25 April 2018

Star Conflict 1.5.2

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The management of shipyards reconstructed after the war with the Aliens, reports on the readiness for the production of new unique ships of higher ranks. It's time to try out the new tech in battle! Engineers report on new active modules and weapons available for recon interceptors and engineering frigates. And also about the unique opportunity for pilots to independently configure their combat interface!

 

Empire Long-range Frigate ‘Project 101’ (Rank 17)

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One of the worst military failures in the history of the Empire is rightly considered to be the third war for the Bartle sector. It was then that the scientific elite of the Wardens, loyal guardians of the Emperor, had the idea of using the enemy's own weapons against them. They created the 101 series ships, equipped with limited AI. According to the idea, they had to explore the distant sectors without pilots and give the Empire an advantage in the future war. Though some say that the goal of the project was actually to find the source of the Signal. The Imperial Fleet gave away old frigates, left from the time of the Direktorium, to the project. They were numerous and in those years frigates were considered ineffective. Equipped with automatic repair and self-upgrade systems, the ships launched towards uncharted space. Then the Invasion began and project 101 was forgotten.
And now, hundreds of years later they returned. Beaten in unknown fights, changed beyond recognition, bearing age-old wisdom and secrets of the cosmos.

 

Special Module ‘Disintegrator’

  • Launches a carrier rocket with a drone armed with a disintegrator.
  • The drone is automatically activated and controlled by the pilot.
  • Pressing the activation key again allows you to switch control between the drone and the ship.
  • Each shot of the disintegrator deals additional thermal damage.
  • The damage dealt depends on the level of the main weapon installed on the ship.
  • The drone is self-destructed if the host ship flies too far away for too long.
  • Destroying the drones will unmask the host ship's position.

 

‘Disorient gun’

  • EM Weapon.
  • Enemies hit by this weapon temporarily lose the ability to lock targets.

 

‘Sharpshooter Mode’ active module

  • Locks multiple targets in a cone and starts accumulating a charge.
  • When charge accumulation is completed, a volley is launched.
  • Secondary activation of the module launches an early volley.

 

CPU modifier ‘Disintegrator Booster’

  • You can only mount one modifier per ship.
  • Increases disintegrator rate of fire.

 

Federation Interceptor ‘Spike’ (Rank 17)

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After the collapse of the Empire, the fragments of its military-industrial complex were scattered over different corners of space. Something was destroyed, according to the emergency protocols, other things fell into the hands of the new factions. When the Republic of Separate Worlds appeared on the star map, few believed that these rebels could achieve even a grain of greatness of the old Empire, because there were no significant industries on their territory. In many respects, thanks to this, the RSW retained its independence. But laboratories, shipyards and assembly shops have never been the heart of Imperial power. Its beating burning heart was the people — scientists and lab technicians, engineers and designers. The RSW has many bright minds. Thanks to the financial protection of several investment funds, they managed not only to restore most of the old projects, but also to start several new ones. Their first brainchild was the Spike interceptor.

 

Special module ‘Plasma Web’

  • Releases a plasma web that deals thermal damage if the target continues to move.
  • Accumulates a charge for each destroyed opponent.
  • Each accumulated charge increases the damage of the special module.

 

‘Doppler Laser’

  • Beam weapon.
  • When flying at afterburner speed, weapon damage increases depending on travel time.

 

‘Energy-burning Mine’ active module

  • Places a mine that burns the energy of enemies in range and then explodes dealing EM damage for each point of energy burned.

 

CPU modifier ‘Maneuver Co-processor’

  • You can only mount one module per ship.
  • Passive mode improves maneuverability of the ship.
  • With activation of a special or an active module, the bonus to maneuverability sharply increases.

 

Jericho Tackler ‘Singularity’ (Rank 16)

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Any mercenary has heard of the mysterious cast of Technologists — a part of the Jericho. Many even worked for them, but no one faced the Technologists alive. The caste has always been closed, even inside Jericho itself. They say they did not worship machines, but considered themselves one with them. But when almost all of Jericho disappeared, and with it the Technologists — their machines remained.  Now the former stations of the Technologists are controlled by a network of many integrated AI systems, which call themselves the Sentinels. The goals of the Sentinels and their true nature are still a mystery, even for the remaining Jericho.
Despite the fact that the machine mind operates on a completely different level than the human mind, the Sentinels can negotiate with people. Numerous contracts have already been agreed between them and the Mendez family, as well as a number of other factions. Emissaries and diplomats of the Sentinels are autonomous AIs, enclosed in the hull of a powerful combat vehicle — the Singularity fighter. Possessing free will, these ships sometimes strike contracts with pilots and come to their service. 

 

Special module ‘Long Dive’

  • Makes the player's ship invisible for a long time. At this time, shield regeneration slows down and module cooldown time increases.

 

‘Accelerator Gun’

  • EM Weapon.
  • Each critical hit increases the speed of the following projectiles.

 

‘Trap Mine’ active module

  • A booby trap is placed upon activation. Enemy ships in its range can't leave the area.

 

CPU modifier ‘Drone Booster’

  • You can only mount one module per ship.
  • Increases damage of all allied drones within range.

 

Jericho ECM Interceptor ‘Zhen’ (Rank 17)

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A terrible tragedy befell the Great Jericho Family Liu in the early years of the Invasion. Monolith — the family ark city was infected with a terrible biomorph virus. The disease, which destroyed almost all of the Family, was called the Liu Virus, in tribute to the tragedy. Since then, Monolith remained a grim reminder of the horrors of the Invasion. The surviving members of the Family, without their home, became eternal exiles. The departed among the departed. Many of them were then given refuge by the UMC.
But after the disappearance of the greater part of Jericho, something clicked in the depths of the cursed ark. The ancient automatics came to life again, and soon new ships appeared. Zhen is the first of them. A masterpiece of an ancient master who perished in a tragedy. Guided by limited AI, these interceptors attack anyone who approaches them. Anyone but Liu's heirs. Many regarded it as a sign sent by Bartle. The family reunited. They find the ships wandering through space, clear them of the remnants of the virus and ship them to the UMC. The Liu remember that mercenaries are the only ones who did not turn away from them in the tragic hour. 

 

Special module ‘Virus attack’

  • Activates temporary invulnerability. The ship can not move, use active modules, fire and launch missiles. Also temporarily blocks opponents from using the main weapons if they try to use active modules.

 

‘Geyser’

  • A course gun with kinetic damage.
  • Shoots in short bursts.

 

‘Engine Controller Hack’ active module

  • Role: ECM
  • The enemy's afterburners are forced on and its maneuverability is reduced.

 

Hull modifier ‘Emergency Hack System’

  • You can only mount one module per ship.
  • When ship durability is critical, it becomes invulnerable and disrupts weapons of all enemies that marked it as target.

 

Global fleet revamp

The UMC continues large-scale pre-series testing of new equipment. Ships designed at the dawn of the game continue to receive the latest unique equipment and capabilities!

Attention! We recommend that you acquire and upgrade the latest equipment as soon as possible! Improved modules and ships will also help pilots get ranks faster in the upcoming new player progress system, which will be launched in the near future.

 

Recon interceptors update

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New weapons and modules

Weapons

‘Tracer’ plasma gun

  • EM Weapon
  • Compatibility: Hawk-Eye and premium ships of the same role
  • After a critical hit enemies get more damage from your allies

 

Bow EM laser

  • Bow beam weapon with EM damage
  • Compatibility: Diamond Dwarf and premium ships of the same role

 

‘Draccar’ nanobot colony

  • Kinetic weapon
  • Compatibility: King Nibelung and premium ships of the same role
  • Each projectile gradually destroys the target's hull
  • If the destruction is stopped, your ship's hull is restored

 

Active modules

Hazardous veil

  • Active module
  • Role: Recon
  • Compatibility: Nibelung and premium ships of the same role
  • Hull repair speed decreases in the affected area
  • The ship in the affected area receives thermal damage

 

‘Ghost’ camo system

  • Active module
  • Role: Recon
  • Compatibility: Dvergr Knight and premium ships of the same role
  • After activation, the ship becomes invisible to the radar, can not be locked as a target and subjected to directed negative effects
  • While the module is active, shooting and using modules does not remove camouflage

 

Covert Ops drone 

  • Active module
  • Role: Recon
  • Compatibility: Hawk-Eye and premium ships of the same role
  • Makes the target visible to all ships in all conditions
  • Reduces the target's hull and shield restoration efficiency
  • Reduces the target's energy reserves

 

‘Triumvirate’ hologram

  • Active module
  • Role: Recon
  • Compatibility: Swarm and premium ships of the same role
  • Creates two holographic copies of the ship
  • Also disrupts the guidance systems of both ships and guided enemy missiles

 

Nanolocator 

  • Active module
  • Role: Recon
  • Compatibility: Dvergr 2 and premium ships of the same role
  • Deploys a locator uncovering all enemy ships on the radar, including invisible ships
  • Reduces damage resistance of the detected enemies

 

Teleportation anchor

  • Active module
  • Role: Recon
  • Compatibility: Jarl and premium ships of the same role
  • First activation drops a drone, which serves as an anchor for the host to teleport to after another module activation

 

Trampoline

  • Active module
  • Role: Recon
  • Compatibility: Hawk and premium ships of the same role
  • Temporarily increases your weapon's rate of fire
  • Creates a special zone in front of the ship. Allies in the zone get a speed boost

 

Active screen

  • Active module
  • Role: Recon
  • Compatibility: King Nibelung and premium ships of the same role
  • Hull repair speed and energy regeneration speed decrease in the affected area

 

Energy anomaly

  • Active module
  • Role: Recon
  • Compatibility: Black Bomber and premium ships of the same role
  • Generates an anomaly that grows with time
  • All enemies inside the anomaly start losing shield charge
  • Over time, the anomaly dissipates, dealing EM damage
  • If the host moves too far away from the anomaly, the anomaly will dissipate immediately, with less damage

 

Minor crystal deformation

  • Active module
  • Role: Recon
  • Compatibility: Swift Eagle and premium ships of the same role
  • Upon activation, periodically drops exploding crystals
  • The crystals generate a cloud that grows and deals damage
  • After a while, the cloud dissipates

 

Modifiers

Side booster

  • Engine modifier
  • Compatibility: Nibelung and premium ships of the same role. Incompatible with Alien ships
  • You can only mount one module per ship
  • Upon double-tapping the side movement button, quickly shifts your ship in the desired direction

 

‘SHROUD’ generator

  • Capacitor modifier
  • Compatibility: Dvergr Knight and premium ships of the same role
  • You can only mount one module per ship
  • Warp jump produces a radioactive cloud in the launch zone, dealing damage to enemies

 

Critical counter

  • Capacitor modifier
  • Compatibility: Hawk-Eye and premium ships of the same role
  • You can only mount one module per ship
  • Increases critical hit chance depending on the number of enemies nearby

 

‘Faria’ missile amplifier

  • Hull modifier.
  • Compatibility: Swarm and premium ships of the same role
  • You can only mount one module per ship
  • Increases missile damage
  • Reduces missile cooldown time

 

‘Turing’ simulation module

  • CPU modifier
  • Compatibility: Diamond Dwarf and premium ships of the same role
  • You can only mount one module per ship
  • Reduces hull damage resistance for all enemies in range

 

‘Duelist’ protocol

  • CPU modifier
  • Role: Recon
  • Compatibility: any ship of the appropriate role
  • You can only mount one module per ship
  • Increases main weapon damage if only one enemy is in range

 

Engineering frigates update

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New weapons and modules

Weapons

Multiphase laser

  • Beam weapon
  • Compatibility: Raptor Mk II and premium ships of the same role
  • Deals damage to the enemy and restores allies
  • Increases shield resistance for allies
  • The longer it's active, the greater the resistance bonus

 

EM Dissolvers

  • EM Weapon
  • Compatibility: Alligator Mk II and premium ships of the same role
  • After a hit, releases nanodrones, restoring hull for allies
  • When critical damage is dealt to the enemy, the host ship's resistance is temporarily increased

 

Active modules

Commitment

  • Active module
  • Role: Engineering
  • Compatibility: Raptor-M and premium ships of the same role
  • When activated, the ship's entire energy reserve is burnt
  • For each energy unit expended in excess of its own energy consumption, all allies within range have their shields restored, and opponents receive EM damage

 

Repair projector

  • Active module
  • Role: Engineering
  • Compatibility: Hydra 2 and premium ships of the same role
  • Forms a beam in the form of a cone
  • Allies caught in the beam have their hull restored

 

Explosive restoration

  • Active module
  • Role: Engineering
  • Compatibility: Alligator-M and premium ships of the same role
  • When an enemy is hit, allies in range have their hulls restored

 

Energy-compensating projectile

  • Active module
  • Role: Engineering
  • Compatibility: Anaconda and premium ships of the same role
  • Launches a grenade
  • Launches a grenade. Detonation creates an area where allies have their shields restored and enemies have their shield regeneration speed reduced

 

Med Evac

  • Active module
  • Role: Engineering
  • Compatibility: Garm and premium ships of the same role
  • Jumps to an ally marked as a target
  • While the ally is within module rnage, its hull is restored

 

Nano-devourers

  • Active module
  • Role: Engineering
  • Compatibility: Minotaur and premium ships of the same role
  • While the projectiles are hitting the enemy, he receives additional kinetic damage
  • As soon as the hits end, the nearest ally has his hull restored

 

‘Torpedo’ shield booster

  • Active module
  • Role: Engineering
  • Compatibility: Raptor Mk II and premium ships of the same role
  • Launches an energy missile that restores shields for all allies in range upon explosion

 

‘Twins’ barrier

  • Active module
  • Role: Engineering
  • Compatibility: Alligator Mk II and premium ships of the same role
  • If the host and an ally marked as target lose too much durability while the effect is active, they temporarily become invulnerable and restore some of their hulls

 

‘Pendulum’ module

  • Active module
  • Role: Engineering
  • Compatibility: Styx and premium ships of the same role
  • Dual-mode module
  • Settings are toggled with the activation key
  • Works continuously
  • Defensive mode
    • Increases hull resistance for the host and the closest ally within range
    • Set as default
  • Offensive Mode
    • Increases critical hit chance for the host and the closest ally within range

 

Modifiers

Reserve boosters

  • Engine modifier
  • Compatibility: Raptor-M and premium ships of the same role, except for Alien ships
  • You can only mount one module per ship
  • When shields are lost, increases speed and maneuverability

 

Ally recharge

  • Capacitor modifier
  • Compatibility: Hydra 2 and premium ships of the same role
  • You can only mount one module per ship
  • Restores the host's energy for each ally in range

 

Dual shields

  • Shield modifier
  • Compatibility: Alligator-M and premium ships of the same role
  • You can only mount one module per ship
  • Restores the shield of your ship and the closest ally

 

Mass drone boost

  • CPU modifier
  • Compatibility: Anaconda and premium ships of the same role
  • You can only mount one module per ship
  • Increases damage and repairs hull for all ally drones in range

 

‘Echidna’ processor

  • CPU modifier
  • Compatibility: Garm and premium ships of the same role
  • You can only mount one module per ship
  • When speed is below the threshold, module range increases

 

‘Meteor’ accelerator module

  • Hull modifier
  • Compatibility: Minotaur and premium ships of the same role
  • You can only mount one module per ship
  • At a speed higher than the maximum, the hull gets additional resistance to thermal damage
  • At maximum energy level, the chance of dealing critical damage increases

 

Ships

Empire Recon Interceptors

  • added a small bonus to speed +10%

Developer comment: Since the imperial interceptors are too slow and do not always cope with the recon role, we decided to add a speed bonus

 

Polus

  • The ship's energy bonus was replaced by a cooldown bonus for modules
  • Critical damage bonus was replaced by a bonus to strafe and turn speed

Developer comment: We changed the bonuses for Polus to emphasize its features aimed at rapid movement and quick use of modules

 

Modules

Special module ‘Microwarp engine’

  • Module cooldown reduced to 30 seconds.

 

‘Warp Gate’ active module

  • Cooldown reduced to 40 seconds
  • Duration reduced to 43 seconds

 

Interface

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Combat interface

Now you can customize the battle screen by moving various HUD elements. You can now move the following:

  • chat window
  • weapons, missiles and modules block 
  • radar / minimap
  • target enemy view window
  • other elements of the HUD

To configure the HUD, use a special item in the ESC-menu. The player has access to several fixed places for the HUD elements.

 

Workshop

  • The filter ‘Research available’ is added to the list of items

 

Missions

  • The mission view button is now more visible
  • Now when the access level scale is at 100%, you can see the ‘Complete’ button 
  • When you click on it, it automatically switches to the corresponding rank mission
  • Level increase missions are not shown until the pilot is ready to complete them 
  • Rank missions are now on a separate tab
  • The tab is displayed only if there are available missions and when the experience scale is full

 

General

  • Added a pop-up message about gaining experience 
  • Improved Hangar appearance
  • Several elements of the interface have been improved
  • Improved a number of texts, descriptions, tips
  • Improved interface visual effects 
  • Changed default map scale

 

Miscellaneous

  • Now ‘Custom Battle’ and ‘Versus AI’ modes are available from pilot level 3
  • Added a mission to get iridium for the corporation
  • Removed rank restrictions for ships in squads
  • Now when you click on the free module research icon, you open the Atlas, where you can select the module for research.  

 

Added and updated icons of several corporations 

Replaced

  • XXI Century
  • Apple inc
  • Pay to Win
  • VelloopStar Inc

 

Modified

  • ApertureScienceLAB
  • Rise Of Abyss
  • StarGate Revival

 

Added

  • Phantom
  • Element
  • Dark Legion
  • 45th Squadron
  • SpaceReavers
  • Nomad
  • Akeno
  • SITH
  • Black Legion Inc
  • Team Star Wolves
  • Legion Cerberus
  • Empire of Sith
  • Imagine Dragons
  • Ukrainian Alliance
  • TIGON
  • TYRANIDS
  • Red Corsairs
  • ArmadaOfVasari
  • Space GhosT
  • Spectral Essences
  • Ancient Necrons
  • Space Corporation
  • Gold Maestro Group
  • 3BE3DHblE BPATA
  • HELLOWEEN
  • Grey Wardens CORPS
  • Lucid Phoenix
  • OMEGA REBORN
  • Monolit Squad
  • House Lannister
  • g12 Squad

 

Bug fixes

Fixed a bug with incorrect icons in the recent damage window
‘Special module overclock’ now affects the ‘Guided Torpedo’
Fixed a number of errors in texts
Improved server stability
Improved visibility when controlling the ship ‘Wolfhound’ with maximum camera zoom
Fixed a bug with colour mismatch between object frame and object name
Fixed a bug with missing items in the Atlas and not gaining experience for their upgrades
Fixed a bug with the lack of visual and sound effects of the module ‘Mass charge accelerator’
Fixed the mismatched icons for ‘Tai'thaq’ and ‘T'Har'Ok‘ 
Fixed the icon for ‘Coil Mortar’ 
Fixed icons of AI ships in Dreadnought Battle 
Fixed a bug with double-Alt while viewing descriptions of some items
Fixed a bug with positioning of some descriptions 
Fixed a bug with no rank missions 
Fixed a bug with ‘Uprising Trojan’ affecting the Destroyer's shield
Fixed a bug with special module cooldown of the ship ‘Spiral’ in the version ‘MiG-105’

 

Discuss on the Forums

Sincerely,
Star Conflict Team


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