1 October 2015

Star Conflict 1.2.1

In this update we added new corporation logos, changed daily login rewards, adding new sounds of engines and afterburners for secret project ships, changed the synergy gain system, significantly improved stability of Sector Conquest, and tweaked balance and mechanics of modules at higher ranks.

Playing at high ranks must be dynamic, with a wide field for experimentation in ship assembly. We analyzed the statistics of your battles, use of implants, as well as the comments collected from different groups of pilots. A number of game mechanics and some implants allowed to create perfect ship builds, robbing the game of diversity and creating significant imbalance. We modified the mechanics to give life to alternative builds and make battles depend more on creativity and actual combat skills. These changes are not final and may be tweaked in the following balance updates.

 

Corporations

Corporation logos

The following corporation logos have been added to the game:

WARHOOM APPLESEED 8 (updated)
Scattered Eagles (updated)
WPK
ApertureScienceLAB
Bogatyri Of Galaxy
HEROES
Grey Cardinals
NOD SPECTRUM (updated)
Freedom and Unity

 

Miscellaneous

Daily login rewards

Pilots now get free item packs as daily login rewards.
Pilots get ‘Rusty Containers’ for the first 4 days.
Pilots get an ‘Adventurer Pack’ for the fifth day.
Guaranteed credits reward in PvP and PvE is 85%, the rest part of reward depends on efficiency.

 

Ships

All secret project ships now have unique engine and afterburner sounds.
The ship Cyning had its module effectiveness bonus replaced with turn speed bonus.
Intentionally leaving the battle no longer gives you synergy, and victories are no longer counted in PvE or PvP statistics.
Matchmaking: PvP battles have better balance.

 

PvE

Special Operation now displays the number of active outposts.

 

Languages

The client is now available in Hungarian.

 

Special Operation: Destroyer

You can get up to 3 ‘purple’ spots per day at each difficulty. To get the second spot you have to save half the outposts, to get the third one you have to save all eight outposts.
You can complete all missions the same day and collect the remaining rewards.

 

Synergy gain

For convenience the HUD now always displays synergy rewards. To improve the system encouraging useful actions in PvP battles, synergy is now instantly awarded to players.

 

PvP

Synergy for dealing damage is now awarded instantly. 
Synergy rewards for kills and assists now have fixed values and do not change with the damage dealt.
Since gaining synergy has been made easier, the reward for victory in synergy has been reduced by 58%.

 

PvE and Invasion mode

Synergy rewards for kills and assists now have fixed values and do not change with the damage dealt.
Synergy reward for kills has been increased and reward for assists decreased.

 

General

Removed effectiveness display from HUD. Pilots now only see synergy gain.
Added synergy reward display for medals.
Interface now clearly shows that a standard ship with the maximum synergy level brings you twice as much synergy in battle.
Players leaving battle no longer get synergy and have a defeat added to their stats.

 

Sector Conquest

Battles can no logner have more than 8 players on one team.
Fixed a bug with corporation pilots flying with an enemy dreadnought.
Fixed a bug with decorative figure display on dreadnoughts. It's only available to winning corporations in the Arms Race.
We also fixed many other important bugs in dreadnought battles.

 

Weapons

Mass Driver

Previous weapon version didn't leave the enemy any chance to evade or counter it at medium and long distances.

Projectile speed reduced by 20%
Projectile acceleration to max speed increased to 6 seconds

 

Scatter Gun

Too high effectiveness values among different player groups. The weapon was used by more experienced players thought it was meant for rookies.

Critical hit damage reduced by 67%
Slightly reduced projectilve velocity and turn speed

 

Phase Suppressor

Damage increased by 10%

 

Flux Phaser

Damage reduced by 10%

 

Missiles

Tactical Warhead

Warhead used to deal high instant damage, but now pilots have a chance to fly out of the affected area with the least possible damage.

Explosion damage reduced by 30%
Cloud damage increased by 40%

 

Ammunition

Ammunition in previous versions change the characteristics of weapons and its functionality too much, which had a negative effect on gameplay.

 

Curved reflector

Damage bonus reduced by 25%
Range penalty reduced by 33%

 

Shaped Charge Shells

Critical hit chance bonus is 9% now

 

‘Supernova’ Deflector

Damage bonus reduced to 20%
Projectile speed penalty reduced from 33% to 30%

 

Active modules

Engine Suppressor

Too low performance indicators and low utility of the module pushed us to increase the frequency of its use.

Active time reduced by 20%
Cooldown time reduced by 22%
Energy drain reduced by 17%

 

Hologram

According to feedback on the operation of the module, it was decided to reduce its active time, the number of holograms and energy consumption.

The nubmer of holograms reduced to 1
Hologram active time reduced by 15%
Cooldown time reduced by 25%
Energy drain reduced by 11%

 

Aiming Overcharge

Gunship module cooldown times did not fit game dynamics.

Significantly reduced cooldown times on all ranks and Mk
Reduced active time on all ranks and Mk

 

Engine Overcharge

Reduced cooldown time on all ranks and Mk

 

Particle Purge

Modules restores a small amount of shield after use

 

Passive ship modifiers

Mounting identical modifiers

To increase variation in ship builds we decided to reduce effects from multiple identical modifiers. Following the results of mass tests we introduced several changes.

Now identical modifiers mounted on the same ship have different effectiveness
The first module has 100% effectiveness
Two modules have 90% effectiveness each
Three modules have 80% effectiveness each

 

Special modules

Tweaks of new modules after the first statistics analysis.

 

Legion Microwarp Engine

Jump preparation time reduced to 0,6 seconds

 

Microwarp Engines of all types

Now all versions use the same amount of energy

 

Raid Diffusion Shield

Reloading time reduced from 45 seconds to 40

 

Tech Diffusion Shield

Reloading time reduced from 45 seconds to 40
Energy replenishment changed from 600 pts. to 1000 pts.

 

Ship roles

Using modules of these ships requires constantly having the enemies locked as targets.
Roles ECM and Tackler got a target locking bonus.

 

Implants

Another implant tweak pass should reduce the difference in characteristics of ships of adjacent ranks.

 

Beta-catalyst «Armadillo II» (8-2)

Time of immunity to slowdown reduced to 2 seconds

 

Neuroaccelerator «Rapidus II» (10-1)

Module cooldown bonus reduced to 11%

 

Neuroaccelerator «WPN-FS3» (10-3)

Module effectiveness boost reduced to 8%

 

Neuroconnector «Rapidus III» (13-1)

Module cooldown bonus reduced to 5%

 

Neuroconnector «Ant II» (13-2)

Damage bonus reduced to 15%

 

Neuroconnector «WPN-F70» (13-3)

Damage bonus reduced to 1%
Bonus limit reduced to 10%

 

Neuroconnector «Gigas III» (14-1)

Control immunity time reduced to 4 seconds

 

Neuroconnector «Albatross II» (14-2)

Invisibility time reduced to 2 seconds

 

Neuroconnector «SR-X»

Active time reduced to 4 seconds

 

Bug fixes

Text improvements.
Fixed a bug in description of “Neuroconnector «SR-X»” (14-3).
Fixed a bug with repeated victory message display.
Fixed a bug with being unable to open stats window from debriefing.
Fixed a bug with being unable to reject a mission.
Fixed a bug with invalid ‘Like’ display.
Fixed a bug with invalid debriefing display.
FIxed a bug with invalid Special Operation rewards.
Fixed a bug with invalid monocrystal rewards.
Fixed a bug with indestructible Destroyer shell.
Fixed a bug with ‘Sign’ button in contracts.
Fixed a bug with ‘System Hack’ not working on several objects.

 

Sincerely,
Star Conflict Team


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