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Patch 0.20.5 Patchnotes

EDIT: THE UPDATE HAS BEEN ROLLED BACK

The update has been rolled back since it screwed up existing issues. To get the rolled-back version, please restart Steam.

We're currently preparing a statement as to why we did what we did and what our current struggles are.

We still want to push automated miners more into mid/late game, since we're facing a few long-term issues with passive income starting at a very early stage. But we realize that this patch was too premature to be released and we apologize for any inconveniences.

Gameplay

  • Fighters fly differently when using non-armed weapons (mining/salvaging lasers, etc)
    • Fighters approach their target slower and fly away later

Balancing

"With the new update, players now have a tendency to build a lot of ships and abuse things like automatic mining very early. We don't want to inhibit you from automating some things, but we want to raise the bar a little for automated ships in the early game. So we're adding some static costs to captains and increase the difficulty to get them a little, to make automated ships more the mid- to late-game feature they are meant to be."

  • Captains now cost 75.000 Credits
  • Hiring Pilots now requires relations of at least 40.0000 (Excellent)
  • Hiring Boarders now requires relations of at least 40.0000 (Excellent)
  • Hiring Commanders now requires relations of at least 40.0000 (Excellent)
  • Hiring Generals now requires relations of at least 40.0000 (Excellent)
  • Hiring Captains now requires relations of at least 70.0000 (Admired)

UI

  • Crew salaries are now visible as tooltips in Fleet Tab

Bugfixes

  • Fixed an issue where mining fighters would generate less revenue without a player in the sector
  • Fixed an issue where Xsotan were not attacking
  • Fixed an issue with scrolling in quick selection