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New Scoring Event: Tanking

  • New scoring event “tanking” - four variants:
    • “Survivalist” – damage taken by current ship (long term)
    • "Tank" - damage taken by current ship (short term)
    • "Berserker” - Receive damage from multiple close enemies within a certain time
    • “Damage Taken” - damage taken within a match

Improvements:

  • Weapon crosshairs have been overhauled to better communicate weapon range
    • DN Patch notes Dev NoteWe felt that the previous color changes were way too subtle to recognize. Especially for new players, it is important to learn that these weapon ranges exist

  • Some scoring events now scale with the tier of the ship
  • Score and XP have been disconnected from each other
    • DN Patch notes Dev NoteThis allows us to give players ship XP for participation without making them stand out as superior players in the scoreboard.

  • Chat window has been overhauled to look consistent with the new art style
  • Several changes to the pre battle orbit screen have been made:
    • In Orbit the ship selection is now open by default
    • Players can now inspect the ships and ship loadout of other captains in his/her squad
  • Several adjustments to the matchmaking and AI balancing algorithms have been made
  • Visual updates and performance optimizations have been made for Kappa Base and Rings of Saturn
  • Energy Missile V target destination and impact improved
  • German translations have been improved

DN_PatchNotes_Balance

Dreadnought

Chernobog

  • Optimal Range increased 1500m (1200m → 2700m)
  • Damage per projectile in optimal range increased by 35 (500 → 535)
  • Effective range increased by 1500m from 3600m to 5100m
  • Damage per projectile in effective range increased by 45 (475 → 520)

Gravis

  • Reduced weapon spread (increased accuracy)
  • Optimal Range increased by 1500m from (1200m → 2700m)
  • Damage per projectile in optimal range increased by 15 (215 → 230)
  • Effective range increased by 700m from (3600m → 4300m)
  • Damage per projectile in effective range increased by 25 (200 → 225)

Destroyer

Otranto

  • Optimal Range increased by 1500m from 2400m to 3900m
  • Damage per projectile in optimal range Increased by 15 (205 → 220)

Dola

  • Reduced weapon spread (increased accuracy) 
  • Optimal range increased by 1500m from (1200m → 2700m)
  • Damage per projectile in optimal range Increased by 10 (185 → 195)
  • Effective range increased by 700m from (2400m → 3100m)
  • Damage per projectile in effective range increased by 20 (170 → 190)


DN Patch notes Dev NoteTier-III was in a tricky spot, it is a transition tier from Tier-II to Tier-IV. Playing a Tier-III that is up against fully upgraded Tier-IV ships can be tough and challenging. We want to make the road to Tier-IV less bumpy by making Tier-III more interesting. Instead of just increasing Damage/HP values, Tier-III will be in a spot where they are more effective at larger ranges than they used to be. Tier-III can use their maneuverability advantages over Tier-IV to utilize their primary weapon's increased effective/optimal ranges, with an increased damage output in these ranges. The difference in damage output between the "effective" and the "optimal" range has been decreased in Tier-III, to make it less important to get very close to the enemy.

Artillery Cruisers

All Artillery cruisers in Tier-III get an additional damage zone that extends the maximum range of the Tier-II/Tier-IV/Tier-V variants. In this range, their shots deal ~66% of their regular damage.

Vulcari

  • Maximum range increased by 700m (7000m → 7700m), 
  • Damage per projectile at maximum range is 3500
  • The damage at their optimal range (<7000m) is unchanged: 5000 per projectile

Ballista

  • Maximum range increased by 700m (7000m → 7700m)
  • Damage per projectile at maximum range is 3000
  • The damage at their optimal range (<7000m is unchanged): 4000 per projectile

Changes to Oberon Artillery Cruisers

  • Increasing the maximum range for the Oberon (Light) Artillery Cruiser was not an option as they have a too big maneuverability advantage. 
  • With Tier-III and Tier-IV a weapon falloff is introduced for the Oberon Artillery Cruiser. Unlike their Jupiter Arms and Akula Vector variants, it is not more advantageous to gain ground towards your enemy
  • The old damage at the maximum range is unchanged though - instead, getting closer to your enemy will result in higher damage than before

Virtus

  • Damage per projectile at 0-6000m range is 800 per projectile
  • An increase of 75 compared to pre-1.9.1
  • Damage per projectile at 6000m-7000m range is 725 per projectile

Nox

  • Damage per projectile at 0-5000m range is 920 per projectile
  • An increase of 35 compared to pre-1.9.1
  • Damage per projectile at 5000m-7000m range is 795 per projectile

Stabia

  • Damage per projectile at 0-5000m range is 1150 per projectile
  • An increase of 100 compared to pre-1.9.1
  • Damage per projectile at 5000m-7000m range is 1050 per projectile

Corvette

Kreshnik

  • The projectiles of the Kreshnik are more likely to explode on proximity to an enemy
  • Optimal Range increased by 700m (1200m → 1900m)
  • Damage per projectile in optimal range increased by 100 (375 → 475)
  • Effective Range increased by 500m (2200m → 2700m)
  • Damage per projectile in effective range increased by 100 (110 → 210)
  • Maximum range increased by 1000m (2400m → 3400m)
  • Damage per projectile in max range increased by 50 (110 → 160)

Machias

  • Effective Range increased by 1000m (2400m → 3400m)
  • Damage per projectile in effective range increased by 20 (85 → 105)

Medusa

  • Effective range increased by 1000m (2400m → 3400m)
  • Damage per projectile in effective range increased by 50 (200 → 250)
  • Maximum range increased by 500m (4000m → 4500m)

Tactical Cruiser

Palos

  •  Effective range increased by 1000m (2400m → 3400m)

Ceres

  • Optimal range (Damage & Repair) increased by 1500m (1200m → 2700m)
  • Healing per tick increased by 20 (640 → 660)
  • Effective Range (Damage & Repair) increased by 1500m (2400m → 3900m)
  • Damage per tick increased by 60
  • Healing per tick increased by 40 (560 → 600)


DN_PatchNotesHeader_BugFixes

General

  • A known issue that caused disconnects during hangar to match transition have been fixed
  • Improved UI elements for larger resolutions, up to 4K
  • Fixed camera functionality during Tutorial Mode
  • AI ships no longer explode when in Orbit
  • Improved map textures on Amirani
  • Improved map textures and collision on Kappa Base
  • Players can no longer queue with an empty fleet
  • Battle Bonus now works as intended after Proving Grounds matches
  • The research price from the Otranto to the Jutland has been corrected

Progression

  • "Fabled Fleet" quest now functions as intended

Gameplay

  • Fixed an issue where players were able to exceed the boundaries on Red Sands
  • Corrected an issue where players were able to exceed the boundaries and go underneath Ryugu Haven
  • Lockdown Module now stops ship movement as intended
  • Player now receives points for kills or damage done by Tier IV Fighter Module
  • Resolved an issue where deployed Fighters would be scored inappropriately in Onslaught when destroyed

UI

  • Player no longer receives a death with the destruction of a deployed Fighter
  • Back button now functions as intended on ship preview section of the tech tree
  • Buy button no longer disappears when attempting to buy Battle Bonus without enough credits
  • Invader Coating description has been corrected
  • Ship vanity is no longer inappropriately stacked when cycling through ship parts

Let us know what you think of these updates in the forums!