Patch Note
This patch brings overall balance changes, ship reworks, and two new weapons, along with an optimization pass that should boost performance for most computers. We have also updated our matchmaking system. Please keep the feedback coming—you all have been crucial in helping us identify issues and make improvements.
General Changes
Economy
- Player bounty split changed
- Empire 20% reduced to 10%
- Assist Pool from 30% increased 40%
- Kill Streak Bonus Bounty increased. kill streaks is the number of kills without dying
| Number of Kills | New Bonus Bounty | old Bonus Bounty |
|---|---|---|
| 2 | 25 | 25 |
| 3 | 75 | 50 |
| 4 | 150 | 100 |
| 5 | 250 | 150 |
| 6 | 375 | 225 |
| 7 | 525 | 300 |
| 8 | 700 | 400 |
| 9 | 900 | 500 |
- Gold difference multiplier reduced top end reduced from x3 to x2. note this is the value used to increase player bounties when you are behind.
Structures
- Increase Lighthouses (the eye icon on the mini-map) day time vision from 10 to 20
Minions
- Siege minion damage type changed to normal minion damage. This means they no longer deal double damage to structures, but instead use standard minion damage scaling. Minions now deal 20% bonus damage to towers and 10% less damage to shipyards and saltcores.
- Minion speed scaling now increases linearly over 40 minutes of gameplay instead of exponentially in the late game, resulting in constant speed growth over time.
Ships
Medium Class Ships
Lurker (Tier 1)
- Ability 1 - Crash Dive
- bonus speed while effect is active from [10-40] to [15-35]
- Augment
- Striker
- OLD: reduces cooldown by 20%
- NEW: Drastically increase vision range during effect
- Warden
- OLD: provides 15 knots while active
- NEW: Applies effect to nearby allies on cast
- Slayer
- OLD: Gain vision over nearby enemy players
- NEW: Provides 20 knots of speed while active
- Protector
- OLD: increase passive health regen bonus by 100% while not visible to enemies
- NEW: increase duration of effect by 2 seconds
- Dominator
- OLD: slow nearby enemy players by 80 knots, reduces the higher the health of the target
- NEW: reduces cooldown by 20%
- Guardian
- OLD: increase health regeneration by 75 hp/s while active
- NEW: Increase passive health regen bonus by 110% while not visible to enemies
- Striker
- Ability 2 - Shred
- slow reduced from [15-45] to [10-40]
- Augments
- Striker
- OLD: increase area of effect by 20%
- NEW: Lowers enemies max health by 30% during the effect
- Warden
- OLD: self and allies receive 8 knots for 3 seconds
- NEW: slows enemies cooldown speed by 110%
- Slayer
- OLD: gain health regeneration per enemy hit
- NEW: increase area of effect by 37%
- Protector
- OLD: cleanse self and all nearby allies
- NEW: increase slow amount by 44%
- Dominator
- OLD: increase all incoming damage for effect enemies
- NEW: increase damage of effect by 40%
- Guardian
- OLD: shroud allies and self
- NEW: provide [15-110] health regeneration per enemy hit
- Striker
- Ability 3 - Snag
- Augments
- Striker
- OLD: deals 10% additional of target current health
- NEW: increases breached damage by 40%
- Warden
- OLD: heals allies by 5.0 per unit pulled
- NEW: provides 60% cooldown speed while an enemy is hooked
- Slayer
- OLD: fires 2 additional projectiles
- NEW: pierces up to 3 target
- Dominator
- OLD: gain a second charge
- NEW: reduces cooldown by 30%
- Striker
- Augments
Lockjaw (Tier 2)
- Ability 1 - Ripchain
- angle of projectile spawn increased from 18 to 23 degrees
- slow per enemy latched from 30% to 10%
- Augments
- Strike
- OLD: increase range by 10 units
- NEW: gain [4%-8%] damage reduction per enemy hit
- Warden
- OLD: heals you and latched allies by 10 per unit moved
- NEW: Shrouds you and allies latched, lingers longer based on how far you moved during the effect
- Slayer
- OLD: allows latched targets to be brought through terrain
- NEW: increase cooldown speed by [3%-5%] per enemy hit
- Protector
- OLD: increase speed by 40 knots while latching a target
- NEW: You and latched allies gain 30 knots that scale up to 60 during the effect from movement
- Dominator
- OLD: increase latched duration by 1.5 seconds
- NEW: Projectile Pierce up to 2 targets
- Guardian
- OLD: obscures you and latched allies
- NEW: Increase range by 15 units
- Strike
- Ability 2 - Blaze
- now a blaze is trigger every second, as well has triggered by distance travelled
- distance travel to spawn a blaze increased from 27 to 30 units
- rupture damage re-scaled from [3-13] to [4-10]
- Augments
- Strike
- OLD: increase size and range
- NEW: double number of blazes
- Warden
- OLD: disarms enemies
- NEW: knockback enemies
- Slayer
- OLD: increase damage and rupture damage by 30%
- NEW: gain 8 knots per Blaze spawned up to 32 knots
- Protector
- OLD: heal per enemy hit
- NEW: gain health regeneration per Blaze Spawn [10-40] up to [210-840]
- Dominator
- OLD: reduces cooldown by 55%
- NEW: deals 5% of enemies current life every half second that are under the effect of the blaze
- Guardian
- OLD: at the end of projectile explode destroying all enemies projectiles
- NEW: gain [10-20%] per Blaze up to [30-60%] damage reduction
- Strike
- Ability 3 - Grapple
- range of ability re-scaled from [85-265] to [110-150]
- base speed of projectile reduced from 175 to 150
- slow is increased from 20% to 30% and now last the full 3 seconds
- Augments
- Strike
- OLD: reduces cooldown by 20%
- NEW: drops mines along the projectile path, that deal [50-700] damage in a 17 radius to all enemies around the mine if activated by an enemy
- Warden
- OLD: increase speed by 43 knots and applies to allies
- NEW: Link enemies to a zone around the primary target, if any of those enemies leave that zone they take 10% of current health as damage, and have there cooldown speed slowed by 120%. the link/zone last for 3 seconds
- Slayer
- OLD: double damage of projectile
- NEW: Increase projectile speed by 40%, and increase how fast you latched to a target
- Protector
- OLD: gain health per unit moved, and allies the same to allies
- NEW: gain [3-11] health per unit moved
- Dominator
- OLD: gains a damaging aura that deals 50 + 6% of max health to nearby enemies per second
- NEW: during, damage, reduction and speed after arriving at a location is increased by 50%
- Guardian
- OLD: gain [40-60]% damage reduction and applies to allies (while latched)
- NEW: increase cast range by 30%
- Strike
Aurora (Tier 2)
- Ability 1 - Glacial Wall
- starts curving sooner by 0.2 seconds
- Augments
- Strike
- OLD: reduces cooldown by 20%
- NEW: When Glacial wall breaks spawns 2 ice shards towards the Aurora
- Warden
- OLD: increase length and speed of wall formation
- NEW: Increase speed by 50 knots for allies near the wall, scales up to 100 knots over time
- Slayer
- OLD: increase slow amount by 35%
- NEW: increase slow amount by 40%
- Protector
- OLD: increase wall duration by 1.5 seconds
- NEW: increase length and speed of wall formation
- Dominator
- OLD: When Glacial wall breaks spawns 2 ice shards towards the Aurora
- NEW: reduces cooldown by 22%
- Guardian
- OLD: Increase speed by 20 knots for allies near the wall, scales up to 90 knots over time
- NEW: increase wall duration by 1.5 seconds
- Strike
- Ability 2 - Ice Shards
- number of shards reduced from 6 to 5
- total damage re-scaled, from [20-275] per shard to [30-300] or [120-1650] to [150-1500] total damage
- now does not split into multiple projectiles, now duplicates when hitting an Glacial Wall. Spawning two additional shards upon impact
- now has 2 charges
- Augments
- Strike
- OLD: increase speed of projectiles
- NEW: doubles number of projectiles
- Warden
- OLD: adds small amount of knockback
- NEW: Spawns a Glacial wall when the projectile expires
- Slayer
- OLD: increase slow by 33%
- NEW: Pierces up to 3 targets
- Protector
- OLD: Pierce targets
- NEW: Increase projectile speed by 40%
- Dominator
- OLD: Fires 2 additional projectiles
- NEW: Increase damage by 40%
- Guardian
- OLD: Spawns a Glacial wall when the projectile splits
- NEW: Increase slow amount by 35%
- Strike
- Ability 3 - Blizzard
- damage re-scaled from [50-500] every half second to [35-350] every half second, but now deals up to 50% more damage the slower the enemy is. note: this damage scales from 200 knots to 0 knots, when an enemy is at 0 knots they take 50% more damage when in blizzard. enemies below 10 knots are immobilized. the starting speed of sampans is 65 knots. which means with out any upgrades Blizzard will deal 49 damage every half second.
- Augments
- Strike
- OLD: reduces cooldown by 15%
- NEW: Attaches a Blizzard to you on cast
- Warden
- OLD: Increase slow amount by 22%
- NEW: Spawns Glacial walls around the blizzard on cast
- Protector
- OLD: provides shield every half second to allies within the blizzard
- NEW: reduces charge time by 55%.
- Dominator
- OLD: Spawns glacial wall around the blizzard on cast
- NEW: increase slow amount by 40%
- Guardian
- OLD: spawns a blizzard on top of aurora during channel
- NEW: increase base duration of blizzard by 1.5 seconds
- Strike
Revenant (Tier 2) [rework]
- Ability 1 - Transfusion
- no longer targets allies, nor can hit allies (that is without augments)
- drain duration from [8-16] to [6-12]
- Augments
- striker
- OLD: reduces cooldown
- NEW: when drains ends deal 4% of your current health to nearby enemies, also slows by 70% for 1.5 seconds. the damage and slow happens around the target being draining
- Warden
- OLD: increase speed for you and allies being drained
- NEW: now drains around the primary target. and can give life to allies. if they are next to an enemy
- Slayer
- increased drain amount from 25% to 30%, now applies to health given to allies if they are being given health
- Protector
- OLD: increase healing by 30%
- NEW: increase speed of caster by [10-40] while draining, if an ally is affect they also receive the speed increase
- Dominator
- OLD: disarm enemies
- NEW: increases duration of drain by 60%
- striker
- Ability 2 - Blood Bombardment
- no longer slows or removes vision.
- damage reduced from 100-2500 + 10% of target current health. to [40-400] + 2% of target current health, but now each explosion deals damage independently. (sometimes you can actually do more damage than before!)
- deals up to 20% more damage the lower your current health is on cast
- increased base number of projectiles from 5 to 6
- Augments
- striker
- OLD: reduces delay of explosions
- NEW: deal 1.5% of your current health as bonus damage to all enemies around each explosion
- Warden
- OLD: increase max distance by 37%
- NEW: steals 2% of cooldown speed from enemies hit. (max steal is 40%)
- Protector
- OLD: increase area of effect by 50%
- NEW: increase max distance by 45%
- Dominator
- OLD: deal 2% of max health as bonus damage to all enemies around each explosion
- NEW: increase area of effect by 50%
- Guardian
- OLD: steals 4% of cooldown speed from enemies hit
- NEW: Reduces delay of explosions by 60%
- striker
- Ability 3 - Heart of Darkness [reworked]
- no longer provides vision
- no longer provides health regeneration
- increase damager per second from 1.5%-2.5% of revenant current health as damage to [2-4%]
- during reduced from [7-14] to [4-8]
- during the effect any incoming damage is instead turned into healing (you dont take damage during the effect)
- Augments
- striker
- OLD: applies slow to enemies
- NEW: Triples other caster abilities projectiles during effect
- Warden
- OLD: increase duration by 40%
- NEW: increase target priority of self (weapons will target you over lower priority allies)
- Slayer
- OLD: increase ambient damage by 66%
- NEW: increase area of effect by 1% per 100 health sacrificed
- Protector
- OLD: increase health regeneration of effect by 44%
- NEW: increase duration by 1% per 100 health sacrificed
- Dominator
- OLD: spawns a projectile periodically that heals the caster
- NEW: steals 1% of max health from nearby enemies
- striker
Large Class Ships
Seabloom (Tier 3) [reworked]
- Ability 1 - Green Lotus [reworked]
- now is area targeted
- cooldown from 20 to 23
- now reduces enemies max health that remain in the area
- [1-3]% x20 over 5 seconds to [20-60%] reduced max health
- no longer provides flat healing the allies
- now provides increasing incoming healing and health regeneration scale
- example: increase incoming healing and health regeneration by 20%. so all healing that an allies receives is increased by 20%, and any health regeneration is increased by 20% as well.
- Augments
- Strike
- OLD: reduces cooldown by 30%
- NEW: Greatly slows enemies periodically within the area.
- Warden
- OLD: increase radius by 35%
- NEW: Deflects all weapon and small projectiles from enemies
- Slayer
- OLD: increase duration by 30%
- NEW: increases radius by 35%
- Protector
- OLD: increase flat healing by 40%
- NEW: Increase all effects by 30%. this means the health regeneration, the incoming healing scale, enemies max health reduction
- Dominator
- OLD: enemies are heavily slowed while in the zone
- NEW: reduces cooldown by 30%
- Guardian
- OLD: removes all damage over time effects from allies in the area
- NEW: increase duration by 40%
- Strike
- Ability 2 - Sacred Lotus [reworked]
- now just spawns one spore spawner
- no longer reduces max health of allies and enemies within radius of spawner
- spawns more spores per wave of spores
- no longer deals damage or heals on impact. strictly deals damage over time or increase health regeneration
- Augments
- Strike
- OLD: reduces cooldown by 23%
- NEW: spores now slow cooldown speed for enemies by 5% scaling up to 125%
- Warden
- OLD: increase health regeneration by 33%
- NEW: spawns two additional spore spawns behind the first
- Slayer
- OLD: max health reduction increase by 44%
- NEW: increase damage over time by 30%
- Protector
- OLD: increase initial healing of spores by 30
- NEW: increase health regeneration by 25%
- Dominator
- OLD: sends out vines that deal 6% of max health as damage and drags enemy players
- NEW: increase number of spores and spawns of spores by 2
- Guardian
- OLD: doubles spores spawned over time
- NEW: increases spores speed and lifespan by 90%
- Strike
- Ability 3 - Black Lotus
- can now attached to enemies or allies that are hit by the projectile, following them where they go.
- Augments
- Strike
- OLD: reduces cooldown by 13%
- NEW: attach a second black lotus to yourself
- Warden
- OLD: increaser area of effect by 17%
- NEW: blinds enemies by 8, scaling up to 80 vision
- Slayer
- OLD: increase damage over time by 30%
- NEW: increases corruption amount by 55%
- Protector
- OLD: blinds enemies by 9 overtime up to 90 vision
- NEW: increase area of effect by 23%
- Dominator
- OLD: attach a black lotus to yourself
- NEW: increase damage overtime by 35%
- Guardian
- OLD: fires additional projectiles around you
- NEW: increase duration of the area by 40%
- Strike
Weapons
We've increased the base DPS of all weapons while adjusting the damage difference between range classes. Short-range weapons now do slightly less damage, while longer-range weapons do more compared to the last patch. This change helps balance longer-range weapons, which were previously underperforming compared to close-range weapons.
Note: This table shows only the raw weapon damage, not including special trigger effects. Some DPS values may appear different due to reload speed changes detailed below.
| Name | Range | Damage | OLD Damage | DPS | Delta DPS | OLD DPS |
|---|---|---|---|---|---|---|
| Weapon_CloseRange_GoliathShells | 25 | 80 | 91 | 40.00 | 1.09% | 39.57 |
| Weapon_CloseRange_KineticDampener | 25 | 102 | 113 | 34.00 | -10.78% | 37.67 |
| Weapon_CloseRange_Muskeeter | 30 | 96 | 87 | 38.40 | -2.98% | 39.55 |
| Weapon_CloseRange_Howlers | 30 | 77 | 74 | 38.50 | 3.90% | 37.00 |
| Weapon_CloseRange_Mastcutter | 35 | 122 | 110 | 34.86 | 9.84% | 31.43 |
| Weapon_CloseRange_Coils | 35 | 54 | 51 | 36.82 | 5.56% | 34.77 |
| Weapon_CloseRange_Javelin | 40 | 176 | 147 | 35.20 | 16.48% | 29.40 |
| Weapon_MediumRange_SparkGenerator | 45 | 166 | 144 | 30.18 | 9.98% | 27.17 |
| Weapon_MediumRange_AbyssalThorn | 45 | 67 | 60 | 26.80 | 10.45% | 24.00 |
| Weapon_MediumRange_PosionArrows | 50 | 45 | 40 | 30.00 | 11.11% | 26.67 |
| Weapon_MediumRange_NapalmArrow | 55 | 81 | 69 | 30.00 | 14.81% | 25.56 |
| Weapon_MediumRange_Arbalestiers | 55 | 143 | 128 | 28.60 | 10.49% | 25.60 |
| Weapon_MediumRange_SpiritoftheMoon | 60 | 59 | 49 | 28.10 | 16.95% | 23.33 |
| Weapon_MediumRange_JeweledHornets | 60 | 60 | 49 | 28.57 | 18.33% | 23.33 |
| Weapon_LongRange_Trench | 65 | 120 | 147 | 26.67 | 21.25% | 21.00 |
| Weapon_LongRange_OrbanKings | 65 | 120 | 94 | 26.67 | 21.67% | 20.89 |
| Weapon_LongRange_HeatSeekingMissle | 70 | 99 | 75 | 24.75 | 24.24% | 18.75 |
| Weapon_LongRange_Artillerymen | 70 | 82 | 61 | 24.85 | 25.61% | 18.48 |
| Weapon_LongRange_LightningRod | 75 | 49 | 30 | 23.33 | 38.78% | 14.29 |
| Weapon_LongRange_SafratiHello | 75 | 116 | 5 | 23.20 | 29.27% | 16.41 |
| Weapon_LongRange_RoyalPhoenixCorps | 80 | 152 | 7 | 21.71 | 35.70% | 13.96 |
| Weapon_LongRange_RailGun | 80 | 110 | 6 | 18.33 | 39.09% | 11.17 |
| Weapon_CloseRange_Decimator | 40 | 28 | 3 | 28.00 | 0.00% | 28.00 |
| Weapon_CloseRange_Overclocker | 28 | 78 | 4 | 39.00 | 0.00% | 39.00 |
Weapon Damage Upgrade reduced from
the table shows the bonus damage from an upgrade
| Upgrade Tier | New | Old |
|---|---|---|
| 1 | 10% | 15% |
| 2 | 21% | 34% |
| 3 | 33% | 57% |
| 4 | 46% | 84% |
| 5 | 60% | 115% |
| 6 | 75% | 150% |
| 7 | 91% | 189% |
| 8 | 108% | 232% |
| 9 | 126% | 279% |
Note: weapon damage upgrade was giving so much more DPS than the other two options that it was becoming to dominate compared to the other options
Critical Chance changed from [15% + 2% per weapon upgrade] to [10% + 3% per weapon upgrade]
Wapon Fire Rate Upgrade increased
the table shows bonus fire rate per upgrade
| Upgrade Tier | New | Old |
|---|---|---|
| 1 | 10.0% | 10.0% |
| 2 | 19.1% | 19.0% |
| 3 | 27.2% | 27.0% |
| 4 | 34.4% | 34.0% |
| 5 | 40.6% | 40.0% |
| 6 | 45.9% | 45.0% |
| 7 | 50.2% | 49.0% |
| 8 | 53.6% | 52.0% |
| 9 | 56.0% | 54.0% |
Critical Multiplier changed from [+20% + 7% per upgrade] to [+20% + 6% per upgrade]
- Close Range (red weapons)
- Overlocker [New weapon]
- close range weapon that on trigger provides cooldown speed. increasing the rate at which your abilities recovery (you can use abilities more often)
- can stack up twice, after two triggers
- [2.5%-10%] x2 [5-20%] cooldown speed for 5 seconds
- Decimator [New Weapon]
- close range weapon that on triggers deals bonus damage based on targets current health
- percentage grows with special, [1.5%-6%] of targets current health.
- Juggernauts
- reload quicker from 2.3 to 2 base second
- Reinforcer Rounds
- reload slowed from 2.2 seconds to 2.5 second
- Overlocker [New weapon]
- Medium Range (purple weapons)
- Sparks Generator
- now on trigger, projectiles pierce 5 enemies (can each hit up to 5 enemies)
- projectile spawn towards the targeted enemy (so they all move towards the enemy your weapon was just firing at, instead of a circle)
- duration of triggered projectiles from 2 seconds to 4.5
- can be increased by special increase (from loom coils)
- special upgrades increase the number of sparks by 1 (up to 10 sparks at max level)
- damage per spark is decreased by total damage is increase per upgrade, with final upgrades giving the most total damage increase
- base damage increased from 144 to 150
- reload time increased from 5.3 to 5.5
- shots before trigger increased from 5 to 8
- sparks will now orbit you more accurately so you can target them a bit easier than before, where it was more random
- Sparks Generator
- Longer Range (blue weapons)
- Trench Maker
- reload slowed from 7 seconds to 9 seconds
- reload amount increased from 1 to 2
- Safrati Hello
- reload slowed from 3.9 to 5 seconds
- Helix Core
- reload slowed from 5.3 to 7
- Trench Maker
Loom Coils
Loom Coils Changes
- Vision range is now a green Loom Coil (was a blue)
- Health regeneration increased from 4 hp/s to 6 hp/s per upgrade
- Increase Critical chance from 2% to 3%
Captain Changes
- Gioso
- Make repair Area of effect swapped for Prolong Repair [giving 4% of max health as regen]
- Repair amount replaced with Max health
- Eva
- Visions Range swapped for Repair Dispels
- Weapon Critical Chance swapped for Vision Range
- Clif
- weapon critical multiplier swapped to weapon range
- Rusana
- reckless swapped swapped oversized weapons
- Weapon fire rate swapped weapon critical multiplier
- Nivo
- Weapon range swapped to Make Repair area of effect
- weapon special swapped repair amount
- Proteus
- Repair gives speed swapped The specialist
- Prolong repair swapped with Ability Range
- Repair Cooldown swapped with Weapon Critical Chance
- Repair Amount Swapped with Weapon Special
Map Changes
- change island locations so that navigating through the center of map is easier to move from lane to lane
- change harvester locations on the outside sides of the map so that harvesters no matter which location they go to will take roughly the same amount of time
Art Changes
Sampan
- Animation fixes on the hook
Lurker
- Hook VFX optimization, with visual update
Stingray
- Abilities VFX update
- Optimization pass for the abilities VFX
- Team color ability VFX adjustments
Nori
- VFX color brightness is lowered especially in the enemy abilities
- Fixed missing prefab
Horizon
- W augment projectiles reduced brightness
- Fixed E ability visuals
Dragonfly
- Remastered ability VFX
- Optimized all VFX
- Added performance settings
- Improved enemy ability visibility
- New augment VFX
- Adderbolt ability fixed to not break when effected by Paradox W
- Death Gaze fix to remove long quad renderer
- Updated W ability augment, to have the marked status indicator to be white like Piranha’s marked color
Piranha
- Fixed mine showing through fog
- Adjusted team colors for missile and its impact fx
- Team colors visuals updated for abilities
- Improved impact VFX by reducing glow size
Revenant
- Texture adjustments
- W ability visuals remastered, and optimized
- Q ability augment visual update
Environment
- Post Process changes for environment optimization
- Night/Day cycle adjustments
- Night HDR adjustments and optimization
- Building shader adjustments and optimization
- Rock shader adjustments
- Foliage optimization
- Adjusted foliage shader
- Shipyard material adjustments
- Main Harbor material adjustments
- Salt Core and Tower materials adjustments
- Optimized polycount of the Undersea and alternate Undersea shader for low quality settings
- Island LOD setup and combining
- Applied lightmap rendering
Weapons
- New weapon VFX for Overclocker
- Death Beam visual has been moved to Decimator
- Death Beam will be renamed to Blood Bomb, new visual has been applied
- Non Crit/Special of the Decimator has been changed to laser pulse, the crit/special retains the laser sweep
- Orban Kings ground fx has been optimized and redone
- Performance setting has been set up for Overclocker, Decimator, Orban Kings, and Blood Bomb
- Orban Kings projectile arc has been softened
Shaders & Materials
- Removed VFX Shaders built-in Amplify Shader
- 5 Shared shaders, 3 Sampan shaders, 4 Stalker shaders, 1 Lockjaw shader
- Fixed misssing material in Stalker ShipVis
- Added alpha clip threshold variable to some shared shaders
- Added new Simple Hard Dissolve shader
- Added alpha clip to some shared water splash assets & frag mortar trail
Others
- Cloud animation for the Lobby background (Not implemented)(Prefab)
- Adjusted all VFX textures to 256x256 for performance improvement
- Removed compression from normal textures to
