Reputation and Status
- A reputation system has been added. Each game faction now has a personal attitude towards you, as you do towards it. The attitude will determine prices in stores, the possibility of purchases and quests, as well as the ways of playing.
- Adding reputation from actions is not shown immediately - the option has been added to the settings
- Each reputation level changes the purchase price of items from the supply store and ship shops in both directions. This affects the price of goods/ships relative to the alliance under which the store is located. If you have a bad reputation with the alliance from which you buy goods from the supply tab - the goods will be more expensive. The approximate value of reputation relative to price reduction/increase is ~3% per level. In such cases, trading brings not a 2% discount but 1.2%. Buying with the best reputation and 12 trade gives about ~30% discount (as opposed to 24% maximum before)
- The supply store now has a base price of 30% (was 25%) more than the standard price
- Stores no longer sell and do not show goods that are out of stock in the supply department (when the price reaches the maximum), but are restored over time
- Ship change cost is reduced by 15% for each level of relations with the faction at the facility where the hangar is located
- You can now land on any planet if you have enough reputation with its faction (this allows you to buy ships of other factions and their items from stores). On the planet selection panel, you can see how much reputation is required to land on it (if you do not have enough)
- The status system is now a general rating of relations with players. The status that was, was transferred to the reputation relative to its initial faction (alliance). Status levels began to require other indicators to achieve a status level. The application formula was also changed.
- The lower your status, the more hunters will be able to catch up with you when breaking the law, and your reputation will not be able to rise above a certain level. Also, with a bad status and reputation level, elimination squads may randomly fly out for you
- Status banks have been changed to faction reputation banks and reduced in price
- Achievement for 100k status has been changed to fit the new reputation system
- Killing Hunters now removes status
VanOrok has become an analogue of InNefile for pirates
Pirates are no longer the only ones who can change alliances. At any time, you can go to the government of the planet you are on and ask to change the alliance for a fee. The higher the reputation, the lower the cost, but if the relationship is bad, you will not be allowed to change citizenship.
New
Added a leaderboard for "stealing" things from players after death in the form of earned credits
Added two new, open, achievements and several hidden ones
Added a display of the order status for a better understanding of what happens when the order is not fulfilled
The warp drive at stations has become more advanced and useful for both the initiator and the target station. Now, when jumping to a station, both stations will form a transition bridge, which will equally spend energy on both sides, and will also make it possible to collect a tax from both stations at once (half of it), bringing benefits not only to the initiator station. Also, thanks to this, you can now unload your station from the load of constant huge consumption for the ship's jump, distributing the costs to both ends. If the bridge cannot be formed for some reason, its formation will be taken over by the initiator station, with full consumption and tax. The target station cannot open the passage personally
PvP is blocked in the 1st and 2nd sector (at least temporarily)
Added a drop filter to the settings (choice of items is provided)
Restoration
- New ship restoration system upon death - you can now choose the planet on which the restoration will be carried out if you have such saved (you need to select in the profile for the desired restoration location). The panel of objects where you are registered at the shipyard can be found in the profile, in the corresponding tab. In order to add an object for subsequent selection - you can use the spawn change item or buy the right from the planet's government. Basically, all players at the start only have slots for restoration depending on the alliance (personal slots can be purchased)
- Restoring a ship not in the sector where it died leads to a payment for the character transfer (or a decrease in reputation if you did not have enough money). In the case of stations, the tax will be relative to the station (or reset of the restoration choice if there are not enough credits). Disabled up to level 12
- Destruction and subsequent restoration of a ship is now not without consequences - the ship's hyper jump will be temporarily damaged and will work worse (has a longer timer if the restoration is made on a planet without a shipyard). Disabled up to level 12
- All planets that do not have the infrastructure of central worlds - no longer increase the speed of ship repair, due to the lack of normal shipyards (applies to the installation of restoration points on random, non-core planets)
Changes
Added more complex systems for farming in c1, for those who have too strong opponents in c2 but system in c1 were too weak
Blue systems in c1 were moved to eliminate an extra system in jumps to the storage from spawn on the engine with a radius of 3
Now, upgrading Caanian devices requires twice as many circuitry, and for Xenoruits - xenocrystals in addition to circuits (x2 from the number of circuits)
Any modifications of stats through modularity have been changed in operation. Thanks to this, you can now not look at the sequence of inserted modules and always insert the desired module into the desired slot. (If you put the "repair" stat reduction in the last slot and bring the same stat "above" the maximum to take it into account - it did not allow you to insert any modules, since it simply did not reach the stat reduction, breaking off immediately)
It no longer shows "Planet is suitable for landing", now it says "uncolonized" on all that cannot be landed on
Living armor received a 0.25% plating repair for reducing static repair by 2. This did not affect small ships (T1), but increased the maximum regen for T2 by 12.5% and for T3 ships by 25%
The engine controller now also increases engine efficiency by 8%
The Horn lost its x1 multiplier to asteroids (x5->x4), since its damage type already increased damage to asteroids. Now all initial mining guns are equal
Any items that were in the asteroid field (sector 3) are now thrown out when the asteroids are completely depleted or when they are replaced instead of being removed
Blocking attacks on allies now includes canceling attacks on group members. Hunter targeting now also warns of an attack
Military now patrols the area around the planet to protect takeoff/landing if there is an intruder in the system
System fortresses and bosses no longer patrol the entire system, but only the inner part
To scale the rewards of c2 relative to c3, strong c2 systems have been reduced in difficulty (now for new players there is a smoother path of farming through systems, without jumping with 20 system strength in difference)
The old InNefile in strength was transferred to the new system in c3, for greater smoothness in the differences in Caan strength
Caanian territories have increased significantly in c3, and the strength of the systems has increased
It is no longer possible to cancel lots on which someone has placed a bet
Player storages are no longer infinite. Initially, the player has 20 slots, which he can buy with credits or in-game currency. Stackable items can infinitely increase in size without affecting the number of occupied slots
The price of selling goods to the store is now variable, each planet buys for a different price, depending on the amount of goods on the planet
The unique module for repairs from the vampire was changed for greater synergy with other modules
Trade now has a weight limit again. It is no longer possible to overload a ship after trading more than 50% higher than the maximum carry load
Upgrades of the carrier began to require modular components instead of the reputation of unknowns
Changed and added several early-mid game quests
Quests/achievements now support non-standard rewards. Feonic+ for one of the rewards has been changed to Feonic with +2 weight aspect upgrade
Anyone who has this "version" of the Feonic engine can contact the administration to replace it with simple engines to improve the weight by +2
Also, for some quests, you can now see the items given out before the start
A page of the game rules has been added to the wiki, for those who cannot read in the discord
Added a display of "loading" during authorization, for a better understanding that you really pressed the button and that you do not need to press it a couple more times
Significantly accelerated the authorization time
Portraits of characters are now visible in the station access panel
Fixes
Cannons with bullet reversal now correctly come from drones - there will no longer be an effect of "shooting from an enemy ship to its own drones". Self-attack has also been fixed
Fixed multiple bugs that caused crashes, incorrect results for actions, and visual defects
Fixed initial tutorial
Fixed minor errors in effect descriptions
Fixed a bug in the achievement with obtaining a status, which allowed it to be completed by reaching only one side
Fixed a bug related to the time of effects on the ship. Effects of different durations could sometimes incorrectly add their time, reducing the final result (most often associated with burning). Also, now all effects correctly end their time if they had it added (for example, the base time of the turbine is 20, and 2s were added - it will pass another 2 seconds instead of disappearing right at the end of first 20)
Fixed many errors inside quests and in other respects
Fixed an error leading to the use of equipped items when upgrading devices
Fixed saving of new stations and shops
The information panel no longer goes off the screen
No longer resets guns, droids and non-standard equipment systems when changing skills, if there is enough of everything
[ 2024-12-18 10:53:48 CET ] [ Original post ]