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Everspace 2

Cyberarmy

Love fool
Patron
Joined
Feb 7, 2013
Messages
8,470
Location
Smyrna - Scalanouva
Divinity: Original Sin 2
Now when i wrote it,the perk system is nice,is interesting and new,do like it.

Yeah it's good, it feels a bit grindy at first but the amount of materials found from exploration and raiding(G&B carriers have nice loot) stacks up quite fast.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,180
Location
Bulgaria
Now when i wrote it,the perk system is nice,is interesting and new,do like it.

Yeah it's good, it feels a bit grindy at first but the amount of materials found from exploration and raiding(G&B carriers have nice loot) stacks up quite fast.
Yeah it is a bit grindi,tho i feel that there is not enough perks,i am level 23ish and have all the perks done. But i like the idea of having different people in your base that give you different shit for leveling them up. It is pretty nice,would have been better if some perks were locked by personal quests. And yeah there is personal quests.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,180
Location
Bulgaria
Im disappointed by the small number of ship types. While they do have niches - Like that one that summons drones - it feels a bit lacking.
There is three classes with three more subclasses,thus 9 types of ships. I enjoyed the starting class and haven't changed it and i am at the final tier of ships. Thinking of buying all the other classes too at some point tho.
 

somerandomdude

Learned
Joined
May 26, 2022
Messages
662
My 2 favorite ship types are the Scout (light), and Bomber (heavy).

Scout does more damage from range, and works very good with the rail gun. The ult gives invisibility which allows you to slip out of ambushes and reengage targets from a better position.

Bomber uses energy instead of ammo for secondary weapons, and this is pretty huge IMO, because some of the secondary weapons are really strong, and you can lob missiles and rockets with no concerns about restocking ammo. I've been fucking up some G&B carriers with the bomber class shooting cruise missiles at them, and they get gutted. 5.2km range on marksman cruise missiles.
 

SerratedBiz

Arcane
Joined
Mar 4, 2009
Messages
4,143
I hope someone can mod this game to expand onto its amazing foundation. The gameplay loop became apparent all too quickly and it's not enough to carry the game for more than ~10 hours or so. And this is from someone that LOVES space games, I'd play them for the visual porn alone, and that's kind of how I feel about Everspace 2.

The lack of weapon variety is sad. Freelancer made it exciting to find new weapons, especially those that belonged to other factions and that you've learned to fear during a playthrough.
 

pickmeister

Learned
Joined
Nov 2, 2021
Messages
391
I tried it out and the game is fine, looks great but unfortunately, it wasn't what I was looking for.
Too arcade-y. I hoped for a game where I need to refit my ship with mining lasers to get shit out of asteroids or similar, instead of just shooting it with conventional weapon and pick it up by flying close. I hoped for more of a simulator type game. Otherwise, the game is completely fine.
I'll just have to find something else.
 

fantadomat

Arcane
Edgy Vatnik Wumao
Joined
Jun 2, 2017
Messages
37,180
Location
Bulgaria
Hmmm a good addition will be fixed enemies. Now they just spawn in waves and attack you. Will be a lot better if you enter a map and there is like 50 ships in a few different clusters. It will add a more tactical angle to it.
 

somerandomdude

Learned
Joined
May 26, 2022
Messages
662
I agree with the others who pointed out that the gameplay loop gets boring after about 10hrs or so.

Most of the areas with some minor exceptions all look the same to me. You got a bunch of asteroids and space debris littered around with a few groups of enemy ships, and containers, and secrets with the same types of puzzles you've seen a bunch of times already. If you fully cleared one area, that's 90% of the game right there.

A bit later on you start finding decoders which are basically like maps in path of exile. The enemies get some sort of bonus, and you get some increased loot drops. You fight a swarm of enemies that's more than you'd see in a normal area, and after you kill enough of them a boss shows up in a bigger ship that's a sitting duck for rockets and cruise missiles, I.E. a loot pinata that gets blown to bits in 5 secs. If you've done one of these, you've done them all.
 
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Joined
May 31, 2018
Messages
2,554
Location
The Present
I really loved Everspace 1. The arcade nature of it was a positive for me. Dogfights were intense and enjoyable. The items were great, and I liked the resource systems. It's beautiful, runs flawlessly, and just straight-up fun to play. I haven't played many, but it's easily my favorite rogue-like. I am really put off by the looter-shooter mechanics of Everspace 2. Is the gameplay that much different?
 

Blutwurstritter

Learned
Joined
Sep 18, 2021
Messages
888
Location
Germany
I really loved Everspace 1. The arcade nature of it was a positive for me. Dogfights were intense and enjoyable. The items were great, and I liked the resource systems. It's beautiful, runs flawlessly, and just straight-up fun to play. I haven't played many, but it's easily my favorite rogue-like. I am really put off by the looter-shooter mechanics of Everspace 2. Is the gameplay that much different?
No, the core gameplay is quite similar and still feels good. But it fails to mix things up in the way the first game did due to its rogue-like setup. Imagine Everspace 1 but now you have always a full set of resources to build whatever item you want and no pressure at your back. It doesn't put you in tough situations like the first game and you can usually stay in your comfort zone. I'd say those are the things that I mind the most, the lack of a challenge, which the first game offered. The looter shooter stuff is not too intrusive. I was also afraid of that but it doesn't ruin the game.
 
Joined
Feb 7, 2019
Messages
171
I never played Freelancer either. Is that one worth my time?
it's objectively one of the worst games ever, this coming from someone who sort of likes anything with a starship. its cult has no explanation whatsoever. ships are shit (and just 3, literally just 3, with varying power levels), weapons are shit (there may be 5 here, same deal as ships), navigation is shit, trading is shit, combat is like stepping on shit while you're force-fed shit-shitting shit, it has absolutely not a single redeeming value, not even uninstalling it is enough to cleanse yourself from this stain on humanity.
Agreed!

Tachyon: The Fringe was just superior in every way! I loved that game, good engaging quests with pretty space maps and fun builds. ( I have not played this game in 20 years )
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,561
I really loved Everspace 1. The arcade nature of it was a positive for me. Dogfights were intense and enjoyable. The items were great, and I liked the resource systems. It's beautiful, runs flawlessly, and just straight-up fun to play. I haven't played many, but it's easily my favorite rogue-like. I am really put off by the looter-shooter mechanics of Everspace 2. Is the gameplay that much different?
Everspace 1 is fucking solid. It's no gay sim. Largely straight action/exploration but with rather immersive design. One of the less-appreciated aspects is its level modifiers which alter the gameplay: black holes, solar flares, lightning storms, low visibility gas clouds, in close orbit of a sun etc. Is this present in 2? I hope the focus on gameplay remains, but this talk of "gets boring in 10 hours" has me worried.
 

jackofshadows

Magister
Joined
Oct 21, 2019
Messages
4,545
I've finished subj, took me 66h but I completed almost everything. Had a little chuckle when I saw the perk "increase your hangar up to 7/9 ships" because I did use only one fucking ship: scout and cheesed the fuck out of rail gun. Apparantely it is a valid gameplay style though since the devs have supported it further by abilities like teleport and various rare +speed traits on gear and also the fact that at close range scout usually gets obliterated on very hard in seconds. So you just kite, kite and kite again. Stupid as hell but at the same time free dopamine for me. I guess I'm autistic since I almost didn't get bored by it till the very end.

Otherwise I don't have much to add: it's very if not to say too (for an RPG anyway, this isn't RPG at all by the way, rather a space shooter) arcadey: infinite fuel, char lvl affects hull%, stuff like that. The plot is generic as possible (although VO and writing in common sense are very competent, as the game as a whole), they messed up the progression system pretty bad though because you can see all the gear early on, later you're getting only higher lvl versions of it, ships included (the loot treadmill as been said). The only exception are legendary items (yeah, fucking legendary orange marked items :roll: ) but you get only a few of them before the end and then you get the offer to grind more of them if you like.

It's indeed beatiful game so you can play it for a while just for the space porn, all looks and sounds very nice (by the way, they for some reason silenced effects when your ship gets under the water… I mean…). The art style is too generic for my tastes however, a shame. It's all too damn familiar.

The puzzles are great and the main supplement to shooty gameplay and story pieces. All thanks to excellent level/area design.

It was a nice distraction and this isn't a bad game at all: a fine, competently made one but nothing extraordinary either, unfortunately.
 
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lefthandblack

Arcane
Joined
May 5, 2006
Messages
1,287
Location
Domestic Terrorist HQ
I hope the focus on gameplay remains, but this talk of "gets boring in 10 hours" has me worried.
YMMV but I was liking it ok up until I finished the first hub, then suddenly got hit with Not this shit again... I dropped it and haven't found the motivation to go back. If this was still the middle of the space-game slump, I probably would have finished it, as it is there are too many better games to play.
 

Fedora Master

Arcane
Patron
Edgy
Joined
Jun 28, 2017
Messages
28,109
As mentioned, the "puzzles" get a bit tedious after a while since they only really have two or three tricks. Put a Thing in a Thing, mostly.
 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
942
My biggest gripe with the game is that it pretty much has no dogfighting. Either enemy hits you because you are shooting at someone else or he is flying randomly away from you and gets killed. Only thing you dodge are enemy missiles and slower projectiles. It's pure DPS race, probably because of the looter-shooter mechanics. Or maybe its in there and I'm just addicted to Freespace.
 

Lhynn

Arcane
Joined
Aug 28, 2013
Messages
9,854
I found the characters boring, the story boring, and the dog fighting complete shit.

Put up with all that shit for 15 hours until I realized it would not improve.

Everything just scales, gameplay never really evolves.
 

Blutwurstritter

Learned
Joined
Sep 18, 2021
Messages
888
Location
Germany
Finished the main mission and most side stuff and I have to say the game drags on after a while. The content and the mechanics are too thin for its length. It relies too much on superficial progression systems to stretch the game out. I hoped that there would be some sort of progress or new mechanics along the main mission, but the game stays basically the same. It takes a couple of hours but then you have seen pretty much all it has to offer. The base of the game is decent, but it would have been much better if they had dropped the pseudo-loot-shooter/leveling elements and just implemented a proper hand-crafted progression. Shooting at a lvl1 raider with a lvl1 gun feels exactly the same as shooting at lvl20 raider with a lvl20 gun. The steady leveling and scaling provides absolutely no benefit to the game. They should have made some more enemy types, especially some that would require different approaches and weapons to fight, and different behaviors, instead of the mostly pointless progression/scaling mechanics.
I still liked the game, but the first game is better overall. The story and characters were fine. The banter between HIVE and Adam was as entertaining as in the first game. But the game-play doesn't have the depth to fill a game of 40 hours and more.
 
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ShaggyMoose

Savant
Joined
Aug 26, 2017
Messages
593
Location
Australia
I am hoping the inevitable DLC will round out the game. As it stands, it sounds like Everspace 1 was the better experience.
 

Ash

Arcane
Joined
Oct 16, 2015
Messages
6,561
I played the demo. Can save at any time + change difficulty at any time. In addition to everything else I've been reading, fuck this game, such decline. Everspace 1 will remain my space GOAT.
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
EVERSPACE 2 First Free Major Update Coming October 2nd, 2023!
Greetings pilots!

We’re excited to share that our first free major update for EVERSPACE 2 is coming October 2nd, 2023! The Armed & Dangerous update will be ready to download across PC and consoles on the same day, bringing new set items, catalysts, perks, quality of life improvements, Tier 4 ship wings, and more to the game.

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Over the last few months we’ve shared sneak peeks at content the team has been working on during the weekly EVERSPACE 2 stream on YouTube and Twitch. Now, our Community Ambassador Erik has been given clearance to show it all off! Tune in Friday September 22nd to see all kinds of new, never seen before set items and item attributes, as well as a closer look at new perks for Khala and Tareen that introduce two much asked-for features to the game!

Here’s a high-level list content coming in the update:

New gameplay features
  • 10 new set items (34 new item variants)
  • 4 new catalysts
  • 40 new item attributes
  • Modify item: Reroll item attributes
  • Added Khala Perk to discover remaining secrets
  • Added Tareen Perk to sell crafting resources
New and improved ship customization
  • 15 new Tier 4 wings
  • Ship color randomizers
  • Ship module randomizer
Quality of life Improvements
  • Quicksave / Quickload
  • Auto-save improvements
  • (PC-only) Inertia Dampener customization
  • UI additions and improvements (set item icons, item trait icon, etc)
  • 21:9 aspect ratio HUD improvements

50fc45d9f9b82706854e6e282457091c18a256c7.png


We’re also excited to share that digital versions of the EVERSPACE 2 artbook and Official Soundtrack will be available to purchase on Steam and GOG October 2nd as well. Both of these offerings are SIZABLE—the artbook comes in at more than 280 pages of amazing concept goodness and Gero’s been rearranging and remixing in-game tracks to create a 30 track album of quintessential synthwave to groove to while exploring star systems. Dedicated fans will be able to buy the artbook and soundtrack as separate DLC or bundled together for a discount. Stay tuned for more!

See you in the stars!

Lee and your dedicated ROCKFISH Games team
 

cyborgboy95

News Cyborg
Joined
Aug 24, 2019
Messages
2,767
Armed & Dangerous Update | macOS Support | Roadmap | Artbook & Soundtrack
Details on today's Armed & Dangerous Update

Greetings, Pilots!

With EVERSPACE 2 now successfully available on PC and current-gen platforms, it’s time for our first free update!

Before we get into the details, let’s celebrate the accolades of EVERSPACE 2’s recent console release.\

New in the Armed & Dangerous Update
Today, we’re bringing the Armed & Dangerous Update to all platforms. This free update is gear-focused and brings a few community-requested features, as well as a slew of tweaks and bug fixes.

Watch the Armed & Dangerous Update Video for a quick overview of what’s available today.

At its heart, EVERSPACE 2 is a looter-shooter and what every good looter-shooter needs is MORE ITEMS. With today’s update, we bring 10 new item sets, 2 new companion perks, 4 new ship perks for each class, 4 new catalysts for crafting, 15 new Tier 4 wing modules, and more to EVERSPACE 2. We’ve also added more than 40 new item attributes to the loot pool, giving you all a greater variety of potential combinations to fit together. We can’t wait to see the amazing builds you’ll create!

Now, we’ve already anticipated that many players will be seeking that one perfect piece of gear to complete a build and to aid you, we’ve added a new gear modifier action feature that allows re-rolling of bonus attributes.


2f27d1569be8b0b2e741a7cb7bd64c5d33d45d2b.png


New paint and module randomizers make it easy to switch things up. Like a previous version? Just select undo to return to it.


A full list of the set items, ship perks, catalysts, and attributes added can be found near the bottom of this blog.

Companion Perks
Tareen and Khala bring more to the table with additional perks that address requests made by the community.

Khala's Supra Vision perk reveals the location, but not the solution, for secrets in an area once the majority have been collected. The trigger for secrets being revealed depends on how many secrets are in an area—if there are 5 or fewer secrets, the remaining one gets revealed. If between 6 and 10 secrets, the remaining two get revealed. If more than 10 secrets, the remaining 3 get revealed.

Got a literal ton of iron in your cargo hold? Tareen’s Resource Selling perk will open up his list of trader contacts, allowing players to sell gathered resource items and crafting components while docked at stations with stores.

Khala's Supra Vision and Elek’s Fire Support perks can now be toggled on or off in their respective perks screens.

Tier 4 Wing Modules
As shown during last week’s sneak peek stream, there are 15 new tier 4 wing sets being added for our 9 ship classes. Now, your top-tier ships will feel even more stylish.


efe92a34c67f9a54a94e085f27a3623282146efb.png



Ship modules are purely cosmetic, so feel free to mix things up with new randomizer buttons that mix up available modules and color options.

Music and Audio
Sharp-eared fans will notice that several in-game tracks have been subtly improved. While our talented composer and audio designer, Gero Goerlich was hard at work rearranging and remixing tracks for the EVERSPACE 2 Official Soundtrack, he set some time aside to bring some of those adjustments in-game as well. More on the OST below.

As Erik showed off during the Armed & Dangerous sneak peek stream, we’re also adding some new audio flourishes to the game—the most noticeable of which is the variety of booster sounds! Each set item booster will have a special sound set that will make cruising through areas with top-tier gear feel more unique.

From the gentle energy pulses of the Tides of Siren's Sea set Hydrosurge Drive simulating the sound of ocean waves to the rich thrum of the Opulence Deluxe Booster, these new sounds will be a treat for your ears.

Unfortunately, these new booster sounds did not make it into the build certified for this release, but they will be coming in a future update.

macOS Support
With this update, macOS support comes to EVERSPACE 2.However, running the game on equipment with an M2 CPU or below may be unsatisfactory.

The EVERSPACE 2 store page on Steam has been updated accordingly with minimum and recommended macOS specs. If you are unsure about how the game will perform on your machine, the free demo is a good way to test.

Artbook and Soundtrack
We’re excited to share that digital versions of The Art of EVERSPACE 2 and The EVERSPACE 2 Official Soundtrack are both now available on Steam!

The Art of EVERSPACE 2 is a 280+ page artbook that showcases the amazing concept art created by Tobias Frank and the rest of the ROCKFISH Games team as well as team stories, early sketches, and cinematic stills.

The EVERSPACE 2 Official Soundtrack has 30 tracks remixed and rearranged from in-game music totalling more than 90 minutes of groovy synth listening. Gero has outdone himself with this album.

These are available separately or as part of a new EVERSPACE 2 bundle on Steam. The Art of EVERSPACE 2 will have a limited print run—we’ll share more about where to order in the near future.

Roadmap
As we’ve said before, we’re not done with EVERSPACE 2. We have already started production on a massive expansion that brings new story and star systems to the game. As we work towards this grand goal, we have another sizable free content update planned for Spring that will bring new legendary items, an overhauled endgame, and other exciting features to all available platforms.

This roadmap will give you an idea of what we’re able to share at this moment. There’s more happening behind the scenes.


c0261bc48ed7a939d59cdf185d16ddaa5f27a9cd.jpg



Armed & Dangerous Content
Want to know exactly what kind of gear you’ll find? Read on for a breakdown of all the new Item Sets, Item Attributes, Perks, and other goodness coming to you.

New Item Sets
Ten new item sets have been added to EVERSPACE 2. The 34 new items for these sets can be found in different star systems and grant new singular and set bonuses to create a build around.

Autonomous
Found after level 15
2/3 Set Items: While in combat, armor regenerates 2% per second, so long as shields are full.
3/3 Set Items: While in combat, hull regenerates 4% per second, so long as both shields and armor are full.

Genesis Barrier - Shield XC

After shutdown duration, instantly restore the shield to full capacity.
Reactive Radar - Sensor

8% decreased shield recharge delay and shutdown duration for every enemy within 800m, to a max of 80%.
Repair Bay - Cargo Bay

Fewer cargo slots. Repair a damaged item every 90s.

Escort Duty
Found in Union
2/3 Set Items: +25% to Resistance attribute.
3/3 Set Items: 0.5% increased shield, armor and hull for each free cargo slot.

Chaperone - Shield

4% increased shield capacity and recharge speed for each non-drone friendly or neutral within 2km range, to a max of 32%.
Bulkhead - Plating

30% damage reduction to armor from frontal attacks.
Secure Hold - Cargo Hold

Collecting an item grants 8% damage reduction for 4s, to a max of 40%.

Rogue
Found in Zharkov
2/2 Set Items: So long as no friendlies or neutrals are within 2km, gain 10% increased damage, handling and ship speed.

Rascal - Homing Missile

If this missile breaks the target's shield or armor, target gains both EMP and Web conditions for 3s.
Rattler - Autocannon

Weapon damage and velocity are increased up to 20% depending on how fast the ship is moving.

Stormchaser
Found in Zharkov
2/4 Set Items: 25% increased energy orb drop chance.
3/4 Set Items: When collecting an energy orb, reflect 4% of incoming damage back to your attackers for 20s. Stacks up to 40%.
4/4 Set Items: All enemies within 800m range take reflected damage.

Multi-Cell - Energy Core

No special perk.
Stratocumulus - Shield ST

While shield is active, gain 2000m range pull for energy orbs.
Tailwind - Booster

While boosting, reflect 10% of incoming damage back to your attackers.
Twister - EMP Missile

Targets hit by this missile are pulled for 3s (equal to the EMP duration).

Blightmonger
Found in Khait Nebula
2/4 Set Items: Enemies take 20% increased corrosion damage
3/4 Set Items: Each stack of corrosion on an enemy grants you 1% armor regeneration per second
4/4 Set Items: Targets affected by corrosion take 50% increased damage from your secondary weapons

Containment Unit - Cargo Unit

No special perk
Hazard Shield - Shield

Grants immunity to Corrosion while shield is up
Hazard Plating - Plating

Grants immunity to Radiation while armor is up
Deteriorator - Thermo Gun

Lower than usual fire rate. Trait: Critical hits apply their damage as Corrosion for 2s

Tides of Siren's Sea
Found in Ceto
2/4 Set Items: 30% increased ULT generation
3/4 Set Items: Your shield capacity is increased by 100% but it will no longer recharge while in combat. Instead, using your ULT will restore it to full capacity
4/4 Set Items: Deal increased primary weapon damage based on the percentage of shield hitpoints missing to a maximum of 20%

Triton Core - Energy Core

No Special Perk
Wavepulse Analyzer - Sensor

No Special Perk
Scaleguard - Plating

Very high repair rate, low-ish capacity
Hydrosurge Drive - Booster

Trait: 20% increased boost speed during ULT

Commander
Found in Drake
2/4 Set Items: Allies gain 10% increased damage and 20% damage reduction.
3/4 Set Items: When an ally dies or expires, your shield is fully restored.
4/4 Set Items: After 5s, drones and turrets within 300m are converted to fight on your side for 30s.

Tactical Shield - Shield

Has no recharge delay.
Frontline Plating - Plating

5% armor damage reduction for each enemy within 500m
Recon Booster - Booster

30% reduced enemy detection range
Shredder - Gauss Cannon

Deals 20% increased critical hit damage

Vigilante
Found in Drake
2/3 Set Items: Your locked target receives a stack of Destabilized each second, increasing the damage they take by 10%. Stacks up to 6 times and resets when switching targets.
3/3 Set Items: Killing a target with at least 5 stacks of Destabilized creates an EMP explosion that disables enemies within 300m.

Judge - Coil Gun

Fires three-shot bursts
Jury - Homing Missile

No Special Perk
Executioner - Rail Gun

Fully charged critical hits instantly kill smaller targets

Opulence
Found after level 15
2/3 Set Items: Each equipped "Starforged" item increases your device damage by 2%
3/3 Set Items: Each equipped "Starforged" item increases your weapon damage by 2%

Ornate Plating - Plating

1% increased hitpoints per 10000 credits owned. Up to 100%
Treasury Unit - Cargo Unit

10% increased credits income
Deluxe Booster - Booster

No Special Perk

New Item Attributes
All Weapons

  • 20% increased damage against Ancients and Ancient-controlled units
  • Critical hits have a chance to recharge weapon energy by 2%
  • Deals 20% bonus damage against Outlaws
  • Deals 20% bonus damage against G&B
  • Deals 20% bonus damage against Okkar
  • Deals 20% bonus damage against Turrets
  • Deals 20% bonus damage against Capital Ships

Primary Weapons

  • Killing an enemy temporarily increases this weapon's damage by 1% up to 25% for 8 seconds
  • Killing an enemy with this weapon has a 10% chance to refill your currently equipped secondary weapon by 1

Pulse Laser, Blaster, Thermo Gun, Flak

  • 20% chance to reflect the shot to enemies closer than 500m

Pulse Laser, Blaster, Thermo Gun

  • 10% chance for each hit to deal its damage as area damage in a 200m radius

Projectile Weapons, except Scatter Gun

  • 5% chance to drop credits with each hit

Flak, Pulse Laser

  • The last shot before running out of energy deals 500% more damage, can only occur once every 5 seconds

Primary Weapons, Shield, Booster

  • 2% increased energy recharge rate for each enemy within 500m

All Modules

  • 5% increased corrosion damage
  • 10% increased corrosion duration
  • 10% increased EMP duration
  • 5% reduced device cooldowns
  • 5% increased ULT generation
  • 10% increased ULT duration
  • 5% increased ULT damage
  • 4% increased shield hitpoints
  • 4% increased armor hitpoints
  • 8% increased hull hitpoints
  • 5% increased critical hit chance
  • +1% critical hit chance
  • 10% increased critical hit damage
  • 4% increased secondary weapon damage
  • 4% increased primary weapon damage
  • 4% increased device damage
  • 10% increased destabilized damage
  • 10% increased primary weapon range
  • 10% increased secondary weapon range
  • 10% increased device range
  • 5% reduced weapon energy consumption
  • 5% reduced boost energy consumption
  • 10% increased primary weapon damage while cloaked
  • 10% increased secondary weapon damage while cloaked
  • 10% increased device damage while cloaked
  • 6% increased energy damage
  • 6% increased kinetic damage

Shield

  • Instantly starts recharging when depleted; can only occur once every 20 seconds
  • 15% increased boost speed while depleted

Sensor

  • <Weapon Type> deals 20% increased damage

Energy Core

  • Going below 30% hull fully recharges weapon energy, can only occur once every 10 seconds

New Catalysts
Catalysts are valuable crafted items that can be used to add a new modifier to a piece of gear, making it more powerful! We’ve added 4 new catalysts to the game to give players a wider variety of options.
  • Repair Protocol (Armor) - Increases the armor repair on kill by 50%
  • Restore Protocol (Shield) - If your shield is hit but remains above 70%, it immediately starts regenerating
  • EMP Charges (Primary Weapon) - Shots cause EMP disruptions. When a target has 8 disruption charges, an EMP is triggered which paralyzes the target for 1.0s
  • Barrage (Primary Weapon) - Increases damage by 4% for each second firing to a maximum of 40%

New Ship Perks
Each ship type has a variety of perks set when they appear at your local ship dealer. With today’s Armed & Dangerous update, each ship class now has 4 new perks available.

Vanguard

  • At 200m range, primary weapons gain 20% shield and armor piercing
  • While shields are overcharged, gain 25% increased critical hit damage
  • Overcharge is gained 25% faster [Exclusive]
  • Overcharge never deflates [Exclusive]

Scout

  • 20% increased device activation range
  • 20% increased cloak duration
  • 50% increased velocity to all primary weapon projectiles [Exclusive]
  • 50% reduced spread to all primary weapons [Exclusive]

Stinger

  • While the third hardpoint is active, gain 33% reduced weapon energy consumption
  • Using a device restores 25% boost energy
  • 25% increased corrosion damage [Exclusive]
  • 25% increased EMP duration [Exclusive]

Interceptor

  • When entering a location, gain 20% increased boost and fire rate for 60s
  • While firing primary weapons, gain 1% increased critical hit damage every second to a maximum of 20%
  • While Weapon Overdrive is active, gain 100% increased energy orb collection range [Exclusive]
  • While Weapon Overdrive is active, gain 50% chance to refund secondary weapons upon use [Exclusive]

Sentinel

  • Collecting an energy orb deploys an energy shield for 2s
  • Using a consumable immediately triggers the shield to recharge
  • While shields are at least 50% charged, gain corrosion immunity [Exclusive]
  • While shields are fully charged, gain 20% reduced boost energy and weapon energy consumption
    [Exclusive]

Striker

  • 60% reduced self-damage
  • Enemies within 1km range deal 20% less damage
  • 20% debuff duration reduction [Exclusive]
  • 20% hull damage reduction [Exclusive]

Gunship

  • When using a consumable, restore 8% armor
  • Instantly reset all warfare device cooldowns when armor depletes (once every 2 minutes)
  • When hull is 50% or lower, gain 40% hull damage reduction
  • 20% increased armor repair per kill

Bomber

  • Target lock-on is maintained off-screen
  • 20% reduced energy consumption for all secondary weapons
  • Activating ARC-9000 fully restores secondary weapon energy [Exclusive]
  • When ARC-9000 is manually detonated, gain 40% increased ARC-9000 shockwave damage [Exclusive]

Vindicator

  • Drones are immune to all debuff conditions
  • Collecting wreckage restores 10% shields
  • Locked enemy targets suffer 20% increased damage from drones [Exclusive]
  • When a drone is destroyed, the drone has a 20% chance of being instantly reconstructed
  • Enemy support drones within 2000m range have passive abilities disrupted and disabled [Exclusive]

The full changelog of features, adjustments, fixes, and other changes included in today’s update can be found below.

Changelog - 1.1.35878
Features

  • Added 10 new item sets (34 new items total)
  • Added 45 new item bonus attributes
  • Added 4 new catalysts
  • Added new consumable: Combat Drone
  • Added 4 new passives to each ship class, for a total of 36 new ship passives
  • Added new Tier 4 wing modules
  • Added "Randomize" function for ship colors and ship modules customization
  • Added Quickload/Quicksave
  • Added a special timed autosave within a location that is also written when collectibles are unlocked (not written during fights/missions - will be delayed)
  • Added new Khala perk that reveals any remaining secrets in a location if most of the area's secrets have already been discovered
  • Added new Tareen perk that enables selling resources from the crafting inventory
  • Added re-rolling of bonus attributes modify action
  • [PC Only]Added "Hold To Enable" and "Hold To Disable" Inertia Dampeners control mode

Tweaks

  • 21:9 aspect ratio HUD improvements
  • Made sure that players coming from the demo retroactively get the "A New Home" achievement at a later point
  • Increased average number of NPCs present during "Volatile Goods" jobs
  • Renamed "Executioner" Scatter Gun to "Enforcer"
  • Vindicator drones off-screen hud marker only show when in combat
  • Castiel's Protection legendary shield: improved the holograms' ability to distract enemies
  • Added option to switch off Elek's "Fire Support" perk
  • Ammo of secondary weapons is now filled up when starting an Ancient Rift
  • The 5-cube secret in "Kheimon" has been given clearer clues and confusing symbols have been removed
  • The Eclipse set buff will no longer reset its duration when switching weapons
  • Integrated community suggestions for translation improvements from Crowdin
  • The selected inventory sort mode will no longer reset when entering a new location
  • Increased maximum item shop inventory size
  • A 60 FPS frame rate limit now applies in the main menu, when paused or docked
  • Balancing: Increased Scatter Gun base damage but reduced charge damage bonus
  • Balancing: Increased Sentinel ULT "Static Overload" damage
  • Balancing: Increased Vanguard Expertise base bonus but reduced scaling limit
  • Balancing: Added more variance to individual Booster stats
  • Balancing: Slightly increased Synchro Pulse energy consumption
  • Balancing: Reduced Jaeger fire rate and range but increased base damage
  • UI: Added icon marker for set items
  • UI: Ship customization - More information about the number of unlocked modules
  • UI: UI: Ship dealer - Added additional price tag for trade-in, price colorization, and other improvements to the purchase process
  • UI: Loot container - All looted items are now shown in the on-screen log
  • UI: New HUD XP-bar appearance when max level is reached
  • UI: Restricted item modification and changing map modes during a rift
  • UI: Added missing (intro-) SFX playback on some menu screens and -pages
  • UI: Improved item handling within loot container to avoid some previously available exploits

Bugfixes
  • Fixed that all shields had a 5s recharge delay
  • Fixed Redeemer Drone not shooting
  • Fixed that remote controlling a drone did not correctly restore visibility of health/equipment HUD in 1st person mode if "hide HUD in 1st person mode" was enabled
  • Fixed that transfer of needed item during "need repairs" type distress call was still possible while ship was exploding
  • Fixed that sometimes a ship could not be bought despite having sufficient credits
  • Fixed Outlaw Teleport Drone not firing missiles from a distance
  • Fixed that menu options that open a context window for selection could be changed with "navigate left" and "navigate right" actions, but without effect
  • Fixed Bomber not receiving the energy equivalent on secondary ammo refund
  • Fixed Energy Orbs not providing weapon energy
  • Fixed that Vanguard "device cooldown reduction for support devices" perk also reduced device duration
  • Fixed that custom resolution scaling only worked right after changing the setting, not after changing locations or loading a game
  • Fixed "Excessive Force" perk not re-initializing correctly after undocking
  • Fixed that damage done by Gunship turret and sticky turrets did not count as player-instigated damage
  • Fixed some buffs and debuffs not resetting correctly
  • Fixed that the "Symphony of Destruction" perk would trigger when killing creatures
  • Fixed a keybinding conflict regarding Spatial Bypass target location on map when having "OK" bound to "Space Bar"
  • Fixed that changing nothing but joystick deadzone(s) in keybinding screen did not lead to changes being recognized and applied
  • Fixed that HUD markers of single emitters for "trap" encounters were not immediately visible when too far away
  • Fixed "Close Call" perk not regenerating when docking
  • Fixed Time Extender not resetting correctly when leaving location while it's activated
  • Fixed ammo exceeding max ammo after replacing high-capacity catalyst on secondaries
  • Fixed device cooldown reductions not being correctly displayed in HUD
  • Fixed that plasma harvester states were not saved
  • Fixed potential controller stick drift in supralight/photo mode
  • Fixed that no standing/credits were deducted from "Ramen Delivery" jobs if drone was destroyed during 2nd or 3rd delivery
  • [Windows] Fixed mouse wheel scrolling problems in Missions screen
  • [Xbox|PS5] Fixed that on very first start the spoken language was not set to German when [Xbox|PS5]'s language is set to German
  • [Steam] Fixed that language was not automatically set to Steam's language on very first start after install
  • [Steam] Fixed that game freezes when selling too many items at once
  • UI: Fixed multiple issues when scrolling through savegame selection (mostly gamepad related)
  • UI: Fixed HUD loot log when more than 10 items were looted at once
  • UI: Ship customization - Fixed multiple smaller issues and inconsistencies regarding navigation and selection of menu entries
  • UI: Fixed secondary item icons being displayed smaller than others in HUD log
  • UI: Fixed multiple issues with buttons shown in footer of a different in-game menu tab
  • UI: Fixed scrolling of item stat cards within a loot container
  • UI: Fixed Data sub tab fade-in animation getting stuck in some cases
  • UI: Fixed item log showing the available stack amount of crafting resources from shops instead of the purchased amount
  • UI: Fixed multiple issues regarding the amount selection widget, some of which could ultimately lead to invalid item states

That’s all for today, but watch out for a coming patch that includes a few more small features and fixes that didn’t make it into this update. We’ll have more to share about that soon, but in the meantime, we’ll see you in the stars.

Lee & your dedicated ROCKFISH Games team
 

Quatlo

Arcane
Joined
Nov 15, 2013
Messages
942
Its the same reason why Diablo 3 and 4 are extremely crap and boring - you have ~10 enemy types, ~20 items and only thing that changes is stats. At level 1 you need 5 shots, at level 50 you need 5 shots, but got forbid you meet an enemy at level 52, he then magically instagibs you and takes 9001 shots.

Reskinning enemies and giving them random modifiers isnt variety. Having 100 shield types that differ only by stats isnt variety.
I wasn't expecting X3 world sim with better shooting, but as soon as you realise that each sector you visit is just random dungeon from hack n slash the game instantly becomes boring. It can take 5 hours, or 20, but still boring in the end.
 

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