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Pre-Alpha test Patch NotesSubscribe to RSS

July 14, 2016

Hey guys, we've just prepared a list of changes we did since our previous test event. Hope you'll like it :)

New Features

  • Tutorials: According to results of our previous test, 75% of testers would have a better time if they had a tutorial. So, we added a tutorial. To start it, just choose "Tutorial" tab in the upper menu.
  • Now you can add friends and create a party - everything is ready for you to play co-op matches!
  • Co-op PvE missions: Play co-op PvE missions with a friend! Sounds more fun than defeating endless waves of enemies all alone, huh?
  • New PvP maps an co-op PvP: Destroy enemies on 6 new maps and play a 2 vs. 2 match! And don't kill your ally, please.
  • New faction ship cards: Now all faction cards will differ and let you feel the joy of finding rare hull blueprints. If you find them.
  • New ships: We've added 5 ships: Clarent, Medea, Orlov, Curtana, Paragon.
  • Codex: It's not fully finished yet, but at the moment you can get information about most in-game items. This is awesome, we know.
  • It's much easier to click and choose ships now when you use abilities or giving orders.
  • Now ship crew will die when your ships get damage. Read about crew here.

Bug fixes

  • Repair complex will now have a proper cooldown and will only be available as a reward for higher levels.
  • You will no longer eventually start looking for a game while opening new blueprints and editing your ships in fleet editor.
  • We fixed several bugs in Discovery Mode. Now it should work...Perhaps.
  • Issue with creating two fleets with the same name was resolved.
  • Now it's impossible to leave the map in PvE and PvP quick matches.
  • We also fixed many other smaller bugs. And created a bunch of new ones.

Balance improvements

  • We did slight rebalance for IGC and XP income. Read about it here.
  • Prepare for the era of lasers: now they will be more effective against shields and require less capacity.
  • Heat lasers now deal less damage but reach their maximum damage faster.
  • Power Gauss Cannons deal less damage to shields.
  • Mines install time increased.
  • Shield modules will provide you less amount of shields and require more capacity.
  • Armor now costs less.
  • PvE waves rebalanced. New deadly fleets with better AI are incoming!
  • Some hulls are rebalanced. 
  • Ship durability is significally increased, as many of you asked. 
  • Passive regeneration for Deprived ships increased.
  • Blaster weapons capacity reduced. (Spread Blaster Cannons and Blaster Artillery)
  • Amount of ammo in ammo crates is increased.
  • We revised damage of mines and a some special modules.
  • Starting fleets for each faction were changed.
  • Number of missiles Rocket launchers launch with each volley is reduced.
  • Effectivenes of warp-ramming is reduced. Now you will recieve more damage and deal less damage.

Other changes

  • We reworked our engine system - you can read about it here.
  • Group movement now should work properly - your ships won't collide on their way to the end point. At least, they'll try not to.
  • Active modules now have hot keys for their activation. You will also be able to use abilities of a group of ships.
  • You now can re-warp your ships into the battle in quick matches after they've been destroyed.
  • We did some optimization. This is only the beginning on our long optimization journey, but perhaps some of you will feel these changes.
  • Cursor will no longer come through the borders of Starfall Tactics' window.
  • There is new 'Play" menu - it should be more convenient and logical now.
  • We removed a 20000 TP restriction for PvP fleets. Now you can have maximum 20 ships in your fleet for all modes.
  • All new blueprints you get while opening booster packs will be marked as new. Don't worry, we will do something with repeated blueprints later.
  • And another minor changes.

See you in Starfall Tactics soon!

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July 2016

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