The 1.10 update maintenance will start on December 14th, 8am CST (15:00 CET) and last until 12pm CST (19:00 CET).
Why should a rugged outlaw captain who lives and battles on a knife’s edge be concerned about a simple tune-up of Sinley Bay? Because that simple tune-up includes some big improvements, like greater progression freedom, a market expansion, more Free XP for Hero Ships and a brighter ship hangar—to name a few.
SHIP TECH TREE UPDATE & UNLOCK CHANGES
You no longer need to buy new ships with Credits! While you’ll still need to research a ship with a comparatively much smaller amount of XP than before, you’ll just have to research and buy a certain number of modules. Once you’ve met these requirements, you’ll be able to claim a ship in the next-highest tier. The same unlock mechanic also applies to Officer Briefings now.
In addition, ship tech trees have been simplified and streamlined by removing some of the branching requirements. Now you can progress faster toward the modules you want, and you can leave the ones you aren’t as excited about in the dust. If you’ve already met the module research requirements in a tech tree prior to the release of 1.10, you will immediately be able to claim your new ship (once it is researched with XP).
Each ship tech tree now features a progress bar, which shows the number of items you’ll need to research and buy to claim a ship in the next-highest tier. Here’s a breakdown of the modules required at each ship tier level to unlock same-class ships as well as new ship classes:
Tier-I > Tier-II : 5 same class, 3 new class
Tier-II > Tier-III : 8 same class, 5 new class
Tier-III > Tier-IV : 12 same class, 8 new class
Tier-IV > Tier-V : 17 same class
For example, in your tier-I Agosta’s tech tree, you can progress toward two tier-II ships: a Trafalgar (destroyer) and a Dover (corvette). To reach the Trafalgar, you would have to research and buy 5 modules. To claim the Dover, you would need to research and buy only 3.
Please note: since you only have to buy a limited number of modules, we have slightly increased the Credits cost for modules across the board. However, the overall cost to advance is the same.
HERO SHIPS NOW EARN MORE FREE XP
We’ve heard that a lot of you would like to get a little more out of your Hero Ships, so we’ve made these famously formidable vessels earn 20% more XP and to top that off, 40% of that are now Free XP! Now you can not only enjoy commanding these unique ships, but you can also use them to progress a little faster. Also remember: you don’t have to battle in a Hero Ship to get these benefits: just like any ship, simply having it in your fleet gives you some amount of XP.
Note: Hero Ships generate BOTH Free XP and Ship XP. 40% of the XP will be Free and 80% will be Ship XP.
You might be wondering about the strange math that is going on here. Let us give you some insight into the process behind it. We’ve crunched the numbers for Hero Ship XP gains when we first decided to switch them to Free XP only and have determined that the amount that is now 40% Free XP would be the right one to grant Hero Ships. That turned out to be the "sweet spot" that gave Hero Ships a nice edge without blowing their Free XP gains completely out of proportion when compared to regular ships. But then, on second thought, we felt that completely getting rid of Ship XP was also not really the way to go. So we cranked up the XP gain to 120% in total, keeping the 40% Free XP that we initially determined to be the total amount of Free XP a Hero Ship should earn and added another 80% of Ship XP for players that want to use the Hero Ships as efficiently as possible. We will continue to monitor the data, see how Hero Ships now perform with this changes and if need be, we will go ahead and increase these values until Hero Ships are the amazing heroic vessels that we want them to be.
A BRIGHTER HANGAR
Keep your fleet in the dark no more! We’ve spruced up the hangar to highlight a sunnier side of Sinley Bay. Check it out for yourself to see your magnificent ships get the glorious amber glow they rightfully deserve. We’re planning to make even more visual and technical improvements to the hangar, so stay tuned!\
ORBIT SCREEN REFRESH
Get a better view of your team before you warp into battle. The new orbit screen starts off with a wider camera pan to show you each of your teammates’ ships. Once you choose your vessel, you’ll warp in to join the lineup.
BIX VOICE UPDATE
Bix tells you everything you need to know about Sinley Bay, so it’s important that he does it with a the perfect tone—which is why we’ve re-recorded all of Bix’s English voiceover lines. We may have missed the first two versions, but we think this one’s just right!
IN-GAME MARKET EXPANSION
Now you can buy ship and captain vanity bundles directly in the in-game market. You can find them under the “appearance” tab. This new option is designed to bring more customization items front-and-center.
IN-GAME TEXT NOW IN SPANISH
¡Prepárate para la batalla! Now you can play Dreadnought in Spanish. This new language support currently includes all in-game text.
CHANGES & IMPROVEMENTS
AI Improvements
- Behavior improvements that make AI movement and attacks more live-like
- AI will now react to short commands given by players
- Improved AI usage of all modules and weapons
- AI difficulty in Proving Grounds has been reduced
- AI now readies up in Orbit like a player
Spawning Improvements
- Tuning of respawning positions across all game modes so that the player does not spawn too far from action.
- Wave spawning in Onslaught has been disabled. Players will now spawn like they do in TDM
Sheltered Matchmaking
We have introduced a Sheltered Matchmaking system that will greatly improve the new player experience in Dreadnought. Players that have just started the game will now be placed in a separated matchmaking queue that will prevent them from joining matches with too experienced captains that are playing their Recruit Fleet.
Fleet System
Tier-II ships have been removed from the Veteran Fleet. From now on, Tier-II ships can only be used in the Recruit Fleet.
Status Effect Notification
A new in-match popup at the bottom of your screen will now make it much clearer which status effect has been applied. The known icons that visualize status effects are still in the game but the additional notification will now make it much clearer, especially for new captains, what buff/debuff is affecting them.
Performance Improvements
- Improved Hangar Loading Times
- Improved the way the game handles memory allocation so that we do not run into memory issues over time.
- Battle Server Communication Optimisation
- Re-worked squad manager to avoid deadlocks/race conditions and concurrency issues.
General
Tier - V Ships - Movement
All Tier-V ships now have the same mass and speed as their Tier-IV counterparts.
All Ships - Flechette Missiles (All Tiers)
Projectile Travel Distance standardized and increased to 7000m
Projectile Speed heavily increased
All Ships - Torpedoes (All Tiers)
Slug Torpedo (Dreadnought) has been renamed to Heavy Torpedo
Jackal Torpedoes (Dreadnought) have been renamed to Light Torpedoes
All Heavy Torpedo, Drain Torpedo, Weaponbreaker Torpedo ranges have been standardized to 2400m
All Torpedo Salvo ranges have been standardized to 3000m
All Light Torpedo ranges have been standardized to 3600m
This does not apply to Nuclear Torpedoes
All Ships - Anti-Nuke Lasers (All Tiers)
Maximum Targets increased from 1 to 2
Range increased and standardized to 6000m
Shoots targets faster than previously
All Ships - Pods (All Tiers)
All Pods
Lifetime after owner's death has been increased from 5s to 10s
Triad Pods (Dreadnought), Sentry Catapult (Artillery Cruiser), Artillery Pod (Tactical Cruiser), Tesla Coil Pod (Tactical Cruiser), Tractor Beam Pod (Tactical Cruiser)
Pod Health increased from 100 to 750
All Ships - Debuff Pulses (All Tiers)
Standardized all radii to 1200m
Standardized all Pulse Speed (time to reach radius) to 1s
Standardized all damage to 500
All Ships - Buff Pulses (All Tiers)
Standardized all radii to 1600m
Standardized all Pulse Speed (time to reach radius) to 4s
Tactical Cruiser
Repair Autobeams
All Tiers
Time between heal applications has been increased by 50%
Tier 0
Beam heal per tick reduced from 720 to 540
Range increased from 1000m to 1100m
Duration reduced from 35s to 30s
Cooldown increased from 50s to 60s
Tier - I
Beam heal per tick reduced from 720 to 540
Duration reduced from 40s to 30s
Cooldown increased from 45s to 55s
Tier - II
Beam heal per tick reduced from 780 to 585
Range reduced from 1200m to 1100m
Active Time reduced from 45s to 30s
Cooldown increased from 40s to 50s
Tier - III
Beam heal per tick reduced from 960 to 720
Range reduced from 1300m to 1200m
Duration reduced from 50 to 35
Cooldown increased from 38 to 45
Tier - IV
Beam heal per tick reduced from 1200 to 900
Range reduced from 1400m to 1300m
Duration reduced from 50s to 40s
Cooldown increased from 36s to 40s
Tier - V
Beam heal per tick reduced from 1200 to 900
Range reduced from 1500m to 1400m
Duration reduced from 50s to 45s
Beam Amplifier
Tier 0
Cooldown reduced from 55s to 50s
Tier - II
Cooldown increased from 45s to 50s
Healing modifier reduced from +120% to +100%
Tier - III
Cooldown increased from 43s to 50s
Healing modifier reduced from +150% to +120%
Damage/Healing modifier duration increased from 7.5s to 10s
Energy Drain on use increased from 25 to 80
Tier - IV
Cooldown increased from 40s to 45s
Healing modifier reduced from +175% to +135%
Damage/Healing modifier duration increased from 9s to 12s
Energy Drain on use increased from 65 to 100
Tier - V
Healing modifier reduced from +200% to +150%
Damage/Healing modifier duration increased from 10s to 15s
Energy Drain on use increased from 100 to 125
Tesla Coil Pods
Standardized Pod Beam ranges to 1400m
Tractor Beam Pod
Standardised Pod Beam ranges to 2400m
Artillery Pod
Projectile Max Range from 5000m to 7000m
Projectile Speed increased
Projectile Damage increased from 3000 to 5000
Blast Pulse
Standardized all radii to 1000m
Standardized all Pulse Speed (time to reach radius) to 1s
Corvette
Blast Pulse
Standardized all radii to 1300m
Standardized all Pulse Speed (time to reach radius) to 1s
Immelmann Maneuver
Tier - IV
Cooldown reduced from 7.5s to 6s
Damage Resistance increased from 50% to 60%
Added Damage Buff of +10%
Tier - V
Cooldown reduced from 6.5s to 6s
Damage Resistance increased from 75% to 80%
Added Damage Buff of +15%
Kinetic Armor Amplifier (all Tiers)
Tier - IV
Damage Resistance reduced from 50% to 30%
Damage to Energy ratio reduced from 0.02 to 0.0125
Duration reduced from 15s to 10s
Tier - V
Damage Resistance reduced from 60% to 40%
Damage to Energy ratio reduced from 0.03 to 0.02
Duration reduced from 20s to 10s
Artillery Cruiser
All Autobeams
Standardized Max Range to 2000m (2000m)
Standardized Tier 4 Duration to 80s
Standardized Tier 5 Duration to 90s
Bomb Catapult (all tiers)
Now has an arming time of 3s
Destroyer
Tempest Missiles
All Tiers
Projectile Range increased from 5000m to 10000m
Projectile Speed increased heavily
Tier 0
Cooldown reduced from 70s to 65s
Tier - I
Cooldown reduced from 65s to 60s
Tier - II
Cooldown reduced from 60s to 55s
Tier - III
Cooldown reduced from 55s to 50s
Tier - IV
Cooldown reduced from 45s to 40s
Tier - V
Cooldown reduced from 40s to 35s
Rocket Turrets (all Tiers)
Projectile Max Distance increased from 2400m to 4800m
Projectile Speed increased
Projectile Hit Impact Force increased by 30%
Storm Missiles
Tier - IV
Range reduced from 3000m to 2000m
Cooldown increased from 50s to 60s
Tier - V
Range reduced from 3000m to 2000m
Cooldown increased from 45s to 55s
Scylla Torpedo (all tiers)
Now has an arming time of 2s
Goliath Torpedo (all tiers)
Now has an arming time of 5s
Dreadnought
Endurance Mode
Fixed a bug that prevented passive health regeneration
Added Tier-IV passive health regeneration of 200
Tier-V passive health regeneration increased from 200 to 400
Both Tiers passive health regeneration duration increased from 20s to 60s
Starling Missile Salvo
All Tiers
Now has an arming time of 5s
Tier - IV
Damage reduced from 15625 to 9375
Cooldown increased from 85s to 95s
Tier - V
Damage reduced from 18750 to 11250
Cooldown increased from 75s to 85s
Nuclear Missile
All Tiers
Now has an arming time of 5s
Tier - II
Cooldown reduced from 110s to 105s
Tier - III
Cooldown reduced from 105s to 95s
Tier - IV
Cooldown reduced from 95s to 85s
Tier - V
Cooldown increased from 85s to 75s
Tartarus Missile (all tiers)
Now has an arming time of 5s
MARKET UPDATE
Update 1.10 brings a megaton of items to the market. Check out what’s new below—but keep in mind...it’s only the “tip of the asteroid.”
THE ORION HERO SHIP
Command the distinctive Orion Hero Ship for 1,000 GP. This line of Jupiter Arms destroyer is inspired by the original Orion—a vessel of grit and fortitude from the front lines of the war.
THE SHUGYOSHA BUNDLE
Dress as sharp as a samurai of legend. The Shugyosha bundle (500 GP) includes combat-ready clothing as well as a warm, tech-integrated hood that’s known for giving captains a seamless view of vital ship stats.
ANGEL OF JUSTICE EMBLEM
Are you a captain of law and virtue—or are you more of a “wolf in sheep’s clothing?” Either way, this glorious rendition of Maat, the goddess of justice, is the perfect mark for any outlaw’s ship (125 GP).
THE FROST OF GEEVRA IS COMING
Besides the above items, there’s an entire avalanche of winter-inspired captain’s wear that’s about to hit the market—stay tuned!
VINTAGE HERO SHIPS INTRODUCED, LOADOUTS UPDATED
We’ve heard your feedback and reviewed the data. The loadouts for the Zaratan and Trident Hero Ships were not on par with the most competitive builds available. If you purchased these ships prior to 1.10, you will have two versions: one with the new loadout detailed below, and another labeled “Vintage” with the previous loadout. However, if you purchase the Trident or Zaratan AFTER 1.10, you will only receive that ship with its newer loadout. That's right, you can now warp your Trident into battle!
NEW TRIDENT LOADOUT
Primary Module: Nuclear Missile IV
Secondary Module: Light Missiles IV (was Triad Pods IV)
Perimeter Module: Anti Missile Lasers IV (was Heavy Autoguns IV)
Internal Module: Warp Jump IV (was Endurance Mode IV)
Perk 1: Retaliator (was Desperate Measures)
Perk 2: Module Amper (was Survival Instinct)
Perk 3: Engine Rigger (was Slow and Steady)
Perk 4: Adrenaline Shot (was Reinforced)
NEW ZARATAN LOADOUT
Primary Module: Plasma Ram IV (was Purge Ram IV)
Secondary Module: Disruptor Missile IV
Perimeter Module: Drain Pulse IV (was Protean Autoguns IV)
Internal Module: Energy Generator IV (was Thrust Amplifier IV)
Perk 1: Module Recycler (was Communications 101)
Perk 2: Module Amper (was Destruction Cascade)
Perk 3: Engine Rigger (was Navigation Expert)
Perk 4: Get My Good Side (was Tip The Scales)
- Fixed a bug that prevented late joining captains from receiving Ship XP rewards.
- Fixed a bug that prevented the matchmaking UI from updating if a player changed the selected fleet after having initiated the matchmaking process.
- Fixed geometry and shader issues on the Amirani map that could cause players to get stuck and would make certain areas become transparent.
- Fixed a various collision issues with the “Rings of Saturn” map that allowed players to fly into structures.
- Fixed an issue with Ryugu Haven where the force field in outer ring of central column would be invisible to players flying a “Fighter”. This could lead to unintended suicide.
- Fixed issues with the custom ship parts of hero ships that in some cases did not have a proper collision model
- Fixed inconsistent numbers in the tech tree and ship/item description of the German, French and Polish version.
- Fixed various text and localization issues.
- Fixed an issue that allowed new players to immediately play Team Deathmatch (new players are supposed to play at least three Onslaught matches before being allowed to play TDM).
- Fixed an issue with the Disruptor Autobeams that caused them to inflict damage when used on enemy ships. This was not intended and does not concur with module description.
- Fixed an issue with the navigation within the tech-tree (back button would send player to ship loadout customization page)
- Fixed various issues with the description of modules and weapons.
- Fixed various issues with the escape button behaviour. (e.g. the escape button would open the escape menu when it was not supposed to).
- Fixed an issue with the “Energy Wheel” in tutorial mode where it would stay on screen even when “E” button is not pressed.
- Fixed an issue with Battle Bonus where a player would keep Battle Bonus for the next match when he/she was kicked out of the first Battle Bonus game for being idle or when having left the game via “Return to Hangar” button.
- Fixed an issue with the proving grounds where too many AI players would sometimes be added to the match (making the total team count 9 – 10).
- Fixed an issue with the proving grounds that would cause the player to warp out of orbit when the player had readied up before the AI players had spawned in orbit.
- Fixed an issue with the proving grounds where the force respawn timer and notification is covered by AI-Captain cards (and therefore invisible to player).
- Fixed an issue with the Dreadnought nuclear missiles that would cause them to become invisible for every player. This happened when a Dreadnought used the Triad Pods and launched a Nuke afterwards.
- Fixed an issue with modules that would cause them to fade out after having been used for more than two times. This would make them appear inactive although they are not.
- Fixed an audio bug with interceptor missiles. These missiles made no sound when being launched.
- Fixed an issue with the “cause of death” list in the kill cam screen. No Ram (Purge-, Blast- or PlasmaRam was shown in that list).
- Fixed an issue with the “cause of death” list in the kill cam screen. The ship type and tier of the damage inflicting ships was not shown.
- Fixed a bug with the gun turrets of Akula Vektor Heavy Corvettes where the entire module would pivot instead of only the barrel.
Let us know what you think about PC update 1.10.0 in our Forum!