Hi Everyone,
We just released a huge tuning/balancing patch today, and I wanted to make sure you all knew about it. We are really happy with a lot of the changes, and Chapter 4 in particular got a big tuneup.
Here is the changelist to get you excited
Added Damage Viewer (Turn on in options)
Added Added Hotkey (Y) for auto turrets
Added Drone research levelups will increase drone damage
Added Invading marines can now steal data, blueprints, blackboxes and release specialists, based on hacking skill in crew research tree..
Changed Cannon boosters: lowered reload speed increase, added projectile speed, range, damage buffs.
Changed Missile booster: lowered reload rate boost, added damage boost.
Changed Beam booster, added damage and range boost
Changed Grav missiles regen much faster
Changed Increased torpedo speed, damage
Changed Increased all missile damage
Changed Increased hunter SRM ion damage
Changed Increased SRM damage
Changed Damage increase for micro missiles
Changed Mothership shields stronger
Changed Ion cannon converted to Energy damage type
Changed Disruptor cannon and Pulse cannon damage reduced
Changed Cloak damage lowered to 33% boost.
Changed Allow turrets to fire on autofire if cloak disrupted (and probably player has fired recently)
Changed Changes move to position AI to make it less orbity
Changed Increased specialist storage by 1 per mothership level
Changed Specialist drop rate increased
Changed Specialist bonuses decreased (was destabilizing late game)
Changed Late game zombie level increased
Changed One sidequest drops a Godlike specialist (so can always get the achievement reliably)
Changed Insane achievement should unlock expert too.
Changed High capacity reactor, faster recharge, more expensive
Changed Give fusion beam a good damage boost,
Changed Overload/Focal emitter slight damage boost
Changed Escort ships do not run from explosions, was too annoying.
Changed Minefields will not track non hostiles, even if attacked. But the relation will lower if they are destroyed.
Changed Minedroppers longer reload time.
Changed Made civ torpedoes faster/more damaging
Changed Disruptor cannon slightly slower reload, Pulse cannon still old faster speed.
Changed Increased scanner ranges
Changed Lowered mine damage a bit
Changed Scanner mines can hunt non cloaked vessels too
Changed More data for killing ships
Changed Systems with more tech blueprints, tend to have higher level starbases
Changed Increased sec4 base upgrade requirements
Changed Zombie critters better infectors, but fewer
Changed More hitchhiker critters on zombie ships
Changed Zombie crittes move faster
Changed Each zombie kill on a ship has a 50% chance of producing a new zombie onboard.
Changed Increased invasion combat rate
Changed Mines less health, less damage, higher speed
Changed Armor slightly more resistant to projectiles
Changed Hull more resistant to projectiles and lasers, weaker against missiles
Changed Rebalanced reactors so smaller weapons register better.
Changed Casting Stones mission less difficult
Changed A system you just left cannot be invaded. This allows for better strategic decision making and pushing an invasion back instead of it leapfrogging over you.
Changed Zombie invasions can be reinforced from neighboring stars.
Changed Made fewer ally reinforcement ships, but made them tend to be larger.
Changed Readjusted all difficulty levels.
Changed Difficulty affects: Zombie critter combat prowess
Changed Difficulty affects: Respec cost
Changed Difficulty affects: Station upgrade Rez/Goon Cost
Changed Difficulty affects: Blueprint cost
Changed Difficulty affects: Relation improve cost
Changed Difficulty affects: Bribe cost
Changed Difficulty affects: Zombie intercept turns
Changed Difficulty affects: Zombie intercept fleet size
Changed Difficulty affects: Zombie invasion chance
Changed Difficulty affects: Zombie invasion strength
Fixed Damage system optimized. Should help Zombie slowdown for some people.
Fixed AI not allowed to shoot stuff in tractor beams
Fixed Various typos
Fixed Reversed Taskmaster and Foreman specialist skills..
Fixed Hooked up Mediator specialist skill
Fixed Speed Loader Specialist Skill
Fixed "WINNIE MCDONAGH" Specialist
Fixed Broken gender based specialist bonuses
Fixed Eye Popper achievement can occur on FE
Fixed Beams stuck in fire state forever.
Fixed AI blowing up player ships should not cause relations change.
Fixed When a ship is venting, sometimes the last vented crew member dies and the ship explodes.
Fixed AI is obsessed with mine layers, people abusing them as decoys.
Fixed A scanner hitting a mine layer will get the mine layer to chase you..
Fixed "Oh its you" missions sets civs to enemy upon start
Fixed Optimized cloaking code
Fixed Mine targeting optimized
Fixed Escape pods can be picked up sooner after launch, especially large ones
Fixed Phantom blueprint drop fixed
Fixed Moved weak spot on Jamison's Hammerhead Armor to the rear.