
There have been a number of improvements added to this build but there are still some issues popping up that we are working on. If you have problems please contact us through our Support portal: https://lucidsight.freshdesk.com/support/home
Changes:
A major overhaul of our multiplayer and NPC system has been implemented, this should improve stability and greatly improve performance.
- Ship Module Size & Tech Level Re-balance Notes: As we get closer to 1.0, in an effort to align our current ship module stats with our original design, ship modules have been updated across the board. We’ve re balanced them so that they better take into account:
- The size of the mod, and
- The tech level of the mod
- Size - A 1x1 mod takes up 1 slot space in the ship layout, while a 2x2 takes up 4 slots. It would then stand to reason that a 2x2’s numbers should be around 4 times (4x) those of a 1x1. 3x3s would be 9x a 1x1, 4x4s would be 16x, etc. What this means is that, on average, larger size mods will now be more “powerful” than their smaller counterparts. But their power base, power draw, and weight will also have gone up. So pay special attention to power and weight, especially when equipping larger size mods. Tech level - The intent of increasing tech levels of a module has always been that the mod’s stats get better. With this update, the value proposition will be a lot more clear. Increasing a mod’s tech level will now always:
- Increase its beneficial stats, like damage, armor/hull, movement boost, etc.
- Decrease its non-beneficial stats, like power base, power draw, cooldowns, weight, etc.
- The largest increase / decrease of stats happens between tech levels 1 -> 2, with moderate stat changes between T2 -> T4, and incrementally smaller stat changes with each tech level after that.A note about weight: We’ve always meant for module weight to be another factor in deciding which modules to use and upgrade. Most ships have rather large cargos after all. With this update, weight has been increased significantly across the board. Who knows, you might have to start using cargo mods to compensate.And a reminder: CSC is still in Beta. While we tried to take into account the balancing you all have been playing with for the last several months, what this all means is that you may have to adjust your loadouts. Once-powerful modules may have been slightly nerfed, but there’s plenty more mods out there that you’ve been ignoring - probably of larger size, or higher tech level - that will no doubt become your new favorites.
Sub-light Engine modules that provide a movement boost will now provide the boost with diminishing returns at a rate of 50% with each successive module.
- The best module equipped will apply 100% of its boost to sub-light, next best 50%, next 25% and so on.
- The Max Sub-light speed is now capped at 5,550 mGU/s (just under light-speed).
Shield mods have been updated
- Shields now have cool-downs, when disengaged or brought to 0 you will have to wait to re-engage shields.
- Max shield amounts and Shield recharge rate have been updated
- Cloaks now have a cool-down relative to their size. When disengaged or scrambled.
Offers
- There is now a section under the Missions screen called Offers.
- This area contains more of a trade based missions - If you have what the Offer is requesting then users can trade in one action for the item(s) the listing may be offering
- The TCF trade for GFC is now under this Offers section*
NPC Update
- NPCs have more complex attack logic and can switch between targets during battle
- In general, non-event NPCs have had there recharge rate reduced but high HP for shields
- V.I.C.E. Vanguard has an updated look. If anyone wants the old look of the Vanguard, we will be creating a skin of the Vanguard Classic in the nearby future
- Options menu now includes additional key bindings including hardpoints up to 20 and the ability to pair keys like "shift+1"
- Ship Tool-tip now displays Ship Name
- Radar icons no longer scale with distance.
- Mission Spawn Update: Mission NPCs will only spawn 1 time per player, if you miss out or get destroyed you will have to abandon the mission and accept it again (if available).
- Mission Objectives window now transitions between and Full and Minimized sizes
- V.I.C.E. Vanguard has an updated look. If anyone wants the old look of the Vanguard, we will be creating a skin of the Vanguard Classic in the nearby future
- FKD Disrupter Beam ML 1 & 2 have been updated
All Fixes:
- Various stability, performance, and network fixes
- NPC and Multiplayer general fixes.
- Some Star Trek ships appear to not cloak properly - fixed
- Ships not decloaking after activating scanners or repair modules - fixed
- Enterprise E not being able to use all modules due to power issue - fixed
- Rio Grande's lights not showing correctly - fixed
- Deconstruction client hanging bug - fixed
- Oscillator not taking damage - fixed
- Repair modules turning cloak off when no repairs were necessary - fixed
- Ship trails appearing too far from ship - fixed
- Oasis ship lights - fixed
- Ship cloak not getting reset after removing cloak - fixed
Known Issues:
- Random booting to the menu, if this occurs more than once report via the support ticket system with your log files.
- Entering a battle in progress might show other ships frozen for several seconds while the game syncs. If ships and NPCs remain frozen for more than 60 seconds reboot your client.
- During battle if NPCs stop taking damage in a multi-user battle all users should quit to menu and return to the game. We are still seeing some cases of this and will be addressing in future updates.