Friday, March 9, 2018

2018.2 release notes





New features

  • New Cerberus ship: Phoenix (appears on Red Star level 7+)
  • New module: Alpha Drone 
  • New Red Star level 9 Artifact and planet
  • Module button improvements
    • Module buttons for Laser, Dual Laser and Barrage show charge indicator
    • Selecting another player's ship in a White Star displays the installed moduled levels
    • Module buttons will also show for some Cerberus ships
  • When selecting any ship or outpost that holds shipments, the shipment destinations will glow and a numeric indicator will show how many shipments go to which destination (must have Shipment Computer unlocked)
  • Income/Expense bars on Player Info page can be clicked to reveal exact numbers
  • "Next Ship" option on player info popup allows quickly locating the player's ships on the current White Star (works on the chat screens and the Corporation info page)

Module tweaks

  • Genesis and Leap will no longer work when the ship is on an entry White Star sector (i.e. a sector with a jumpgate)
  • Friendly targets that cannot fire (i.e. because of EMP, Stealth or Supress) will no longer be valid Leap targets
  • Supress: Duration increased in White Star for all levels
  • Destiny: Increased damage in Red Stars (damage in White Stars remains the same)
  • Vengeance: Slightly increased damage on all levels for all stars
  • Area Shield: Install prices increased for level 2+
  • Teleport: New cleaner visual indication of pending teleport

Economy balancing

  • Red Star Level 4+: Increased the amount of Hydrogen stored on some sectors guarded by Cerberus.
  • Increased Credit storage on level 21+ planets. Credit storage no longer increases when upgrading a planet over level 37.
  • Better grouping of shipments on high level Yellow Stars (should reduce time and Hydrogen requirement to deliver all shipments on systems with 5 or more planets). 
  • Increased salvage rewards for RS8 artifacts.

Bug fixes & other improvements

  • Cancel waypoint button now cancels most recent waypoint (instead of all set waypoints)
  • Fixed an issue where Leap could target a friendly ship after it used Destiny and was out of combat
  • Fixed an issue where the red departing line was not showing correct travel time for ships belonging to other players or Cerberus 
  • Fixed an issue where ship movement in replays was choppy
  • View Replay button no longer shows for out of date replays in the White Star history page (replays are always invalidated by new updates)
  • Fixed a bug where using Offload on a diplomacy partner system would give them the full reward
  • Time Machine: Fixed numerous bugs with visual effects. Visual effects now animate according to the fast forward speed to better indicate the passage of time
  • Fixed an issue where star supernova and other effects could persist when transitioning to another star system
  • Fixed an issue introduced on the last update where pinch to zoom was always zooming on the center of the screen (instead of the center of the pinch gesture)
  • (iOS) Fixed an issue with the quick info menu on 3D touch displaying the wrong installed modules on a ship


77 comments:

  1. Awesome, tons of quality of life upgrades! Thanks!

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    1. Maybe you could add a little dynamism to what artifacts one gathers in RS if they salvaged slightly differently. Like I find folks generally ignoring blue arts, since those mods are some of the least necessary.

      What if yellow arts gave slightly more credits when salvaged, blue arts gave slightly more hydro, and pinks stayed the same?

      Doesn't have to be this breakdown, could be balanced so pinks are the hydro ones (which kind of makes sense, since hydro is kinda lavender-colored in-game).

      It's just I remember in RS1 thinking it was cool that the blues were slightly more valuable, and then discovering that that didn't scale to R2, RS3 or beyond. As it is, once I get the mix of 3-4 arts I know I want for research, I don't care what I grab, and maybe that's the point, but wouldn't it be fun if there was a little more interest (and perhaps competition) for certain things.

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    2. You could improve the passive ratio of credits income :)

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  2. Infinite sadness that the new modules keep being for the highest end red stars. Existing player base is in all star levels, not just rs8+. Please do not simply cater to the whales. You will lose your playerbase.

    TL;DR add new, lower level mods so that people can get excited regardless of where they're at.

    Thanks.

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    1. had to incentivize moving to rs9...people are approaching rs9 at this point.

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    2. There's nothing at rs9 yet. There's already a full game made for r8-
      They have to make the game for higher levels that are blocked by basically a lack of a complete game at that level.

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    3. There's lots to get excited about at lower levels: the stuff that already exists just above your current level. Go get it.

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  3. Wow, nice update! I guess the dev really want us to switch to shipment computer this time, haha

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    2. Can'believe you didn't use it so far!!!!

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  4. Getting worse by each new update lol.

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    1. Quit then, instead of griping. Most people like the new updates

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    2. True, probably one of the best updates since white star introduction.

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    3. this is hands down The best update. Period.
      This patch allows for more than 7 planets with fully automatic shipments. It's glorious.

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  5. A nice enhancement to help lower levels could be to give a small coin and H win for every Cerberus killed. A nearly trivial ammount, but would help, and encourage, clearing more of a red star.
    but keeping it small enough to avoid abuse.

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    1. Higher lvls, particularly ones farming hydro or healing up bs with salvage will have even further incentive to clear everything. It's gonna be a bigger advantage to high lvls than low lvls.

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  6. I can't cycle through ships in order, did this get fixed?

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    1. Took me a while, but I figured it out. Ships cycle from left to right. As they move, this order changes. It's disorienting at first, but once you figure it out it makes sense.

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    2. I want this fixed too, as do many members of my corp. The current system is counter-intuitive. Just maintain a consistent order for the ships.

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  7. Still no chat, mail, copr management ..... Still booring and slow paced.. Still disencourage new players with prices (aswell prices in credits for upgrades, like prices in $ for premium currency)...

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    1. Still no chat or corp management are you sure you have the right game?

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    2. It's a great pace and these new updates help to speed it up for those who want it to go faster without affecting game-play for those who want it slow.

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    3. I'll agree that the corporation management tools could use some work (the CEO very much needs a better way to view member activity at a glance), and it always bothers me that there are accomplishment rewards for maintaining diplomatic relationships for long timeframes but the only way to help each other out within a corporation is to switch diplomatic partnerships.

      I don't get the complaints about chat and mail or the game's pace though, those seem fine to me.

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    4. Chat and email and rename have never worked in Hades' Star! You cannot send either one since the keyboard never appears when a text field is selected!!

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  8. I would have added Rocket in along with Genesis and Leap to the you-can't-use-that-in-your-entry-sector list. Rocket-spam has become the One Winning Strategy. Rockets can be countered with other modules, but not a steady stream of them. Just keep about five of your team's support ships back at the gate with rocket modules. Every four hours you can launch a volley of 10! Battleships go with either EMP, Barrier, or both. Time warps help accelerate the rockets. No other strategies really matter.

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    1. That's really low lvl strat
      It's very easy to counter rockets, not even one from the top corps uses that.

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    2. I played against top corps, and most of them using the rocket spam. And no, you cant counter rockets if you are close to enemy gate.

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    3. The Time Lords doesn't, Legion doesn't, Anla doesn't, Forge doesn't, etc
      1-3 ships launching rockets it's not much of a spam, and with one ship it's enough to counter it.
      And if you are close to enemy gate I don't think you are much losing...

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    4. If you would have any experience in ws, you would know that, at the end of the ws, the corp with less relics are forced to push to the enemy gate to catch retreating transports. This manuver used to fail, becouse the winner side can easily slaughter incoming ships with rocket spam.
      While you dont have any proof, just throwing names randomly, search the youtube for Legion vs Star Grazers to see how Legion doesnt use the rocket spam...

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    5. Rocket spam is far from a winning strategy. Ones going for the gate will be assassins, they're nearly always equipped with high level mass batteries. The rocket count is meaningless, they'll all get destroyed, unless the assassin bs are somehow disabled.

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    6. The loss of the support ships balances out with the possibility (note: possibility) of dealing damage with all the rockets.

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    7. Sorry to butt in here but you say its very easy to counter rockets. how do you effectively achieve this?

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    8. To the one asking how to counter rockets: use waypoints, don't make long moves, equip barrier and try not to get emped, also using dual laser will make it really hard even fighting with one bs.
      Rockets need to be fired many hours before impact, most of the time we have time to react. If don't and not near enemy gate... not checking game enough.
      To the "experienced" guy: I'm not throwing names, I'm at Legion and played against all that named, only fired many rockets once as a desperate measure in gate sector after a lucky destiny. Gate defense is nothing that will change the tide of the ws.
      If you are pushing to enemy gate usually that sectors are crunched out, so no viable target to rockets.
      Rockets become deadly in a 2 sector radius from gate, that is a very specific situation to be whining about.
      Also the way to win is to have your support ships mining and transporting, many support ships at gate to do a "spam" it's a waste and will be a serious hit in relic gathering.

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    9. Rockets are hard to *constantly* counter, even in the mid-field (half-way point) where fleet battles are likely to happen. Often in fleet battles you use EMP to try to get an advantage. The EMP's often get layered one after the other. It takes, IIRC, about 8 hours for a rocket to travel from the gate to the mid-field. So it's not difficult to have rockets hit several enemy ships that are EMP'd. After 2-3 rockets hit, finishing off the weakened ships is easy. You don't have to use EMP to make rockets work well, but it helps.

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  9. Would it please be possible to give information HOW much each planet level gives for storage? This would be very helpful for planning purposes prior to live update.

    Thank you!

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    1. Most of the +30k/upgrade level deltas will be increased to +40k/upgrade level.

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  10. Nice to see econ work to make the game more accessible to those who don't want to grind 1hr+ a day on cargo.

    As noted above, the rocket spam is game breaking when a team knows how to use it in tandem with emps. Can't carry enough protection when you're getting hit with multiple rockets every hour. Eventually they get through. It will be a much better experience in whitestar to see rockets like genesis.

    Btw..not everyone is pushing up the redstar tech quickly due to all the complaining about leap and destiny. Please keep focusing on game balance for support modules. In the rs5/6 tech levels everyone who wins just uses emp/barrier and teleport on a delta shield support hunting ship. Gets boring that those are the only viable modules. Timewarp and sanctuary are the only support modules in normal use except for rocket spam at the whitestar gate.

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  11. What modules will be fitted in phoneixP

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  12. Can we have a feature to pause auto shipment? Trying to get that transport to stop for a moment is horrible.

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  13. Great update! Keep up the great work guys best game by far.

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  14. Awesome, great work. More detailed options give greater fun. We have one suggestions that might be taboo, graphics. There's a lot of nice graphics already in this game, but can you guys do anything about the ships?? There is obviously minimal aesthetics to these ships, we wish they looked cooler. Or at least thrown some metallic texture on them.

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    1. I want to disagree with you because I really like the retro line-art graphics of the ships, but I do understand the complaint that they clash with the graphics on planets, asteroids, and stars.

      Personally I like it the way it is because it evokes an old-style tactical map.

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  15. Any fixes for whitestar missile spamming?

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  16. Необходимо отображение играков в корпорации кто сейчас в игре.

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  17. Thanks a ton for the UI feature showing where various shipments go! It makes waypoint planning much easier :D

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  18. Good updates, however, it is now very hard to see where shipments go on the galactic map. Small blue halos are not as vivid as the yellow circles that were very obvious. Causing a lot of shipments to not be delivered.

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    3. I was sceptical at first too, but after playing for a bit I've really come around on this change.

      The blue halo's aren't as visible, but the numbers stand out just fine. Add in that the same tags show up when you select a planet and picking shipping routes on the fly gets MUCH easier.

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  19. The new feature that shows the destination of the shipments that are on the planet/station is awesome, will save me lot of time combining the best routes for my trade ships. Great update ;)

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  20. Replies
    1. They're like alpha rockets but they shoot and they stop for a period of time at the target destination. Sort of like a place-able turret that can be put down from a distance.

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  21. In future updates it would be good to include the OPTiON to have msg and event notification e.g. if a corp member leaves a msg or starts a red star search.

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  22. the autopilot is still as dumb as a post.��

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    1. The autopilot goes to the planet it has the most shipments for. It is basic but not quite completely stupid.

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    2. It's starting from a planet with many shipments and flies empty to a planet with 2 shipments a 12 cred. That is more than stupid. And often it flies past moon though it has just as many shipments as an other planet. Very uneconomical

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    3. an example: today had a planet with 10 shipments to one planet and 2 to other, had room for 8 so then it picked 6 and 2... and went to the one with 2 first, then went to take one to another empty planet

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    4. looks like they are now going to remove auto pilot, thanks a lot for complaining about this awesome mod, not sure if i even want to play this game with out it at this point.

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  23. Think of adding recovery gauge with timer for passive shield and cancel button for modules/planets/upgrades;)

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  25. I think there's one feature that has disappeared:
    Time warp used to have purple-ish lines traveling from the edges of its range to the center of the ship. Now it's just a purple area.
    Is this intended?

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  26. Features I would like to see.
    Above Red Star station a timer plus amount of joining members
    In WS time machine a rewind button to show the latest 12 hours of movements.

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    1. You can already see into the past in WS time machine.

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  27. Is this a known white star bug or a new one? I arrived at the opponent's gate and was hit with EMP. The opponent was also right on the gate. Even though both ships were stunned, the gate owner was able to gate out while still stunned. Seems like that should not work.

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  28. Shipping roll back is worse than whatever was broken in last update to cause the roll back. Since rollback, I have only had 2 planets generate more than 3 shipments for any other planet. Please fix whatever you rolled it back for quickly. It's killing my shipping and draining hydro reserves fast!

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  29. Feature Request: Confirmation Dialog for Teleport (Like we have for Destiny).

    Reasoning: In WS when playing with time machine, myself and others have accidentally activated a Teleport when experimenting with moves. This has happened on a weekly basis, and is frustrating b/c you:
    1) expend a valuable resource
    2) are frozen in place for 4hrs
    3) don't get to pursue the strategy you were trying.

    It reduces the fun. I propose that any module activation that represents a one time use should get some kind of confirmation. Ship movement has it b/c of the redline portion of pending movements. Lets get it for module activations as well.

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    1. I definately second that motion for confirmation of activation of modules.

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  30. Love the game; good to see it getting active support and balance tweaks.

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  31. Id like more ranks in a corp

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  32. Please implement the same restictions on Alpha Rocket as on Genesis in WS.
    Part of the fun of WS is tweaking moves in time machine. This is ruined by having rockets send every 2 hours.

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