New Ship: Zarek Furion
The Furion is a medium attack craft featuring a flexible front-firing primary weapon system to combat a variety of threats supported by a highly damaging 360-degree close-range deterrent in the form of a plasma thrower. While it excels at frontal attacks, its maneuverability is limited.
The Plasma Thrower is a 360-degree system that is used to deter enemies from taking advantage of the Furion’s limited firing arcs. As the weapon is plasma-based, it allows the Furion to bypass armor for immediate gains and sustain pressure on a target. However, as the Plasma is generated from purposeful engine transference, the weapon drains energy reserves. It also features an overheating mechanic, meaning that its duration is limited.
Base Hull Strength: 9,000
Initial Max Speed: 600
Overview of Weapons/Abilities
A front firing repeater that deals destructive damage at mid and close range.
Fires continuous plasma damage at close range, ignoring armor status but overheating if fired for too long.
Increases forward thrust, allowing greater speed but entering a long cooldown.
Front-firing missiles that home in on their target and deal damage on hit.
Attach to enemy ships, dealing damage to all armor facings over time.
Elite XP and Crew Changes
When the Phase 4 is live, the following will occur:
- Your DNA will be converted to Elite XP. Elite XP can be used to level up your Crew Members and in the future, we plan on using Elite XP for exciting new features for your Ships.
- DNA will be converted at a rate of 1:2. That means for every 1 DNA you currently own this will be converted to 2 Elite XP.
- Every player will receive a gift of 100,000 Elite XP when they launch the new update.
For each fully unlocked Crew Member players will be refunded 3000 DNA before the conversion process begins.
Alongside the removal of DNA, there will be some changes to how you obtain crew and level them.
- You will no longer be required to create your Crew Members. If you receive a Crew Member in a Drop Pod, you have that Crew Member.
- Any Crew Templates you may currently have will be automatically converted to full Crew Members in the new update.
- Getting a duplicate Crew Member from a Drop Pod will go towards leveling up that specific Crew Member. If that Crew Member is at the maximum level this will be converted into Elite XP.
- Crew Members will be purchasable with Credits, though that is not the intended method of collecting Crew Members but rather for completing your collection.
New Missions and Campaigns
In Phase 4 we have replaced the previous Mission system (play 1, 3 and 6 games) with our new Quick Missions, Campaigns, and Weekly Campaigns.
Quick Missions – available for players level 3 and up.
- Simple objectives completable in Quickplay or PvP.
- Each player receives a new Quick Mission each day at 10 am UTC.
- Uncompleted Quick Missions are kept until completed or rerolled.
- Quick Missions can be rerolled once per day to get a different objective.
- All Quick Missions offer the new Drop Pod as their reward.
Weekly Campaigns – available for players level 6 and up.
- Series of 5 missions that must be completed consecutively.
- A new Weekly Campaign will be released every Tuesday at 10 am UTC.
- Uncompleted missions in the Weekly Campaign are lost.
- The first 2 missions each week can be completed in Quickplay or PvP, the remaining missions are PvP only.
- Each mission has a reward, with a big reward for the final mission.
Campaigns – available for players level 6 and up.
- 2 campaigns available with this update, one to earn the “Leaf on the Wind” Ultimate skin for Sentinel, the other to earn the “Levi426” Ultimate skin for Leviathan.
- Each campaign consists of 25 missions split across 5 nodes, to be completed consecutively.
- Players opt into one of the campaigns (but are free to switch between them at any time – progress on each is saved).
- Campaign missions can be completed in PvP only.
- Each mission in the campaign has a reward, with a big reward for the final mission in each node.
- The final mission of the campaign rewards an Ultimate skin – players that have already got the skin from our old reward system will instead receive 2,400 Platinum.
Reworked Drop Pods
Another addition to our Phase 4 update is the removal of Bronze, Silver and Gold Pods for our new Drop Pods. Drop Pods will now reward players with three items rather than the previous one item. Any old Bronze, Silver or Gold Pods you still have in your inventory will remain as there are except DNA is replaced with Elite XP.
Common Drop – 61% Chance
- Green FX Mod
- Red FX Mod
- Single Credit Booster
- 7,500 Credits
- 1,000 Elite XP
Uncommon Drop – 33% Chance
- Random Utility Crew Implant
- Random Defence Crew Implant
- Random Attack Crew Implant
- 3 Day Credit Booster
- 15,000 Credits
- 2,000 Elite XP
Epic Drop – 5% Chance
- Random Standard Crew Member – Level 0-2
- Random Pirate Crew Member – Level 0-2
- Random Hera Ship Skin
- Random Kepler Ship Skin
- Random Neptune Ship Skin
- 14 Day Credit Booster
- 150,000 Credits
- 250 Platinum
Legendary Drop – 1% Chance
- Random Standard Crew Member – Level 3 Legendary
- Random Pirate Crew Member – Level 3 Legendary
- Random Acid Thunder Ship Skin
- Random Ultimate Ship Skin
- 30 Day Credit Booster
- 500 Platinum
Individual item drop rates within a rarity type are weighted based on the individual rarity of that item. Whilst you have a 1% chance of getting a Legendary drop, the chance of that Legendary drop being an Acid Thunder skin is a 25% chance as opposed to an Ultimate Skin which is a 4% chance.
This weighting rule applies to all rarity types – for example, the chance of an Epic drop (which you have a 5% chance of getting) being a random Crew Member is 58% whilst the chance of an Epic drop being 150,000 Credits is a 12% chance.
Reworked Small Craft Mechanics
The small craft gameplay mechanics have been reworked in this update to be more streamlined and require less switching of targets during combat. The changes are as follows:
- All Fighter and Bomber craft are now automatically deployed around your ship when you spawn. Drones remain unchanged and will only deploy when launched by the player as before.
- As Fighters/Bombers are destroyed your ship will replenish them automatically, this happens provided that they are idle and currently defending your ship (they won’t be replenished if defending a nearby ally, for example). The time this takes is dependent on their cooldown, the cooldown penalty is greater if the entire squadron is destroyed (in this situation you will be without a squadron for the entire duration of the cooldown).
- Fighters and Bombers will no longer engage nearby player ships automatically, they will only engage when commanded to do so by the player.
- Fighters will now automatically engage any enemy small craft defending/attacking the target they’re sent to (including their owner’s ship). Fighters are also forced to engage other fighters before engaging any other small craft. This means it would now be wise to have fighters available to defend your drones/bombers where possible (this can be achieved by sending your fighters to the same target as your or your ally’s drones/bombers).
- Small craft squadrons can no longer be manually targeted, instead, all interaction is tied to the target they’re currently assigned to as above.
- The small craft Recall functionality (default: R key) will now only recall Fighters/Bombers into their defensive position around their owner’s ship, they will no longer enter your ship and go on cooldown. The behavior of the Recall functionality for Drone squadrons remains unchanged.
- Fighters are now smarter when engaging enemy bombers and will now chase them for a little longer while they’re retreating.
With Phase 4 we have made a new change to our launcher which you should immediately notice if you are accustomed to the previous launcher. The main area will be used to highlight any specific events or updates that are currently occurring and will also become a Twitch player when the official Fractured Space channel is live. Also included is a new starter guide for Captains just joining Fractured Space, a server status indicator and a mailing list signup that will grant you a Pioneer Mercury skin when successfully completed as well as the ability to tweak your settings before launching the game.
- Tutorial. Added objective arrows for when the target ship and middle mine objectives are offscreen.
- Tutorial. Fixed a bug where a keen player could receive a conflicting message to upgrade prematurely.
- Added a menu option to enable a numerical ping display (under a new misc options category).
- Players can no longer target friendly turrets or mining freighters.
- Sector Rework – Persephone’s Embrace: New background, materials and asteroid setup for one of our oldest sectors with a mix of pale pinks, greens, and yellows.
- Updated the VFX for the Pioneer’s Primary, Secondary, and Sector Detect abilities
- Updated Jump Effect: Added a screen “whiteout” when completing a jump for a more polished, less jarring transition when switching sectors.
- Updated Ship Art: Redone the artwork for the Zarek Hunter & Enforcer, USR Ghost and TDS Sentinel – big improvements both visually and optimization wise.
- Gamma: Added New Gamma music.
- Store: Part-owned, non-dynamic bundles are now marked as Unavailable in the store. Previously they caused confusion as they were displayed as Owned.
- Point Defense: Players can now select manual point defense on unowned free rotation ships
- Added an option to customise the display of Squad, Turret and Buoy names and icons. By default, their names should now be visible when targeted.
Auto Point Defense
- Auto Point Defense is now allowed to engage nearby drones/fighters that aren’t specifically attacking your own ship.
- Main Cannon: Reduced the amount of energy drained per projectile from 30 to 1, and increased the leech multiplier of energy returned to the Aegis from 0.5 to 15. The result is that target ship now only loses a negligible amount of Energy, while the Aegis experiences no change in the amount of Energy received via its main Cannon.
- Transference Projector: Increased cooldown from 35 to 45
- Transference Shield can no longer be activated when jumping and vice versa.
- Particle Accelerator: Increased cooldown from 30 to 45s.
- Gravity Well: Reduced deployment range from 10km to 5km.
- Graviton Anchor: Increased base cooldown from 45s to 60s.
- Plasma Cannon: Reduced range from 12km to 11km.
- Increased Anti Materiel Cannon magazine from 12 to 15.
- Jamming System: increased cooldown from 45s to 120s.
- Tactical Jamming System: Increased cooldown from 32 to 85s.
- Strategic Jamming System: Increased cooldown from 77 to 205s.
- Void Cannon: Reduced projectile lifetime from 1.35 to 1.25s, which at a velocity of 13000m/s results in a reduced range from 17550 to 16250m.
- The Endeavor’s turrets can now be seen on the minimap by enemies and allies. Enemies can only see them if they’re in the line of sight of an ally.
- Increased base damage on all of the main weapon variants from 15 to 16.25. Reduced the spin-up time on the Tempest Cannon from 1.5s to 0.75s.
- Reduced Fusion Beam base damage from 200 to 175.
- Reduced Fusion Shock Beam base damage from 158 to 140.
- Vector Cannon: Increased the base damage per projectile from 30 to 34.
- Counter-Thrust renamed to Mag Thrust.
- Defensive Field: Reduced Energy Activation Cost from 250 to 230, and reduced amount of Energy used per Second from 160 to 155.
- Removed the damage component from the Heal/Defend Pulse ability (and its alternate loadout variants). Updated ability name to Heal Pulse to reflect this.
- Watchman Cannon: Increased damage per projectile from 76 to 84.
Increased the health of most offensive drones by 20% to account for the new fighter system. Defensive drones remain unchanged.
The following have been given the health boost:
- Hunter Leech Drones
- Protector Leech Drones
- Colossus Plasma Drones
- Paragon Heal Suppression Drones
- Paragon Movement Suppression Drones
- Infiltrator Ion Drones
- Mastery medal headers on the medals page now have the correct header.
- Fixed the Ghost’s decoy ability not displaying any indication for where it will be spawned.
- The Paragon’s bombers can now properly rearm at any allied ship.
- Fixed the Paragon’s bombers not rearming if their target is still alive and they are recalled part way through a bombing run.
- Fixed the Executioner’s charge VFX not showing up in PvP games properly.
- -Fixed the Aegis’ Particle Accelerator charge VFX not showing up in PvP games properly.