FEATURES / CONTENT
This update is focused on the addition of new skills and a major rebalance of existing skills.
New Active skills are:
* Crystal Overload (Detonation)
* Dimension Drive (Warp)
* Lloyd's call (Warp)
* Flame Thrust (Blade)
* Hull Refactoring (Repair)
* Magnetic Ring (Ring)
* Assimilation Ring (Ring)
* Plasma Spear (Spear)
* Mutated Fire (Weapon)
New Auto skills are:
* Bounce (Survivor)
* Close Range Scavenging (Close Range)
* Crystal Hunter (Credit)
* Frenzy (Impact)
* Kinetic Absorption (Impact)
* Perfectionist (Survivor)
* Retaliation (Impact)
See in-game descriptions to discover how they work and enjoy lot's of new interesting builds!
BALANCE CHANGES:
- Second Wind: you now recover 33% of your max life instead of 25%
- Die Hard:
- percentage of life to trigger the skill is now 33% instead of 25% of max life
- percentage of life to end the skill is now 75% instead of 50% of max life
- Second chance: cooldown is down to 8 instead of 15
- Close Range Recycling: you now have 30% chance to drop a life crystal instead of 20%
- Self Powered Shield:
- coolddown is now 8 instead of 10 but start at the end of the duration of the skill
- duration is now 2 instead of 1.5
- Reflecting Shield:
- coolddown is now 10 instead of 13 but start at the end of the duration of the skill
- cost is down to 35 from 40
- Bullet Warp: coolddown is now 5 instead of 10 but start at the end of the duration of the skill
- Combat Reflexes:
- coolddown is now 5 instead of 11 but start at the end of the duration of the skill
- cost is down to 18 from 20
- duration is now 2 instead of 1.5
- All physical damages are reduced by 50%
- Bullet Wipe: coold down is now 6 instead of 8
- Dash:
- cost is now down to 12 instead of 20
- cooldown is now down to 2 instead of 3
- invulnerability period is now 0.75s instead of 0.5
- BackDash & Forth
- cost is now down to 15 instead of 20
- MultiDash:
- cooldown is now up to 6 instead of 4
- You have now a brief invulnerability period at the end of each jump which shoud allow you to jump through anything.
- Hull Patch:
- cooldown is now 13 instead of 15
- cost is down to 25 from 30
- health amount is down to 80 from 100
- Hull Growth:
- total health recovered is now 120 instead of 150
- health is recovered over 6 sec instead of 10
- cooldown is down to 5 instead of 10 but only start when previous use is over
- Hull Entropy:
- health recovered is now 50 instead of 10.
- cooldown is down to 4 instead of 12 but only start when previous use is over
- Dual flame blade cost is down to 29 from 30 but cooldown has increased from 1.5 to 1.75s.
- Magnetic mines cost is now 22 instead of 20.
- Plasma mines dmg up to 600-900 from 300-500. Damages decrease with distance.
- Flame blade:
- cooldown is now 1.75s instead of 1.25s
- cost is now 27 instead of 22
- Fire ring:
- dmg is now plasma instead of physical
- radius is up to 90 from 75
- Total damage has been increased by nearly 50%
- Now charges are consumed only when you hit one or multiple enemies. Now as much charges are consumed whether you hit one or multiple enemies.
- cool down is now 9 instead of 5
- cost is now 35 instead of 30
- Focus fire: fire rate augmentation is down to 33% from 100%
- Plasma Spear:
- damages has been increased to 600 per second instead of 500
- initial cost is down to 8 from 10 and cost per second is up to 14 from 12
FIXES:
* Fixed a bug causing the button in the hangar UI to retrieve sometimes the content of the hold of the wrong ship
* Fixed a rare collision bug with enemy lasers