Feature Friday

Feature Friday #14 Climbing Ladders

Hello Everyone,

Welcome to another Feature Friday, today I am going to talking about our new Ladder system we are adding to the game.

This Ladder system will consist one or more seasonal competitions going on at one time. Players can join each Ladder and complete the required task to earn points towards the Ladder. When the Ladder Season ends rewards will be given out.

Speaking of Rewards, there are a number of them you can earn now including but not limited to:

  • Prestige Tokens
  • A Unique Golden Ship skin which can only be earned by placing first in a Ladder.
  • Unique Titles for 1st,2nd and 3rd place.
  • Ships & Interceptors, Yes that right you can get Immortal, Legendary and Epic Ships and Interceptors to boost your power.
  • Buffed XP Cards, we have added 8x Immortal Xp Cards, 16x Immortal Xp Cards and 32x Immortal Experience Cards which will take one ship from level 1 to level 100 with just one card.
  • And More...

 

Other Changes

  • We have improved performance in a couple of area's of the game this time around, more still to come later.
  • We have expanded the Shop to provide Prestige Tokens, The Buffed Xp Cards and Skins so they can be purchased any time.
  • The Alliance HQ now can go up to level 20, which each level providing 5% bonus resources from alliance buildings.
  • Of course lots of bug fixes that have been reported.

 

That's it for this week, we plan on releasing this next patch, next week!

 

Feature Friday #13 - Titles and Skins and Rifts! Oh My!

Hello Everyone,

Welcome to the next addition of Feature Friday, today we are going to be talking about several other new features that are coming in the next patch, mainly titles skins and changes to the rift.

Titles

You can now earn titles in the game, right now through achievements (did I mention we now have 45 achievements in the game, more on that later). These titles range from beating the Rift, to VIP levels, to Beating Sectors and such. We will also be adding more titles in the future. You can only have one active title at a time and they can set where you change your name.

Some of the titles you can earn

  • Giver of Gifts - Gift 1000 gifts to other players.
  • Notable - Reach VIP Level 6.
  • Educated - Read the Wiki.
  • Prestigious - Have a Level 5 Prestige Ship.
  • Redshift Master - Log into the game for 365 days straight.
  • Merciless - Kill 1 million enemies.

We are going to do our best to grant you titles you already may have earned previously, however some titles we cannot grant because we were not storing that information previously.

Achievements

As I mentioned above, we have added achievements to the game, there are currently 45 you can earn in game, some of which award titles. We will be releasing a full list of achievements at a later date, However you can check out the titles for a glimpse of what some of the achievements are going to be.

 Skins

I alluded to a skinning system last week for ships, You now enter a new screen that allows you to live preview the skin on a ship and select from every skin you have.

Skins are consumable, which means you need one of a skin for each you have, however a skin can be taken off a ship at any time, and if you burn a skin the skin will also be refunded.

Currently we have plans for 5 skins, silver, bronze, camouflage, rainbow and polka dot. However we have more skins planned for the future, including unique rewards that can only be earned in the game through completing very difficult tasks. We also can release skins at any time as they are not tied to a patch release, we welcome suggestions for skins as well.

Rifts

This is a rather large change to the way Rifts currently work in addition to opening up Rift Tier 5. All Rifts are now 10 waves, there are a couple of reasons for this, it can take a long time to complete Rifts currently in many cases and that is not good, we do not want people spending 20, 30, 40 minutes or more to complete a Rift. This means rewards have been adjusted for these Rifts, however the rewards are the same as you would earn in the old longer Rifts for the time invested.

Second and more importantly, the way rifts are currently designed each Rift is longer than the last and even if we capped the waves at 50 it takes a very long time to design and balance on of these Rifts. By fixing all Rifts at 10 waves we can quickly release new Rifts to provide more of a challenge to later game players.

That is all for now, there are no pictures as we are still developing some of the features and how they will look. As a side treat we plan to have this patch out next week barring any major issues and the week after that at most. Then we will start on the next major feature which I am really excited about, but you will have to wait until next week to find out more.

Feature Friday #12 - Prestige Tokens

Hey everyone,

Today I have a really exciting feature to talk about, Prestige Tokens. These tokens will allow you to take two max level immortal ships and combine them into a more powerful version of that ship.

Let's take an example, you have 2 level 100 Titan's sitting in a fleet doing nothing but taking up space. Now you can take those two Titans and combine them in the Alliance Shipyard using one Prestige Token

What does upgrading this ship actually mean in battle you ask? Well that ship will receive a 25% increase to all core stats including fleet power, damage, plating, speed, attack range, attack frequency, critical hit chance and damage. However besides the Prestige Token, the new ship will be level 1 again and have to be leveled up again.

And wait there is more, you can take two prestige level one ships and combine them into a prestige level two ship and on forever, there  is not max prestige level.

We will be releasing more information about this system over the coming weeks before it's release as well as some other features.

As a treat here is a WIP screenshot of the new UI for the Shipyard.

 

 

 

*Developer Note: This feature is still in development and values are subject to change before release.

Redshift: Feature Friday #11 - Alliance Window

Welcome to another Feature Friday. Today we will be taking a look at the new Alliance window.

The alliance window has been broken up into three tabs now, the first tab is the general alliance information. Contains on this page is a number of useful pieces of information including the number of buildings of each type the alliance has constructed.

The Alliance leader can change the join code which has been a much requested feature, and set the privacy and minimum FP requirements. Officers can view this page as well, but otherwise the join code will be hidden from players who have a rank of member.

The List of members has been moved to a new tab with some improvements. As you can see in the picture there is now an officer rank who can kick people from the alliance and view the join code.

You now select a user to bring up a list of options based on each rank, as Leader I can Kick, Promote to Officer, Transfer Leadership to an Officer, Add a Friend and View the player's personal details. Officers can Kick, but not Promote. Members can only Add Friend and View Profiles.

The personal tab can be used to view your personal statistics for the alliance, including the total number of resources you have spent. You can also write a short bio about yourself. 

Any Alliance Member can also view any other members information. You can also Visit their Base and Fleets.

 

This Wraps up a look at the new Alliance Window, we hoped your enjoyed it and we look forward to releasing this next patch in the coming weeks.

Redshift: Feature Friday #10

Hey Everyone, it has been quite awhile since I have written one of these, to long and I apologize for that. Today I am going to go over the patch notes for our next patch.


Before we get to the patch notes, we would like to announce a fixed release date of March 8, 2016. Currently we are wrapping up the last few major issues we have encountered while testing.


I also want to talk about what took this patch so long. We started out planning a series of features for the game, which we put development time into, and then we canceled those features to refocus on setting the game up for localization, while with this release there will only be english, we are going to be adding languages using a variety of sources over the coming months. We also spent a great deal of time working on the internals of the game, so many things have changes to make future patches easier. For future releases we are aiming for one month release cycles as fixed dates.


Changes

  • New Inventory Window
  • New Method for Equipping Ships and Interceptors
  • New Side Panels for Ships, Interceptors and Capital Ships
  • Overhauled the Battle UI to be cleaner and more responsive 
  • Each ship has received a new active ability
  • Ships active abilities now have a range attached to them
  • You can now move by selecting and giving them a move command in all battles except for the Rift.
  • Deploy Points costs have been reworked.
  • Added an effect when a ship or interceptor levels up.
  • You can have up to eight Capital Ships per fleet now.
  • Reworked the tutorial to better guide the player.
  • Reworked the events to better guide the player.
  • We added an icon next to ships and interceptors when you can spend resources to upgrade them.
  • Set up the backend for localizing the game, we are going to be implementing additional languages over the next while with details to follow.
  • Escorts in battle now reflect that they are escorts by being smaller.
  • Ships when equipped to a fleet will not maintain that position.
  • We rebalanced normal ships and interceptors
  • Damage Dealt in battles is now displayed above ships and buildings.

Bug Fixes

  • We fixed a bug where you could have more than 8 captains by running the game in two tabs.
  • We fixed the bug which would allow you to have ships above level 100.
  • The public Rift should no longer get blocked by players.

 

Redshift: Feature Friday #9

Hey Everyone,
It has been quite some time since my last feature friday, however we have been busy at work on some exciting changes to the combat system.
Let's start this off with a video showcasing some of the new features, then I will discuss them in detail.

 


As you have seen we have completely overhauled how combat works in Redshift. Before I go into details I want to talk about the overall theme behind this update.


We have been playing the game quite a bit, as we always do, and while we have made many changes to the game outside of battles, they did not get enough attention and for the most
part have been the same since release. We decided it was time to address this problem by making the battles more interactive and tactically based. Currently we are working on all of these changes in Sector battles, however we have plans to bring these features to all battle modes where required.


Ship Movement:
As you saw in the video you can select ships in the battle and give them move orders, while moving they will fire at nearby enemies as well. Movement
will play a key role in the battles and can mean the difference between winning and losing the battle. When you are not control a ship they will go back to moving and finding targets on their own.


Deployment Zones
We have added deployment zones to the battlefield, these zones work off deploy points which we have brought over from the Rift to Sectors, with a few notable changes including points are generated overtime. Deployment zones can either have a fixed number of deployment points available or have unlimited points. With this change ships also have deployment points which match what they have in the Rift.


Portals:
Enemies will now spawn from portals placed around the map. These portals can be on the battlefield at the start or appear during the battle to surprise you as well. Portals come in two types, destructible and indestructible. If you destroy a portal that had not warped in all its vessels, those enemies will be removed from the battle giving you an advantage.


Abilities:
As you saw in the video, ship abilities now have a range which dictates want could be affected by your ability. However abilities still have other targeting parameters as well that you need to be aware of when planning to use them. When you tap and hold an ability it will show its area of effect in the battle, it will only fire when you release the button. Movement will play a key role in deciding the best place to use your ability for maximum effect. Abilities also have cooldowns which means you need to pick the right time to use your ability.


Bosses:
Every Sector now can have bosses which are stronger than normal enemies, providing an additional challenge to overcome.


Experience Drops & Ships Leveling Up:
Experience orbs will drop from killing enemy ships in the battle and can be collected to level up your nearest ships right in the battle. Each ship you kill will contribute to an experience pool which will drop periodically for you to collect. 


Loot & Resource Drops:
Items and Resources will drop from destroyed enemy ships as well now, and can be collected to bolster your fleet between battles. You will see what resources you earned, however you will only be able to see the rarity of the item until after the battle is over.


Battle Objectives:
Battles now have clear objective(s) for you to complete, currently we have three types planned. Defend a building, Destroy a building and Activate a building.
There can be more than one objective in a battle at any time and they can be of different types which will create a more dynamic experience.


A New UI:
To bring everything together, we have created a much cleaner UI for the game.
Pre-Battle Phase
At the beginning of each battle the camera will pan between key points of interest, after which you will be able to examine the battlefield before deploy your fleet, the battle will not start until you deploy your first ship.
This wraps up this feature friday, I look forward to seeing your discussion and I will be happy to answer any questions you may have. We will have more details in the coming weeks and we revise and refine these features.

 

Redshift: Feature Friday #8 - Stats & Bonuses


Hey Everyone, Baraphor here, today I am going to cover how unit stats work in the game.


Stats Bonuses Types
In Redshift we have several layers to our stat bonuses, first is whether or not a bonus is a percentage value (5%, 12%, etc) or a real value(5, 12, 21.5). The second is whether a bonus is additive or multiplicative. 


Stats and Bonuses are calculated in the following order, for additive bonuses we apply them in bulk, multiplicative bonuses are applied one at a time.


Additive Bonuses
    Value = (Base Value)
    Value = Value + (ΣAdditive Real Bonuses)
    Value = Value + (Value * (ΣAdditive Percentage Bonuses / 100) )

Multiplicative Real Bonuses
        For Each Multiplicative Real Bonus
        Value = Value * Multiplicative Real Bonus

Multiplicative Percentage Bonuses
        For Each Multiplicative Percentage Bonus
        Value = Value + (Value * (Multiplicative Real Bonus / 100))


Here is a list of all the possible stats in the game that can be found through all sources.
Each stat below has a series of properties attached to it, this is what those properties mean.
The first item defines if a bonus is additive or multiplicative.
The default value, this is in many cases replaced by a ship's value, in other cases it is not, if it starts as a '0' is is replaced by a ship's value.
How the value is displayed in game.

Movement Speed: The speed of the ship.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Real Value

Damage Per Attack: The damage of a ship or capital ship weapon.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Real Value

Plating: The plating of a ship.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Real Value

Critical Hit Damage Reduction: The damage modifier applied when a ship is dealt a critical hit.  This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage taken from All sources: The damage modifier applied when a ship is dealt damage. This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage taken from Interceptor reduced: The damage modifier applied when a ship is dealt damage by an interceptor. This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage taken from Hosts reduced: The damage modifier applied when a ship is dealt damage by a host ship. This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage taken from Escorts reduced: The damage modifier applied when a ship is dealt damage by an escort. This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage taken from Capital Ships reduced: The damage modifier applied when a ship is dealt damage by a capital ship. This is normally always a reduction, but it could also be an increase.

  • Multiplicative Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage Reflect: The amount of damage to deal to the dealer of damage, this does not reduce the damage a ship takes however.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Percentage Value

Plating Steal: The amount of plating to steal, as a percentage of a ships damage.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Percentage Value

Range: The weapon range of ships and capital ship weapons.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Real Value

Attack Frequency: The time between a weapon fires and can fire its weapon again.

  • Multiplicative Bonus
  • Default Value: 0
  • Displayed as a Real Value

Dodge Chance: The chance a ship will dodge damage dealt.

  • Additive Bonus
  • Default Value: 2.5
  • Displayed as a Percentage Value

Critical Hit Chance: The chance a ship or weapon will deal a critical hit.

  • Additive Bonus
  • Default Value: 5
  • Displayed as a Percentage Value

Critical Hit Damage Bonus: The damage a critical hit will deal as a percentage increase of normal damage.

  • Additive Bonus
  • Default Value: 200
  • Displayed as a Percentage Value

Stun Chance: The chance for a ship or weapon to stun when dealing damage.

  • Additive Bonus
  • Default Value: 0
  • Displayed as a Percentage Value

Increase damage dealt to Interceptors: Increased damage dealt to interceptors.

  • Additive Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Increase damage dealt to Escorts: Increased damage dealt to escorts.

  • Additive Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage dealt to Hosts: Increased damage dealt to hosts.

  • Additive Bonus
  • Default Value: 100
  • Displayed as a Percentage Value

Damage dealt to Capital Ships: Increased damage dealt to capital ships.

  • Additive Bonus
  • Default Value: 100
  • Displayed as a Percentage Value 


We are working on a graphical way for players to view all these stats in the game, however it will not be ready for this patch.
I hope this clears up how bonuses work in
That wraps this feature friday, now for a couple of announcements.
We are moving the tentative release date back until October 6th to ensure this major patch is released.
Tomorrow September 26th is the official anniversary of the game, we will be having a small sale to celebrate.
Once this patch is released on all platforms, we will be holding a week long celebration of our one year anniversary patch, which will include most of the new features being released alongside the patch.
 

Redshift: Feature Friday #7

Hey Everyone, Baraphor here.

Today I am going to go over the changes to immortal ships and interceptors in the game for the next release.

Here are the tables for immortal interceptors at level 100.
Patch 3.5 - Interceptors
Name Speed Damage Attack Frequency Range Plating
Ancient 115 24 3 250 115
Starfall 115 8.2 3 130 660
Valkyrie 115 21 3 300 220
Redemption 115 52 3 120 115
Patch 3.6 - Interceptors
Name Speed Damage Attack Frequency Range Plating
Ancient 115 96 3 200 540
Starfall 105 72 3 150 850
Valkyrie 100 75 2 175 445
Redemption 100 42.5 1 150 290
 
In the above tables, you can see that damage and plating have been increased across the board, attack frequency has been varied and tied to specific weapons, with 3 being a laser weapon, 2 is a cannon and 1 is a missile. Range has also been varied by weapon type, with missiles being short range, cannons medium range and lasers long range.
Here are the ships at level 100.


Patch 3.5 - Ships
Name Speed Damage Attack Frequency Range Plating
Cygnus 55 110 3 300 5500
Argonaut 55 28.8 3 300 2200
Nemesis 55 6.6 0.1 300 2200
Titan 55 396 3 300 1650
Patch 3.6 - Ships
Name Speed Damage Attack Frequency Range Plating
Cygnus 45 173 2 225 5550
Argonaut 45 173 2 275 2450
Nemesis 55 8.6 0.1 200 3000
Titan 55 245 3 300 1800

In the above tables for ships, Damage has been greatly increased for the most part, and plating has received modest boosts. Attack frequency has been adjusted to match the types of weapons on the ships as well as range.


Overall we are aiming to create a greater variety of play styles players can choose from in the game with their ships, combined with active abilities and escort bonuses every fleet can now be uniquely suited single or multiple roles based on how you build your fleet.
In addition all the lower tiers received similar buffs but we have not finalized the values yet.


That wraps up this Feature Friday.


Before I sign off, I have a couple of announcements.


First, we have a tentative release date for the patch of September 29th, we are in the final stages of the completion, with just final testing and polishing left before we are ready. If all goes as planned next Friday I will release the entire patch notes.


Second, September 26th will be the one year anniversary of the game being released, to celebrate between the 26th of September and the 3rd of October we will be putting very special sales that will never be seen again.

Redshift: Feature Friday #6 - Additional Capital Ships

Hey everyone, Baraphor here.

Today I am going to be talking about how a player can earn additional capital ships in the upcoming patch.


Collecting Ore Sources


It all starts off with the daily mission to start decoding a schematic, we have changed this mission reward to provide a new type of currency, which has for now an alias of 'Capital Ship Ore Source'. These sources can be of any rarity, with higher rarities being better than lower ones.


Activation


We have also added a new button to the alliance view which will open a window where players can work together to earn additional capital ships. The window which contains a collection of all the alliances active ore sources, players will also be able to activate an ore source of their own. However a player can only have one active ore source at a time, although they can choose to replace their active ore source. When a player activates an ore source, they will be given a chance to reroll it attempt to improve what it will drop when harvested. Each ore source has a limited duration, ranging from a few hours to 2 days before it will expire, and be consumed, players can extend this duration by spending credits.


Harvesting


These ore sources can be harvested by players, each harvest will collect the capital ship ore from every activated source, players will get some ore and on higher tier sources there is a chance to earn alliance points and valor and more. A player is limited to the number of harvests that they can perform, 1 harvest chance will be generated every hour and up to 4 can be stored in reserve at any time. In addition to harvesting players in an alliance can boost each source up to 5 times, each and every boost increases the harvest amount by 20%, for a total of 100% bonus earned per harvest. Each boost costs 1 inactive ore source, of the lowest tier a player currently owns.


Construction


As the player collects the capital ship ore, there is a bar that will fill up showing a player's total progress towards unlocking the next capital ship, once this bar is completed filled up the player will be able to start construction on a new capital ship, which will take approximately 3 days to complete. Don't worry you can start collecting for your next capital ship while one is building. Players will be able to earn 9 additional capital ships through this system, for a grand total of 10 including the one that players are rewarded with when they join an alliance. Once the player has the capital ship, they will be able to equip it to a fleet, however only one capital ship can be equipped to a single fleet at any one time.
That wraps up this feature Friday. This one is light on exact numbers as we are still balancing the system to find values that work before releasing.

Redshift: Feature Friday #5

Hey Everyone,
Today I am expanding on last week's Feature Friday and giving a sneak peak at the Ship and Crew abilities.


Overall for this patch we have added 30 new abilities in total, we have also changed and renamed many abilities, mainly balancing up with a few exceptions.
A couple general points


All Heal's in the game are now percentage based, the value below are not final and will most likely drop as we continue to test.


We have created new icons for many abilities and standardized the ability icons across all abilities.


All values for abilities are listed at the max level they can obtain.
BUG FIX: All abilities are now assigned correctly to ships.
Here is a list of all of the Ship and Crew abilities in the game, as always this list is not completely final and things will be slightly change before the patch.


Abilities


Ship Active Abilities


Explorer

  • Damage Amplifier cast cost has been changed from 3 to 4.
  • Damage Amplifier max upgrade level has been changed from 60 to 50.
  • Damage Amplifier has a new icon.

Intrepid

  • Overheat has been renamed to Mini Nuke with a description of "Launches 1 nuke against enemy's best ship for 150 damage."
  • Mini Nuke max upgrade level has been changed from 60 to 50.
  • Mini Nuke has a new icon.
  • Mini Nuke has a new graphical effect.

Ranger

  • Immune has been renamed to Emergency Repair with a description of "Repairs 17.5% plating to the fleet over 5s."
  • Emergency Repair max upgrade level has been changed from 60 to 50.
  • Emergency Repair has a new icon.
  • Emergency Repair has a new graphical effect.

Ariea

  • Plasma Shielding has been renamed to Weapon Overclocking with a description of "Fleet attacks 29.2% faster for 5s."
  • Weapon Overclocking has a new icon.
  • Weapon Overclocking has a new graphical effect.

 
Centaur

  • Damage Reflect has been renamed to Plasma Shielding with a description of "Fleet damage takes 30% less damage for 7s."
  • Plasma Shielding has a new icon.
  • Plasma Shielding has a new graphical effect.

Moonraker

  • Light Repairs has been renamed to Interceptor Hack with a description of "Hacks all interceptors and takes control of their engines for 6.5s."
  • Interceptor Hack max upgrade level has been changed from 60 to 70.
  • Interceptor Hack has a new icon.
  • Interceptor Hack has a new graphical effect.

Mayflower

  • Missile Strike max upgrade level has been changed from 60 to 70.
  • Missile Strike has a new icon.

 
Axiom

  • Rampage max upgrade level has been changed from 60 to 80.

 
Liberator

  • Plating Drain has been renamed to Drain Plating with a description of "All interceptors restores plating equal 351.8% damage dealt for 3s."
  • Drain Plating max upgrade level has been changed from 60 to 80.

 
Thunderbolt

  • Plating Re-enforce has been renamed to Reinforce Plating with a description of "Repairs 40% plating to the fleet."
  • Reinforce Plating max upgrade level has been changed from 60 to 80.

 
Cygnus

  • Mind Control has been renamed to Counter Batteries with a description of "The squadron returns 300% of damage dealt for 15s."
  • Counter Batteries max upgrade level has been changed from 60 to 100.
  • Counter Batteries has a new icon.
  • Counter Batteries has a new graphical effect.

 
Argonaut

  • Plate Piercing has been renamed to Piercing Rounds with a description of "Fleet damage increased by 80 for 2.5s."
  • Piercing Rounds max upgrade level has been changed from 60 to 100.
  • Piercing Rounds has a new icon.

 
Nemesis

  • Plating Aura has been renamed to Repairbots with a description of "Repairs 55% plating to the fleet."
  • Repairbots max upgrade level has been changed from 60 to 100.

 
Titan

  • Stasis has been renamed to Interceptor Second Wave with a description of "Launches 18 additional interceptors with 50% plating."
  • Interceptor Second Wave max upgrade level has been changed from 60 to 100.
  • Interceptor Second Wave has a new icon.

 


 
Ship Passive Abilities


Ariea

  • A new ability has been added called Reinforced Hull which has the effect of at level 60: "Host ship plating is increased by 140.".

Centaur

  • A new ability has been added called Heavy Interceptors which has the effect of at level 60: "Squadron's interceptors 8.2 additional damage.".

Moonraker

  • Plating Bonus has been renamed to Boosted Thrusters with a description of "Squadron's movement speed increased by 17%.".
  • Boosted Thrusters max upgrade level has been changed from 60 to 70.
  • Boosted Thrusters has a new icon.
  • Boosted Thrusters has a new graphical effect.

Mayflower

  • Damage Bonus has been renamed to Interceptor Shields with a description of "Squadron's interceptors take 9% less damage.".
  • Interceptor Shields max upgrade level has been changed from 60 to 70.
  • Interceptor Shields has a new icon.
  • Interceptor Shields has a new graphical effect.

Axiom

  • Total Plating Bonus has been renamed to Squadron Shields with a description of "Squadron's plating is increased by 350.".
  • Squadron Shields max upgrade level has been changed from 60 to 80.
  • Squadron Shields has a new icon.
  • Squadron Shields has a new graphical effect.

Liberator

  • Total Damage Bonus has been renamed to Thermal Rounds with a description of "Squadron's damage is increased by 25.".
  • Thermal Rounds max upgrade level has been changed from 60 to 80.
  • Thermal Rounds has a new icon.
  • Thermal Rounds has a new graphical effect.

Thunderbolt

  • Total Range Bonus has been renamed to Vampire Weapons with a description of "Squadron restores plating equal 13% damage dealt.".
  • Vampire Weapons max upgrade level has been changed from 60 to 80.
  • Vampire Weapons has a new icon.
  • Vampire Weapons has a new graphical effect.

Cygnus

  • Life Source has been renamed to Strengthen Hulls with a description of "Squadron's plating is increased by 850.".
  • Strengthen Hulls max upgrade level has been changed from 60 to 100.
  • Strengthen Hulls has a new icon.
  • Strengthen Hulls has a new graphical effect.

Argonaut

  • Drain has been renamed to Rapid Launchers with a description of "Host ship fires 25% faster.".
  • Rapid Launchers max upgrade level has been changed from 60 to 100.
  • Rapid Launchers has a new icon.
  • Rapid Launchers has a new graphical effect.

Nemesis

  • Total Speed Bonus has been renamed to Nuclear Thrusters with a description of "Squadron's movement speed increased by 80.".
  • Nuclear Thrusters max upgrade level has been changed from 60 to 100.
  • Nuclear Thrusters has a new icon.
  • Nuclear Thrusters has a new graphical effect.

Titan

  • Critical Damage has been renamed to Interceptor Overload with a description of "Squadron's interceptor's damage increased by 80.".
  • Interceptor Overload max upgrade level has been changed from 60 to 100.
  • Interceptor Overload has a new icon.
  • Interceptor Overload has a new graphical effect.

 
Crew Active Abilities


Rare Crew

  • Engine Malfunction has been renamed to Sabotage Engines with a description of "Reduces the enemy fleet movement speed by 50% for 5.5s.".
  • Sabotage Engines max upgrade level has been changed from 60 to 50.
  • Sabotage Engines has a new icon.
  • Sabotage Engines has a new graphical effect.
  • Fleet Shielding max upgrade level has been changed from 60 to 50.
  • Damage Boost has been renamed to Weapons Overload with a description of "Fleet damage increased by 18.7 for 4s.".
  • Gamma Boost has been renamed to Gamma Missiles with a description of "Fires missiles of energy dealing 47.5 damage to all enemies.".
  • Gamma Missiles has a new icon.

Epic Crew

  • Thermal Blast max upgrade level has been changed from 60 to 70.
  • Plating Recovery has been renamed to Emergency Crews with a description of "Fleet plating restored by 32.5 over 10s.".
  • Emergency Crews max upgrade level has been changed from 60 to 70.
  • Assault has been renamed to Assault Protocol with a description of "Fleet damage increased by 54 for 5s.".
  • Assault Protocol max upgrade level has been changed from 60 to 70.
  • A new ability has been added called Nitro Booster which has the effect of at level 70: "Fleet movement speed increased by 450% for 15s.".
  • A new ability has been added called Engines Override which has the effect of at level 70: "Reduce enemy fleet movement speed by -70% and range by -150 for 12s.".

Legendary Crew

  • System Hack has been renamed to Systems Hack with a description of "All enemy host ship will fight for you for 8s.".
  • Systems Hack max upgrade level has been changed from 60 to 80.
  • EMP max upgrade level has been changed from 60 to 80.
  • Time Machine max upgrade level has been changed from 60 to 80.
  • Mirage has been renamed to Quick Reloading with a description of "Interceptors attack speed increase by 22% for 0s.".
  • Quick Reloading max upgrade level has been changed from 60 to 80.
  • Quick Reloading has a new icon.
  • Quick Reloading has a new graphical effect.
  • A new ability has been added called Guardian Shield which has the effect of at level 80: "Fleet takes 50% less damage for 10.4s.".

Immortal Crew

  • Firmware Override max upgrade level has been changed from 60 to 100.
  • Strong EMP has been renamed to Supercharged EMP with a description of "Enemy ships are disabled for 8s.".
  • Supercharged EMP max upgrade level has been changed from 60 to 100.
  • Reconstruction max upgrade level has been changed from 60 to 100.
  • God Mode has been renamed to Last Stand Protocol with a description of "Fleet is invulnerable for 9s.".
  • Last Stand Protocol max upgrade level has been changed from 60 to 100.
  • Thunderstrike max upgrade level has been changed from 60 to 100.
  • A new ability has been added called Suicide Mission which has the effect of at level 100: "All escorts becoming flying bombs and crash into the enemy fleet for 300% of their plating as damage.".
  • A new ability has been added called Fleet Overclock which has the effect of at level 100: "Fleet movement speed and attack speed increase by 200% for 20s.".
  • A new ability has been added called Mass Restore which has the effect of at level 100: "A repair drone travels between ships restoring plating by 90% per ship.".


Crew Passive Abilities


Rare Crew

  • Missile Fuel has a new icon.
  • Missile Fuel has a new graphical effect.
  • Cooling Fans has a new icon.
  • Cooling Fans has a new graphical effect.
  • Perfect Aim has a new graphical effect.
  • A new ability has been added called Extra Plating which has the effect of at level 60: "Hosts plating increased by 71.".
  • A new ability has been added called Range Booster which has the effect of at level 60: "Interceptors range increased by 55.".

 
Epic Crew

  • Maneuvers max upgrade level has been changed from 60 to 70.
  • Maneuvers has a new graphical effect.
  • Interceptor Plating max upgrade level has been changed from 60 to 70.
  • Interceptor Plating has a new graphical effect.
  • Interceptor Assault max upgrade level has been changed from 60 to 70.
  • Interceptor Assault has a new graphical effect.
  • A new ability has been added called Deconstruction Nanites which has the effect of at level 70: "Escorts leech 15.5% of damage back as plating.".
  • A new ability has been added called Auxiliary Weapons which has the effect of at level 70: "Escort's damage increased by 45.".
  • A new ability has been added called Commanding Cover which has the effect of at level 70: "Fleet takes 12% less damage from hosts.".

Legendary Crew

  • Escort Guard has been renamed to Escort Shielding with a description of "Escort's plating increased by 850.".
  • Escort Shielding max upgrade level has been changed from 60 to 80.
  • Escort Shielding has a new graphical effect.
  • Nav System Upgrade max upgrade level has been changed from 60 to 80.
  • Nav System Upgrade has a new icon.
  • Nav System Upgrade has a new graphical effect.
  • Explosives max upgrade level has been changed from 60 to 80.
  • Explosives has a new graphical effect.
  • Targeting max upgrade level has been changed from 60 to 80.
  • Targeting has a new graphical effect.
  • A new ability has been added called Supercharged Shots which has the effect of at level 80: "Critical hit damage increased by 65%.".
  • A new ability has been added called Battalion Barricade which has the effect of at level 80: "Fleet takes 13% less damage from escorts.".

Immortal Crew

  • Super Crits max upgrade level has been changed from 60 to 100.
  • Super Crits has a new graphical effect.
  • ImDeath Squash max upgrade level has been changed from 60 to 100.
  • Death Squash has a new graphical effect.
  • Synthetic Plating max upgrade level has been changed from 60 to 100.
  • Synthetic Plating has a new graphical effect.
  • Avoidance max upgrade level has been changed from 60 to 100.
  • Avoidance has a new icon.
  • Avoidance has a new graphical effect.
  • System Overhaul max upgrade level has been changed from 60 to 100.
  • System Overhaul has a new icon.
  • System Overhaul has a new graphical effect.
  • A new ability has been added called Interceptor Evacuation which has the effect of at level 100: "When an escort is destroyed, revive 2 interceptors with 60% plating.".
  • A new ability has been added called Emergency Shields which has the effect of at level 100: "When an interceptor's plating drops below 50%, it becomes invulnerable for 5s.".
  • A new ability has been added called Flak Cannons which has the effect of at level 100: "Fleet takes 15% less damage from interceptors.".