Update 91: The Reward

Version 91 is here and it's a BIG ONE!

  • FULL REWORK OF THE GAME'S BACKEND, MULTIPLAYER SHOULD BE SMOOTHER

  • WE’VE ADDED A REWARD TRACK! It grants PERMANENT unlocks but is locked to specific versions. (end time for the first one, December 8th). Reward tracks will unlock permanent rewards like skins, emotes, titles.... (It's free)

  • Movement of the ship restrained to WASD

  • Pressing M will now show a view of the whole galaxy

  • 2 new battlefields have been added for encounters

  • The equipment upgrading system has been overhauled

  • The knife can be thrown from further away but the damage gets reduced the further you are from your target

  • Picking up an item will now also display the information in the chatbox, allowing you to scroll and check

  • Selling an item will now need confirmation as items cannot be bought back

  • New sounds:
    -New pistol sound effects
    -New SMG sound effects
    -New bow sound effects
    -New acid spitter sound effects
    -New grenade launcher sound effect
    -New rifle sound effects

  • Losing a battle will not cost credits anymore

  • The second floor of the ship is unlockable after lvl5

  • Comets, pirate lairs and hatcheries expert and master difficulty are now more different than one another as master is now harder due to the points it grants for the reward tracks
  • Comets will grant more rewards upon completion, since it is a pretty hard activity the rewards should match the effort you put in.

  • Treasure map trackers are now sold in shops. As pirate lairs grant points for the reward track we do not want players to feel punished because they cannot drop one from encounters.

  • Pirate lairs will now primarily award credits to differentiate it further from all the activities and because it fits the pirates’ theme and lore.

  • There are now 11 daily quests per day

  • The grenade launcher’s range has been reduced from 200m base +20 per rarity to 120m base + 10 per rarity. The grenade launcher is too strong long range and has been adjusted to make it a strong close-range weapon to fit its intended design.

  • Blueprints using prisoners will be unlocked at the same time as the ones that don’t to allow them to be used earlier. (captive pirate fighter “conversion” and the pirate fighter blueprint will be unlocked at the same time)

  • Enemies in hatcheries will spawn from further away to make the combat experience more enjoyable. More enemies will spawn as they are further away