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All projectiles, as well as some guns, have been abolished and recreated in a new form
Now, every projectile that existed before is now a "basic" type of projectile. Such "basic" types of projectiles can be modified and created manually with the necessary modifiers in the future
Using different projectiles for a gun leads to changes in its personal stats too. With the right type of shells, you can significantly increase the damage, or add a shot effect for increasing the requirements of the gun itself
Ammo are automatically reloaded into the gun if you do not have the right shell inserted (in priority according to the list)
All ammo can now be created in the storage, having a Fabricator
Some guns have lost their features and have become "universal". Now weapon can have several possible variations of ammo for use. To load the desired type of ammo, simply move the item to the gun itself, and to remove it, click on the gun with the specified type of ammo while holding down the key for alternative item equipping (on mobile devices - simply click)
Due to the fact that guns can now have several types of ammo, the output of the ammo usage in the interface has changed
All modified parameters of the gun by its active ammo are directly shown in the information about the gun
The Smole and Acid variations of organic guns have been abolished. Now there is a single version of the "organic gun" (gun and, separately, a rocket launcher), which allows you to use both types of ammo. Weapon stats are designed to inherit the qualities of modularity from previous models
All droids now consume ammo when firing, and also inherit skill requirements from the weapons inside (excluding CPU)
Droids can now use different types of ammo too (like their base weapon form)
Quests that give out drones now also give out shells
The chance of a drone applying a buff has been increased from 33% to 50%
Changes to individual drones:
Bumblebee
Now uses an organic weapon that can load any capsules
Price: 14000 => 15000
Requirements: biochemistry 1 => 2
Corrosor
Now uses an Organic rocket launcher that can load organic rockets
Since the weapon platform cannot contain such a huge weapon in terms of CPU - the radius of operation has been reduced by 2, along with damage by 25
Price: 20000 => 36000
Size: 24 => 32
Energy consumption: 90 => 110
Requirements: kinetics 1 => rocketry 2
All SRL/ARL, SG/AG have been converted to updated versions
All modules that modify the effect of the gun now require this effect to be present (you cannot equip a module to improve the smole effect if the ammo on the gun is acidic). Modules that are not suitable for the projectile are disabled
If a modular weapon has disabled modules, this will now be visible by the faded and dark color of the stripes. Also, the information now shows which modules are disabled
Replicators now use the basic version of the projectile without modifications. The cartridge that is already inserted is taken as a priority for replication. Due to search restrictions, replicators require the player to have at least 1 ammo in the inventory in order to directly see what to copy from when logging into an account
Modular modelling (design canvas) now includes loading an ammo inserted into the gun
To change the number of guns in a ship's salvo, as well as the delay between salvos for more convenient play on guns with huge instant damage - go to the advanced information in the inventory. Also, you can cancel an attack right in the middle of other gun volleys, so as not to deal extra damage to an already obviously killed target. Also, an option to turn on/off such shooting directly in the active keys near the radar has been added
Now always takes at least 1 energy/credit from stations and storages when taking goods
Added a ship upgrade bay at the station. Requires the simultaneous presence of a hangar and a service bay for construction, with station location strictly in space. Does not require reputation when upgrading, but takes quite a lot of energy when upgrading (5k + 10k * ship tier). Allows you to make micro-improvements as well
C3 has been reduced by 20%, but the distances between subsectors have been increased for equal distance (so that you can't jump over)
Reduced the reward for the quest for delivery from c2 to c3, as well as the cooldown from 4h to 3h
Hybrid systems/navigations are now automatically placed in free secondary slots if the main ones are occupied
Now you can change the color of nickname if you have premium active
Fixed a bug with destroying an enemy several times, due to the fact that the remaining bullets reached him when he was already dead
Fixed a bug that did not give invulnerability to damage to an asteroid after its destruction (upon respawn)
Violation of the system law now only works in the system where the ship was hit, and not where the killer ship is currently located
Now you can see the damage to the station in the interface
Fixed a bug that did not allow ships to be upgraded, thanks to personal items that were in storage
Jump engine upgrades no longer consist of pure electronics
Fixed a bug that did not take into account hits on utility drones
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