer’s now have a delay before their super item starts to do damage.
  • Reduced the upfront damage output of Kalthi Destroyer’s
  • Kalthi Melting and Nuclear missiles now shoot a Kalthi Fire beam for their entire duration. This should make it more obvious who the missile is targeting.
  • Reduced the amount of Kalthi Commander’s players are required to kill for Strontium mission from 30 to 10, and the Kalthi Terminator’s/Kalthi Destroyers from 15 to 5.
  • Death Obliterator Dragon Eye minions have substantially less shield regeneration.
  • Increased Emperor Shaddam Kilrathi’s rate of fire, lowered its damage and reduced the severity of the on hit effect.
  • Reduced the Critical Hit Strength of all Selenite’s.
  • Updated the build path for Twisted Bubble and Twisted Galactic Bubble to match other Twisted Drone upgrade paths
  • Twisted Galactic Bubble Drone Blueprint – Adamanturized Shield Module x1 requirement corrected to: Adamantium Shield Module x1
  • Added some new, rare, Solarian drops
  • Blueprints will automatically have their tech level increased if one of their products is of a higher tech level than the blueprint.
  • All Ice Sludge’s are now non fertile.
  • Reduced Urchin Credit drops to 50 million each.
  • Balance:
  • Fixed an issue with DF500 Kalthi Depths roamers spawning in unintended galaxies. This should mean that there will always be the appropriate amount of roaming high end mobs.
  • Adjusted the roaming Nightfury’s turning to match previous turning rate.
  • All heat MagCannons and PulseGuns now inflict fire damage
  • Improved the description of parasite damage on weapons
  • Removed a bunch of aug stats that were on some MagCannons and PulseGuns.
  • Adjusted the cost formula for MagCannons and PukseGuns, making high tech ones in particular much more expensive and thus more worthwhile to scrap.
  • Rebalance of all PulseGuns and MagCannons. Weapon ranges, parasite damage, self-damage, projectile speed and tracking have all been brought under new, more robust balance formulas. Many higher tech ones gained bullet speed and tracking. Many MagCannons gained extra range. Bursts converted to PulseGuns. “Normal” PulseGuns and MagCannons gained approximately 35% extra DPS. Some, like Venusian Jackhammer, are slightly weaker. Standardized and balanced the various weapon impact effects and categorized all MagCannons and PulseGuns with impact effects into the new types. Standardized and balanced the various mass properties and styles of projectiles with momentum impact effects
  • All Missile Launchers gain the same % buffs to missiles according to their rarity, regardless of tech. Every Uncommon and above launcher under Tech 22 has subsequently been buffed.
  • Added damage back to fighters from Flight controller skill, but not when launched from bots.
  • Buffed Vaziayu Alien Nest Drone on the Vaziayu
  • Buffed Commander Armada on the Kalthi Commander
  • Fighters now have a DPS tag, this is the amount of damage you can expect a fighter to do before it gets any external bonuses (If it is firing at the target 100% of the time).
  • Fighters have rarities now. These Rarities determine how many slots they take. Fighters have significantly improved defenses across the board, making them noticeably more resilient. All Fighters now last for 60 seconds, and take significantly less electricity. Fighters themselves are now visually smaller (and in the future they will not display a nameplate). Fighters also take up hull space, but the Fighter Generators take only 10 hull space. Most fighters are no longer neurobound or ship bound, and can be freely transferred.
  • Fighters receive 50% of their launchers bonuses from skills instead of 10%.
  • Updated skill descriptions for Flight Controller and Advanced Flight controller. Flight Controller now grants player launched fighters 15% Damage per rank. Advanced Flight Controller no longer has +Evasion, instead Evasion is an aura gained from a deployed fighter. (For now, Death of First Born’s have this aura). Fighters with aura’s are offensively weaker than fighters without aura’s. Your bots will no longer benefit from the Flight Controller Sub Skill.
  • Drastically changed Fighter bays. Fighter Bays have rarities now. These Rarities determine how many fighters can be controlled/how strong the bonuses are on the fighter bay. They also determine how much time elapses between each fighter launch. No matter the tech level, Common Freighter bays have 4 slots and Common Capital bays have 9 slots. These slot values can be modified by the rarity of the launcher. All fighter bay’s of Uncommon rarity and above have special stats available to them.
  • Multiple fighters have Fighter Only Aura’s on them, they state so in their description. These fighters are: Qokuji’qii, Death of First Born Fighter, Space Blue Delta Fighter, Cerberus Fighter, Paxian Peacemaker Fighter, Border Collie Light Fighter.
  • Stormcloud Fighters no longer deploy 3 separate mini fighters.
  • Mini Vulcanite Fighters no longer deploy Micro Vulcanite Fighters.
  • Missiles and player Fighters are totally immune to transference damage.
  • All MIRVs were doing more damage than they should have been doing, this has been fixed by reducing the missile counts from 6/7/7 for Small/Medium/Large MIRVs to 3/4/5.
  • Added Warp Wake to all sub T20 Aveksaka drones.
  • Var Bhisaj Ekam, Dve, Tra and Katur drones now have significantly more shield regeneration.
  • Samgrahaka Akramavar’s are now Exotic, and as such have ~7% more DPS. Range was reduced by 5% due to an oversight that gave them a bit more range than they should have had.
  • Samgrahaka Bhivajvar’s are now Exotic. Due to a previous mistake, they were marked Rare but had the DPS of an Uncommon drone. This should result in a ~16% buff to their healing.
  • Twisted Extensive Charge Drone’s now have double the range.
  • Lowered Mythic Defender’s range by 50%. They had far more HPS than they should have had for their range.
  • Mad Kidd and Hybrid Kidd drones now more consistently do the DPS they’re supposed to do. Their DPS was not touched, but the projectiles they used were changed.
  • Increased the Radiation Soak of Armada Kidd Drones, removed other soaks.
  • Reduced range, increased damage, and lowered the energy on the TBFD 9000 drone. They also take 2000 electricity per second to charge instead of 6000, though they still take 120k electricity in order to be deployed. These drones are significantly more powerful.
  • Captain Bling Drone made Uncommon, and Damage reduced by 54%. The drone had more damage than was intended for the range that it has.
  • Heavy Kidd Drone made Uncommon, and healing reduced by 8%.
  • Drone Controllers will now give the full benefit of the augmenter they are patterned after, rather than half
  • Electrified Defense Matrix now has a 10 minute cooldown instead of a 5 minute cooldown.
  • Removed Rate of Fire augmod from Twisted Rage Resurgence.

New in Star Sonata 2 03.23.2019 (Mar 23, 2019)

  • Typo’s:
  • Fixed a few “an” instead of “a” typos in extractor blueprints.
  • Fixed “Aniihilation” typo in superitems.
  • Fixed “Seta” typo in place of “Sets”.
  • Fixed East Vindia fighter bay mission summary asking for a Trader Badge when it wants an insignia.
  • Fixed some Paxian Battle Frigate mission typos.
  • Fixed incorrect French grammar in Biologique’s AI base description (Elle est pas belle > Elle n’est pas belle).
  • Changed the fighters used by space blue gammas from regular fighters to a fighter generator
  • Fixed a typo in the Shielding 22 boss warning.
  • Fixed Advanced Fire Control Drone description typo.
  • Fixed Subspace Tra Blue Photon’s final mission endpoint, it should only end in Lyceum Wormhole Research.
  • Added entrance information for some Strike Force Zeta chain missions.
  • Fixed Subspace mission typos, including correcting some misnamed bosses in the mission text for tech 22 skill training.
  • Fixed Infernal Tempest mission typo.
  • Stilletto missile launchers have been renamed to Stiletto missile launchers.
  • The Psionic Wave Amplifire Gamma has been renamed to Psionic Wave Amplifier Gamma.
  • Fixed blueprint requirements for Capital Selenite Envelope Device Blueprint, Selenite Envelope Device Blueprint and Selenite Transwarp Blueprint from Selenite ship to Selenium commodity
  • Fixed Hyperdrive Squad Transwarp blueprint to take selenium (the commod) instead of selenite (the ship).
  • Fixed typo in Hyperdrive Squad Transwarp Blueprint description.
  • Fixed seer mission name typo.
  • Fixed some typos in mission “Assist the Nexus Station”.
  • Additional Twisted boss shout typo fixes.
  • Fixed Hyperion mission typo.
  • MIRV Torpedo Productions and their blueprints have been renamed to MIRV Rocket Productions and associated blueprints.
  • Fixed Beta Antares Paxian exploration mission typo.
  • Fixed typos in Infernal Tempest missions.
  • Fixed Golagoay Vazaha Defense Unit description typo.
  • Replaced most instances of ellipsis that were not displaying correctly for the player.
  • The Antuayu’s Alien Siege Mode inbuilt superitem now properly states it also reduces Electrical Tempering by 30%.
  • Fixed typo in description of Large Paxian Missile ammo crate.
  • Fixed a mistake in the description of the Sniper Analyzer
  • The inbuilt superitem on kelvins no longer has an extra instance of the word “device” in its name
  • Fixed spelling errors in “War on Earthforce” missions
  • Updated Shield Remodulation and Missile Mastery descriptions
  • Fixed typo in level name for players level 10,000 and up
  • Cosmetic:
  • The Pax Stratos and Pax Heliosoleta can now use the Assassination and Rainbow Boomer skins from other Paxian ships.
  • Added Zeus’s Banu skin to UrQa’qa Qu’ishi Qa
  • Fixed rings around various celestial objects from being too large.
  • Added Eridiumized Paxian Battle Frigate skin
  • The Paxian Probe for the Paxian Exploration Missions has been redesigned and improved. It can be found immobilized to the north of Reflector’s star.
  • Icy Redoubt pillbox in Snake Visions (Snake Hole) will no longer first appear as being 500 size, and will now stay at a consistent 200 size.
  • The asteroids containing the Twisted Nikola’s Advance Protection Drone and Twisted Nikola’s Advance Command & Control Drone items have had their visages swapped correctly.
  • Added rarity tiers to hull expansions
  • Drones now have Quality tags.
  • Kandara Dvarata will no longer have an intense, pulsating planet in the background. The effect is now smaller and more subtle.
  • Updated rarities on Drone Controllers
  • Quality of Life:
  • Increased the number of non-commodities that you can buy at a time from 50 to 1000
  • Added base certificates to the other 2 academy stations
  • Added prefab mission tab to remove all fighters. This will allow you to remove all ship bound fighters from your ship through the Alternate Currency system in The Junkyard.
  • Experimental Fusion, Prototype Fusion, Fusion, Subterranean Fusion, Sky Farm Fusion, and Planetary Core Fusion extractors can now be unequipped. They will still decay on universe reset, and are still unable to be sold to AI bases.
  • + “Return to Infernal Darkness” mission has had its endpoint in Sol removed. It will no longer autocomplete itself whenever you dock at Earthforce Headquarters. You can still start the mission and abandon it later to go back to Infernal Tempest.
  • Items that take zero space when equipped (expanders and sticky items) will indicate it in the description
  • AI’s and bots will intelligently turn their cloaks on and off depending on their visibility and current energy. They will turn it on if they aren’t short of energy and the cloak would actually make them reasonably stealthy. They will turn it off if they don’t have full energy and are not stealthy even with it on.
  • Bots with cloaks in the same galaxy as their owner (the player) who has a cloak will turn on their cloak if their owner turns on their cloak, and turn off their cloak if they are less than 100% energy and their owner turns off their cloak.
  • Improvement to V-formation code for when bots have “attack enemies” off but “attack my target” on (If the designated target is in range, they will keep facing it, rather than turning back the way the master is facing between each shot.)
  • Allow alts access to all the ‘x’ menu options of bots and drones on the same account.
  • Removal of Shard Tokens and Unstable Shard Dusts. All encounters that previously dropped Unstable Shard Dusts now drop the stable Shard Dusts. Neurobound tag was removed, you can trade them or place them in your TSL.
  • Elemental Shards (Swift, Fire, Storm, Strife, Lightning) have been converted to Commodity items, you can now put them in your TSL and trade to alternate characters on the same account.
  • All Unstable Shard Dusts have been converted to Shard Dusts, all Shard Tokens have been converted to Shard Dusts
  • Updated Staff Quarters missions to no longer require Shard Tokens, instead requiring Shard Dust which tokens have been renamed to. Removed the conversion mission for 10 Shard Dust to 2 Shard Tokens.
  • Converted the Shard Dust turn in and neurobound item mission to Alternate Currency system, the tractor beam turn ins were not converted as the missions describe the tractor.
  • Increased the Weaponry 20 commodity half-life to 24 hours to match the Equipment 20 commodity half-life
  • Fixed bug where decaying commodities on bots would show up in the player’s event chat
  • Converted the turn in missions for Earthforce, Blue Outpost, Tortuga, Paxian, Infernal Tempest, Strontium-90, Subspace, and Arena Lobby Gear/Tokens to their respective AI bases.
  • Station Repair kits are now available for purchase at the Shadow AI station.
  • Converted the Station gear building missions to reward Tokens instead of gear, Tokens are turned in at The Junkyard. Also converted the dg drops of these items to station gear tokens as well. This means players can choose what station items they want.
  • The Junkyard’s Creaky’s Junkquarters station once more sells the Mobile Nuclear Waste Furnace.
  • Fixed Mobile Metal, Silicon, and Nuclear Waste Furnace portable convertors; they should now properly convert resources.
  • Comet name list has been greatly expanded.
  • Greatly improved Auto Mining Drones
  • The two Bila Katur systems in the Bila Subspace region have been renamed to Bila Katur Namna and Bila Katur Upari.
  • The Compressed Dampener Blueprints have been moved from Lyceum’s Locus of Support station to Perpetual Motion, the Compressed Energy Dampener Blueprint has also been added to Perpetual Motion which was missing from Lyceum.
  • The Pax Christmasicus has received an inbuilt update, you can use the /outfithull command to receive three new super drone devices. The Christmasicus’s Red Trick Device deploys a three minute lifespan heat drone every three minutes, the Christmasicus’s Green Trick Device deploys a two minute lifespan mining drone every three minutes, and the Christmasicus’s Blue Trick Device deploys a one minute lifespan surgical drone every three minutes. The Christmasicus’s Blue Trick Device also has its tech level and drone deployment requirement reduced from 8 to 5 from the regular Blue Trick drone, allowing Pax Christmasicus pilots to take advantage of the higher tech Blue Trick early!
  • The Bulk Trader II and Bulk Trader II+ have had their second built-in Freighter Defense superitem replaced with an identical, differently-named Secondary Freighter Defense. You can use the /outfithull chat command to receive this new inbuilt device.
  • The Kalthi Minion Protection Drone, available as a built-in drone device for the Kalthi Armored Commander, will now despawn once inactive. It also has a bigger diameter.
  • The Big Roswell, Big Roswell+, and Reconditioned Big Roswell have had their second Roswell Drone Device renamed to Secondary Roswell Drone Device. You can use /outfithull to update your Big Roswell’s superitems and use both with ease now.
  • Bug Fixes:
  • Player bases will no longer be tractorable in Earthforce layer if you were squadded with the owner
  • Stacked items that can have mods will now stack any augmenter stats that they have.
  • Combat bots scooping things will now show what they scooped in squad chat
  • Fixed UrQa’qa Qu’ishi (Bana King’s) spawner, there was a phase after boss spawner events, which blanked all the events causing bugs.
  • Fixed a major bug with a lot of high end drones that had a certain tag that was accidentally giving them a bunch of +100% aug stats that was not intended
  • Changed how item generators use their timers to better accommodate lag and other situations where their output might be delayed.
  • Fixed multiple cases of missions wanting multiple sets of augs but only saying 1 set
  • The Strontium-90′s silver Drop kill mission can no longer be started, any characters with this mission can still turn it in for their final reward from it. Players can still start and complete the gold Drop mission.
  • Fixed the Uparaksana Atiguru in Uparaksana Tra (in Tra petal), it will no longer launch Zebras as fighters and will instead launch Rahnti.
  • Mausoleum minions have had their experience gains from killing them removed. The Mausoleum bosses will still give the same amount of experience as before.
  • Fixed active missions no longer displaying their descriptions
  • Zauron’s Mask field generator has had its increasing aura strength fixed.
  • Nexus Drone Fighter Prefab is now shipbound.
  • The Aveksaka in Dark Jungle will no longer attack the Primal Elephant Wreckage blocking entry to the Cave system.
  • Changed cadet nexus mission chain so that “Meet the Mole” doesn’t show up for pirate characters. The starting location of this mission has been moved to Janitor’s Outpost in the Nexus as well.
  • Fixed problems regarding comet resources not being correctly distributed.
  • More comets should now have resources.
  • Prevented resources, apart from Pyrite Dust, from spawning on the Pyrite Comet in Capella.
  • The Roscap, Pax Lyrae, and Pax Vega have been given custom turret configs to fix their faulty default weapon positions. The Roscap has had them set up in a line near the front, while the Lyrae and Vega have their weapon positions set up in a V at the front of the ship.
  • Queen Hive’s shield aura (affecting both her and her Royal Hives) has been replaced with a +25% Resistance aura. Their healthbars will no longer desync near the end of the fight.
  • Fixed missing Tractoring 16 mission from Bipolar (the mission in question trains Tractoring from 15 to 16 at the cost of a Profane Thirst and Blasphemous Fervor).
  • The Tractoring 22 Subspace uber, Janayitriadhara, will now continue to spawn bombs until 9% shielding from the previous 10%.
  • Fixed bug where capped fighters would retain fighter specific stats
  • Fixed Infinite Knowledge skill requirement for the Ult. Lyceum Combined Augmenter Blueprints.
  • Fixed Depot Harvesting Dynamo that was under producing rations as well as Twisted Harvesting Dynamo and Harvesting Dynamo which were over producing rations
  • Fixed Apollo Energy Capacitor and Arcadian Energy Capacitor not in the blueprint packs
  • Fix for the drop table for UrQa’qa Qu’ishi (roaming Bana King)
  • Content:
  • Gold and Platinum can now appear in prospecting nodes.
  • The Expedition Team Blueprint now builds into a Pre-Fabricated Expedition Team Blueprint similar to other terraforming projects.
  • Deep Space no longer has a warp beacon.
  • The Kasper can once more be bought at most AI stations.
  • Reduced Ares Drone respawn time in Low Branches (Protoplasmica) from 120 seconds to 30 seconds. Reduced the Neural Keysync (gate keys) requirement from 3 to 1 in that room.
  • Ruby Carriers in Ruby Steppes will now target players based on the same level ranges as the Ruby Transports in the previous room, previously they were docile unless their team was attacked.
  • Reduced Blue Beta Drone respawn time in Rotting Leaves (Protoplasmica) from 120 seconds to 30 seconds. Reduced the Neural Keysync (gate keys) requirement from 3 to 1 in that room.
  • Eridium Dust from Dungeon bosses has been replaced by Eridium Ore. Instead of only 5 Eridium per drop, you can now get between 5 and 10 Eridium from the new drop. Eridium Dust will still drop from comets.
  • Shielding 22 Miniboss now has a more appropriately sized drone visage, changes weaknesses properly, and uses the appropriate damage type to signify said weaknesses.
  • Added new hull expansions as rare loot
  • Adjusted environment damage for Engine T22 boss, drones are no longer affected by environmental fire damage or fires. Environmental fire damage and fires no longer apply to ships within bubble from boss, retaining +99% fire resist within boss bubble.
  • Fixed solarian gear and the twisted engines to have blueprint tech level require the tech level of item
  • The AI base price for non-common cloaks greatly increased
  • Added some new high level rare cloaks for next universe
  • UrQa’qa Qu’ishi in Akuq’ba should now properly unequip its deathblossom when resetting.
  • Baniq Jiqazuk’Qo in Akuq’ba will no longer attempt to execute the weakest enemies.
  • Items with the “Junkyard Scrappable” tag have had that tag removed.
  • Removed drops from Qokuji’qi in Bana Queen’s boss room, Bana Queen now has an extra 25% chance to drop an Urko Qa alongside her existing item drops.
  • Balance:
  • Aku’ Qa has had its stats changed 471 Regeneration, 4500 Bank, 95 Size, 380,000 Weight, -7% Electric Tempering
  • Some changes to cloaks: most aug stats on cloaks were doubled. Aug stats on cloaks will now only apply to the ship when the cloak is active. Aug stats on cloaks now cause their activation energy to be greater rather than their cloaking effect to be worse. Mods on cloaks still apply regardless.
  • Adjusted how super item damage works with negative damage auras. Now just apply the negative aura to the final calculated super item damage, but before was something more complicated taking augs into account
  • Organic Exterminators dps increased and organic parasites health increased to match the fire extinguishers and fires.
  • Removed aug stats on a couple of exterminators that had them.
  • Balanced DPS and DPE of exterminators. Drastically reduced activation energy of exterminators.
  • Added two new, larger more powerful fire extinguishers as rare drops.
  • Removed the Zeus Missile Launcher from Zeus and all Zeus minis
  • The Agamemnon Fighter (used by Green Battleship AI) can now retarget like most other fighters.
  • Created AI versions of the Kalthi ships, some of the weapons, and super items for the Kalthi to use. I have also included specific Exc. and Sup. augmenters in various Boss level Kalthi AI (Commanders, Destroyers, Terminators). This is the first in a series of changes aimed at making the AI more interesting to fight, more dynamic, and more rewarding.
  • Slight adjustments to a few base lasers to conform to formulas
  • Fixed Burning Blossom and Lacerating Blossom not having Mutalisk effects.
  • Combat Bots will inherit half of their owners imperial and bar skills
  • Kikale Mzungu Extractors have had their Mzungu Lore skill requirement removed.
  • Expanders will now give a lot more constant hull space, but it will be constant, applying after augs and skills
  • Expanders will now take zero hull space when equipped
  • Added new missile launchers: Holy Claymore Class Launcher, Zeus Olympios Missile Launcher, Amped Zeus Olympios Missile Launcher
  • Added Claymore Class Launchers to Hyperion.
  • Increased size of Bule Abadi Blaster, this will increase the DPS and decrease the DPE and make it better than a regular Bule Blaster 4.
  • Added a new tag for drones allowing devs to easily balance them by specifying a “goal dps” and having the game automatically adjust stats to wind up at that dps regardless of equipment and augmenters on the drone. This goal DPS will be further modified in-game by drone controllers, skills, and drone ops, as expected.
  • Massive changes to many drones, all of the details were explained here (http://forum.starsonata.com/viewtopic.php?f=107&t=63489)
  • Drones with specified DPS will display that DPS in their tooltip
  • Drones will display any super items and the super item DPS in their tooltip
  • Drone Controllers will no longer be affected by Imperial Tweak skill
  • Drones are no longer affected by environment damage ticks
  • Transference Facilitator Beam (Tech 5 to Tech 20) has been buffed to give Transference Vulnerability +66% – +100%, and the electricity costs have been drastically increased. This means that any target affected by this tractor beam will take increased healing.
  • Changed Kalthi Planetary Blaster and Defective Kalthi Planetary Blaster from a magcannon to a pulse gun. They have less tracking and range, in exchange for more DPS.
  • Nightfury Rage Generator and Nightfury Focus Generator now have a Damage Tweak tag, this means they cannot be used with other damage tweaks. Their charge time and energy costs have been reduced to 40 seconds and 4000 energy as well.
  • Reduced the electricity costs of the Demon Tracking Device to 100 per second for 30 seconds, Quickened Demon Tracking Device to 200 per second for 30 seconds
  • Small, Medium and Large Burst Missiles have been buffed to the level of other missiles. They are now AoE missiles that do Mining damage.
  • Slight rebalance of engine sizes. Increased power for stealthy engines and engines with aug stats.
  • Exterminators and parasites have been re-balanced.
  • Hephaestus Ultimate Doomsday Weapon now fires 3 projectiles at a time.

New in Star Sonata 2 12.13.2018 (Feb 8, 2019)

  • Content Changes:
  • Fixed the Zen of Fleet Commander description
  • Added in 3 different types of selenite radiation and a possible parasite for oly fighters
  • Fixed an issue with Hauling and Rejuvenating Augmenters not showing up for sale in The Acropolis
  • Kalthi (Armored/Wrathful) Commanders, Destroyers and Terminators will no longer have their -range aura active if a player they hate is within range.
  • Lower end Kalthi Depths AI show up, and roam, outside of the danger factor that their non roaming counterparts spawn in. This means you will find the lower “tier” of AI in abundance in the higher tier zones.
  • Buffed some Kalthi Depths AI
  • Selenite Avengers have been given 2m Shields and 5k regen.
  • Lunarian Avengers have been given 5mil Shields and 5k regen.
  • Harriers have been given 300k Shields and 3k regen.
  • Caracara’s have been given 500k Shields and 5k regen.
  • Corrupted Cyborg Battleship’s have been given 7.5mil Shields and 7.5k regen.
  • Corrupted Cyborg Cruiser’s have been given 10mil Shields and 10k regen.
  • Reduced the speed of Harrier and Caracara spawns.
  • DG versions of Kalthi Destroyer’s and Terminator’s did not have the right amount of shield bank and regeneration, so their regeneration and bank have been increased. Roaming versions of the same AI were far too resilient and time consuming to kill, so their regeneration and bank have been reduced.
  • Kikale Mzungu Transdim Blueprint no longer requires Mzungu Lore to equip.
  • Twisted Fate of Death Upgrade Blueprint no longer requires Recon Focus skill to equip.
  • Corrected Blue Photon Corvette superitem tooltip to correctly display +100% damage instead of +1000 damage
  • Fixed Selenite / Lunarian Avenger BP drop chance
  • Added a free skin to Twisted Fate of Death
  • Fixed Carcass Launcher inbuilt to be 0 size to conform with all other inbuilt items being 0 size
  • New version of Rumble Colosseum with the Arsonist, more AI, way better drops, but 1 day lockout.
  • Piloting 20 mission now takes 25 Rumble Pirate Crests instead of 20
  • Slight improvement to Powerful Pillbox
  • Fixed Haunted House having no T12 Argonaut BPs once deployed, restored access to 2 other station holoprojectors for the Haunted House
  • Fixed Argeiphontes Hermes Adrenaline Syringe superitem, now properly injects nanite into friendly targets
  • Adjusted the Torch line (Radish, Nectar, Massif, Twisted). Buffed Radish, Twisted and Massif Torches. Radish Torch is now T20 (down from T21) and the weakest, followed is Nectar Torch at T21 (untouched). The Massif Torch (inbuilt) T21 and Twisted Torch T22 are stronger then Nectar Torch at the current end of the line progression.
  • Added blacklight skin to death striker and death striker+
  • Renamed Gunner’s Mass Destruction skill to “Shield Remodulation” and gave the skill +25% resist all, and +10% electric tempering
  • Non-sticky items will now be removed with ship upgrades
  • Ship Mastery Augmenters gain +1 weapon slot attribute
  • Standardized the sizes and weights of all augmenters to bring them all in line with the common augs
  • Changed ArgH’s superitem nanite to be an offensive nanite attack to slow your targets speed by 90% and give them +1 thrust for 1 second.
  • Updated bps that produced t21 or t22 items to be t21 or t22, in light of bps now requiring equipment rather then station management.
  • Slightly adjusted the costs of some base OL’s to conform to formulas in new balance sheet
  • The scientists of Red Photon somehow figured out how to soup up the Red Photon Warship Prototype’s weapon systems. Luckily the modifications proved to be too unstable, so they were removed. As such, Red Photon Warship Prototype will no longer do twice the damage it was supposed to do.
  • Updated rarity of twisted kits.
  • Changed space blue alpha scout to need blue whispers in periodic resources instead of blue aether.
  • Added +10 MF to Ship Mastery Augs
  • Converted Multifiring Augmenter, Isvasa Sattva, and Cerberus Aug to use the new constant MF aug stat rather than the % multifiring aug stat.
  • Removed Shield and Shield Charge aug stat from shields. Those few shields that had those gained other stats to compensate.
  • Rebalanced all shields. Most high tech shields gained a little bit of bank. Many regen shields got up to 5x the previous regen. Elec cost per regen reduced by 10x so that having a regen shield doesn’t gimp your offense. Fixed elec cost for high bank shields increased slightly. Most sizes slightly reduced. Ares Olympus shields gained some additional damage stat. Hephaestus shields gained some resistance. Zeus shields gained additional elec. “Stealth” shields made more stealthy, while other shields made less stealthy.
  • Gunner skill level 2 gains +20% resist all when in a capital ship (needs new client to see stat)
  • Reduced offensive stats on some shields slightly.
  • Fixed bad descriptions on all but emx verv bps
  • Fixed spelling/grammar errors
  • Removed nb from Qokuji’qii fighters
  • Added rarities to all player obtainable diffusers. This will not have change their stats.
  • Removed pre-req missions from t22 skills
  • Server Changes:
  • Fixed a bug where a trade bot following you would be way far back if you have other trade bots elsewhere in the universe
  • Bots will now drop 5%-15% of their credits upon entering stasis
  • Players, Bots, and AI will drop 5%, 15%, and 20% more of their credits when last hit by surgical damage.
  • Removed neurotweaks from the basic Kalthi Depths drop table, they instead now drop the same items that occasionally spawn in the Colosseum (These items decay on warp) and have a chance of dropping Spacey/Speedy augmenters.
  • Greatly improved the AI/bot weapon selection regarding weapons that inflict damaging parasites.
  • Better descriptions of times in Neurotweak descriptions (e.g. “1 hr” instead of “3600 sec”)
  • Warheads will no longer impart their side effects or inject parasites onto the firer of the missile (will still do damage and knockback if he’s too close)

New in Star Sonata 2 324.443 Beta (Aug 1, 2018)

  • Fix for a crash introduced in 324.435

New in Star Sonata 2 06.14.2018 (Jun 30, 2018)

  • Content Changes:
  • A Kalthi Torpedo, the Kalthi Fist, has been added. It’s blueprint should drop from the same place other Kalthi blueprints drop.
  • Sivar’s Augmenter: Rate of Fire reduced to 80% from 100%.
  • Fixed the bonnet paxian mission, fixed exploration missions overall telling you to go to the wrong galaxy.
  • Corrected credit cost on the mercurian zeal from (875m init and periodic to 87.5m init and periodic)
  • Expanded list of stella ai names, 10 was too few.
  • Made the Equipment skill instead of Station Management requirement work for Blueprint Packs correctly (blueprint packs now require Equipment, instead of Station Management)
  • Made it so that a black box only vanishes if the base owner scoops it. If a team-mate scoops it, they will receive a copy
  • Added a check to prevent items that prevent warp or decay on universe reset items from being transferred to the TSL
  • Added better protections for AI only items relating to slaves
  • Client Changes:
  • improved the game client memory management capability.
  • nearly all textures can now be unloaded from memory as needed if the memory reach critical levels. (this fix the client when not using dds textures among other things)
  • added “/debug texreload” chatcommand to reload all textures, this combined with dds disabled, allow texture changes to be loaded without restarting the client (very useful if you are working on a skin either ship or ui).
  • if texture preloading is enabled, then they wont be unloaded unless memory reach critical, if preload is not enabled, then textures are unloaded after not being used for 5 minutes (this time goes down as the memory reach closer to critical).
  • Fixes store close dialog button.
  • Fixed a bug where running the client in windowed mode caused the window to get a little big bigger every time
  • Fixed engine mount on Earthforce Police Zebra skin.
  • Fixed bug which would caused corrupted items to appear in tables, especially on the colony and base log windows
  • Added /debug bgdetect to toggle the client background state detection (the code that lower framerate and reduce the render resolution when client is in not visible). This function is mostly here to simplify streaming / video recording since those hook directly the game render and can never be obscured.
  • be warned that using this functionality constantly can have negative impact especially if your hardware is contested while the game is covered.
  • Fixed owner not being displayed on base control tab
  • Changed phoenix and glauco visuals

New in Star Sonata 2 01.03.2017 (Jan 4, 2018)

  • Changes:
  • Ares Aegis Generator super item changed to 120s charging time.
  • Trident Generator changed to 120s charging time and lifespan.

New in Star Sonata 2 12.06.2017 (Dec 6, 2017)

  • Fixes:
  • Fixed credit cost on entertainment station suites
  • Fixed Engine Mounts on Glauco Phoenix and Hawk.
  • Fixed the Zeus’s Antu to properly use Siege Mode
  • Fixed fusion tree cutter manhour cost, was 172800, should be 1728000
  • Balance Changes / Additions:
  • Crystals (crates) now show how much space they’ll need to be opened as part of their description
  • Added Engine 19 to the AI base in Vervaardiger Processing at the cost of 1 Gigantic Fission Thrust
  • Added Electrical Engineering 19 to the AI base in Enigmatic Sector at the cost of 1 Gigantic Obsidian Ionizer
  • The Dark has been moved to Warp 3 Eathforce Layer, allowing F2P players to obtain Radar and Cloaking 19 (the Ai base that allows Radar 20 to be trained has been locked to be premium only)
  • The Harrier is now marked as an Exotic ship instead of an Uncommon ship.
  • Transcendantal Hull Expander / HullEx have been renamed to Transcendental.
  • Reduced Twisted Striker fighters energy requirement from 130k to 13k.
  • Split the Combined Aspect Tablet drop table from the other Emp items dropped from Emperor Shaddam
  • Capital Slave Traveling Field has been renamed to Capital Bot Traveling Field.
  • Reduced Sniper Analysis charge time to 2 minutes, bonus is the same
  • Changed Anni Beam to no longer need a TRL(seer weapon) to build, incorporated trl build costs into the anni beam bp
  • Removed all Lore skills from Lore Ruin Items. Added Skills based on item type to preserve stats.
  • Removed Grem from Platform Drones
  • Aspect of the Mastodon augs have multiple lesser chances to drop from Emperor Shaddam Kilrathi IV in The Serengeti now. His guards chance to drop Aspect of the Mastodon has been reduced from 25% to 2.5%.

New in Star Sonata 2 10.11.2017 (Nov 10, 2017)

  • UI/Client:
  • Fixed and improved the ship info dialog: Now shows firing arc for lasers, more decimals for resistance and correctly updates the ship visage when changing ships.
  • Fixed UseSome not working on bases (already live)
  • Fixes:
  • Fixed description of space blue delta fighter generator mission.
  • Fix for item teleporter not working properly
  • Fixed disconnect on importing a very large trade log
  • Fixed Twisted AI station textures.
  • Centered and Strategic deployment no longer get disabled if your drones and/or bases are attacked.
  • Fixed a bug with factories where their total allowed cost was 2.4b
  • Balance Changes / Additions:
  • One sided war declaration now cause hostility on both sides.
  • Roaming Icepick Hunters and Roaming Stellas in Perilous Space now have their spawner locations randomized upon death.
  • Adjusted Cleft Claw to use a tech 16 energy instead of tech 21.
  • Removed the need for and drop chance for deep/dark jungle keys
  • TBFD 9000 drone now costs 50mil to repair.
  • Adjusted Twisted drone blueprints from damaged versions of Olympus gear to normal gear.
  • Added new refund missions for Twisted Tesla Augmenter within the Twisted Manufacturing AI station.
  • The Pax Astronomica Insurance mission within Brigand’s Stronghold has been renamed to Pax Astralogica Insurance, and will refer to the targets as Astrologicas instead of the playership version (Astronomica).
  • Changed many dg drop bps from none/scrappable, to diploma/mention turn ins
  • Changed Twisted tweak crates Junkyard scrappable level from 1 to 2.
  • Lowering the Mining resistance on a few ships to make sure they have lower Mining resistance than userbases do so these ships aren’t as effective in tanking userbases.
  • Poseidon Wave(+)/Poseidon Crown: Mining from 75% to 60%, Surgical from 60% to 75%
  • Isvas’ayu: Mining from 70% to 50%, Surgical from 50% to 60%
  • Twisted Vanguard / Adam’s Karkh’ala Scythe: Mining from 70% to 50%, Surgical from 45% to 55%
  • Tier 0 Industrial Commodities Steel Girders, Sentient Chatbots, Fusion Cells, Paxian Figurines and Fine Space Whisky now have a minimum price of 20% rather than 50%. This results in the consumption for these commodities being increased from 2.4x at 50% to 6x at 20%. This allows players to (nearly) always being able to sell their commodities as well as increase the gap between AI stations which gives players incentive to trade between AI stations.
  • Changing the resistances on some permanent drones so that it is ineffective to block userbases with drones
  • Nihilite Drone: Energy 80% to 65%, Physical 75% to 65%, Heat 70% to 65%, Surgical 70% to 65%
  • Orb Drone: Surgical 100% to 65%
  • Faranji Head Drone: Energy 80% to 65%, Physical 85% to 65%, Heat 70% to 65%, Surgical 70% to 65%
  • Mzungu Iko Drone: Energy 75% to 65%, Mining 20% to 0%, Physical 75% to 65%, Heat 90% to 65%
  • Quu Drone: Heat 40% to 5%, Mining 40% to 5%
  • Qa Quu Drone: Heat 40% to 10%, Energy 75% to 65%, Mining 40% to 10%, Physical 75% to 65%, Surgical 75% to 65%
  • Kasa Quu Drone: Heat 40% to 15%, Energy 75% to 70%, Mining 20% to 15%, Physical 75% to 70%, Surgical 75% to 70%
  • Qafir Drone: Energy 80% to 60%, Physical 85% to 60%, Heat 70% to 60%, Surgical 70% to 60%
  • Plasmite Drone: Energy 80% to 65%, Physical 75% to 65%, Surgical 70% to 65%
  • Advanced Pirating Drone: Energy 70% to 60%, Heat 70% to 60%
  • Qafir+ Drone: Energy 80% to 65%, Physical 85% to 65%, Heat 70% to 65%, Surgical 70% to 65%
  • Mzungu Energy Blaster: Energy 75% to 65%
  • Solar Collection Drone: Heat 90% to 70%
  • Plasmite Defense Platform: Energy 80% to 65%, Physical 75% to 65%, Surgical 70% to 65%
  • Paxian Urqa Denial: Energy 80% to 65%, Physical 85% to 65%, Heat 80% to 65%, Surgical 70% to 65%
  • Temporary warp beacons can be placed in galaxies eligible for bvb
  • Slaves once again get bonuses from Advanced Flight Controller (+1 slot, +75% evasion for fighters)
  • MFM now once again gives +2% to many stats on trade bots, up from +1%

New in Star Sonata 2 07.31.2017 (Jul 31, 2017)

  • Bug fixes:
  • Fixed -weight auras applying twice
  • Fixed a case of server crash.
  • Content fixes:
  • The mission “Sas Allied Defense Orders” now correctly tells the player they need to kill 10 Outposts in its description.
  • Junkyard X25 hydroponics missions and Initiate of Lyceum mission issues fixed.
  • Sniper Sharpshooting now mentions that it increases range
  • Content Changes:
  • Added Leopard Jump and Monkey Jump to their respective boss loot tables in The Jungle.
  • Increased the XP rewards for non repeatable Enigmatic Sector missions.
  • Albatross Augmenter – Rate of Fire increased 40%>80%
  • Poseidon The Earthshaker Augmenter – Energy Recharge increased 50%>70%
  • Mad Scientist Augmenter – Added Capacity +10%, Energy Bank +74%
  • Adjusted Recon backpack Superitems to 1 minute charge time.
  • Increased m4 hull space by 84% and speed by 50%
  • Mythos Stream is now ethereal (This means Mythic Defenders now have an ethereal healing laser once again).
  • Removed the Personal Computer and Gravity Controller cost from the basebound extractor blueprints
  • New Junkyard Scrapping mission to remove Prefab Fighters from your ship.
  • Next uni changes:
  • Suns if necessary are generated lower down so that the tops of them are no more than 200 above the z=0 plane.
  • Added 7 more tiled galaxy backgrounds.
  • Added new EF layer DG boss piloting a Vulture

New in Star Sonata 2 07.30.2017 (Jul 28, 2017)

  • Bug fixes:
  • Fixed -weight auras applying twice
  • Fixed a case of server crash.
  • Content fixes:
  • The mission “Sas Allied Defense Orders” now correctly tells the player they need to kill 10 Outposts in its description.
  • Junkyard X25 hydroponics missions and Initiate of Lyceum mission issues fixed.
  • Sniper Sharpshooting now mentions that it increases range
  • Content Changes:
  • Added Leopard Jump and Monkey Jump to their respective boss loot tables in The Jungle.
  • Increased the XP rewards for non repeatable Enigmatic Sector missions.
  • Albatross Augmenter – Rate of Fire increased 40%>80%
  • Poseidon The Earthshaker Augmenter – Energy Recharge increased 50%>70%
  • Mad Scientist Augmenter – Added Capacity +10%, Energy Bank +74%
  • Adjusted Recon backpack Superitems to 1 minute charge time.
  • Increased m4 hull space by 84% and speed by 50%
  • Mythos Stream is now ethereal (This means Mythic Defenders now have an ethereal healing laser once again).
  • Removed the Personal Computer and Gravity Controller cost from the basebound extractor blueprints
  • Next uni changes:
  • Suns if necessary are generated lower down so that the tops of them are no more than 200 above the z=0 plane.
  • Added 7 more tiled galaxy backgrounds.
  • Added new EF layer DG boss piloting a Vulture

New in Star Sonata 2 07.22.2017 (Jul 24, 2017)

  • Client Fixes:
  • Fixed one of the most common remaining client crashes.
  • Bug Fixes:
  • Fixed -weight auras and tweaks not applying properly.
  • Fixed source of 2 server crashes.
  • Fixed a bug with Warp Navigation level calculation which gave people W1 for free if they weren’t a Seer
  • Fixed constant shield recharge bonuses not working.
  • Content Changes:
  • The Delquadrikamdon’s “Red Pill” form now lasts 18 seconds with a 180 second cooldown.
  • The Burning and Lacerating line of weapons now impart 3 times as many Medium Fires and Major Surgeries as before, and have all been standardized to 300 range (which results in a significant size reduction as well).
  • The Earthshaking line of weapons are no longer high rate of fire physical pulse guns, they now work like multi-projectile Catapults. This means their recoil, firing visibility, number of projectiles and knockback has been increased. Their DPS has also been massively increased.
  • The mission “A Fair Trade” should no longer have a very small chance to give the player nothing.
  • Changed the Poseidon Wave and Isvas’ayu Submerger to 5 Pulses instead of 4.
  • Changed Lion Maul Tweak Generator to a Superitem. This will allow Slaves to use the Superitem.
  • Added FC requirement to space blue delta fighters
  • Combat Bot Tweaking now gives +1% speed, +2% thrust and turning and +1% shield recharge per level
  • Removed the requirement of 20 Honorary Diplomas to unlock the Unstabilized Plasma Fusion Core missions and merged the Copper/Bana/Anaconda/MS kill mission requirements with the initial mission
  • Nanite Fabrication Blueprint will now show up as ’1000 Nanites’ in the construction bay of a userbase
  • Added rare tag to Twisted station kits.
  • The Absentis built-in tweak are now shipbound rather than neurobound
  • Base Amplifications now build nearly instantly (from 1 day) and take 3 days to activate (from 7 days)
  • Demolishing/Neutralizing Blast Blueprints now drop from Kalthi Depths dungeons. Kalthi Depths previously dropped Surge Blueprints, which was not intentional.
  • Minor, Basic, Std., Good, Exc., Sup. and Ult. Augmenter Fabrication Modules have had their Combonite requirements reduced to 1, 10, 20, 50, 100, 250 and 500 respectively.
  • Put decay on universe reset tags on all base thrusters.
  • Arctia AI name pool increased by about 50% with the addition of French and Finnish names.
  • Removed second Torpedo weapon from Flyswatter Flyboys due to Torpedo rebalance.
  • Rumble instances have had their lockouts removed.
  • Paxian Battle Frigate has had its reflectivity decreased to ~807%.
  • Antuayu’s Siege Mode has been buffed. Gives -30% Electric Tempering, +25% Damage, -25% Recoil, +50% Splash Range, -50% Resists for 10 seconds with a 60 second cooldown.
  • Corrected Selenite Modulating Shield’s description
  • Platform Augmentation Alpha/Beta/Gamma are now Base augmenters
  • Reduced weight on Defensive Annihilator Pulse Gun (1600000000 -> 2000000)
  • Kalthi weapons have been overhauled completely and have completely different stats in most cases.
  • A Kalthi Torpedo, the Kalthi Fist, has been added. Its blueprint should drop from the same place other Kalthi blueprints drop.
  • Mythic Defenders laser and transference weapon are no longer ethereal, and the transference weapon does not chain.
  • Lyceum Offensive and Defensive Fields are not usable by Trade or Combat Bots.
  • Added K.S.Victory skin to Kalthi Stinger series
  • Added Angry Grim skin.
  • Added Golden Grim skin.
  • Added Frosty Grim skin.
  • Permanent drones only accept Base augs via Astral Injection.
  • Adjusted the Base Radiation Fields to give vulnerability.
  • Increased Golden Man Blueprint drop rate.
  • Buffed the Kalthi Armored Stinger’s inbuilt tweak from 500>1500 Shield Recharge and 50%>100% Critical Immunity for 10 seconds.
  • Buffed the Kalthi Armored Commander’s inbuilt super item, now deploys a mobile Kalthi Minion Protection Drone that can heal and significantly buffs the defensive stats of fighters for 60 seconds.
  • Buffed the Kalthi Wrathful Stinger’s inbuilt super item. It now imparts -90% Radar, -34% Range and -34% Tracking to enemies within 1000 range for 15 seconds.
  • Death of First Born fighters now have 50% less range.
  • Removed the detrimental Electric Tempering effect from the Gunner Ion Missile super item.
  • Next uni changes:
  • Instanced vulcan bosses
  • Adjusted kickout time of vulcan bosses to 5 minutes
  • Altered Anatolia background.
  • Altered Emphatic Mother backgrounds.
  • Altered Enigma backgrounds.
  • Altered Elysion background.
  • Altered Halloween zone backgrounds.
  • Altered IQ Bana backgrounds.
  • Altered some Jungle zone backgrounds.
  • Altered The Junkyard background.
  • Altered Lunacy backgrounds.
  • Altered Mausoleum backgrounds.
  • Altered Ruby Steppes backgrounds.
  • Altered Sol background.
  • Altered Temple Ground background.
  • Altered Citadel resource amounts for next universe.
  • Altered Dorado resource amounts for next universe.
  • Fixed Hallway to Mother double boss wormhole issue.
  • Massively reduced the chance to get galaxies with giant suns
  • Added 25x Junkyard Hydroponic mission options to The Junkyard.
  • Adjusted End of the Universe visuals, added background.
  • Improved the resolution of the galaxy in the background of Temple Grounds.
  • Alien Invasions no longer happen in any arm other than the Sas arm.
  • Sas Arm Invasions happen every 5 tp 7 days, and should no longer happen at the exact same time every day.
  • The Monthly missions and their rewards are still in Subspace, all but the Sas arm missions only require kills of Aveksaka ships. The Sas arm Monthly requires kills of Aveksaka ships and Aveksaka Outposts. Allied Commendations have been removed from every arm’s rewards but the Sas and Pajca arm.
  • AI now roam in every single arm of Subspace, whether there is an invasion or not.
  • Kalthi Depths will have far less mobs swarming the higher danger factors.
  • Kalthi Armored mobs, Cybernetic Battleships/Cruisers are significantly less tanky, but do more damage. Their fighters also have less range now. Kalthi Deployers drones now follow the mobs around and last longer. Cybernetic Support mobs deploy their drones faster and their drones do more damage.

New in Star Sonata 2 07.09.2017 (Jul 10, 2017)

  • Client Fixes:
  • Fixed a bug where buttons in the client would stay pressed if the “mouse up” event happened outside if their click boundary
  • * Fixed a bug where the resize border would still show when a window was focused even if the mouse was outside of the window bounds.
  • Fixed a bug where sometimes the skill search bar would not reset
  • Fixed the text scroll in the target window
  • Fixed a bug where the “misc” type empty item slot inventory indicators weren’t being sorted properly, which resulted in them changing order every time the inventory changed contents
  • Fixed a bug where the friends list would not clear when logging out and back in
  • Visual changes:
  • Adjusted Faranji Stinger texture, thanks to contribution from Klestiko.
  • Improved Rhino model and texture.
  • Updated faction selection dialog.
  • Changed the color of the “empty item slots” to be darker and stand out more from normal items.
  • Updated visuals for Chihuahua, Whippet, Terrier, and Border Collie fighters.
  • Added Frozen Harrier skin.
  • Content Changes:
  • Battle Sphere: Augmenter slots from 5 to 4
  • Fleet Commander augs are being nerfed
  • Aptitude: lost its Turning and Speed
  • Proficiency: lost its Turning and Speed
  • Mastery: lost its Turning and Speed
  • Art of FC: lost its Speed and Tractor Power
  • Ult. Art of FC: lost its speed and Tractor Power
  • Arsonist’s Augmenter: Crit Chance 20% (from 30%), Crit Strength 40% (from 0%)
  • Slumber Augmenter: Crit Chance 15% (from 40%), Crit Strength 60% (from 0%)
  • Hibernation Augmenter: Crit Chance 20% (from 60%), Crit Strength 75% (from 0%)
  • Reaver Augmenter: Crit Chance 20% (from 40%), Crit Strength 40% (from 55%)
  • Hantr Psu: Crit Chance 20% (from 30%), Crit Strength 125% (from 100%)
  • Arcadian, Apollo and Ares Base Energies no longer generate Nuclear Waste
  • Vulture and Hawk inbuilt scoops replaced with inbuilt super items, Scavenger fires the Vultures signature pulse guns (and gives Tracking and Range bonuses) and Hunter fires the Hawks signature weapon (and gives Rate of Fire and Radar bonuses). The AI versions of these ships do not have these super items.
  • Red Photon Plasma Missile no longer does 2x the damage they should be doing, nor do its fires stack up to very high amounts. Each missile does 5k damage instead of 10k damage (For a total of 25k damage per salvo), and the fires last 2 seconds instead of 10 seconds.
  • The Seer Rift generators got a slight reduction in cooldown and the lower tech Microwarps received beefs
  • Warpping Paper: max distance from 200 to 1000, chargetime from 600 to 25 seconds
  • Witch’s Broomstick: chargetime from 300 to 60 seconds
  • Gallows Robber: chargetime from 600 to 60 seconds
  • Bimbus 3000: chargetime from 450 to 60 seconds
  • Monkey Jump: max distance from 700 to 1000, chargetime from 2 (no, that’s not a typo) to 25 seconds
  • Leopard Jump: chargetime from 180 to 15 seconds
  • Prototype Rift Generator, Seer Rift Generator, Aveksaka Rift Generator: chargetime from 180 to 150 seconds
  • Assault Behemoth’s Assault Dropship fighters can now acquire a new target after their first target has been lost.
  • Paxian Battle Frigate has had its Shield and Energy augmods reduced to 200% each.
  • Hawk has had its Weight increased 55000>110000, Max Speed increased 137>140, Diameter increased 35>50, Laser resistances decreased 65%>60%, Energy resistances decreased 20%>10%, Mining resistances decreased 70%>60%, Aug Mods replaced (10% Turning, 10% Tracking, 15% Thrust, 15% Energy Recharge)>(20% Damage, 20% Energy Recharge, 5% Critical Hit Chance), inbuilt electricity generation increased 35>50.
  • UrQa’qa Qu’ishi Qa: Energy bonus from 450% to 800%
  • Inbuilt missile launcher now increases missile speed by 50% from 20%
  • Inbuilt missile launcher now has 4 seconds charge rate down from 5 seconds
  • Gunner Ion Missile devices should now properly apply + electric tempering to target
  • Added unique with tags to anti graviton tweaks (they now share cooldown)
  • Misc changes:
  • non bvb kits must now be within 30k dist of the nearest solarbody.
  • Kits that are out of bound will be notified in team chat and are given 10 minutes to be moved back in before destruction
  • Base thruster are no longer restricted while under attack.
  • Next uni changes:
  • Added Shadow AI base back into Shadow galaxy.

New in Star Sonata 2 06.29.2017 (Jul 4, 2017)

  • Content Changes:
  • Lyceum Offensive and Defensive Field’s are no longer useable by bots and no longer affect drones
  • Fixed mission description wording in exchanging twisted tech for tokens.
  • Energy needed for Earthforce Overload Prototype’s Overloaded Mining Laser Prototype increased to 25k, charge time increased to 54 seconds.
  • The Lyceum Research Cruiser’s Offensive and Defensive auras are no longer improperly affected by Neuro Tweaking.
  • Over 25 Permanent drone fixes. This will result in heavy nerfs to a lot of drones (but they were unintentionally too strong to begin with).
  • Bug Fixes:
  • HAZMAT Collection mission in Tra Subspace fixed, Corrosive Alien Plamsa has been renamed to Corrosive Alien Plasma and will now appear as a parasite in your ship.
  • Fixed all Parasitic pulses to properly inject parasites again.

New in Star Sonata 2 06.20.2017 (Jun 21, 2017)

  • Content Changes:
  • Due to the excessively strong nature of the Mastodon as a fighter platform, the fighter bay is being nerfed to 6 slots from 10 slots. The launch speed of the Bay has been reduced from 5 seconds to 0.75 seconds. There may be further adjustments to the Mastodon, as neccessary, going forward.
  • The Trap is Set mission in Katur Subspace now points you towards the Landmark Drone to begin, which has had its trigger radius increased from 100 to 300.
  • On The Offensive mission in Katur Subspace requires 15 Sahvitra kills, the Sahvitra will now spawn from an interval of 45 seconds (2 spawners) down to 20 seconds (2 spawners).
  • Dark Kobaldstein’s Offensive and Defensive Lasers replaced with Injectors in the drop tables. Any existing offensive and defensive lasers will still convert into injectors.
  • Bug Fixes:
  • Fixed a bug where slaves would not follow seers into a warp if the seer was relying on their seer skills for warp nav.
  • Fixed a bug where seers would not get the full map merged from their team if they were relying on their Seer skills for warp nav.
  • Fixed 3 of the most common client crashes.
  • Fixed a bug where team xp progress towards the next level would have been wiped when the server loads.
  • Fied bugs where range tweaks weren’t counted for deathblossoms and the Seer jammers
  • Fixed Voulge and Flamberge skin names.
  • HAZMAT Collection mission in Tra Subspace fixed, Corrosive Alien Plamsa has been renamed to Corrosive Alien Plasma and will now appear as a parasite in your ship.
  • Next uni:
  • Copper background adjusted.
  • Dragon Boss Lair background adjusted.
  • Easter galaxy backgrounds adjusted.
  • Captain Kidd galaxy background adjusted.

New in Star Sonata 2 06.10.2017 (Jun 14, 2017)

  • Misc Changes:
  • Fixes Flamberge and Voulge skin name.
  • Content Changes:
  • Kalthi Armored Commander: Speed from 127 to 100
  • Kalthi Wrathful Commander: Speed from 127 to 100, +10% Splash Damage, +25% Splash Range
  • Bule Hyperdrive Device turned into an inbuilt Superitem for the Bule Eradicator. New stats: 200 warp distance with 700 speed afterwards with 60 seconds cooldown.
  • Altered Christmas Present drone size from 12 to 1.
  • Bug Fixes:
  • Fixed Lelih’ayu and Zarkar’ayu fighter factories, they should now generate a fighter generator.
  • Fized Bule Blackness requirement in Bule Eradicator Upgrade Blueprint mission.

New in Star Sonata 2 05.10.2017 (May 11, 2017)

  • This patch is to address an unforeseen issue with base thrusters in bvb. It seems that they can currently be used by the defenders to indefinitely “outrun” a bvb attack and prevent loss of ownership and cause a loss of all attacking kits. This patch will be making the following changes:
  • Base thrusters cannot be equipped (and will turn off if already on) on a kit that has been attacked in the last 5 minutes (sharing a timer with the base transfer rule).
  • Bases outside of the userbase placement limits (over 30k from the nearest solarbody e.g. suns, planets, wormholes, etc) will not count for galaxy ownership. If the only kits in the galaxy are outside of this limit, the galaxy will go un-owned. If a galaxy is owned with kits outside of their team beyond the limits, they will be converted to bvb kits.

New in Star Sonata 2 03.29.2017 (Mar 29, 2017)

  • Green Battleship spawners in Earthforce, Wild and Perilous Space (southern spawners) will now drop 10 million credits like their northern equivalents.
  • Added discount to all sheets and Dementium on the new module blueprints.
  • Mission for NCC-Bulk ships in East Vindia is now repeatable.
  • New Zen Reset skills available at Sai’s Retreat in Sol.
  • Citizen of Earthforce mission (Completionist mission chain) fixed, it now requires completion of the “Dispatching Bellarmine, Again.” mission instead of the next “Excommunicator” mission.
  • Fixed Strontium-90 Uber Slumberchrome mission displaying wrong required kill count.
  • Improved Frozen Snowflakes and Christmas Tinsels tooltips.
  • Radiation Cone mission in Liberty is now repeatable.
  • Added a missing mission outro for Augmenter Tweaking missions.
  • Nexus Station and Janitor’s Outpost no longer vend Rations.
  • Space Anomaly AI emit a fourth as many particles as previously, and will be visible to all graphics levels now.
  • Fixed Shadow Ambush to give 14% damage from behind like it says
  • Fixed lockouts for coloured empires
  • Server performance improvement in heavy spaceobjects scenarios.
  • Fixed fighters being unable to multifire in most situations
  • Added a basic implementation of squad damage tracking (/showsquaddamage and /resetsquaddamage)
  • Fixed a mistake in the Industrial Annihilator Z BP
  • Fixed some issues with Subspace and Zaphragi AI in The Jungle that caused the zone to be harder than intended, especially the Bear boss.
  • Added Nexus Fighter Bay and Nexus Fighter Drones to the AI base in The Nexus.
  • Increased the amount of Kalthi Manufacturing Parts, Kalthi Ship Plating, Reinforced Kalthi Essence and Kalthi Essence required for builds by 10 due to the increase in their drop rates.
  • Increased the half life of Selenium Dust and Lunarium Dust to 8 hours.
  • Nerfed Mythic Defender drones.
  • Bravado line of Field Generator’s require Fleet Commander instead of Flight Controller.
  • Fixed many damage issues with fighters.
  • Fighters that used 2 slots and lasted 2 minutes now take 1 slot and last 3 minutes, their energy costs have been increased as a result. Fighters that used 4 slots and lasted 3 minutes now take 2 slots and last 5 minutes, their energy costs have been increased as well. Fighter Generators have been changed to generate up to 24 fighters at maximum. Any fighters that were obtained prior to the fighter rework will no longer be ship bound.
  • Gurujana Ekam’s damage now scales with its level.
  • Speed Demon Target Tracker no longer uses Speed Based Charging.
  • Fixed numerous typos in the Mira missions.
  • Adjusted the stats of several of the low tech Iq’ Bana augmenters, and the Jujo’qii Augmenter finally has stats!
  • Increased the speed and strength of the Kalthi Armada Fighter and Kalthi Minion.
  • Fixed an issue with the Neutralizing Discharge’s droprate.
  • Dark Fighter Defender blueprint now builds a generator instead of a single fighter.
  • Added T12 (Experimental) and 14 (Prototype) buildable extractors for Baobabs / Space Oats / Metals / Silicon / Nuclear Waste. Blueprints can be purchased in Blue Photon Processing (just like the tech 16/18/20 ones)
  • Reduced the Tier 2 Industrial Commod cost of T18 buildable extractors by 80%
  • Removed the credit cost of T16 buildable extractors
  • Lowered the credit cost of T18 and T20 buildable extractors by 66%
  • Lowered the power of Tech 20 buildable extractors from 6.5 to 6
  • Increased the power of Undead extractors from 3.5 to 4

New in Star Sonata 2 03.24.2017 (Mar 24, 2017)

  • Added Combat Focus Defensive Device for low level combat focus people. Creates a tanky mobile drone with a physical weapon and a very short range field generator that gives 10% resistance to all.
  • Fixed the speed based charging Speed Demon Target Trackers
  • Fixed Damage and DPE calculations in the ship details window
  • Fixed Seers not getting improved warp capabilities.
  • Altered Silent Night Blueprint to match up to new Kalthi Depths commods.
  • Reduced new Base Extractors build time.
  • removed shipbound from existing fighters.
  • Made the new fighter generators make ship bound fighters under the name Prefab.
  • Removed metals requirement from Planetary Core Silicon Fusion Extractor build.
  • Added warning message to initial skill tree section. You cannot go back once picking a focus.
  • Wingship should be properly centered now
  • Fixed 3 more possible client crashes. Still more to come

New in Star Sonata 2 03.18.2017 (Mar 21, 2017)

  • Updated turret positions for the Pax Stratos
  • GSAs are no longer pilotable and have been removed from the drop table
  • Subspace missions are introduced to players from level 1 in Brigands Stronghold and Sol, depending on their faction choice. The AI that spawn during invasions have very high experience modifiers in the Ekam arm, giving players 10x the experience for killing those AI. This tapers off to 2x the experience in the Sas arm. These missions tell the player that Subspace is a Premium only zone and has accelerated experience.
  • Fixed more Fighter related mission description errors.
  • Made the description of the Fleet focus text shorter for now, until the text wrapping issue is fixed.
  • Fixed Grubby Life Drone for Termites.
  • Fixed another mission typo related to St. Bernard fighters.
  • Roaming minibosses in the Sas and Pajca arm should now be of the appropriate level and difficulty.
  • Updated the visual of the new Support Drone, Forward Operating Base and Combat Focus Drone related to The Nexus.
  • Changed Wild Warp Beacon team from Earthforce to Earthforce Transwarp Network.
  • AI Base consumption rates for Steel Girders, Fusion Cells and Sentient Chatbots increased by 20%
  • Fixed the Dark Fighter Defender Blueprint.
  • Increased the number of Wreckages dropped from higher Danger Factor Kalthi Depths AI.
  • Made Greenish Fighter Generator not sticky.

New in Star Sonata 2 03.17.2017 (Mar 17, 2017)

  • Fixed some more client crashes
  • Fixed an issue that caused a slowdown on amd rx480 gpu (and probably other modern gpu) when multiple lasers were on screen.
  • Fixed mission that was rewarding space blue delta fighters instead of a generator
  • Fixed wild slaves with too many capacitors, again
  • Chid Adiz Mardana drones no longer use too much electricity when firing their weapons.
  • The Paxian Stronghold mission “A Fair Trade” no longer has a chance to reward the player with nothing.
  • Perilium’s drop chance has been reduced, while the Perilium Blueprint’s drop chance has been increased.
  • Subspace invasions happen more frequently in the higher arms, with invasions happening as quickly as every 2 days in the Sas arm.
  • Subspace Monthly missions now require twice as many Outposts killed as before, due to invasions happening more frequently.
  • Many missions involving Fighter Generators have now been addressed. Players should be able to obtain Generators for the fighters they previously were able to acquire.
  • Chihuahua’s and Wingships should no longer be offset from their hull.
  • Mini Mad Scientist is now a Support Freighter instead of a Heavy Fighter, along with some other slight stat changes.
  • Updated Berserker skill tree image.
  • Updated Seer skill tree image.
  • Updated Sniper skill tree image.
  • Updated Speed Demon skill tree image.
  • Updated Engineer skill tree image.
  • Updated Fleet Commander skill tree image.
  • Updated Gunner skill tree image.
  • Updated Monkey skill tree image.
  • Chihuahua’s and Wingships should no longer be offset from their hull.

New in Star Sonata 2 03.16.2017 (Mar 16, 2017)

  • Lowered Rosbulk hull space from 1100 to 1000 and speed from 40 to 32.
  • Added support focus skill tree image.
  • Added fleet focus skill tree image.
  • Adjusted new base extractors from basebound to sticky.
  • Made the blueprints for the new base extractors to 10 extractors instead of 1.
  • Increased the Cleft Claw to level 1200 and improved damage output.
  • Increased Drop missile size.
  • Added/Fixed Base Gear Blueprint Packs to Free Market and Acropolis.
  • Fixed blueprint base packs with invalid Defender, Platform and Assault drone blueprints.
  • Fixed the ship details window damage calculations for crit
  • Improved how the Deathblossom selects the origin for lasers
  • Buffed the difficulty and drop rates of Arctia, Vulcan, Mira, and the Jungle. The AI are also set to aggressive, and will attack players if they come within 200 distance.
  • Kalthi/Kalthi Wrathful and Kalthi Armored AI have received tuning changes, buffing many of them.
  • Corrupted Battleships and Cruisers no longer have insane regeneration, but have been given new tricks and tools instead. The other Corrupted AI have been buffed defensively.
  • Precarium and Hazardium Blueprints have been turned into Perilium Blueprints. You will no longer need Hazardium or Precarium at all.

New in Star Sonata 2 03.15.2017 (Mar 15, 2017)

  • Reduced the sizes on the Burst line of weapons more towards last uni’s values
  • Lowered sebastopol self damage back to 100%, reduced the sebastopol base DPE modifier to 0.6 from 0.7 and decreased Power/Size modifer from 0.25 to 0.2
  • Fixed fighters not being transwarped.
  • Adjusted new base extractors from basebound to sticky.
  • Made the blueprints for the new base extractors to 10 extractors instead of 1.
  • Radar skill no longer gives +10 vision per level.
  • No longer checking if a wild slave has too many capacitors equipped. AIs and wild slaves are allowed to cheat.

New in Star Sonata 2 03.14.2017 (Mar 14, 2017)

  • Fixed a potential source of freezing on the client.
  • Fixed an issue with some wild slaves activation
  • Lowered Resist of roaming Twisted Fate of Death.
  • Lowered interference from the center suns of Twisted zone to allow players to autopilot to the center ai base.
  • Reduced the damage modifier of Twisted Blaster tech 21 and 22.
  • Updated pick your focus image.
  • Adjusted Googly Eyes to look better on more ships.
  • Moved Faranji Flower Power’s in the missileshotguns.xml file, and changed both of them to be bigger with more range. Also got rid of their spray effect in favor of a mutalisk effect.
  • Darkness Warmed Over is bigger, with more DPS as a result.
  • Updated initial Focus image in skill tree.
  • Updated Combat Focus image in skill tree.
  • Updated Recon Focus image in skill tree.
  • Fixed a mistype in skill tree Recon description.
  • Reduced, Fixed Titanium module Manhour requirement.
  • Increased the build costs of the Jungle ships dramatically.* Decreased the drop rates of the Armored and Wrathful blueprints from their respective AI in Kalthi Depths.
  • Moved Perpetual Motion to Earthforce Space, in Danger Factor 20.
  • Changed sebastopols. Fixed calculations involving self damage, removed +15% DPS/Tech modifier. Increased base power
  • Sped up all Space Urchins by 100 speed.
  • Moved Faranji Flower Power’s in the missileshotguns.xml file, and changed both of them to be bigger with more range. Also got rid of their spray effect in favor of a mutalisk effect.
  • Darkness Warmed Over is bigger, with more DPS as a result.
  • Fixed Space Urchins tractor beam to remain when Raddex.
  • Hantr Psu: -15% Range (50 to 35), -10% critical chance (40 to 30)
  • Twisted Death Augmenter: +10% Range (40 to 50), +100% Radar (0 to 100)
  • Adjusted the resistances of Solarian, Mercurian and Venusian Drones dramatically.
  • Toned down many T21 and T22 drones DPS (Twisted Drones and the Subspace drones).
  • Buffed Bursts and Sebastapol’s DPS by increasing their self damage (Also increased the bonus DPS added to missileshotguns.xml and sebastapols.xml by self damage from .35 to .5)
  • Nerfed the Demolishing and Neutralizing pulse guns DPS, but buffed their DPE.

New in Star Sonata 2 03.11.2017 (Mar 13, 2017)

  • Beta Client Changes:
  • hundreds of different crash fixes.
  • fix for some engine particles
  • improvement to the projectile rendering
  • Content Changes:
  • Split up Twisted Zone wormholes and introduced a key system, with some additional missions as a bonus.
  • Pushed Rock Hudson from 40 to 80 danger factor minimal.
  • Increased the level of roaming Stella’s to level 1400.
  • Increased the levels of the Earthforce roaming capital ships.
  • Paxian Grand Reinforcement extraction rate has been reduced.
  • Changed Umbra requirement for tractoring skill from 50 to 30.
  • Increase Holy Ward drop rate by a tiny fraction.
  • Reduced Speedy Gonzales from 30mins respawn time to 10mins.
  • Instanced Hallway to Mother boss.
  • Added more gear drops to Hawk and Roc AI’s.
  • Added drops to Earthforce capital ship roamers around the EF layer.
  • Increased Pirate Maboule spawner spawn amount from 1 to 2.
  • Added Space Urchins to Perilous Space.
  • Added Mr. The Prefect as a spawner in Wolf 359.
  • Added Fly Swatters to low level dungeons.
  • Added Ice Hunter Picks to Perilous Layer.
  • Low level Nexus AI are now capture-able
  • Added Attached Warp Beacon blueprint to Beta Antares.
  • Tier 2 and 3 Industrial Commodities no longer require the Tier 1 and 2 pre-tiers.
  • Massively changed all Combat Control bot stats.
  • Increased the Recoil of most Pulse Guns, Magcannons and Lasers that were below 1 second recoil to 1.5 seconds for Pulse Guns/Magcannons and 1.5-2 seconds for Lasers. Chaining/Splashing lasers have been increased to 2-5 second recoil. Their overall DPS was not changed.
  • Reduced the number of credit debris dropping from item damage to a maximum of 4, minimum of 2 (same value dropped).
  • Made it so torpedoes don’t aim while in arming phase, range augs and mods don’t increase burn time, and sniper projectile speed bonuses increase burn time.
  • Gave all ships 3 superitem slots (Capital Ships still have 5).
  • Removed trade skills from the Lyceum skill reset since they can be reset through missions separately.
  • Paxian Figurines no longer require Bronze.
  • Added Mercurian gear to dungeon drops in Perilous Space.
  • All 3 Twisted bosses will drop 2 pieces (up from 1) of Kalthi Depths loot in addition to their own respective drop tables.
  • Removed the -shield aura from Dark Maelstrom in Infernal Tempest. Added the Operative as a mission reward for starting the Infernal Tempest chain (The chain starts at level 500 for the first mission, resuming at level 1000.
  • Added a bunch of new voices for existing tutorial hints.
  • Electrical Engineering 22: The boss, when enraged, has had it’s shield regeneration bonus reduced from +100% to +50%. The Sahvika Dhatri’s that the boss spawns have had their maximum speed reduced by 50%.
  • Decreased the level requirements on twisted missions from 3k to 2k.
  • Removed Quantum Brake blueprint from Perilous Space dungeon drop list (Kalthi Depths only)
  • Player Progress Missions at Earthforce Frontier Station in Sol no longer have a max skill requirement on them, allowing you to complete all of them even after surpassing their goals.
  • Mission-spawned zeus lackeys in EOTU will no longer dock. Increased the despawn timer from 7.5 minutes to 15 minutes and decreased their damage done by 20%.
  • Increased Captain Kidd’s level from 2.5k to 4.5k.
  • Improved Aveksaka Xenobiology Platform with a long range weak laser for triggering the fighters.
  • Added Forward Operating Base Device for low level Fleet Focus players. Deploys a drone which launches 2 fighters
  • Perilous Tweaks now require a charge time and are Unique with similar type tweaks.
  • Copper AI are now worth 25% of the experience they were previously worth.
  • Added Cleft Claw AI to Wild and Earthforce layers.
  • Lowered the number of fighters launched by the Captured Hive in Staff Quarters Pilot Farm instance.
  • Added Speed Demon energy banks to the Speed Demon class base in Lyceum
  • Sapphire Carrier and Sapphire Transport now have blue colouring instead of green.
  • Sapphire, Ruby, Diamond and Emerald Carriers and Transports now have animated parts.
  • Added 3 Focus related super items to two bases in The Nexus.
  • Added new Lacerating, Burning, Smashing, Lancing, Earthshaking, Demolishing and Neutralizing weapons. They build out of Venusian/Mercurian/Solarian Pulse Guns/Magcannons/Jackhammers.
  • Added Small Tamed Wasp Fighter Generator as a drop to all Hives.
  • Added visual effects to all Superitem Tweaks.
  • Programming is now trainable in Glass Matrix up to level 10
  • Added Massif IV blueprint drop.
  • Altered missile models to be more aligned.
  • Added Cybernetic Supportive Machine.
  • Added new Corrupted Battleship AI to Kalthi Depths.
  • Added new Corrupted Cruiser AI to Kalthi Depths.
  • Lowered drop rate of Expedition Team Blueprint.
  • Decreased thorax deploy time on Mad Kidd drones.
  • Oversized Wingship’s hullspace has been increased, and it’s resistances have been tweaked as well.
  • Added new, higher tech, mission rewards to the repeatable Mira missions and increased the amount of Paxian Medallions you get from doing the daily Mira missions to 5
  • Added purchasable superitem Warhead in Vervaardiger (Allows you to blow yourself up)
  • Made the Blue Photon testing dummies more useful: They report their shields every 10 seconds and also report the rate their shields have changed over the last 10 seconds as well as the entire fight. In the dummies case, this is equivalent to Damage taken per second.
  • Removed Key Requirements for Olympus Bosses, and removed the missions for those keys from the AI bases.
  • Added Good Recovery Augmenters to the standard setup of Forgones and Icepicks
  • Added North and South invulnerable warp beacons to Earthforce layer.
  • Made it easier to hold aggro on Cyborg Dark Transport (Dark Barty)
  • Made it easier to hold aggro on the Twisted Nikola
  • Adjusted Twisted Zone drop lists to have higher chances to drop better tiered loot.
  • Increased the levels of the Spice Girls, roaming Spice Pirates in Earthforce Space.
  • Increased the droprate on Scorch’s Remains to 100% (from 25%)
  • Added a tech 20 Starter Capital Fighter Bay to Blue Photon, and a blueprint for the normal one to dungeons.
  • Beefed Grim Reaver’s damage.
  • Beefed Reaver’s shield banks.
  • Changes to items:
  • All augmenter stats have been changed to accommodate for the removal of 100% Augmenter Tweaking. Your augmenters now have the stats they would have with 100% augmenter tweaking as baseline values.
  • Hydra Gear no longer has a Multi-fire Bonus.
  • Ruin base radars get +Range% equal to tech/2.
  • Subhatta Hrdaya: Multi-fire from 25% to 0%, Range from 0% to 40%, Regen from 359 to 397.
  • Augmenters with Reflectivity on them longer have the Reflectivity stat and gained this bonus in the Visibility stat
  • Qa’ik Urk’qii Akk’oj augmenter: added 29% (58% after aug changes) Crit Strength
  • Everlasting Ops Mastery Augmenter: -20% shield bonus (80 to 60)
  • Zeus Everlasting Mode Augmenter: +20% shield bonus (60 to 80) and 5% drone ops
  • Nightfury’s Anger: -10% Rate of Fire (100 to 90), -10% Damage (80 to 70), -20% Shields (140 to 120)
  • Hantr Psu: -5% Speed (30 to 25)
  • Twisted Death Augmenter: +20% Speed (20 to 40), Hullspace -20% (20 to 8), Weapon Hold -30% (80 to 50), Resistances +5% (-15 to -10)
  • Qa’ik Vazuk Akk’oj: -40% Rate of Fire (170 to 130), +8% Damage (52 to 60), Shields -26% (166 to 140), Critical Chance +8% (-8 to 0)
  • Obliteration Augmenters are receiving nerfs across all techs. The Ultimate version will be: -20% Range (60 to 40), -60% Damage (120 to 60), Crit Strength -40% (140 to 100), Resistances +10% (-26 to -16). You can expect to see nerfs along the same lines in the lower techs of these augmenters.
  • Barrage Augmenters are receiving nerfs across all techs. The Ultimate version will be: -10% Rate of Fire (130 to 120), Range -20% (80 to 60), Electric Tempering +5% (-40 to -35), Crit Chance -10% (20 to 10), Weapon Hold -75% (75 to 0). You can expect to see nerfs along the same lines in the lower techs of these augmenters.
  • The Harrier and Madness Augmenter lines have had their speed reduced (Ult. Harrier 90% to 60%, Ult. Madness 60% to 40%).
  • Cerberus augmenter: -10% speed (up from -28%), -18% crit chance (from 0%)
  • Isvasa Sattva augmenter: Tracking -60% (from -20%), Range 0% (from 46%), Shield Charge 80% (from 60%), Damage 0% (from -10%), Electric Tempering -10% (from -18%), Visiblity 200% (from 0%). This augmenter is nolonger locked to heavy fighters only.
  • New Selenite Augmenter: 60% Tracking, -48% elec temp. +70% Range, +
  • New Grand Moff Augmenter: 175% Shield, 40% Energy, -10% Damage, 150% Thrust, 50% Range, 100% Hostility, 50% Resists
  • Bursts have been nerfed significantly, check the blog post about them for more details. (**url to that blog please**).
  • Mythos Scanner: Resistance to Damage changed from 5% to 3%, Electrical Tempering changed from -5% to -3%.
  • Clenches now have 6 seconds engine delay up from 3 seconds.
  • Midas Touch now has 5 seconds engine delay up from 2 seconds.
  • Field Amplification Device now does 100% Aura Amplification down from 350% for 5 seconds, 500 range.
  • Amplified Field Amplification Device now does 300% Aura Amplification down from 750% for 5 seconds, 500 range.
  • Reduced Chid energy charge from 5000 built in energy to 45.
  • Grand Navigator’s Offensive Augmenter: Removed Weapon Hold and Critical Hit Strength from and Critical Hit Chance lowered to 10% from 20%, Resistance to Damage increased to 10% from 6%, Range Lowered to 30% from 40%, Tracking Lowered to 30% from 40%.
  • Qa’Uka Juju: Shieldbank from 24,000 to 22,000.
  • Decreased the costs of Space Blue, Constable and Enforcer gear.
  • The tech level of all of the lowest tier Olympus gear (Knackered/Faulty/Damaged/Brackish/Shorted/etc) has been decreased from Tech 21 to Tech 20.
  • Created Harmonic Shield Restoration Device for recon focus which boosts shield regen while out of combat.
  • Returned multiple bullets to Qa Quuu Drone and Kasa Quu Drone.
  • Hephaestus’ Striker and Mallet Blueprints have been changed so that they have the same requirements as Hephaestus’ Hammers.
  • Buffed Dark Flaming Excommunicator.
  • Adjusted the size of 1000 Monkey’s and Typewriters to 1250.
  • Reduced the charge time of the Singularity Brake to 25 seconds (was 30) and increased its size to 1500 (was 500)
  • Increased the charge time of the Quantum Brake to 25 seconds (was 20) and increased its size to 2500 (was 1000)
  • Made Aptitude Doughnut a Damage Tweak, you will no longer be able to equip this super item with other Damage Tweak type super items.
  • The Mzungu Clash now requires Nuclear Waste as fuel rather than Enriched Nuclear Waste
  • The Zeus Throne inbuilt Fighter Generator is no longer sticky.
  • Changed many missile’s transference resistance to 100% so they don’t get healed by drones/bases.
  • Increased HUDW superitem from 20000 to 32500 damage.
  • Removed energy dependency for tweaks that don’t use energy to charge. Would stop charging if low on energy.
  • Aptitude, Prowess and Mastery augmenters are now Rare instead of Exotic.
  • Made Maggot Cloacae and Flylet Archbreeder to 0 size (Nexus)
  • Tweaked Twisted Dragon Eye radar from 28% range to 30%. Radar is slightly reduced in other areas due to balancing.
  • Removed -33% range from the Indrakoza Akramavar and Indrakoza Amzuchidvar drones.
  • Reduced the credit cost on various Twisted gear builds such as engines
  • Reduced the energy required to charge twisted drones by 20% on average
  • Removed the Neuro-bound tag from the Pirated Lyceum Combined Augmenter Research Modules.
  • Increased the number of Primal Jungle Powercores used in Jungle blueprints.
  • Changed the Slave Master Pod to Bot Master Pod.
  • Kalthi Protection Platform (Kalthi Deployers (AI)) now has 5min lifespan instead of 100 seconds. Has lost 20% of resist and a lower tech version of the built in shield.
  • Kalthi Assault Platform (Kalthi Deployers (AI)) has lost 45% damage.
  • Added a noticeable ‘Industrial Commod’ cost as well as additional module requirements to the Twisted ship blueprints.
  • Tweaked Twisted Dragon Eyeball to now 10% shield and 18% host. Range is remaining 28%.
  • Changed the Twisted energy tractors from electrical temp to hostility.
  • Reduced the damage output of Twisted Blaster drones.
  • Reduced the range of the Samgrahaka Akkramvar to roughly 2500
  • The Cloakpedo Mine and Hidden Cloakpedo Mine now give off a flat Shield Recharge aura instead of a percentage one.
  • Added a parasite for the GUQBSC weapon.
  • Class locked overloaders have been unlocked and now have a wide array of stats, which may prove useful on multiple classes.
  • Increased the credit cost on Twisted cloaks and radars.
  • Toned down the particle effects and decreased the spread on the Strontium Cannon.
  • Increased the size, weight and power of the Bear Force and Primal Bear Force.
  • Lyceum Combined Augmenters now require Infinite Knowledge for the Blueprints and the Augmenters, and have had the Periodic Credit cost for the blueprints increased.
  • Made tier 0 IC into crates that return half the resources used to create them (excluding Peasants and Promethium).
  • Improved Aptitude Doughnut Superitem.
  • Replaced Chihuahua, Whippet and other low tech fighter sources with Fighter Generators.
  • Hyperdrive Propulsion Systems 1000 now has a 15000 electricity cost over 10 seconds (up from 1500 electricity cost over 5 seconds).
  • Beefed Honey Badger abit on energy regen and energy bank.
  • Lowered Twisted Blaster Disaster Drone and Twisted Blaster Drone repair costs.
  • Removed the laser from the Mythic Defenders
  • Increased Samgrahaka Akramavar from 20% to 80% laser resistance.
  • Adjusted resistances on Subspace T22 Drones, except the Bhisaj drone.
  • Created Charring and Scorching Fire weaponry
  • Altered the Perilous Shield Booster, Burst, Scope to not require a charge time anymore. They do however have some alterations within them.
  • Altered Captain Bling and Heavy Kidd drone blueprint descriptions to contain “These drones cannot be scooped.”
  • Reduced the Twisted Nikola Leech Drone’s shield bank by -80%.
  • Added the Christmas Tinsels holoprojector to replace the Rudolf’s Red Nose holoprojector. Also added the added Frozen Snowflakes holoprojector.
  • Base Amplifications will now automatically equip once they finish building
  • Buffed Drop Missiles (The Drop AI use these missiles).
  • Changed the name of the GUQSBC’s Parasite to GUWTFBBQ Parasite.
  • Buffed Carcass Missile and Carcass Missile Generator, the generator can now make up to 5.
  • Improved Xenos Torpedo damage by 20%.
  • Given Twisted Rage Resonance 5% rate of fire.
  • Glacial Freeze has been altered from 90% resis to mining to 60%.
  • Super Shield Soother now has no charge timer but does negative 8% to energy charge.
  • Power Doughnut has no charge time but does 15% negative recoil instead of 50%.
  • Aptitude Doughnut has no charge time.
  • Added Candy Corn visual for Neurotweak debris.
  • Leopard Missile Launcher is now Light Fighter locked.
  • Added Microscopic Dampener(s)+ to dungeon drops.
  • Changes to ships:
  • Prawn: Augmenter slots from 4 to 3, Speed from 75 to 80, Weapon slots from 4 to 6, Resist from 35% across to 40% across but 20% to Heat and Surgical, Damage from 10% to 40%, Electric Tempering from -10% to +20%, Critical hit chance from 0% to 10%, Critical hit resistance from 40% to 0%. Prawn’s Claw (inbuilt aura generator) no longer grants resistances to friendly targets and now gives -20% Range to the Prawn. The Prawn has also gained an inbuilt item called Boarding Hooks which pulls enemies toward the Prawn. This item regenerates from damage taken as well as the conventional way.
  • Wattage: Speed from 83 to 85, Surgical resist from 40% to 35%, Turning from 25% to 40%, Energy from 25% to 30%, Energy recharge from 25% to 30%, Electric tempering from -25% to -30%
  • Resistance (ship): Speed from 80 to 90, Weapon slots from 6 to 5, Visibility from 90 to 250, Reflectivity from 332% to 553%, Laser resist from 40% to 50%, Energy resist from 40% to 55%, Heat resist from 40% to 45%, Surgical resist from 40% to 20%, Rate of Fire from 30% to 25%, Damage from 30% to 25%, Energy regen from 30% to 20%
  • Delquadrikamdon: Laser resist from 50% to 40%, Energy resist from 50% to 20%, Heat resist from 50% to 40%, Physical resist from 50% to 20%, Radiation resist from 50% to 40%, Surgical resist from 50% to 40%, Mining resist from 60% to 40%, Thrust from 20% to 0%, Tracking from 0% to 25%, Range from 0% to 75%, Radar from 0% to 50%, Damage from 20% to 25%, Electrical tempering from -20% to -10%
  • Delquadrikamdan (Red Pill Delquadrikamdon): Resists from 25% across to 5% across, Turning from 20% to 0%, Tracking from 0% to -25%, Rate of Fire from 20% to 100%, Damage from 0% to 25%, Visibility from 0% to 100%, Hostility from 20% to 50%
  • Hephaestus Machine and Hephaestus Crystal Machine: Augmenter slots from 4 to 3, Shield Charge from 25% to 20%, Damage from 0 to 25%, Transference Efficiency from 0 to 30%, Drone Ops from 0 to 5%.
  • Hephaestus Machine+ / Ultimate Doomsday Machine: Augmenter slots from 4 to 3, Shield Charge from 30% to 25%, Damage from 0 to 30%, Transference Efficiency from 0 to 30%, Drone Ops from 0 to 5%
  • Added new superitem to Hephaestus Machine and plus. Hephaestus Hospital.
  • The UrQa’qa Qu’ishi Qa (Bana King playership) has received the following changes: Shield from 425% to 450%, Energy from 375% to 450%, Tracking from 35% to 0%, Rate of Fire from 32% to 23%, Range from 38% to 30%, Damage from 32% to 38%, Critical Hit Resistance from 35% to 15%, Energy Regen from 0% to 15%, juice gen from 125 to 110.
  • Pax Stratos: Hull space from 1000 to 800, Shield from 500% to 450%, Energy from 500% to 450%, Critical Hit Strength from 100% to 0%, Critical Hit Resistance from 25% to 20%
  • Pax Helioseta: Hull space from 1200 to 950, Shield from 600% to 500%, Energy from 600% to 500%, Tractor Strength from 25% to 0%, Critical Hit Resistance from 25% to 20%
  • Rajanicar’ayu: -5% Damage (25 to 20), -10% Crit Chance (15 to 5), +5% Crit Strength (15 to 20)
  • Buffed the bear so that it is a lower tech version of the Mastodon, just like the rest of the Jungle ships.
  • Adding 84% more max hull and 50% more max speed to all cap ships to compensate for stats lost in new class system.
  • Added the Mastodon (Serengeti Capital Ship)
  • Increased the diameter of the Kalthi Warrior, Stinger, Deployer and Commanders. This includes the Armored and Wrathful versions as well.
  • Changed Curse’s Twisted Fabrication inbuilt item on twisted honey from sticky to ship bound to allow the equipping of other items.
  • New Twisted Honey inbuilt: Twisted Field Amplifying Device: 300% Aura Amplification for 8 seconds, 500 range
  • Added new Roscap and Rosbulk
  • Amoetroidizodal mining resistance reduced from 99% to 75%
  • Added Blue Photon Carrier and Glaive, tech 20 mission acquirable ships that are technically inferior to the Earthforce Dreadnought.
  • The Twisted Fate of Death is now a tech 22 ship (up from 21)
  • Hotrod Ultimate has been moved to Micron.
  • Removed sticky from Hermes Power Punch overloader.
  • Added new recon tech 11 capital ships, to revive the interdiction frigate player ship.
  • Gave the Hybridized Shrimp +40% Shield to keep it in line with the Shrimp and the Shrimp+.
  • Equaminizer’s in-built Juice Gen has been increased to 150.
  • Faranji Pulse Charger is no longer affected by Neuro Tweaking. This means you will no longer get twice the stats you should be from the aura on the Unt Faranji Wingship X.
  • Added the ability for ships to get a free aug reset if the hull or augs have undergone major changes to stats. The ui for this is temporarily disabled, but until it is re-enabled you can use the chat command /freeAugReset if your ship is eligible (the game will tell you upon login or switching to the ship.
  • Content rebalances:
  • Reduced the shield bank by roughly 40% in Twisted zone.
  • Retuned every single Kalthi Depths AI so that they are balanced against how classes will be next universe. Reduced the concentration of both Roaming and Static AI, increased the number of galaxies in Kalthi Depths to 250, decreased the Danger Factor increase per jump to 10, and increased the number of dungeons in the layer.
  • Olympus Bosses have had their shield banks reduced by ~50%.
  • Shielding 22 boss switches through its resistances faster, has less regeneration and heals more when you hit it with the wrong damage type.
  • Decreased the Shield Bank of all Infernal Darkness minions and bosses by 50%.
  • Removed the critical hit resistance from many higher tech bosses to allow for more diversity in aug setups and classes in boss fights.
  • Reduced the shieldbank on Ancalagon the Black by 40%
  • Reduced the shieldbank on Divine Prophet by 30%
  • Increased the Shield Bank on the Kalthi Nuclear Missile by roughly3 times
  • Added energy charge ability to Twisted Nikola boss
  • Reduced shield bank of Twisted Fate of Death mini boss by 20%
  • Altered Corrupted Cyborg Machine Master shield capacitor from 1,000,000 to 300,000 and is now only 4x more shield bank than a corrupted minion.
  • Buffed Gunboat Diplomat to give 5 Superitem slots on Heavy Fighters (up from 3).
  • Added Good Recovery Augmenters to the standard setup of Forgones and Icepicks.
  • Fighters have been revamped, they now come from Generators. Follow this link for a full explanation: http://www.starsonata.com/announcements/upcoming-fighter-rework/
  • Augmenter tweaking has been changed to 0.5% tweaking per level, slave tweaking effect has been removed (and it will get a different effect in the future) and other sources of augmenter tweaking have been halved to account for the increase to base aug stats.
  • Miscellaneous:
  • Planets and moons can have multiple rings now.
  • Added 11 more gas giant planet textures.
  • Added rings to suns, rings will appear around 3% of suns (there is a chance some will have more than 1 ring).
  • Added more detail to sun names.
  • Made sun types more varied with giant, supergiant, hypergiant, main sequence and brown dwarf suns being generated. Suns have luminosities, temperatures and logarithmically scaled diameters that are modelled on real life.
  • Added support for ctrl+A (select all) and ctrl+C (copy to clipboard) to all tables in the client (such as inventory, trade bay, ship stats, etc).
  • Added the LFG chat channel for squad or team recruitment.
  • Everyone online now gets their map updated when a gal is owned or unowned.
  • Made it so that certain server side chat commands can be used even if the player is chat banned.
  • Made it so that your current galaxy will be greyed out in the transwarp list.
  • Added lifespan to the fighter/missile description.
  • Clarified the xp description in missions to be more clear about reduced XP based on level.
  • Added a confirmation window for when you attempt to tow a ship you have re-entered in stasis.
  • Improved weapon descriptions with tracking and speed related information (tracking for lasers, turning and speed for projectiles, delay, burn and flight time for torpedoes).
  • Expanded the description of the Historical Records skill.
  • Updated the War Mongering player skill to state its effect.
  • Removed Offensive Base slot bar from the user interface, due to future changes.
  • Removed Adv Skill number indicator from the Character > Skills dialog due to new skill tree method.
  • Changed the gunboat skill icon to better represent the skill.
  • Added the first Space Point holoprojector to the towing station in Free Market. Googly Eyes.
  • Added new textures for Flylet section of the nexus.
  • Added new textures for Maggot section of the nexus.
  • Updated Twisted Earth texture in the Twisted Zone
  • Fixed the rotation background effect in Mother galaxies.
  • Removed base export dialog due to new functionality of ctrl and c
  • Made all fighters able to retarget by default.
  • Fighters now follow their launchers through wormholes.
  • Fighters stay out for their full time lifetime, circling their launcher while waiting.
  • Fighters that can return are now given 60s to return to their launcher when their lifetime has finished.
  • Fighters now are able to be moved via transwarp.
  • Base related changes:
  • Added Module Tablet Packs to Platonic Academy which skips the sensors section. Will require IK20 skill to make the missions reveal on the Platonic Academy AI station.
  • Added new automated Titanium and Laconia sheet factories that convert raw materials into sheets.
  • All base extractors now have a unique with tag that only allows of one type of extractor stack to be equipped at one time.
  • Added new automatic mining pulse drones to Capella AI station.
  • Changed targeting code to be:
  • Userbases will prioritize other userbases in dps/hps.
  • Drones will prioritize drones/players in dps/hps.
  • RTS has been disabled userbase’s targeting code
  • Hazardium, Precarium and the Unstable/Stable/Enriched/Concentrated Hazardium/Precarium/Perilium have been phased out of the game. The factories are no longer in existence and the blueprints requiring these commods have been altered to require the raw Perilium and (stages of) Admixium instead.
  • The X line gear for Base Energies has been nerfed in Regeneration by 15%.
  • The X line gear for Base Chargers has been nerfed in Shield Regen by 15%.
  • The X line gear for Base Radars has been nerfed in Detection by 15% and Vision by 9%.
  • The X line gear for Base Shields has been nerfed in Shield Regen by 15% and Shield bank by 9%.
  • The X line gear for Base Lasers has been nerfed in Damage by 15%.
  • Outposts can now share the team map (galaxy must be owned if it is own-able).
  • Changed the size of all the base dampeners to be tech*50.
  • Changed Size of base Capacitors to tech*100.
  • Changed size on Base Overchargers from 5k to 500.
  • Changed the size of all base gear to be: Tech * 100 * Modifier. The Modifier is either 1 for normal, 2 for upgraded, 3 for extreme.
  • Added 25 Nuclear Waste to all loaded station kits.
  • Added blueprints for the Station Point Defense Arrays.
  • Added 2 new Station Point Defense Arrays.
  • Increased base thruster sizes.
  • Changed the fires on the Annihilator Pulse Gun/Primal Fury to Charring Fire. Changed fires on Ambrosia Pulse Gun to Scorching Fire.
  • Base Amplifications will now automatically equip once they finish building.
  • Beefed the ruin base weapons and others.
  • Altered owner of user base tag to N/A.
  • Reduced Expedition Team Prom terraforming from 4 Fermium slots to 2.
  • Increased effect timers on base lasers by x2. For example Adamantium Superlasers.
  • Buffed the stats of the Base Ruin weapons.
  • Removed Class Skills requirement from Art of _ Augmenter Blueprints.
  • Made the construction tab cleaner on several builds (preview: http://prntscr.com/dd5hd1)
  • Changed weapon name on Bule base to be the correct one.
  • Stations now also have Industrial Commod versions of blueprints such as the YZ upgrade and galaxy bound drones.
  • Removed the Twisted Nikola & Twisted Death Remains requirements from the Twisted Augmenter blueprints
  • Changed the Twisted Compact Drone blueprint from requiring Armada Wands to Rhino Restructuranters.
  • Altered the Twisted Nikola Support Freighter blueprint to now take a Red Photon Logistics Cruiser instead.
  • Increased the repair cost of Twisted drones
  • Changed the build costs of Kalthi Depths: Perilous augmenter, Lunarian augmenter, Selenite augmenter, Kalthi ships, Urqa King ship, Overloaders, Control bots, Kalthi weapons, Lunarian & Selenite gear
  • Drastically increased the build cost on the Fire, Furnace and Forge of the Gods energies. Also changed it so that Fire of the Gods uses Nuclear Waste, Furnace of the Gods uses Promethium and Forge of the Gods uses Enriched Nuclear waste.
  • Doubled the max speed of userbases.
  • Newly deployed bases will now be named after the person who deployed them, rather than “Unnamed”.
  • Adjusted twisted player station kits to green glowing versions of the ada kits.
  • Skin Additions:
  • Added Twisted Union skin to Twisted Vanguard ship.
  • Added Twisted Vanguard Flaming skin and Twisted Vanguard Freezing skin.
  • Fixed the Twisted Nikola Support Freighter honey and rage skins.
  • Kalthi Armored Deployer and Kalthi Wrathful Deployer received a new free skin.
  • Added Bumble Stinger skin for Isvas’ayu.
  • Added correctly placed engine mounts to the Flaming Harrier skin and the visage for the Caracara.
  • Added Egg Warrior skin.
  • Added existing skins to Hybridized Scutelogica.
  • Added Industrial Hotrod Skin.
  • Added Royal Paxian Battle Frigate Skin. Name is subject to changes.
  • Added a Golden Zebucart Mark 2 skin to Mulligans Zebu Titan.
  • Added Hephaestus+ Augmenter Machine skin.
  • Bug Fixes:
  • Solar systems that consist of a single planet with a L,T or Y class sun should no longer be formed with the planet inside the sun.
  • Fixed an issue with vacuum scoops sometimes not working.
  • Fixed an issue where the team recruitment dialog would ignore several team recruitment limits.
  • /showslavedamage now works again, popup message for slave damage also works again.
  • /showfighterdamage added also with popup messages.
  • Reverted the defensive permanent drones transferences to previous rate of fire levels (RoF cap 0.1).
  • Weapon self damage now correctly shows TOTAL self damage rather than per projectile.
  • Fixed “Extra Tweaked” having full effect if all augs are the same.
  • Made it so that bosses will ignore destroyed drones when considering if they should reset back to their initial state.
  • Deathblossoms will no longer gain extra shots toward targets that they don’t think they can hit (e.g. through a planet or through a different target)
  • Show healing on superitem descriptions.
  • Made emp tithe only apply to ai bases.
  • Fixed typo in the Art of Fast Killing blueprint.
  • Fixed a typo with one of the seer parasite superitems.
  • Weaponry 22 boss properly respawns his defenses after all enemies in the galaxy have been vanquished.
  • Rams spawned by the roaming Hermes event will no longer drop DG drops.
  • Xmas tree commod is no longer a worker.
  • Fixed some kill target missions that were pointing at the spawner but not the hull.
  • Removed an unlisted modifier to visibility from the Drone Deployment skill that was making permanent drones difficult to see.
  • Placed AI only tags on AI only gear.
  • Fixed the twitching cloud backgrounds in fly times area.
  • Increased event visual sizes by 2. Example Xmas present debris graphics.
  • Fixed a typo with the Rat Attack Nexus mission.
  • Fixed absurd man hours and max workforce on overshirt blueprint (took 330k weeks before).
  • Fixed the force thrust on the Corrupted Cyborg Reach weapon. Tool tip at present is incorrect the force thrust is only for 1 second, not 3.
  • Fixed a bug where extractors that take longer than a day to extract were showing 0 in their description.
  • Fixed a bug where critical hit strength and chance would apply to superitem weapons.
  • Fixed termite recoil issues and damage issues caused by the player base recoil cap change.
  • Fixed some issues with Temple Grounds not forcing initial starts of guards and sped up the reaction times.
  • Fixed a misspell of the Bule Mentality Blueprint.
  • Fixed the search box to adding another friend to your friend list dialog.
  • Fixed Code Herder’s lockout in Mausoleum.
  • Kalthi Sanctuary now gives Transference Vulnerability, instead of Resists.
  • Changed the model for the Lyrae and the Vega to the same model that the Coronae uses, they were using the Paxian Missile model previously.
  • Fixed the unable to drag the social dialog and character dialog around where no tab buttons existed.
  • Fixed raging mode of Twisted Fate of Death, wasn’t smoothly adjusting.
  • Aveksaka Xenobiology Research missions now ask you to bring a Pristine Alien Egg instead of a Piloting 22 commodity.
  • Fixed tabbing issue with large fonts in the squad dialog.
  • Fixed raging mode of Twisted Fate of Death not smoothly adjusting from green to red color transistion.
  • Fixed an issue where you couldn’t use your slave’s item while docked.
  • Missions:
  • Added repeatable turn in missions for Hazardium, Precarium, Unstable/Stable/Enriched/Concentrated Precarium, Hazardium and Perilium. You will receive the appropriate amount of credits, Perilium and Rudimentary/Middling/Advanced/Expert Admixium.
  • Added auto start tag to Weapons 20 mission upon entering Iq’ Bana DG, Equipment 20 mission upon entering Copper 8 and Shielding 20 upon entering Anaconda DG.
  • Added Remote Control 19 mission to automatically start when you enter Red Photon Research Complex.
  • Fixed the summary in Rat Attack II: The Scampering mission. From 2 huge rats to 4 like the requirements state.
  • Added a Dodgy Tom mission giver related to the Acoustic Frigate upgrade mission in Lyceum recon base.
  • The turn in missions for the Lyceum Combined Augmenters no longer require credits, and the Confiscated missions only require one Pirated Lyceum Research.
  • Added Lyceum Exploration Cruiser, Pax Latis Recta, Operative, and Blue Photon Corvette Blueprint rewards to the Subspace Monthly missions.
  • The monthly Aveksaka Mission do not require you to complete previous missions, and require substantially more AI to be killed as well.
  • Unlocked the Subspace monthly missions and shifted the majority of the Allied Commendations into the Pajca and Sas arm missions, the Pajca arm now gives 2 Medium Crates and the Sas arm now gives 3 Large crates.
  • Altered Meeting Barbe Bleu mission to mention to proceed to Brigand’s Stronghold to continue the mission chain.
  • Added clarification to the Paranormal Research Diploma Graveyard Mission chain.
  • All Olympus related missions now take place in the hidden base in Olympus Entrance
  • Renamed some confusing Twisted Missions
  • Made all exchange scrap item missions reward raw scrap notes
  • Subspace:
  • The Aveksaka Monthly Invasion missions now require you to kill Aveksaka Outposts in order to complete them. They also give a very large amount of credits and experience upon completion, as well as 50 levels in the form of arm specific Epiphanies. These arm specific epiphanies provide an accelerated form of leveling, and are neuro bound. You will, however, be able to transfer them to your alts through the TSL.
  • Perilous Space Aveksaka are no longer hostile towards other Perilous Space AI.
  • Massively increased the experience and credit rewards from the Subspace mission chains, in many cases this is 10x the credits and experience.
  • Moved the daily mission galaxies from the Sas arm into the Pajca arm.
  • Sas arm Outposts have an extra chance to drop higher tier gear, while Pajca arm Outposts have a very small chance to drop higher tier gear.
  • Added Latis Recta Hybridization Blueprint to Lyceum Research Concourse.
  • Tech 22 Subspace grem lasers now apply their forced turn effect for 1 second after 4 seconds, instead of 0.2 seconds every time the weapon did damage to its target.
  • Buffed the Aveksaka Defender Devices, increased the cooldown and damage of the Aveksaka Plasma Devices. These changes primarily affect Hybridized ships, added the Aveksaka Regenerative Device to the Hybridized Venaticora.

New in Star Sonata 2 11.04.2016 (Nov 4, 2016)

  • Fix a multitude of slowdown related to object loading and particles, resulting in a pretty good performance improvement
  • Fix for a render thread using cpu when it did not need to (should mean that with background rendering disabled, client in the background will use very little cpu)
  • Fix for 3 different client crashes.

New in Star Sonata 2 10.28.2016 (Oct 31, 2016)

  • Content changes:
  • Increased Alien Healing Burst, in-built Superitem Bhisajayu.
  • Increased mobility movement of the Mobile Transfer Station.
  • Increased the Solarian Drone’s damage and energy bank but reduced the electrical charge to give more differentiation between the Solarian Drone and Mercurian Drone.
  • Removed drone deployment ability from Bhisaj’a roaming subspace alien in perilous space. This will stop the event chat spamming of this wild bot from trying to deploy its drones.
  • Made Pumpkin Drone a mobile drone again.
  • Decreased the spawn delay on the roaming t20 ubers to 1 day
  • Increased the distance at which you have to fly to spawn a Giant Space Alien from the southern spawner in Ngorongoro Crater
  • Increased lifespans on Engineer Transfer Station and Mobile Transfer Station to 10 and 12 minutes respectively
  • East Vindia NCC-Bulk spawner count increased from 4 to 5, excluding Ismail and the two roaming NCC-Bulk spawners.
  • Barbe Rouge respawn timer decreased from 20 minutes (give or take 50% of that), to 5 minutes (give or take 50% of that).
  • Added “Only follows the ship used to deploy.” to all assault perm drones descriptions and reduced size to 10.
  • Weakened Wild Warp Beacon resis and shield bank.
  • Removed the synergy between Bot Ph.D. and Wild Man, Wild bot slots are now the same as trade slots, *2 for Wild Man
  • Beefed Iceprickler and Unforgone AI slightly so they’d be more competitive as Wild Bots
  • Zebu Masuta is now available for RadEx
  • Added sunglasses holoprojector.
  • Removed Twisted Token requirements from DESPICABLE and SUBTLETY skills from the Ai Base in Twisted Zone.
  • Reduced the droprate of the Bana King DG version from 100% to 33% with a weekly lockout
  • Increased the droprate of Ancalagon the Black from 25% to 33% with a weekly lockout
  • Increased the amount of time it takes for the Bana King roamer to respawn
  • Decreased the amount of time it takes for Timothy the Red to respawn.
  • Reduced Ambrosia Base Gear Pack cost
  • Added Industrial Commodity and Industrial Commodity Factory tags to their respective items. This will make it easier to search for them.
  • Beefed Twisted CnC drones.
  • Changed Blanco Uber Station’s Monochrome Tint specialized trade goods to drop Monochrome Hue specialized trade goods.
  • Beefed the Twisted Death Augmenter
  • Slightly nerfed the Ult. Vanguard Augmenter
  • Slightly nerfed the Grand Moff Augmenter
  • Reworked the Nightfury’s Patience
  • Reworked the Pax Stratos and Heliosoleta.
  • Adjusted the Grand Navigator’s Offensive and Defensive augmenters.
  • Adjusted the Grand Moff Augmenter.
  • Removed Tractor Power from the Nightfury Patience Augmenter. Nerfed the Ult. Vanguard augmenter, and tweaked the stats of Sup. and Exc. Vanguard of augmenters.
  • Added a 33% range reduction to the Samgrahaka Akramavar, Indrakoza Akramavar and Indrakoza Amzuchidvar. Also adjusted resistances to give them clear strengths and weaknesses.
  • Adjusted the drop table for the Urqa Capship DG and roamer boss in Kalthi Depths. *Adjusted the requirements for the Grand Moff Augmenter Blueprint.
  • Reduced range of Twisted Extensive Charge Drone from 300% range to 260%.
  • Improved Twisted Earth sub boss area.
  • Improved Nikola main boss area.
  • Removed key requirements from Twisted Zone.
  • Adjusted the drop rates of the Graveyard Souls and Spirits.
  • Decreased the size of Fighter crates, and increased the weight.
  • Lowered the maximum amount of Allied Commendations obtainable from the Paxian Supply Crates, removed Bindomite from the Paxian Supply Crates.
  • Edited the mission text for the Graveyard missions, letting players know they should capture the Restless Souls.
  • Reduced the costs on the lower level Lyceum Combined Augmenters.
  • Lowered the weight of all Industrial Commodities
  • Adjusted the stats of the Pax Stratos and Heliosoleta.
  • Reduced the Red Photon Warship Transference Vulnerability to -10%.
  • Rebalanced the Art of ___ Augmenters and Ultimate Art of ___ Augmenters
  • Added skins to the Twisted Fate of Death ship.
  • Added skins to the Twisted Honey ship.
  • Changed ruin base gear to be on par with X Gear and +1 their tech level.
  • Reworked the requirements on the Art of ___ Augmenters, as some of them required items that nolonger existed
  • Removed the level requirement on the Honorary Mention for Jungle Armada Crests mission in The Jungle.
  • Gurujana Ekam’s Zarkara, Hantr and Raurava minibosses will no longer drop their respective augmenters.
  • Beefed Mythic Defender.
  • Reduced Annihilator Thruster Blueprint from 100 size to 10.
  • Changed the nerf capacitors to be tech 0. This was preventing people from capturing the Zobitan’s Hareem since it had a t22 nerf capacitor equipped when captured.
  • Increased Massif III roamers.
  • Changed the price of copper and tin to 750k.
  • Adjusted Subspace Invasions so that they last for 24 hours instead of 4 hours.
  • Hantr, Raurava and Zarkara minibosses spawned by Gurujana Ekam no longer drop their respective augmenters.
  • Nexus AI no longer have -50% shield bank.
  • Lowered the cost of Doomed gear from Infernal Tempest.
  • Changed the Seer virus weapons to superitems.
  • Changed the Seer virus blueprints to require/accept the new seer superitems.
  • Adjusted numerous spawners in Blue Outpost, Bonnet, Absolution, Arctia, Tortuga and a few other places. The AI should now give experience no matter how many times you kill them.
  • Adjusted Subspace Invasions so that they last for 24 hours instead of 4 hours.
  • Removed Tech 19 ruin ships from their respective ruins, those ships will still continue to exist in game.
  • Added Tech 20 versions of those ruin ships to their respective ruins, these ships have different stats.
  • Increased wormhole opening time from 10 minutes to 1 hour in Twisted Zone.
  • Adjusted the repair costs of various Tech 20 through 22 drones (Armada Drones, Chidz, Twisted Drones and Armada Inferno and Charge Drones in particular).
  • Tweaked the Nightfury’s Patience augmenter
  • Converted the Inferno Drone requirement to Armada Inferno Drone on the Twisted Condemnation Drone Blueprint.
  • Tweaked some Twisted missions to take more Twisted Tokens.
  • Added exterminators to the twisted AI.
  • Added Self Destructor to Mini Vulcanite Fighters.
  • Added 3 Nikola skins.
  • Improved Termite Rat Speed.
  • Improved Mobile Transfer Station speed by 10%.
  • Made all exchange scrap item missions reward raw scrap notes.
  • Scrap notes are now 0 size.
  • Beefed the Fuzz’s aura.
  • Given Twisted Rage Resonance 5% rate of fire.
  • The Nexus Urqa are no longer on the same team as the higher level roaming Urqa.
  • Anaconda has better turning.
  • Decreased the Jungle Armada Crests required for an Honorary Mention, from the “Jungle Armada Crests” mission, from 5 to 2.
  • Increased the number of Honorary Mentions obtained from turning in 5 Lyceum Mention Blueprints from 1 to 3.
  • Tweaked Twisted Solar Panels.
  • Tweaked Perilous Solar Panels.
  • Added new different looks to the Slumberchrome, Rosie and Basils.
  • Adjusted Twisted Main boss drop rates.
  • Leopard Missile Launcher is now Light Fighter locked.
  • Bule Abadi Sidhe has had its resistances adjusted some more.
  • The Mzungu Frigate’s shield and energy bank bonuses have been increased to 650% each.
  • The Monkey and Leopard’s resistances have been swapped, the Leopard has 4 augmenter slots as well. The Primal versions carry those changes as well.
  • Oversized Wingship’s hullspace has been increased, and it’s resistances have been tweaked as well.
  • Equaminizer’s inbuilt Juice Gen has been increased to 150, it’s build cost now includes an item form Equanimizer.
  • Added upgrade item methods for Silent Night and Twisted Nikola.
  • Beefed the splash range and nerfed the splash damage on the Amplificative Oscillation Ion Emitter
  • Added Candy Corn visual for Neurotweak debris.
  • Glacial Freeze has been altered from 90% resis to mining to 60%.
  • Super Shield Soother now has no charge timer but does negative 8% to energy charge.
  • Power Doughnut has no charge time but does 15% negative recoil instead of 50%.
  • Aptitude Doughnut has no charge time.
  • The rate of fire cap for userbases is now 500ms, rather than the standard 100ms for everything else
  • Multiplied all base wep damage, energy, and recoil values by 5. DPS, DPE and EPS will be the same, but this should reduce the lag caused by high rof bases significantly.
  • Reduced the restriction in distance between attached bases by 40%
  • Misc Changes:
  • Renamed Slave Master Pod to Bot Master Pod
  • Renamed Perilous Expanse to Kalthi Depths
  • Added two new names to the Monkey name list for The Jungle
  • Removed basebound tag on base thruster manual.
  • Added decay on universe reset tag to base thruster crates, Zaphragi Communique I to III, Jungle Communique I to III.
  • Update skill descriptions for bot slot changes
  • Wild bots will name be named “WB” instead of “CB”
  • Reworked bot slots so that bots take their tech in slots
  • Trade slots: (Remote Control + Bot Research) * 2
  • Combat slots: Trade + 8 (if you have Bot Ph.D.)
  • Wild slots: Combat * 2 (if you have Wild Man)
  • Reworked (slightly) the maximum number of bots you can have
  • Trade bots: Remote Control + Bot Research – Minimum of two.
  • Combat bots: Half trade (rounded up) + 2 (if you have Bot Ph.D.)
  • Bots require their hull’s tech level in slots, at a minimum of 1 slot.
  • Improved the Twisted Harbour bp and aura.
  • Added extraction per day to extractor tooltips
  • Wild Man nerf: Wild bot slots are now `Remote Control * 2` and Wild Man adds 50% slots
  • Speed Demon Overdrive Device’s electric regeneration bonus has been lowered (Due to it being neurotweakable, players were receiving more electricity than they should have.)
  • Misc Fixes:
  • Fixed a typo in the Big Banker mission summary text
  • Fixed a typo for Interial Dampening in the ship info window
  • Changed it so that scoops will report errors if the message is different to the previous error, instead of if the error was greater than two seconds ago.
  • Fixed a typo in the crowning notification message
  • Coordinate info from Treasure Holochart corrected from 5000/1000 to 5000/1850.
  • Fixed Kalthi Depths strontium missions.
  • Fixed hate rollover (causing hate to reset to 0 if you did too much)
  • The size and tech for the “Hesediel’s Augmenter Blueprint” was backwards. Changed to size:5 tech:11.
  • Changed the ai in the crucible to not be able to jump to different galaxies.
  • Fixed the sorting of the Level column in the character skill menu to sort as a number instead of a string
  • Changes requiring a new universe:
  • Increased Rhino and Lion Aspect Augmenter drops.
  • Added a new tag to spawners to disable AI from scooping items and applied it automatically to dungeon AI
  • Reduced termite amounts.
  • Reduced drop rates in Kalthi Depths on generic drop items.
  • Fixed problem with L, T and Y class suns having planets and asteroids orbiting too close to them.
  • Fixed Twisted Fate of Death Roamer.
  • Added MagCannon Base Weapon Blueprint Pack to Free Market and The Acropolis.
  • Added mission auto start to Twisted roamer.
  • Added Mad Kidd Drones.
  • Added Hybrid Kidd Drone.
  • Added Honey Badger Drone.
  • Added Heavy Kidd Drone.
  • Added Armada Kidd Drone.
  • Added Captain Bling Drone.
  • Redone termites and unlocked all features to highest tier mounds.
  • Improved Twisted Zone entrance galaxy layout.
  • Changed the Seer Lyceum base to sell the correct blueprint/changed the missions to give the correct item.
  • Fixed UrQa’qa Qu’ishi boss scripting.
  • Added more Strontium 90 Kalthi hunting missions.
  • Added UrQa’qa Qu’ishi (UrQa King) Strontium priority target mission.
  • Added Twisted Fate of Death Strontium priority target mission.
  • Moved Bonnet and the Enigmatic Sector to the Earthforce layer.
  • Nerfed the offensive strength of the Subspace Outposts, but increased the buffs they give to the surrounding Aveksaka.
  • Added Twisted background music for Twisted Zone.
  • Changed the Kalthi Deployers to not bunch up early on in Peril Depth Dgs.
  • Client changes:
  • Fix for a corruption that occured at the gpu memory level (some drivers were unaffected but to others the impact was pretty varied).
  • Small performance improvement in galaxies with lots of objects.
  • Fix for 17 different crashes.
  • Support for planet glowmap added.

New in Star Sonata 2 09.28.2016 (Sep 28, 2016)

  • Rosemaries are now available for capture by RadX
  • added BP for Base Amplification holoprojector (+5 BvB slots) to Vervaardiger Processing
  • beefed unforgone ai slightly
  • Fixed the Twisted Station Kit portrait mission image.
  • Adjusted Legendary Termites to deploy mounds closer.
  • Beefed Termite Pro Larva.
  • Removed construction timer from arena lobby kits.
  • Added Twisted Tech tag to Twisted Planck Gravity Transmuter and Twisted Planck Skein Attractor.
  • The Blueprints for the Kalthi Depths Commodities now all have a maximum use of 5, up from 3.
  • Twisted Pest Exterminator now exterminate parasites instead of fire.
  • Fixed the Bule Twisted mission.
  • Fixed Blanco boss levels

New in Star Sonata 2 09.13.2016 (Sep 13, 2016)

  • Next Universe – General:
  • Added Loaded station kits to common AI bases, removed previous existing kits from common AI bases.
  • Added rings to universe generation for planets and moons. 20% of gas giant planets (planets with high gravity and a gaseous atmosphere), 1.5% of non gas giant planets and 0.1% of moons will form with rings around them during universe generation.
  • Lowered the drop rate of Dementium, increased the drop rate of Dementium Fragments.
  • Changed many of the commonly unused Class Super Items acquired from The Crucible. However, their descriptions have not been updated yet.
  • Adjusted some of the lower tech drones (Venusian, Mercurian, Solarian, some of the DG dropped Tech 21 and Tech 22 drones).
  • Added Completionist Mission to Sai’s Retreat in Sol
  • Next Universe – Kalthi Depths (PP Space):
  • Added Cyborg Dark Transport boss roamer to Kalthi Depths.
  • Added SWAT Police AIs.
  • Reduced Kalthi Stinger and Corrupted Cyborg Machine Minion radar abilities.
  • Increased the level of some Perilous Perilous Space AI to better match their difficulty in comparison to regular Perilous space AI.
  • Added new drop list to most Kalthi Depths AI, separate from current drop lists.
  • Changed Kalthi Stronghold to Danger Factor 400, from Danger Factor 420.
  • Moved PP space from Perilous Space to its own layer above and PP space and will now be called Kalthi Depths.
  • Removed Solarian blueprints from Kalthi Depths drop tables.
  • Adjusted Kalthi Depths AI static spawns to spawn in higher Danger Factors.
  • Decreased the speed of the Lunarian Avenger, doubled the charge time of their superitem (Gives double RoF) to 30 seconds from 15 seconds.
  • Next Universe – Subspace:
  • Added Honorary Diploma Missions to Lyceum Research Concourse.
  • Added DNA Extractor Beam and Advance DNA Extractor Beam missions to Lyceum Subspace Research Station in Lyceum Research Concourse galaxy.
  • Added monthly missions to Subspace that give very desirable rewards.
  • Increased the number of Allied Commendations given from weekly missions.
  • Removed Hybridization Blueprints from the Aveksaka drop tables and put them in the Lyceum Research galaxy off of Kumari.
  • Next Universe – Perilous:
  • Added 3 Stella Perilous roamer bosses.
  • Improved “Drop” AI loot drops.
  • Added Hotrod Ultimate to The End of the Universe.
  • Added Barrier Booster terraforming Blueprints to Blue Photon Processing. These will improve the base shield banks attached to the moon or planet.
  • Added Scan Booster terraforming Blueprints to Blue Photon Processing. These will improve the base radar attached to the moon or planet.
  • Added a bunch of shard item converters to Spymaster’s Quarters AI base in Staff Quarters. This is related to converting Shard Dusts to Swift Shards and etc.
  • Added more Shard Dusts to all Olympus bosses and minibosses, adjusted the difficulty of the Olympus Daily Mission AI.
  • Dragonslayer’s Presence no longer drops from Ancalagon the Black.
  • Dragonslayer’s Presence is now obtained from a mission located in The End of the Universe. Mission will auto start when you enter the Ancalagon’s Lair galaxy.
  • Reduced undead Jey’s ship resistance so it won’t take forever to kill.
  • Dragonslayer’s Presence is now neuro-bounded and has a Junkyard Scrappable for 5 Junkyard Scrapnotes tag.
  • Nightfury Hull Fragments at 5% chance and Nightfury Hull Remains with 3% chance to drop from Ancalagon the Black. This doesn’t affect other existing drops.
  • Tweaked Georg Ohm, Seumas Watt and James Watt to have a higher chance to drop 1 dem frag.
  • Increased Kidd level from 1.5k to 2.5k.
  • Increased Timotheus the Red level from default to 5k.
  • Moved the wormhole under the Olympus drone to the West in Olympus Entrance.
  • Adjusted Stella’s to drop Solarian gear and Solarian Blueprints.
  • Next Universe – Wild Space:
  • Added new warp beacons to be scattered around wild space layer, for players to either use or blow up!
  • Added Legendary Grubbies to higher danger factor galaxies.
  • Revised Station Max and consumption on all tier 1-3 industrial commodities. Revised price on Girders, Fusion Cells, Chatbots, Sub-Shield Buffers, and Sub-Shield Reactors.
  • Next Universe – Earthforce Space:
  • Implemented Lyceum Combined Augmenter missions into Acropolis, Lyceum itself and Lyceum Research Concourse. They all require various levels of Augmenter Tweaking and offer the player blueprints to build new combined augmenters. There are over 147 augmenter blueprints.
  • Added a wormhole to Lyceum that links to The Jungle.
  • Added base thruster blueprints to The Acropolis.
  • Added new Arena Lobby area (Galactic Colosseum) its relating around player bases.
  • Added exit wormholes to UZ zone.
  • Added new AI base containing missions for minor augmenters in The Junkyard galaxy.
  • Added Space Rat termites to EF layer.
  • Added some Kalthi Depths Strontium 90 missions, they are with the Platinum missions.
  • Updated junkyard AI bases to new visage.
  • Moved all base augmenter bps from common AI bases to The Acropolis (Augmenter Labs).
  • Moved all station tech upgrades from common AI bases to The Acropolis (Parthenon).
  • Moved all inhibitor and facilitator bps from common AI bases to The Acropolis (Parthenon).
  • Moved all base plating from common AI bases to The Acropolis (Parthenon).
  • Moved Stationary Defense Overloader bp from common AI bases to The Acropolis (Parthenon).
  • Moved all existing base augmenter bps from the Parthenon to Augmenter Labs within The Acropolis.
  • Fixed Defensive Ops Aptitude Augmenter mission being unavailable.
  • Put Space Blue Gamma Augmenter on Space Blue Gamma Scout.
  • Next Universe – Nexus:
  • Wormholes for The Building Academy and Arctia have been moved to Deep Space, along with introductory missions to direct new players to these zones.
  • Adjusted the difficulty of many of the Nexus AI, increased shield bank and ship size of Rattie Moe.
  • Added this Patch:
  • Made the original Zebucart skin apply to all of the low tech variants of the Zebucart, enjoy your shiny blue and white Zebucarts!
  • Gave Olympus bosses new shouts to help better inform players of what was actually happening during their fights.
  • Added Neural Keysyncs to the droplist of the drone in the room before Anaconda.
  • Bots can now equip and unequip their solar panels automatically to maximize their charge to the bot’s energy bank if possible.
  • Bots should now follow their masters in galaxies with wormholes that connect to other wormholes in the same galaxy up to 1 wormhole away, and can travel using in galaxy wormholes when trading with a userbase.
  • Added Hazard Dissipator Ultra Crate to drop tables.
  • Added a Promethium Matrix Crystal for higher end DF DGs.
  • Added commodity crates to Perilous Perilous Space dungeon drop tables
  • Bots can now only be transferred from you to people on the same team and/or squad as you.
  • Added more drops to Zailaguru Ksatracara, examples: 15% chance to drop RC20 commod, 100% chance to drop 1 t22 gear.
  • Added “Butter Bean” name to bigger green names.
  • New notification icons for the notification system to use.
  • Added new base missile models.
  • Added t20 Avesaka base augmenters to subspace drop list.
  • Added Expedition Team Blueprint to dg drop lists. (terraforming).
  • Added Assault Drones related to X Y Z content. Mobile permanent drones that follow you but don’t warp out with you.
  • New textures to The Hanged Man and the Tortuga Ragnarok. Barbe Wrath tweaks drops as a crate instead of a single tweak. Modified the Ragnarok’s so the AI bought Ragnarok/Ragnarok+/Hybridized Ragnarok is better than the Ragnarock. The Tortuga Ragnarok is slightly better than the AI bought one, and is cappable. Increased the drop rate of the Holochart Fragment pieces. Added 2 augmenter slots to the Stalker.
  • User bases can move themselves with some types of thrusters if they are equipped with a maximum speed of 3.
  • Added new texture for multi firing bigger greens, Uber Forgones, UnForgones, Ice Picklers and Omega BattleStations.
  • Improved Warp Beacon texture and Iq’Bana Warp Bacon texture.
  • Added Egrosphere Thrusters to the Merchant Navy Contriver ship. Use /outfithull command to make items appear on your ship.
  • BvB station slots are now separated from normal slots. Once bvb is over and the kit remove its bvb status, it will convert back to using normal slots. If no slots are available, you have 12 hours to either free the slots needed or abandon the kit before it auto abandon/destroy. There is a team chat warning every hour. BvB slots currently can only be seen using the chat command: “/baseslots”.
  • Added Pirated Augmenter Token drops to DGs.
  • Added Annihilator Assault Drone bps to the base bp packs.
  • Added 50k credits to most station kits, for ease of use.
  • Added Advanced Adamantiumized Fire Control Superitem weapon to Ada HQ kit.
  • Added XYZ Radar lines to Adonis-Annihilator Upgrade blueprints.
  • Fixes this Patch:
  • Fixed base holoprojectors not updating properly.
  • Fixed a mistake in low tech XYZ upgrade bps (didn’t take previous gear).
  • Fixed the AI base visuals within The End of the Universe galaxy.
  • Fixed the bug where the energy bar would show “+-” when you had negative net energy gain.
  • Fixed radar ring for weapon range.
  • Fixed the textures for the Kalthi Commander, Kalthi Armored Commander and Kalthi Wrathful Commander so that their textures (not the glow maps) have engines on them.
  • Fixed the OS6 mission.
  • Made it so wild slaves will enter stasis when in battle grounds (e.g., The Colosseum).
  • Fixed Termite Mound auras, they now work.
  • Made it so that AI will no longer consider equipped drones in resist calculations.
  • Disabled TSL on the Emperor’s Crown (item, not the hull). Also replaced decay on warp with warp-prevention behaviour and removed the neuro-bound.
  • Blueprints will no longer state that they need 0 metals.
  • Removes drone super items from raddexable wild bot, stops it spamming event chat with errors.
  • Disabled the AI from using the Aveksaka Defender Device IV on the Hybridized Selenologica. Will stop the event chat spamming.
  • Adjustments this Patch:
  • Added in-built items back into the Hybridized Panther, Lion and Zebra. They no longer give up their in-builts for their increase in tech level.
  • Added back the in-builts that some Paxian ships had.
  • Improved Hephaestus Drone. Samgrahaka Akramavar, Indrakoza Akramavar and Indrakoza Amzuchidvar drones have also been substantially improved as well.
  • Adjusted and improved termite mound visuals.
  • Changed the Kalthi Depths blueprint requirements so that they require Industrial Commodities from T0 to T3 instead of extractable T0 to T3 commodities.
  • Changed requirements for Olympus expanders and stats on these expanders.
  • Capped the growth of alien invasion spawners
  • Changes to Mutara Scrapyard.
  • Multiple changes to base missiles to bring them more in line (higher energy/space cost, higher shield, range and all around usefulness).
  • Changed Dementium drops so that more would drop in higher DF DGs rather than less.
  • Reduced the DPS and increased the DPE of small, micro, and nano weapons a little bit to give more variety in higher DPE choices.
  • Reduced Lightning Bolt Blueprint from size 100 to 1.
  • Removed t21 modules from Hephaestus Mallet blueprints.
  • Increased Overloaded Mining Laser Prototype from 15k damage to 100k damage.
  • Reduced the Ancient Drone Blueprint from size 100 to 1.
  • Changed respawn timer on Giant Asteroid in Mzungu Angani (Enigmatic Sector) from 15 minutes to 1 minute.
  • Made Junkyard Hydroponics and Extensors take 0 workers.
  • Adjusted Barbe Rouge’s drops.
  • Buffed Buccaneer and Swabbie gear.
  • Improved range from 200 to 500 on ENIAC Planet Scanner Sigma.
  • Increased Solar Drone range from 200% to 300%. Built-in doesn’t affect astral injection.
  • Reduced the build cost on Surgical, Heat and Radiation base dampeners.
  • Nerfed Perilous Hybrid Panel by 33%.
  • Holoprojector effects will now be recreated if they disappear at any time while they are in use.
  • Buffed Berserker locked incineration weapons.
  • Buffed Cherub.
  • Reduced the size of Emperor’s Crown to 100 (from 200k), increased weight by factor of 10.
  • Added Junkyard tags to Equanimizer Blueprint, Death Striker Blueprint, Death Striker+ Blueprint, Dark Freighter Blueprint, Pax Astrologica Blueprint, Reaver Blueprint, Emperor’s Behemoth Blueprint, Rosmarinus Blueprint, Assault Behemoth Blueprint, Absconditus Blueprint, Reaver+ Blueprint.
  • Changed many Tech 20 and above mini bosses and bosses to the fixed Daily and Weekly lockouts.
  • Fortified station kits now take loaded station kits.
  • Repair station kit bps now take loaded station kits.
  • Ruin kits, HQs and Outposts now have X gear included.
  • Tech 9 junkyard will now come with Ares gear X.
  • Fortified Attached Academy Kit resists have been lowered and now will come with gear when deployed.
  • Brute Force hull expansions now have a internal drop list, with increased drop chances.
  • Buffed Scorch’s Cleft Thorn.
  • Buffed the Hell Fire, Hell Raiser, Death Warmed Over and Death Heated Over.
  • Adjusted Pirate’s Mark Augmenter.
  • Adjusted Subspace tech 22 skill missions so you don’t need the boss kill, you just need to turn in the kill commodity.
  • Engineer Capacitor Super Item now affects Drones, Capital Ships and Bases. Just like the Shield Monkey super items!
  • Altered the stats on the Strontium Cannon.

New in Star Sonata 2 07.18.2016 (Jul 18, 2016)

  • Graphical Improvements"
  • Updated all suns with new higher quality textures.
  • Updated all Armada drone visuals.
  • Fixed subspace wormhole visually. Was linked to non existent texture.
  • Reduced the textures size on disk by a lot.
  • Corrected Emerald transport visage
  • Loading screen now has a fade effect instead of a solid black line
  • Altered dementium kit to use default user base texture. Now using in-game engine to produce blue coloring on top, saves on client size.
  • Altered Paxian base to use a grayscale texture. Now using in-game engine to produce coloring on top, saves on client size.
  • Improved Death Striker and Death Striker+ textures.
  • Fixed prism background.
  • Ship Skins:
  • Added Golden Toxic and Ada texture skins for Samgrahakayu and Bhisajayu
  • Added Super Phunki and Helga skins.
  • Added new skins to Kalthi Commander ship.
  • Updated Chilled Metal skin
  • The Resistance ship can now use the ‘Kilo Wattage’ and ‘Tesla’s Wattage’ skins.
  • Holoprojectors:
  • Allowed holoprojectors to be directly equipped to stations as well as ships
  • Converted base holoprojectors from superitems to holoprojectors.
  • Added some new base holoprojectors and made them available at Junkyard Ai base.
  • Added some new player holoprojectors and made them available at Junkyard Ai base.
  • Updated existing holoprojectors visuals in the Junkyard AI base.
  • Added rainbow holoprojector (for events), paxian spacesuit holoprojector (for events), player indicator.
  • UI Changes:
  • Added Advance Skill Points to Character dialogue (skill tab).
  • Cleaned up item durability report in bot status
  • Shield/energy values in bot status report are now commified and a percentage is given
  • Bots now report the result of attempting to leave stasis. Failure is reported as an error (with red text) and gives reason. You’re also told of success, instead of it silently succeeding.
  • Fixed the description for gyroscopic mods (description reported half the value it actually was), gives turning not agility.
  • Changed how ItemCookBook items display their stats
  • Fixed a typo in unique with item descriptions
  • Changed the description on Extraction Expert to correctly say that it increases extraction rate by 22% per level.
  • Fixed weapon range circle in the radar
  • You can now click through the chat window to target objects.
  • Userbase/Perma Drone Changes:
  • Changed account base slots so that they are no longer calculated based on character skill levels, and everyone gets a flat 150 for their account.
  • Removed the restriction that characters are only allowed one Outpost kit
  • Tweaked Huge Docking Booms aura generator from 40 max speed to 50 max speed to overcome the Super Phunki aura.
  • Removed base augmenter bps from drop list
  • Engineer no longer adds tweaking to perma drones.
  • Ships no longer block the deployment of attached base kits
  • Junkyard Hydroponics and Extensors can now be removed off of bases when they have not yet been equipped.
  • Changes the visual of Armada Ambrosia Drone, Armada Ambush Drone and Armada Baston.
  • Tweaked Kasa and Iko perm drones to have 20% resistance to mining.
  • Pirate drone is now vulnerable to radiation.
  • Added built-in augmenters to Attached Magic Attack, Armada Ambrosia Drone and Attached Mining Defender.
  • Tweaked Armada Bastion drone to be same size as a Kasa drone.
  • Added Rhino Ambrosia Fighters to Armada Ambrosia Drone (requires a redeployment).
  • Added Primal Lion Ultimate Slicer Superitem to Armada Bastion.
  • Added holoprojector device to Armada Ambush drone.
  • Added two additional superitem weapons Armada Defender (Point Defense and Armada Spitter).
  • Added tags to prevent the ability to TSL transfer platform and defender drones.
  • Altered Platform and Defender drone blueprint descriptions to contain “Produces 5 drones.”
  • Industrial Commods:
  • AI base consumption/production of commodities now is affected by their supply. Meaning that a station that is oversupply will consume more, and a station that is under supply will produce more
  • Mission Changes:
  • Changed the Augmenter Tweaking 16/17 mission that took Andaman Base Aug BPs to now require some augs from The Jungle.
  • Adjusted strontium-90 kill mission kill numbers to make sense. restored drop kill mission to gold, silver mission still exists so players will not lose progress.
  • Fixed typo in a low level seer mission that was preventing it being repeatable.
  • Fixed Junkyard Kit missions listing the wrong gear onboard.
  • Corrected the repeat PWI mission. Mission text accurately lists the cost & the mission is no longer available before you have completed the initial PWI chain.
  • Fixed War on Earthforce missions in Brigand’s Stronghold being unavailable or available when they shouldn’t be.
  • Content changes:
  • Changed Ares Side Arenas from using Neural Keysyncs to unlocking when bosses die.
  • Ancalagon (Black Nightfury) now has 12 million shieldbank, down from 20 (per phase). 2 of the guards he spawns during the fight now have 3 million shieldbank, down from 5. This change was made because we’ve noticed that the fight is fairly dull and would often take a very long time to complete, especially since we changed the way the Sniper Analyzer can be used.
  • Timotheus the Red now has 10 million shieldbank, up from 3 (per phase). 2 of the guards he spawns during the fight now have 1.5 million shields, up from 500k, another 2 have 3 million shields, up from 1 million. This change was made because we’ve noticed that when Timotheus spawns and is found it takes very little time for player to kill him because they completely ignore the boss fight mechanics and just burst Timotheus down ASAP. This beef in bank will hopefully make player follow the proper fight mechanics and with it, buy some time for other contenders to reach the location and fight over the kill.
  • Decreased the shieldbank of the Bana King by 15%. This change was made because Burst weapons have had nerfs, which indirectly made this boss harder to kill.
  • Fixed Hermes boss from Ares ship to Hermes ship.
  • Added self destructors to the fraternity/equality ai
  • Decreased Armada Ambrosia drone range -30%, damage -50%, shield -110%, increases within shield recharge +20%, energy recharge +30%, transference power +20%, transference efficiency +20%, electric tempering -10%.
  • Reduced Undead Jey’s resistance, should be much quicker to kill.
  • The Zebu Masuta is now Radd-exable.
  • Removed scoops from Mira AI.
  • Added commodity crates to Perilous Perilous Space dungeon drops.
  • New items:
  • Added new t19 ship blueprints to Absolution, Beta Antares, and Sol.
  • Added player indicator holoprojector to The Junkyard.
  • Added to bruteforce drop Hybridized Demon Expansion or Ultimate Demon Expansion at an extreme low chance.
  • Item changes:
  • Altered the placement distance Singularity Brakes place your ship. Hopefully this will resolve the docking in Ai bases issue.
  • Targeted transwarps will no longer fail if they’re warping inside of their target
  • Untanglers (often known as grav disruptors) are now using a balance sheet and had their stats re-balanced accordingly.
  • Added cooldowns and equip conflicts to multiple tweaks
  • Built items (such as extension Ys) can no longer be pawned to ai bases.
  • Lancer missile had their launch ranges increased.
  • Tweaked Flare missiles
  • Tweaked the launch mechanics of missiles. There should be far less cases of missiles failing to hit their target from now on.
  • Reduced the magnitude of the RoF tweak applied by the Aptitude Doughnut Superitem.
  • Increased the tech of the Aptitude Doughnut Superitem to t19.
  • Increased the cooldown of the Power Doughnut tweak.
  • Decreased the energy needed and cooldown of the Nightfury Rage & Focus Generators by 66%
  • Lowered the duration of the tweak of the Nightfury Generators to 6 seconds from 10
  • Converted Bule superitem and haunted superitems to holoprojectors.
  • Fixed the mini rhinos engine positioning.
  • Changed the Resistant to need 6000 charge required, charge rate 100 on the Resistance.
  • Changed “Slave Deathblossom” to “Bot Deathblossom”.
  • The Delquadrikamdon has received a rework, with an offensive and defensive form. Its blueprint requirements have also been changed so that the build cost requires less raw credits
  • Fixed an exploit where ship tech upgrades could be equipped on slaves while they were undocking (and bypass ship slot limits)
  • Fixed typo’s in Zaphragi and Jungle Communique.
  • Added platform and defender bps to present they make 5 drones within their descriptions.
  • Wormhole Changes:
  • Created a new wormhole type that will be locked whenever there is an AI ship, drone, or solar body in front of it, for use in new content.
  • Wormholes will now briefly pulse in size whenever anyone jumps in or out of them.
  • Wormholes will now play sounds whenever anyone jumps in or out of them in your galaxy, rather than just hearing yourself only jump in and out.
  • Added wormhole lock and unlock sounds
  • Misc Changes:
  • Normalised the volume on all sounds.
  • Replaced the sun in Fortress with a eye that looks at you in top down mode.
  • Fuzz aura now lasts one minute and is far more crippling in combat without being annoying outside of it.
  • Added new missile sounds.
  • Added new sounds to Bana Queen, Anaconda and GSA’s (Face Hugger), Temple Grounds.
  • Updated Vulcanite sounds.
  • Misc Fixes:
  • Server crash fixes
  • Fixed a minor error in the Station Mastery description
  • Fixed targetable effects in Blue Photon Processing.
  • Fixed RDD Dynamo Blueprint from giving you back a blueprint to giving you a RDD Dynamo superitem.
  • Rewritten Grooved Bores skill description to be clearer, as the tracking bonus applies to all weapon types, the physical damage bonus applies to all weapon types and the projectile speed bonus applies to all damage types
  • Ships looking exactly to the left no longer glitch and look as it they were rotated to the right
  • Changes requiring a new universe:
  • Added the moons Styx, Nix, Kerberos and Hydra to Pluto in Sol.
  • Many more Earthforce ships will be roaming the Earth Force layer of the universe and will also respawn faster.
  • Added model and texture for Saturn’s moon Mimas in Sol.
  • Added the moons Phobos and Deimos to Mars in Sol along with their models and textures.
  • Added textures for the moons Callisto, Enceladus, Europa, Ganymede, Iapetus, Io and Rhea in Sol.
  • Added the model for Halley’s Comet and added Halley’s Comet to Sol.
  • Added Ceres and Vesta to Sol as planets and added the textures and models for them.
  • Added Tarnished Imperial Chest drop to Ancalagon the Black.
  • Added new sounds to Bigger Greens, Big Green’s, Green Battleships, Ice Picks, UrQa AI, Bana King, Hives and their wasps, Space Blues, Monochromes, Earthforce ships, Greaseballs.
  • Added 100 new solar bodies to the next universe generation (30 frozen, 30 blistering, 30 temperate, 10 gas giants).
  • Altered Aveksaka Xenobiology Platform Blueprint drop chance to lower by 100%.
  • Reduced the spawn-timer on Zobitan’s Hareem in Paxius.

New in Star Sonata 2 04.09.2016 (Apr 11, 2016)

  • Additions:
  • Multiple Server performance improvements, especially in large scale bvb scenarios. 30 vs 30 bases should not affect the server nearly as much as it currently does.
  • Client performance improvements all around the board, between 2% to 50% performance improvement during heavy scenario depending on specific hardware (cpu with a lot of cpu cache won’t see as big an improvement).
  • Ship tech upgrade items for techs 1-19 added.
  • Added Cabbage and Potato Singularity Sphere skins.
  • Added SWAT skin to Enforcers.
  • Added Annihilator Pulse Gun (for drones only).
  • Added new UrQa base weapons (for drones only).
  • Added a range of new MRE blueprints to drop tables.
  • Added support in the base item list to show the “*” to indicate modded status.
  • Added new subspace augmenter blueprints to subspace droplist.
  • Item mods can now be searched for in the inventory search bar.
  • Added support for item quality(color) tiers. Not all item types will have tiers assigned to start, but we’ll work to expand it to as many items as we can, as quickly as we can.
  • Changes:
  • Station Mastery doesn’t affect permanent drones anymore, instead permanent drones now receive an equal bonus to StM from Drone Deployment (maxed at level 20).
  • New tooltip format. Tooltips are in a list format, rather than a run-on sentence format.
  • Changed Extraction Expert to increase extraction linearly, rather than exponentially. This is essentially a beef for levels 1 through 29, while 30 remains the same.
  • Reworked how mods are given to items, possible fluctuations in chances but all mods now have equal chance (they didn’t before).
  • Tweaked numbers for mod rates from various locations to account for how mods are now chosen.
  • Improved transference weapon graphic.
  • Reduced cost of Jungle Drone, repair was 100m for a T12 drone.
  • Beefed the spawn rate of Gabriels Neurolichs in Penance.
  • Changed subspace aliens to not leave the galaxy or become scared of attackers.
  • Made translocators (e.g., Singularity Brake) unable warp to escape pods or spirits.
  • Bases can no longer use items not marked as “base only”.
  • Increased T18 stationary kit price 40m -> 60m to make it more in line with the rest.
  • Removed T18/T20 kits junkyard scrapnote status.
  • Removed T18, T20 kits from all drop tables.
  • Removed base Augmenter Blueprints from drop-lists.
  • Removed lore skill requirements from ruin user bases.
  • Reduced the amount of bullets a Kikale Mzungu Mining Rig to one big pulse, as a work around for sound issues.
  • Altered Engineer mission in Lyceum “From the beginning… Blueprints.” to require drones instead of blueprints.
  • Removed the cloaking (- visibility) bonus from Station Mastery (and now Drone Deployment).
  • Replaced vision and detection in the Station Mastery description with radar, as in this context it is the same thing.
  • Changed Adamantium Kit BP’s to 10 size.
  • Removed the neurobound tag from the Olympus chargers.
  • Bhisaj’a (avesaka wild slave) now have 0% transference resistance instead of 150% transference resistance.
  • Zebra UZ lockouts changes has been changed to a new lockout type system. The main boss will reset every week on Friday and the mini boss will reset every day at the same time for all players.
  • Updated CA description to show its effect on commodity trades.
  • Explain the true aspects of peacemaking (Full effects on ship scanners).
  • Base transferences now have different colors.
  • Improved tutorial bot mission giver images.
  • Slaves are now referred to as “bots”.
  • Improved some existing temporary drones: BFD 9000, Ares drone.
  • Perma drones were updated across the board, see http://forum.starsonata.com/viewtopic.php?f=107&t=61674 for details. Already deployed drones should not be affected but newly deployed ones will have the new equipments.
  • Improved user interface across the board, see http://forum.starsonata.com/viewtopic.php?f=107&t=61529 for details.
  • Fixes:
  • Fixed a bug where extractors would not extract as much as they should while sleepy during server lag.
  • Galaxy background effect fixes: Manyara Mire, Manyara Dam and Lake Manyara,Emperor Peak, Crater Highland, Temple Grounds and Graveyard.
  • Fixed a bug where certain energies were getting more power than they should have from their fuel (or wastes). Affects energies consuming or generating Nila Rakta, Distilled Life Force, Quartz Crystals, and Space Whisky.
  • Made the Hope aura more visible in The Searing Rift (King Khan Kilrathi).
  • Fixed Blue Emperor’s drop lists.
  • Haunted House holoprojectors have been fixed.
  • Bule ruin kits have been renamed to fix ruin extraction issues.
  • Existing kits with non-base gear inside has been resolved.
  • Removed max workforce from Achilles Energybank Blueprint.
  • Added a check when owning galaxy for your HQ being destroyed, instead of reporting the confusing message that your Outpost must be connected to your team space, now reports ‘Your team’s headquarters are in ruin. You must have an active team HQ to own a galaxy’.
  • Fix capacitance item keeping charge when unequipped.
  • Fixed an issue with the berserker item, Reactive Hull Explosion, de-charging on healing damage.
  • Fix sniper analysis not resetting when item is unequipped.
  • Fixed a bug where resetting missions (e.g., Strontium and Olympus dailies) didn’t save their start time.
  • Fix for Subspace Enforcer resistances.
  • Added support for resetting missions to not forcibly abandon themselves when their timer elapses repair if in progress.
  • The lock for the wormhole in Kandara Tra (Before Drone Deployment 22 Boss) is now on the correct wormhole.
  • Fixed Mad Scientist instance and Brute Force instance map layers.
  • Fix an issue where you could not transfer non-RadX wild slaves to non-RadX characters.
  • Fix for transference damage weapon related to T22 wild slaves.
  • Fixed the erroneous percentage population reported by the OmniCensus PDP.
  • Fixed the transference power mod for the Kalthi Healing Device.
  • Fixed a bug where you could repair a stack of drones for the price of one.
  • Next Universe:
  • Moved the specialised trade goods mission from randomly scattered around the universe to tortuga main station. Still dailies.
  • Added the concept of “gas giants” to the universe generation, and made planets have more variety of sizes inside their own gravity classes.
  • Added New Base Holoprojectors purchasable from Creaky’s Junkquarters in The Junkyard.
  • Added Hybridized Demon Expansion and Ultimate Demon Expansion missions in Lyceum.
  • Added Recon Loot superitems to Locus of Recon station in Lyceum.
  • Added Warptastic+ Drone obtainable in Ruby Steppes via mission.
  • Added T18, T20 kits to Iq’ Bana and End of the Universe.
  • Added New Base Aura Blueprints to Free Market and Sol Towing Stations.
  • Fixed Trade Skill missions in Free Market (you no longer need to do the mission 30 times after a reset) and added Trade Skill reset missions. This may go in this universe if a developer has time to add manually.
  • Made available to players some skills that were long ago unavailable. Can be obtained in Kalthi Stronghold. This may go in this universe if a developer has time to add manually.

New in Star Sonata 2 01.16.2016 (Jan 18, 2016)

  • Additions:
  • Added the Vermilion Behemoth skin for the Behemoth, Behemoth+, Emperor’s Behemoth, Assault Behemoth, Assault Behemoth+ and Divine Behemoth.
  • Added Flaming Harrier skin for the Harrier and Hawk.
  • Added Cubic Sphere skin for the Singularity Sphere, Battle Sphere and Merchant Navy Contriver.
  • Added New Skins: Lord Narwhal and Neon Narwhal
  • Added beer freighter skin
  • Added Cyborg Dark Freight Skin
  • Added Kalthi Deployer Frame skin for the Kalthi Deployer, Kalthi Armored Deployer and Kalthi Wrathful Deployer.
  • Added Bule and Faranji kits to ruins.
  • Fix for Dragonslayers Presence holoprojector
  • Added Golden Attached Kits V and VI
  • Added prefab attached / unattached tech 0, 3, and 6 kits
  • Added t0 and t3 base exterminators
  • Changes:
  • Updated Clench, Burst and RNF Licin Stats.
  • Reduced Whiskey Outpost respawn times.
  • Changed Earthforce Outpost mission to just require a kill of the outpost instead of kill and loot.
  • Lowered the size of Apollo and Ares shield trans
  • Brought the build cost down on the new T12 spirit augs to match other T12 augs
  • Adjusted Nexus galaxies vis to make it easier for new players to see.
  • Removed unnecessary skills from Janitor’s Outpost in Nexus.
  • Increased lifespan and weight of some of the Nexus starter drones.
  • Updated shard missions to accept unstable dust and stable dust at the same time
  • Most ruin related userbases were reworked, enjoy.
  • Changed Amzuadiz Bhisaj from Transference damage to Surgical
  • Lowered snake hole rock health one third
  • Weakened the mobs in Nexus Bana, made a few mission tweaks.
  • Reduced number of kills necessary for a Volcom mission.
  • Only base type items and items marked as “Base Only” can be equipped on bases
  • Fixes:
  • Nexus fixes, made small pest drones unobtainable from the AI base, typos, re-added tunnels and droppings mission indicator.

New in Star Sonata 2 12.09.2015 (Dec 10, 2015)

  • Additions:
  • Added new look for most base types (adamantium, laconia, titanium etc) Only newly deployed base will have them tho (currently existing bases will still show the default look)
  • Station dialog is now resizable
  • Neuro training background is now animated upon training a skill.
  • Added new base shield transferances (t1, t6 and t18) bps
  • Base Overloader BPs have been added to Free Market
  • /help and /lkc help to use the blackbox interface (easier to read)
  • Changes:
  • AI bases conversion to the animatrix format (instead of their current animated mesh) / small changes to some of their look.
  • Changed it so that you could turn in a batch of augmenters of their respective tiers instead of Condensers in the Augmenter Tweaking mission chain.
  • Changed Olympus boss gates from asking for neuroKeysyncs from mini bosses to checking if those mini bosses are alive or not
  • Removed NeuroKeysyncs from oly mini bosses drop table
  • Changed the gate from maelstrom to diablo to check for the “Doom Guard”
  • Removed neurokeys from the infernos/Doom Guard only in maelstrom
  • Renamed the second “Rats!! Undead Rats!” mission to “Rats!! Undead Rat Queen”
  • Changed t20 base weapon colours to red Anni lasers and mags
  • Changed zebu gunship to heavyfighter and increased diameters
  • Fixes:
  • Raised T9 and T12 ai base and junkyard kit mining weakness to match the Fortified kits of the same tech level
  • Checking that the destination is a base before denying transfer of higher tech base bound item to lower tech base. This will fix the issue with not being able to transfer junkyard gear to lower tech ships.
  • Fixed an issue where unteamed bases would count against ownership score
  • Fixed an issue where loyalty score would sometimes not save
  • Fixed an issue causing projectiles to be ignored from the rendering when they shouldnt be.
  • Multiple spelling errors

New in Star Sonata 2 10.15.2015 (Oct 16, 2015)

  • Additions:
  • Base inventories will now show “(Empty Capacitor slot)” in item rows when no item of that type are equipped.
  • Inventory dialogs can now be resized.
  • Confirm dialog will now pop up when you try to transfer a base bound item to a base.
  • New new account dialog in the client.
  • Changes:
  • Beefed Fortified, Laconia and Demented Station kits to bring them more in line with ada kits at their tech level. Ada kits are still the best option but the gap has been reduced.
  • Changed it so that auras will no longer unequip themselves when they’re out of elec, and instead will just not project their aura.
  • Added max workforce and adjusted manhours to limit prom usage per construction tick to some prom intensive blueprints.
  • Stations are now automatically teamed on deployment.
  • Made it so that bases keep their team ownership on transfer
  • Made it so you can’t leave team if you own the HQ/Palace or an outpost, boot message confirmation and /basecheck to check problematic bases when leaving your team
  • Lockouts can now only be extended, not overwritten (and shortened).
  • UZ lockouts from first level AI are now instance-wide, instead of for the entrance gal
  • Changed instanced roaming Hermes to auto aggro when you get within 200 of him instead of having to aggro him for the spawns to start.
  • You can no longer transfer base bound items to a base with a lower tech.
  • You can no longer transfer all or transfer type if there is a base bound item involved in the transfer.
  • Stat changes on the Omni Census PDP-01: Size to 25 from 2,500, Energy to 750 from 2,500 and can now be used on ship.
  • Changed end point for the cadet missions in the nexus from the “Cadet Academy” galaxy to the “Earthforce Outpost” galaxy.
  • Changed it so that Tardis Extensions from DGs come in a 50 space crate called Tardis in a Box.
  • Renamed skin Firespirtter to Firespitter and made the Firespitter skin also apply to the Evening Fury (All those who owned the Firespirtter skin had the new named version donated to their account. You will need to reapply the skin on the ship)
  • Tweaked the projectiles so that if there are too many, it will remove the projectiles that are consistently moving away from the player and out of view (and as such, unlikely to ever be seen either way), allowing for projectile existence to be concentrated where the player can see them
  • Multiple client performance optimisations
  • Changes for next universe:
  • Changed lockout gate to check for the Giant Goblin spawner instead of asking for neuro keys in Biopsy.
  • Fixes:
  • Fixing the aggro issues in which a slave gets aggro to it’s master. Then when someone heals the master, the slave gets aggro to the healer.
  • Fixed a bug with Super Intelligent mods not granting the full bonus when you had multiples of that item.
  • Fixed an issue mainly effecting HQ and outpost kits (any kit with a sticky aura) where when out of rations, they could not be fed.
  • Hungry workers can now be removed from a base
  • Added repeatable Olympus boss key missions that don’t give xp so players can replace lost keys.
  • Cleaned up error message for transferring outposts when the receiving team is already at max
  • Fixed a bug where towing a ship would make it appear that the ship has no items
  • Fixed a bug where slaves were taking exponentially more damage from towing than was intended.
  • Improved the font used on ships nametag to fix font alignment issues
  • Fixed a bug where slaves could not own debris
  • Fixed early AT mission text from when it used to be in the Nexus.
  • Added workers required to item description
  • Fixed the first level of lion not having a lockout
  • Fixed typo on Atmosphere Scrubbing Project Planetary Blueprint manhours from 500k to 50k to bring it in line with other terraforming projects.
  • Multiple spelling error fixes.
  • Multiple client crashes fixes.

New in Star Sonata 2 290.1144 Beta (live test patch) (Oct 15, 2015)

  • Additions:
  • Base inventories will now show “(Empty Capacitor slot)” in item rows when no item of that type are equipped.
  • Inventory dialogs can now be resized.
  • Confirm dialog will now pop up when you try to transfer a base bound item to a base.
  • New new account dialog in the client.
  • Changes:
  • Beefed Fortified, Laconia and Demented Station kits to bring them more in line with ada kits at their tech level. Ada kits are still the best option but the gap has been reduced.
  • Changed it so that auras will no longer unequip themselves when they’re out of elec, and instead will just not project their aura.
  • Added max workforce and adjusted manhours to limit prom usage per construction tick to some prom intensive blueprints.
  • Stations are now automatically teamed on deployment.
  • Made it so that bases keep their team ownership on transfer
  • Made it so you can’t leave team if you own the HQ/Palace or an outpost, boot message confirmation and /basecheck to check problematic bases when leaving your team
  • Lockouts can now only be extended, not overwritten (and shortened).
  • UZ lockouts from first level AI are now instance-wide, instead of for the entrance gal
  • Changed instanced roaming Hermes to auto aggro when you get within 200 of him instead of having to aggro him for the spawns to start.
  • You can no longer transfer base bound items to a base with a lower tech.
  • You can no longer transfer all or transfer type if there is a base bound item involved in the transfer.
  • Stat changes on the Omni Census PDP-01: Size to 25 from 2,500, Energy to 750 from 2,500 and can now be used on ship.
  • Changed end point for the cadet missions in the nexus from the “Cadet Academy” galaxy to the “Earthforce Outpost” galaxy.
  • Changed it so that Tardis Extensions from DGs come in a 50 space crate called Tardis in a Box.
  • Renamed skin Firespirtter to Firespitter and made the Firespitter skin also apply to the Evening Fury (All those who owned the Firespirtter skin had the new named version donated to their account. You will need to reapply the skin on the ship)
  • Tweaked the projectiles so that if there are too many, it will remove the projectiles that are consistently moving away from the player and out of view (and as such, unlikely to ever be seen either way), allowing for projectile existence to be concentrated where the player can see them
  • Multiple client performance optimisations
  • Changes for next universe:
  • Changed lockout gate to check for the Giant Goblin spawner instead of asking for neuro keys in Biopsy.
  • Fixes:
  • Fixing the aggro issues in which a slave gets aggro to it’s master. Then when someone heals the master, the slave gets aggro to the healer.
  • Fixed a bug with Super Intelligent mods not granting the full bonus when you had multiples of that item.
  • Fixed an issue mainly effecting HQ and outpost kits (any kit with a sticky aura) where when out of rations, they could not be fed.
  • Hungry workers can now be removed from a base
  • Added repeatable Olympus boss key missions that don’t give xp so players can replace lost keys.
  • Cleaned up error message for transferring outposts when the receiving team is already at max
  • Fixed a bug where towing a ship would make it appear that the ship has no items
  • Fixed a bug where slaves were taking exponentially more damage from towing than was intended.
  • Improved the font used on ships nametag to fix font alignment issues
  • Fixed a bug where slaves could not own debris
  • Fixed early AT mission text from when it used to be in the Nexus.
  • Added workers required to item description
  • Fixed the first level of lion not having a lockout
  • Fixed typo on Atmosphere Scrubbing Project Planetary Blueprint manhours from 500k to 50k to bring it in line with other terraforming projects.
  • Multiple spelling error fixes.
  • Multiple client crashes fixes.

New in Star Sonata 2 290.1144 Beta (Sep 21, 2015)

  • fix for the graphic corruption causing random crash (and bluescreen on some cases) as well as missing particles

New in Star Sonata 2 5.08.2015 (May 8, 2015)

  • This is a patch containing a lot of internal changes that were required for our steam integration to work, not all that much to say about it in patch notes until everything is actually turned on.
  • None the less, here are the notes:
  • 14 new server crash found and fixed.
  • 8 different client crashes tracked and fixed (around 3 crash left that i know off but was unable to pinpoint, keep those dmp flowing)
  • A few minor client optimisations, especially when in a ship with a lot of different items.
  • Achievements are now enabled, but cannot be rewarded unless you have a steam client (which are not available yet), When you get an achievement on regular client you receive a message in event and it will be awarded to you as soon as you connect using a steam client (no need to redo them)
  • Added all the files needed for steam support on the server side.
  • Added bonus XP for the first time capturing an AI with each different type of hull. Added /caps chat command to list how many and which unique hulls you have captured. At least for now, capping a new ship type is set to give a flat 500 XP.
  • Made Ambushinmatrixes (Seer Radar Jammer items) not trigger if your weapnos’ damage is less than 0 (shield transferences)
  • Fixed a spawner bug in protoplasmica that caused spawns to only start dropping keysyncs on the second spawn.
  • Added experience tag to a lot of spawners under 120 in low/mid level galaxies so the spawned ai will provide experience.
  • Removed augs from ares warriors and replaced them with an OL
  • Made it so that vacuum scoops will not effect items that the owner is not allowed to scoop
  • Vacuum scoops will now shut themselves off after 30s
  • Improved the speed on sp related transactions (the delay should be a lot shorter now)
  • Made energybanks report their energy per second rather than energy per generation interval (1.2s)
  • Fixed particle emitters. Player/ ai Holo projectors as well as particle emitters in effected galaxies have been fixed.
  • Fixed a display error for skill point debt/credit
  • Item factories no longer work on abandoned bases
  • Small changes to the roaming UrQa’qa Qu’ishi boss
  • Added a new functionality to prevent specific items (ai only items) from being used by players.
  • Fixed an issue where Lunarian and Selenite Ray and Beam had their stats swapped around
  • Added fires to several heat damage weapons from Perilous Perilous Space
  • Small improvements to Lunarian Bank and Selenite Bank
  • Improved the Hybridized Paximinus to make it in line with the Paximinus stats

New in Star Sonata 2 3.18.2015 Patch (Mar 19, 2015)

  • Fixed a bug with /mc where certain shops would not show up in the list even though they had the best price
  • Fixed a server crash
  • Small adjustments to Ultimte Art of Healing Augmenter and Ultimate Art of Commanding Augmenter
  • Fixed an issue where the Factories in Kalthi Stronghold didn’t use the right commodities
  • Fixed a typing error that resulted in a malfunctioning endmission in Strontium-90
  • Fixed some typing errors in inline replacement variables used in some missions (such as $startstation)
  • Fixed an issue with Primal Leopard Scratch Blueprint requiring a Leopard Will
  • Removed the last bits of the monthly event

New in Star Sonata 2 2.27.2015 Patch (Feb 28, 2015)

  • Prep for monthly event (blog post coming soon)
  • Players can now construct up to 10k items at once, but the discount maxes out at the same percent as 1k items. This will potentially be lifted even higher in the future.
  • Owning an HQ gal will now give a team 200 team xp per day
  • Made is so that missions that reset themselves on completion (repeatable missions) will automatically correct themselves if they are marked as completed due to previously incorrect xml. This should fix most instances of missions being bugged for specific players.

New in Star Sonata 2 2.17.2015 Patch (Feb 18, 2015)

  • Server changes to allow webchat to work again!
  • Fixed an issue with Perilous Perilous Space AI tossing their missiles and fighters
  • New spawner values for Perilous Perilous Space roaming AI
  • Slightly rebalanced all Perilous Perilous Space AI to make up for the reduction in amount of AI and swarming
  • Fixed an issue where T9 Junkyard kits came with T12 extensors
  • Tweaked the drop tables for Perilous Perilous Space slightly, mainly increased the chance of getting build commodities and items as drops, and lowered the chance of getting blueprints
  • Added some new items to the drop tables for Perilous Perilous Space dungeons

New in Star Sonata 2 286.135 Beta (Feb 3, 2015)

  • tweaked the onscreen fps display to be smaller and less flickery. Should be a lot less annoying to the eye now.
  • Since the micropatch was pretty minor, ill just slip that here–
  • fix for the bases not updating their energy/shield properly when docked and the value change
  • few tweaks to the perilous perilous ais to improve the balance
  • this is a minor performance and quality of life update.
  • when you maximize the window it nows go in what could be considered equivalent to the “show taskbar” option in c1 (no titlebar but taskbar is visible if on that monitor). Except theres a restore button in the top right. This was done for 2 reasons, 1. it gives you more space on the screen for the game, 2. it fix an issue some graphic card have when you maximize a d3d9 window on a secondary monitor.
  • 3 different client crashes were fixed.
  • Currently cause issue with mouse related actions when maximized. (fixed in the new beta version)

New in Star Sonata 2 286.111 Beta (Feb 2, 2015)

  • when you maximize the window it nows go in what could be considered equivalent to the “show taskbar” option in c1 (no titlebar but taskbar is visible if on that monitor). Except theres a restore button in the top right. This was done for 2 reasons, 1. it gives you more space on the screen for the game, 2. it fix an issue some graphic card have when you maximize a d3d9 window on a secondary monitor.
  • 3 different client crashes were fixed.
  • Currently cause issue with mouse related actions when maximized. Fix will be here soon.

New in Star Sonata 2 1.13.2015 Patch (Jan 14, 2015)

  • Fixed most advanced class subskills effecting bases and other things they shouldn’t have.
  • AI Drones will no longer count towards the temp drone limit
  • Galaxies at risk of being cut off will now send a message to team chat.
  • Drones that have no owner and are both destroyed and irradiated will be automatically deleted (this is normally impossible, and should delete the remaining bugged Electric Eel drones) Oops, looks like we were overly cautious here (automatic deletion is scary) and not all the bugged drones were deleted, we’ll get the rest in a future patch.
  • Fixed a bug where you could not invite someone to the squad in instances with the default limit of 10
  • BvB off outposts is now fixed.
  • The bug where outpost drones would go unowned shortly after owning a gal is now fixed.

New in Star Sonata 2 18.8.25 / 276.237 Beta (Aug 25, 2014)

  • The first of my small projects for the week was to add in a way for people who have used a Rovert on their base to know they’ve done that. Currently the only way to check if you’d upgraded your construction bay was to try to upgrade it again — something that could waste a lot of commodities since you’d be building extra Rovert Upgrades. My solution was to add a line of text to the construction bay dialog to tell players exactly how much of a bonus they are getting to the bay. I’ve also reduced the alpha a bit on the background image of the construction dialog to increase readability of the text on that tab.
  • Secondly, I made another small change to the Ship Statistic window. I’ve added a checkbox to toggle showing critical hit information on the weapon stats table. Clicking this checkbox will do three things. First, it will update the damage column to reflect how much your weapon would critical hit for. Secondly, it will update the DPE column to show the damage-per-energy your critical hits do. Finally, it will update the DPS column to show the expected change in your average damage-per-second based on critical hit percentage and strength. This DPS change isn’t going to be 100% accurate considering critical hits are randomly determined, but it should give you a fairly good approximation. I know there are currently suggestions to add hostility, sniper analysis and other unique damage modifiers to the window and I have been thinking about a ways to integrate them but I don’t have any good solutions yet.
  • Finally I’ve worked on a fairly useful change to debris visages! I’ve modified the attached effect system used for Holoprojectors slightly — so we can attach effects to other types of objects, not just space ships. This in turn allows us to attache additional effects to things like debris, something we will be doing for debris containing neurobound items. This will give players a visual indication that the item they are about to scoop is bound so they can better decide who is going to be the one scooping it!

New in Star Sonata 2 18.8.14 (Aug 19, 2014)

  • This week’s update includes some new tweak types, some bug fixing and a few other changes I’ve been working on as part of the planned base rebalance! Keep reading to find out more!
  • Firstly, a short announcement — with the new patch I’ve been able to push Mira live! Hopefully players are enjoying the new content!
  • Second up I’ve worked on three new aura types for Field Generators and Neurotweaks. The first of these is a new aura type for Projectile Speed. Next I worked on a Transference Power aura type and finally, a Transference Efficiency aura type. These three aura types were requested by ycleption as part of his base rebalance. Since we're continuing our decoupling of combat skills from trade skills (and some unintended bonuses stations get from class skills are going away) his goal is to have a line of station-only, class locked super items to aid in galaxy defense. These new aura types will more than likely be used there. They function pretty much as expected. Projectile Speed increases the maximum speed any projectile based weapon travels. Transference Power increases the transference damage done and Transference Efficiency decreases damage taken from outgoing heals.
  • On the subject of decoupling — a lot of unintended bonuses stations were getting from class skills is being removed. Seer will no longer benefit station radars, Engineer will no longer get bonuses to station tweaking and neuro tweaking on their stations and Snipers will no longer give bases projectile speed bonuses.
  • Thirdly, the project that took up most of the time I spent working last week — outpost drones. These are another item planned to go in with the base rebalance and again were proposed by ycleption. These are temporary drones with a 24 hour lifespan that function almost identically to outposts. The main differentiation between their functionality and an outpost is that you must have at least one team owned station in the galaxy in order to own it. You can’t only have the drone. They’ll be decently geared, they also won’t count against the number of outposts your team can own but they will be rather pricey. The goal for these is to give players a way to BvB galaxies that aren’t on team borders — but have unowned territory nearby.
  • Finally, I did a fair amount of bug fixing! Jey patched while I was away on vacation and some of the new features coming in didn't work entirely as intended and needed some fixing. Chief among these were a few issues with transwarps and the ship statistics window. First, with the new patch some refactored code for the Transwarp devices went live — unfortunately it also contained a bug with Fleet Commander transwarps. They were ignoring the distance requirements for taking along your friends. This was fixed, but that introduced another bug preventing transwarp usage entirely. This has also been fixed! As for the issue with the ship stats window — the resistance table wasn’t properly updating when players equipped and unequipped diffusers. This made it a bit taxing to see just how effective your diffusers are at blocking incoming damage. This has also been remedied.

New in Star Sonata 2 11.8.14 / 276.237 Beta (Aug 11, 2014)

  • This patch introduce 2 new major features alongside the generic fixes / tweaks etc.
  • The new ship info window, containing all sorts of useful information about your ships current stats.
  • The ship paintjob (skins) which are available in every spacestation at a cost of 10 spacepoints each for the first iteration of the system.
  • Not all ships have skins available but many of the mid to high end ships do. See at the end of this post for a preliminary list of the skins available.
  • Once you buy a skin, it is permanently added to your account, all your characters can use it at any time on any ship that they own. You can also use skins on your slaves, but transfering the slave will cause it to lose the skin on server restart (will probably be changed to a demo paintjob timer)
  • Skins can be seen in the preview window when buying them and can be demoed 30 seconds for free.
  • If you were selected in the skin contest, please /w Jey123456 in game or make a support ticket under account with the character on which you want the skin (and if not the account used to submit it on the forum, provide proof that you own the forum account)
  • Bug fixes:
  • Made it so a solarbody can’t get two different types of ruins (you could only access one anyway)
  • Players can no longer transwarp docked ships.
  • Made it so you can’t equip fighter bays or missile launchers on ships with 0 weapon slots
  • Stations now dropped in attempt to BvB keep track of that fact
  • Altered the enemy-lines abandonment to only abandon bases from failed BvB attempts
  • Fix for missions auto-abandoning when the server has been up for around two weeks
  • Fixed an issue causing the alt key to become locked when alt-tabbing on some systems. (does not affect the locking of thrust / brake / firing that are on purpose)
  • Fixed ‘Destroyed was destroyed by ‘ typo-bug
  • Error message changed from ‘&myguy doesn’t belong to any squad’ to ‘You don’t belong to any squad’ when trying to do squad actions without one
  • Fixed autopilot to unknown galaxy message from “Traveling to .” to “Traveling to unknown Galaxy”
  • Fixed an issue with the rightclick -> activate control bot not working sometimes when the ship had never been opened.
  • Fixed an issue where the weapon manager did not reset properly on reconnection.
  • Fixed an issue causing inventory to not display (especially with higher /nf value)
  • Fixed an issue with scoop speed.
  • Hopefully fixed the issue causing docked ships to appear when docking.
  • Fixed rts control for drones. They should now properly attack what you tell them to (target itself to reset to default behavior), if they are combat only drone, targeting yourself or a friendly will cause them to revert to normal behavior, and the inverse is also true for pure healing drones. targeting an enemy will cause them to revert to default behavior.
  • Optimizations:
  • Optimized client performance when a lot of objects are created or destroyed constantly.
  • Network optimization reducing the bandwidth output by the server in busy area by nearly 40% (download rate from the player perspective).
  • Optimized the low level network handling code.
  • Content:
  • Fixed an issue with mission item rewards and autocomplete.
  • Rudimentary Augmenters will no longer drop from AI.
  • Beefed the T22 Resistance ship
  • Fixed description errors on the Aurora Beam line
  • Increased docking speed on Zebucarts, Phunkas, Volcoms, Wingships (I), Recomissioned Cadet, Patrol Cadet, Pods, and Spirits.
  • Marked a lot of ships as wild slave capturable
  • Made the Bigger Green a little bit bigger
  • New T9 Paxian Capital Ship, Pax Vega.
  • New T5 Class Overloaders, with level 1 class skill requirement.
  • T10 Class Overloaders now only have a level 5 class skill requirement.
  • Removed civilization from Mzungu Tag Test exterminator
  • Lowered the respawn time on the Giant Asteroid in Mzungu Angani from 2 hours to 15 minutes
  • Removed Crack Whore Haven from the planet name list
  • Added a ton of new contextual tutorial events for when the player gets stuck on the first few cadet missions
  • Added auto-targeting for when you use a super item that contains a weapon and don’t have anything targeted
  • Made the Target Dummy MK II highly resistant to everything but physical
  • Fixed generation issue which caused dungeons to sometimes have multiple boss galaxies with the same name
  • Moved the default position of the tutorial bot dialog to not overlap the mission tracker/other dialogs
  • Added glow map for Warden
  • Fixed visison typo in the Station Mastery descrption
  • Converted the Vampyre Black Heart to consume Distilled Life Force, obtained by breaking the Vampyre Life Force crate
  • Improved the text of the player progression missions
  • Roaming charges fix for copper
  • Added a new drop to Dark Curse to train Cloaking 20
  • Bunch of new stuff for UrQa AI.
  • Fixed a bug where you could capture ships which you didn’t have skills for
  • Fixed ‘Radation’ -> ‘Radiation’ in various Color Empire missions
  • Missile now self-destruct when the ship that launched them docks.
  • Fixed ‘Poisonious’ -> ‘Poisonous’ typoes
  • ‘crack whores’ -> ‘Entertainers’ in T21 solo missions
  • Made L Star solar systems a bit bigger
  • Fixed Attached Drones which were flagged as non-scoopable being scoopable
  • Added the first iteration for the skins system
  • Added tooltip lightly explaining the benefit of DDS textures
  • Replaced the Poseidon Trident kills in Drones of Olympus with other drones to kill
  • Fixed a missing space in neurotweak descriptions
  • Fixed ‘seconds seconds’ in item not charged error message
  • Augmenters in the trade bay should now be properly colored.
  • Changed the initial velocity of credits from a ship killed by a player so that the farther away the player is, the less initial velocity the credits gain. This is to help snipers killing guys from very far away so that they money doesn’t go flying out too far.
  • Added a glowmap for shrimp
  • Increased cash rewards on Platinum priority target missions in Strontium-90
  • Added Mira
  • AI will now no longer use Oilheart’s Afterburner Device on low shields.
  • Added the new ship stats window.
  • The default credits and xp values for ai is now be lowered for fast spawning ai.
  • Fixed the band at the top of the screen not being clickable
  • Extra information on transwarp stat string
  • Fixed Resilient skill, tweaked description
  • Lowered autopilot text by 27 pixels.
  • Added a close button to the radar window
  • Added /HideHuiMethod, this change the hideUI key “h” behavior from a deadman switch to a toggle for the session (usefull for taking videos and stuff)
  • Changed solar panel stat string from every 1.2sec to energy / sec.
  • Made it so fighters are no longer displayed in the small target lists.
  • When a squadmate is shot, every member of the squad in the galaxy will gain a minimal level of hate toward the aggressor (the kind that fade within 30 seconds if left alone).

New in Star Sonata 2 6.8.14 / 276.237 Beta (Aug 7, 2014)

  • As some of you know, there was a patch initialy scheduled for last week (July 30) but never happened because I delayed it.
  • There were many reasons for the delays, but the main one was due to some bugs that were found during testing that still escaped me up till earlier this morning, especially a very random one causing visages to be created from a cache but not all the time, which in turn caused skins to not always display seemingly randomly.
  • Alongside that bug hunting, I still kept doing my normal stuff, client crash tracking and fixing and optimisations.
  • This blog post is to announce that the next full patch including the first iteration of the skins system and many other things will be live this Sunday (August 10)
  • As for the things I been working on when i was not tracking that damn bug, my recent attention was turned to the deathblossom induced lags, both server and client side.
  • deathblossom allowed for a lot more enemies to be killed quickly and in sync, on top of the fact a lot of projectiles / lasers were created/destroyed compared to before.
  • I made a simple extreme testing ground using 300 phobos for optimisations purposes, and configured my ship to fire hephaestus burning maul at maximum rof with the highest deathblossom available.
  • This is what it looked like on my test machine on the current beta client.
  • Before Optimisations
  • As you can see in that small gif, it lagged hardcore. There were 2 major sources of lag, the lasers creations and the objects destructions (including lasers)
  • The first one was due to the laser using a brightpass and how the operation of adding to the brightpass was not optimised. Everytime we added an object to the brightpass, it first checked its container to be sure the object was not already in the bright pass. Which is safe and was fine when the call was not frequent, but with 140 lasers per seconds being added and destroyed (14 at max rof), it quickly added up. This was pretty easy to improve since we can safely assume any newly created object is not already in the bright pass, we can skip that check the first time any object is added, which is most of the cases. This resulted in a noticeable improvement in performance all around.
  • The other problem was the amount of objects being destroyed every 0.1 seconds + the number of ships blowing up in the process. There is very little I could do directly to that, since well, the objects do need to be created and destroyed (pooling them wouldn’t had helped much since its not their memory allocation/destruction, but the whole process of placing them adding the effects etc that is causing the lag). Which is why instead I went with a distributed approach, instead of trying to delete 140lasers (which end up being about 1200nodes with all the effects and stuff) every 0.1 sec, I remove them from view and queue them for a deletion over the next few frames. As a result, the total workload is the same, but its evenly distributed so there is much less noticeable lag, especially on system where your fps is capped or your logic fps is much higher than fps in which case the only reduction is on the logic fps and not the fps.

New in Star Sonata 2 4.8.14 / 276.237 Beta (Aug 4, 2014)

  • I reworked the server / client messages so that both the Resistance and Weapon Stat windows properly update to reflect temporary bonuses from auras, tweaks and field generators without closing and reopening the window.
  • I fixed a few bugs with the function that determines what’s a “good” or “bad” bonus value for coloring the text in the permanent bonus table.
  • I right justified all the values for the permanent bonus table to increase readability.
  • I’ve changed the way coloring is applied to the Resistances table — a 0% resistance will now properly display and will be displayed in white text as opposed to red.
  • I fixed a bug in the damage calculation formulas when it comes to weapons with 0 DPS (like Prismatic Conversion).
  • I also came up with a fix so the new dialog will be sized properly for players without a clean install.

New in Star Sonata 2 30.7.14 / 276.237 Beta (Jul 30, 2014)

  • For those who do not know, the quickfixing session is in essence, a day i take off my normal work and focus on fixing/adding as many small things as I can from a list I compile from player requests.
  • Its at my own discretion as to which bugs or features I’ll do on that day, based mostly on if its possible to do it in the day and how many people are affected/want it fixed ASAP.
  • For bug request, if the bug can be described precisely including a way to reproduce it in a few lines, then just posting about it in the topic is fine. Otherwise a short description and a link to a bug topic is preferred.
  • Similarly for feature request, if it can be described precisely in a few lines, then just write it in the topic, otherwise a short description and a link to a suggestion is preferred

New in Star Sonata 2 28.7.14 / 276.237 Beta (Jul 28, 2014)

  • As you can see, quite a bit is different! Firstly, I’ve added colored icons to the resistance table. This was done to further reinforce the buff icon colors used for resistance buffs, as well as provide a more consistent look and feel for the tables. I’ve also updated and added a bunch of tooltips to clarify just what everything means! If you hover over the text for things like Augmenter Tweaking and Neuro Tweaking, you’ll get an idea of what they do. I’ve also added in values for Ship Turning Rate and Ship Thrust.
  • The bigger addition that I made this week was the weapons stat table. This table will figure out how much DPS, DPE your weapons have. How much damage they do, how far they fire and what’s their recoil! It also displays an icon to denote what damage type they are! This table currently takes into account all of your augmented stats, including multifire when it calculates damage and should provide a fairly accurate look at just how effective your weapons are. However, it doesn’t currently include buffs in those stats. This brings us to some finishing touches I am planning on working on in the coming week.
  • This window is nearing completion, but there are a few things I have slated to do. Firstly, I need to refactor the messages so buff updates will update the weapon stats and resistance tables as well. This would let you see your resistances after popping a blocker or how fast you fire when that Rapid Attack goes off. Secondly, because it’s been requested quite a few times, I’d like to add an item tooltip for the ship’s base stats (like what you would see if you clicked on it in a trade bay) somewhere in the window. I am thinking this could be a button or on hovering over the ship’s name. Once those two features are finished, it’s time for testing, debugging and optimizations and it’ll be ready for deployment!

New in Star Sonata 2 21.7.14 / 276.237 Beta (Jul 21, 2014)

  • With Mira I added a new mission feature that is used there and will no doubt see a fair amount of using going forward. This feature allows a mission to randomly assign another mission to a player on completion of the primary mission. In short, it means we can do randomly assigned dailies (like we have for T21 and T22) without the bulky mission item middleman!
  • As for the new feature. If anyone has been watching the Suggestions system, they will have noticed that the status on the suggestion for Ship Statistics has been changed from Accepted to Underway. That’s because I’ve started working on it! Since this is the first user-submitted suggestion that’s started development, I think it would be interesting to tell everyone just what’s gone into that so far.
  • Everything started with the suggestion — which asked that we add in a way to view the stats of a players current ship; stuff like mods, augmenters, class skills, etc. From there, I made a mock-up in Google Docs. We tend to use Google Docs for a lot of stuff since it lets us work on designs collaboratively!
  • From the mock-up, the next stage was modifying the existing dialog so it could support all the new features. Since our GUI is skinnable, dialogs are saved in XML in the client folder. At this stage it’s all about re-sizing the existing window, adding a bunch of UI elements and positioning them properly. Once this is done we can start working on the signals from the client that will feed these elements, like lists and labels, all the useful information about your ship!
  • Before we can actually display the information though, the client needs to have it — which it doesn’t. That’s because it doesn’t have access to all the information about your ship, only what it needs to render it on the screen and display things like inventory and shield bars. It’s the server that has all the stats, buffs and other information needed to figure out things like damage. This means I had to make a few new client/server messages so the client could request the required information when the new dialog is opened, as well as ones from the server to send all that information back.
  • Once all this is finished, it’s time to start organizing and formatting the data so it’s a bit easier to read. To do this, I went with tables for stats and buffs and a list for the important stats you want to see at a glance, like resistances. I also added icons to the augmenter stats so you can tell at a glance what a stat modifies. For instance, a shield modifier has a shield icon since it directly modifies the values on that shield! I also colored the values so you can tell which modifiers are good and which are bad at a glance! After some internal feedback though, we decided the window was a bit cramped, so I widened it a bit so you can more easily see everything in it!

New in Star Sonata 2 276.237 Beta (Jul 21, 2014)

  • lower the autopilot message a bit and fix the message when traveling to unknown galaxy.
  • Add an x button to the radar window
  • Add a /command (/HideHuiMethod) to change the function of h from deadman switch to a toggle for the session.

New in Star Sonata 2 18.7.14 (Jul 19, 2014)

  • Rebalance user bases with the goal of bringing them up to par with all the new tech 21-22 gear that has come out over the years. Bases are one of the most distinctive and complex features of Star Sonata, so I want to make sure to get this right. So first, let’s hammer out what the current problems are.
  • Bases:
  • Most players will agree that bases don’t feel powerful enough compared to players. Even though their weapons are enormous, they don’t seem to pack much of a punch when up against a squad of endgame ships. And despite special dampeners and augmenters they don’t tend to survive very long when a group of ships open fire on them. On the other hand, an otherwise weak galaxy can become very strong if a few players show up to defend. This is because defending players are pretty tough to kill when backed up with healing from their bases, and they can focus their damage on support classes instead of mindlessly going for the tank like bases do.
  • So what we have is a situation where the presence of active defenders is one of the most important aspects of galaxy defense. This is not necessarily a bad thing. PvB and galaxy defense can be really exciting. However, we would like to make base building more accessible to players who don’t necessarily spend 8+ hours a day online, and would be unlikely to take off work or wake up in the middle of the night to defend their bases. The struggle for territory is an amazing part of Star Sonata and we want to bring it to a wider audience. This means making bases stronger so that casual and less experienced players have a chance to keep their galaxies safe from PvB.
  • I know some of you have just put a head shaped hole in your desk after reading that paragraph. Let me save you the breath and ask the obvious question: How are we supposed to struggle for territory if you make PvB harder?
  • The answer is almost too simple: we are bringing BvB to center stage. That’s right, BASES with frickin’ LASER BEAMS attached to their heads.
  • Here are the main points of the plan.
  • Base gear will have most stats increased by a factor of 2.
  • You will now be able to BvB from any galaxy you own, not just from HQ-connected galaxies (must still own the galaxy for 24 hours first).
  • The number of kits you can deploy for BvB is being raised from 2 to unlimited.
  • With these changes, a good PvB squad will still have no problem against weaker galaxies, or even medium-strength galaxies if the owners don’t take defense seriously. However, if your enemies put a lot of effort into defense, BvB may be the better choice for you. In that case, you’d better go get your Ada kits ready because you are going to need some spares pretty soon!
  • I look forward to reading everyone’s feedback on this project. To get the conversation going, here are a some points I won’t cover in detail right now but which are definitely not being overlooked.
  • These changes are tentatively scheduled to go live for next universe, subject to dev availability.
  • Everything will be tested extensively before going live. I will make an announcement as soon we can arrange for players to try out the new system on the test server.
  • There will be cheaper, disposable alternatives to endgame base gear (which I announced informally a few weeks ago). I will elaborate on these in a later post.
  • There will be temporary outpost drones that will help you hold territory you have “liberated” with BvB.

New in Star Sonata 2 276.125 Beta (Jul 12, 2014)

  • Added tooltip lightly explaining the benefit of DDS textures
  • support for the first iteration (still wip) for the ship skins system. (SKIN_FEATURE_1_0)
  • Added support for the server/client feature system, allowing for better retrocompatibility between different versions
  • Multiple crash fixes
  • Fixed the commodity tab in stations to be consistant
  • Fixed an overflow causing the “owned” column in tradebay to go into the negative with more than 32k of an item.
  • Fixed a flag related handle leak
  • Fixed the issue that caused flags to randomly not show next to the ship nametag.

New in Star Sonata 2 7.7.14 (Jul 8, 2014)

  • I added a special check in the missile AI code to stop some exploitative behavior. Missiles will now die when the ship that fired them docks at a space station. When this goes live some players will no longer be able to fire off missiles at AI bases and dock right away to avoid retribution.
  • Secondly, I took a look at the Deathblossom code and added a check that ensures that targets selected are detectable by the ship that’s firing the Deathblossom. This will fix the issues related to targeting a planet, using Deathblossom and hitting targets that are too stealthy for your radar to normally detect.
  • Finally, I took care of a minor bug with the trade window UI in relation to augmenters. Since I added the line coloring feature (for too expensive or too high tech) augmenters weren’t displaying the proper line color and were always appearing as grayed out. With the next client patch they’ll properly respect the rules that all other trade items follow.

New in Star Sonata 2 6.30.14 (Jul 1, 2014)

  • With the reset we pushed the new Nexus — but don’t think we’re going to stop working on it. The Nexus is perhaps the most important area of the game. It’s the first thing a potential new player sees and it really needs to excite them. More importantly, it needs to make them want to keep playing. That’s why we’re committed to continually iterating it until it’s perfect. It’s in a much better state now than it was when we started this latest rework, but it’s not done yet. So expect to keep seeing Nexus changes as we move forward.
  • This past week I made a few changes to the Ally AI type that was developed for the Nexus revamp. I extended it so it functions with drones. Now when an allied AI drops a drone it will properly prioritize targets for both healing and attacking based on the type of ally that dropped it. For example, let’s say a pirate-allied AI drops a drone that has a healing wand and a pulse gun. If there are pirate affiliated players in the area, the drone will heal them. If there are hostile Earthforce affiliated players in the area, the drone will instead attack them. If it’s a factionless ally, say a Paxian, the drone will only heal players.
  • This is a pretty big change that let’s us do some pretty cool things with content. For one, we can have AI healers that will help players out. More importantly though, it further lays the groundwork for another extension of the ally system, one in which faction affiliation determines AI aggression. Eventually I’d like to be able to have neutral AI that can be attacked by either affiliation, but would lean towards one when it come to aggression. For example, one day it would be kind of cool if Space Blue AI weren’t naturally hostile towards pirate affiliated players, but Merchant AI, like Goldenboys were.
  • While I was in the drone code working on the new features, I also took care of a bug that I’m sure has been annoying some of you — drones shooting at immune targets. Along with that I took care of quite a few smaller issues as well, many of which have made their way to live servers already.
  • Finally, this past week I worked on an additional feature related to the autocomplete feature that was introduced a while back. There has been a lot of upset over the feature when it comes to turn-in missions for things like skills or other rewards, so I’ve added a new tag so we can manually flag some missions to never be autocompleted. This will be added in the very near future to all the missions in Staff Quarters, any of the T21 skill turn-in missions and other places like Strontium-90. Along with the slash-command toggle this should hopefully alleviate any of the issues some people have with the autocomplete feature.

New in Star Sonata 2 6.23.14 (Jun 27, 2014)

  • This week’s update will focus on some minor tweaks to the Nexus, a change to the TSL transfer cost formula and a change to the trade bay GUI. Keep reading to find out more!
  • I got quite a bit of developer feedback on the latest iteration of the Volcom side of the Nexus since I completely reworked it — and with feedback comes a lot of little bugs and tweaks that can be made. One of the biggest ‘problems’ I had with the new Pirate tutorial is that it lacked any sort of story motivation. So I came up with a fairly quick story to rectify that! The new Volcom tutorial focuses on running an Earthforce Blockade of the Mutara Nebula in order to meet up with the Volcom pirates. It’s not a groundbreaking story, but it definitely adds a bit more flavor into the introductory experience.
  • I’ve also taken care of a lot of smaller balance and mission issues that cropped up during our latest round of testing. Overall, the goal is to make it much harder to to get stuck and to encourage exploration. Even though the new Nexus has launched with the universe reset, I’ll be continuing to make changes and tweaks as more feedback comes in — so definitely give feedback on the experience so we can get it as polished as possible before the Steam launch!
  • As we’ve been working on the Nexus we’ve also constantly been thinking about the TSL. One thing that can be extremely confusing about Star Sonata to a new player is how to handle storage of items they don’t need on their main ship — but they don’t want to throw away. It’s not the most intuitive concept to buy a new ship, keep it docked and fill it full of stuff. We used that as motivation to make some changes to the TSL. The first went in a while back; it was changing the name of the station tab from TSL to Storage. That change was added to address new player comprehension. It’s much easier to figure out that the Storage Tab is for storing stuff, TSL isn’t going to have any meaning to them.
  • Secondly, for a bank, the TSL was prohibitively expensive. Moving it around the universe just cost WAY too much for a low level player for it to function as an adequate bank. The previous formula is as follows.
  • The old formula counted the number of transfers you made throughout the universe and it got more expensive each time you moved it. It also charge a fairly prohibitive base cost — and it really wasn’t needed. As a team we decided if we’re going to encourage the use of TSL, it definitely needed to be a bit cheaper. The new cost formula only takes item values into account.
  • This drastically reduces the cost to transfer items with your TSL. During testing costs for ~10M worth of gear dropped from over 100M to transfer to around 1M. This change should make the TSL infinitely more usable for newer players.
  • Another very big design principle we’ve been adhering too as we’ve reworked the Nexus was to remove clutter as much as possible. We’ve been trying to cut away all the unnecessary UI elements that only serve to confuse new players. One of the biggest offenders was the Trade tab. The shear quantity of items in the trade bays in the Nexus was a bit overwhelming for new players — so we’ve been taking steps to remedy that. Firstly, Jeff worked on giving us a way to specify which categories of items should appear in the trade bays. That way we can remove item types like Misc, Base and Cloaks which a new player doesn’t really need to know about and would only find confusing. While this worked well, it didn’t entirely alleviate the confusion since it left behind entirely blank trade tabs. To fix this, I’ve worked on a change so a base will only display item tabs in the trade bay that have items listed in them! This will also make player shops a bit less cluttered so it’s really a change that affects both high and low level players.

New in Star Sonata 2 6.21.14 (Jun 23, 2014)

  • One issue that will not be fixed prior to the universe start is the AI Outposts will not spawn. This means that neither the Faranji, Mzungu, Bule or Vazaha Bases will spawn, and neither will the Green Meanie or Iceprick bases.
  • We are however planning to manually load them in later and do an event on this. This would require much less work and we will announce this event in good time before it goes live!

New in Star Sonata 2 6.20.14 (Jun 20, 2014)

  • Free Towing from Bob (damages not included):
  • First on the list is the Towing system. Not extremely exciting, but should be mentioned. Quite some time ago we made it so you could tow your spaceship from stasis to the nearest tow station, at the time it was possible to tow your ship from the tow station but it was incredibly costly to do, while towing from your ship was free to do. The credit cost associated with towing has been completely removed and has been replaced with items on your ship being damaged.
  • From now on towing your ship will deal 5 deaths worth of item damage (and yes, Nanotech Plating will reduce the damage done), from either method. Slaves will get the double bonuses they do on death, and towing from an arena galaxy is still free.
  • Team Taxation Tithe:
  • Team Tithe is the second thing, a lot of teams don’t use the team tithe, but the changes make it much more reasonable and I hope it’ll get used more often now. Previously the team tithe effected any credit transfer where the team member gained credits, be it from scooping, pulling credits off their station or selling items to an AI station. This has now changed, team tithe no longer takes credits from the following situations:
  • A player giving credits to another player
  • User station trading
  • Taking credits from a slave ship (excludes credits gained by capturing a ship)
  • Taking credits from a user station:
  • Essentially, teams get tithe from players scooping credits and selling stuff to AI stations. Additionally teams also get tithe directly from colonial transactions now, instead of indirectly when the owner took the credits from the station, and the amount is shown in the stations’ log.
  • Interactions which cause you to have some credits taken by team tithe are now shown in the event chat log with the amount which was ‘donated’ to your team.
  • PvP and Building Permissions:
  • A rather cool change I’ve done, which will need into my next point, is some changes in the way PvP and base building rules were handled.
  • Previously, these were both set for a layer globally, with dungeons getting their own hard coded open PvP and temporary only drone rules, custom galaxies overrode this rules with their own setting.
  • Now we can distribute rules for both of these permissions to sections of a layer based on danger factor, additionally I’ve included some new PvP options instead of the black-and-white yay or nay situation before. Although mostly unused currently, we can now set PvP to be open (as it was before), unmixed (p2p and f2p, but not between each other), p2p, f2p or none (as it was before).
  • In addition to this, dungeons now inherit their parents galaxy PvP rules, as such, Earthforce layer dungeons are now no PvP.
  • Bases Return to Earthforce Space
  • Continuing from the last change, since we can now hand out galaxy building permission rules based on danger factor, it was also decided to remove the Celestial Garden layer!
  • Don’t fear though! As you may of figured, you can now build in warp 0 and warp 1 galaxies in Earthforce Space, but not warp 2 or warp 3. All of the galaxies which were special in Celestial Gardens, such as the Building Academy, Ring and Free Market among others have been moved back to Earthforce Space too.
  • Blogpost:
  • As an extra thing for the newbies, Deep Space now links directly off Sol, which should make getting across the space pond a bit easier.
  • Overall this leads to a small increase in the number of buildable galaxies for players. Along with this change, populations of colonies in Earthforce space caps out at around 2 billion now.
  • Dungeon Locks:
  • We’ve decided, following some player suggestion, that dungeon bosses get a lockout. The default for this is one hour, bosses with longer lockouts will keep their longer lockouts. To make keeping track of all these lockouts easier, dungeon naming has been improved a little bit. The random number component of dungeon names has been replaced with a unique static number for that dungeon, additionally splits are identifiable by letters appearing after the unique number when the split starts.

New in Star Sonata 2 6.16.14 (Jun 17, 2014)

  • Last week saw some major changes to the pirate side of the Nexus. Up until this point, most of our effort was being directed at the Cadet side… and it really showed during our new player testing. The Volcom side seemed very unpolished compared to the Cadet side. Also, some of our testers felt the Volcom side wasn’t very exciting and the motivations for the missions didn’t make a whole lot of sense. So, based on that feedback (and that from some of our other developers) I’ve entirely reworked the Volcom introduction and tutorial.
  • When doing this I kept a few good points in mind. Firstly, and foremost was to make sure the tutorial showcased the best parts of Star Sonata; the action based space combat. Our combat system is rather unique in that it’s largely skill based and maneuvers like kiting and dodging are absolutely essential in many cases. The currently iteration of the tutorial didn’t really get that across. Many of the enemies matched the players speed quite well so it was next to impossible to learn those kind of strategies for dealing with other ships. So the ships players are fighting for the pirate side have all been slowed down considerably. They also periodically do ‘big hits’ so the player quickly learns you can’t tank them and be effective, you have to bob and weave!
  • Nexus Map
  • Secondly, the way the missions were structured was a bit confusing and the way the Volcom side of the map was structured could lead to players getting a little lost. So I tried to frame the new Volcom tutorial in the familiar framework of a dungeon. The idea of ‘dungeon, boss, loot’ is almost universally understood by anyone who plays games (and it’s also a framework that a player will be seeing for the rest of the Nexus, let alone the rest of the game) so reshaping the flow of the missions to fit this mold makes a lot of sense. It’s easy to understand and it flows extremely well and even more importantly, it’s exciting.
  • energy_mission
  • Finally, there were two things that were never properly explained in the tutorial and they are probably the two most important things to explain, shielding and energy bars on the UI. We didn’t really have a good way to facilitate a mission explaining these so I’ve remedied that. I have added a new mission type called a ‘click to continue’. It’s exactly what it sounds like. The mission dialog pops up, displays some text and when you click the continue button on the dialog the mission completes. I’ve paired this new mission type with the UI element indicator I worked on last month to create new missions that specifically point out and explain the purpose of the shielding and energy bars in the players UI.

New in Star Sonata 2 5.27.14 (May 27, 2014)

  • This week’s update will cover some miscellaneous bug fixing and a few more tweaks to the Nexus! Keep reading to find out more!
  • First, sorry about the delay in this week’s update. This weekend was a holiday weekend and yesterday I was on my way back from a mini-vacation (where I didn’t have internet access!). This past week saw another round of Nexus testing so I got another nice list of further refinements to make. At this point most of the issues found were minor mission bugs but there were some bigger issues raised that needed to be addressed.
  • First, there is a shortage of augmenters in the Nexus. I am sure everyone can agree augging your ship is probably one of the most important ways to increase your capabilities so augmenters need to be easily accessible in the Nexus. Currently, they aren’t. To increase the number of augmenters, we’ve added a few special ‘Rudimentary’ augmenters for sale in one of the Nexus bases. These augmenters are scaled at half the power of a minor augmenter, but they are always available. Secondly, there was an issue with buying Ship Upgrades. With the new Nexus, upgrades are entirely based on your Piloting skill and no longer check Equipment skill, however, the client was skill checking Equipment for error messages and throwing a warning dialog if you attempted to buy an upgrade you had piloting for, but not equipment for. This has been fixed and shouldn’t be confusing our testers anymore! I also added the indicator arrow that I talked about last week to a few more missions so it will be even easier to complete missions that require interfacing with UI elements.
  • Along those lines I also added a new mission option called “open trade tab.” When accepting a mission with this feature enabled on that mission, a message will be sent to the client to open up the station’s trade bay to the appropriate tab. We have missions to purchase an item from the trade bay as part of the extended tutorial now and this makes them a lot easier to complete and simpler to understand. With all the work that has been put in, the revamped Nexus is definitely coming along and should be ready for next universe!
  • With all the work going into the Nexus though, I did get a little behind on bugs and our tracker was definitely full of them. So I dedicated a bit of time to taking care of quite a few last week as well. So, here is a brief run down of some of the more interesting ones. I figured out what was going on with Herophilus 3000 spawning all of Tidepool at once, I fixed an issue with the Aveksaka device in Kumari, I recolored the trade bay colors to be a bit less harsh on the eyes and I also tracked down (hopefully) the rest of the issues with drone spawners and drone capture! All of these fixes should be live sometime soon, I am sure we will announce when we’re planning on patching again!

New in Star Sonata 2 5.19.14 (May 20, 2014)

  • Firstly, I appreciate all the testing and feedback that was done after I made a request to check the new zones out two weeks again. I got some extremely good critiques, suggestions and bug reports and I’ve made a few changes to both zones based on that feedback. The two biggest changes made were related to sound.
  • Lavrite, the second boss in Vulcan, plays kind of like an old-school game of Snake. To accomplish this, he drops a stream of drones that damage the player if they get too close. With sound on, this ended up being a very noisy and annoying affair. To remedy it, I’ve added a new tag content developers can use to specify which sound gets played when a drone is deployed. I’m using this both in Arctia and in Vulcan to make the drones a bit more interesting (and Lavrite a lot less annoying). I’ve also added new sounds for both the Arctia and Vulcan AI using our new Attack Sound system that was added a few months ago as part of the Nexus revamp. Both these changes will make these two zones a lot better to listen to for players that play with sound enabled.
  • There were some other small changes and bugfixes, but listing them all would be rather boring for an update!
  • Secondly, I’ve added a pretty big GUI addition for missions in the form a new arrow marker. As part of refining the starting experience we’ve been working towards the ability to complete tutorial missions without having to read the mission dialog. For most goals, this is fairly easy, as objects in the gameplay field are plastered with mission marker (and given red flashing floaties). This however doesn’t work for mission goals involving GUI elements, such as ‘click your super item in the hot bar’. To remedy this, I spent a bit of time working on a new special mission indicator we can toggle with missions that has an absolute position in the GUI instead of a position relative to the gameplay field.

New in Star Sonata 2 5.12.14 (May 13, 2014)

  • One of the main goals in reworking the Nexus was to improve flow and really give a new player a much better handle on the game. Recently, I just finished up two more mission goals to further augment the starting experience. The first of these is the use item goal. This mission goal is rather self-explanatory; it lets us specify an item the player has to use. The primary reason I added it was to showcase the starting super item on a new player’s Zebucart. Super items are extremely powerful for the low level player and can make their life easier so we felt it was definitely important to introduce them early. With the new use item mission goal we can easily do that now.
  • Secondly, I’ve added a docking goal so we can explicitly state to a player where they need to go. We can tell the player to dock places in mission text, but having a goal means we can plant a giant mission indicator over the base for the player to make a it a bit more obvious. We’ve been trying to remove as much docking as possible from the Nexus, but when we do want them to dock, we want to make sure a new player knows it and more importantly, where!
  • Other improvements have been made again with the UI functionality. Currently when you complete a mission that rewards an item, the game automatically opens up your main ship inventory. During our testing we noticed that it was a little annoying to always have to close your inventory when undocking, so the game also takes care of that for you now. This will only happen if the dialog was opened up by a mission though (so it won’t automatically close the inventory dialogs you open up yourself!).

New in Star Sonata 2 4.28.14 (Apr 29, 2014)

  • Much like the past month or so, this update is going to focus on more changes to the Nexus and low level game play. It will also address a few more features that are being added to smooth out the UI for newer players! Keep reading to find out more!
  • The Nexus is coming along very well. All the content on both sides, Cadet and Volcom, up to Deep Space have been streamlined to remove all the backtracking and pointless docking. They’ve also been rebalanced to make them easier with the new player in mind and all the galaxies have been reworked slightly to make the flow of progression through the Nexus a lot smoother. Most recently, in the past week I looked at the Contracosta and Honey Moon dungeon arms.
  • The content in both of these dungeons arms was significantly overtuned for the players we wanted to complete them. Contracosta received the bulk of the changes. I’ve moved the ‘stations’ that you have to destroy to ambush spawners so they don’t stick around after the player kills them. I’ve also turned the fight against the Ganglinite Research Gamma station into a mini-event similar to Whiskey Outpost. Instead of going it alone against an army of Micro-Zebus and defense drones, the player is now given backup in the form an allied Volcom army. Not only does it make the mission a lot easier to complete, it makes it a lot more fun and engaging. Honey Moon received a few changes for difficulty as well. Firstly, the AI in both Dagger and Cutlass Caprice were unteamed. Most of the difficulty in those areas were the fact a new player would get swarmed. I’ve also toned down Urzod significantly. Having him call for reinforcements just overwhelmed new players who don’t know how to handle AI swarms yet.
  • I’ve also made a few other changes to help out new players server side, the biggest of which is that docking in an AI base will now refill 50 energy and 50 shields per second. This isn’t enough to be extremely useful for higher level players, but for the new player this kind of regen will ensure that if they dock because of low shields, they’ll be back in action a lot faster than they would have before.
  • On the client side I’ve made a few more improvements to the pop-up mission agent dialog as well as another change to station UI. For the pop-ups I shifted the typing animation from a frame based animation to a time based animation. This will make sure that jumping into a galaxy with a lot going on (which can lag your client and slow the framerate) won’t slow down the speed the text types out. I also removed the big close button from the agent dialog and made a few modifications to the accept button so it can handle all the usage conditions. It didn’t make much sense to have two close buttons on that dialog and it allows for the mission vendors name to be visible for all missions (which is a definite win for immersion!).
  • For the station UI, I am sure some of you have already noticed a button underneath the mission list that reads ‘Contact Agent’. This button when clicked will automatically open the first available mission at that station. It can also be used to avoid double clicking to open missions. Clicking on the mission you want in the list and then hitting that button is a bit easier to understand for a new player. The second change I’ve made that you probably don’t know about is that I’ve added a new button to the bottom of the ships tab in AI stations. This button is the ‘Buy or Upgrade Ship’ button and when clicked will automatically take the player to the hull tab of the trade bay. Again, this was done to help new players. Upgrading your ship is one of the most important power increases in the early game but it isn’t the most intuitive process. Hopefully this button will help alleviate some confusion — they can go to the ships tab to see their ship and click this button to easily see if the base they’re docked at has any alternatives.

New in Star Sonata 2 4.24.14 (Apr 24, 2014)

  • This is a micropatch, mostly bugfixes / minor tweaks and also update the client to include some supports needed for test server.
  • Tweakings to the bosskill score system.
  • Autopilot no longer requires Astral Travel.
  • New Contact Agent button for station mission list.
  • Missions now autocomplete when you dock at the ending station.
  • Text in the trade bay is now colored based on price and tech levels (dark green for can’t afford, red for insufficient tech level).
  • Crash fixes.
  • Fixed the bug where we had an extra tab in several different tab control UI elements.

New in Star Sonata 2 04/09/2014 (Apr 10, 2014)

  • Client:
  • Increased delay before tooltips show up (from 0.7 to 1 sec) and the deadzone allowed for the mouse to be considered paused (from 15 to 40 pixels).
  • Gremlin now interrupt autopilot (was not a problem in c1 because the autopilot was too stupid to adapt to a grem, but since the c2 autopilot is quite a bit more aggressive it tend to completely counter gremlins and as such, gremlins will disable it.
  • Made it so that you can unequip permanent holoprojectors from the action bar
  • New “Abandon Drone” option for drones in right click possessions context menus.
  • Multiple client performance optimizations (up to 1000% on logic fps and 30% on fps depending on the situation)
  • New fps and logic fps calculation / display code for higher precision and reliability (especially with high value, the previous code could not display logic fps higher than 1000, and logic fps higher than 70 was extremely unreliable due to the timer resolution on many cpu).
  • Multiple client crash fixes.
  • Relabeled the “TSL” tab as “Storage”
  • Server:
  • Ricochet weapon effect now ricochets using PHYSICS.
  • Fixes to Chain Bullet Effect.
  • Chain Bullet Effect will now bounce in a random direction if no acceptable target is present.
  • Prospecting nodes can no longer spawn in subspace instance entrance galaxies.
  • A mission that is the requirement for multiple missions will no longer auto open a ‘next’ mission.
  • Critical hit changes:
  • Critical hit side effect can now happen only once per 10 seconds (you can still do the extra damage during that time, just not the tweak)
  • Physical: Random turn gremlin for 2 seconds
  • Energy: -100% thrust for 2 seconds
  • Laser: -50% shield recharge for 3 seconds
  • Heat: -90% radar for 3 seconds
  • Mining: -60% energy regeneration for 3 seconds
  • Surgical: +60% recoil for 3 seconds
  • Radiation: Warp interdiction for 6 seconds
  • Sniper Stalking no longer increases critical hit time
  • Fix so slaves / AI with low bank, high regen energies will fire.
  • Fix for undoing an AI base sale ending with a neurobound item.
  • Fixed a typo in the 1 minute timer repair message
  • Holoprojectors now evaporate when you log off.
  • Fixed a bug with tractors when multiple strong tractors were on a single target.
  • New “Abandon” option for drones in X-Key menu.
  • Using the Abandon Drone command on scoopable temporary drones will give them the prefix “Abandoned”. They can scooped by any player.
  • Using the Abandon Drone command on non-scoopable or permanent drones will cause them to disappear.
  • Fix so Abandoned Drones don’t fire on targets that have already hit them.
  • Fixes to disable error messags appearing for automatically assigned missions that the player is ineligable for.
  • Chain Transference weapons now take shields from the healer for each target hit.
  • Fixed update messages so a drone properly displays an updated name when it gets destroyed, abandoned or goes inactive
  • Fix for mobile drones desynching when going inactive.
  • Added functionality for asteroid belt spawners to spawn different types based on what they have (fixing belts not spawning wreckages when they should).
  • Fix for “INVALID” displaying for characters with no class on the login screen.
  • Fixed a server crash relating to auto completing missions.
  • Splash effect will impart side effects from the main weapon.
  • Fixed a bug with Computer Engineer advance subskill.
  • Content:
  • Fix for T21 Drone Ops Aug missions requiring Drone Mastery 21.
  • Stede’s Basil is no longer capturable.
  • Replaced “Satanic” energy tweaks with “Sacrificial” energy tweaks in the drop lists
  • Fixed name on the base in Serengeti Blockade
  • Alien Siege Mode rebalanced. Cooldown reduced from 180s to 90s. Duration reduced to 10s. Recoil bonus reduced.
  • Subhatta Charge speed increased.
  • Using Alien Cocoon will no longer unequip class super items or reset the time on Alien Siege Mode.
  • AI in The Crucible no longer give Experience, mission XP rewards increased.
  • Crucible and lobby galaxy marked as dungeon galaxies and unmappable
  • Fixed a spelling mistake if you try to enter an instance with a squad larger than the max size
  • Outposts in Subspace will no longer gain invincibility from fighters or missiles.
  • Reduced the bonus damage granted to Engines 22 boss.
  • Fixed bogus item requirement for the Apollo Drone build
  • Slaves can now use Berserker Shield Redistribution Device.
  • Updated the cost on Seer and Fleet Commander Transwarp devices.
  • Marked all Serengeti, Anaconda, Iq’Bana, Olympus, Mausoleum, Red Photon, Enigmatic Sector, Lunacy, Mumble & it’s instance, Bonnet, Captain Kidd, Emphatic Mother, Kumari and Blue Photon Processing as premium only.
  • Marked xyz and empathy field as semi premium
  • You can no longer use ship upgrades while undocked.
  • Blue Photon Stock Missile Changes.
  • Fixes for Dropship Generator.
  • Fixed a bad drop tag in colour empire gal for Asteroid Being
  • Paxian Final Frontier mission typo fixes
  • Fixed a typo in the stat string of the Bauble holoprojector
  • Readded the Zailaguru Ksatracara to Perilous Space.
  • Changed Iq’Bana to use the automatic gate lock system
  • Changed Anaconda to use the automatic gate lock system
  • Moved DG Ohms to Perilous Space for next universe
  • Fixed quantity typo in the mission ‘Capital Punishment’ from Blue Photon Subspace chain
  • Rajanicar’ayu got a new super item and adjusted resistances.
  • Vacohar’ayu got a new super item and adjusted resistances.
  • Shield Redistribution device laser no longer is affected by NT
  • Added two new asteroid belt spawners to Forrest Run to mitigate wreckages not spawning
  • Added ability for missions to have hidden rewards
  • New Transwarp Subskills (Transwarp Turbocharging, Advanced Transwarp Navigation)
  • Fix so multiple levels of Automated Reloading subskill won’t grant addition bonuses.
  • Made it so King Midas is bound to his layer of space
  • Gave Nightfury Focus tweak crit immunity for 3seconds and increased damage to 10% and tracking to 50%.
  • Increased charge time and elect on both Nightfury Focus and Nightfury Rage to 180s and 30k
  • Fixed the man hours for the Adonis Protector Z
  • Fixed name on the base in Serengeti Blockade
  • Fix so Kinetic, AP, Incendiary and Surgical Strike missile factories are the same tech as their blueprints.
  • Pods no longer start with velocity.
  • Rovery Nanorobotics Facility BP now properly has 1 max use.
  • Changed drone death message from ‘was blown up’ to ‘was destroyed’
  • Destroyed and Inactive drones will properly evaporate when their owner logs off.
  • Fix for Funky Monkey Advanced subskill.
  • Nila Rakta no longer does damage. It instead adds +10% weight to your ship.

New in Star Sonata 2 Calypso 3.31.14 (Apr 1, 2014)

  • This week’s update is going to focus on some changes coming to the early game experience, new mission features as well as some UI modifications.
  • Over the past few weeks I’ve talked about putting an emphasis on the early to mid game experience. This started with my post on Arctia, continued with last week’s post on Vulcan and continues again this week with a look at the starting experience in the Nexus.
  • Over the last week I’ve done a lot of work on the Nexus. I think everyone can agree the current iteration is clunky, confusing and a bit unforgiving for the newer players. Many players get lost or otherwise stuck in the Nexus and that definitely doesn’t leave a good impression. So I’ve been working on making it a much more accessible and streamlined experience.
  • Some of the biggest changes so far are changes to the mission flow. A few months back we added in the ability to start and finishing missions on the fly, without the need to dock at a base. Paired with the mission tracker, this offers a very accessible way to get new players oriented with the game. A lot of the Nexus missions are going to use this. This is because docking after EVERY mission really is kind of boring and a little bit frustrating. Why should you have to go back to the previous galaxy to get a mission to kill guys in the next galaxy? You shouldn’t. With the changes, players are really only ever going to dock when they get a new skill or want to buy an upgrade. This will definitely help us establish a flow through the Nexus that we didn’t have before, and make the entire experience more enjoyable for the player.
  • Along with streamlining the starting experience, I’ve been looking at making the inventory more accessible for new players. To do this, I’ve added some new mission options. First, I’ve added the ability for a mission to equip your item rewards. This is especially useful for the starting side of the Earthforce chain where players were given a surgical laser that was essential to progression, but no help on how to equip it and switch between weapons. Now, we can automatically equip the weapon for them and just let them know via the mission which key they need to use to switch between equipped weapons. Much easier, right? Secondly, I’ve added a new mission goal that requires the player to equip a specific item. By adding new missions with this goal, we can ensure that players open their inventory and explore it a little bit. We can gradually introduce the concept of the inventory in Star Sonata with some helpful hints via mission. We can also use this tool to help explain upgrading your items which absolutely vital at the lower levels of the game.
  • Speaking of upgrading, one of the most confusing things for a new player is no doubt upgrading their ship. It’s a messy process that involves buying a new ship, finding the right tab on the station, moving all their gear over and reequipping everything. It also means losing any augmenters they may have gotten. To alleviate some of this confusion, at least for the very early game (techs 1 through 3) we are adding a lot more ship upgrade items. Along with this, we are removing the equipment requirement from ship upgrades, and having them only require piloting skill. Finally, we are moving where ship upgrades are listed in the trade bay from the ‘items’ tab to the ‘ships’ tab. These three changes should make getting out of that Zebucart into something useful — like a Wingship — a lot easier for new players, and getting into that new ship will in turn make the Nexus easier for them.

New in Star Sonata 2 2000.272.165 Beta (Mar 21, 2014)

  • Code needed to fix the inactive drones wandering off (need server update and is the reason why the new client is needed on new server)
  • Multiple crash fixes (7 new crashes were tracked and fixed, at least 2 remain)
  • Massive performance optimisations (about 30% fps and 1000% logic fps depending on the scenario).
  • Higher precision fps and logic fps display / calculation (previous system was losing precision the higher the value was, so an fps of above 66 could be anything from 80 fps to 50 fps due to timer precision, which in turn caused slowdown in the fps smoothing system), new system support fps up to 1,000,000 with 2 decimal precision).