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Space Pirates and Zombies Update Released


Dirty
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Added Bounty Hunter Faction

- 10 new advanced and highly tunable Bounty Hunter ship hulls.

- Player can also obtain new bounty hunter ships

- Global Bounty/Respect system

- Bounty Hunter Starbases (Strongholds)

- Hire Bounty Hunters as ambient helpers

- Hire Bounty Hunters to clear warp gates

- Hire Bounty Hunters to clear infections (Chapter 4)

- Bounty Hunters can insert themselves into any mission within their borders.

- Extortion demands on leaving their systems

- Additional Chapter 4 BH protection/resistance strategic element.

- Achievement for destroying a Chapter 4 bounty hunter stronghold.

- Bounty Hunter audio chatter

 

Added Arena

- Arena accessible through Bounty Hunter Strongholds

- 150 Challenges Total

- 10 ladders

- 5 tiers per ladder

- 3 difficulties per Tier

- Specialist reward for beating a ladder on each difficulty level.

- Achievement for winning all arena events

 

Added AlienFX™ Support (Requires AlienFX™ lighting hardware and DLLs)

- Lighting Modes (per light):

- Nebula Color (default)

- Ship Status

- Capacitor Capacity

- Hull Integrity

- Shield Integrity

- Custom Coloring

 

Changes:

- Projectile 20% weaker vs. Shields.

- Projectiles 12.5% weaker vs. Armor

- Projectiles 33% weaker vs. Hull

- Explosives 12.5% stronger vs. Armor

- Explosives 20% stronger vs. Hull

- Energy 10% stronger vs. Hull

- Specialist drop chance 150% higher

- All hulls have 100% more health

- Mass Bomb secondary explosions 20% sooner

- Individual Star system tech level spending rebalanced to prevent grind

- Reworked tech tree to be deterministic and evenly distributed

- 50% more research blue prints distributed on game start

- Energy Burst Cannon damage lowered 25%

- Zombie critter damage 33% lower

- Zombie critter max population 33% lower

- Point defense damage increased 50%

- No faction relation changes on mothership assaults

- Weapon boosters 20% less effective

- Huge core mining beam available on any huge beam mount

- Torpedoes do 20% less damage

- Torpedoes have 50% less health

- Early story flow distributed better to prevent long system jumping grinds

- Double mount turret from 3 to 2 blueprints

- Fusion Beams 30% longer range

- Mass driver damage lowered 33%

- 4 Black boxes per huge hull from 6 (to combat Bounty Hunters better)

- If frame rate dips, effects are less likely to play.

- Gravity missiles from rare to uncommon

- Huge ship AI upgrade. Much better at attacking stations and kiting.

- High capacity reactor given better charge rate, only 5% less than basic.

- Double turrets from rare to uncommon

 

Fixes:

- Large goon pod pickups at mothership and beacon now report 10 goons instead of 1

- Round off error with Slaver bonuses.

- Optimization pass to many systems.

- Save game CRC checker to prevent corruption

 

More...

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