Wednesday, January 31, 2018

2018.1 release notes


Modules

  • New level 8 orb and blue crystal artifacts on RS8, and new planet visual
  • New RS8 module: Area shield (absorbs hull damage to any allied ships in range)
  • Increased hydrogen yield for artifacts found on RS7 and above
  • Destiny: Range reduced by ~10%
  • Teleport: Before the teleportation actually happens, the ship goes into an activating period where the ship stays in place and will still participate in combat (5 sec in RS, 4 hours in WS). All players can see the teleport target during the activation period. Cooldown reduced to 6m (2.5d in White star). Teleport range on White Stars increased on all levels. Barrier only blocks a ship from entering the teleport activation phase for a specific location. Once a ship is in teleport activation, the teleport will succeed even if there's later a barrier at the destination.
  • Laser: Increased min damage on all levels and max damage on lv6+. Reduced ramp up time to 45 seconds on all levels. This also affects Cerberus Colossus.
  • Battery: reduced DPS on level 8 (-5%), level 9 (-10%), level 10 (-15%)
  • Entrust: Fixed a bug where sometimes the transfer would fail even when the destination ship had enough capacity
  • Trade Boost, Trade Burst, Mining Boost: Install cost increased on all levels
  • Fortify & Supress: Reduce cooldown to 6m (2.5d in white star)
  • More clear description for Mining Unity module (functionality did not change)

Combat

  • Cerberus Colossus deals more damage up front but has less maximum damage (110-270 DPS)
  • Fixed a rare issue where Interceptor could be triggered without a ship entering its sector
  • New combat visual effects, give better feedback on whether the ship's hull or shield were hit

User interface

  • Officers can now choose who goes to the next White Star before the search starts. This is in addition to the opt out setting - players who have opted out of white stars will not show up on the list and cannot be added to the White Star. White star rewards have been increased for white stars bigger than 5vs5 (20vs20 gets the biggest increase). Only white stars that were created after the update will yield the increased rewards.
  • Added quick visit buttons on the top left of the HUD for any active Red Star and/or White star
  • Chat toggle button is now visible over the selection panel (also fixes issue for some devices where the button was not visible when the chat was open on the time machine)
  • Server shutdown message can be clicked on to provide a link with more information on the ongoing maintenance
  • Leaderboard dialog will cover all available vertical space on tall devices such as iPhone X or Samsung S8. Also improved performance of the dialog.
  • Fixed an issue with rockets turning invisible if the target asteroid had been destroyed
  • iOS: 3D touch support (long press over any game object to quickly open its info dialog)


64 comments:

  1. Thats one way to ruin a game. People have spent a long time working on and paying for modules. This is not better for the game. You have removed tactics on teleport and pretty much destroyed it. Stop trying to be a dev team that ruins a game, try and be different.

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    1. they only count on money, the player does not count

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  2. I LOVE how this game just keeps getting harder. I say BRING IT ON!!! Laser was pritty much useless b4 now it might b worth investing in.
    Well done Devs. Keep it interesting and dont listen to all the wineing babies out there they will make the game so easy its boreing....
    To the all the Babies out there: use your brain change tactics or die.... Adapt to survive... Nuf said...

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    1. Well said.

      Thank you devs, keep up the good work.

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    2. Change the game if you want, fine, but it's like playing a game with a six year old child - they keep adding and changing the rules to the game to their advantage until their to ridiculous, complicated, and nonsensical and you stop playing.

      These changes do sound like they basically destroy any value with teleport. There are definitely logical flaws with these changes - i.e., teleport will take 4 hours prep and show the destination for a hop of a few hundred AUs, but sanctuary teleports your ship instantly back to your home star many AUs away. Similarly, sanctuary saves your ship and any presumed crew on board, but artifacts disappear for some reason... logical consistency would be good.

      Teleport in ws was already limited in range and effectively a one time use. Ws are like chess or actual battle planning, if you want to eliminate the unpredictability of teleport by your opponent, force your opponent to use teleport by threatening two ships or locations, and force them to use their teleport to try to save both or the one they didn't pick, etc., simple tactics.

      If you want to make planning in ws better, provide conditional logic for selecting two alternative time machine moves, or features like shadowing an enemy ship (they move, I automatically move to match), and allow more moves to be placed in the time machine per player.

      Emp would be a module that's not well balanced in my book since there's no counter, although clearly in today's tech, a Faraday cage could resist emp. Also, why doesn't end screw up the ship's navigation that's underway so that they have to select a new destination afterward?

      Stealth is another funny module, why is it called stealth if you can still see my ship and know where I'm going you just can't attack me nor me attack? That's not stealth, that's just a timeout. A better stealth would be I disappear and can attack when I want to, but then lose the remainder of my stealth period (this would be like u-boats). That or maybe my ship is visible, but only to others within a 100-200 AU range.

      If you want to fix something, why not make a ship able to select their target? Clearly even if I could only target one ship, there's no reason I wouldn't switch off from a battleship to hit a transport for a few seconds then switch back to the battleship. Or allow mid course corrections?

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    3. Logical consistency was never there. Look at the distances for example. All ships fly many hundreds of times faster than light and are still slow when lookin at em near planets. Planets are the size of solar system. Anywho these changes are good gameplay wise and thats the point

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  3. Just about to upgrade to Battery 8 and TP is now useless ..

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    1. This comment has been removed by the author.

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  4. Great changes overall. Something needed to be done about teleport. It was better than impulse in almost every way. Now there is a reason to use impulse again. Buff to laser is a nice change as well. Hopefully it is enough of a buff to make it useful.

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  5. Teleport is burnt now and the decisions of the devs lack every logic: how could an enemy know where i'm going to teleport to but not which direction i'll take after the next asteroid? and teleporting inside a barrier if it was planned before the barrier? lol that's completely logical. and 4 hours preparation? really?
    this made a great tactical module useless and stupid.

    but leave the missile spam in the game and call it a feature... soon barrier won't hold missiles either if they were started before barrier?

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  6. I kind of see both the good and bad points.
    Yes laser was underpowered compared to battery, but because of that people have spent a LOT of time and resources investing in battery....
    Teleport - Yes a spooling time kind of makes sense, however it should not tell everyone where the teleport is heading... that defeats the point in it completely. The barrier thing is completely bizarre and would be unnecessary if you don't know where a teleport is heading.

    Making colossus harder only impedes lower levelled players from progressing, which in turn creates a bigger divide between higher and lower levelled players and may increase quit rate.

    Otherwise some good ideas. look forward to seeing how they affect the gameplay.

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  7. Shame to see decreasing dps increase at higher levels. Not sure if a flat cap of 40dps increase from lvl 6 would've been better?

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  8. Its honestly hilarious to see the devs talk about the teleport changes. The destination is visible to all players? Really? Is that how modern (or historical) armed forces typically operate? "Hey France its Germany! We're gonna Blitzkreig you in four hours. Better be ready!"

    This update and the devs are a complete joke. Increase your playtesting pool beyond thralls that blindly supoort your terrible balance decisions.
    Randomly changing module numbers and changing modules that arent broken (teleport) while doing absolutely NOTHING about modules that are CLEARLY broken (missiles) is a sure-fire way to break your game. Cant wait to see the next patch notes. Oh wait, I stopped playing this game 2 months ago because the devs showed their green status ages ago and they clearly haven't learned a single thing.

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    1. Why are you commenting if you stopped playing 2 months ago?

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    2. If you have any good ideas, give them for the better things.

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    3. There are already ideas for better changes in the discord chat. The overall effect is to prevent players - both attackers and defenders in WS primarily - from ahving to stay up at odd hours of the night to defend Teleport. The changes affect BOTH major aspects of how Teleport currently works: instantaneous transit from node-to-node & not telegraphing the location to opposing forces.

      I can see WHY Teleport needs to be changed, but I don't see why the mechanic requires a complete change. Unpredictability should have a place in WS and Teleport provides that. There's also less drastic measures in changing the module: such as a shorter activation time & a short disable time at the destination or a disable period ala Destiny & Leap at the destination.

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  9. I'm happy with the buff to lasers. I'm a pretty new player but I'm glad to see you guys put Lasers and Battery on more equal footing. Keep up the good work. Also, there's been some good suggestions on the Hades Star subreddit. Check it out:

    https://www.reddit.com/r/HadesStar/comments/7seh7l/blue_star_suggestion/

    https://www.reddit.com/r/HadesStar/comments/7kfvxx/a_few_cosmetic_microtransactions_i_am_willing_to/

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  10. Hello, dear developers. I am your level 98 player. Accidentally started building a scanner is not in that sector. And when I noticed this, it was too late. I did not study the sector near. Is it possible to somehow fix my situation? The game is very like, I threw all the games I played before meeting with your brainchild. Strongly I experience, I play less often .. I really do not want to throw a game, since the construction. Please, is it possible to help me? Move, destroy?

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  11. Seems tailored to founding players probably the ones who suggested and tested these.

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    1. Lol founding players built battery most of em. CX

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  12. It's a good change. Tele was too easy. All I can say to those against it is improvise, adapt, overcome. However, I do not see why the destination needs to be given away. There is usually only so many places in range.
    I'm trying to understand what will happen when you use it while moving. Do I need to choose a point in range now, or one that will be in range 4 hours down stream? What if someone plays time warp after I set my destination?

    I will agree on the missiles. Maybe another nerfing is needed.

    Keep up the good work. White Stars are a great addition. A game of seconds played over days. One doesn't even end and I'm barking on our discord for my FO to start a new scan as soon as we can.

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  13. I bet the teleport change is for all those mediocre players whining that somehow someone outsmarted them while these noobs spam rockets.

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  14. Teleport just made the game a dice game rather than a strategical game, some people just abused it before others, that's it. Stop thinking that you are so smart with such a broken functionality like teleport, how is a module that gives you so many possibilities could be at the same level as another module that is straightforward? You activate impulse and there is no secrets to what you are doing and you do a teleport and people have to keep 3-4 ships to keep you under control and you call this a fair strategy? If it stayed like that, everyone was going to get teleports to WS and it was going to be RNG circus and the one who got lucky with teleporting next to some transports would win. Or you want to keep teleport as it was? Give it a 33% chance of miss-teleporting to another object in range and I will see how smart you feel after that. Stop thinking you are a smart-ass just because you enjoy a broken module and move on.

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    1. With teleport there already is a chance to go to the wrong place
      I lost a battleship that cost 35k to replace and I only have 81k storage because of a misclick with teleport so I do not describe as broken but potentially very dangerous to both sides

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  15. Hello everyone.

    I have to admit I am sceptical about the white star (ws) reward increase based on the amount of participants. Until now the player had the choice and went for the ws of his/her choice. Now I fear the smaller corps will go through some trouble to keep their members. Also I think this might lead to death of 5player (5ppl) ws. The future 5ppl ws participant will be a corp that is not interested in playing ws but to receive the reward for participating without actually doing anything.

    That being said, I`m looking forward to enjoy the new patch.

    kind regards,

    Grotesk09

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    1. Yeah my corp turned into a grave yard after this patch

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  16. I was predicting a genesis or an emp nerf in ws but i dont mind the teleport change. The new shield sounds fun but im soo far from rs8... Laser buff will give us same option in single target weapons. It was overshined by battery.
    Good patch.

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  17. As if the colossus wasnt hard enough to beat, it now becomes harder....good one dev.Also making the battery less powerful is a silly idea. As someone said, people have grinded to get these weapons at a decent stage and then you go and reduce their damage.Started off such a good idea and a good game, then you mucked up what should have been a real time pvp, but isnt and it seems to be going rapidly downhill. You need to listen to feedback and act on it, not ignore people, otherwise why bother in the first place ?

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  18. I love these changes, all of them.

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  19. Well done guys! Especially the macro vs laser changes were pretty obvious when you do the maths. So don't pay attention to all that invested in Macro8+. It was clear it could not stay as it was and they actually had the benefit of an overpowered weapon. Curious to see the laser changes...and the colossus fight.

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  20. The range of teleport was decreased in wz other then what is stated above

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  21. Laser: Increased min damage on all levels and max damage on lv6+. Reduced ramp up time to 45 seconds on all levels. This also affects Cerberus Colossus.

    anyone have numbers on this?

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  22. I apologize if this isn't the right place to post this but I couldn't find a tech support link. I have an iphone 6+, and it's caught in an upgrade loop. When I open the app it tells me to "download latest version." Clicking on that takes me to the app store page where I press the "open" button which takes me back to the "download latest version" screen. Back and forth. Any suggestions? Thanks.

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    1. Try going to the App store, Updates tab, and scroll down to refresh the list. The update should show up then.

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    2. Same issue here. There’s no way to get past this?

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    3. Andreas, thanks for the reply. It took several tries to refresh but finally did get it to work!

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  23. Since the update at around 11am EST today, I have not been able to open the app on my iPhone 7. Am I the only one with this problem?

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    1. Nope. Go to the App Store downloads page and refresh the list (pull down). It shows up once the list is refreshed.

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  24. No fix to the Omega Shield not having a cooldown in ws???

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    1. Its already balanced, the passive shield has higher health at lol 5 or 6 so a omega user could be hunted down before ever being able to use their 2nd activation

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  25. Please activate mouse input for Android.

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  26. I have utilized multi. Laser. And bat in my ships.I like the versatility. Teleport 4 hr spool up...okay. but broad cast NO. If your paying attention you can guses where the opponent is goiNG...right where you don't want him. I don't want or need there jump point. Keep some mystery.

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  27. Can you change the way delete to only erase the last input and not the entire path

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    1. Agreed, just cancel last WAYPOINT, should be attainable

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    2. +1 I really want to be able to cancel only the last waypoint

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  28. Fairly new and I enjoy the features of the game. But is it possible to move a group of ships at one time instead of just individually?

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  29. The Battery needs to have its other parameters changed to reflect the nerf, according to the wikia the battery still requires the same ammount of stuff to unlock as a weapon with 400 dps and still uses as much hydro as unnerfed one, the same can be said about the lasers

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  30. "Teleport" should be renamed to "Evacuation". Teleport used to be like Cat and Mouse game, it was fun to play in WS. I happened to dodge an EMP in my last round WS before opponent activated the EMP (not by Time Machine command). But this tactical move is now history. *LOL*

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  31. To the Devs: simple UI changes that would help ALL players a lot. Arrows on home planets to cycle through them and evaluate shipments (super simple). Perhaps contentious, ability to move all your ships or ships of a type (transports) to a target waypoint at once rather than (if you have 4 transports) needing TWELVE precise taps for one waypoint or TWENTY or so for two. So many mistakes made and ships lost due to miss-taps when navigating!

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    1. Thanks. That answers my previous question about ship movement. Good idea being able to move a "fleet" at once.

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  32. Anyone else want to see (only) alpha shield available as an installable module on a level 2+ transport in a support slot, so that alpha shield has some later game relevance?

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  33. I'd like to see an additional change to prevent gate-spamming rockets in white stars. My corp has won games and lost games by virtue of rockets from the gate, but it always feels cheesy. It is a legitimate strategic element, but not at the same level as others and just feels like you're gaming the system.

    What would people feel about one of two changes? Either make it so that any rocket module gets a 5-hour cooldown upon entering a white star, or disallow firing of rockets within, say, 150 AU of your own warp gate.

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  34. Since the last update there seems to be a performance decrease. I hear people complaining about batteries getting empty quicker, phones getting hot and some phones/tablets getting some minor performance issues.
    Could you please look into this and see if the game can be made a bit leaner again? Sounds a bit like some change had an unwanted side-effect.

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  35. One frustrating thing is not being able to move short range scanners to different sectors. It seems ridiculous to spend 10,000 credits every time you want to discover more. Plus you can only discover 2 or 3 more sectors on the edge of you map since they must be adjacent. At 2,500 credits apiece, you have to spend 17,500 credits to expand your map by only 3 sectors. That might be fine later in the game, but rather pricey for new players. And the old scanners just sit there as useless junk when you’re done with them. Can’t even scrap them. I would love to see a change. Otherwise, great game! I love the ability to drop in and do some stuff but not get sucked for hours at a time to progress.

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    1. Just wait my next scanner is 400k. Last was 300k and scanning each sec is 300k.

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  36. Where do we go for other updates like the changes to targeting by the ai and changes in ship speeds? Stuff like that makes it really frustrating to play and I would like to know more on the seamingly trivial changes to gameplay

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  37. I think its wrong to reduce the battory damage since people have already bought them (without reducing hydro cost) but the lasers definitely needed an upgrade they were pathetic. I also liked the idea that new players could still be effective with overpowered mods like telliport emp and battery but I guess that was just an accident the whole time. It keeps them optimistic about the game and having fun. You shouldn't have to play for a half year to start having fun. Us higher level players still get to use equally overpowered moduals like unity destiny salvage and rockets

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  38. To the Devs: the last update appears to have removed fundamental aspects of shipping strategy from the game. In Hades' Star, players could choose how and where to concentrate their efforts, be it on missions or shipping, with the this balance of focus up to the individual. For those who chose to concentrate more on shipping, the puzzle was how to balance hydro use with a warp collection system that would become more and more efficient in the long-term, yet was often on a knife-edge of hydro use. One way of doing this was to balance cargo inputs to each end of a central warp collection system, together with judicious placement of trading posts near an adjacent planet to give double cargo holding areas. Once established, cargo could be manually shuttled into each end of the system, and from there efficiently transported to those unconnected planets at the other end of the 'universe'. It was efficient, effective, built up loads to particular destinations logically, and thus most transporter trips had high cargo loads in both directions. Following the update, after a few tries, it is clear that shipping systems can no longer function in terms of efficiency or effectiveness. Block cargo formation destroys the ethos behind the collection and filtering systems which players have developed over long periods of gameplay. The result, is the removal of the ability for players to devise a honed shipping system. In consequence, shipping now takes more time, more hydro, and more journeys. It also penalises those players whose interest lay more towards shipping strategy, and were prepared to take a longterm view of attaining it. Might the developers reappraise their recent changes to cargo formation?

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