Skill Update
• [new] New Skills: Auto-Repair, Enhanced Repair, and Taunt
• [new] Tech Central, the Support class, can unlock a new Repair technology and module, which provides the Auto-Repair and Enhanced Repair skills. The EMP skill is now part of the Disruptor technology and module.
• [new] Solid Division, the Tank class, has received the Defender technology and module, providing a Taunt skill.
• [new] Class Skills: Some skills now require a specific ship class to be usable. A set of two Tech Central hulls grants the 2x hull bonus, enabling the use of one class skill. Higher sets allow up to two, and a full set can use as many as fit in the skill hotbar.
• [tune] Skill usage now gains significantly more experience than before.
Expired Mails • Changes!
• Mails with and without rewards had an expiration date set but were never enforced.
• This update will notify you of expired mails. Even if they are already expired, you can retrieve the reward. Expired mails will then be automatically deleted.
Season and Release Progression
• New Seasons: You will keep your base and be placed into a new Subspace. In the future, new gameplay elements will be introduced for new seasons. You fully retain your technology, ship, cargo, and base!
• Full Release: Purchases and progression will be migrated and transferred from Early Access to the final release version of the game. Details will be shared as they are finalized.
General
• [new] Module calibration is lost if your ship triggers an emergency jump.
• [new] Pinning of technology groups is now possible, providing a quick view of your earned datacores.
• [new] Support for multiple gamepads simultaneously, e.g., an external controller for the Steam Deck or as an accessibility option.
• [tune] Improved Blueprint drop system: It prioritizes ensuring the first drop is 100% complete before moving on to the next. For example, the Tank Subspace Boss now drops shield and armor blueprints first before the new Defender Blueprint.
• [tune] Loot decay timer increased from 5 to 15 minutes. @SourSixteenCandL
• [tune] Aggro enemies dragged across the map will no longer attack random players when the dragging player leaves, preventing "enemy training."
• [tune] Using EMP on an enemy will now make it resistant to further EMPs for five times the duration of the original effect.
• [tune] The Gate Keeper now has permanent EMP resistance (previously only visually indicated).
• [tune] Tutorial UI improved.
• [tune] Adjusted enemy spawn rates: increased on the low end, reduced on the high end. This will evolve further with the introduction of fleets.
• [tune] Fixed experience gain not displaying for some jumps (it was still gained but not shown).
• [tune] Unified experience and calibration systems, making them more flexible in preparation for new skills.
• [tune] Hovering over ship modules now shows detailed information.
• [tune] A new season will now include an additional note in the guide, informing players about the season start. @SourSixteenCandL
• [tune] Weekly Event intro will no longer appear at random.
• [tune] The corporation Subspace is now called "Corporation Subspace" instead of "Home," clarifying its purpose.
• [tune] Stats for Hull, Modules, and Skills have a cleaner layout.
• [tune] EMP trigger effects now visually match the EMP itself, making it easier to identify the initiator.
• [tune] Corporation member counts are now accurate, correcting previous discrepancies.
• [tune] The Shipyard allows swapping a hull from the inventory with one in the hull slot bar.
• [tune] Compendium back and share buttons moved to the bottom of the page, with smaller buttons added to the title bar for easy access.
• [tune] Added a roadmap button to the main menu for easy access to planned features.
• [tune] Workshop blueprint view now shows module and item names, along with supported amounts.
• [tune] Workshop forge options are blocked if the required building is missing.
• [tune] The Refinement Station allows craftable items to be dragged into the Forge slot for quicker crafting (e.g., repair kits).
• [tune] Auto-Migration is active, converting old V1 ships, technologies, and rewards to the new system, which has been in use for several months.
• [tune] Patch notices now display only recent updates. Older entries are periodically archived in the compendium for long-term storage.
• [tune] Events are no longer discoverable by new players unless the Subportal is upgraded to Tier 3.
• [tune] All buffs are removed if a ship sustains critical damage and triggers an emergency jump. @Sakuya
• [tune] Tank enemies will now use dash more predictably. @Sakuya
• [fix] Weekly event setup fixed to prevent Commander Caylie from discovering it.
• [fix] Base cargo size is correctly set after a new season, with extra cargo sent via mail (for now).
• [fix] Custom ships can no longer get lost after building the Command Center. @Enhet
• [fix] Old technology blueprints no longer reset experience and datacores. @--__-•
• [dev] Crash reports are now generated (using built-in Windows tools) and stored in the game folder for debugging.
• [dev] Sound system corrections applied, which might resolve related issues.
• [dev] Server now properly removes old Subspaces and extends the time for active ones.
Playtest
• Thank you for your feedback on the last playtest! Many fixes and improvements were made based on it. Special thanks to @--__-- and @Sakuya.
